local FuncNode_LevelHasDragonArtery = class("FuncNode_LevelHasDragonArtery") local FP=FP --[[ 初始化 --]] function FuncNode_LevelHasDragonArtery:initialize(entity) self.LimitChildCount = 0 self.Type = LuaConst.ConditionFuncType.LevelHasDragonArtery end --[[ 执行 --]] function FuncNode_LevelHasDragonArtery:Run(conditionDataNode, entity, missile, buffObject) local originEntity = entity:GetOriginEntity() if originEntity then if originEntity:IsHero() then if LevelManager.CurLevelFunc.GetDragonArteryPlayer then return LevelManager.CurLevelFunc:GetDragonArteryPlayer() ~= nil and FP.Const.One or FP.Const.Zero else return FP.Const.Zero end else --非英雄,则统一认为无图腾 return FP.Const.Zero end else return FP.Const.Zero end end return FuncNode_LevelHasDragonArtery