local FuncNode_EventMissileHasHurt = class("FuncNode_EventMissileHasHurt") --[[ 初始化 --]] function FuncNode_EventMissileHasHurt:initialize(entity) self.LimitChildCount = 0 self.Type = LuaConst.ConditionFuncType.EventMissileHasHurt end --[[ 执行 --]] function FuncNode_EventMissileHasHurt:Run(conditionDataNode, entity, missile, buffObject, eventParams) local result = FP.Const.Zero if not eventParams then logging.error(LTAG.ERROR, "GWS : Only Event Trigger can use FuncNode_EventMissileHasHurt !! No eventParams Error! @FuncNode_EventMissileHasHurt") return result end local missileData = eventParams.missileData if not missileData then logging.error(LTAG.ERROR, "GWS : eventParams has no missileData ! @FuncNode_EventMissileHasHurt") return result end if missileData.HurtBuffID > 0 or missile.hookEntity ~= nil then -- 钩子子弹暂定是有伤害的(甄姬的射线伤害配置在了BattleEffect中) result = FP.Const.One end return result end return FuncNode_EventMissileHasHurt