local XGuideCharacterEquipQualityCompareNode = XLuaBehaviorManager.RegisterNode(XLuaBehaviorNode, "CharacterEquipQualityCompare", CsBehaviorNodeType.Action, true, false) --索引动态列表 function XGuideCharacterEquipQualityCompareNode:OnAwake() if self.Fields == nil then self.Node.Status = CsNodeStatus.ERROR return end if self.Fields["CharacterId"] == nil or self.Fields["CompareEquipId"] == nil then self.Node.Status = CsNodeStatus.ERROR return end self.CharacterId = self.Fields["CharacterId"] self.CompareEquipId = self.Fields["CompareEquipId"] end function XGuideCharacterEquipQualityCompareNode:OnEnter() if not XDataCenter.CharacterManager.IsOwnCharacter(self.CharacterId) then self.Node.Status = CsNodeStatus.FAILED return end local temp = XEquipConfig.GetEquipCfg(self.CompareEquipId) if not temp then self.Node.Status = CsNodeStatus.FAILED return end local equipId = XDataCenter.EquipManager.GetCharacterWearingWeaponId(self.CharacterId) --初始为角色身上的装备 local equip = XDataCenter.EquipManager.GetEquip(equipId) if not equipId or not equip then self.Node.Status = CsNodeStatus.FAILED return end local wearEquip = XEquipConfig.GetEquipCfg(equip.TemplateId) if wearEquip.Star <= temp.Star then self.Node.Status = CsNodeStatus.FAILED return end self.Node.Status = CsNodeStatus.SUCCESS end