(client)feat:实现按武器释放技能
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@ -29,8 +29,10 @@
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<label>测试枪</label>
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<description>一把测试用的枪</description>
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<attributes>TestGun</attributes>
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<texture>TestGun</texture>
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<itemTexture>TestGunItem</itemTexture>
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<type>Ranged</type>
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<textures>
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<li>TestGunItem</li>
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</textures>
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<bullet>yellowBullet</bullet>
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</WeaponDef>
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@ -52,12 +54,27 @@
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</textures>
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</walk_down>
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</drawingOrder>
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<behaviorTree>
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<Node className="JobGiver_ContinuousMove"/>
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</behaviorTree>
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</BulletDef>
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<BulletDef>
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<defName>testGunBullet</defName>
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<attributes>
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<health>1</health>
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<moveSpeed>20</moveSpeed>
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</attributes>
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<drawingOrder>
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<idle_down>
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<textures>
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<li>TestGun</li>
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</textures>
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</idle_down>
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<walk_down>
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<textures>
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<li>TestGun</li>
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</textures>
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</walk_down>
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</drawingOrder>
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</BulletDef>
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@ -73,6 +90,7 @@
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<WeaponDef>
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<defName>Claw</defName>
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<label>爪子</label>
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<type>Melee</type>
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<description>爪子</description>
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<attributes>Claw</attributes>
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</WeaponDef>
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@ -114,6 +114,10 @@
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</rangedAttack_right>
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</drawingOrder>
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<behaviorTree>
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<Node className="ThinkNode_Conditional" value="EntityHealth(50)">
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<Node className="JobGiver_AttackJob"/>
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<Node className="JobGiver_RandomWander"/>
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</Node>
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<Node className="JobGiver_RandomWander"/>
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</behaviorTree>
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</CharacterDef>
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@ -142,6 +146,10 @@
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</idle_down>
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</drawingOrder>
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<behaviorTree>
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<Node className="ThinkNode_Conditional" value="EntityHealth(50)">
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<Node className="JobGiver_AttackJob"/>
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<Node className="JobGiver_RandomWander"/>
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</Node>
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<Node className="JobGiver_RandomWander"/>
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</behaviorTree>
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</CharacterDef>
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@ -170,7 +178,11 @@
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</idle_down>
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</drawingOrder>
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<behaviorTree>
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<Node className="JobGiver_Idel"/>
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<Node className="ThinkNode_Conditional" value="EntityHealth(50)">
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<Node className="JobGiver_AttackJob"/>
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<Node className="JobGiver_RandomWander"/>
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</Node>
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<Node className="JobGiver_RandomWander"/>
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</behaviorTree>
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</CharacterDef>
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@ -198,7 +210,11 @@
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</idle_down>
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</drawingOrder>
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<behaviorTree>
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<Node className="JobGiver_Idel"/>
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<Node className="ThinkNode_Conditional" value="EntityHealth(50)">
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<Node className="JobGiver_AttackJob"/>
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<Node className="JobGiver_RandomWander"/>
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</Node>
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<Node className="JobGiver_RandomWander"/>
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</behaviorTree>
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</CharacterDef>
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@ -3,11 +3,20 @@
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<MonsterDef>
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<defName>chicken</defName>
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<label>测试鸡</label>
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<label>不大聪明</label>
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<behaviorTree>
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<Node className="ThinkNode_Conditional" value="EntityHealth(50)">
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<Node className="JobGiver_AttackJob"/>
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<Node className="JobGiver_RandomWander"/>
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</Node>
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<Node className="JobGiver_RandomWander"/>
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</behaviorTree>
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<affiliation>monster</affiliation>
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<attributes>
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<moveSpeed>1</moveSpeed>
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<health>123</health>
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</attributes>
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<weapon>Claw</weapon>
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<drawingOrder>
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<idle_down name="Body" FPS="10">
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<textures>
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@ -24,5 +33,36 @@
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</drawingOrder>
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</MonsterDef>
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<MonsterDef>
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<defName>big</defName>
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<label>大聪明</label>
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<behaviorTree>
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<Node className="ThinkNode_Conditional" value="EntityHealth(50)">
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<Node className="JobGiver_AttackJob"/>
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<Node className="JobGiver_RandomWander"/>
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</Node>
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<Node className="JobGiver_RandomWander"/>
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</behaviorTree>
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<affiliation>monster</affiliation>
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<attributes>
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<moveSpeed>1</moveSpeed>
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<health>123</health>
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</attributes>
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<weapon>TestGun</weapon>
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<drawingOrder>
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<idle_down name="Body" FPS="20">
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<textures>
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<li>testPawnAnimation_0</li>
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<li>testPawnAnimation_1</li>
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<li>testPawnAnimation_2</li>
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<li>testPawnAnimation_3</li>
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<li>testPawnAnimation_4</li>
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<li>testPawnAnimation_3</li>
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<li>testPawnAnimation_2</li>
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<li>testPawnAnimation_1</li>
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</textures>
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</idle_down>
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</drawingOrder>
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</MonsterDef>
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</Define>
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