Spell HUD rewrite and retexturing:

- Replaces the old hardcoded drawing methods with a new json-based system with support for multiple inbuilt and resource pack-defined skins.
- Adds a config option for choosing the spell HUD skin, along with a custom config GUI screen allowing the user to select from a list of available skins with a preview of the currently selected skin.
- Replaces the HUD texture file with a spell_hud subfolder, containing all the necessary textures and json files for the 12 inbuilt skins.
- Adds a subtle sound effect and scroling animation when switching spells
- Reorganises the control event code into a single handler class and converts this class and the spell HUD class to static event handlers.
- Fixes the HUD position option which got broken in the previous spell HUD commit
This commit is contained in:
Electroblob
2018-07-02 22:33:09 +01:00
parent b7cd3db8bc
commit af01beb583
42 changed files with 1393 additions and 223 deletions
@@ -46,13 +46,14 @@ public class CommonProxy {
public void registerKeyBindings(){
}
public void registerSpellHUD(){}
public net.minecraft.client.model.ModelBiped getWizardArmourModel(){
return null;
}
public void initGuiBits(){}
public void registerResourceReloadListener(){}
// SECTION Particles
// ===============================================================================================================
@@ -126,6 +127,8 @@ public class CommonProxy {
public void setToNumberSliderEntry(Property property){
}
public void setToHUDChooserEntry(Property property){}
// public void setToEntityNameEntry(Property property){}
/**
@@ -148,4 +151,9 @@ public class CommonProxy {
return null;
}
/** Returns an unmodifiable set of the string keys for all of the loaded spell HUD skins. */
public Set<String> getSpellHUDSkins(){
return null;
}
}