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
@@ -120,6 +120,8 @@ public class Wizardry {
public void preInit(FMLPreInitializationEvent event){
logger = event.getModLog();
proxy.registerResourceReloadListener();
settings.initConfig(event);
@@ -162,9 +164,7 @@ public class Wizardry {
// Event Handlers
GameRegistry.registerWorldGenerator(generator, 0);
MinecraftForge.EVENT_BUS.register(new WizardryKeyHandler());
MinecraftForge.EVENT_BUS.register(instance);
proxy.registerSpellHUD(); // This can't easily be converted to use the new @Mod.EventBusSubscriber system
NetworkRegistry.INSTANCE.registerGuiHandler(this, new WizardryGuiHandler());
WizardryPacketHandler.initPackets();