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
@@ -37,6 +37,7 @@ public final class WizardrySounds {
public static final SoundEvent SPELL_LOOP_WIND = createSound("wind");
public static final SoundEvent SPELL_EARTHQUAKE = createSound("rumble");
public static final SoundEvent SPELL_FORCE = createSound("force");
public static final SoundEvent SELECT_SPELL = createSound("select");
/** Trick borrowed from the Twilight Forest, makes things neater. */
public static SoundEvent createSound(String name){
@@ -65,5 +66,6 @@ public final class WizardrySounds {
event.getRegistry().register(SPELL_LOOP_WIND);
event.getRegistry().register(SPELL_EARTHQUAKE);
event.getRegistry().register(SPELL_FORCE);
event.getRegistry().register(SELECT_SPELL);
}
}