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