Add player animation system!

- Hooks into ModelRenderer by wrapping it in an extended version that allows modification of angles after the model has set them
- Is compatible with pretty much everything, yay (even modded armour!)
- Adds property overrides to ItemWand so that gets animated too
- Adds a system for generating override models from a template at runtime so I don't have to duplicate all the wand models
- Tweaks particles and ray spells so they line up with the end of the newly-animated wand
- Fixes a long-standing bug where wand usage actions would stop immediately for all non-continuous spells
This commit is contained in:
Electroblob77
2020-05-09 20:17:15 +01:00
parent cf38a16f49
commit be250e218e
146 changed files with 1531 additions and 262 deletions
@@ -4,6 +4,7 @@ import electroblob.wizardry.Wizardry;
import electroblob.wizardry.entity.construct.*;
import electroblob.wizardry.entity.living.*;
import electroblob.wizardry.entity.projectile.*;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.spell.*;
import net.minecraft.entity.projectile.EntitySnowball;
import net.minecraft.init.MobEffects;
@@ -299,7 +300,7 @@ public final class Spells {
registry.register(new HealAlly());
registry.register(new SpellMinion<>("summon_blaze", EntityBlazeMinion::new).soundValues(1, 1.1f, 0.2f));
registry.register(new SpellConstruct<>("ring_of_fire", EnumAction.BOW, EntityFireRing::new, false).floor(true).addProperties(Spell.DAMAGE, Spell.BURN_DURATION));
registry.register(new SpellConstruct<>("ring_of_fire", SpellActions.POINT_DOWN, EntityFireRing::new, false).floor(true).addProperties(Spell.DAMAGE, Spell.BURN_DURATION));
registry.register(new Detonate());
registry.register(new SpellBuff("fire_resistance", 1, 0.5f, 0, () -> MobEffects.FIRE_RESISTANCE).soundValues(0.7f, 1.2f, 0.4f));
registry.register(new SpellBuff("fireskin", 1, 0.5f, 0, () -> WizardryPotions.fireskin).addProperties(Spell.BURN_DURATION));
@@ -337,7 +338,7 @@ public final class Spells {
registry.register(new PhaseStep());
registry.register(new VanishingBox());
registry.register(new GreaterHeal());
registry.register(new SpellConstruct<>("healing_aura", EnumAction.BOW, EntityHealAura::new, false).addProperties(Spell.DAMAGE, Spell.HEALTH));
registry.register(new SpellConstruct<>("healing_aura", SpellActions.POINT_DOWN, EntityHealAura::new, false).addProperties(Spell.DAMAGE, Spell.HEALTH));
registry.register(new Forcefield());
registry.register(new SpellBuff("ironflesh", 0.4f, 0.5f, 0.6f, () -> MobEffects.RESISTANCE).soundValues(0.7f, 1.2f, 0.4f));
registry.register(new Transience());