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
@@ -3,6 +3,7 @@ package electroblob.wizardry.spell;
import electroblob.wizardry.data.IVariable;
import electroblob.wizardry.data.Persistence;
import electroblob.wizardry.data.WizardData;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.registry.Spells;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.util.MagicDamage;
@@ -13,7 +14,6 @@ import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.SoundEvents;
import net.minecraft.item.EnumAction;
import net.minecraft.util.EnumHand;
import net.minecraft.util.EnumParticleTypes;
import net.minecraft.util.math.Vec3d;
@@ -37,7 +37,7 @@ public class Charge extends Spell {
private static final double EXTRA_HIT_MARGIN = 1;
public Charge(){
super("charge", EnumAction.NONE, false);
super("charge", SpellActions.POINT, false);
addProperties(CHARGE_SPEED, DURATION, DAMAGE, KNOCKBACK_STRENGTH);
this.soundValues(0.6f, 1, 0);
}