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
@@ -1,5 +1,6 @@
package electroblob.wizardry.spell;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.registry.WizardryBlocks;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.tileentity.TileEntityTimer;
@@ -9,7 +10,6 @@ import electroblob.wizardry.util.SpellModifiers;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.item.EnumAction;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Vec3d;
@@ -20,7 +20,7 @@ public class ConjureBlock extends SpellRay {
private static final String BLOCK_LIFETIME = "block_lifetime";
public ConjureBlock(){
super("conjure_block", false, EnumAction.NONE);
super("conjure_block", false, SpellActions.POINT);
this.ignoreLivingEntities(true);
addProperties(BLOCK_LIFETIME);
}