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:
@@ -3,6 +3,7 @@ package electroblob.wizardry.spell;
|
||||
import electroblob.wizardry.Wizardry;
|
||||
import electroblob.wizardry.constants.Constants;
|
||||
import electroblob.wizardry.event.SpellCastEvent;
|
||||
import electroblob.wizardry.item.SpellActions;
|
||||
import electroblob.wizardry.registry.WizardryItems;
|
||||
import electroblob.wizardry.registry.WizardryPotions;
|
||||
import electroblob.wizardry.util.AllyDesignationSystem;
|
||||
@@ -11,7 +12,6 @@ import electroblob.wizardry.util.ParticleBuilder.Type;
|
||||
import electroblob.wizardry.util.SpellModifiers;
|
||||
import electroblob.wizardry.util.WizardryUtilities;
|
||||
import net.minecraft.entity.player.EntityPlayer;
|
||||
import net.minecraft.item.EnumAction;
|
||||
import net.minecraft.potion.PotionEffect;
|
||||
import net.minecraft.util.EnumHand;
|
||||
import net.minecraft.util.math.MathHelper;
|
||||
@@ -26,7 +26,7 @@ import java.util.List;
|
||||
public class EmpoweringPresence extends Spell {
|
||||
|
||||
public EmpoweringPresence(){
|
||||
super("empowering_presence", EnumAction.BOW, false);
|
||||
super("empowering_presence", SpellActions.POINT_UP, false);
|
||||
addProperties(EFFECT_RADIUS, EFFECT_DURATION, EFFECT_STRENGTH);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user