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:
@@ -1,5 +1,6 @@
|
||||
package electroblob.wizardry.spell;
|
||||
|
||||
import electroblob.wizardry.item.SpellActions;
|
||||
import electroblob.wizardry.registry.WizardryItems;
|
||||
import electroblob.wizardry.util.MagicDamage;
|
||||
import electroblob.wizardry.util.MagicDamage.DamageType;
|
||||
@@ -10,7 +11,6 @@ import electroblob.wizardry.util.WizardryUtilities;
|
||||
import net.minecraft.entity.Entity;
|
||||
import net.minecraft.entity.EntityLivingBase;
|
||||
import net.minecraft.entity.player.EntityPlayer;
|
||||
import net.minecraft.item.EnumAction;
|
||||
import net.minecraft.util.EnumFacing;
|
||||
import net.minecraft.util.SoundEvent;
|
||||
import net.minecraft.util.math.BlockPos;
|
||||
@@ -21,7 +21,7 @@ import net.minecraft.world.World;
|
||||
public class FlameRay extends SpellRay {
|
||||
|
||||
public FlameRay(){
|
||||
super("flame_ray", true, EnumAction.NONE);
|
||||
super("flame_ray", true, SpellActions.POINT);
|
||||
this.particleVelocity(1);
|
||||
this.particleSpacing(0.5);
|
||||
addProperties(DAMAGE, BURN_DURATION);
|
||||
|
||||
Reference in New Issue
Block a user