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
@@ -1,16 +1,16 @@
package electroblob.wizardry.spell;
import electroblob.wizardry.entity.construct.EntityForcefield;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.util.SpellModifiers;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.item.EnumAction;
import net.minecraft.util.EnumFacing;
public class Forcefield extends SpellConstruct<EntityForcefield> {
public Forcefield(){
super("forcefield", EnumAction.BOW, EntityForcefield::new, false);
super("forcefield", SpellActions.THRUST, EntityForcefield::new, false);
addProperties(Spell.EFFECT_RADIUS);
}