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
@@ -2,6 +2,7 @@ package electroblob.wizardry.spell;
import electroblob.wizardry.constants.Constants;
import electroblob.wizardry.data.WizardData;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.registry.WizardryEnchantments;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.util.ParticleBuilder;
@@ -10,7 +11,6 @@ import electroblob.wizardry.util.SpellModifiers;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.enchantment.EnchantmentHelper;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumAction;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumHand;
import net.minecraft.world.World;
@@ -24,7 +24,7 @@ public class FreezingWeapon extends Spell {
public static final String FREEZING_ARROW_NBT_KEY = "frostLevel";
public FreezingWeapon(){
super("freezing_weapon", EnumAction.BOW, false);
super("freezing_weapon", SpellActions.IMBUE, false);
addProperties(EFFECT_DURATION);
}