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:
@@ -1,13 +1,13 @@
|
||||
package electroblob.wizardry.spell;
|
||||
|
||||
import electroblob.wizardry.Wizardry;
|
||||
import electroblob.wizardry.item.SpellActions;
|
||||
import electroblob.wizardry.registry.WizardrySounds;
|
||||
import electroblob.wizardry.util.ParticleBuilder;
|
||||
import electroblob.wizardry.util.ParticleBuilder.Type;
|
||||
import electroblob.wizardry.util.SpellModifiers;
|
||||
import net.minecraft.entity.EntityLivingBase;
|
||||
import net.minecraft.entity.player.EntityPlayer;
|
||||
import net.minecraft.item.EnumAction;
|
||||
import net.minecraft.util.EnumHand;
|
||||
import net.minecraft.world.World;
|
||||
|
||||
@@ -18,7 +18,7 @@ public class Glide extends Spell {
|
||||
public static final String ACCELERATION = "acceleration";
|
||||
|
||||
public Glide(){
|
||||
super("glide", EnumAction.NONE, true);
|
||||
super("glide", SpellActions.POINT_DOWN, true);
|
||||
addProperties(SPEED, FALL_SPEED, ACCELERATION);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user