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
@@ -5,6 +5,7 @@ import electroblob.wizardry.data.IVariable;
import electroblob.wizardry.data.Persistence;
import electroblob.wizardry.data.WizardData;
import electroblob.wizardry.item.ItemArtefact;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.registry.Spells;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.util.ParticleBuilder;
@@ -17,7 +18,6 @@ import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.item.EnumAction;
import net.minecraft.network.play.server.SPacketEntityVelocity;
import net.minecraft.tileentity.TileEntityDispenser;
import net.minecraft.util.EnumFacing;
@@ -54,7 +54,7 @@ public class Grapple extends Spell {
protected static final double PARTICLE_JITTER = 0.04;
public Grapple(){
super("grapple", EnumAction.NONE, true);
super("grapple", SpellActions.GRAPPLE, true);
addProperties(RANGE, EXTENSION_SPEED, REEL_SPEED);
}