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
@@ -1,13 +1,13 @@
package electroblob.wizardry.spell;
import electroblob.wizardry.item.ItemArtefact;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.util.SpellModifiers;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.block.IGrowable;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumAction;
import net.minecraft.item.ItemDye;
import net.minecraft.util.EnumHand;
import net.minecraft.util.math.BlockPos;
@@ -18,7 +18,7 @@ import java.util.List;
public class GrowthAura extends Spell {
public GrowthAura(){
super("growth_aura", EnumAction.NONE, false);
super("growth_aura", SpellActions.POINT_DOWN, false);
addProperties(EFFECT_RADIUS);
soundValues(0.7f, 1.2f, 0.2f);
}