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
@@ -1,5 +1,6 @@
package electroblob.wizardry.spell;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.registry.WizardryPotions;
import electroblob.wizardry.util.ParticleBuilder;
@@ -11,7 +12,6 @@ import net.minecraft.entity.EntityCreature;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.ai.RandomPositionGenerator;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumAction;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.pathfinding.PathPoint;
import net.minecraft.potion.PotionEffect;
@@ -36,7 +36,7 @@ public class Intimidate extends Spell {
private static final double AVOID_DISTANCE_PER_LEVEL = 4;
public Intimidate(){
super("intimidate", EnumAction.BOW, false);
super("intimidate", SpellActions.SUMMON, false);
addProperties(EFFECT_RADIUS, EFFECT_DURATION, EFFECT_STRENGTH);
}