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.WizardryBlocks;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.tileentity.TileEntityTimer;
import electroblob.wizardry.util.RayTracer;
import electroblob.wizardry.util.SpellModifiers;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumAction;
import net.minecraft.util.EnumHand;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.RayTraceResult;
@@ -16,7 +16,7 @@ import net.minecraft.world.World;
public class Light extends Spell {
public Light(){
super("light", EnumAction.NONE, false);
super("light", SpellActions.POINT, false);
addProperties(RANGE, DURATION);
}
@@ -47,7 +47,6 @@ public class Light extends Spell {
}
}
caster.swingArm(hand);
this.playSound(world, caster, ticksInUse, -1, modifiers);
return true;
}
@@ -68,7 +67,7 @@ public class Light extends Spell {
((TileEntityTimer)world.getTileEntity(pos)).setLifetime(lifetime);
}
}
caster.swingArm(hand);
this.playSound(world, caster, ticksInUse, -1, modifiers);
return true;
}