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
@@ -4,6 +4,7 @@ import com.google.common.collect.BiMap;
import com.google.common.collect.HashBiMap;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.entity.living.*;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.util.NBTExtras;
import electroblob.wizardry.util.ParticleBuilder;
import electroblob.wizardry.util.ParticleBuilder.Type;
@@ -14,7 +15,6 @@ import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.monster.*;
import net.minecraft.entity.passive.*;
import net.minecraft.item.EnumAction;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.math.BlockPos;
@@ -49,7 +49,7 @@ public class Metamorphosis extends SpellRay {
}
public Metamorphosis(){
super("metamorphosis", false, EnumAction.NONE);
super("metamorphosis", false, SpellActions.POINT);
this.soundValues(0.5f, 1f, 0);
}