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 electroblob.wizardry.Wizardry;
import electroblob.wizardry.constants.Constants;
import electroblob.wizardry.item.ISpellCastingItem;
import electroblob.wizardry.item.ItemArtefact;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.util.ParticleBuilder;
import electroblob.wizardry.util.ParticleBuilder.Type;
@@ -15,7 +16,6 @@ import net.minecraft.entity.Entity;
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.item.ItemStack;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
@@ -39,7 +39,7 @@ public class Mine extends SpellRay {
}
public Mine(){
super("mine", false, EnumAction.NONE);
super("mine", false, SpellActions.POINT);
this.ignoreLivingEntities(true);
this.particleSpacing(0.5);
}