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
@@ -2,12 +2,12 @@ package electroblob.wizardry.spell;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.constants.Constants;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.util.RayTracer;
import electroblob.wizardry.util.SpellModifiers;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumAction;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.EnumParticleTypes;
@@ -21,7 +21,7 @@ public class PhaseStep extends Spell {
public static final String WALL_THICKNESS = "wall_thickness";
public PhaseStep(){
super("phase_step", EnumAction.NONE, false);
super("phase_step", SpellActions.POINT, false);
addProperties(RANGE, WALL_THICKNESS);
}
@@ -78,7 +78,6 @@ public class PhaseStep extends Spell {
caster.setPositionAndUpdate(pos1.getX() + 0.5, pos1.getY() + 0.5, pos1.getZ() + 0.5);
}
caster.swingArm(hand);
this.playSound(world, caster, ticksInUse, -1, modifiers);
return true;
}