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.util.*;
import electroblob.wizardry.util.MagicDamage.DamageType;
@@ -9,7 +10,6 @@ import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.MobEffects;
import net.minecraft.item.EnumAction;
import net.minecraft.potion.PotionEffect;
import net.minecraft.util.EnumHand;
import net.minecraft.util.EnumParticleTypes;
@@ -20,7 +20,7 @@ import java.util.List;
public class PlagueOfDarkness extends Spell {
public PlagueOfDarkness(){
super("plague_of_darkness", EnumAction.BOW, false);
super("plague_of_darkness", SpellActions.POINT_DOWN, false);
addProperties(EFFECT_RADIUS, DAMAGE, EFFECT_DURATION, EFFECT_STRENGTH);
soundValues(1, 1.1f, 0.2f);
}