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
@@ -2,10 +2,14 @@ package electroblob.wizardry.spell;
import electroblob.wizardry.Settings;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.util.SpellModifiers;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.*;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemStack;
import net.minecraft.item.ItemSword;
import net.minecraft.item.ItemTool;
import net.minecraft.item.crafting.FurnaceRecipes;
import net.minecraft.util.EnumHand;
import net.minecraft.util.EnumParticleTypes;
@@ -16,7 +20,7 @@ public class PocketFurnace extends Spell {
public static final String ITEMS_SMELTED = "items_smelted";
public PocketFurnace(){
super("pocket_furnace", EnumAction.BOW, false);
super("pocket_furnace", SpellActions.IMBUE, false);
addProperties(ITEMS_SMELTED);
soundValues(1, 0.75f, 0);
}