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
@@ -1,6 +1,7 @@
package electroblob.wizardry.spell;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.util.ParticleBuilder;
import electroblob.wizardry.util.SpellModifiers;
@@ -8,7 +9,6 @@ import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumAction;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumHand;
import net.minecraft.util.ITickable;
@@ -32,7 +32,7 @@ public class SpeedTime extends Spell {
public static final String EXTRA_TICKS = "extra_ticks";
public SpeedTime(){
super("speed_time", EnumAction.BOW, true);
super("speed_time", SpellActions.POINT_UP, true);
addProperties(EFFECT_RADIUS, TIME_INCREMENT, EXTRA_TICKS);
}