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.ParticleBuilder.Type;
@@ -8,7 +9,6 @@ import electroblob.wizardry.util.SpellModifiers;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumAction;
import net.minecraft.potion.Potion;
import net.minecraft.potion.PotionEffect;
import net.minecraft.tileentity.TileEntityDispenser;
@@ -63,7 +63,7 @@ public class SpellBuff extends Spell {
@SafeVarargs
public SpellBuff(String modID, String name, float r, float g, float b, Supplier<Potion>... effects){
super(modID, name, EnumAction.BOW, false);
super(modID, name, SpellActions.POINT_UP, false);
this.effects = effects;
this.r = r;
this.g = g;