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
@@ -4,6 +4,7 @@ import electroblob.wizardry.data.IStoredVariable;
import electroblob.wizardry.data.Persistence;
import electroblob.wizardry.data.WizardData;
import electroblob.wizardry.entity.living.EntitySpiritHorse;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.util.SpellModifiers;
import electroblob.wizardry.util.WizardryUtilities;
import electroblob.wizardry.util.WizardryUtilities.Operations;
@@ -13,7 +14,6 @@ import net.minecraft.entity.ai.attributes.AttributeModifier;
import net.minecraft.entity.ai.attributes.IAttribute;
import net.minecraft.entity.passive.AbstractHorse;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumAction;
import net.minecraft.util.EnumHand;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
@@ -36,7 +36,7 @@ public class SummonSpiritHorse extends Spell {
public static final IStoredVariable<UUID> UUID_KEY = IStoredVariable.StoredVariable.ofUUID("spiritHorseUUID", Persistence.ALWAYS);
public SummonSpiritHorse(){
super("summon_spirit_horse", EnumAction.BOW, false);
super("summon_spirit_horse", SpellActions.SUMMON, false);
addProperties(SpellMinion.SUMMON_RADIUS);
soundValues(0.7f, 1.2f, 0.4f);
WizardData.registerStoredVariables(UUID_KEY);