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
@@ -2,13 +2,13 @@ package electroblob.wizardry.spell;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.item.ItemArtefact;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.util.SpellModifiers;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.item.EnumAction;
import net.minecraft.network.play.server.SPacketEntityVelocity;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumParticleTypes;
@@ -22,7 +22,7 @@ public class Whirlwind extends SpellRay {
public static final String REPULSION_VELOCITY = "repulsion_velocity";
public Whirlwind(){
super("whirlwind", false, EnumAction.NONE);
super("whirlwind", false, SpellActions.POINT);
this.soundValues(0.8f, 0.7f, 0.2f);
addProperties(REPULSION_VELOCITY);
}