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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
85 lines
2.3 KiB
Java
85 lines
2.3 KiB
Java
package com.hbm.render.anim;
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import net.minecraft.client.Minecraft;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.ItemStack;
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public class HbmAnimations {
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//in flans mod and afaik also MW, there's an issue that there is only one
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//single animation timer for each client. this is fine for the most part,
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//but once you reload and switch weapons while the animation plays, the
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//other weapon will too play the animation, even though it is not reloading.
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//my approach adds 9 timers, one for every inventory slot. you can still
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//"trick" the system by putting a weapon into a different slot while an
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//animation is playing, though this will cancel the animation entirely.
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public static final Animation[] hotbar = new Animation[9];
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public static enum AnimType {
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RELOAD, //animation for every reload cycle
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CYCLE, //animation for every firing cycle
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ALT_CYCLE, //animation for alt fire cycles
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SPINUP, //animation for actionstart
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SPINDOWN //animation for actionend
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}
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public static class Animation {
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//the "name" of the animation slot. if the item has a different key than
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//the animation, the animation will be canceled.
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public String key;
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//the starting time of the animation
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public long startMillis;
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//the animation bus
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public BusAnimation animation;
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public Animation(String key, long startMillis, BusAnimation animation) {
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this.key = key;
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this.startMillis = startMillis;
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this.animation = animation;
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}
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}
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public static Animation getRelevantAnim() {
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EntityPlayer player = Minecraft.getMinecraft().thePlayer;
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int slot = player.inventory.currentItem;
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ItemStack stack = player.getHeldItem();
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if(stack == null)
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return null;
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if(hotbar[slot] == null)
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return null;
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if(hotbar[slot].key.equals(stack.getItem().getUnlocalizedName())) {
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return hotbar[slot];
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}
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return null;
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}
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public static double[] getRelevantTransformation(String bus) {
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Animation anim = HbmAnimations.getRelevantAnim();
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if(anim != null) {
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BusAnimation buses = anim.animation;
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int millis = (int)(System.currentTimeMillis() - anim.startMillis);
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BusAnimationSequence seq = buses.getBus(bus);
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if(seq != null) {
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double[] trans = seq.getTransformation(millis);
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if(trans != null)
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return trans;
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}
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}
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return new double[] {0, 0, 0};
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}
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}
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