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BigVanKael

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Tree Puncher

Tree Puncher (2/8)

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  1. Recently started to attempt 1.20.1 modding, in registering idle, walk and attack animations in the mob entity class i've run into two issues: a) idle and walk animations seem to play simultaneously + the mob itself does not seem to walk private static final EntityDataAccessor<Boolean> ATTACKING = SynchedEntityData.defineId(MugaEntity.class, EntityDataSerializers.BOOLEAN); public MugaEntity(EntityType<? extends Monster > pEntityType, Level pLevel) { super(pEntityType, pLevel); } public final AnimationState idleAnimationState = new AnimationState(); private int idleAnimationTimeout = 1; public final AnimationState attackAnimationState = new AnimationState(); public int attackAnimationTimeout = 0; @Override public void tick() { super.tick(); if(this.level().isClientSide()) { setupAnimationStates(); } } private void setupAnimationStates () { if(this.idleAnimationTimeout <= 0) { this.idleAnimationTimeout = this.random.nextInt(30) + 60; this.idleAnimationState.start(this.tickCount); } else { --this.idleAnimationTimeout; } if (this.isAttacking() && attackAnimationTimeout <= 0 ) { attackAnimationTimeout = 20; attackAnimationState.start(this.tickCount); } else { --this.attackAnimationTimeout; } if(this.isAttacking()) { attackAnimationState.stop(); } } @Override protected void updateWalkAnimation(float pPartialTick) { float f; if(this.getPose() == Pose.STANDING) { f=Math.min(pPartialTick * 3.0F, 1.0F); } else { f= 0.0F; } this.walkAnimation.update(f, 0.2F); } @Override protected void defineSynchedData() { super.defineSynchedData(); this.entityData.define(ATTACKING, false); } public void setAttacking(boolean attacking) { this.entityData.set(ATTACKING, attacking); } public boolean isAttacking() { return this.entityData.get(ATTACKING); } b) the attack animation is never played on attack, despite being registered @Override public void setupAnim(Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch) { this.root().getAllParts().forEach(ModelPart::resetPose); this.animateWalk(ModAnimationDefinitions.MUGA_WALKING, limbSwing, limbSwingAmount, 1f, 1f ); this.animate(((MugaEntity)entity).idleAnimationState, ModAnimationDefinitions.MUGA_IDLE, ageInTicks, 1f); this.animate(((MugaEntity)entity).attackAnimationState, ModAnimationDefinitions.MUGA_ATTACK, ageInTicks, 1f); }
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