接口的使用
org.bukkit.entity.Entity
使用Entity的程序包
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org.bukkit中Entity的使用
类型参数类型为Entity的org.bukkit中的方法修饰符和类型方法说明<T extends Entity>
Collection<T>World.getEntitiesByClass(Class<T> cls) 获取一个在这个世界的所有与指定的类/接口相匹配的实体的集合.<T extends Entity>
Collection<T>World.getEntitiesByClass(Class<T>... classes) 已过时。<T extends Entity>
T在指定的位置根据给定的类生成一个实体.<T extends Entity>
TSpawn an entity of a specific class at the givenLocation, with the supplied function run before the entity is added to the world.返回Entity的org.bukkit中的方法修饰符和类型方法说明Entity[]Chunk.getEntities()获取该区块内所有实体(Entity)列表数组.static Entity用UUID获取实体.用UUID获取实体.World.spawnEntity(Location loc, EntityType type) 在指定的位置创建一个实体.返回变量类型为Entity的类型的org.bukkit中的方法修饰符和类型方法说明EntityEffect.getApplicable()获取该效果能应用到的实体超类.World.getEntities()获取一个这个世界所有实体的列表.World.getEntitiesByClasses(Class<?>... classes) 获取一个在这个世界的所有与任一指定的类/接口相匹配的实体的集合.World.getNearbyEntities(Location location, double x, double y, double z) 返回一个以这个位置为中心的包围着的所有实体的列表(译注:这个可能不太好理解,就是在这个位置,按指定的搜索范围,搜索这个范围里的所有实体). -
org.bukkit.entity中Entity的使用
修饰符和类型接口说明interfaceRepresents a Horse-like creature.interface代表一个有年龄和繁殖能力的实体.interface代表环境生物(只有蝙蝠属于这一行列).interface代表动物.interface代表一片即将对处于其中的生物施加药水效果的区域效果云 (即喷溅药水使用后形成的雾).interfaceinterface表示一只箭矢.interface表示一只蝙蝠.interface代表烈焰人怪物.interface代表船实体interface代表蜘蛛(洞穴蜘蛛).interfaceRepresents Horse-like creatures which can carry an inventory.interface代表鸡.interfaceRepresents a single part of aComplexLivingEntityinterfaceRepresents a complex living entity - one that is made up of various smaller partsinterface代表牛.interfaceRepresents a Creature.interface代表爬行者.interface表示一个有生命值和可以被伤害的实体(Entity)。interfaceRepresents a Donkey - variant ofChestedHorse.interfaceinterface代表抛出的鸡蛋.interfaceRepresents an ElderGuardian - variant ofGuardian.interface一个水晶,能治疗附近的末影龙interfaceRepresents an Ender Dragoninterface代表末影龙部分/Represents an ender dragon partinterface代表末影人.interfaceinterface代表抛出的末影珍珠实体.interfaceRepresents an EnderSignal, which is created upon throwing an ender eye.interfaceRepresents an Evoker "Illager".interfaceRepresents Evoker Fangs.interfaceRepresents an Experience Orb.interfaceA representation of an explosive entityinterfaceRepresents a falling blockinterfaceRepresents a Fireball.interfaceinterface已过时。interfaceRepresents a fishing hook.interface代表能飞行的实体.interface代表恶魂.interface代表巨人.interface一个可以伤害敌人的傀儡.interfaceinterface代表悬挂实体.interface代表一匹马.interface代表人类实体, 比如一个NPC或一名玩家interface代表一具尸壳 -Zombie的变异体.interfaceRepresents a type of "Illager".interfaceRepresents an Illusioner "Illager".interface村民守卫者——铁傀儡.interfaceRepresents an Item.interface代表物品展示框.interface代表大的火球(Fireball).interfaceRepresents a Leash Hitch on a fenceinterface代表雷击的实例,可能会或者不会造成伤害。interfaceRepresents a thrown lingering potion bottleinterface代表一个生物实体,如一只怪物或一名玩家。interface表示一只羊驼.interface代表羊驼唾沫.interfaceRepresents a MagmaCube.interfaceRepresents a minecart entity.interface代表怪物.interfaceRepresents a Mule - variant ofChestedHorse.interface代表哞菇(Cow).interface代表非玩家角色.interface代表豹猫.interface代表画.interfaceRepresents a Parrot.interface代表猪.interface代表僵尸猪人.interface玩家对象interfaceRepresents a polar bear.interfaceRepresents a shootable entity.interfaceinterface代表羊.interfaceinterfaceinterface代表蠢虫.interface代表骷髅.interfaceRepresents a SkeletonHorse - variant ofAbstractHorse.interface代表史莱姆.interface代表小的火球(Fireball).interface代表雪球.interface代表雪人实体.interfaceRepresents a spectral arrow.interfaceRepresents a spell casting "Illager".interface代表蜘蛛.interfaceRepresents a thrown splash potion bottleinterface代表鱿鱼.interfaceRepresents a Stray - variant ofSkeleton.interfaceinterface代表抛出的附魔之瓶.interfaceRepresents a thrown potion bottleinterfaceinterfaceRepresents a Primed TNT.interfaceRepresents a vehicle entity.interfaceRepresents a Vex.interfaceRepresents a villager NPCinterfaceRepresents a Vindicator.interface代表海洋生物.interface代表与天气有关的实体,例如雷暴.interface代表女巫.interface代表凋零boss.interfaceRepresents a WitherSkeleton - variant ofSkeleton.interface代表凋零之首.interface代表狼.interface代表僵尸.interfaceRepresents a ZombieHorse - variant ofAbstractHorse.interface返回Entity的org.bukkit.entity中的方法修饰符和类型方法说明LivingEntity.getLeashHolder()获取当前牵引此实体的实体。Entity.getPassenger()已过时。entities may have multiple passengers, usegetPassengers()HumanEntity.getShoulderEntityLeft()已过时。Bukkit中目前还没有关于序列化实体的语义(格式)的良好定义.HumanEntity.getShoulderEntityRight()已过时。Bukkit中目前还没有关于序列化实体的语义(格式)的良好定义.TNTPrimed.getSource()Gets the source of this primed TNT.Player.getSpectatorTarget()Gets the entity which is followed by the camera when inGameMode.SPECTATOR.ShulkerBullet.getTarget()Retrieve the target of this bullet.Entity.getVehicle()Get the vehicle that this player is inside.返回变量类型为Entity的类型的org.bukkit.entity中的方法修饰符和类型方法说明EntityType.getEntityClass()Entity.getNearbyEntities(double x, double y, double z) Returns a list of entities within a bounding box centered around this entityEntity.getPassengers()Gets a list of passengers of this vehicle.参数类型为Entity的org.bukkit.entity中的方法修饰符和类型方法说明booleanEntity.addPassenger(Entity passenger) Add a passenger to the vehicle.void强制某实体伤害这个实体。booleanLivingEntity.hasLineOfSight(Entity other) 检查生物实体是否阻挡另一个的视线。booleanEntity.removePassenger(Entity passenger) Remove a passenger from the vehicle.booleanLivingEntity.setLeashHolder(Entity holder) 设置握持拴绳的实体。booleanEntity.setPassenger(Entity passenger) 已过时。entities may have multiple passengers, usegetPassengers()voidHumanEntity.setShoulderEntityLeft(Entity entity) 已过时。Bukkit中目前还没有关于序列化实体的语义(格式)的良好定义.voidHumanEntity.setShoulderEntityRight(Entity entity) 已过时。Bukkit中目前还没有关于序列化实体的语义(格式)的良好定义.voidPlayer.setSpectatorTarget(Entity entity) Sets the entity which is followed by the camera when inGameMode.SPECTATOR.voidSets the target of this bulletbooleanTeleports this entity to the target Entity.booleanEntity.teleport(Entity destination, PlayerTeleportEvent.TeleportCause cause) Teleports this entity to the target Entity. -
org.bukkit.entity.minecart中Entity的使用
修饰符和类型接口说明interface代表命令方块矿车.interface代表TNT矿车,可以被引爆.interface代表漏斗矿车.interface代表动力矿车.当玩家往动力矿车里放燃料后它就会自己移动.interface代表可乘坐的矿车.interface代表有刷怪箱在里面的矿车(即刷怪箱矿车).interface代表运输矿车,你可以使用InventoryHolder里的方法来访问. -
org.bukkit.event.block中Entity的使用
返回Entity的org.bukkit.event.block中的方法修饰符和类型方法说明CauldronLevelChangeEvent.getEntity()获取哪个实体触发该事件,值有可能为Null.EntityBlockFormEvent.getEntity()获取被建造的实体.BlockIgniteEvent.getIgnitingEntity()获取点燃方块的实体.参数类型为Entity的org.bukkit.event.block中的构造器限定符构造器说明BlockIgniteEvent(Block theBlock, BlockIgniteEvent.IgniteCause cause, Entity ignitingEntity) BlockIgniteEvent(Block theBlock, BlockIgniteEvent.IgniteCause cause, Entity ignitingEntity, Block ignitingBlock) CauldronLevelChangeEvent(Block block, Entity entity, CauldronLevelChangeEvent.ChangeReason reason, int oldLevel, int newLevel) EntityBlockFormEvent(Entity entity, Block block, BlockState blockstate) -
org.bukkit.event.entity中Entity的使用
声明为Entity的org.bukkit.event.entity中的字段修饰符和类型方法说明EntityCombustByEntityEvent.getCombuster()返回造成燃烧的实体.EntityDamageByEntityEvent.getDamager()返回造成这次伤害的实体EntityEvent.getEntity()返回这个事件所涉及的实体.PlayerLeashEntityEvent.getEntity()Returns the entity being leashed.ProjectileHitEvent.getHitEntity()Gets the entity that was hit, if it was an entity that was hit.PlayerLeashEntityEvent.getLeashHolder()Returns the entity that is holding the leash.EntityShootBowEvent.getProjectile()Gets the projectile which will be launched by this eventEntityTargetEvent.getTarget()Get the entity that this is targeting.参数类型为Entity的org.bukkit.event.entity中的方法修饰符和类型方法说明voidEntityShootBowEvent.setProjectile(Entity projectile) Replaces the projectile which will be launchedvoidSet the entity that you want the mob to target instead.voidSet the Entity that you want the mob to target.参数类型为Entity的org.bukkit.event.entity中的构造器限定符构造器说明EntityAirChangeEvent(Entity what, int amount) EntityChangeBlockEvent(Entity what, Block block, Material to, byte data) 已过时。不安全的参数EntityCombustByBlockEvent(Block combuster, Entity combustee, int duration) EntityCombustByEntityEvent(Entity combuster, Entity combustee, int duration) EntityCombustEvent(Entity combustee, int duration) EntityDamageByBlockEvent(Block damager, Entity damagee, EntityDamageEvent.DamageCause cause, double damage) 已过时。EntityDamageByBlockEvent(Block damager, Entity damagee, EntityDamageEvent.DamageCause cause, Map<EntityDamageEvent.DamageModifier, Double> modifiers, Map<EntityDamageEvent.DamageModifier, ? extends Function<? super Double, Double>> modifierFunctions) EntityDamageByEntityEvent(Entity damager, Entity damagee, EntityDamageEvent.DamageCause cause, double damage) 已过时。EntityDamageByEntityEvent(Entity damager, Entity damagee, EntityDamageEvent.DamageCause cause, Map<EntityDamageEvent.DamageModifier, Double> modifiers, Map<EntityDamageEvent.DamageModifier, ? extends Function<? super Double, Double>> modifierFunctions) EntityDamageEvent(Entity damagee, EntityDamageEvent.DamageCause cause, double damage) 已过时。EntityDamageEvent(Entity damagee, EntityDamageEvent.DamageCause cause, Map<EntityDamageEvent.DamageModifier, Double> modifiers, Map<EntityDamageEvent.DamageModifier, ? extends Function<? super Double, Double>> modifierFunctions) EntityEvent(Entity what) EntityExplodeEvent(Entity what, Location location, List<Block> blocks, float yield) EntityInteractEvent(Entity entity, Block block) EntityPortalEnterEvent(Entity entity, Location location) EntityPortalEvent(Entity entity, Location from, Location to, TravelAgent pta) EntityRegainHealthEvent(Entity entity, double amount, EntityRegainHealthEvent.RegainReason regainReason) EntityTargetEvent(Entity entity, Entity target, EntityTargetEvent.TargetReason reason) EntityTargetLivingEntityEvent(Entity entity, LivingEntity target, EntityTargetEvent.TargetReason reason) EntityTeleportEvent(Entity what, Location from, Location to) EntityUnleashEvent(Entity entity, EntityUnleashEvent.UnleashReason reason) ExplosionPrimeEvent(Entity what, float radius, boolean fire) PlayerLeashEntityEvent(Entity what, Entity leashHolder, Player leasher) ProjectileHitEvent(Projectile projectile, Entity hitEntity) ProjectileHitEvent(Projectile projectile, Entity hitEntity, Block hitBlock) ProjectileLaunchEvent(Entity what) -
org.bukkit.event.hanging中Entity的使用
参数类型为Entity的org.bukkit.event.hanging中的构造器限定符构造器说明HangingBreakByEntityEvent(Hanging hanging, Entity remover) HangingBreakByEntityEvent(Hanging hanging, Entity remover, HangingBreakEvent.RemoveCause cause) -
org.bukkit.event.player中Entity的使用
声明为Entity的org.bukkit.event.player中的字段修饰符和类型方法说明PlayerFishEvent.getCaught()Gets the entity caught by the player.PlayerShearEntityEvent.getEntity()获得正在被玩家剪羊毛的实体对象.PlayerInteractEntityEvent.getRightClicked()获取被玩家点击的实体.参数类型为Entity的org.bukkit.event.player中的构造器限定符构造器说明PlayerFishEvent(Player player, Entity entity, Fish hookEntity, PlayerFishEvent.State state) PlayerInteractAtEntityEvent(Player who, Entity clickedEntity, Vector position) PlayerInteractAtEntityEvent(Player who, Entity clickedEntity, Vector position, EquipmentSlot hand) PlayerInteractEntityEvent(Player who, Entity clickedEntity) PlayerInteractEntityEvent(Player who, Entity clickedEntity, EquipmentSlot hand) PlayerShearEntityEvent(Player who, Entity what) PlayerUnleashEntityEvent(Entity entity, Player player) -
org.bukkit.event.vehicle中Entity的使用
修饰符和类型方法说明VehicleDamageEvent.getAttacker()获取攻击这个载具的实体.VehicleDestroyEvent.getAttacker()获取损毁载具的实体,可能为null.VehicleEnterEvent.getEntered()获取进入到载具中的实体.VehicleEntityCollisionEvent.getEntity()参数类型为Entity的org.bukkit.event.vehicle中的构造器限定符构造器说明VehicleDamageEvent(Vehicle vehicle, Entity attacker, double damage) VehicleDestroyEvent(Vehicle vehicle, Entity attacker) VehicleEnterEvent(Vehicle vehicle, Entity entered) VehicleEntityCollisionEvent(Vehicle vehicle, Entity entity) -
org.bukkit.inventory中Entity的使用
返回Entity的org.bukkit.inventory中的方法
FishHook