接口 Waterlogged
- 所有已知子接口:
AmethystCluster
,BigDripleaf
,CalibratedSculkSensor
,Campfire
,Candle
,Chain
,Chest
,CoralWallFan
,DecoratedPot
,Dripleaf
,EnderChest
,Fence
,GlassPane
,GlowLichen
,HangingSign
,Ladder
,Lantern
,Leaves
,Light
,LightningRod
,MangrovePropagule
,PointedDripstone
,Rail
,RedstoneRail
,Scaffolding
,SculkSensor
,SculkShrieker
,SculkVein
,SeaPickle
,Sign
,Slab
,SmallDripleaf
,Stairs
,TrapDoor
,Wall
,WallHangingSign
,WallSign
'waterlogged' 表示方块是否处于流体之中.
译注: 值得注意的是, 如果方块只是被水流穿过, 则该值为 false 而非 true. 在该方块上放水或者在充满水的地方 (比如小池, 河流, 海洋) 放置方块, 则该值为 true.
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方法概要
修饰符和类型方法说明boolean
获取 'waterlogged' 属性值.void
setWaterlogged
(boolean waterlogged) 设置 'waterlogged' 属性值.从接口继承的方法 org.bukkit.block.data.BlockData
clone, copyTo, createBlockState, getAsString, getAsString, getLightEmission, getMapColor, getMaterial, getPistonMoveReaction, getPlacementMaterial, getSoundGroup, isFaceSturdy, isOccluding, isPreferredTool, isSupported, isSupported, matches, merge, mirror, requiresCorrectToolForDrops, rotate
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方法详细资料
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isWaterlogged
boolean isWaterlogged()获取 'waterlogged' 属性值.原文: Gets the value of the 'waterlogged' property.
- 返回:
- 方块是否处于流体之中
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setWaterlogged
void setWaterlogged(boolean waterlogged) 设置 'waterlogged' 属性值.原文: Sets the value of the 'waterlogged' property.
- 参数:
waterlogged
- 方块是否处于流体之中
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