程序包 org.bukkit.boss

接口 DragonBattle


public interface DragonBattle
代表一个末地环境中的龙战状态.
  • 方法详细资料

    • getEnderDragon

      @Nullable @Nullable EnderDragon getEnderDragon()
      获取此战斗中活跃的EnderDragon.
      如果龙已被击杀则返回null.

      原文: Get the EnderDragon active in this battle.
      Will return null if the dragon has been slain.

      返回:
      末影龙. 如果已死亡则返回null
    • getBossBar

      @NotNull @NotNull BossBar getBossBar()
      获取此龙战显示的Boss血条.

      原文: Get the boss bar to be displayed for this dragon battle.

      返回:
      Boss血条
    • getEndPortalLocation

      @Nullable @Nullable Location getEndPortalLocation()
      获取末地传送门的位置.
      此位置将在传送门底座(底部)的中心.

      原文: Get the location of the end portal.
      This location will be at the center of the base (bottom) of the portal.

      返回:
      末地传送门的位置, 如果未生成则返回null
    • generateEndPortal

      boolean generateEndPortal(boolean withPortals)
      生成末地传送门.

      原文: Generate the end portal.

      参数:
      withPortals - 是否应生成末地传送门方块
      返回:
      如果已生成返回true, 如果已存在返回false
    • hasBeenPreviouslyKilled

      boolean hasBeenPreviouslyKilled()
      检查第一只龙是否已被击杀过.

      原文: Check whether the first dragon has been killed already.

      返回:
      如果之前被击杀过返回true, 否则返回false
    • setPreviouslyKilled

      void setPreviouslyKilled(boolean previouslyKilled)
      设置第一只龙是否已被击杀过.
      如果龙之前未被击杀, 当它最终被击杀时将生成传送门.

      原文: Sets whether the first dragon has been killed already.
      If the dragon has not previously been killed, a portal will be generated when it is finally killed.

      参数:
      previouslyKilled - 如果龙之前被击杀过则为true, 否则为false
    • initiateRespawn

      void initiateRespawn()
      尝试启动重生序列来召唤龙, 就像玩家在传送门上放置了4个末地水晶一样.

      原文: Try to initiate a respawn sequence to summon the dragon as though a player has placed 4 end crystals on the portal.

    • initiateRespawn

      boolean initiateRespawn(@Nullable @Nullable Collection<EnderCrystal> enderCrystals)
      尝试启动重生序列来召唤龙.

      原文: Try to initiate a respawn sequence to summon the dragon.

      参数:
      enderCrystals - 用于重生的末地水晶, 为null或空列表则使重生序列不可取消. null条目或不在此龙战同一世界的水晶将被忽略.
      返回:
      如果重生已启动返回true, 否则返回false.
    • getRespawnPhase

      获取此战斗当前的重生阶段.

      原文: Get this battle's current respawn phase.

      返回:
      当前的重生阶段.
    • setRespawnPhase

      boolean setRespawnPhase(@NotNull @NotNull DragonBattle.RespawnPhase phase)
      设置龙的重生阶段.
      如果龙重生未在进行中, 此方法将不会成功.

      原文: Set the dragon's respawn phase.
      This method will is unsuccessful if a dragon respawn is not in progress.

      参数:
      phase - 要设置的阶段
      返回:
      如果成功返回true, 否则返回false
      另请参阅:
    • resetCrystals

      void resetCrystals()
      重置位于黑曜石柱上的水晶(移除其光束目标和无敌状态).

      原文: Reset the crystals located on the obsidian pillars (remove their beam targets and invulnerability).