接口 ArmorStand
- 所有超级接口:
Attributable
,CommandSender
,Damageable
,Entity
,LivingEntity
,Metadatable
,Nameable
,Permissible
,PersistentDataHolder
,ProjectileSource
,ServerOperator
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嵌套类概要
修饰符和类型接口说明static enum
Represents types of locking mechanisms for ArmorStand equipment.从接口继承的嵌套类/接口 org.bukkit.entity.Entity
Entity.Spigot
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方法概要
修饰符和类型方法说明void
addEquipmentLock
(@NotNull EquipmentSlot slot, @NotNull ArmorStand.LockType lockType) Locks the equipment slot with the specifiedlocking mechanism
.以EulerAngle
的形式返回盔甲架身体的姿势.getBoots()
已过时。已过时。以EulerAngle
的形式返回盔甲架头的姿势.已过时。已过时。以EulerAngle
的形式返回盔甲架左臂的姿势.以EulerAngle
的形式返回盔甲架左腿的姿势.已过时。以EulerAngle
的形式返回盔甲架右臂的姿势.以EulerAngle
的形式返回盔甲架右腿的姿势.boolean
hasArms()
返回盔甲架是否有双臂.boolean
返回盔甲架是否有底盘.boolean
hasEquipmentLock
(@NotNull EquipmentSlot slot, @NotNull ArmorStand.LockType lockType) Returns if the ArmorStand has the specifiedlocking mechanism
.boolean
isMarker()
返回盔甲架的marker属性,即是否具有非常小的碰撞箱.boolean
isSmall()
返回盔甲架是否被缩小了.boolean
返回盔甲架是否可视.void
removeEquipmentLock
(@NotNull EquipmentSlot slot, @NotNull ArmorStand.LockType lockType) Remove alocking mechanism
.void
setArms
(boolean arms) 设置盔甲架是否有双臂.void
setBasePlate
(boolean basePlate) 设置盔甲架是否有底盘.void
setBodyPose
(@NotNull EulerAngle pose) 以EulerAngle
的形式设置盔甲架身体的姿势.void
void
setChestplate
(@Nullable ItemStack item) void
setHeadPose
(@NotNull EulerAngle pose) 以EulerAngle
的形式设置盔甲架头的姿势.void
void
setItemInHand
(@Nullable ItemStack item) void
setLeftArmPose
(@NotNull EulerAngle pose) 以EulerAngle
的形式设置盔甲架左臂的姿势.void
setLeftLegPose
(@NotNull EulerAngle pose) 以EulerAngle
的形式设置盔甲架身左腿的姿势.void
setLeggings
(@Nullable ItemStack item) void
setMarker
(boolean marker) 设置盔甲架的marker属性,即是否具有非常小的碰撞箱.void
以EulerAngle
的形式设置盔甲架右臂的姿势.void
以EulerAngle
的形式设置盔甲架右腿的姿势.void
setSmall
(boolean small) 设置盔甲架是否被缩小.void
setVisible
(boolean visible) 设置盔甲架是否可视.从接口继承的方法 org.bukkit.attribute.Attributable
getAttribute
从接口继承的方法 org.bukkit.command.CommandSender
getName, sendMessage, sendMessage, sendMessage, sendMessage
从接口继承的方法 org.bukkit.entity.Damageable
damage, damage, damage, getAbsorptionAmount, getHealth, getMaxHealth, resetMaxHealth, setAbsorptionAmount, setHealth, setMaxHealth
从接口继承的方法 org.bukkit.entity.Entity
addPassenger, addScoreboardTag, copy, copy, createSnapshot, eject, getAsString, getBoundingBox, getEntityId, getFacing, getFallDistance, getFireTicks, getFreezeTicks, getHeight, getLastDamageCause, getLocation, getLocation, getMaxFireTicks, getMaxFreezeTicks, getNearbyEntities, getPassenger, getPassengers, getPistonMoveReaction, getPortalCooldown, getPose, getScoreboardTags, getServer, getSpawnCategory, getSwimHighSpeedSplashSound, getSwimSound, getSwimSplashSound, getTicksLived, getTrackedBy, getType, getUniqueId, getVehicle, getVelocity, getWidth, getWorld, hasGravity, isCustomNameVisible, isDead, isEmpty, isFrozen, isGlowing, isInsideVehicle, isInvulnerable, isInWater, isInWorld, isOnGround, isPersistent, isSilent, isValid, isVisibleByDefault, isVisualFire, leaveVehicle, playEffect, remove, removePassenger, removeScoreboardTag, setCustomNameVisible, setFallDistance, setFireTicks, setFreezeTicks, setGlowing, setGravity, setInvulnerable, setLastDamageCause, setPassenger, setPersistent, setPortalCooldown, setRotation, setSilent, setTicksLived, setVelocity, setVisibleByDefault, setVisualFire, spigot, teleport, teleport, teleport, teleport
从接口继承的方法 org.bukkit.entity.LivingEntity
addPotionEffect, addPotionEffect, addPotionEffects, attack, canBreatheUnderwater, getActivePotionEffects, getArrowCooldown, getArrowsInBody, getCanPickupItems, getCategory, getCollidableExemptions, getDeathSound, getDrinkingSound, getEatingSound, getEquipment, getEyeHeight, getEyeHeight, getEyeLocation, getFallDamageSound, getFallDamageSoundBig, getFallDamageSoundSmall, getHurtSound, getItemInUse, getItemInUseTicks, getKiller, getLastDamage, getLastTwoTargetBlocks, getLeashHolder, getLineOfSight, getMaximumAir, getMaximumNoDamageTicks, getMemory, getNoActionTicks, getNoDamageTicks, getPotionEffect, getRemainingAir, getRemoveWhenFarAway, getTargetBlock, getTargetBlockExact, getTargetBlockExact, hasAI, hasLineOfSight, hasPotionEffect, isClimbing, isCollidable, isGliding, isInvisible, isLeashed, isRiptiding, isSleeping, isSwimming, playHurtAnimation, rayTraceBlocks, rayTraceBlocks, removePotionEffect, setAI, setArrowCooldown, setArrowsInBody, setCanPickupItems, setCollidable, setGliding, setInvisible, setItemInUseTicks, setLastDamage, setLeashHolder, setMaximumAir, setMaximumNoDamageTicks, setMemory, setNoActionTicks, setNoDamageTicks, setRemainingAir, setRemoveWhenFarAway, setSwimming, swingMainHand, swingOffHand
从接口继承的方法 org.bukkit.metadata.Metadatable
getMetadata, hasMetadata, removeMetadata, setMetadata
从接口继承的方法 org.bukkit.Nameable
getCustomName, setCustomName
从接口继承的方法 org.bukkit.permissions.Permissible
addAttachment, addAttachment, addAttachment, addAttachment, getEffectivePermissions, hasPermission, hasPermission, isPermissionSet, isPermissionSet, recalculatePermissions, removeAttachment
从接口继承的方法 org.bukkit.persistence.PersistentDataHolder
getPersistentDataContainer
从接口继承的方法 org.bukkit.projectiles.ProjectileSource
launchProjectile, launchProjectile
从接口继承的方法 org.bukkit.permissions.ServerOperator
isOp, setOp
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方法详细资料
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getItemInHand
已过时。返回盔甲架当前握持的物品.原文: Returns the item the armor stand is currently holding
- 返回:
- 盔甲架当前握持的物品
- 另请参阅:
-
setItemInHand
设置盔甲架当前握持的物品.原文: Sets the item the armor stand is currently holding
- 参数:
item
- 盔甲架当前握持的物品- 另请参阅:
-
getBoots
已过时。返回盔甲架当前穿在脚上的物品.原文: Returns the item currently being worn by the armor stand on its feet
- 返回:
- 穿戴的物品
- 另请参阅:
-
setBoots
设置盔甲架当前穿在脚上的物品.原文: Sets the item currently being worn by the armor stand on its feet
- 参数:
item
- 穿戴的物品- 另请参阅:
-
getLeggings
已过时。返回盔甲架当前穿在腿上的物品.原文: Returns the item currently being worn by the armor stand on its legs
- 返回:
- 穿戴的物品
- 另请参阅:
-
setLeggings
设置盔甲架当前穿在腿上的物品.原文: Sets the item currently being worn by the armor stand on its legs
- 参数:
item
- 穿戴的物品- 另请参阅:
-
getChestplate
已过时。返回盔甲架当前穿在胸上的物品.原文: Returns the item currently being worn by the armor stand on its chest
- 返回:
- 穿戴的物品
- 另请参阅:
-
setChestplate
设置盔甲架当前穿在胸上的物品.原文: Sets the item currently being worn by the armor stand on its chest
- 参数:
item
- 穿戴的物品- 另请参阅:
-
getHelmet
已过时。返回盔甲架当前戴在头上的物品.原文: Returns the item currently being worn by the armor stand on its head
- 返回:
- 穿戴的物品
- 另请参阅:
-
setHelmet
设置盔甲架当前戴在头上的物品.原文: Sets the item currently being worn by the armor stand on its head
- 参数:
item
- 穿戴的物品- 另请参阅:
-
getBodyPose
以EulerAngle
的形式返回盔甲架身体的姿势.原文: Returns the armor stand's body's current pose as a
EulerAngle
.- 返回:
- 当前姿势
-
setBodyPose
以EulerAngle
的形式设置盔甲架身体的姿势.原文: Sets the armor stand's body's current pose as a
EulerAngle
.- 参数:
pose
- 当前姿势
-
getLeftArmPose
以EulerAngle
的形式返回盔甲架左臂的姿势.原文: Returns the armor stand's left arm's current pose as a
EulerAngle
.- 返回:
- 当前姿势
-
setLeftArmPose
以EulerAngle
的形式设置盔甲架左臂的姿势.原文: Sets the armor stand's left arm's current pose as a
EulerAngle
.- 参数:
pose
- 当前姿势
-
getRightArmPose
以EulerAngle
的形式返回盔甲架右臂的姿势.原文: Returns the armor stand's right arm's current pose as a
EulerAngle
.- 返回:
- 当前姿势
-
setRightArmPose
以EulerAngle
的形式设置盔甲架右臂的姿势.原文: Sets the armor stand's right arm's current pose as a
EulerAngle
.- 参数:
pose
- 当前姿势
-
getLeftLegPose
以EulerAngle
的形式返回盔甲架左腿的姿势.原文: Returns the armor stand's left leg's current pose as a
EulerAngle
.- 返回:
- 当前姿势
-
setLeftLegPose
以EulerAngle
的形式设置盔甲架身左腿的姿势.原文: Sets the armor stand's left leg's current pose as a
EulerAngle
.- 参数:
pose
- 当前姿势
-
getRightLegPose
以EulerAngle
的形式返回盔甲架右腿的姿势.原文: Returns the armor stand's right leg's current pose as a
EulerAngle
.- 返回:
- 当前姿势
-
setRightLegPose
以EulerAngle
的形式设置盔甲架右腿的姿势.原文: Sets the armor stand's right leg's current pose as a
EulerAngle
.- 参数:
pose
- 当前姿势
-
getHeadPose
以EulerAngle
的形式返回盔甲架头的姿势.原文: Returns the armor stand's head's current pose as a
EulerAngle
.- 返回:
- 当前姿势
-
setHeadPose
以EulerAngle
的形式设置盔甲架头的姿势.原文: Sets the armor stand's head's current pose as a
EulerAngle
.- 参数:
pose
- 当前姿势
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hasBasePlate
boolean hasBasePlate()返回盔甲架是否有底盘.原文: Returns whether the armor stand has a base plate
- 返回:
- 是否有底盘
-
setBasePlate
void setBasePlate(boolean basePlate) 设置盔甲架是否有底盘.原文: Sets whether the armor stand has a base plate
- 参数:
basePlate
- 是否有底盘
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isVisible
boolean isVisible()返回盔甲架是否可视.原文: Returns whether the armor stand should be visible or not
- 返回:
- 盔甲架是否可视
-
setVisible
void setVisible(boolean visible) 设置盔甲架是否可视.原文: Sets whether the armor stand should be visible or not
- 参数:
visible
- 盔甲架是否可视
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hasArms
boolean hasArms()返回盔甲架是否有双臂.原文: Returns whether this armor stand has arms.
- 返回:
- 是否有双臂
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setArms
void setArms(boolean arms) 设置盔甲架是否有双臂.原文: Sets whether this armor stand has arms.
- 参数:
arms
- 是否有双臂
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isSmall
boolean isSmall()返回盔甲架是否被缩小了.原文: Returns whether this armor stand is scaled down.
- 返回:
- 是否被缩小
-
setSmall
void setSmall(boolean small) 设置盔甲架是否被缩小.原文: Sets whether this armor stand is scaled down.
- 参数:
small
- 是否被缩小
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isMarker
boolean isMarker()返回盔甲架的marker属性,即是否具有非常小的碰撞箱.原文: Returns whether this armor stand is a marker, meaning it has a very small collision box.
- 返回:
- 盔甲架的marker属性
-
setMarker
void setMarker(boolean marker) 设置盔甲架的marker属性,即是否具有非常小的碰撞箱.原文: Sets whether this armor stand is a marker, meaning it has a very small collision box.
- 参数:
marker
- 盔甲架的marker属性
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addEquipmentLock
void addEquipmentLock(@NotNull @NotNull EquipmentSlot slot, @NotNull @NotNull ArmorStand.LockType lockType) Locks the equipment slot with the specifiedlocking mechanism
.- 参数:
slot
- the equipment slot to locklockType
- the LockType to lock the equipment slot with
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removeEquipmentLock
void removeEquipmentLock(@NotNull @NotNull EquipmentSlot slot, @NotNull @NotNull ArmorStand.LockType lockType) Remove alocking mechanism
.- 参数:
slot
- the equipment slot to changelockType
- the LockType to remove
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hasEquipmentLock
boolean hasEquipmentLock(@NotNull @NotNull EquipmentSlot slot, @NotNull @NotNull ArmorStand.LockType lockType) Returns if the ArmorStand has the specifiedlocking mechanism
.- 参数:
slot
- the EquipmentSlot to testlockType
- the LockType to test- 返回:
- if the ArmorStand has been locked with the parameters specified
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EntityEquipment.getBoots()