接口 FallingBlock

所有超级接口:
CommandSender, Entity, Metadatable, Nameable, Permissible, PersistentDataHolder, ServerOperator

public interface FallingBlock extends Entity
代表一个下落方块.

原文: Represents a falling block

  • 方法详细资料

    • getMaterial

      @Deprecated(since="1.6.2") @NotNull @NotNull Material getMaterial()
      已过时。
      请使用 getBlockData()
      获取下落方块的类型.

      原文: Get the Material of the falling block

      返回:
      方块的材质
    • getBlockData

      @NotNull @NotNull BlockData getBlockData()
      获取下落方块的方块数据.

      原文:Get the data for the falling block

      返回:
      方块的数据
    • getDropItem

      boolean getDropItem()
      获取下落方块被阻挡时是否会变为掉落物.

      请注意, 如果 getCancelDrop() 为 true, 则下落方块将不会掉落物品, 无论此方法是否返回 true.

      原文: Get if the falling block will break into an item if it cannot be placed.

      Note that if getCancelDrop() is true, the falling block will not drop an item regardless of whether or not the returned value is true.

      返回:
      方块在被阻挡时是否会变为掉落物.
    • setDropItem

      void setDropItem(boolean drop)
      设置下落方块被阻挡时是否会变为掉落物.

      请注意, 如果 getCancelDrop() 为 true, 则下落方块将不会掉落物品, 无论是否设置为 true. 原文: Set if the falling block will break into an item if it cannot be placed.

      Note that if getCancelDrop() is true, the falling block will not drop an item regardless of whether or not the value is set to true.

      参数:
      drop - 当被阻挡时变为掉落物时返回 true.
    • getCancelDrop

      boolean getCancelDrop()
      获取下落方块落地后是否会消失且不掉落物品.

      与 getDropItem() 不同, 此属性会阻止方块落地时形成方块, 使其消失. 如果此属性为 true 且 getDropItem() 为 true, 则 不会 掉落物品.

      原文:Get if the falling block will not become a block upon landing and not drop an item.

      Unlike getDropItem(), this property will prevent the block from forming into a block when it lands, causing it to disappear. If this property is true and getDropItem() is true, an item will NOT be dropped.

      返回:
      方块是否会消失
    • setCancelDrop

      void setCancelDrop(boolean cancelDrop)
      设置下落方块落地后是否会消失且不掉落物品.

      与 setDropItem(boolean) 不同, 此属性会阻止方块落地时形成方块, 使其消失. 如果此属性为 true 且 getDropItem() 为 true, 则 不会 掉落物品.

      原文:Get if the falling block will not become a block upon landing and not drop an item.

      Unlike setDropItem(boolean), this property will prevent the block from forming into a block when it lands, causing it to disappear. If this property is true and getDropItem() is true, an item will NOT be dropped.

      参数:
      cancelDrop - 设为 true 使方块落地时消失
    • canHurtEntities

      boolean canHurtEntities()
      获取此方块能否砸伤实体.

      原文: Get the HurtEntities state of this block.

      返回:
      此方块能否砸伤实体.
    • setHurtEntities

      void setHurtEntities(boolean hurtEntities)
      设置此方块能否砸伤实体.

      原文: Set the HurtEntities state of this block.

      参数:
      hurtEntities - 此方块能否砸伤实体.
    • getDamagePerBlock

      float getDamagePerBlock()
      获取下落方块对实体造成的伤害乘以下落距离的值.

      原文:Get the amount of damage inflicted upon entities multiplied by the distance that the block had fallen when this falling block lands on them.

      返回:
      每格伤害
    • setDamagePerBlock

      void setDamagePerBlock(float damage)
      设置下落方块对实体造成的伤害乘以下落距离的值.

      如果 damage 非零, 此方法会自动调用 setHurtEntities(true).

      原文:Set the amount of damage inflicted upon entities multiplied by the distance that the block had fallen when this falling block lands on them.

      If damage is non-zero, this method will automatically call setHurtEntities(true).

      参数:
      damage - 要设置的每格伤害. 必须 >= 0.0
    • getMaxDamage

      int getMaxDamage()
      获取下落方块落地时对实体造成的最大伤害.

      原文:Get the maximum amount of damage that can be inflicted upon entities when this falling block lands on them.

      返回:
      最大伤害
    • setMaxDamage

      void setMaxDamage(int damage)
      设置下落方块落地时对实体造成的最大伤害.

      如果 damage 非零, 此方法会自动调用 setHurtEntities(true).

      原文:Set the maximum amount of damage that can be inflicted upon entities when this falling block lands on them.

      If damage is non-zero, this method will automatically call setHurtEntities(true).

      参数:
      damage - 要设置的最大伤害. 必须 >= 0