接口 Fireball
- 所有超级接口:
CommandSender,Entity,Explosive,Metadatable,Nameable,Permissible,PersistentDataHolder,Projectile,ServerOperator
- 所有已知子接口:
AbstractWindCharge,BreezeWindCharge,DragonFireball,LargeFireball,SizedFireball,SmallFireball,WindCharge,WitherSkull
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嵌套类概要
从接口继承的嵌套类/接口 org.bukkit.entity.Entity
Entity.Spigot -
方法概要
修饰符和类型方法说明获取此火球的加速度.已过时。voidsetAcceleration(@NotNull Vector acceleration) 设置火球的加速度.voidsetDirection(@NotNull Vector direction) 设置火球飞行的方向.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.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.Explosive
getYield, isIncendiary, setIsIncendiary, setYield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.entity.Projectile
doesBounce, getShooter, setBounce, setShooter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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setDirection
设置火球飞行的方向.
这是一个便捷方法,它会改变速度方向和加速度方向,同时保持力度不变.
注意: 此方法仅使用向量的方向,并会将其归一化(使用副本).
特殊情况: 当给定方向为零向量时,速度和加速度也将被设置为零,且不会保持力度.原文:Sets the direction the fireball should be flying towards.
This is a convenience method, it will change the velocity direction and acceleration direction, while keeping the power the same.
Note: This method only uses the direction of the vector and will normalize (a copy of) it.
Special Case: When the given direction iszero, the velocity and acceleration will also be set to zero without keeping the power.- 参数:
direction- 此火球应飞行的方向- 另请参阅:
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getDirection
已过时。命名不当的方法,返回的是getAcceleration()的值获取此火球的飞行方向. 返回的向量不会被归一化.原文:Retrieve the direction this fireball is heading toward. The returned vector is not normalized.
- 返回:
- 方向
- 另请参阅:
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setAcceleration
设置火球的加速度. 加速度每 tick 都会被应用到速度上,根据火球的具体类型,会施加一个阻尼/阻力因子, 以防止速度无限增长.
注意: 客户端可能不会遵循非默认的加速度力度,因此会导致火球位置预测错误, 造成视觉上的卡顿.原文:Sets the acceleration of the fireball. The acceleration gets applied to the velocity every tick, depending on the specific type of the fireball a damping / drag factor is applied so that the velocity does not grow into infinity.
Note: that the client may not respect non-default acceleration power and will therefore mispredict the location of the fireball, causing visual stutter.- 参数:
acceleration- 加速度
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getAcceleration
获取此火球的加速度.原文:Retrieve the acceleration of this fireball.
- 返回:
- 加速度
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getAcceleration()的值