接口 ZombieVillager
- 所有超级接口:
Ageable,Attributable,CommandSender,Creature,Damageable,Enemy,Entity,Leashable,LivingEntity,Lootable,Metadatable,Mob,Monster,Nameable,Permissible,PersistentDataHolder,ProjectileSource,ServerOperator,Zombie
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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发起转换的玩家。int获取此实体因被治愈而转换为村民的剩余刻数。返回此僵尸的村民职业。获取此村民的当前类型。boolean获取此实体是否正在因被治愈而转换为村民。voidsetConversionPlayer(@Nullable OfflinePlayer conversionPlayer) 设置发起转换的玩家。voidsetConversionTime(int time) 设置此实体因被治愈而转换为村民的剩余刻数。voidsetVillagerProfession(Villager.Profession profession) 设置此僵尸的村民职业。voidsetVillagerType(Villager.Type type) 设置此村民的新类型。从接口继承的方法 org.bukkit.entity.Ageable
canBreed, getAge, getAgeLock, isAdult, setAdult, setAge, setAgeLock, setBaby, setBreed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.Leashable
getLeashHolder, isLeashed, setLeashHolder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, getLineOfSight, getMaximumAir, getMaximumNoDamageTicks, getMemory, getNoActionTicks, getNoDamageTicks, getPotionEffect, getRemainingAir, getRemoveWhenFarAway, getTargetBlock, getTargetBlockExact, getTargetBlockExact, getWaypointColor, getWaypointStyle, hasAI, hasLineOfSight, hasPotionEffect, isClimbing, isCollidable, isGliding, isInvisible, isRiptiding, isSleeping, isSwimming, playHurtAnimation, rayTraceBlocks, rayTraceBlocks, removePotionEffect, setAI, setArrowCooldown, setArrowsInBody, setCanPickupItems, setCollidable, setGliding, setInvisible, setItemInUseTicks, setLastDamage, setMaximumAir, setMaximumNoDamageTicks, setMemory, setNoActionTicks, setNoDamageTicks, setRemainingAir, setRemoveWhenFarAway, setRiptiding, setSwimming, setWaypointColor, setWaypointStyle, swingMainHand, swingOffHand从接口继承的方法 org.bukkit.loot.Lootable
getLootTable, getSeed, setLootTable, setSeed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从接口继承的方法 org.bukkit.entity.Zombie
canBreakDoors, isBaby, isVillager, setBaby, setCanBreakDoors, setVillager
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方法详细资料
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setVillagerProfession
设置此僵尸的村民职业。原文:Sets the villager profession of this zombie.
- 指定者:
setVillagerProfession在接口中Zombie- 参数:
profession- profession- 另请参阅:
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getVillagerProfession
返回此僵尸的村民职业。- 指定者:
getVillagerProfession在接口中Zombie- 返回:
- 职业或null
原文:Returns the villager profession of this zombie.
- 另请参阅:
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getVillagerType
获取此村民的当前类型。- 返回:
- 当前类型。
原文:Gets the current type of this villager.
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setVillagerType
设置此村民的新类型。- 参数:
type- 新类型。原文:Sets the new type of this villager.
type- New type.
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isConverting
boolean isConverting()获取此实体是否正在因被治愈而转换为村民。- 指定者:
isConverting在接口中Zombie- 返回:
- 转换状态
原文:Get if this entity is in the process of converting to a Villager as a result of being cured.
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getConversionTime
int getConversionTime()获取此实体因被治愈而转换为村民的剩余刻数。 当此值达到0时,实体将被转换。- 指定者:
getConversionTime在接口中Zombie- 返回:
- 转换时间
- 抛出:
IllegalStateException- 如果isConverting()为false。原文:Gets the amount of ticks until this entity will be converted to a Villager as a result of being cured. When this reaches 0, the entity will be converted.
IllegalStateException- ifisConverting()is false.
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setConversionTime
void setConversionTime(int time) 设置此实体因被治愈而转换为村民的剩余刻数。 当此值达到0时,实体将被转换。小于0的值将停止当前转换过程,而不会转换当前实体。- 指定者:
setConversionTime在接口中Zombie- 参数:
time- 新转换时间原文:Sets the amount of ticks until this entity will be converted to a Villager as a result of being cured. When this reaches 0, the entity will be converted. A value of less than 0 will stop the current conversion process without converting the current entity.
time- new conversion time
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getConversionPlayer
获取发起转换的玩家。- 返回:
- 玩家,如果玩家未知或实体当前未在转换则返回
null原文:Gets the player who initiated the conversion.
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setConversionPlayer
设置发起转换的玩家。如果此实体当前未在转换,则此方法无效。
- 参数:
conversionPlayer- 玩家原文:Sets the player who initiated the conversion.
This has no effect if this entity isn't converting currently.
conversionPlayer- the player
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