public interface Arrow extends Projectile
限定符和类型 | 接口和说明 |
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static class |
Arrow.PickupStatus
表示此箭矢的拾取状态.
|
限定符和类型 | 方法和说明 |
---|---|
Block |
getAttachedBlock()
获取该箭矢附着在哪个方块上.
|
int |
getKnockbackStrength()
获取箭头的击退强度,这表示附魔
力量 等级. |
Arrow.PickupStatus |
getPickupStatus()
获取此箭矢的当前拾取状态.
|
boolean |
isCritical()
获取此箭矢是否产生暴击.
|
boolean |
isInBlock()
获取此箭矢是否嵌入于一个方块中.
|
void |
setCritical(boolean critical)
设置这个箭矢是否是否产生了暴击.
|
void |
setKnockbackStrength(int knockbackStrength)
设置箭矢的附魔击退等级.
|
void |
setPickupStatus(Arrow.PickupStatus status)
设置此箭矢的当前拾取状态.
|
doesBounce, getShooter, setBounce, setShooter
addPassenger, addScoreboardTag, eject, getEntityId, getFallDistance, getFireTicks, getHeight, getLastDamageCause, getLocation, getLocation, getMaxFireTicks, getNearbyEntities, getPassenger, getPassengers, getPistonMoveReaction, getPortalCooldown, getScoreboardTags, getServer, getTicksLived, getType, getUniqueId, getVehicle, getVelocity, getWidth, getWorld, hasGravity, isCustomNameVisible, isDead, isEmpty, isGlowing, isInsideVehicle, isInvulnerable, isOnGround, isSilent, isValid, leaveVehicle, playEffect, remove, removePassenger, removeScoreboardTag, setCustomNameVisible, setFallDistance, setFireTicks, setGlowing, setGravity, setInvulnerable, setLastDamageCause, setPassenger, setPortalCooldown, setSilent, setTicksLived, setVelocity, teleport, teleport, teleport, teleport
getMetadata, hasMetadata, removeMetadata, setMetadata
getName, sendMessage, sendMessage
addAttachment, addAttachment, addAttachment, addAttachment, getEffectivePermissions, hasPermission, hasPermission, isPermissionSet, isPermissionSet, recalculatePermissions, removeAttachment
isOp, setOp
getCustomName, setCustomName
int getKnockbackStrength()
力量
等级.
原文:Gets the knockback strength for an arrow, which is the
KnockBack
level
of the bow that shot it.mine
void setKnockbackStrength(int knockbackStrength)
原文: Sets the knockback strength for an arrow.
knockbackStrength
- 附魔击退等级boolean isCritical()
原文: Gets whether this arrow is critical. Critical arrows have increased damage and cause particle effects. Critical arrows generally occur when a player fully draws a bow before firing.
void setCritical(boolean critical)
原文:Sets whether or not this arrow should be critical.
critical
- 它是否是否产生了暴击boolean isInBlock()
嵌入于方块中的箭矢是静止的,并且可能被玩家拾取.
原文:Gets whether this arrow is in a block or not.
Arrows in a block are motionless and may be picked up by players.
Block getAttachedBlock()
原文:Gets the block to which this arrow is attached.
Arrow.PickupStatus getPickupStatus()
原文:Gets the current pickup status of this arrow.
void setPickupStatus(Arrow.PickupStatus status)
原文:Sets the current pickup status of this arrow.
status
- 此箭矢新的拾取状态