public interface Arrow extends Projectile
| 限定符和类型 | 接口和说明 |
|---|---|
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, setShooteraddPassenger, 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, teleportgetMetadata, hasMetadata, removeMetadata, setMetadatagetName, sendMessage, sendMessageaddAttachment, addAttachment, addAttachment, addAttachment, getEffectivePermissions, hasPermission, hasPermission, isPermissionSet, isPermissionSet, recalculatePermissions, removeAttachmentisOp, setOpgetCustomName, setCustomNameint 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