public class TridentHorse extends TridentBreedable implements Horse
canBreed, inLove, loveTimeoutageattributes, canPickup, dead, health, invincibilityTicks, maxHealth, restTicksairTicks, boundingBox, counter, displayName, executor, fallDistance, fireTicks, godMode, HANDLER, height, id, loc, nameVisible, onGround, passenger, portalCooldown, silent, ticksExisted, uniqueId, velocity, width| Constructor and Description |
|---|
TridentHorse(UUID id,
Position spawnLocation,
HorseType breed) |
| Modifier and Type | Method and Description |
|---|---|
HorseType |
breed()
What breed of horse this is
|
protected void |
doEncodeMeta(ProtocolMetadata protocolMeta) |
boolean |
hasChest()
Whether or not this horse has a chest
|
Item |
heldItem()
Returns the ItemStack in the Player's hand
|
boolean |
isGrazing()
Whether or not this horse is grazing
|
boolean |
isSaddled()
Whether this entity is saddled or not
|
boolean |
isSitting()
Whether or not this entity is sitting
|
boolean |
isTamed()
Whether or not this entity is tamed
|
EntityDamageEvent |
lastDamageEvent()
Returns the last EntityDamageEvent which inflicted this Entity
|
Player |
lastPlayerDamager()
Returns the player who dealt damage to this Entity since its last full heal
|
UUID |
owner()
The UUID of this entity's owner
|
void |
setHeldItem(Item item)
Sets the item held in the selected slot
|
void |
setSaddled(boolean saddled)
Set whether or not this entity is saddled
|
int |
temper()
The temper of this horse, higher temper dictates that the horse is easier to tame
|
EntityType |
type()
Gets the type of entity
|
HorseVariant |
variant()
The variant of this horse, will return an invalid variant if this horse is not of a HORSE breed
|
Inventory |
window()
The Inventory that this entity holds
|
canBreed, doLoad, isInLoveage, setAgeaiHandler, aiModule, canCollectItems, createStatusEffect, doTick, encodeMetadata, headLocation, health, hide, isDead, launchProjectile, load, maxHealth, path, performAiUpdate, remainingAir, remove, setAiModule, setHealth, setMaxHealth, setPath, setRemainingAir, showapplyProperties, asNbt, boundingBox, displayName, doRemove, eject, entityId, isNameVisible, isSilent, onGround, passenger, position, setDisplayName, setOnGround, setPassenger, setPosition, setSize, setVelocity, spawn, teleport, teleport, teleport, tick, uniqueId, velocity, withinRange, worldclone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, waitage, canBreed, isInLove, setAgeaiModule, canCollectItems, createStatusEffect, displayName, headLocation, health, hide, isDead, maxHealth, path, remainingAir, setAiModule, setHealth, setMaxHealth, setPath, setRemainingAir, showapplyProperties, boundingBox, eject, entityId, isNameVisible, isSilent, onGround, passenger, position, remove, setDisplayName, setPassenger, setSize, setVelocity, teleport, teleport, teleport, uniqueId, velocity, withinRange, worldlaunchProjectilepublic TridentHorse(UUID id, Position spawnLocation, HorseType breed)
protected void doEncodeMeta(ProtocolMetadata protocolMeta)
doEncodeMeta in class TridentAgeablepublic boolean isGrazing()
Horsepublic int temper()
Horsepublic boolean hasChest()
Horsepublic HorseVariant variant()
Horsepublic boolean isSitting()
Tameablepublic Inventory window()
WindowHolderwindow in interface WindowHolderpublic Item heldItem()
WindowHolderheldItem in interface WindowHolderpublic void setHeldItem(Item item)
WindowHoldersetHeldItem in interface WindowHolderitem - the item to setpublic boolean isSaddled()
SaddleableisSaddled in interface Saddleablepublic void setSaddled(boolean saddled)
SaddleablesetSaddled in interface Saddleablesaddled - whether this entity should be saddled or notpublic boolean isTamed()
Tameablepublic UUID owner()
Tameablepublic EntityDamageEvent lastDamageEvent()
LivingEntityThe event may be cancelled.
lastDamageEvent in interface LivingEntitypublic Player lastPlayerDamager()
LivingEntityUsed for death messages
lastPlayerDamager in interface LivingEntitypublic EntityType type()
Entitytype in interface Entitytype in class TridentEntityCopyright © 2016. All rights reserved.