public class TridentHorse extends TridentBreedable implements Horse
canBreed, inLove, loveTimeout
age
attributes, canPickup, dead, health, invincibilityTicks, maxHealth, restTicks
airTicks, boundingBox, counter, displayName, executor, fallDistance, fireTicks, godMode, HANDLER, height, id, loc, nameVisible, onGround, passenger, portalCooldown, silent, ticksExisted, uniqueId, velocity, width
Constructor and Description |
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TridentHorse(UUID id,
Position spawnLocation,
HorseType breed) |
Modifier and Type | Method and Description |
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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, isInLove
age, setAge
aiHandler, aiModule, canCollectItems, createStatusEffect, doTick, encodeMetadata, headLocation, health, hide, isDead, launchProjectile, load, maxHealth, path, performAiUpdate, remainingAir, remove, setAiModule, setHealth, setMaxHealth, setPath, setRemainingAir, show
applyProperties, 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, world
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
age, canBreed, isInLove, setAge
aiModule, canCollectItems, createStatusEffect, displayName, headLocation, health, hide, isDead, maxHealth, path, remainingAir, setAiModule, setHealth, setMaxHealth, setPath, setRemainingAir, show
applyProperties, boundingBox, eject, entityId, isNameVisible, isSilent, onGround, passenger, position, remove, setDisplayName, setPassenger, setSize, setVelocity, teleport, teleport, teleport, uniqueId, velocity, withinRange, world
launchProjectile
public TridentHorse(UUID id, Position spawnLocation, HorseType breed)
protected void doEncodeMeta(ProtocolMetadata protocolMeta)
doEncodeMeta
in class TridentAgeable
public boolean isGrazing()
Horse
public int temper()
Horse
public boolean hasChest()
Horse
public HorseVariant variant()
Horse
public boolean isSitting()
Tameable
public Inventory window()
WindowHolder
window
in interface WindowHolder
public Item heldItem()
WindowHolder
heldItem
in interface WindowHolder
public void setHeldItem(Item item)
WindowHolder
setHeldItem
in interface WindowHolder
item
- the item to setpublic boolean isSaddled()
Saddleable
isSaddled
in interface Saddleable
public void setSaddled(boolean saddled)
Saddleable
setSaddled
in interface Saddleable
saddled
- whether this entity should be saddled or notpublic boolean isTamed()
Tameable
public UUID owner()
Tameable
public EntityDamageEvent lastDamageEvent()
LivingEntity
The event may be cancelled.
lastDamageEvent
in interface LivingEntity
public Player lastPlayerDamager()
LivingEntity
Used for death messages
lastPlayerDamager
in interface LivingEntity
public EntityType type()
Entity
type
in interface Entity
type
in class TridentEntity
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