EntityRegainHealthEvent

EntityRegainHealthEvent

继承关系

=>  org.bukkit.event.Event

    =>  org.bukkit.event.entity.EntityEvent

        =>  org.bukkit.event.entity.EntityRegainHealthEvent

类描述

Stores data for health-regain events

本事件存储了实体回复血量时的有关数据。

译注:事件不是用来完成数据的持久化存储的。此处所谓“存储”意为事件的字段中含有一些与涉事实体有关的信息,该事件从服务端底层得到这些信息,存储于一些字段中,再给插件进行读取。当插件处理完毕以后,事件对象应该被销毁。不能使用事件对象来对数据进行保存。

方法列表

getAmount

方法声明: public double getAmount()

方法签名: ()D

Gets the amount of regained health

@return The amount of health regained

该方法用于获取涉事实体生命值的回复量。

@return 涉事实体生命值的回复量。

setAmount

方法声明: public void setAmount(double amount)

方法签名: (D)V

Sets the amount of regained health

@param amount the amount of health the entity will regain

该方法用于设置涉事实体生命值的回复量。

@param amount 涉事实体生命值的回复量。

isCancelled

方法声明: public boolean isCancelled()

方法签名: ()Z

setCancelled

方法声明: public void setCancelled(boolean cancel)

方法签名: (Z)V

getRegainReason

方法声明: public RegainReason getRegainReason()

方法签名: ()Lorg/bukkit/event/entity/EntityRegainHealthEvent/RegainReason;

Gets the reason for why the entity is regaining health

@return A RegainReason detailing the reason for the entity regaining

health

该方法用于获取实体回复血量的原因。

@return 一个 RegainReason 枚举字段,用于确定实体回复血量的详细原因。

getHandlers

方法声明: public HandlerList getHandlers()

方法签名: ()Lorg/bukkit/event/HandlerList;

getHandlerList

方法声明: public static HandlerList getHandlerList()

方法签名: ()Lorg/bukkit/event/HandlerList;

枚举: RegainReason

An enum to specify the type of health regaining that is occurring

用于确定实体回复血量原因的枚举。

REGEN

When a player regains health from regenerating due to Peaceful mode

(difficulty=0)

游戏难度为和平,因而玩家回血。

译注:凋零每秒的自动回血效果也归入此字段。

SATIATED

When a player regains health from regenerating due to their hunger

being satisfied

玩家饱食度与饱和度充足,因而回血。

EATING

When a player regains health from eating consumables

玩家服用食物或药剂,因而回血。

译注:本字段主要适用于非玩家实体服用食物直接回血的情况,比如马吃草料、狼吃骨头。上述生物没有饱食度机制,吃下食物即直接回血。

ENDER_CRYSTAL

When an ender dragon regains health from an ender crystal

末影水晶为末影龙增加血量。

MAGIC

When a player is healed by a potion or spell

玩家被瞬时药水效果治愈。

MAGIC_REGEN

When a player is healed over time by a potion or spell

玩家拥有生命恢复等药水效果,随时间推移缓慢被治愈。

WITHER_SPAWN

When a wither is filling its health during spawning

凋零在被召唤的过程中血量自零开始不断增加。

WITHER

When an entity is damaged by the Wither potion effect

实体因凋零效果而受到伤害。

CUSTOM

Any other reason not covered by the reasons above

未被上述分类囊括的原因。

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