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public interface HumanEntity
Represents a human entity, such as an NPC or a player
Method Summary | |
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void |
closeInventory()
Force-closes the currently open inventory view for this player, if any. |
Inventory |
getEnderChest()
Get the player's EnderChest inventory |
int |
getExpToLevel()
Get the total amount of experience required for the player to level |
GameMode |
getGameMode()
Gets this humans current GameMode |
PlayerInventory |
getInventory()
Get the player's inventory. |
ItemStack |
getItemInHand()
Returns the ItemStack currently in your hand, can be empty. |
ItemStack |
getItemOnCursor()
Returns the ItemStack currently on your cursor, can be empty. |
String |
getName()
Returns the name of this player |
InventoryView |
getOpenInventory()
Gets the inventory view the player is currently viewing. |
int |
getSleepTicks()
Get the sleep ticks of the player. |
boolean |
isBlocking()
Check if the player is currently blocking (ie with a sword). |
boolean |
isSleeping()
Returns whether this player is slumbering. |
InventoryView |
openEnchanting(Location location,
boolean force)
Opens an empty enchanting inventory window with the player's inventory on the bottom. |
InventoryView |
openInventory(Inventory inventory)
Opens an inventory window with the specified inventory on the top and the player's inventory on the bottom. |
void |
openInventory(InventoryView inventory)
Opens an inventory window to the specified inventory view |
InventoryView |
openWorkbench(Location location,
boolean force)
Opens an empty workbench inventory window with the player's inventory on the bottom. |
void |
setGameMode(GameMode mode)
Sets this humans current GameMode |
void |
setItemInHand(ItemStack item)
Sets the item to the given ItemStack, this will replace whatever the user was holding. |
void |
setItemOnCursor(ItemStack item)
Sets the item to the given ItemStack, this will replace whatever the user was moving. |
boolean |
setWindowProperty(InventoryView.Property prop,
int value)
If the player currently has an inventory window open, this method will set a property of that window, such as the state of a progress bar. |
Methods inherited from interface org.bukkit.entity.Damageable |
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damage, damage, getHealth, getMaxHealth, resetMaxHealth, setHealth, setMaxHealth |
Methods inherited from interface org.bukkit.permissions.Permissible |
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addAttachment, addAttachment, addAttachment, addAttachment, getEffectivePermissions, hasPermission, hasPermission, isPermissionSet, isPermissionSet, recalculatePermissions, removeAttachment |
Methods inherited from interface org.bukkit.permissions.ServerOperator |
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isOp, setOp |
Method Detail |
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String getName()
getName
in interface AnimalTamer
PlayerInventory getInventory()
getInventory
in interface InventoryHolder
Inventory getEnderChest()
boolean setWindowProperty(InventoryView.Property prop, int value)
prop
- The property.value
- The value to set the property to.
InventoryView getOpenInventory()
InventoryView openInventory(Inventory inventory)
inventory
- The inventory to open
InventoryView openWorkbench(Location location, boolean force)
location
- The location to attach it to. If null, the player's location is used.force
- If false, and there is no workbench block at the location, no inventory will be
opened and null will be returned.
InventoryView openEnchanting(Location location, boolean force)
location
- The location to attach it to. If null, the player's location is used.force
- If false, and there is no enchanting table at the location, no inventory will be
opened and null will be returned.
void openInventory(InventoryView inventory)
inventory
- The view to openvoid closeInventory()
ItemStack getItemInHand()
void setItemInHand(ItemStack item)
item
- The ItemStack which will end up in the handItemStack getItemOnCursor()
void setItemOnCursor(ItemStack item)
item
- The ItemStack which will end up in the handboolean isSleeping()
int getSleepTicks()
GameMode getGameMode()
GameMode
void setGameMode(GameMode mode)
GameMode
mode
- New game modeboolean isBlocking()
int getExpToLevel()
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