public interface HumanEntity extends LivingEntity, AnimalTamer, Permissible, InventoryHolder
| Modifier and Type | Method and Description |
|---|---|
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.
|
_INVALID_getLastDamage, _INVALID_setLastDamage, addPotionEffect, addPotionEffect, addPotionEffects, getActivePotionEffects, getCanPickupItems, getCustomName, getEquipment, getEyeHeight, getEyeHeight, getEyeLocation, getKiller, getLastDamage, getLastTwoTargetBlocks, getLeashHolder, getLineOfSight, getMaximumAir, getMaximumNoDamageTicks, getNoDamageTicks, getRemainingAir, getRemoveWhenFarAway, getTargetBlock, hasLineOfSight, hasPotionEffect, isCustomNameVisible, isLeashed, removePotionEffect, setCanPickupItems, setCustomName, setCustomNameVisible, setLastDamage, setLeashHolder, setMaximumAir, setMaximumNoDamageTicks, setNoDamageTicks, setRemainingAir, setRemoveWhenFarAway, shootArrow, throwEgg, throwSnowball_INVALID_damage, _INVALID_damage, _INVALID_getHealth, _INVALID_getMaxHealth, _INVALID_setHealth, _INVALID_setMaxHealth, damage, damage, getHealth, getMaxHealth, resetMaxHealth, setHealth, setMaxHealtheject, getEntityId, getFallDistance, getFireTicks, getLastDamageCause, getLocation, getLocation, getMaxFireTicks, getNearbyEntities, getPassenger, getServer, getTicksLived, getType, getUniqueId, getVehicle, getVelocity, getWorld, isDead, isEmpty, isInsideVehicle, isOnGround, isValid, leaveVehicle, playEffect, remove, setFallDistance, setFireTicks, setLastDamageCause, setPassenger, setTicksLived, setVelocity, teleport, teleport, teleport, teleportgetMetadata, hasMetadata, removeMetadata, setMetadatalaunchProjectile, launchProjectileaddAttachment, addAttachment, addAttachment, addAttachment, getEffectivePermissions, hasPermission, hasPermission, isPermissionSet, isPermissionSet, recalculatePermissions, removeAttachmentisOp, setOpString getName()
getName in interface AnimalTamerPlayerInventory getInventory()
getInventory in interface InventoryHolderInventory 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 openInventoryView 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()
void setGameMode(GameMode mode)
GameModemode - New game modeboolean isBlocking()
int getExpToLevel()
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