public class AnvilRepairEvent extends PlayerEvent
PlayerEvent.BreakSpeed, PlayerEvent.Clone, PlayerEvent.HarvestCheck, PlayerEvent.ItemCraftedEvent, PlayerEvent.ItemPickupEvent, PlayerEvent.ItemSmeltedEvent, PlayerEvent.LoadFromFile, PlayerEvent.NameFormat, PlayerEvent.PlayerChangedDimensionEvent, PlayerEvent.PlayerLoggedInEvent, PlayerEvent.PlayerLoggedOutEvent, PlayerEvent.PlayerRespawnEvent, PlayerEvent.SaveToFile, PlayerEvent.StartTracking, PlayerEvent.StopTracking, PlayerEvent.Visibility
LivingEvent.LivingJumpEvent, LivingEvent.LivingUpdateEvent
EntityEvent.CanUpdate, EntityEvent.EnteringChunk, EntityEvent.EntityConstructing, EntityEvent.EyeHeight
Event.HasResult, Event.Result
コンストラクタと説明 |
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AnvilRepairEvent(PlayerEntity player,
ItemStack left,
ItemStack right,
ItemStack output) |
修飾子とタイプ | メソッドと説明 |
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float |
getBreakChance() |
ItemStack |
getIngredientInput()
Get the second item input into the anvil
|
ItemStack |
getItemInput()
Get the first item input into the anvil
|
ItemStack |
getItemResult()
Get the output result from the anvil
|
void |
setBreakChance(float breakChance) |
getPlayer
getEntityLiving
getEntity
getListenerList, getParentListenerList, getPhase, getResult, hasResult, isCancelable, isCanceled, setCanceled, setPhase, setResult, setup
public AnvilRepairEvent(PlayerEntity player, @Nonnull ItemStack left, @Nonnull ItemStack right, @Nonnull ItemStack output)
@Nonnull public ItemStack getItemResult()
@Nonnull public ItemStack getItemInput()
@Nonnull public ItemStack getIngredientInput()
public float getBreakChance()
public void setBreakChance(float breakChance)