程序包 org.bukkit.entity

# 接口 FishHook

所有超级接口:
  `CommandSender`, `Entity`, `Metadatable`, `Nameable`, `Permissible`, `PersistentDataHolder`, `Projectile`, `ServerOperator`

public interface FishHook extends Projectile
代表一个鱼钩.

原文: Represents a fishing hook.

- ## 嵌套类概要

  嵌套类
  修饰符和类型
  接口
  说明
  `static enum`
  `FishHook.HookState`
  Represents a state in which a fishing hook may be.

  ## 从接口继承的嵌套类/接口 org.bukkit.entity.Entity

  `Entity.Spigot`

- ## 方法概要

  修饰符和类型
  方法
  说明
  `boolean`
  `getApplyLure()`
  Get whether the lure enchantment should be applied to reduce the wait time.
  `double`
  `getBiteChance()`
  已过时。
  Minecraft新版本中已无效果
  `@Nullable Entity`
  `getHookedEntity()`
  Get the entity hooked by this fish hook.
  `float`
  `getMaxLureAngle()`
  Get the maximum angle (in degrees, 0 being positive Z 90 being negative X) of where a fish will appear after the wait time.
  `int`
  `getMaxLureTime()`
  Get the maximum number of ticks one has to wait for a fish to bite after appearing.
  `int`
  `getMaxWaitTime()`
  Get the maximum number of ticks one has to wait for a fish appearing.
  `float`
  `getMinLureAngle()`
  Get the minimum angle (in degrees, 0 being positive Z 90 being negative X) of where a fish will appear after the wait time.
  `int`
  `getMinLureTime()`
  Get the minimum number of ticks one has to wait for a fish to bite after appearing.
  `int`
  `getMinWaitTime()`
  Get the minimum number of ticks one has to wait for a fish appearing.
  `@NotNull FishHook.HookState`
  `getState()`
  Get the current state of this fish hook.
  `boolean`
  `isInOpenWater()`
  Check whether or not this fish hook is in open water.
  `boolean`
  `isRainInfluenced()`
  Whether or not wait and lure time will be impacted by rain.
  `boolean`
  `isSkyInfluenced()`
  Whether or not wait and lure time will be impacted by direct sky access.
  `boolean`
  `pullHookedEntity()`
  Pull the hooked entity to the caster of this fish hook.
  `void`
  `setApplyLure(boolean applyLure)`
  Set whether the lure enchantment should be applied to reduce the wait time.
  `void`
  `setBiteChance(double chance)`
  已过时。
  has no effect in newer Minecraft versions
  `void`
  `setHookedEntity(@Nullable Entity entity)`
  Set the entity hooked by this fish hook.
  `void`
  `setLureAngle(float min, float max)`
  Set both the minimum (default 0) and maximum (default 360) angle of where a fish will appear after the wait time. 0 degrees is positive Z, 90 degrees is negative X.
  `void`
  `setLureTime(int min, int max)`
  Set both the minimum (default 20) and maximum (default 80) amount of ticks one has to wait for a fish to bite after appearing.
  `void`
  `setMaxLureAngle(float maxLureAngle)`
  Set the maximum angle (in degrees, 0 being positive Z 90 being negative X) of where a fish will appear after the wait time.
  `void`
  `setMaxLureTime(int maxLureTime)`
  Set the maximum number of ticks one has to wait for a fish to bite after appearing.
  `void`
  `setMaxWaitTime(int maxWaitTime)`
  Set the maximum number of ticks one has to wait for a fish appearing.
  `void`
  `setMinLureAngle(float minLureAngle)`
  Set the minimum angle (in degrees, 0 being positive Z 90 being negative X) of where a fish will appear after the wait time.
  `void`
  `setMinLureTime(int minLureTime)`
  Set the minimum number of ticks one has to wait for a fish to bite after appearing.
  `void`
  `setMinWaitTime(int minWaitTime)`
  Set the minimum number of ticks one has to wait for a fish appearing.
  `void`
  `setRainInfluenced(boolean rainInfluenced)`
  Set whether or not wait and lure time will be impacted by rain.
  `void`
  `setSkyInfluenced(boolean skyInfluenced)`
  Set whether or not wait and lure time will be impacted by direct sky access.
  `void`
  `setWaitTime(int min, int max)`
  Set both the minimum (default 100) and maximum (default 600) amount of ticks one has to wait for a fish appearing.

  ### 从接口继承的方法 org.bukkit.command.CommandSender

  `getName, sendMessage, sendMessage, sendMessage, sendMessage`

  ### 从接口继承的方法 org.bukkit.entity.Entity

  `addPassenger, addScoreboardTag, copy, copy, createSnapshot, eject, getAsString, getBoundingBox, getEntityId, getFacing, getFallDistance, getFireTicks, getFreezeTicks, getHeight, getLastDamageCause, getLocation, getLocation, getMaxFireTicks, getMaxFreezeTicks, getNearbyEntities, getPassenger, getPassengers, getPistonMoveReaction, getPortalCooldown, getPose, getScoreboardTags, getServer, getSpawnCategory, getSwimHighSpeedSplashSound, getSwimSound, getSwimSplashSound, getTicksLived, getTrackedBy, getType, getUniqueId, getVehicle, getVelocity, getWidth, getWorld, hasGravity, isCustomNameVisible, isDead, isEmpty, isFrozen, isGlowing, isInsideVehicle, isInvulnerable, isInWater, isInWorld, isOnGround, isPersistent, isSilent, isValid, isVisibleByDefault, isVisualFire, leaveVehicle, playEffect, remove, removePassenger, removeScoreboardTag, setCustomNameVisible, setFallDistance, setFireTicks, setFreezeTicks, setGlowing, setGravity, setInvulnerable, setLastDamageCause, setPassenger, setPersistent, setPortalCooldown, setRotation, setSilent, setTicksLived, setVelocity, setVisibleByDefault, setVisualFire, spigot, teleport, teleport, teleport, teleport`

  ### 从接口继承的方法 org.bukkit.metadata.Metadatable

  `getMetadata, hasMetadata, removeMetadata, setMetadata`

  ### 从接口继承的方法 org.bukkit.Nameable

  `getCustomName, setCustomName`

  ### 从接口继承的方法 org.bukkit.permissions.Permissible

  `addAttachment, addAttachment, addAttachment, addAttachment, getEffectivePermissions, hasPermission, hasPermission, isPermissionSet, isPermissionSet, recalculatePermissions, removeAttachment`

  ### 从接口继承的方法 org.bukkit.persistence.PersistentDataHolder

  `getPersistentDataContainer`

  ### 从接口继承的方法 org.bukkit.entity.Projectile

  `doesBounce, getShooter, setBounce, setShooter`

  ### 从接口继承的方法 org.bukkit.permissions.ServerOperator

  `isOp, setOp`

- ## 方法详细资料

  - ### getMinWaitTime

    int getMinWaitTime()
    Get the minimum number of ticks one has to wait for a fish appearing.

    The default is 100 ticks (5 seconds).
    Note that this is before applying lure.

    返回:
      Minimum number of ticks one has to wait for a fish appearing

  - ### setMinWaitTime

    void setMinWaitTime(int minWaitTime)
    Set the minimum number of ticks one has to wait for a fish appearing.

    The default is 100 ticks (5 seconds).
    Note that this is before applying lure.

    参数:
      `minWaitTime` - Minimum number of ticks one has to wait for a fish appearing

  - ### getMaxWaitTime

    int getMaxWaitTime()
    Get the maximum number of ticks one has to wait for a fish appearing.

    The default is 600 ticks (30 seconds).
    Note that this is before applying lure.

    返回:
      Maximum number of ticks one has to wait for a fish appearing

  - ### setMaxWaitTime

    void setMaxWaitTime(int maxWaitTime)
    Set the maximum number of ticks one has to wait for a fish appearing.

    The default is 600 ticks (30 seconds).
    Note that this is before applying lure.

    参数:
      `maxWaitTime` - Maximum number of ticks one has to wait for a fish appearing

  - ### setWaitTime

    void setWaitTime(int min, int max)
    Set both the minimum (default 100) and maximum (default 600) amount of ticks one has to wait for a fish appearing.
    参数:
      `min` - minimum ticks for a fish to appear
      `max` - maximum ticks for a fish to appear

  - ### getMinLureTime

    int getMinLureTime()
    Get the minimum number of ticks one has to wait for a fish to bite after appearing.

    The default is 20 ticks (1 second).
    Lure does not affect this value. This will also effect the radius (0.1 * lureTime) of where the fish will appear.

    返回:
      Minimum number of ticks one has to wait for a fish to bite

  - ### setMinLureTime

    void setMinLureTime(int minLureTime)
    Set the minimum number of ticks one has to wait for a fish to bite after appearing.

    The default is 20 ticks (1 second).
    Lure does not affect this value. This will also effect the radius (0.1 * lureTime) of where the fish will appear.

    参数:
      `minLureTime` - Minimum number of ticks one has to wait for a fish to bite

  - ### getMaxLureTime

    int getMaxLureTime()
    Get the maximum number of ticks one has to wait for a fish to bite after appearing.

    The default is 80 ticks (4 second).
    Lure does not affect this value. This will also effect the radius (0.1 * lureTime) of where the fish will appear.

    返回:
      Maximum number of ticks one has to wait for a fish to bite

  - ### setMaxLureTime

    void setMaxLureTime(int maxLureTime)
    Set the maximum number of ticks one has to wait for a fish to bite after appearing.

    The default is 80 ticks (4 second).
    Lure does not affect this value. This will also effect the radius (0.1 * lureTime) of where the fish will appear.

    参数:
      `maxLureTime` - Maximum number of ticks one has to wait for a fish to bite

  - ### setLureTime

    void setLureTime(int min, int max)
    Set both the minimum (default 20) and maximum (default 80) amount of ticks one has to wait for a fish to bite after appearing.
    参数:
      `min` - minimum ticks to wait for a bite
      `max` - maximum ticks to wait for a bite

  - ### getMinLureAngle

    float getMinLureAngle()
    Get the minimum angle (in degrees, 0 being positive Z 90 being negative X) of where a fish will appear after the wait time.

    The default is 0 degrees.

    返回:
      Minimum angle of where a fish will appear

  - ### setMinLureAngle

    void setMinLureAngle(float minLureAngle)
    Set the minimum angle (in degrees, 0 being positive Z 90 being negative X) of where a fish will appear after the wait time.

    The default is 0 degrees.

    参数:
      `minLureAngle` - Minimum angle of where a fish may appear

  - ### getMaxLureAngle

    float getMaxLureAngle()
    Get the maximum angle (in degrees, 0 being positive Z 90 being negative X) of where a fish will appear after the wait time.

    The default is 360 degrees.

    返回:
      Maximum angle of where a fish will appear

  - ### setMaxLureAngle

    void setMaxLureAngle(float maxLureAngle)
    Set the maximum angle (in degrees, 0 being positive Z 90 being negative X) of where a fish will appear after the wait time.

    The default is 360 degrees.

    参数:
      `maxLureAngle` - Maximum angle of where a fish may appear

  - ### setLureAngle

    void setLureAngle(float min, float max)
    Set both the minimum (default 0) and maximum (default 360) angle of where a fish will appear after the wait time. 0 degrees is positive Z, 90 degrees is negative X.
    参数:
      `min` - minimum angle in degrees
      `max` - maximum angle in degrees

  - ### getApplyLure

    boolean getApplyLure()
    Get whether the lure enchantment should be applied to reduce the wait time.

    The default is true.
    Lure reduces the wait time by 100 ticks (5 seconds) for each level of the enchantment.

    返回:
      Whether the lure enchantment should be applied to reduce the wait time

  - ### setApplyLure

    void setApplyLure(boolean applyLure)
    Set whether the lure enchantment should be applied to reduce the wait time.

    The default is true.
    Lure reduces the wait time by 100 ticks (5 seconds) for each level of the enchantment.

    参数:
      `applyLure` - Whether the lure enchantment should be applied to reduce the wait time

  - ### getBiteChance

    @Deprecated double getBiteChance()
    已过时。
    Minecraft新版本中已无效果
    获取鱼咬钩的几率.

    0.0 = 永不上钩.
    1.0 = 立即咬钩.

    原文: Gets the chance of a fish biting.

    0.0 = No Chance.
    1.0 = Instant catch.

    返回:
      chance 咬钩几率

  - ### setBiteChance

    @Deprecated void setBiteChance(double chance) throws IllegalArgumentException
    已过时。
    has no effect in newer Minecraft versions
    Sets the chance of a fish biting.

    0.0 = No Chance.
    1.0 = Instant catch.

    参数:
      `chance` - the bite chance
    抛出:
      `IllegalArgumentException` - if the bite chance is not between 0 and 1

  - ### isInOpenWater

    boolean isInOpenWater()
    Check whether or not this fish hook is in open water.

    Open water is defined by a 5x4x5 area of water, air and lily pads. If in open water, treasure items may be caught.

    返回:
      true if in open water, false otherwise

  - ### getHookedEntity

    @Nullable @Nullable Entity getHookedEntity()
    Get the entity hooked by this fish hook.
    返回:
      the hooked entity. null if none

  - ### setHookedEntity

    void setHookedEntity(@Nullable @Nullable Entity entity)
    Set the entity hooked by this fish hook.
    参数:
      `entity` - the entity to set, or null to unhook

  - ### pullHookedEntity

    boolean pullHookedEntity()
    Pull the hooked entity to the caster of this fish hook. If no entity is hooked, this method has no effect.
    返回:
      true if pulled, false if no entity is hooked

  - ### isSkyInfluenced

    boolean isSkyInfluenced()
    Whether or not wait and lure time will be impacted by direct sky access. True by default, causes a 50% time increase on average.
    返回:
      skylight access influences catch rate

  - ### setSkyInfluenced

    void setSkyInfluenced(boolean skyInfluenced)
    Set whether or not wait and lure time will be impacted by direct sky access. True by default, causes a 50% time increase on average.
    参数:
      `skyInfluenced` - if this hook is influenced by skylight access

  - ### isRainInfluenced

    boolean isRainInfluenced()
    Whether or not wait and lure time will be impacted by rain. True by default, causes a 25% time decrease on average.
    返回:
      rain influences catch rate

  - ### setRainInfluenced

    void setRainInfluenced(boolean rainInfluenced)
    Set whether or not wait and lure time will be impacted by rain. True by default, causes a 25% time decrease on average.
    参数:
      `rainInfluenced` - if this hook is influenced by rain

  - ### getState

    @NotNull @NotNull FishHook.HookState getState()
    Get the current state of this fish hook.
    返回:
      the fish hook state