程序包 org.bukkit.event.entity

# 类 EntityShootBowEvent

java.lang.Object
org.bukkit.event.Event
org.bukkit.event.entity.EntityEvent
org.bukkit.event.entity.EntityShootBowEvent

所有已实现的接口:
  `Cancellable`

public class EntityShootBowEvent extends EntityEvent implements Cancellable
Called when a LivingEntity shoots a bow firing an arrow

- ## 嵌套类概要

  ## 从类继承的嵌套类/接口 org.bukkit.event.Event

  `Event.Result`

- ## 字段概要

  ### 从类继承的字段 org.bukkit.event.entity.EntityEvent

  `entity`

- ## 构造器概要

  构造器
  构造器
  说明
  `EntityShootBowEvent(@NotNull LivingEntity shooter, @Nullable ItemStack bow, @Nullable ItemStack consumable, @NotNull Entity projectile, @NotNull EquipmentSlot hand, float force, boolean consumeItem)`

- ## 方法概要

  修饰符和类型
  方法
  说明
  `@Nullable ItemStack`
  `getBow()`
  Gets the bow ItemStack used to fire the arrow.
  `@Nullable ItemStack`
  `getConsumable()`
  Get the ItemStack to be consumed in this event (if any).
  `@NotNull LivingEntity`
  `getEntity()`
  返回这个事件所涉及的实体.
  `float`
  `getForce()`
  Gets the force the arrow was launched with
  `@NotNull EquipmentSlot`
  `getHand()`
  Get the hand from which the bow was shot.
  `static @NotNull HandlerList`
  `getHandlerList()`
  `@NotNull HandlerList`
  `getHandlers()`
  `@NotNull Entity`
  `getProjectile()`
  Gets the projectile which will be launched by this event
  `boolean`
  `isCancelled()`
  获取这个事件是否被取消.一个被取消的事件不会在服务器里执行，但是仍然会传递事件到其他插件.
  `void`
  `setCancelled(boolean cancel)`
  取消这个事件.
  `void`
  `setConsumeItem(boolean consumeItem)`
  已过时。
  not currently functional
  `void`
  `setProjectile(@NotNull Entity projectile)`
  Replaces the projectile which will be launched
  `boolean`
  `shouldConsumeItem()`
  Get whether or not the consumable item should be consumed in this event.

  ### 从类继承的方法 org.bukkit.event.entity.EntityEvent

  `getEntityType`

  ### 从类继承的方法 org.bukkit.event.Event

  `getEventName, isAsynchronous`

  ### 从类继承的方法 java.lang.Object

  `clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait`

- ## 构造器详细资料

  - ### EntityShootBowEvent

    public EntityShootBowEvent(@NotNull @NotNull LivingEntity shooter, @Nullable @Nullable ItemStack bow, @Nullable @Nullable ItemStack consumable, @NotNull @NotNull Entity projectile, @NotNull @NotNull EquipmentSlot hand, float force, boolean consumeItem)

- ## 方法详细资料

  - ### getEntity

    @NotNull public @NotNull LivingEntity getEntity()
    从类复制的说明: `EntityEvent`
    返回这个事件所涉及的实体.

    原文: Returns the Entity involved in this event

    覆盖:
      `getEntity` 在类中 `EntityEvent`
    返回:
      涉及这个事件的实体

  - ### getBow

    @Nullable public @Nullable ItemStack getBow()
    Gets the bow ItemStack used to fire the arrow.
    返回:
      the bow involved in this event

  - ### getConsumable

    @Nullable public @Nullable ItemStack getConsumable()
    Get the ItemStack to be consumed in this event (if any). For instance, bows will consume an arrow ItemStack in a player's inventory.
    返回:
      the consumable item

  - ### getProjectile

    @NotNull public @NotNull Entity getProjectile()
    Gets the projectile which will be launched by this event
    返回:
      the launched projectile

  - ### setProjectile

    public void setProjectile(@NotNull @NotNull Entity projectile)
    Replaces the projectile which will be launched
    参数:
      `projectile` - the new projectile

  - ### getHand

    @NotNull public @NotNull EquipmentSlot getHand()
    Get the hand from which the bow was shot.
    返回:
      the hand

  - ### getForce

    public float getForce()
    Gets the force the arrow was launched with
    返回:
      bow shooting force, up to 1.0

  - ### setConsumeItem

    @Deprecated public void setConsumeItem(boolean consumeItem)
    已过时。
    not currently functional
    Set whether or not the consumable item should be consumed in this event. If set to false, it is recommended that a call to `Player.updateInventory()` is made as the client may disagree with the server's decision to not consume a consumable item.

    This value is ignored for entities where items are not required (skeletons, pillagers, etc.) or with crossbows (as no item is being consumed).

    参数:
      `consumeItem` - whether or not to consume the item

  - ### shouldConsumeItem

    public boolean shouldConsumeItem()
    Get whether or not the consumable item should be consumed in this event.
    返回:
      true if consumed, false otherwise

  - ### isCancelled

    public boolean isCancelled()
    从接口复制的说明: `Cancellable`
    获取这个事件是否被取消.一个被取消的事件不会在服务器里执行，但是仍然会传递事件到其他插件.

    原文：Gets the cancellation state of this event. A cancelled event will not be executed in the server, but will still pass to other plugins

    指定者:
      `isCancelled` 在接口中 `Cancellable`
    返回:
      如果事件已经被取消，则为true

  - ### setCancelled

    public void setCancelled(boolean cancel)
    从接口复制的说明: `Cancellable`
    取消这个事件. 一个被取消的事件不会在 服务器里执行，但是仍然会传递事件到其他插件.

    原文：Sets the cancellation state of this event. A cancelled event will not be executed in the server, but will still pass to other plugins.

    指定者:
      `setCancelled` 在接口中 `Cancellable`
    参数:
      `cancel` - 如果你想取消这个事件，则为true

  - ### getHandlers

    @NotNull public @NotNull HandlerList getHandlers()
    指定者:
      `getHandlers` 在类中 `Event`

  - ### getHandlerList

    @NotNull public static @NotNull HandlerList getHandlerList()