# 类的使用
org.bukkit.StructureType

使用StructureType的程序包
程序包
说明
org.bukkit
Bukkit API的顶级程序包, 包含通用的API类和接口.

- ## org.bukkit中StructureType的使用

  声明为StructureType的org.bukkit中的字段
  修饰符和类型
  字段
  说明
  `static final StructureType`
  StructureType.`BASTION_REMNANT`
  已过时。
  Bastion remnant.
  `static final StructureType`
  StructureType.`BURIED_TREASURE`
  已过时。
  Buried treasure consists of a single chest buried in the beach sand or gravel, with random loot in it.
  `static final StructureType`
  StructureType.`DESERT_PYRAMID`
  已过时。
  Desert pyramids (also known as desert temples) are found in deserts.
  `static final StructureType`
  StructureType.`END_CITY`
  已过时。
  End Cities are tall castle-like structures that generate in the outer island of the End dimension.
  `static final StructureType`
  StructureType.`IGLOO`
  已过时。
  Igloos are structures that generate in snowy biomes.
  `static final StructureType`
  StructureType.`JUNGLE_PYRAMID`
  已过时。
  Jungle pyramids (also known as jungle temples) are found in jungles.
  `static final StructureType`
  StructureType.`MINESHAFT`
  已过时。
  Mineshafts are underground structures which consist of branching mining tunnels with wooden supports and broken rails.
  `static final StructureType`
  StructureType.`NETHER_FORTRESS`
  已过时。
  Nether fortresses are very large complexes that mainly consist of netherbricks.
  `static final StructureType`
  StructureType.`NETHER_FOSSIL`
  已过时。
  Nether fossils.
  `static final StructureType`
  StructureType.`OCEAN_MONUMENT`
  已过时。
  Ocean monuments are underwater structures.
  `static final StructureType`
  StructureType.`OCEAN_RUIN`
  已过时。
  Ocean ruins are clusters of many different blocks that generate underwater in ocean biomes (as well as on the surface of beaches).
  `static final StructureType`
  StructureType.`PILLAGER_OUTPOST`
  已过时。
  Pillager outposts may contain crossbows.
  `static final StructureType`
  StructureType.`RUINED_PORTAL`
  已过时。
  Ruined portal.
  `static final StructureType`
  StructureType.`SHIPWRECK`
  已过时。
  Shipwrecks are structures that generate on the floor of oceans or beaches.
  `static final StructureType`
  StructureType.`STRONGHOLD`
  已过时。
  Strongholds are underground structures that consist of many rooms, libraries, and an end portal room.
  `static final StructureType`
  StructureType.`SWAMP_HUT`
  已过时。
  Swamp huts (also known as witch huts) generate in swamp biomes and have the ability to spawn witches.
  `static final StructureType`
  StructureType.`VILLAGE`
  已过时。
  Villages are naturally generating structures that form above ground.
  `static final StructureType`
  StructureType.`WOODLAND_MANSION`
  已过时。
  Mansions (also known as woodland mansions) are massive house structures that generate in dark forests, containing a wide variety of rooms.
  返回变量类型为StructureType的类型的org.bukkit中的方法
  修饰符和类型
  方法
  说明
  `static @NotNull Map<String,StructureType>`
  StructureType.`getStructureTypes()`
  已过时。
  Get all registered `StructureType`s.
  参数类型为StructureType的org.bukkit中的方法
  修饰符和类型
  方法
  说明
  `static @NotNull ItemStack`
  Bukkit.`createExplorerMap(@NotNull World world, @NotNull Location location, @NotNull StructureType structureType)`
  Create a new explorer map targeting the closest nearby structure of a given `StructureType`.
  `static @NotNull ItemStack`
  Bukkit.`createExplorerMap(@NotNull World world, @NotNull Location location, @NotNull StructureType structureType, int radius, boolean findUnexplored)`
  Create a new explorer map targeting the closest nearby structure of a given `StructureType`.
  `@NotNull ItemStack`
  Server.`createExplorerMap(@NotNull World world, @NotNull Location location, @NotNull StructureType structureType)`
  Create a new explorer map targeting the closest nearby structure of a given `StructureType`.
  `@NotNull ItemStack`
  Server.`createExplorerMap(@NotNull World world, @NotNull Location location, @NotNull StructureType structureType, int radius, boolean findUnexplored)`
  Create a new explorer map targeting the closest nearby structure of a given `StructureType`.
  `@Nullable Location`
  World.`locateNearestStructure(@NotNull Location origin, StructureType structureType, int radius, boolean findUnexplored)`
  已过时。
  Use `World.locateNearestStructure(Location, Structure, int, boolean)` or `World.locateNearestStructure(Location, StructureType, int, boolean)` instead.