程序包 org.bukkit.entity

# 接口 ArmorStand

所有超级接口:
  `Attributable`, `CommandSender`, `Damageable`, `Entity`, `LivingEntity`, `Metadatable`, `Nameable`, `Permissible`, `PersistentDataHolder`, `ProjectileSource`, `ServerOperator`

public interface ArmorStand extends LivingEntity

- ## 嵌套类概要

  嵌套类
  修饰符和类型
  接口
  说明
  `static enum`
  `ArmorStand.LockType`
  Represents types of locking mechanisms for ArmorStand equipment.

  ## 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
  `void`
  `addEquipmentLock(@NotNull EquipmentSlot slot, @NotNull ArmorStand.LockType lockType)`
  Locks the equipment slot with the specified `locking mechanism`.
  `@NotNull EulerAngle`
  `getBodyPose()`
  以`EulerAngle`的形式返回盔甲架身体的姿势.
  `@NotNull ItemStack`
  `getBoots()`
  已过时。
  建议使用 `EntityEquipment.getBoots()`
  `@NotNull ItemStack`
  `getChestplate()`
  已过时。
  建议使用 `EntityEquipment.getChestplate()`
  `@NotNull EulerAngle`
  `getHeadPose()`
  以`EulerAngle`的形式返回盔甲架头的姿势.
  `@NotNull ItemStack`
  `getHelmet()`
  已过时。
  建议使用 `EntityEquipment.getHelmet()`
  `@NotNull ItemStack`
  `getItemInHand()`
  已过时。
  建议使用 `EntityEquipment.getItemInHand()`
  `@NotNull EulerAngle`
  `getLeftArmPose()`
  以`EulerAngle`的形式返回盔甲架左臂的姿势.
  `@NotNull EulerAngle`
  `getLeftLegPose()`
  以`EulerAngle`的形式返回盔甲架左腿的姿势.
  `@NotNull ItemStack`
  `getLeggings()`
  已过时。
  建议使用 `EntityEquipment.getLeggings()`
  `@NotNull EulerAngle`
  `getRightArmPose()`
  以`EulerAngle`的形式返回盔甲架右臂的姿势.
  `@NotNull EulerAngle`
  `getRightLegPose()`
  以`EulerAngle`的形式返回盔甲架右腿的姿势.
  `boolean`
  `hasArms()`
  返回盔甲架是否有双臂.
  `boolean`
  `hasBasePlate()`
  返回盔甲架是否有底盘.
  `boolean`
  `hasEquipmentLock(@NotNull EquipmentSlot slot, @NotNull ArmorStand.LockType lockType)`
  Returns if the ArmorStand has the specified `locking mechanism`.
  `boolean`
  `isMarker()`
  返回盔甲架的marker属性，即是否具有非常小的碰撞箱.
  `boolean`
  `isSmall()`
  返回盔甲架是否被缩小了.
  `boolean`
  `isVisible()`
  返回盔甲架是否可视.
  `void`
  `removeEquipmentLock(@NotNull EquipmentSlot slot, @NotNull ArmorStand.LockType lockType)`
  Remove a `locking mechanism`.
  `void`
  `setArms(boolean arms)`
  设置盔甲架是否有双臂.
  `void`
  `setBasePlate(boolean basePlate)`
  设置盔甲架是否有底盘.
  `void`
  `setBodyPose(@NotNull EulerAngle pose)`
  以`EulerAngle`的形式设置盔甲架身体的姿势.
  `void`
  `setBoots(@Nullable ItemStack item)`
  已过时。
  建议使用 `EntityEquipment.setBoots(org.bukkit.inventory.ItemStack)`
  `void`
  `setChestplate(@Nullable ItemStack item)`
  已过时。
  建议使用 `EntityEquipment.setChestplate(org.bukkit.inventory.ItemStack)`
  `void`
  `setHeadPose(@NotNull EulerAngle pose)`
  以`EulerAngle`的形式设置盔甲架头的姿势.
  `void`
  `setHelmet(@Nullable ItemStack item)`
  已过时。
  建议使用 `EntityEquipment.setHelmet(org.bukkit.inventory.ItemStack)`
  `void`
  `setItemInHand(@Nullable ItemStack item)`
  已过时。
  建议使用 `EntityEquipment.setItemInHand(org.bukkit.inventory.ItemStack)`
  `void`
  `setLeftArmPose(@NotNull EulerAngle pose)`
  以`EulerAngle`的形式设置盔甲架左臂的姿势.
  `void`
  `setLeftLegPose(@NotNull EulerAngle pose)`
  以`EulerAngle`的形式设置盔甲架身左腿的姿势.
  `void`
  `setLeggings(@Nullable ItemStack item)`
  已过时。
  建议使用 `EntityEquipment.setLeggings(org.bukkit.inventory.ItemStack)`
  `void`
  `setMarker(boolean marker)`
  设置盔甲架的marker属性，即是否具有非常小的碰撞箱.
  `void`
  `setRightArmPose(@NotNull EulerAngle pose)`
  以`EulerAngle`的形式设置盔甲架右臂的姿势.
  `void`
  `setRightLegPose(@NotNull EulerAngle pose)`
  以`EulerAngle`的形式设置盔甲架右腿的姿势.
  `void`
  `setSmall(boolean small)`
  设置盔甲架是否被缩小.
  `void`
  `setVisible(boolean visible)`
  设置盔甲架是否可视.

  ### 从接口继承的方法 org.bukkit.attribute.Attributable

  `getAttribute`

  ### 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.Damageable

  `damage, damage, damage, getAbsorptionAmount, getHealth, getMaxHealth, resetMaxHealth, setAbsorptionAmount, setHealth, setMaxHealth`

  ### 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.entity.LivingEntity

  `addPotionEffect, addPotionEffect, addPotionEffects, attack, canBreatheUnderwater, getActivePotionEffects, getArrowCooldown, getArrowsInBody, getCanPickupItems, getCategory, getCollidableExemptions, getDeathSound, getDrinkingSound, getEatingSound, getEquipment, getEyeHeight, getEyeHeight, getEyeLocation, getFallDamageSound, getFallDamageSoundBig, getFallDamageSoundSmall, getHurtSound, getItemInUse, getItemInUseTicks, getKiller, getLastDamage, getLastTwoTargetBlocks, getLeashHolder, getLineOfSight, getMaximumAir, getMaximumNoDamageTicks, getMemory, getNoActionTicks, getNoDamageTicks, getPotionEffect, getRemainingAir, getRemoveWhenFarAway, getTargetBlock, getTargetBlockExact, getTargetBlockExact, hasAI, hasLineOfSight, hasPotionEffect, isClimbing, isCollidable, isGliding, isInvisible, isLeashed, isRiptiding, isSleeping, isSwimming, playHurtAnimation, rayTraceBlocks, rayTraceBlocks, removePotionEffect, setAI, setArrowCooldown, setArrowsInBody, setCanPickupItems, setCollidable, setGliding, setInvisible, setItemInUseTicks, setLastDamage, setLeashHolder, setMaximumAir, setMaximumNoDamageTicks, setMemory, setNoActionTicks, setNoDamageTicks, setRemainingAir, setRemoveWhenFarAway, setSwimming, swingMainHand, swingOffHand`

  ### 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.projectiles.ProjectileSource

  `launchProjectile, launchProjectile`

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

  `isOp, setOp`

- ## 方法详细资料

  - ### getItemInHand

    @NotNull @Deprecated @NotNull ItemStack getItemInHand()
    已过时。
    建议使用 `EntityEquipment.getItemInHand()`
    返回盔甲架当前握持的物品.

    原文: Returns the item the armor stand is currently holding

    返回:
      盔甲架当前握持的物品
    另请参阅:
      - `LivingEntity.getEquipment()`

  - ### setItemInHand

    @Deprecated void setItemInHand(@Nullable @Nullable ItemStack item)
    已过时。
    建议使用 `EntityEquipment.setItemInHand(org.bukkit.inventory.ItemStack)`
    设置盔甲架当前握持的物品.

    原文: Sets the item the armor stand is currently holding

    参数:
      `item` - 盔甲架当前握持的物品
    另请参阅:
      - `LivingEntity.getEquipment()`

  - ### getBoots

    @NotNull @Deprecated @NotNull ItemStack getBoots()
    已过时。
    建议使用 `EntityEquipment.getBoots()`
    返回盔甲架当前穿在脚上的物品.

    原文: Returns the item currently being worn by the armor stand on its feet

    返回:
      穿戴的物品
    另请参阅:
      - `LivingEntity.getEquipment()`

  - ### setBoots

    @Deprecated void setBoots(@Nullable @Nullable ItemStack item)
    已过时。
    建议使用 `EntityEquipment.setBoots(org.bukkit.inventory.ItemStack)`
    设置盔甲架当前穿在脚上的物品.

    原文: Sets the item currently being worn by the armor stand on its feet

    参数:
      `item` - 穿戴的物品
    另请参阅:
      - `LivingEntity.getEquipment()`

  - ### getLeggings

    @NotNull @Deprecated @NotNull ItemStack getLeggings()
    已过时。
    建议使用 `EntityEquipment.getLeggings()`
    返回盔甲架当前穿在腿上的物品.

    原文: Returns the item currently being worn by the armor stand on its legs

    返回:
      穿戴的物品
    另请参阅:
      - `LivingEntity.getEquipment()`

  - ### setLeggings

    @Deprecated void setLeggings(@Nullable @Nullable ItemStack item)
    已过时。
    建议使用 `EntityEquipment.setLeggings(org.bukkit.inventory.ItemStack)`
    设置盔甲架当前穿在腿上的物品.

    原文: Sets the item currently being worn by the armor stand on its legs

    参数:
      `item` - 穿戴的物品
    另请参阅:
      - `LivingEntity.getEquipment()`

  - ### getChestplate

    @NotNull @Deprecated @NotNull ItemStack getChestplate()
    已过时。
    建议使用 `EntityEquipment.getChestplate()`
    返回盔甲架当前穿在胸上的物品.

    原文: Returns the item currently being worn by the armor stand on its chest

    返回:
      穿戴的物品
    另请参阅:
      - `LivingEntity.getEquipment()`

  - ### setChestplate

    @Deprecated void setChestplate(@Nullable @Nullable ItemStack item)
    已过时。
    建议使用 `EntityEquipment.setChestplate(org.bukkit.inventory.ItemStack)`
    设置盔甲架当前穿在胸上的物品.

    原文: Sets the item currently being worn by the armor stand on its chest

    参数:
      `item` - 穿戴的物品
    另请参阅:
      - `LivingEntity.getEquipment()`

  - ### getHelmet

    @NotNull @Deprecated @NotNull ItemStack getHelmet()
    已过时。
    建议使用 `EntityEquipment.getHelmet()`
    返回盔甲架当前戴在头上的物品.

    原文: Returns the item currently being worn by the armor stand on its head

    返回:
      穿戴的物品
    另请参阅:
      - `LivingEntity.getEquipment()`

  - ### setHelmet

    @Deprecated void setHelmet(@Nullable @Nullable ItemStack item)
    已过时。
    建议使用 `EntityEquipment.setHelmet(org.bukkit.inventory.ItemStack)`
    设置盔甲架当前戴在头上的物品.

    原文: Sets the item currently being worn by the armor stand on its head

    参数:
      `item` - 穿戴的物品
    另请参阅:
      - `LivingEntity.getEquipment()`

  - ### getBodyPose

    @NotNull @NotNull EulerAngle getBodyPose()
    以`EulerAngle`的形式返回盔甲架身体的姿势.

    原文: Returns the armor stand's body's current pose as a `EulerAngle`.

    返回:
      当前姿势

  - ### setBodyPose

    void setBodyPose(@NotNull @NotNull EulerAngle pose)
    以`EulerAngle`的形式设置盔甲架身体的姿势.

    原文: Sets the armor stand's body's current pose as a `EulerAngle`.

    参数:
      `pose` - 当前姿势

  - ### getLeftArmPose

    @NotNull @NotNull EulerAngle getLeftArmPose()
    以`EulerAngle`的形式返回盔甲架左臂的姿势.

    原文: Returns the armor stand's left arm's current pose as a `EulerAngle`.

    返回:
      当前姿势

  - ### setLeftArmPose

    void setLeftArmPose(@NotNull @NotNull EulerAngle pose)
    以`EulerAngle`的形式设置盔甲架左臂的姿势.

    原文: Sets the armor stand's left arm's current pose as a `EulerAngle`.

    参数:
      `pose` - 当前姿势

  - ### getRightArmPose

    @NotNull @NotNull EulerAngle getRightArmPose()
    以`EulerAngle`的形式返回盔甲架右臂的姿势.

    原文: Returns the armor stand's right arm's current pose as a `EulerAngle`.

    返回:
      当前姿势

  - ### setRightArmPose

    void setRightArmPose(@NotNull @NotNull EulerAngle pose)
    以`EulerAngle`的形式设置盔甲架右臂的姿势.

    原文: Sets the armor stand's right arm's current pose as a `EulerAngle`.

    参数:
      `pose` - 当前姿势

  - ### getLeftLegPose

    @NotNull @NotNull EulerAngle getLeftLegPose()
    以`EulerAngle`的形式返回盔甲架左腿的姿势.

    原文: Returns the armor stand's left leg's current pose as a `EulerAngle`.

    返回:
      当前姿势

  - ### setLeftLegPose

    void setLeftLegPose(@NotNull @NotNull EulerAngle pose)
    以`EulerAngle`的形式设置盔甲架身左腿的姿势.

    原文: Sets the armor stand's left leg's current pose as a `EulerAngle`.

    参数:
      `pose` - 当前姿势

  - ### getRightLegPose

    @NotNull @NotNull EulerAngle getRightLegPose()
    以`EulerAngle`的形式返回盔甲架右腿的姿势.

    原文: Returns the armor stand's right leg's current pose as a `EulerAngle`.

    返回:
      当前姿势

  - ### setRightLegPose

    void setRightLegPose(@NotNull @NotNull EulerAngle pose)
    以`EulerAngle`的形式设置盔甲架右腿的姿势.

    原文: Sets the armor stand's right leg's current pose as a `EulerAngle`.

    参数:
      `pose` - 当前姿势

  - ### getHeadPose

    @NotNull @NotNull EulerAngle getHeadPose()
    以`EulerAngle`的形式返回盔甲架头的姿势.

    原文: Returns the armor stand's head's current pose as a `EulerAngle`.

    返回:
      当前姿势

  - ### setHeadPose

    void setHeadPose(@NotNull @NotNull EulerAngle pose)
    以`EulerAngle`的形式设置盔甲架头的姿势.

    原文: Sets the armor stand's head's current pose as a `EulerAngle`.

    参数:
      `pose` - 当前姿势

  - ### hasBasePlate

    boolean hasBasePlate()
    返回盔甲架是否有底盘.

    原文: Returns whether the armor stand has a base plate

    返回:
      是否有底盘

  - ### setBasePlate

    void setBasePlate(boolean basePlate)
    设置盔甲架是否有底盘.

    原文: Sets whether the armor stand has a base plate

    参数:
      `basePlate` - 是否有底盘

  - ### isVisible

    boolean isVisible()
    返回盔甲架是否可视.

    原文: Returns whether the armor stand should be visible or not

    返回:
      盔甲架是否可视

  - ### setVisible

    void setVisible(boolean visible)
    设置盔甲架是否可视.

    原文: Sets whether the armor stand should be visible or not

    参数:
      `visible` - 盔甲架是否可视

  - ### hasArms

    boolean hasArms()
    返回盔甲架是否有双臂.

    原文: Returns whether this armor stand has arms.

    返回:
      是否有双臂

  - ### setArms

    void setArms(boolean arms)
    设置盔甲架是否有双臂.

    原文: Sets whether this armor stand has arms.

    参数:
      `arms` - 是否有双臂

  - ### isSmall

    boolean isSmall()
    返回盔甲架是否被缩小了.

    原文: Returns whether this armor stand is scaled down.

    返回:
      是否被缩小

  - ### setSmall

    void setSmall(boolean small)
    设置盔甲架是否被缩小.

    原文: Sets whether this armor stand is scaled down.

    参数:
      `small` - 是否被缩小

  - ### isMarker

    boolean isMarker()
    返回盔甲架的marker属性，即是否具有非常小的碰撞箱.

    原文: Returns whether this armor stand is a marker, meaning it has a very small collision box.

    返回:
      盔甲架的marker属性

  - ### setMarker

    void setMarker(boolean marker)
    设置盔甲架的marker属性，即是否具有非常小的碰撞箱.

    原文: Sets whether this armor stand is a marker, meaning it has a very small collision box.

    参数:
      `marker` - 盔甲架的marker属性

  - ### addEquipmentLock

    void addEquipmentLock(@NotNull @NotNull EquipmentSlot slot, @NotNull @NotNull ArmorStand.LockType lockType)
    Locks the equipment slot with the specified `locking mechanism`.
    参数:
      `slot` - the equipment slot to lock
      `lockType` - the LockType to lock the equipment slot with

  - ### removeEquipmentLock

    void removeEquipmentLock(@NotNull @NotNull EquipmentSlot slot, @NotNull @NotNull ArmorStand.LockType lockType)
    Remove a `locking mechanism`.
    参数:
      `slot` - the equipment slot to change
      `lockType` - the LockType to remove

  - ### hasEquipmentLock

    boolean hasEquipmentLock(@NotNull @NotNull EquipmentSlot slot, @NotNull @NotNull ArmorStand.LockType lockType)
    Returns if the ArmorStand has the specified `locking mechanism`.
    参数:
      `slot` - the EquipmentSlot to test
      `lockType` - the LockType to test
    返回:
      if the ArmorStand has been locked with the parameters specified