程序包 org.bukkit.entity

# 接口 Projectile

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

所有已知子接口:
  `AbstractArrow`, `AbstractWindCharge`, `Arrow`, `BreezeWindCharge`, `DragonFireball`, `Egg`, `EnderPearl`, `Fireball`, `Firework`, `FishHook`, `LargeFireball`, `LingeringPotion`, `LlamaSpit`, `ShulkerBullet`, `SizedFireball`, `SmallFireball`, `Snowball`, `SpectralArrow`, `SplashPotion`, `ThrowableProjectile`, `ThrownExpBottle`, `ThrownPotion`, `TippedArrow`, `Trident`, `WindCharge`, `WitherSkull`

public interface Projectile extends Entity
表示可被射击实体的概念

原文： Represents a shootable entity.

- ## 嵌套类概要

  ## 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`
  `doesBounce()`
  已过时。
  不起任何作用
  `@Nullable ProjectileSource`
  `getShooter()`
  获取该抛射物的发射者.
  `void`
  `setBounce(boolean doesBounce)`
  已过时。
  不起任何作用
  `void`
  `setShooter(@Nullable ProjectileSource source)`
  设置该抛射物的发射者.

  ### 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.permissions.ServerOperator

  `isOp, setOp`

- ## 方法详细资料

  - ### getShooter

    @Nullable @Nullable ProjectileSource getShooter()
    获取该抛射物的发射者.

    原文:Retrieve the shooter of this projectile.

    返回:
      发射该抛射物的 `ProjectileSource`

  - ### setShooter

    void setShooter(@Nullable @Nullable ProjectileSource source)
    设置该抛射物的发射者.

    原文:Set the shooter of this projectile.

    参数:
      `source` - 发射该抛射物的 `ProjectileSource`

  - ### doesBounce

    @Deprecated boolean doesBounce()
    已过时。
    不起任何作用
    判断该抛射物在击中物体时是否应该弹跳.

    如果一个小型火球不弹跳,则会使目标着火.

    原文:Determine if this projectile should bounce or not when it hits.

    If a small fireball does not bounce it will set the target on fire.

    返回:
      如果应该弹跳，则返回true。

  - ### setBounce

    @Deprecated void setBounce(boolean doesBounce)
    已过时。
    不起任何作用
    设置该抛射物在击中物体时是否应该弹跳.

    原文:Set whether or not this projectile should bounce or not when it hits something.

    参数:
      `doesBounce` - 是否应该弹跳