Fix upstream javadocs
This commit is contained in:
@@ -37,9 +37,23 @@ public interface EntityEquipment {
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public ItemStack getItem(@NotNull EquipmentSlot slot);
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/**
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* Gets a copy of the item the entity is currently holding
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* Gets the item the entity is currently holding
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* in their main hand.
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*
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* <p>
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* This returns a copy if this equipment instance is from a non-player,
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* or it's an empty stack (has AIR as its type).
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* For non-empty stacks from players, this returns a live mirror. You can check if this
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* will return a mirror with
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* <pre>{@code
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* EntityEquipment equipment = entity.getEquipment();
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* if (equipment instanceof PlayerInventory) {
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* equipment.getItemInMainHand(); // will return a mirror
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* } else {
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* equipment.getItemInMainHand(); // will return a copy
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* }
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* }</pre>
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*
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* @return the currently held item
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*/
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@NotNull
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@@ -61,9 +75,23 @@ public interface EntityEquipment {
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void setItemInMainHand(@Nullable ItemStack item, boolean silent);
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/**
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* Gets a copy of the item the entity is currently holding
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* Gets the item the entity is currently holding
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* in their off hand.
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*
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* <p>
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* This returns a copy if this equipment instance is from a non-player,
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* or it's an empty stack (has AIR as its type).
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* For non-empty stacks from players, this returns a live mirror. You can check if this
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* will return a mirror with
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* <pre>{@code
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* EntityEquipment equipment = entity.getEquipment();
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* if (equipment instanceof PlayerInventory) {
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* equipment.getItemInOffHand(); // will return a mirror
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* } else {
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* equipment.getItemInOffHand(); // will return a copy
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* }
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* }</pre>
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*
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* @return the currently held item
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*/
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@NotNull
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@@ -85,7 +113,21 @@ public interface EntityEquipment {
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void setItemInOffHand(@Nullable ItemStack item, boolean silent);
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/**
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* Gets a copy of the item the entity is currently holding
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* Gets the item the entity is currently holding
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*
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* <p>
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* This returns a copy if this equipment instance is from a non-player,
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* or it's an empty stack (has AIR as its type).
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* For non-empty stacks from players, this returns a live mirror. You can check if this
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* will return a mirror with
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* <pre>{@code
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* EntityEquipment equipment = entity.getEquipment();
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* if (equipment instanceof PlayerInventory) {
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* equipment.getItemInHand(); // will return a mirror
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* } else {
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* equipment.getItemInHand(); // will return a copy
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* }
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* }</pre>
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*
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* @return the currently held item
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* @see #getItemInMainHand()
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@@ -110,11 +152,24 @@ public interface EntityEquipment {
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void setItemInHand(@Nullable ItemStack stack);
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/**
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* Gets a copy of the helmet currently being worn by the entity
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* Gets the helmet currently being worn by the entity
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*
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* <p>
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* This returns a copy if this equipment instance is from a non-player.
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* For stacks from players, this returns a live mirror (or null). You can check if this
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* will return a mirror with
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* <pre>{@code
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* EntityEquipment equipment = entity.getEquipment();
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* if (equipment instanceof PlayerInventory) {
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* equipment.getHelmet(); // will return a mirror
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* } else {
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* equipment.getHelmet(); // will return a copy
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* }
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* }</pre>
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*
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* @return The helmet being worn
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*/
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@Nullable
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@org.bukkit.UndefinedNullability("not null for entities, nullable for players") // Paper
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ItemStack getHelmet();
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/**
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@@ -133,11 +188,24 @@ public interface EntityEquipment {
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void setHelmet(@Nullable ItemStack helmet, boolean silent);
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/**
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* Gets a copy of the chest plate currently being worn by the entity
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* Gets the chest plate currently being worn by the entity
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*
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* <p>
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* This returns a copy if this equipment instance is from a non-player.
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* For stacks from players, this returns a live mirror (or null). You can check if this
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* will return a mirror with
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* <pre>{@code
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* EntityEquipment equipment = entity.getEquipment();
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* if (equipment instanceof PlayerInventory) {
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* equipment.getChestplate(); // will return a mirror
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* } else {
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* equipment.getChestplate(); // will return a copy
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* }
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* }</pre>
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*
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* @return The chest plate being worn
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*/
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@Nullable
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@org.bukkit.UndefinedNullability("not null for entities, nullable for players") // Paper
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ItemStack getChestplate();
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/**
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@@ -156,11 +224,24 @@ public interface EntityEquipment {
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void setChestplate(@Nullable ItemStack chestplate, boolean silent);
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/**
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* Gets a copy of the leggings currently being worn by the entity
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* Gets the leggings currently being worn by the entity
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*
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* <p>
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* This returns a copy if this equipment instance is from a non-player.
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* For stacks from players, this returns a live mirror (or null). You can check if this
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* will return a mirror with
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* <pre>{@code
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* EntityEquipment equipment = entity.getEquipment();
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* if (equipment instanceof PlayerInventory) {
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* equipment.getLeggings(); // will return a mirror
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* } else {
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* equipment.getLeggings(); // will return a copy
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* }
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* }</pre>
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*
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* @return The leggings being worn
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*/
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@Nullable
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@org.bukkit.UndefinedNullability("not null for entities, nullable for players") // Paper
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ItemStack getLeggings();
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/**
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@@ -179,11 +260,24 @@ public interface EntityEquipment {
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void setLeggings(@Nullable ItemStack leggings, boolean silent);
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/**
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* Gets a copy of the boots currently being worn by the entity
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* Gets the boots currently being worn by the entity
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*
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* <p>
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* This returns a copy if this equipment instance is from a non-player.
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* For stacks from players, this returns a live mirror (or null). You can check if this
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* will return a mirror with
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* <pre>{@code
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* EntityEquipment equipment = entity.getEquipment();
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* if (equipment instanceof PlayerInventory) {
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* equipment.getBoots(); // will return a mirror
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* } else {
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* equipment.getBoots(); // will return a copy
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* }
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* }</pre>
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*
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* @return The boots being worn
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*/
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@Nullable
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@org.bukkit.UndefinedNullability("not null for entities, nullable for players") // Paper
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ItemStack getBoots();
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/**
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@@ -204,12 +298,25 @@ public interface EntityEquipment {
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/**
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* Gets all ItemStacks from the armor slots.
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*
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* <p>
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* This returns a copy if this equipment instance is from a non-player,
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* or it's an empty stack (has AIR as its type).
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* For non-empty stacks from players, this returns a live mirror. You can check if this
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* will return a mirror with
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* <pre>{@code
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* EntityEquipment equipment = entity.getEquipment();
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* if (equipment instanceof PlayerInventory) {
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* equipment.getArmorContents(); // will return an array of mirror
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* } else {
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* equipment.getArmorContents(); // will return an array of copies
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* }
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* }</pre>
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*
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* @return all the ItemStacks from the armor slots. Individual items can be
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* null and are returned in a fixed order starting from the boots and going
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* up to the helmet
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*/
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@NotNull
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ItemStack[] getArmorContents();
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@org.bukkit.UndefinedNullability("not null elements for entities, nullable elements for players") ItemStack @NotNull [] getArmorContents(); // Paper
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/**
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* Sets the entities armor to the provided array of ItemStacks
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@@ -249,7 +356,8 @@ public interface EntityEquipment {
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*
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* <ul>
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* <li>A drop chance of 0.0F will never drop
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* <li>A drop chance of 1.0F will always drop
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* <li>A drop chance of exactly 1.0F will always drop if killed by a player
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* <li>A drop chance of greater than 1.0F will always drop killed by anything
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* </ul>
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*
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* @return chance of the currently held item being dropped (1 for non-{@link Mob})
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@@ -262,7 +370,8 @@ public interface EntityEquipment {
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*
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* <ul>
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* <li>A drop chance of 0.0F will never drop
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* <li>A drop chance of 1.0F will always drop
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* <li>A drop chance of exactly 1.0F will always drop if killed by a player
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* <li>A drop chance of greater than 1.0F will always drop if killed by anything
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* </ul>
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*
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* @param chance the chance of the main hand item being dropped
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@@ -276,7 +385,8 @@ public interface EntityEquipment {
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*
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* <ul>
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* <li>A drop chance of 0.0F will never drop
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* <li>A drop chance of 1.0F will always drop
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* <li>A drop chance of exactly 1.0F will always drop if killed by a player
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* <li>A drop chance of greater than 1.0F will always drop if killed by anything
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* </ul>
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*
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* @return chance of the off hand item being dropped (1 for non-{@link Mob})
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@@ -289,7 +399,8 @@ public interface EntityEquipment {
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*
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* <ul>
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* <li>A drop chance of 0.0F will never drop
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* <li>A drop chance of 1.0F will always drop
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* <li>A drop chance of exactly 1.0F will always drop if killed by a player
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* <li>A drop chance of greater than 1.0F will always drop if killed by anything
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* </ul>
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*
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* @param chance the chance of off hand item being dropped
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@@ -302,7 +413,8 @@ public interface EntityEquipment {
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*
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* <ul>
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* <li>A drop chance of 0.0F will never drop
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* <li>A drop chance of 1.0F will always drop
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* <li>A drop chance of exactly 1.0F will always drop if killed by a player
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* <li>A drop chance of greater than 1.0F will always drop if killed by anything
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* </ul>
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*
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* @return the chance of the helmet being dropped (1 for non-{@link Mob})
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@@ -314,7 +426,8 @@ public interface EntityEquipment {
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*
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* <ul>
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* <li>A drop chance of 0.0F will never drop
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* <li>A drop chance of 1.0F will always drop
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* <li>A drop chance of exactly 1.0F will always drop if killed by a player
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* <li>A drop chance of greater than 1.0F will always drop if killed by anything
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* </ul>
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*
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* @param chance of the helmet being dropped
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@@ -328,7 +441,8 @@ public interface EntityEquipment {
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*
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* <ul>
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* <li>A drop chance of 0.0F will never drop
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* <li>A drop chance of 1.0F will always drop
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* <li>A drop chance of exactly 1.0F will always drop if killed by a player
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* <li>A drop chance of greater than 1.0F will always drop if killed by anything
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* </ul>
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*
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* @return the chance of the chest plate being dropped (1 for non-{@link Mob})
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@@ -341,7 +455,8 @@ public interface EntityEquipment {
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*
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* <ul>
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* <li>A drop chance of 0.0F will never drop
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* <li>A drop chance of 1.0F will always drop
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* <li>A drop chance of exactly 1.0F will always drop if killed by a player
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* <li>A drop chance of greater than 1.0F will always drop if killed by anything
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* </ul>
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*
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* @param chance of the chest plate being dropped
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@@ -355,7 +470,8 @@ public interface EntityEquipment {
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*
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* <ul>
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* <li>A drop chance of 0.0F will never drop
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* <li>A drop chance of 1.0F will always drop
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* <li>A drop chance of exactly 1.0F will always drop if killed by a player
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* <li>A drop chance of greater than 1.0F will always drop if killed by anything
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* </ul>
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*
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* @return the chance of the leggings being dropped (1 for non-{@link Mob})
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@@ -368,7 +484,8 @@ public interface EntityEquipment {
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*
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* <ul>
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* <li>A drop chance of 0.0F will never drop
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* <li>A drop chance of 1.0F will always drop
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* <li>A drop chance of exactly 1.0F will always drop if killed by a player
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* <li>A drop chance of greater than 1.0F will always drop if killed by anything
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* </ul>
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*
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* @param chance chance of the leggings being dropped
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@@ -381,7 +498,8 @@ public interface EntityEquipment {
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*
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* <ul>
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* <li>A drop chance of 0.0F will never drop
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* <li>A drop chance of 1.0F will always drop
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* <li>A drop chance of exactly 1.0F will always drop if killed by a player
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* <li>A drop chance of greater than 1.0F will always drop if killed by anything
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* </ul>
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*
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* @return the chance of the boots being dropped (1 for non-{@link Mob})
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@@ -393,7 +511,8 @@ public interface EntityEquipment {
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*
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* <ul>
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* <li>A drop chance of 0.0F will never drop
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* <li>A drop chance of 1.0F will always drop
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* <li>A drop chance of exactly 1.0F will always drop if killed by a player
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* <li>A drop chance of greater than 1.0F will always drop if killed by anything
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* </ul>
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*
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* @param chance of the boots being dropped
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@@ -35,7 +35,7 @@ public enum ItemFlag {
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*/
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HIDE_DYE,
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/**
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* Setting to show/hide armor trim from leather armor.
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* Setting to show/hide armor trim from armor.
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*/
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HIDE_ARMOR_TRIM;
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}
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@@ -160,7 +160,7 @@ public interface PlayerInventory extends Inventory {
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public void setBoots(@Nullable ItemStack boots);
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/**
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* Gets a copy of the item the player is currently holding
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* Gets the item the player is currently holding
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* in their main hand.
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*
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* @return the currently held item
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@@ -176,7 +176,7 @@ public interface PlayerInventory extends Inventory {
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void setItemInMainHand(@Nullable ItemStack item);
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/**
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* Gets a copy of the item the player is currently holding
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* Gets the item the player is currently holding
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* in their off hand.
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*
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* @return the currently held item
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@@ -192,7 +192,7 @@ public interface PlayerInventory extends Inventory {
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void setItemInOffHand(@Nullable ItemStack item);
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/**
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* Gets a copy of the item the player is currently holding
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* Gets the item the player is currently holding
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*
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* @return the currently held item
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* @see #getItemInMainHand()
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@@ -24,8 +24,6 @@ public class ShapedRecipe extends CraftingRecipe {
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* @param result The item you want the recipe to create.
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* @see ShapedRecipe#shape(String...)
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* @see ShapedRecipe#setIngredient(char, Material)
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* @see ShapedRecipe#setIngredient(char, Material, int)
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* @see ShapedRecipe#setIngredient(char, MaterialData)
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* @see ShapedRecipe#setIngredient(char, RecipeChoice)
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* @deprecated Recipes must have keys. Use {@link #ShapedRecipe(NamespacedKey, ItemStack)}
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* instead.
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@@ -45,8 +43,6 @@ public class ShapedRecipe extends CraftingRecipe {
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* @exception IllegalArgumentException if the {@code result} is an empty item (AIR)
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* @see ShapedRecipe#shape(String...)
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* @see ShapedRecipe#setIngredient(char, Material)
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* @see ShapedRecipe#setIngredient(char, Material, int)
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* @see ShapedRecipe#setIngredient(char, MaterialData)
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* @see ShapedRecipe#setIngredient(char, RecipeChoice)
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*/
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public ShapedRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result) {
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@@ -31,11 +31,8 @@ public class ShapelessRecipe extends CraftingRecipe {
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* @param result The item you want the recipe to create.
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* @exception IllegalArgumentException if the {@code result} is an empty item (AIR)
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* @see ShapelessRecipe#addIngredient(Material)
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* @see ShapelessRecipe#addIngredient(MaterialData)
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* @see ShapelessRecipe#addIngredient(Material,int)
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* @see ShapelessRecipe#addIngredient(int,Material)
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* @see ShapelessRecipe#addIngredient(int,MaterialData)
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* @see ShapelessRecipe#addIngredient(int,Material,int)
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* @see ShapelessRecipe#addIngredient(RecipeChoice)
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*/
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public ShapelessRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result) {
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super(key, checkResult(result));
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@@ -175,7 +172,7 @@ public class ShapelessRecipe extends CraftingRecipe {
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/**
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* Removes multiple instances of an ingredient from the list. If there are
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* less instances then specified, all will be removed. Only removes exact
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* fewer instances than specified, all will be removed. Only removes exact
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* matches, with a data value of 0.
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*
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* @param count The number of copies to remove.
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@@ -28,7 +28,7 @@ public class StonecuttingRecipe implements Recipe, Keyed {
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}
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/**
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* Create a cooking recipe to craft the specified ItemStack.
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* Create a Stonecutting recipe to craft the specified ItemStack.
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*
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* @param key The unique recipe key
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* @param result The item you want the recipe to create.
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@@ -42,7 +42,7 @@ public class StonecuttingRecipe implements Recipe, Keyed {
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}
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/**
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* Sets the input of this cooking recipe.
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* Sets the input of this Stonecutting recipe.
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*
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* @param input The input material.
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* @return The changed recipe, so you can chain calls.
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||||
@@ -64,7 +64,7 @@ public class StonecuttingRecipe implements Recipe, Keyed {
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}
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||||
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/**
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* Sets the input of this cooking recipe.
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||||
* Sets the input of this Stonecutting recipe.
|
||||
*
|
||||
* @param input The input choice.
|
||||
* @return The changed recipe, so you can chain calls.
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||||
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||||
@@ -32,6 +32,11 @@ public interface BlockStateMeta extends ItemMeta {
|
||||
* @param blockState the block state to attach to the block.
|
||||
* @throws IllegalArgumentException if the blockState is null
|
||||
* or invalid for this item.
|
||||
*
|
||||
* @apiNote As of 1.20.5 the block state carries a copy of the item's data deviations.
|
||||
* As such, setting the block state via this method will reset secondary deviations of the item meta.
|
||||
* This can manifest in the addition to an existing lore failing or a change of a previously added display name.
|
||||
* It is hence recommended to first mutate the block state, set it back, and then mutate the item meta.
|
||||
*/
|
||||
void setBlockState(@NotNull BlockState blockState);
|
||||
}
|
||||
|
||||
@@ -28,8 +28,7 @@ public interface CrossbowMeta extends ItemMeta {
|
||||
* Removes all projectiles when given null.
|
||||
*
|
||||
* @param projectiles the projectiles to set
|
||||
* @throws IllegalArgumentException if one of the projectiles is not an
|
||||
* arrow or firework rocket
|
||||
* @throws IllegalArgumentException if one of the projectiles is empty
|
||||
*/
|
||||
void setChargedProjectiles(@Nullable List<ItemStack> projectiles);
|
||||
|
||||
@@ -37,8 +36,7 @@ public interface CrossbowMeta extends ItemMeta {
|
||||
* Adds a charged projectile to this item.
|
||||
*
|
||||
* @param item projectile
|
||||
* @throws IllegalArgumentException if the projectile is not an arrow or
|
||||
* firework rocket
|
||||
* @throws IllegalArgumentException if the projectile is empty
|
||||
*/
|
||||
void addChargedProjectile(@NotNull ItemStack item);
|
||||
}
|
||||
|
||||
@@ -328,7 +328,7 @@ public interface ItemMeta extends Cloneable, ConfigurationSerializable, Persiste
|
||||
/**
|
||||
* Gets the enchantable component. Higher values allow higher enchantments.
|
||||
*
|
||||
* @return max_stack_size
|
||||
* @return the enchantable value
|
||||
*/
|
||||
int getEnchantable();
|
||||
|
||||
@@ -661,11 +661,6 @@ public interface ItemMeta extends Cloneable, ConfigurationSerializable, Persiste
|
||||
|
||||
/**
|
||||
* Gets the item which this item will convert to when used.
|
||||
* <p>
|
||||
* The returned component is a snapshot of its current state and does not
|
||||
* reflect a live view of what is on an item. After changing any value on
|
||||
* this component, it must be set with {@link #setUseRemainder(ItemStack)}
|
||||
* to apply the changes.
|
||||
*
|
||||
* @return remainder
|
||||
*/
|
||||
@@ -802,7 +797,7 @@ public interface ItemMeta extends Cloneable, ConfigurationSerializable, Persiste
|
||||
* The returned component is a snapshot of its current state and does not
|
||||
* reflect a live view of what is on an item. After changing any value on
|
||||
* this component, it must be set with
|
||||
* {@link #setJukeboxPlayable(org.bukkit.inventory.meta.components.JukeboxComponent)}
|
||||
* {@link #setJukeboxPlayable(org.bukkit.inventory.meta.components.JukeboxPlayableComponent)}
|
||||
* to apply the changes.
|
||||
*
|
||||
* @return component
|
||||
@@ -811,7 +806,7 @@ public interface ItemMeta extends Cloneable, ConfigurationSerializable, Persiste
|
||||
JukeboxPlayableComponent getJukeboxPlayable();
|
||||
|
||||
/**
|
||||
* Sets the item tool.
|
||||
* Sets the jukebox playable component.
|
||||
*
|
||||
* @param jukeboxPlayable new component
|
||||
*/
|
||||
@@ -838,7 +833,7 @@ public interface ItemMeta extends Cloneable, ConfigurationSerializable, Persiste
|
||||
/**
|
||||
* Return an immutable copy of all {@link Attribute}s and their
|
||||
* {@link AttributeModifier}s for a given {@link EquipmentSlot}.<br>
|
||||
* Any {@link AttributeModifier} that does have have a given
|
||||
* Any {@link AttributeModifier} that does have a given
|
||||
* {@link EquipmentSlot} will be returned. This is because
|
||||
* AttributeModifiers without a slot are active in any slot.<br>
|
||||
* If there are no attributes set for the given slot, an empty map
|
||||
|
||||
@@ -8,8 +8,9 @@ import org.jetbrains.annotations.Nullable;
|
||||
|
||||
/**
|
||||
* Represents leather armor ({@link Material#LEATHER_BOOTS}, {@link
|
||||
* Material#LEATHER_CHESTPLATE}, {@link Material#LEATHER_HELMET}, or {@link
|
||||
* Material#LEATHER_LEGGINGS}) that can be colored.
|
||||
* Material#LEATHER_LEGGINGS}, {@link Material#LEATHER_CHESTPLATE}, {@link
|
||||
* Material#LEATHER_HELMET}, {@link Material#LEATHER_HORSE_ARMOR} or {@link
|
||||
* Material#WOLF_ARMOR}) that can be colored.
|
||||
*/
|
||||
public interface LeatherArmorMeta extends ItemMeta {
|
||||
|
||||
@@ -18,6 +19,9 @@ public interface LeatherArmorMeta extends ItemMeta {
|
||||
* be {@link ItemFactory#getDefaultLeatherColor()}.
|
||||
*
|
||||
* @return the color of the armor, never null
|
||||
* @apiNote The method yielding {@link ItemFactory#getDefaultLeatherColor()} is incorrect
|
||||
* for {@link Material#WOLF_ARMOR} as its default color differs. Generally, it is recommended to check
|
||||
* {@link #isDyed()} to determine if this leather armor is dyed than to compare this color to the default.
|
||||
*/
|
||||
@NotNull
|
||||
Color getColor();
|
||||
@@ -25,8 +29,7 @@ public interface LeatherArmorMeta extends ItemMeta {
|
||||
/**
|
||||
* Sets the color of the armor.
|
||||
*
|
||||
* @param color the color to set. Setting it to null is equivalent to
|
||||
* setting it to {@link ItemFactory#getDefaultLeatherColor()}.
|
||||
* @param color the color to set.
|
||||
*/
|
||||
void setColor(@Nullable Color color);
|
||||
|
||||
|
||||
@@ -3,7 +3,7 @@ package org.bukkit.inventory.meta;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
|
||||
/**
|
||||
* Represents a map that can be scalable.
|
||||
* Represents an ominous bottle with an amplifier of the bad omen effect.
|
||||
*/
|
||||
public interface OminousBottleMeta extends ItemMeta {
|
||||
|
||||
|
||||
@@ -6,8 +6,7 @@ import org.jetbrains.annotations.ApiStatus;
|
||||
import org.jetbrains.annotations.Nullable;
|
||||
|
||||
/**
|
||||
* Represents a component which determines the cooldown applied to use of this
|
||||
* item.
|
||||
* Represents a component which determines the cooldown applied when using this item before it is available for use again.
|
||||
*/
|
||||
@ApiStatus.Experimental
|
||||
public interface UseCooldownComponent extends ConfigurationSerializable {
|
||||
@@ -39,7 +38,7 @@ public interface UseCooldownComponent extends ConfigurationSerializable {
|
||||
/**
|
||||
* Sets the custom cooldown group to be used for similar items.
|
||||
*
|
||||
* @param song the cooldown group
|
||||
* @param group the cooldown group
|
||||
*/
|
||||
void setCooldownGroup(@Nullable NamespacedKey song);
|
||||
void setCooldownGroup(@Nullable NamespacedKey group);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user