实验性
只读
实验性
camera只读
实验性
client只读
实验性
dimension只读
实验性
graphics只读
实验性
head只读
实验性
id实体的唯一标识符。此标识符在加载世界实例时保持一致。 不应从此唯一标识符的值和结构中推断任何意义——不要解析或解释它。 即使 Entity.isValid 为 false,此属性也可访问。
Unique identifier of the entity. This identifier is intended to be consistent across loads of a world instance. No meaning should be inferred from the value and structure of this unique identifier - do not parse or interpret it. This property is accessible even if Entity.isValid is false.
只读
预览版
实验性
input只读
实验性
input只读
实验性
is只读
实验性
is只读
实验性
is只读
实验性
is只读
实验性
is只读
实验性
is只读
实验性
is只读
实验性
is只读
实验性
is实验性
is实体是否处于潜行状态——即移动得更慢且更安静。
Whether the entity is sneaking - that is, moving more slowly and more quietly.
无法在只读模式下修改此属性,详见 WorldBeforeEvents。
实验性
is只读
实验性
is只读
实验性
is只读
实验性
level只读
实验性
location只读
实验性
name实验性
name只读
实验性
on可选
只读
实验性
scoreboard实验性
selected无法在只读模式下修改此属性,详见 WorldBeforeEvents。
可选
只读
实验性
target只读
实验性
total只读
实验性
type实体类型的标识符,例如 'minecraft:skeleton'。 即使 Entity.isValid 为 false,此属性也可访问。
Identifier of the type of the entity - for example, 'minecraft:skeleton'. This property is accessible even if Entity.isValid is false.
只读
实验性
xp实验性
要添加到实体的效果类型。 Type of effect to add to the entity.
效果生效的时间,以刻为单位。每秒有20刻。使用 TicksPerSecond 常量在刻与秒之间转换。值必须在 [0, 20000000] 范围内。 Amount of time, in ticks, for the effect to apply. There are 20 ticks per second. Use TicksPerSecond constant to convert between ticks and seconds. The value must be within the range [0, 20000000].
可选
options: EntityEffectOptions效果的附加选项。 Additional options for the effect.
若效果成功添加或更新,则不返回任何内容。若持续时间或放大等级超出有效范围,或者效果不存在,则可能会抛出错误。 Returns nothing if the effect was added or updated successfully. This can throw an error if the duration or amplifier are outside of the valid ranges, or if the effect does not exist.
为实体添加或更新一个效果,例如中毒效果。
Adds or updates an effect, like poison, to the entity.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
import { DimensionLocation } from "@minecraft/server";
import { MinecraftEffectTypes } from "@minecraft/vanilla-data";
function spawnPoisonedVillager(
targetLocation: DimensionLocation
) {
const villagerType = "minecraft:villager_v2<minecraft:ageable_grow_up>";
const villager = targetLocation.dimension.spawnEntity(villagerType, targetLocation);
const duration = 20;
villager.addEffect(MinecraftEffectTypes.Poison, duration, { amplifier: 1 });
}
import { DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes, MinecraftEffectTypes } from "@minecraft/vanilla-data";
function quickFoxLazyDog(log: (message: string, status?: number) => void, targetLocation: DimensionLocation) {
const fox = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Fox, {
x: targetLocation.x + 1,
y: targetLocation.y + 2,
z: targetLocation.z + 3,
});
fox.addEffect(MinecraftEffectTypes.Speed, 10, {
amplifier: 2,
});
log("Created a fox.");
const wolf = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Wolf, {
x: targetLocation.x + 4,
y: targetLocation.y + 2,
z: targetLocation.z + 3,
});
wolf.addEffect(MinecraftEffectTypes.Slowness, 10, {
amplifier: 2,
});
wolf.isSneaking = true;
log("Created a sneaking wolf.", 1);
}
实验性
Amount of experience to add. Note that this can be negative. Min/max bounds at -2^24 ~ 2^24
Returns the current experience of the Player.
Adds/removes experience to/from the Player and returns the current experience of the Player.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Amount to add to the player. Min/max bounds at -2^24 ~ 2^24
Returns the current level of the Player.
Adds/removes level to/from the Player and returns the current level of the Player.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
要添加的标签内容。标签必须少于256个字符。 Content of the tag to add. The tag must be less than 256 characters.
若标签添加成功,则返回 true。若标签已存在于实体上,则可能会失败。 Returns true if the tag was added successfully. This can fail if the tag already exists on the entity.
import { EntityQueryOptions, DimensionLocation } from "@minecraft/server";
function tagsQuery(targetLocation: DimensionLocation) {
const mobs = ["creeper", "skeleton", "sheep"];
// create some sample mob data
for (let i = 0; i < 10; i++) {
const mobTypeId = mobs[i % mobs.length];
const entity = targetLocation.dimension.spawnEntity(mobTypeId, targetLocation);
entity.addTag("mobparty." + mobTypeId);
}
const eqo: EntityQueryOptions = {
tags: ["mobparty.skeleton"],
};
for (const entity of targetLocation.dimension.getEntities(eqo)) {
entity.kill();
}
}
实验性
要造成的伤害量。 Amount of damage to apply.
可选
options: EntityApplyDamageByProjectileOptions | EntityApplyDamageOptions关于伤害来源的附加选项,这可能会对实体产生额外的效果或行为。 Additional options about the source of damage, which may add additional effects or spur additional behaviors on this entity.
实体是否受到任何伤害。若实体是无敌的,或者施加的伤害小于或等于0,则可能返回 false。 Whether the entity takes any damage. This can return false if the entity is invulnerable or if the damage applied is less than or equal to 0.
import { system, EntityHealthComponent, EntityComponentTypes, DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes } from "@minecraft/vanilla-data";
function applyDamageThenHeal(
log: (message: string, status?: number) => void,
targetLocation: DimensionLocation
) {
const skelly = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Skeleton, targetLocation);
skelly.applyDamage(19); // skeletons have max damage of 20 so this is a near-death skeleton
system.runTimeout(() => {
const health = skelly.getComponent(EntityComponentTypes.Health) as EntityHealthComponent;
log("Skeleton health before heal: " + health?.currentValue);
health?.resetToMaxValue();
log("Skeleton health after heal: " + health?.currentValue);
}, 20);
}
实验性
冲量向量。 Impulse vector.
将冲量向量应用到实体当前的速度上。
Applies impulse vector to the current velocity of the entity.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
import { DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes } from "@minecraft/vanilla-data";
function applyImpulse(targetLocation: DimensionLocation) {
const zombie = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Zombie, targetLocation);
zombie.clearVelocity();
// throw the zombie up in the air
zombie.applyImpulse({ x: 0, y: 0.5, z: 0 });
}
实验性
垂直向量的击退强度。 Knockback strength for the vertical vector.
将冲量向量应用到实体当前的速度上。
Applies impulse vector to the current velocity of the entity.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
import { EntityQueryOptions, DimensionLocation } from "@minecraft/server";
function bounceSkeletons(targetLocation: DimensionLocation) {
const mobs = ["creeper", "skeleton", "sheep"];
// create some sample mob data
for (let i = 0; i < 10; i++) {
targetLocation.dimension.spawnEntity(mobs[i % mobs.length], targetLocation);
}
const eqo: EntityQueryOptions = {
type: "skeleton",
};
for (const entity of targetLocation.dimension.getEntities(eqo)) {
entity.applyKnockback(0, 0, 0, 1);
}
}
实验性
Causes the simulated player to make an attack 'swipe'. Returns true if the attack was performed - for example, the player was not on cooldown and had a valid target. Target selection is performed by raycasting from the player's head.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Causes the simulated player to attack the provided target. Returns true if the attack was performed - for example, the player was not on cooldown and had a valid target. The attack can be performed at any distance and does not require line of sight to the target entity.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Destroys the block at blockLocation, respecting the rules of the server player's game mode. The block will be hit until broken, an item is used or stopBreakingBlock is called. Returns true if the block at blockLocation is solid.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
将实体当前的速度设置为零。注意,此方法可能对玩家无效。
Sets the current velocity of the Entity to zero. Note that this method may not have an impact on Players.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
import { DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes } from "@minecraft/vanilla-data";
function applyImpulse(targetLocation: DimensionLocation) {
const zombie = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Zombie, targetLocation);
zombie.clearVelocity();
// throw the zombie up in the air
zombie.applyImpulse({ x: 0, y: 0.5, z: 0 });
}
实验性
Simulates and performs a disconnection of the simulated player from the world.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
The item to eat.
Eats an item, providing the item's hunger and saturation effects to the player. Can only be used on food items.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
useEffects: boolean是否显示与熄灭相关的视觉效果。 Whether to show any visual effects connected to the extinguishing.
返回实体是否着火。 Returns whether the entity was on fire.
若实体着火,熄灭火焰。注意,可以通过调用 getComponent('minecraft:onfire') 检查实体是否着火。
Extinguishes the fire if the entity is on fire. Note that you can call getComponent('minecraft:onfire') and, if present, the entity is on fire.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
import { system, EntityOnFireComponent, EntityComponentTypes, DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes } from "@minecraft/vanilla-data";
function setOnFire(log: (message: string, status?: number) => void, targetLocation: DimensionLocation) {
const skelly = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Skeleton, targetLocation);
skelly.setOnFire(20, true);
system.runTimeout(() => {
const onfire = skelly.getComponent(EntityComponentTypes.OnFire) as EntityOnFireComponent;
log(onfire?.onFireTicksRemaining + " fire ticks remaining.");
skelly.extinguishFire(true);
log("Never mind. Fire extinguished.");
}, 20);
}
实验性
Causes the simulated player to start flying as though they were flying in creative mode. For flying with Elytra, see function glide.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
实验性
可选
options: BlockRaycastOptions射线投射的附加配置选项。 Additional configuration options for the ray cast.
返回实体视线方向上第一个相交的方块。 Returns the first intersecting block from the direction that this entity is looking at.
实验性
组件的标识符(例如 'minecraft:health')。若未指定命名空间前缀,则默认使用 'minecraft:'。可用的组件标识符可以在 EntityComponentTypes 枚举中找到。 The identifier of the component (e.g., 'minecraft:health'). If no namespace prefix is specified, 'minecraft:' is assumed. Available component IDs can be found as part of the EntityComponentTypes enum.
若组件存在于实体上,则返回该组件,否则返回 undefined。 Returns the component if it exists on the entity, otherwise undefined.
实验性
返回此实体上存在且 API 支持的所有组件。 Returns all components that are both present on this entity and supported by the API.
实验性
返回当前存储在此实体上的所有动态属性的总大小(以字节为单位)。 这包括键和值的大小。这对于诊断性能警告可能很有用——例如, 若一个实体有许多兆字节的关联动态属性,它可能会在各种设备上加载缓慢。
Returns the total size, in bytes, of all the dynamic properties that are currently stored for this entity. This includes the size of both the key and the value. This can be useful for diagnosing performance warning signs - if, for example, an entity has many megabytes of associated dynamic properties, it may be slow to load on various devices.
实验性
效果的标识符。
The effect identifier.
返回指定效果的效果对象,若效果不存在则返回 undefined, 若效果不存在但尝试获取会抛出错误。
Effect object for the specified effect, undefined if the effect is not present, or throws an error if the effect does not exist.
实验性
可选
options: EntityRaycastOptions射线投射的附加配置选项。
Additional configuration options for the ray cast.
返回该实体注视方向上的一组实体。
Returns a set of entities from the direction that this entity is looking at.
实验性
实体属性的标识符。
The entity Property identifier.
返回当前的属性值。对于枚举属性,返回字符串;对于浮点数和整数属性, 返回数字;对于未定义的属性,返回 undefined。
Returns the current property value. For enum properties, a string is returned. For float and int properties, a number is returned. For undefined properties, undefined is returned.
实验性
实验性
返回实体的当前速度向量。
Returns the current velocity vector of the entity.
import { system, DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes } from "@minecraft/vanilla-data";
function getFireworkVelocity(
log: (message: string, status?: number) => void,
targetLocation: DimensionLocation
) {
const fireworkRocket = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.FireworksRocket, targetLocation);
system.runTimeout(() => {
const velocity = fireworkRocket.getVelocity();
log("Velocity of firework is: (x: " + velocity.x + ", y:" + velocity.y + ", z:" + velocity.z + ")");
}, 5);
}
实验性
Returns true if the simulated player begins to glide. Returns false if the player is already gliding, or the player does not have Elytra equipped, is in water or is on the ground.
Causes the simulated player to start gliding. Elytra must be equipped and the player must be in the air.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
要获取的组件的标识符(例如 'minecraft:rideable')。 若未指定命名空间前缀,则默认为 'minecraft:'。
The identifier of the component (e.g., 'minecraft:rideable') to retrieve. If no namespace prefix is specified, 'minecraft:' is assumed.
若此实体上存在指定的组件,则返回 true。
Returns true if the specified component is present on this entity.
实验性
Performs a raycast from the player’s head and interacts with the first intersected block or entity. Returns true if the interaction was successful. Maximum range is 6 blocks.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Causes the simulated player to interact with a block. The block at the specified block location must be solid. Returns true if the interaction was performed.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Entity to interact with.
Causes the simulated player to interact with a mob. Returns true if the interaction was performed.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
若实体可以被杀死(即使它已经死亡),则返回 true,否则返回 false。
Returns true if entity can be killed (even if it is already dead), otherwise it returns false.
杀死此实体。实体将正常掉落战利品。
Kills this entity. The entity will drop loot as normal.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
import { EntityQueryOptions, DimensionLocation } from "@minecraft/server";
function tagsQuery(targetLocation: DimensionLocation) {
const mobs = ["creeper", "skeleton", "sheep"];
// create some sample mob data
for (let i = 0; i < 10; i++) {
const mobTypeId = mobs[i % mobs.length];
const entity = targetLocation.dimension.spawnEntity(mobTypeId, targetLocation);
entity.addTag("mobparty." + mobTypeId);
}
const eqo: EntityQueryOptions = {
tags: ["mobparty.skeleton"],
};
for (const entity of targetLocation.dimension.getEntities(eqo)) {
entity.kill();
}
}
实验性
实体应面向/注视的目标位置。
The target location that this entity should face/look towards.
将实体的旋转设置为面向目标位置。适用时,将同时设置俯仰角和偏航角, 例如对于俯仰角控制头部倾斜、偏航角控制身体旋转的生物。
Sets the rotation of the entity to face a target location. Both pitch and yaw will be set, if applicable, such as for mobs where the pitch controls the head tilt and the yaw controls the body rotation.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
duration: LookDurationRotates the simulated player's head/body to look at the given block location.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
duration: LookDurationRotates the simulated player's head/body to look at the given entity.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
duration: LookDurationRotates the simulated player's head/body to look at the given location.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
要进行匹配的查询选项。
The query to perform the match against.
若实体符合传入的 EntityQueryOptions 的条件,则返回 true;否则返回 false。
Returns true if the entity matches the criteria in the passed in EntityQueryOptions, otherwise it returns false.
实验性
可选
speed: numberOrders the simulated player to walk in the given direction relative to the GameTest.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
speed: numberOrders the simulated player to walk in the given direction relative to the player's current rotation.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
options: MoveToOptionsOrders the simulated player to move to the given block location in a straight line. If a move or navigation is already playing, this will override the last move/navigation.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
options: MoveToOptionsOrders the simulated player to move to the given location in a straight line. If a move or navigation is already playing, this will override the last move/navigation.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
speed: numberOrders the simulated player to move to a specific block location using navigation. If a move or navigation is already playing, this will override the last move/walk. Note that if the simulated player gets stuck, that simulated player will stop. The player must be touching the ground in order to start navigation.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
speed: numberWill use navigation to follow the selected entity to within a one block radius. If a move or navigation is already playing, this will override the last move/navigation.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
speed: numberOrders the simulated player to move to a specific location using navigation. If a move or navigation is already playing, this will override the last move/walk. Note that if the simulated player gets stuck, that simulated player will stop. The player must be touching the ground in order to start navigation.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
A list of locations to use for routing.
可选
speed: numberNet speed to use for doing the navigation.
Use navigation to follow the route provided via the locations parameter. If a move or navigation is already playing, this will override the last move/navigation.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
动画标识符,例如 animation.creeper.swelling。
The animation identifier. e.g. animation.creeper.swelling
可选
options: PlayAnimationOptions控制动画播放和过渡的附加选项。
Additional options to control the playback and transitions of the animation.
实验性
Identifier of the music track to play.
可选
musicOptions: MusicOptionsAdditional options for the music track.
Plays a music track that only this particular player can hear.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
soundOptions: PlayerSoundOptionsAdditional optional options for the sound.
import { world, MusicOptions, WorldSoundOptions, PlayerSoundOptions, DimensionLocation } from "@minecraft/server";
function playMusicAndSound(targetLocation: DimensionLocation) {
const players = world.getPlayers();
const musicOptions: MusicOptions = {
fade: 0.5,
loop: true,
volume: 1.0,
};
world.playMusic("music.menu", musicOptions);
const worldSoundOptions: WorldSoundOptions = {
pitch: 0.5,
volume: 4.0,
};
world.playSound("ambient.weather.thunder", targetLocation, worldSoundOptions);
const playerSoundOptions: PlayerSoundOptions = {
pitch: 1.0,
volume: 1.0,
};
players[0].playSound("bucket.fill_water", playerSoundOptions);
}
实验性
This is an internal-facing method for posting a system message to downstream clients.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Identifier of the music track to play.
可选
musicOptions: MusicOptionsAdditional options for the music track.
Queues an additional music track that only this particular player can hear. If a track is not playing, a music track will play.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
立即将实体从世界中移除。移除的实体不会执行死亡动画或掉落战利品。
Immediately removes the entity from the world. The removed entity will not perform a death animation or drop loot upon removal.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
效果标识符。
The effect identifier.
若效果已被移除,则返回 true。若未找到该效果或效果不存在,则返回 false。
Returns true if the effect has been removed. Returns false if the effect is not found or does not exist.
移除实体上的指定效果类型,若效果不存在则返回 false。
Removes the specified EffectType on the entity, or returns false if the effect is not present.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
实体属性标识符。
The Entity Property identifier.
返回默认属性值。对于枚举属性,返回字符串;对于浮点和整数属性,返回数字;对于未定义的属性,返回 undefined。
Returns the default property value. For enum properties, a string is returned. For float and int properties, a number is returned. For undefined properties, undefined is returned.
将实体属性重置为其定义中指定的默认值。此属性更改将在下一个 tick 应用。
Resets an Entity Property back to its default value, as specified in the Entity's definition. This property change is not applied until the next tick.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Causes the simulated player to turn by the provided angle, relative to the player's current rotation.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
命令字符串。注意:不应包含前导斜杠:"/"。
The command string. Note: This should not include a leading forward slash.
包含命令是否成功的结果。
A command result containing whether the command was successful.
实验性
要运行的命令。注意,命令字符串不应以斜杠开头。
Command to run. Note that command strings should not start with slash.
对于返回数据的命令,将返回包含命令响应值的 JSON 结构。
For commands that return data, returns a JSON structure with command response values.
实验性
The message to be displayed.
This method can throw if the provided RawMessage is
in an invalid format. For example, if an empty name
string
is provided to score
.
import { world, DimensionLocation } from "@minecraft/server";
function nestedTranslation(targetLocation: DimensionLocation) {
// Displays "Apple or Coal"
const rawMessage = {
translate: "accessibility.list.or.two",
with: { rawtext: [{ translate: "item.apple.name" }, { translate: "item.coal.name" }] },
};
world.sendMessage(rawMessage);
}
import { world, DimensionLocation } from "@minecraft/server";
function scoreWildcard(targetLocation: DimensionLocation) {
// Displays the player's score for objective "obj". Each player will see their own score.
const rawMessage = { score: { name: "*", objective: "obj" } };
world.sendMessage(rawMessage);
}
import { world, DimensionLocation } from "@minecraft/server";
function sendPlayerMessages(targetLocation: DimensionLocation) {
for (const player of world.getAllPlayers()) {
// Displays "First or Second"
const rawMessage = { translate: "accessibility.list.or.two", with: ["First", "Second"] };
player.sendMessage(rawMessage);
// Displays "Hello, world!"
player.sendMessage("Hello, world!");
// Displays "Welcome, Amazing Player 1!"
player.sendMessage({ translate: "authentication.welcome", with: ["Amazing Player 1"] });
// Displays the player's score for objective "obj". Each player will see their own score.
const rawMessageWithScore = { score: { name: "*", objective: "obj" } };
player.sendMessage(rawMessageWithScore);
// Displays "Apple or Coal"
const rawMessageWithNestedTranslations = {
translate: "accessibility.list.or.two",
with: { rawtext: [{ translate: "item.apple.name" }, { translate: "item.coal.name" }] },
};
player.sendMessage(rawMessageWithNestedTranslations);
}
}
实验性
Causes the simulated player to turn to face the provided angle, relative to the GameTest.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
点燃实体的时间长度。
Length of time to set the entity on fire.
可选
useEffects: boolean是否应用副作用(例如解冻冻结)以及是否考虑其他条件(如下雨或防火保护)。
Whether side-effects should be applied (e.g. thawing freeze) and other conditions such as rain or fire protection should be taken into consideration.
实体是否被点燃。若秒数小于或等于零,实体湿润,或实体免疫火焰,则可能失败。
Whether the entity was set on fire. This can fail if seconds is less than or equal to zero, the entity is wet or the entity is immune to fire.
将实体点燃(若不在水中或雨中)。注意,可以调用 getComponent('minecraft:onfire'),若存在,该实体处于燃烧状态。
Sets an entity on fire (if it is not in water or rain). Note that you can call getComponent('minecraft:onfire') and, if present, the entity is on fire.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
import { system, EntityOnFireComponent, EntityComponentTypes, DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes } from "@minecraft/vanilla-data";
function setOnFire(log: (message: string, status?: number) => void, targetLocation: DimensionLocation) {
const skelly = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Skeleton, targetLocation);
skelly.setOnFire(20, true);
system.runTimeout(() => {
const onfire = skelly.getComponent(EntityComponentTypes.OnFire) as EntityOnFireComponent;
log(onfire?.onFireTicksRemaining + " fire ticks remaining.");
skelly.extinguishFire(true);
log("Never mind. Fire extinguished.");
}, 20);
}
实验性
Will change the specified players permissions, and whether they are operator or not.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
实体属性标识符。
The Entity Property identifier.
属性值。提供的类型必须与实体定义中指定的类型兼容。
The property value. The provided type must be compatible with the type specified in the entity's definition.
将实体属性设置为提供的值。此属性更改将在下一个 tick 应用。
Sets an Entity Property to the provided value. This property change is not applied until the next tick.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
若实体无效,将抛出异常。
Throws if the entity is invalid.
若提供了无效的标识符,将抛出异常。
Throws if an invalid identifier is provided.
若提供的值类型与属性类型不匹配,将抛出异常。
Throws if the provided value type does not match the property type.
若提供的值超出预期范围(整型、浮点型属性),将抛出异常。
Throws if the provided value is outside the expected range (int, float properties).
若提供的字符串值与接受的枚举值集合不匹配(枚举属性),将抛出异常。
Throws if the provided string value does not match the set of accepted enum values (enum properties)
实验性
可选
spawnPoint: DimensionLocationSets the current starting spawn point for this particular player.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Identifier of the particle to create.
The location at which to create the particle emitter.
可选
molangVariables: MolangVariableMapA set of optional, customizable variables that can be adjusted for this particle.
Creates a new particle emitter at a specified location in the world. Only visible to the target player.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
import { world, MolangVariableMap, Vector3 } from '@minecraft/server';
world.afterEvents.playerSpawn.subscribe(event => {
const targetLocation = event.player.location;
for (let i = 0; i < 100; i++) {
const molang = new MolangVariableMap();
molang.setColorRGB('variable.color', {
red: Math.random(),
green: Math.random(),
blue: Math.random()
});
const newLocation: Vector3 = {
x: targetLocation.x + Math.floor(Math.random() * 8) - 4,
y: targetLocation.y + Math.floor(Math.random() * 8) - 4,
z: targetLocation.z + Math.floor(Math.random() * 8) - 4,
};
event.player.spawnParticle('minecraft:colored_flame_particle', newLocation, molang);
}
});
实验性
可选
slot: number无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Specifies the cooldown category to retrieve the current cooldown for.
Duration in ticks of the item cooldown.
Sets the item cooldown time for a particular cooldown category.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Stops moving/walking/following if the simulated player is moving.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Stops any music tracks from playing for this particular player.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
实体的新位置。
New location for the entity.
可选
teleportOptions: TeleportOptions有关传送操作的选项。
Options regarding the teleport operation.
import { system, DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes } from "@minecraft/vanilla-data";
function teleport(targetLocation: DimensionLocation) {
const cow = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Cow, targetLocation);
system.runTimeout(() => {
cow.teleport(
{ x: targetLocation.x + 2, y: targetLocation.y + 2, z: targetLocation.z + 2 },
{
facingLocation: targetLocation,
}
);
}, 20);
}
import { system, DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes } from "@minecraft/vanilla-data";
function teleportMovement(targetLocation: DimensionLocation) {
const pig = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Pig, targetLocation);
let inc = 1;
const runId = system.runInterval(() => {
pig.teleport(
{ x: targetLocation.x + inc / 4, y: targetLocation.y + inc / 4, z: targetLocation.z + inc / 4 },
{
facingLocation: targetLocation,
}
);
if (inc > 100) {
system.clearRun(runId);
}
inc++;
}, 4);
}
实验性
要触发的实体类型事件的名称。若未指定命名空间,则默认为 minecraft:。 Name of the entity type event to trigger. If a namespace is not specified, minecraft: is assumed.
触发实体类型事件。对于每个实体,在实体定义中定义了一些关键行为的事件;例如,爬行者有一个 minecraft:start_exploding 类型事件。
Triggers an entity type event. For every entity, a number of events are defined in an entities' definition for key entity behaviors; for example, creepers have a minecraft:start_exploding type event.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
若事件在实体定义中未定义,则会抛出错误。 If the event is not defined in the definition of the entity, an error will be thrown.
// A function that spawns a creeper and triggers it to explode immediately
import { DimensionLocation } from '@minecraft/server';
import { MinecraftEntityTypes } from '@minecraft/vanilla-data';
function spawnExplodingCreeper(location: DimensionLocation) {
const creeper = location.dimension.spawnEntity(MinecraftEntityTypes.Creeper, location);
creeper.triggerEvent('minecraft:start_exploding_forced');
}
import { DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes } from "@minecraft/vanilla-data";
function triggerEvent(targetLocation: DimensionLocation) {
const creeper = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Creeper, targetLocation);
creeper.triggerEvent("minecraft:start_exploding_forced");
}
实验性
要传送实体到的位置。
Location to teleport the entity to.
可选
teleportOptions: TeleportOptions有关传送操作的选项。
Options regarding the teleport operation.
返回传送是否成功。若目标区块未加载或传送会与方块相交,则可能失败。
Returns whether the teleport succeeded. This can fail if the destination chunk is unloaded or if the teleport would result in intersecting with blocks.
尝试传送,但可能无法完成传送操作(例如,若目标位置有方块)。
Attempts to try a teleport, but may not complete the teleport operation (for example, if there are blocks at the destination.)
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Item to use.
Causes the simulated player to use an item. Does not consume the item. Returns false if the item is on cooldown.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Index of the inventory slot.
Causes the simulated player to hold and use an item in their inventory.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Causes the simulated player to use an item in their inventory on a block. The block at the specified block location must be solid. Returns true if the item was used.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Causes the simulated player to use an item on a block. The block at the specified block location must be solid. Returns true if the item was used.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
A simulated player can be used within GameTests to represent how a player moves throughout the world and to support testing of how entities and the environment will react to a player. This type derives much of its structure and methods from the minecraftserver.Player type. Note that many types of events that may be available for entities more broadly, such as item use events, may not fire in the same capacity for simulated players.