org.bukkit.event.entity.HorseJumpEvent Maven / Gradle / Ivy
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package org.bukkit.event.entity;
import org.bukkit.entity.Horse;
import org.bukkit.event.Cancellable;
import org.bukkit.event.HandlerList;
/**
* Called when a horse jumps.
*/
public class HorseJumpEvent extends EntityEvent implements Cancellable {
private static final HandlerList handlers = new HandlerList();
private boolean cancelled;
private float power;
public HorseJumpEvent(final Horse horse, final float power) {
super(horse);
this.power = power;
}
public static HandlerList getHandlerList() {
return handlers;
}
public boolean isCancelled() {
return cancelled;
}
public void setCancelled(boolean cancel) {
cancelled = cancel;
}
@Override
public Horse getEntity() {
return (Horse) entity;
}
/**
* Gets the power of the jump.
*
* Power is a value that defines how much of the horse's jump strength
* should be used for the jump. Power is effectively multiplied times
* the horse's jump strength to determine how high the jump is; 0
* represents no jump strength while 1 represents full jump strength.
* Setting power to a value above 1 will use additional jump strength
* that the horse does not usually have.
*
* Power does not affect how high the horse is capable of jumping, only
* how much of its jumping capability will be used in this jump. To set
* the horse's overall jump strength, see {@link
* Horse#setJumpStrength(double)}.
*
* @return jump strength
*/
public float getPower() {
return power;
}
/**
* Sets the power of the jump.
*
* Jump power can be set to a value above 1.0 which will increase the
* strength of this jump above the horse's actual jump strength.
*
* Setting the jump power to 0 will result in the jump animation still
* playing, but the horse not leaving the ground. Only canceling this
* event will result in no jump animation at all.
*
* @param power power of the jump
*/
public void setPower(float power) {
this.power = power;
}
@Override
public HandlerList getHandlers() {
return handlers;
}
}