枚举 EntityComponentTypes实验性

The types of entity components that are accessible via function Entity.getComponent.

枚举成员

AddRider

When added, this component makes the entity spawn with a rider of the specified entityType.

Ageable

Adds a timer for the entity to grow up. It can be accelerated by giving the entity the items it likes as defined by feedItems.

Breathable

Defines what blocks this entity can breathe in and gives them the ability to suffocate.

CanClimb

When added, this component signifies that the entity can climb up ladders.

CanFly

When added, this component signifies that the entity can fly, and the pathfinder won't be restricted to paths where a solid block is required underneath it.

CanPowerJump

When added, this component signifies that the entity can power jump like the horse does within Minecraft.

Color

Defines the entity's color. Only works on certain entities that have predefined color values (e.g., sheep, llama, shulker).

Color2

Defines the entity's secondary color. Only works on certain entities that have predefined secondary color values (e.g., tropical fish).

CursorInventory
Equippable

Provides access to a mob's equipment slots. This component exists for all mob entities.

FireImmune

When added, this component signifies that this entity doesn't take damage from fire.

FloatsInLiquid

When added, this component signifies that this entity can float in liquid blocks.

FlyingSpeed

Represents the flying speed of an entity.

FrictionModifier

Defines how much friction affects this entity.

GroundOffset

Sets the offset from the ground that the entity is actually at.

Healable

Defines the interactions with this entity for healing it.

Health

Defines the health properties of an entity.

Inventory

Defines this entity's inventory properties.

IsBaby

When added, this component signifies that this entity is a baby.

IsCharged

When added, this component signifies that this entity is charged.

IsChested

When added, this component signifies that this entity is currently carrying a chest.

IsDyeable

When added, this component signifies that dyes can be used on this entity to change its color.

IsHiddenWhenInvisible

When added, this component signifies that this entity can hide from hostile mobs while invisible.

IsIgnited

When added, this component signifies that this entity this currently on fire.

IsIllagerCaptain

When added, this component signifies that this entity is an illager captain.

IsSaddled

When added, this component signifies that this entity is currently saddled.

IsShaking

When added, this component signifies that this entity is currently shaking.

IsSheared

When added, this component signifies that this entity is currently sheared.

IsStackable

When added, this component signifies that this entity can be stacked.

IsStunned

When added, this component signifies that this entity is currently stunned.

IsTamed

When added, this component signifies that this entity is currently tamed.

Item

If added onto the entity, this indicates that the entity represents a free-floating item in the world. Lets you retrieve the actual item stack contents via the itemStack property.

LavaMovement

Defines the base movement speed in lava of this entity.

Leashable

Allows this entity to be leashed and defines the conditions and events for this entity when is leashed.

MarkVariant

When added, this component signifies that this entity contains an additional variant value. Can be used to further differentiate variants.

Movement

Defines the general movement speed of this entity.

MovementAmphibious

When added, this movement control allows the mob to swim in water and walk on land.

MovementBasic

When added, this component allows the movement of an entity.

MovementFly

When added, this move control causes the mob to fly.

MovementGeneric

When added, this move control allows a mob to fly, swim, climb, etc.

MovementGlide

When added, this movement control allows the mob to glide.

MovementHover

When added, this move control causes the mob to hover.

MovementJump

Move control that causes the mob to jump as it moves with a specified delay between jumps.

MovementSkip

When added, this move control causes the mob to hop as it moves.

MovementSway

When added, this move control causes the mob to sway side to side giving the impression it is swimming.

NavigationClimb

Allows this entity to generate paths that include vertical walls (for example, like Minecraft spiders do.)

NavigationFloat

Allows this entity to generate paths by flying around the air like the regular Ghast.

NavigationFly

Allows this entity to generate paths in the air (for example, like Minecraft parrots do.)

NavigationGeneric

Allows this entity to generate paths by walking, swimming, flying and/or climbing around and jumping up and down a block.

NavigationHover

Allows this entity to generate paths in the air (for example, like the Minecraft Bees do.) Keeps them from falling out of the skies and doing predictive movement.

NavigationWalk

Allows this entity to generate paths by walking around and jumping up and down a block like regular mobs.

Npc

Adds NPC capabilities to an entity such as custom skin, name, and dialogue interactions.

OnFire

When present on an entity, this entity is on fire.

Projectile

The projectile component controls the properties of a projectile entity and allows it to be shot in a given direction. This component is present when the entity has the minecraft:projectile component.

PushThrough

Sets the distance through which the entity can push through.

Rideable

When added, this component adds the capability that an entity can be ridden by another entity.

Riding

This component is added to any entity when it is riding another entity.

Scale

Sets the entity's visual size.

SkinId

Skin Id value. Can be used to differentiate skins, such as base skins for villagers.

Strength

Defines the entity's strength to carry items.

Tameable

Defines the rules for an entity to be tamed by the player.

TameMount

Contains options for taming a rideable entity based on the entity that mounts it.

TypeFamily

Used to determine the type families the entity belongs to.

UnderwaterMovement

Defines the general movement speed underwater of this entity.

Variant

Used to differentiate the component group of a variant of an entity from others. (e.g. ocelot, villager).

WantsJockey

When added, this component signifies that this entity wants to become a jockey.