| Modifier and Type | Field and Description |
|---|---|
org.bukkit.Color |
color2 |
org.bukkit.Color |
color3 |
int |
explosions |
org.bukkit.Color |
fadeColor |
protected org.bukkit.FireworkEffect |
firework |
org.bukkit.FireworkEffect.Type |
fireworkType |
int |
intensity |
float |
radius |
org.bukkit.Sound |
sound |
int |
soundInterval |
float |
soundPitch |
float |
soundVolume |
protected int |
step |
arrivalTime, asynchronous, autoOrient, callback, color, colorList, colors, delay, disappearWithOriginEntity, disappearWithTargetEntity, duration, effectManager, iterations, material, materialData, maxIterations, offset, origin, particleCount, particleData, particleOffsetX, particleOffsetY, particleOffsetZ, particleSize, period, pitch, pitchOffset, probability, relativeOffset, speed, subEffect, target, targetOffset, targetPlayer, targetPlayers, toColor, toColorList, toColors, type, updateDirections, updateLocations, visibleRange, yaw, yawOffset| Constructor and Description |
|---|
BigBangEffect(EffectManager effectManager) |
| Modifier and Type | Method and Description |
|---|---|
protected void |
detonate(org.bukkit.Location location,
org.bukkit.util.Vector v) |
void |
onRun() |
void |
reset()
Effects should override this if they want to be reusable, this is called prior to starting so
state can be reset.
|
cancel, cancel, display, display, display, display, display, getDelay, getEntity, getLocation, getPeriod, getStartTime, getTarget, getTargetEntity, getTargetPlayer, getType, infinite, initialize, isAsynchronous, isDone, onDone, parseColorList, prepare, reloadParameters, run, setDynamicOrigin, setDynamicTarget, setEntity, setLocation, setStartTime, setTargetEntity, setTargetLocation, setTargetPlayer, start, updateDuration, updateLocation, updateTarget, validatepublic org.bukkit.FireworkEffect.Type fireworkType
public org.bukkit.Color color2
public org.bukkit.Color color3
public org.bukkit.Color fadeColor
public int intensity
public float radius
public int explosions
public int soundInterval
public org.bukkit.Sound sound
public float soundVolume
public float soundPitch
protected int step
protected org.bukkit.FireworkEffect firework
public BigBangEffect(EffectManager effectManager)
public void reset()
Effectprotected void detonate(org.bukkit.Location location,
org.bukkit.util.Vector v)
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