pub struct PlayerHeadItem {
_standing_block: BlockRef,
_wall_block: BlockRef,
_attachment_direction: Direction,
base: StandingAndWallBlockItem,
}Expand description
Player-head placement behavior with the profile-specific name.
Fields§
§_standing_block: BlockRef§_wall_block: BlockRef§_attachment_direction: Direction§base: StandingAndWallBlockItemImplementations§
Trait Implementations§
Source§impl ItemBehavior for PlayerHeadItem
impl ItemBehavior for PlayerHeadItem
Source§fn use_on(&self, context: &mut UseOnContext<'_>) -> InteractionResult
fn use_on(&self, context: &mut UseOnContext<'_>) -> InteractionResult
Called when this item is used on a block.
Source§fn get_name<'a>(&self, stack: &'a ItemStack) -> Cow<'a, TextComponent>
fn get_name<'a>(&self, stack: &'a ItemStack) -> Cow<'a, TextComponent>
Returns vanilla
Item.getName(stack).Source§fn type_name(&self) -> &'static str
fn type_name(&self) -> &'static str
Returns the Rust type name of the concrete behavior implementation.
Source§fn use_item(&self, context: &mut UseItemContext<'_>) -> InteractionResult
fn use_item(&self, context: &mut UseItemContext<'_>) -> InteractionResult
Called when this item is used (e.g. right click in air).
Source§fn interact_living_entity(
&self,
_stack: &mut ItemStack,
_player: &Player,
_target: &dyn LivingEntity,
_hand: InteractionHand,
) -> InteractionResult
fn interact_living_entity( &self, _stack: &mut ItemStack, _player: &Player, _target: &dyn LivingEntity, _hand: InteractionHand, ) -> InteractionResult
Called by vanilla
ItemStack.interactLivingEntity.Source§fn get_item_damage_source(
&self,
_attacker: &dyn LivingEntity,
) -> Option<DamageSource>
fn get_item_damage_source( &self, _attacker: &dyn LivingEntity, ) -> Option<DamageSource>
Returns vanilla
Item.getItemDamageSource.Source§fn get_attack_damage_bonus(
&self,
_attacker: &dyn LivingEntity,
_victim: &dyn Entity,
_base_damage: f32,
_damage_source: &DamageSource,
) -> f32
fn get_attack_damage_bonus( &self, _attacker: &dyn LivingEntity, _victim: &dyn Entity, _base_damage: f32, _damage_source: &DamageSource, ) -> f32
Returns item-specific attack damage added by
Item.getAttackDamageBonus.Source§fn hurt_enemy(
&self,
_stack: &mut ItemStack,
_target: &dyn LivingEntity,
_attacker: &dyn LivingEntity,
)
fn hurt_enemy( &self, _stack: &mut ItemStack, _target: &dyn LivingEntity, _attacker: &dyn LivingEntity, )
Called by vanilla
Item.hurtEnemy.Source§fn post_hurt_enemy(
&self,
_stack: &mut ItemStack,
_target: &dyn LivingEntity,
_attacker: &dyn LivingEntity,
)
fn post_hurt_enemy( &self, _stack: &mut ItemStack, _target: &dyn LivingEntity, _attacker: &dyn LivingEntity, )
Called by vanilla
Item.postHurtEnemy.Auto Trait Implementations§
impl !RefUnwindSafe for PlayerHeadItem
impl !UnwindSafe for PlayerHeadItem
impl Freeze for PlayerHeadItem
impl Send for PlayerHeadItem
impl Sync for PlayerHeadItem
impl Unpin for PlayerHeadItem
impl UnsafeUnpin for PlayerHeadItem
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreWraps this value in an
Arc<SyncMutex<>>