package org.bukkit.entity; import org.bukkit.inventory.ItemStack; import org.bukkit.util.EulerAngle; public interface ArmorStand extends LivingEntity { /** * Returns the item the armor stand is * currently holding * * @return the held item */ ItemStack getItemInHand(); /** * Sets the item the armor stand is currently * holding * * @param item the item to hold */ void setItemInHand(ItemStack item); /** * Returns the item currently being worn * by the armor stand on its feet * * @return the worn item */ ItemStack getBoots(); /** * Sets the item currently being worn * by the armor stand on its feet * * @param item the item to wear */ void setBoots(ItemStack item); /** * Returns the item currently being worn * by the armor stand on its legs * * @return the worn item */ ItemStack getLeggings(); /** * Sets the item currently being worn * by the armor stand on its legs * * @param item the item to wear */ void setLeggings(ItemStack item); /** * Returns the item currently being worn * by the armor stand on its chest * * @return the worn item */ ItemStack getChestplate(); /** * Sets the item currently being worn * by the armor stand on its chest * * @param item the item to wear */ void setChestplate(ItemStack item); /** * Returns the item currently being worn * by the armor stand on its head * * @return the worn item */ ItemStack getHelmet(); /** * Sets the item currently being worn * by the armor stand on its head * * @param item the item to wear */ void setHelmet(ItemStack item); /** * Returns the armor stand's body's * current pose as a {@link org.bukkit.util.EulerAngle} * * @return the current pose */ EulerAngle getBodyPose(); /** * Sets the armor stand's body's * current pose as a {@link org.bukkit.util.EulerAngle} * * @param pose the current pose */ void setBodyPose(EulerAngle pose); /** * Returns the armor stand's left arm's * current pose as a {@link org.bukkit.util.EulerAngle} * * @return the current pose */ EulerAngle getLeftArmPose(); /** * Sets the armor stand's left arm's * current pose as a {@link org.bukkit.util.EulerAngle} * * @param pose the current pose */ void setLeftArmPose(EulerAngle pose); /** * Returns the armor stand's right arm's * current pose as a {@link org.bukkit.util.EulerAngle} * * @return the current pose */ EulerAngle getRightArmPose(); /** * Sets the armor stand's right arm's * current pose as a {@link org.bukkit.util.EulerAngle} * * @param pose the current pose */ void setRightArmPose(EulerAngle pose); /** * Returns the armor stand's left leg's * current pose as a {@link org.bukkit.util.EulerAngle} * * @return the current pose */ EulerAngle getLeftLegPose(); /** * Sets the armor stand's left leg's * current pose as a {@link org.bukkit.util.EulerAngle} * * @param pose the current pose */ void setLeftLegPose(EulerAngle pose); /** * Returns the armor stand's right leg's * current pose as a {@link org.bukkit.util.EulerAngle} * * @return the current pose */ EulerAngle getRightLegPose(); /** * Sets the armor stand's right leg's * current pose as a {@link org.bukkit.util.EulerAngle} * * @param pose the current pose */ void setRightLegPose(EulerAngle pose); /** * Returns the armor stand's head's * current pose as a {@link org.bukkit.util.EulerAngle} * * @return the current pose */ EulerAngle getHeadPose(); /** * Sets the armor stand's head's * current pose as a {@link org.bukkit.util.EulerAngle} * * @param pose the current pose */ void setHeadPose(EulerAngle pose); /** * Returns whether the armor stand has * a base plate * * @return whether it has a base plate */ boolean hasBasePlate(); /** * Sets whether the armor stand has a * base plate * * @param basePlate whether is has a base plate */ void setBasePlate(boolean basePlate); /** * Returns whether the armor stand should be * visible or not * * @return whether the stand is visible or not */ boolean isVisible(); /** * Sets whether the armor stand should be * visible or not * * @param visible whether the stand is visible or not */ void setVisible(boolean visible); /** * Returns whether this armor stand has arms * * @return whether this has arms or not */ boolean hasArms(); /** * Sets whether this armor stand has arms * * @param arms whether this has arms or not */ void setArms(boolean arms); /** * Returns whether this armor stand is scaled * down * * @return whether this is scaled down */ boolean isSmall(); /** * Sets whether this armor stand is scaled * down * * @param small whether this is scaled down */ void setSmall(boolean small); /** * Returns whether this armor stand is a marker, * meaning it has a very small collision box * * @return whether this is a marker */ boolean isMarker(); /** * Sets whether this armor stand is a marker, * meaning it has a very small collision box * * @param marker whether this is a marker */ void setMarker(boolean marker); }