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 boolean isCancelled() { return cancelled; } public void setCancelled(boolean cancel) { cancelled = cancel; } @Override public Horse getEntity() { return (Horse) entity; } /** * Gets the power of the jump. * <p> * 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. * <p> * 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. * <p> * 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. * <p> * 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; } public static HandlerList getHandlerList() { return handlers; } }