Interface Dropper
- All Superinterfaces:
BlockInventoryHolder, BlockState, Container, InventoryHolder, Lockable, LockableTileState, Lootable, LootableBlockInventory, LootableInventory, Metadatable, Nameable, PersistentDataHolder, PersistentDataViewHolder, TileState, TileStateInventoryHolder
Represents a captured state of a dropper.
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Method Summary
Modifier and TypeMethodDescriptionvoiddrop()Tries to drop a randomly selected item from the dropper's inventory, following the normal behavior of a dropper.Methods inherited from interface BlockInventoryHolder
getBlockMethods inherited from interface BlockState
copy, copy, getBlock, getBlockData, getChunk, getData, getDrops, getDrops, getDrops, getLightLevel, getLocation, getLocation, getRawData, getType, getWorld, getX, getY, getZ, isCollidable, isPlaced, isSuffocating, setBlockData, setData, setRawData, setType, update, update, updateMethods inherited from interface Lockable
getLock, isLocked, setLock, setLockItemMethods inherited from interface Lootable
clearLootTable, getLootTable, getSeed, hasLootTable, setLootTable, setLootTable, setSeedMethods inherited from interface LootableBlockInventory
getBlockMethods inherited from interface LootableInventory
canPlayerLoot, getLastFilled, getLastLooted, getLastLooted, getNextRefill, hasBeenFilled, hasPendingRefill, hasPlayerLooted, hasPlayerLooted, isRefillEnabled, setHasPlayerLooted, setHasPlayerLooted, setNextRefillMethods inherited from interface Metadatable
getMetadata, hasMetadata, removeMetadata, setMetadataMethods inherited from interface Nameable
customName, customName, getCustomName, setCustomNameMethods inherited from interface TileState
getPersistentDataContainer, isSnapshotMethods inherited from interface TileStateInventoryHolder
getInventory, getSnapshotInventory
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Method Details
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drop
void drop()Tries to drop a randomly selected item from the dropper's inventory, following the normal behavior of a dropper.Normal behavior of a dropper is as follows:
If the block that the dropper is facing is an InventoryHolder, the randomly selected ItemStack is placed within that Inventory in the first slot that's available, starting with 0 and counting up. If the inventory is full, nothing happens.
If the block that the dropper is facing is not an InventoryHolder, the randomly selected ItemStack is dropped on the ground in the form of an
Item.If the block represented by this state is no longer a dropper, this will do nothing.
- Throws:
IllegalStateException- if this block state is not placed
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