ParticleBuilder

class ParticleBuilder<T : ParticleOptions>(particle: ParticleType<T>)

Constructors

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constructor(particle: ParticleType<T>, location: Location)
constructor(particle: ParticleType<T>)

Functions

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fun amount(amount: Int): ParticleBuilder<T>
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fun ParticleBuilder<BlockParticleOption>.block(block: Block): ParticleBuilder<BlockParticleOption>
fun ParticleBuilder<BlockParticleOption>.block(blockState: BlockState): ParticleBuilder<BlockParticleOption>
fun ParticleBuilder<BlockParticleOption>.block(material: Material): ParticleBuilder<BlockParticleOption>
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fun build(): ClientboundLevelParticlesPacket
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fun ParticleBuilder<DustParticleOptions>.color(color: Color): ParticleBuilder<DustParticleOptions>
fun ParticleBuilder<DustColorTransitionOptions>.color(from: Color, to: Color): ParticleBuilder<DustColorTransitionOptions>
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fun display()
fun display(filter: Predicate<Player>)
fun display(vararg players: Player)
fun display(filter: (Player) -> Boolean)
fun display(player: Player)
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fun ParticleBuilder<DustParticleOptions>.dust(color: Color, size: Float = 1.0f): ParticleBuilder<DustParticleOptions>
fun ParticleBuilder<DustParticleOptions>.dust(color: Vector3f, size: Float = 1.0f): ParticleBuilder<DustParticleOptions>
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fun ParticleBuilder<DustColorTransitionOptions>.dustTransition(from: Color, to: Color, size: Float = 1.0f): ParticleBuilder<DustColorTransitionOptions>
fun ParticleBuilder<DustColorTransitionOptions>.dustTransition(from: Vector3f, to: Vector3f, size: Float = 1.0f): ParticleBuilder<DustColorTransitionOptions>
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fun getOptions(): T
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fun ParticleBuilder<ItemParticleOption>.item(item: Item): ParticleBuilder<ItemParticleOption>
fun ParticleBuilder<ItemParticleOption>.item(itemStack: ItemStack): ParticleBuilder<ItemParticleOption>
fun ParticleBuilder<ItemParticleOption>.item(material: Material): ParticleBuilder<ItemParticleOption>
fun ParticleBuilder<ItemParticleOption>.item(itemStack: ItemStack): ParticleBuilder<ItemParticleOption>
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fun location(location: Location): ParticleBuilder<T>
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fun longDistance(longDistance: Boolean): ParticleBuilder<T>
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fun ParticleBuilder<SimpleParticleType>.noteColor(note: Int)
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fun offset(offset: Vec3): ParticleBuilder<T>
fun offset(color: Color): ParticleBuilder<T>
fun offset(offset: Vector): ParticleBuilder<T>
fun offset(offset: Vector3f): ParticleBuilder<T>
fun offset(axis: Axis, offset: Double): ParticleBuilder<T>
fun offset(axis: Axis, offset: Float): ParticleBuilder<T>
fun offset(offsetX: Double, offsetY: Double, offsetZ: Double): ParticleBuilder<T>
fun offset(offsetX: Float, offsetY: Float, offsetZ: Float): ParticleBuilder<T>
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fun offsetX(offsetX: Float): ParticleBuilder<T>
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fun offsetY(offsetY: Float): ParticleBuilder<T>
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fun offsetZ(offsetZ: Float): ParticleBuilder<T>
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fun options(options: T): ParticleBuilder<T>
fun options(options: (ParticleType<T>) -> T): ParticleBuilder<T>
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fun ParticleBuilder<SculkChargeParticleOptions>.sculkCharge(roll: Float): ParticleBuilder<SculkChargeParticleOptions>
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fun ParticleBuilder<ShriekParticleOption>.shriek(delay: Int): ParticleBuilder<ShriekParticleOption>
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fun ParticleBuilder<VibrationParticleOption>.vibration(destination: Location, ticks: Int): ParticleBuilder<VibrationParticleOption>
fun ParticleBuilder<VibrationParticleOption>.vibration(destination: Entity, ticks: Int, yOffset: Float = 0.0f): ParticleBuilder<VibrationParticleOption>