Uses of Enum Class
org.bukkit.block.structure.StructureRotation
Packages that use StructureRotation
Package
Description
Classes used to manipulate the voxels in a
world,
including special states.Generalized BlockData classes.
Classes relevant to structure blocks.
Classes related to creating or using
structures without creating Structure
blocks in the world.-
Uses of StructureRotation in org.bukkit.block
Methods in org.bukkit.block that return StructureRotationMethods in org.bukkit.block with parameters of type StructureRotationModifier and TypeMethodDescriptionvoidStructure.setRotation(StructureRotation rotation) Set how this structure is rotated. -
Uses of StructureRotation in org.bukkit.block.data
Methods in org.bukkit.block.data with parameters of type StructureRotationModifier and TypeMethodDescriptionvoidBlockData.rotate(StructureRotation rotation) Rotates this blockdata by the specifiedStructureRotation. -
Uses of StructureRotation in org.bukkit.block.structure
Subclasses with type arguments of type StructureRotation in org.bukkit.block.structureMethods in org.bukkit.block.structure that return StructureRotationModifier and TypeMethodDescriptionstatic StructureRotationReturns the enum constant of this class with the specified name.static StructureRotation[]StructureRotation.values()Returns an array containing the constants of this enum class, in the order they are declared. -
Uses of StructureRotation in org.bukkit.structure
Methods in org.bukkit.structure with parameters of type StructureRotationModifier and TypeMethodDescriptionvoidStructure.place(Location location, boolean includeEntities, StructureRotation structureRotation, Mirror mirror, int palette, float integrity, Random random) Place a structure in the world.voidStructure.place(Location location, boolean includeEntities, StructureRotation structureRotation, Mirror mirror, int palette, float integrity, Random random, Collection<BlockTransformer> blockTransformers, Collection<EntityTransformer> entityTransformers) Place a structure in the world.voidStructure.place(RegionAccessor regionAccessor, BlockVector location, boolean includeEntities, StructureRotation structureRotation, Mirror mirror, int palette, float integrity, Random random) Place a structure in the world.voidStructure.place(RegionAccessor regionAccessor, BlockVector location, boolean includeEntities, StructureRotation structureRotation, Mirror mirror, int palette, float integrity, Random random, Collection<BlockTransformer> blockTransformers, Collection<EntityTransformer> entityTransformers) Place a structure in the world.