Class PlayerInteractEvent

All Implemented Interfaces:

public class PlayerInteractEvent extends PlayerEvent implements Cancellable
Represents an event that is called when a player interacts with an object or air, potentially fired once for each hand. The hand can be determined using getHand().

This event will fire as cancelled if the vanilla behavior is to do nothing (e.g interacting with air). For the purpose of avoiding doubt, this means that the event will only be in the cancelled state if it is fired as a result of some prediction made by the server where no subsequent code will run, rather than when the subsequent interaction activity (e.g. placing a block in an illegal position (BlockCanBuildEvent) will fail.

  • Field Details

    • item

      protected ItemStack item
    • action

      protected Action action
    • blockClicked

      protected Block blockClicked
    • blockFace

      protected BlockFace blockFace
  • Constructor Details

  • Method Details

    • getAction

      @NotNull public @NotNull Action getAction()
      Returns the action type
      Action returns the type of interaction
    • isCancelled

      @Deprecated public boolean isCancelled()
      This event has two possible cancellation states, one for useInteractedBlock() and one for useItemInHand(). It is possible a call might have the former false, but the latter true, eg in the case of using a firework whilst gliding. Callers should check the relevant methods individually.
      Gets the cancellation state of this event. Set to true if you want to prevent buckets from placing water and so forth
      Specified by:
      isCancelled in interface Cancellable
      boolean cancellation state
    • setCancelled

      public void setCancelled(boolean cancel)
      Sets the cancellation state of this event. A canceled event will not be executed in the server, but will still pass to other plugins

      Canceling this event will prevent use of food (player won't lose the food item), prevent bows/snowballs/eggs from firing, etc. (player won't lose the ammo)

      Specified by:
      setCancelled in interface Cancellable
      cancel - true if you wish to cancel this event
    • getItem

      @Nullable public @Nullable ItemStack getItem()
      Returns the item in hand represented by this event
      ItemStack the item used
    • getMaterial

      @NotNull public @NotNull Material getMaterial()
      Convenience method. Returns the material of the item represented by this event
      Material the material of the item used
    • hasBlock

      public boolean hasBlock()
      Check if this event involved a block
      boolean true if it did
    • hasItem

      public boolean hasItem()
      Check if this event involved an item
      boolean true if it did
    • isBlockInHand

      public boolean isBlockInHand()
      Convenience method to inform the user whether this was a block placement event.
      boolean true if the item in hand was a block
    • getClickedBlock

      @Nullable public @Nullable Block getClickedBlock()
      Returns the clicked block
      Block returns the block clicked with this item.
    • getBlockFace

      @NotNull public @NotNull BlockFace getBlockFace()
      Returns the face of the block that was clicked
      BlockFace returns the face of the block that was clicked
    • useInteractedBlock

      @NotNull public @NotNull Event.Result useInteractedBlock()
      This controls the action to take with the block (if any) that was clicked on. This event gets processed for all blocks, but most don't have a default action
      the action to take with the interacted block
    • setUseInteractedBlock

      public void setUseInteractedBlock(@NotNull @NotNull Event.Result useInteractedBlock)
      useInteractedBlock - the action to take with the interacted block
    • useItemInHand

      @NotNull public @NotNull Event.Result useItemInHand()
      This controls the action to take with the item the player is holding. This includes both blocks and items (such as flint and steel or records). When this is set to default, it will be allowed if no action is taken on the interacted block.
      the action to take with the item in hand
    • setUseItemInHand

      public void setUseItemInHand(@NotNull @NotNull Event.Result useItemInHand)
      useItemInHand - the action to take with the item in hand
    • getHand

      @Nullable public @Nullable EquipmentSlot getHand()
      The hand used to perform this interaction. May be null in the case of Action.PHYSICAL.
      the hand used to interact. May be null.
    • getInteractionPoint

      @Nullable public @Nullable Location getInteractionPoint()
      The exact point at which the interaction occurred. May be null.
      the exact interaction point. May be null.
    • getHandlers

      @NotNull public @NotNull HandlerList getHandlers()
      Specified by:
      getHandlers in class Event
    • getHandlerList

      @NotNull public static @NotNull HandlerList getHandlerList()