net.minecraft.pathfinding

## Class PathNavigate

- java.lang.Object
- - net.minecraft.pathfinding.PathNavigate

-     public class PathNavigate
      extends Object

- - ### Constructor Summary

    Constructors
    Constructor and Description
    `PathNavigate(EntityLiving par1EntityLiving, World par2World, float par3)`

  - ### Method Summary

    Methods
    Modifier and Type | Method and Description
    --- | ---
    `void` | `clearPathEntity()` sets active PathEntity to null
    `boolean` | `getAvoidsWater()`
    `boolean` | `getCanBreakDoors()` Returns true if the entity can break doors, false otherwise
    `PathEntity` | `getPath()` gets the actively used PathEntity
    `PathEntity` | `getPathToEntityLiving(EntityLiving par1EntityLiving)` Returns the path to the given EntityLiving
    `PathEntity` | `getPathToXYZ(double par1, double par3, double par5)` Returns the path to the given coordinates
    `boolean` | `noPath()` If null path or reached the end
    `void` | `onUpdateNavigation()`
    `void` | `setAvoidSun(boolean par1)` Sets if the path should avoid sunlight
    `void` | `setAvoidsWater(boolean par1)`
    `void` | `setBreakDoors(boolean par1)`
    `void` | `setCanSwim(boolean par1)` Sets if the entity can swim
    `void` | `setEnterDoors(boolean par1)` Sets if the entity can enter open doors
    `boolean` | `setPath(PathEntity par1PathEntity, float par2)` sets the active path data if path is 100% unique compared to old path, checks to adjust path for sun avoiding ents and stores end coords
    `void` | `setSpeed(float par1)` Sets the speed
    `boolean` | `tryMoveToEntityLiving(EntityLiving par1EntityLiving, float par2)` Try to find and set a path to EntityLiving.
    `boolean` | `tryMoveToXYZ(double par1, double par3, double par5, float par7)` Try to find and set a path to XYZ.

    - ### Methods inherited from class java.lang.Object

      `equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait`

- - ### Constructor Detail

    - #### PathNavigate

          public PathNavigate(EntityLiving par1EntityLiving,
                      World par2World,
                      float par3)

  - ### Method Detail

    - #### setAvoidsWater

          public void setAvoidsWater(boolean par1)

    - #### getAvoidsWater

          public boolean getAvoidsWater()

    - #### setBreakDoors

          public void setBreakDoors(boolean par1)

    - #### setEnterDoors

          public void setEnterDoors(boolean par1)

      Sets if the entity can enter open doors

    - #### getCanBreakDoors

          public boolean getCanBreakDoors()

      Returns true if the entity can break doors, false otherwise

    - #### setAvoidSun

          public void setAvoidSun(boolean par1)

      Sets if the path should avoid sunlight

    - #### setSpeed

          public void setSpeed(float par1)

      Sets the speed

    - #### setCanSwim

          public void setCanSwim(boolean par1)

      Sets if the entity can swim

    - #### getPathToXYZ

          public PathEntity getPathToXYZ(double par1,
                                double par3,
                                double par5)

      Returns the path to the given coordinates

    - #### tryMoveToXYZ

          public boolean tryMoveToXYZ(double par1,
                             double par3,
                             double par5,
                             float par7)

      Try to find and set a path to XYZ. Returns true if successful.

    - #### getPathToEntityLiving

          public PathEntity getPathToEntityLiving(EntityLiving par1EntityLiving)

      Returns the path to the given EntityLiving

    - #### tryMoveToEntityLiving

          public boolean tryMoveToEntityLiving(EntityLiving par1EntityLiving,
                                      float par2)

      Try to find and set a path to EntityLiving. Returns true if successful.

    - #### setPath

          public boolean setPath(PathEntity par1PathEntity,
                        float par2)

      sets the active path data if path is 100% unique compared to old path, checks to adjust path for sun avoiding ents and stores end coords

    - #### getPath

          public PathEntity getPath()

      gets the actively used PathEntity

    - #### onUpdateNavigation

          public void onUpdateNavigation()

    - #### noPath

          public boolean noPath()

      If null path or reached the end

    - #### clearPathEntity

          public void clearPathEntity()

      sets active PathEntity to null