Custom Asset Types
Custom assets are things you can define yourself. They give you a nice inspector window and they're hotloaded in-game, which means you can whip things up pretty quickly if you're using them.
You can find plenty of examples of assets throughout s&box, here's a snippet from the clothing asset:
[Library( "clothing" )]specifies the file extension our assets use will be .clothing
- Because we specified
[AutoGenerate]on our asset class a .asset file will automatically generate for us.
- Properties that should be editable via the inspector in your asset should be marked with
[FGDType( "insert_type_here" )]until it is supported.
Now that you have everything set up, you can use the inspector tool to edit your first weapon.
- Click the "Inspector" icon in the asset browser.
- Pick your asset type.
- Set up your weapon however you want.
- Save your asset into your addon's config directory - call it "MyWeapon.weapon"
All assets are loaded when you first start the game, there are several ways you can access them:
When assets are loaded they are stored in a dictionary with their path, you can access these with
When assets are loaded they call their PostLoad method, you can use this to store a list of your assets for later use.