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Custom_Asset_Types#545862

<cat>Code.Misc</cat> <title>Custom Asset Types</title> 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" ), AutoGenerate] public partial class Clothing : Asset { [Property] public string Title { get; set; } [Property, ResourceType( "vmdl" )] public string Model { get; set; } // ... } ``` * `[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 `[Property]` ## Using the inspector <note>If your Property isn't supported by `[AutoGenerate]`, use `[Property(FGDType = "insert_type_here")]` until it is supported.</note> ## Using the inspector Now that you have everything set up, you can use the inspector tool to edit your first weapon. 1. Click the "Inspector" icon in the asset browser. <upload src="44a6e/8d941a81d2276f1.png" size="36799" name="image.png" /> 2. Pick your asset type. <upload src="44a6e/8d941a921ee5812.png" size="15315" name="image.png" /> 3. Set up your weapon however you want. <upload src="44a6e/8d941a8a3d0efee.png" size="9916" name="image.png" /> 4. Save your asset into your addon's config directory - call it "MyWeapon.weapon" ## Accessing assets All assets are loaded when you first start the game, there are several ways you can access them: ### FromPath When assets are loaded they are stored in a dictionary with their path, you can access these with `Resource.FromPath<T>`. ``` // Property allows for hot-loading public Clothing Clothing { get; set; } // ... // Load the weapon data from a path Clothing = Resource.FromPath<Clothing>( "config/tshirt.clothing" ); ``` ### PostLoad When assets are loaded they call their PostLoad method, you can use this to store a list of your assets for later use. ```csharp public partial class Clothing : Asset { // Access these statically with Clothing.All public static IReadOnlyList<Clothing> All => _all; internal static List<Clothing> _all = new(); protected override void PostLoad() { base.PostLoad(); if ( !_all.Contains( this ) ) _all.Add( this ); } } ```

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