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Linking_Entities_to_Hammer#547062

<cat>Code.Game</cat> <title>Linking Entities to Hammer</title> Entities defined in your addon are imported through the Entity Tool. Entities are now loaded directly from the game assembly making [FGDs](https://developer.valvesoftware.com/wiki/FGD) obsolete. # Creating an entity To link your entity to Hammer you need to add a [Library] attribute to your class, this will define the entity class name. The description is automatically set from the summary code comment. You'll also need to use `[HammerEntity]` to register it in the Hammer Entity Tool. To link your entity to Hammer you need to add a `[Library]` attribute to your class, this will define the entity class name. The description is automatically set from the summary code comment. You'll also need to use `[HammerEntity]` to register it in the Hammer Entity Tool. A basic example: ```csharp /// <summary> /// This entity defines the spawn point of the player in first person shooter gamemodes. /// </summary> [HammerEntity] [Library( "info_player_start" )] [Display( Name = "Player Spawnpoint" ), Category( "Player" ), Icon( "place" )] public class SpawnPoint : Entity { } ``` <warning> As of [Pain Day III](https://github.com/Facepunch/sbox-issues/discussions/1846), Hammer entities became opt-in instead of automatically being added to the entity tool. Make sure to use the correct attribute: ```csharp [HammerEntity] ``` </warning> # Hammer Attributes All of these are optional attributes that can be added to your class to change the behaviour in Hammer. ## [Solid] Tells Hammer this entity is brush based. ```csharp [Solid] ``` ## [SupportsSolid] Tells Hammer this point entity can also be a brush entity, such as `ent_door` entity. ```csharp [SupportsSolid] ``` ## [EditorModel] Tells Hammer what model to use for the entity and is added to the class. ```csharp [EditorModel( "models/editor/playerstart.vmdl" )] ``` ## [EditorSprite] Tells Hammer what sprite to use for the entity and is added to the class. ```csharp [EditorSprite( "editor/info_target.vmat" )] ``` ## [Hammer.EntityTool] Appends this Entity to Hammer's Entity tool list like so: <upload src="a5727/8d92f33819330cb.png" size="4947" name="image.png" /> ```csharp [Hammer.EntityTool( "Player Spawnpoint", "Player", "Defines a point where the player can (re)spawn" )] ``` ## [Model] Makes it so the model, skin and bodygroups can be set and changed in Hammer. ```csharp [Model] ``` ## [AutoApplyMaterial] Automatically applies the supplied material to the tied brush. ```csharp [AutoApplyMaterial( "materials/tools/toolstrigger.vmat" )] ``` # Hammer Properties Any property in your class can be exposed to Hammer using the [Property] attribute</page>. Any property in your class can be exposed to Hammer using the `[Property]` attribute. An example of a property being defined: ```csharp public partial class MyEntity : Entity { /// <summary> /// Help text in hammer /// </summary> [Property( Title = "Start Disabled" ) ] public bool StartDisabled { get; set; } = false; } ``` Your entity properties will then show up in Hammer: <upload src="a5727/8d92f36d98ce869.png" size="11599" name="image.png" /> # Inputs Any method in your entity class can be exposed to Hammer as an input using the [Input] attribute - parameters you define are automatically handled. Any method in your entity class can be exposed to Hammer as an input using the `[Input]` attribute - parameters you define are automatically handled. An example of an input being defined: ```csharp public partial class MyEntity : Entity { /// <summary> /// Description of my input to be displayed in Hammer and in Visual Studio /// </summary> [Input] public void DoSomethingElse(string str) { } [Input( Name = "DoSomething" )] public void SomeInput() { } } ``` # Outputs Any output in your entity class is automatically exposed to Hammer as an output. An example of an output being defined: ```csharp public partial class MyEntity : Entity { /// <summary> /// Description of my output to be displayed in Hammer and in Visual Studio /// </summary> public Output OnSomethingHappened; } ``` # Firing Outputs You can fire your output using `Entity.FireOutput(name, sender)` like this: You can fire your output using `Output.Fire(sender)` like this: ```csharp protected Output OnEndTouch { get; set; } public virtual void OnTouchEnd( Entity toucher ) { OnEndTouch.Fire( toucher ); } ```