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Linking_Entities_to_Hammer#548526

<cat>Code.Entity</cat> <title>Map Placeable Entities</title> <upload src="a5727/8da57932ba181af.png" size="414975" name="image.png" /> Entities can be placed through the Entity Tool, as with everything else in s&box they are automatically hotloaded within your game and Hammer. If your game is [published on s&works](CreatingAddons) people can place entities for your game without even needing to download it. If your game is [published on asset.party](CreatingAddons), people can place entities for your game after downloading all contents of your game in Hammer (models, materials and particles) # Creating an entity Creating entities that can be placed in Hammer is as simple as marking them with `[HammerEntity]`. ```csharp using Sandbox; using Editor; /// <summary> /// This entity defines the spawn point of the player in first person shooter gamemodes. /// </summary> [Library( "info_player_start" ), HammerEntity] [Title( "Player Spawnpoint" ), Category( "Player" ), Icon( "place" )] public class SpawnPoint : Entity { } ``` # Properties <upload src="a5727/8d92f36d98ce869.png" size="11599" name="image.png" /> Any property in your class can be exposed to Hammer using the `[Property]` attribute. ```csharp public partial class MyEntity : Entity { /// <summary> /// Help text in hammer /// </summary> [Property( Title = "Start Disabled" ) ] public bool StartDisabled { get; set; } = false; } ``` # 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. 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 `Output.Fire(sender)` like this: ```csharp protected Output OnEndTouch { get; set; } public virtual void OnTouchEnd( Entity toucher ) { OnEndTouch.Fire( toucher ); } ``` # Hammer Attributes All of these are optional attributes that can be added to your class to change its behavior and appearance in Hammer. This is not an exhaustive list, and a more complete list can be found [here](https://asset.party/api/Editor) ## [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" )] ``` ## [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" )] ```