Revision Difference
Linking_Entities_to_Hammer#549543
<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 asset.party](CreatingProjects#updatingprojects), 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()
{
// ...
}
}
```
⤶
To get the activator of an input, your method should include a parameter of type `Entity` named "activator" as shown below:⤶
⤶
```csharp⤶
[Input]⤶
public void AnotherSomething( Entity activator )⤶
{⤶
// ...⤶
}⤶
```⤶
# 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" )]
```