Revision Difference
custom_modeldoc_nodes#548094
<cat>Model.Nodes</cat><title>Custom ModelDoc nodes</title>
⤶
You can make a custom ModelDoc node. This is useful for any gamemode-specific data you want to attach to specific models.
These nodes are defined in C# code, and the FGD for these is automatically generated for you.
⤶
This page describes how you can create custom ModelDoc nodes. This is useful for any gamemode-specific data you may want to attach to specific models.
⤶
There are currently 2 types of custom ModelDoc nodes you can create: Generic Game Data and Break Commands.
# Generic Game Data
⤶
Generic Game Data nodes are just that - a node that can carry arbitrary data on the model and then retrieved in code when needed.⤶
⤶
Here's the process for registering and using a custom game data node:⤶
1. Define a struct or class. Add the `ModelDoc.GameData` attribute.
```
/// <summary>
/// Spawn a particle when the model is used on an entity. Support for this depends on the entity.
/// </summary>
[ModelDoc.GameData( "particle", AllowMultiple = true )]
public class ModelParticle
{
[DisplayName( "Particle" ), ResourceType( "vpcf") ]
public string Name { get; set; }
[JsonPropertyName( "attachment_point" ), FGDType( "model_attachment" )]
public string AttachmentPoint { get; set; }
[JsonPropertyName( "attachment_type" )]
public ParticleAttachment AttachmentType { get; set; } = ParticleAttachment.AttachmentFollow;
[JsonPropertyName( "attachment_offset" )]
public Vector3 AttachmentOffset { get; set; }
}
```
2. Let the gamemode (re)compile. This will make the new nodes appear in ModelDoc.
3. Assign the node in ModelDoc to the `GameDataList` parent node, or use the node wizard if the node is not present. If you wish to know more, you can read <page text="this guide on importing a model">Importing_a_new_model</page>.
<upload src="70c/8dac70f747e77f7.png" size="12354" name="image.png" />
4. Compile the model.
5. Now you can use this data in code like so.
```
// Get the custom data on the a model. Will return null if it not present on the model
ModelParticle[] modelParticles = Model.GetData<ModelParticle[]>();
// Or like so
if ( Model.TryGetData( out ModelParticle[] modelParticles )
{
// Data exists on this model, use it..
}
```
# Break Commands
Break commands are a more specific alternative to GenericGameData which allows code to be ran when an entity with a model that has a given node breaks via the [Breakables](https://asset.party/api/Sandbox.Breakables) class, such as doors, physics props and others.
They work identically to GenericGameData but the class markup looks a little different:
```
/// <summary>
/// Spawn a particle system when this model breaks.
/// </summary>
[Library( "break_create_particle" )]
public class ModelBreakParticle : IModelBreakCommand
{
/// <summary>
/// The particle to spawn when the model breaks.
/// </summary>
[JsonPropertyName( "name" ), ResourceType( "vpcf" )]
public string Particle { get; set; }
// ...
public void OnBreak( Sandbox.Breakables.Result res )
{
if ( !(res.Source is ModelEntity ent) ) return;
var part = Particles.Create( Particle, ent.Position );
// ...
}
}
```
The `OnBreak` callback will be called automatically when an entity breaks and has a model with (in this case) `break_create_particle` break command.
# Other things you can do with this
There are multiple attributes that you can use in order to make your own custom designers/helpers:⤶
There are multiple attributes that you can use in order to make your own custom designers/helpers for your custom nodes:⤶
- `ModelDoc.Axis`
- `ModelDoc.Box`
- `ModelDoc.Sphere`
- `ModelDoc.Capsule`
- `ModelDoc.Cylinder`
- `ModelDoc.Line`
- `ModelDoc.HandPose`
- `ModelDoc.EditorWidget`