PlaceholderAttribute |
Add placeholder text, typically displayed for string properties when the text entry field is empty.
This info can then be retrieved via DisplayInfo library.
|
ClassNameAttribute |
Set the class name for this type or member.
This info can then be retrieved via DisplayInfo library.
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TitleAttribute |
Sets the title or a "nice name" of a type or a type member.
This info can then be retrieved via DisplayInfo library.
|
DescriptionAttribute |
Sets the description of a type or a type member. This attribute is usually applied automatically by codegen based on the XML comment of the type or member.
This info can then be retrieved via DisplayInfo library.
|
CategoryAttribute |
Sets the category or the group of a type or a type member.
This info can then be retrieved via DisplayInfo library.
|
GroupAttribute |
Sets the category or the group of a type or a type member.
This info can then be retrieved via DisplayInfo library.
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ToggleGroupAttribute |
Very much like a GroupAttribute, except we're indicating that the group can be toggle on and off using the named property
|
IconAttribute |
Sets the icon of a type or a type member. Colors are expected in HTML formats, like "rgb(255,255,255)" or "#FFFFFF".
This info can then be retrieved via DisplayInfo library.
|
OrderAttribute |
Visual order of this member for UI purposes.
This info can then be retrieved via DisplayInfo library.
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TimeRangeAttribute |
For use with Curves, allows you to define a custom range for the time
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ValueRangeAttribute |
For use with Curves, allows you to define a custom range for the value
|
TagAttribute |
Adds a single or multiple tags for this type or member. Tags can then be retrieved via DisplayInfo library.
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AliasAttribute |
Alternate class name(s) for this type to the one specified via LibraryAttribute. This info can then be retrieved via DisplayInfo library.
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EditorAttribute |
Tell the tools or gameui property editor which editor we should be using for this property or type.
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SpawnableAttribute |
This entity is expected to be spawnable in-game, like from Sandbox's spawnmenu.
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HideInEditorAttribute |
Hide this in tools/editors.
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MinMaxAttribute |
Mark property as having a minimum and maximum value.
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EditorModelAttribute |
Declare a model to represent this entity in editor. This is a common attribute so it's leaked out of the Editor namespace.
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DefaultValueAttribute |
Sometimes with CodeGen we want reflection to be able to get the original initial value
of a property (which is set with {get;set;} = initialvalue;). For this reason sometimes
we'll drop this attribute on that property.
You might want to use this manually for instances where codegen can't define the default
value. This will usually happen for structs like vector and color.. if the default value isn't
defined as a number or string.
|
Sandbox.PureAttribute |
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Sandbox.ImpureAttribute |
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Sandbox.HasImplementationAttribute |
In ActionGraph, this type parameter can only be satisfied by a type <c>TArg</c>, such
that there exists at least one non-abstract type that extends / implements both
<c>TArg</c> and Sandbox.HasImplementationAttribute.BaseType.
|
Sandbox.ExpressionNodeAttribute |
|
Sandbox.ActionNodeAttribute |
|
Sandbox.SingleActionAttribute |
Force a delegate-type property to only have a single attached Action Graph.
|
Sandbox.ChangeAttribute |
This will invoke a method when the property changes. It can be used with any property but is especially useful
when combined with [Sync] or [ConVar].
<br /><br />
If no name is provided, we will try to call On[PropertyName]Changed. The callback should have 2 arguments - oldValue and newValue, both of the same type as the property itself.
|
Sandbox.WideModeAttribute |
Expand the value editor to fill the next line in the inspector, leaving the title above it
|
Sandbox.ReadOnlyAttribute |
Display this in the inspector - but don't let anyone edit it
|
Sandbox.TextAreaAttribute |
When applied to a string property, show a multi-line text box instead of a single line.
|
Sandbox.InputActionAttribute |
When applied to a string property, use an input action selector.
|
Sandbox.TargetTypeAttribute |
When applied to a Type property, allows you to specify a Type that the property's value must derive from.
|
Sandbox.FontNameAttribute |
When applied to a string property, uses a font name selector.
|
Sandbox.IconNameAttribute |
When applied to a string property, uses a Material Icon selector.
|
Sandbox.ColorUsageAttribute |
When applied to a Color property, allows you to specify whether the color should have an alpha channel and/or be in HDR.
|
Sandbox.FeatureAttribute |
Sets the category or the group of a type or a type member.
This info can then be retrieved via DisplayInfo library.
|
Sandbox.TintAttribute |
|
Sandbox.FeatureEnabledAttribute |
Mark a boolean property as a feature toggle
|
Sandbox.HeaderAttribute |
Add a header above this property
|
Sandbox.SpaceAttribute |
Add a space above this property
|
Sandbox.HelpUrlAttribute |
Add a link to some documentation for this component, or <see langword="property" /> |
Sandbox.EventAttribute |
A generic event listener. You are probably looking for Sandbox.Event.* attributes.
|
Sandbox.SkipHotloadAttribute |
Skip processing a specific field, or any fields in a type marked by this attribute. Field
processing will still occur if a type marked by this attribute was defined in a swapped assembly.
|
Sandbox.SuppressNullKeyWarningAttribute |
When applied to a member with System.Collections.Generic.Dictionary`2 or System.Collections.Generic.HashSet`1 type,
don't warn if the key of an item becomes null during a hotload because a type is removed. You should
only use this attribute if you're sure that it's safe to quietly remove entries.
|
Sandbox.SupportsILHotloadAttribute |
|
Sandbox.MethodBodyChangeAttribute |
|
Sandbox.PropertyAccessorBodyChangeAttribute |
|
Sandbox.InputAttribute |
Makes this method available as a Map Logic Input, for use in the Hammer Editor. This is only applicable to entities.
|
Sandbox.ButtonAttribute |
When added to a method - the inspector will show a button for it.
|
Sandbox.RequireComponentAttribute |
When added to a property on a Component, we'll try to make that component value non null.
We will first look on the GameObject for the component type. If it's not found, we'll create one.
|
Sandbox.JsonUpgraderAttribute |
An attribute that describes a version update for a JSON object.
|
Sandbox.LibraryAttribute |
|
Sandbox.MethodArgumentsAttribute |
Specify the types of arguments a method should have. Typically used with event attributes to throw an exception
if an event attribute is added to a method with incorrect arguments.
|
Sandbox.PropertyAttribute |
|
Sandbox.KeyPropertyAttribute |
Mark this property as the key property - which means that it can represent the whole object in a single line, while
usually offering an advanced mode to view the entire object.
|
Sandbox.InlineEditorAttribute |
Tell the editor to try to display inline editing for this property, rather than hiding it behind a popup etc.
|
Sandbox.RangeAttribute |
Mark this property as a ranged float/int. In inspector we'll be able to create a slider
instead of a text entry.
TODO: Replace this with the System.ComponentModel.DataAnnotations.Range one - move step and clamped to their own attributes
|
Sandbox.SelectionBaseAttribute |
Apply this attribute to a component class to mark its GameObject as a selection base for Scene View picking.
For example, if you click on a child object within a Prefab, the root of the Prefab is selected by default.
With the SelectionBase attribute, you can designate a specific component (and its GameObject) to be treated as a selection base,
ensuring it is picked when clicking in the Scene View.
|
Sandbox.StringLiteralOnlyAttribute |
Ask codegen to shit itself if the parameter isn't passed in as a string literal
|
Sandbox.HideAttribute |
Hide this in tools/editors.
|
Sandbox.CodeGeneratorAttribute |
An attribute that can be added to a custom System.Attribute class for special code generation behavior.
They'll then be applied to methods and properties when they are decorated with <i>that</i> attribute.
|
Sandbox.ConCmdAttribute |
|
Sandbox.ConVarAttribute |
Console variable
|
Sandbox.CustomEditorAttribute |
|
Sandbox.InspectorVisibilityAttribute |
Hide a property if a condition matches.
|
Sandbox.UI.CascadingParameterAttribute |
A panel's property will be inherited from its parent.
|
Sandbox.UI.StyleSheetAttribute |
Will automatically apply the named stylesheet to the Panel.
|
Sandbox.Internal.ClassFileLocationAttribute |
Automatically added to codegenerated classes to let them determine their location
This helps when looking for resources relative to them, like style sheets.
Replaced in Sept 2023 by SourceLocationAttribute, which is added to classes and members.
|
Sandbox.Internal.SourceLocationAttribute |
Automatically added to classes and their members to let them determine their location
This helps when looking for resources relative to them, like style sheets.
|
ConditionalVisibilityAttribute |
Hide a property if a condition matches.
|
HideIfAttribute |
Hide this property if a given property within the same class has the given value. Used typically in the Editor Inspector.
|
ShowIfAttribute |
Show this property if a given property within the same class has the given value. Used typically in the Editor Inspector.
|
Editor.MetaDataAttribute |
Base attribute which allows adding FGD metadata to classes.
|
Editor.FieldMetaDataAttribute |
Base attribute which allows adding metadata to properties.
|
Editor.HidePropertyAttribute |
A way to hide properties from parent classes in tools.
|
Editor.EnableColorAlphaAttribute |
If used on a Color or Color32 property, enables alpha modification in editors.
|
Sandbox.AutoGenerateAttribute |
Indicates that this type should generate meta data. Tagging your asset with this will
mean that the .asset file is automatically generated - which means you don't have to do that.
|
Sandbox.FGDTypeAttribute |
Overrides the auto generated FGD type.
|
Sandbox.ResourceTypeAttribute |
Allows you to specify a string property as a resource type. This will
give the property a resource finder. Type should be the file extension, ie "vmdl"
|
Sandbox.BitFlagsAttribute |
This choices type is bitflags, so we should be able to choose more than one option at a time.
|
Sandbox.AssetPathAttribute |
When added to a string property, will becomes a selector for AssetTypeExtension
|
Sandbox.ImageAssetPathAttribute |
When added to a string property, will become an image string selector
|
Sandbox.FilePathAttribute |
When added to a string property, will become a file picker for the given extension (or all by default)
|
Sandbox.TextureImagePathAttribute |
When added to a string property, will allow selection of anything that a Texture can be
|
Sandbox.MapAssetPathAttribute |
When added to a string property, will become a map string selector
|
Sandbox.GameResourceAttribute |
Should be applied to a class that inherits from Sandbox.GameResource.
Makes the class able to be stored as an asset on disk.
|
Sandbox.ModelEditor.GameDataAttribute |
Indicates that this class/struct should be available as GenericGameData node in ModelDoc
|
Sandbox.ModelEditor.AxisAttribute |
Draws 3 line axis visualization, which can set up to be manipulated via gizmos. You can have multiple of these.
|
Sandbox.ModelEditor.BoxAttribute |
Draws a box, which can be manipulated via gizmos. You can have multiple of these.
|
Sandbox.ModelEditor.SphereAttribute |
Draws a sphere, which can be manipulated via gizmos. You can have multiple of these.
|
Sandbox.ModelEditor.CapsuleAttribute |
Draws a capsule, which can be manipulated via gizmos. You can have multiple of these.
|
Sandbox.ModelEditor.CylinderAttribute |
Draws a cylinder, which can be manipulated via gizmos. You can have multiple of these.
|
Sandbox.ModelEditor.HingeJointAttribute |
A helper that draws axis of rotation and angle limit of a hinge joint.
|
Sandbox.ModelEditor.EditorWidgetAttribute |
Adds a custom editor widget to the game data node.
Currently only 1 option is available - "HandPosePairEditor"
|
Sandbox.ModelEditor.HandPoseAttribute |
A helper used for VR hand purposes.
|
Sandbox.ModelEditor.LineAttribute |
|
Sandbox.ModelEditor.ScaleBoneRelativeAttribute |
Scales the vector with the "ScaleAndMirror" node, relative to associated bone.
|
Sandbox.ModelEditor.ScaleWorldAttribute |
Scales the vector with the "ScaleAndMirror" node.
|
Sandbox.ModelEditor.Internal.BaseModelDocAttribute |
|
Sandbox.ModelEditor.Internal.BaseTransformAttribute |
|
Sandbox.Audio.AudioDistanceFloatAttribute |
|
Microsoft.AspNetCore.Components.ParameterAttribute |
Signifies a parameter attribute
|
Microsoft.AspNetCore.Components.EventHandlerAttribute |
|
Microsoft.AspNetCore.Components.EditorRequiredAttribute |
Specifies that the component parameter is required to be provided by the user when authoring it in the editor.
<para>
If a value for this parameter is not provided, editors or build tools may provide warnings indicating the user to
specify a value. This attribute is only valid on properties marked with Microsoft.AspNetCore.Components.ParameterAttribute.
</para> |
Microsoft.AspNetCore.Components.RouteAttribute |
|
Sandbox.EditorHandleAttribute |
When applied to a component, the editor will draw a selectable handle sprite for the gameobject in scene
|
Sandbox.MakeDirtyAttribute |
|
Sandbox.HostSyncAttribute |
Automatically synchronize a property of a networked object from the host to other clients.
Obsolete: 11/12/2024
|
Sandbox.RpcAttribute |
Marks a method as being an RPC. This means that it can be called over the network.
|
Sandbox.BroadcastAttribute |
Marks a method as being an RPC that when invoked will be called for all connected clients including the host.
The state of the object the RPC is called on will be up-to-date including its Sandbox.GameTransform and any
properties with the Sandbox.SyncAttribute or Sandbox.HostSyncAttribute attributes by the time the method
is called on remote clients. The only except is any synchronized properties marked with Sandbox.SyncAttribute.Query which
will generally only be received every network tick.
|
Sandbox.AuthorityAttribute |
Marks a method as being an RPC specifically targeted to the owner of the Sandbox.GameObject, or the host
if the Sandbox.GameObject doesn't have an owner.
<br /><br />
The state of the object the RPC is called on will be up-to-date including its Sandbox.GameTransform and any
properties with the Sandbox.SyncAttribute or Sandbox.HostSyncAttribute attributes by the time the method
is called on remote clients. The only except is any synchronized properties marked with Sandbox.SyncAttribute.Query which
will generally only be received every network tick.
|
Sandbox.SyncAttribute |
Automatically synchronize a property of a networked object from the owner to other clients.
|
Sandbox.UI.PanelEventAttribute |
Add an event listener to a Sandbox.UI.Panel event with the given name.<br />
See Sandbox.UI.Panel.CreateEvent(System.String,System.Object,System.Nullable{System.Single}).
|
Editor.EditorForAssetTypeAttribute |
Used in conjunction with IAssetEditor to declare a window that can edit an asset type
|
Editor.DockAttribute |
|
Editor.EditorAppAttribute |
|
Editor.MenuAttribute |
|
Editor.ShortcutAttribute |
|
Editor.StackLineHandlerAttribute |
Marks a method as a custom handler for stack trace lines matching a certain pattern.
The method must take in a System.Text.RegularExpressions.Match parameter, and return
a Editor.StackRow (or null).
|
Editor.AssetPreviewAttribute |
|
Editor.CanEditAttribute |
|
Editor.InspectorAttribute |
|
Editor.MapEditor.CanDropAttribute |
|
Editor.AssetPickerAttribute |
|
Editor.DropObjectAttribute |
|
Editor.EditorToolAttribute |
|
Editor.WidgetGalleryAttribute |
When used on a static method, this method will be called to create an example of this panel for the "Widget Gallery" window.
This method should create and return a Editor.Widget that serves as an example usage of the Widget class the method is defined in.
You can use [Title], [Icon], etc on this method as well.
|