Game/Entity/ScriptedEntity.cs
[AssetType( Name = "Sandbox Entity", Extension = "sent", Category = "Sandbox", Flags = AssetTypeFlags.NoEmbedding | AssetTypeFlags.IncludeThumbnails )]
public class ScriptedEntity : GameResource, IDefinitionResource
{
[Property]
public PrefabFile Prefab { get; set; }
[Property]
public string Title { get; set; }
[Property]
public string Description { get; set; }
/// <summary>
/// Used to group this entity under a named category in the spawn menu (e.g. "Chair", "Weapon", "Npc", "World").
/// Leave blank to place it under "Other".
/// </summary>
[Property]
public string Category { get; set; }
/// <summary>
/// If this entity uses code then you should enable this so the code is included when publishing.
/// </summary>
[Property]
public bool IncludeCode { get; set; }
/// <summary>
/// If true, this entity only appears in the spawn menu when running in the editor.
/// Use for test/debug entities that shouldn't ship to players.
/// </summary>
[Property]
public bool Developer { get; set; }
public override Bitmap RenderThumbnail( ThumbnailOptions options )
{
// No prefab - can't make a thumbnail
if ( Prefab is null ) return default;
var bitmap = new Bitmap( options.Width, options.Height );
bitmap.Clear( Color.Transparent );
SceneUtility.RenderGameObjectToBitmap( Prefab.GetScene(), bitmap );
return bitmap;
}
protected override Bitmap CreateAssetTypeIcon( int width, int height )
{
return CreateSimpleAssetTypeIcon( "📦", width, height, "#f54248" );
}
public override void ConfigurePublishing( ResourcePublishContext context )
{
if ( Prefab is null )
{
context.SetPublishingDisabled( "Invalid: missing a prefab" );
return;
}
context.IncludeCode = IncludeCode;
}
}