API ReferenceSandbox.Clutter

ClutterEntryclass

Represents a single weighted entry in a `Sandbox.Clutter.ClutterDefinition`. Contains either a Prefab or Model reference along with spawn parameters.

objectClutterEntry
Namespace
Sandbox.Clutter
Assembly
Sandbox.Engine
Declaration
public class Sandbox.Clutter.ClutterEntry

Constructors1

Showing 1 constructors

Properties8

Showing 8 properties

public string Sandbox.Clutter.ClutterEntry.AssetName { get; set; }PUBLICGETSET

Returns the primary asset reference as a string for debugging.

Returns:string

public bool Sandbox.Clutter.ClutterEntry.CastShadows { get; set; }PUBLICGETSET

Whether instances of this entry cast shadows.

Returns:bool

public bool Sandbox.Clutter.ClutterEntry.EnablePhysics { get; set; }PUBLICGETSET

Whether instances of this entry get a physics collision body. Only affects model-based entries - prefab entries bring their own physics via their own components.

Returns:bool

public bool Sandbox.Clutter.ClutterEntry.HasAsset { get; set; }PUBLICGETSET

Returns whether this entry has a valid asset to spawn.

Returns:bool

public float Sandbox.Clutter.ClutterEntry.LocalScale { get; set; }PUBLICGETSET

Uniform scale multiplier applied on top of whatever scale the scatterer picks per instance.

Returns:float

public Sandbox.Model Sandbox.Clutter.ClutterEntry.Model { get; set; }PUBLICGETSET

Model to spawn as a static prop. Only used if `Sandbox.Clutter.ClutterEntry.Prefab` is null.

Returns:Model

public Sandbox.GameObject Sandbox.Clutter.ClutterEntry.Prefab { get; set; }PUBLICGETSET

Prefab to spawn. If set, this takes priority over `Sandbox.Clutter.ClutterEntry.Model`.

Returns:GameObject

public float Sandbox.Clutter.ClutterEntry.Weight { get; set; }PUBLICGETSET

Relative weight for random selection. Higher values = more likely to be chosen.

Returns:float

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