Files
sbox-public/engine/Sandbox.System/Attributes/ChangeAttribute.cs
Garry Newman ca96c2a945 Make Inventory, BaseWeapon, AmmoResource, Screenshake first party (#5245)
https://sbox.game/dev/doc/gameplay/inventory-weapons/

Added

InventoryComponent - a slot based inventory, hotbar or shared bucket slots, with a starting loadout
BaseInventoryItem - base class for inventory items, with hooks to veto switching, holstering and dropping
BaseWeapon - a GMod style base weapon - fire modes, magazines and reserve ammo, reloading, dry fire, ballistics, spread, crosshair and HUD
BaseWeaponModel - view/world model base with muzzle flash, brass ejection, tracers and animation hooks
Ammo types are resources (.ammo) - weapons share reserve pools by type, clamped to a max reserve
BaseWeapon.ShootBullets / ShootBullet - bullet tracing with damage, impulse and hitbox tags
Weapon hold types editor
Animgraph enum parameters can be set by option name - Renderer.Set( "holdtype", "pistol" )
NpcUsage on BaseWeapon - engagement range and burst behaviour so NPCs can use any weapon
ICameraModifier - cameras compose their view through an ordered modifier chain, read the result from CameraComponent.View
CameraEffectSystem - screen shake, directional punches and tilts, with world epicenter falloff - camera.AddShake / AddPunch / AddTilt
EnvShake component - shakes the view, rumbles controllers, kicks physics
TracerEffect - an animated tracer line, ITargetedEffect for effects that fly at a target
SceneAnchor - a world position that can follow an object or bone
SkinnedModelRenderer.GetClosestBone( worldPosition )
Vector3.WithAimCone can take a custom Random for reproducible spread
Improve/Fix

PlayerController searches parents for IPressable when pressing
PlayerController camera runs through the modifier chain - IEvents.PostCameraSetup is obsolete
SoundPlayer preview uses shortcuts - Space toggles playback, Ctrl+Space restarts
Fixed Radius( 0 ) traces missing everything
Fixed NRE in AssetPreviewWidget
Removed

Removed CameraComponent.ISceneCameraSetup (obsolete since October, nothing uses)
2026-07-04 12:46:59 +01:00

24 lines
919 B
C#

namespace Sandbox
{
/// <summary>
/// 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.
/// </summary>
[AttributeUsage( AttributeTargets.Property )]
[CodeGenerator( CodeGeneratorFlags.Instance | CodeGeneratorFlags.Static | CodeGeneratorFlags.WrapPropertySet, "Sandbox.ChangeCallback.OnPropertySet", 10 )]
public class ChangeAttribute : Attribute
{
/// <summary>
/// Name of the method to call on change. If no name is provided, we will try to call On[PropertyName]Changed.
/// </summary>
public string Name { get; set; }
public ChangeAttribute( string name = null )
{
Name = name;
}
}
}