Class AmbientEffectEntity
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
A model that plays an ambient effect for as long as it exists: Dota's buildings, towers, trees and fountains (ambientfx), and Artifact's board attachments (ambienteffect).
public sealed class AmbientEffectEntity : BaseModelEntityInheritance
object ← BaseEntity ← BaseModelEntity ← AmbientEffectEntity
Inherited Members
BaseModelEntity.Solid, BaseModelEntity.ModelNode, BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.LayerName, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.ParentTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.AngleMod(float)
Remarks
Only the ambient effect is played. The ones these entities name for being damaged or destroyed need game events the viewer does not have.
Constructors
AmbientEffectEntity(EntitySystem, EntitySpawnInfo)
Initializes the entity from its keyvalues.
public AmbientEffectEntity(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
BuildsCollider
Gets whether the model's physics becomes a . Its hulls are drawn either way. Read while the entity is constructed, so an override must not depend on its own state.
protected override bool BuildsCollider { get; }Property Value
Effect
Gets the ambient effect, or null when the entity names none.
public ParticleSceneNode? Effect { get; }Property Value
Methods
Spawn()
Sets up the entity: loads its model, reads class-specific keyvalues, and schedules its first think. Called by right after construction, before the entity enters the world.
public override void Spawn()
