Struct EntitySpawnInfo ​
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
Everything needs to bring an entity into the world: its keyvalues, the transform of whatever spawned it, the visibility layer its scene nodes belong to, and the scene those nodes go into - the map's, or the 3D skybox's, since both are spawn groups of one entity world.
public readonly record struct EntitySpawnInfo : IEquatable<EntitySpawnInfo>Implements ​
Constructors ​
EntitySpawnInfo(Entity, Matrix4x4, string?, Scene) ​
Everything needs to bring an entity into the world: its keyvalues, the transform of whatever spawned it, the visibility layer its scene nodes belong to, and the scene those nodes go into - the map's, or the 3D skybox's, since both are spawn groups of one entity world.
public EntitySpawnInfo(EntityLump.Entity Data, Matrix4x4 ParentTransform, string? LayerName, Scene Scene)Parameters ​
Data EntityLump.Entity
The entity's keyvalues, as authored in the map.
ParentTransform Matrix4x4
Transform of the spawner (a template, or identity for map entities).
LayerName string?
Visibility layer for this entity and every node it creates.
Scene Scene
The scene the entity's nodes render into.
Properties ​
Data ​
The entity's keyvalues, as authored in the map.
public EntityLump.Entity Data { get; init; }Property Value ​
LayerName ​
Visibility layer for this entity and every node it creates.
public string? LayerName { get; init; }Property Value ​
ParentTransform ​
Transform of the spawner (a template, or identity for map entities).
public Matrix4x4 ParentTransform { get; init; }Property Value ​
Scene ​
The scene the entity's nodes render into.
public Scene Scene { get; init; }
