## **part_system_automatic_update**
**设置粒子系统中的粒子是否会自动更新。**
#### **语法:**
part_system_automatic_update(ind, automatic);
|参数| 描述|
| --- | --- |
|ind| 需要修改的粒子系统ID.|
automatic| 是否需要自动更新(true)或者(false).|
**返回:** N/A
#### **描述**
这个功能控制GameMaker Studio 2是否自动更新粒子系统,通常情况下,你不需要使用这个函数(默认值是会自动更新的),这也是你所需要的。但是,对于特殊效果或暂停游戏,您可以将其设置为false,这将防止给定的粒子系统进行任何更新,除非使用函数part_system_update明确刷新命令,否则您将再次使用该函数来开启自动更新。没有更新意味着在这个系统中创建的粒子将不再改变位置、颜色或任何其他参数,而且发射器也将停止工作,“冻结”系统在自动更新被设置为false的精确点上。
有一件事要注意的是,如果你正在使用由函数effect_create_above或effect_create_below创建的简单效果,那么你可以使用值0(对于above效果)或1(对于below效果)作为粒子系统索引,以此来切换自动更新(这也将工作切换DnD™粒子效果的更新)。
#### **举例:**
~~~
if global.Pause
{
part_system_automatic_update(global.Sname, false);
}
~~~
如果全局变量“Paused”为真,上面的代码将关闭粒子更新。
- 简言
- 额外接口
- asset_get_index
- asset_get_type
- 粒子(PARTICLE)
- 简单粒子系统
- effect_create_below
- effect_create_above
- effect_clear
- ef_all
- 粒子系统
- 粒子系统的创建
- part_system_exists
- part_system_create
- part_system_create_layer
- part_system_get_layer
- part_system_layer
- part_system_clear
- part_system_depth
- part_system_position
- part_system_destroy
- part_particles_clear
- part_particles_count
- 系统绘图
- part_system_automatic_update
- part_system_automatic_draw
- part_system_update
- part_system_drawit
- part_system_draw_order
- 直接创建粒子
- part_particles_create
- part_particles_create_colour
- 粒子类型
- part_type_exists
- part_type_create
- part_type_destroy
- part_type_clear
- part_type_shape
- part_type_sprite
- part_type_size
- part_type_scale
- part_type_speed
- part_type_direction
- part_type_gravity
- part_type_orientation
- part_type_colour_mix
- part_type_colour_rgb
- part_type_colour_hsv
- part_type_colour1
- part_type_colour2
- part_type_colour3
- part_type_alpha1
- part_type_alpha2
- part_type_alpha3
- part_type_blend
- part_type_life
- part_type_step
- part_type_death
- 粒子发射器
- part_emitter_exists
- part_emitter_create
- part_emitter_clear
- part_emitter_region
- part_emitter_burst
- part_emitter_stream
- part_emitter_destroy
- part_emitter_destroy_all
- 数组(array)
- 数据结构(Data structures)
- 心得分享
- ds_exists
- ds_set_precision
- 网格(grid)
- ds_grid_create
- ds_grid_destroy
- ds_grid_width
- ds_grid_height
- ds_grid_resize
- ds_grid_clear
- ds_grid_set
- ds_grid_set_disk
- ds_grid_set_grid_region
- ds_grid_set_region
- ds_grid_shuffle
- ds_grid_sort
- ds_grid_get
- ds_grid_get_max
- ds_grid_get_mean
- ds_grid_get_min
- ds_grid_get_sum
- ds_grid_get_disk_max
- ds_grid_get_disk_mean
- ds_grid_get_disk_min
- ds_grid_get_disk_sum
- ds_grid_add
- ds_grid_add_region
- ds_grid_add_disk
- ds_grid_add_grid_region
- ds_grid_multiply
- ds_grid_multiply_disk
- ds_grid_multiply_region
- ds_grid_multiply_grid_region
- ds_grid_value_exists
- ds_grid_value_disk_exists
- ds_grid_value_x
- ds_grid_value_y
- ds_grid_value_disk_x
- ds_grid_value_disk_y
- ds_grid_copy
- ds_grid_read
- ds_grid_write
- 列表(list)
- 映射(map)
- 队列(Queues)
- 优先队列(Priority Queues)
- 堆栈(stack)