## **asset_get_type**
#### **描述**
使用这个函数,你可以从它的名字(一个字符串)中获得被引用的资产的类型。将返回一个下面列出的常量
#### **语法:**
asset_get_type(name);
| 参数 | 描述 |
| --- | --- |
| name | 获取类型的游戏资产的名称(字符串) |
**返回:**
常量
| 常量 | 描述 |
| --- | --- |
| asset_object | 给定的名称是一个对象 |
| asset_sprite | 给定的名称是一个精灵 |
| asset_sound | 给定的名称是一个声音 |
| asset_room | 给定的名称是一个房间 |
| asset_tile | 给定的名称是一个帖图集 |
| asset_path | 给定的名称是一个路径 |
| asset_script | 给定的名称是一个脚本 |
| asset_font | 给定的名称是一个字体 |
| asset_timeline | 给定的名称是一个时间线 |
| asset_shader | 给定的名称是一个着色器 |
| asset_unknown | 给定的名称不是一个资产或者是一个上面类型以外的东西 |
#### **举例:**
~~~
if asset_get_type("pth_Path_" + string(global.Game)) == asset_unknown
{
show_debug_message("Path doesn't exist!!!");
}
else
{
path_index = asset_get_index("pth_Path_" + string(global.Game));
}
~~~
上面的代码检查一个动态创建的资产名称,以检测资产是否是正确的类型。如果不是,则会显示调试消息,否则使用资产名称将资产分配给实例。
- 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)