With this function you can get all the assets of a given type that have the given tags assigned to them. You supply either a single tag (as a string) or an array, where each item in the array is a tag (as a string), as well as the type of asset to check. the type of asset should be one of the following constants:
| Constant | Description |
|---|---|
| asset_object | The given name refers to an object. |
| asset_sprite | The given name refers to a sprite. |
| asset_sound | The given name refers to a sound. |
| asset_room | The given name refers to a room. |
| asset_tiles | The given name refers to a tile set. |
| asset_path | The given name refers to a path. |
| asset_script | The given name refers to a script. |
| asset_font | The given name refers to a font. |
| asset_timeline | The given name refers to a time line. |
| asset_shader | The given name refers to a shader. |
| asset_animationcurve | The given name refers to an Animation Curve. |
| asset_sequence | The given name refers to a Sequence. |
The function will return an array, where each item in the array will be a single asset index value. If there are no assets of the type that have the given tag(s), an empty array will be returned.
tag_get_asset_ids(tags, asset_type);
| Argument | Description |
|---|---|
| tags | A single asset tag string or an array with various asset tags. |
| asset_type | An asset type constant (listed above) |
Array
var _paths = tag_get_asset_ids("enemy", asset_path);
var _num = irandom(array_length(_paths) - 1);
path_start(_paths[_num], 1, path_action_reverse, false);
The above code uses the tag "enemy" to find all the path assets with that tag, before choosing one at random and assigning it to the instance running the code.