---
title: "粒子 Particle"
description: "粒子特效"
---

---
title: 粒子 Particle
description: 粒子特效
---

`sa` · 扩展 `default` · SCM 原生命令

共 13 条。写法见 [Lua](/docs/cleo/syntax) / [Redux](/docs/cleo/syntax-redux)。

## 创建

<Opcode id="064B" name="CREATE_FX_SYSTEM" member="Particle.Create">
在坐标创建粒子特效。

```text
064B CREATE_FX_SYSTEM
in: name, x, y, z, ignoreBoundingChecks
out: handle
```

```lua
local handle = createFxSystem(name, x, y, z, ignoreBoundingChecks)
```

```js
const handle = Particle.create(name, x, y, z, ignoreBoundingChecks)
```
</Opcode>

## 播放

<Opcode id="064C" name="PLAY_FX_SYSTEM" member="Particle.Play">
播放 / 显示粒子。

```text
064C PLAY_FX_SYSTEM
in: self
```

```lua
playFxSystem(self)
```

```js
Particle.play(self)
```
</Opcode>

## 停止

<Opcode id="064E" name="STOP_FX_SYSTEM" member="Particle.Stop">
在源点停止粒子。

```text
064E STOP_FX_SYSTEM
in: self
```

```lua
stopFxSystem(self)
```

```js
Particle.stop(self)
```
</Opcode>

## 播完自灭

<Opcode id="064F" name="PLAY_AND_KILL_FX_SYSTEM" member="Particle.PlayAndKill">
播放后脚本不再接管（播完自灭）。

```text
064F PLAY_AND_KILL_FX_SYSTEM
in: self
```

```lua
playAndKillFxSystem(self)
```

```js
Particle.playAndKill(self)
```
</Opcode>

## 删除

<Opcode id="0650" name="KILL_FX_SYSTEM" member="Particle.Kill">
停掉并删除粒子。

```text
0650 KILL_FX_SYSTEM
in: self
```

```lua
killFxSystem(self)
```

```js
Particle.kill(self)
```
</Opcode>

## 绑角色

<Opcode id="0669" name="CREATE_FX_SYSTEM_ON_CHAR" member="Particle.CreateOnChar">
绑在角色上的粒子。

```text
0669 CREATE_FX_SYSTEM_ON_CHAR
in: name, char, xOffset, yOffset, zOffset, ignoreBoundingChecks
out: handle
```

```lua
local handle = createFxSystemOnChar(name, char, xOffset, yOffset, zOffset, ignoreBoundingChecks)
```

```js
const handle = Particle.createOnChar(name, char, xOffset, yOffset, zOffset, ignoreBoundingChecks)
```
</Opcode>

## 角色 + 方向

<Opcode id="066A" name="CREATE_FX_SYSTEM_ON_CHAR_WITH_DIRECTION" member="Particle.CreateOnCharWithDirection">
角色上粒子 + 方向。

```text
066A CREATE_FX_SYSTEM_ON_CHAR_WITH_DIRECTION
in: name, char, xOffset, yOffset, zOffset, xDirection, yDirection, zDirection, ignoreBoundingChecks
out: handle
```

```lua
local handle = createFxSystemOnCharWithDirection(name, char, xOffset, yOffset, zOffset, xDirection, yDirection, zDirection, ignoreBoundingChecks)
```

```js
const handle = Particle.createOnCharWithDirection(name, char, xOffset, yOffset, zOffset, xDirection, yDirection, zDirection, ignoreBoundingChecks)
```
</Opcode>

## 绑车

<Opcode id="066B" name="CREATE_FX_SYSTEM_ON_CAR" member="Particle.CreateOnCar">
绑在车上的粒子。

```text
066B CREATE_FX_SYSTEM_ON_CAR
in: name, vehicle, xOffset, yOffset, zOffset, ignoreBoundingChecks
out: handle
```

```lua
local handle = createFxSystemOnCar(name, vehicle, xOffset, yOffset, zOffset, ignoreBoundingChecks)
```

```js
const handle = Particle.createOnCar(name, vehicle, xOffset, yOffset, zOffset, ignoreBoundingChecks)
```
</Opcode>

## 车 + 方向

<Opcode id="066C" name="CREATE_FX_SYSTEM_ON_CAR_WITH_DIRECTION" member="Particle.CreateOnCarWithDirection">
车上粒子 + 方向。

```text
066C CREATE_FX_SYSTEM_ON_CAR_WITH_DIRECTION
in: name, vehicle, xOffset, yOffset, zOffset, xDirection, yDirection, zDirection, ignoreBoundingChecks
out: handle
```

```lua
local handle = createFxSystemOnCarWithDirection(name, vehicle, xOffset, yOffset, zOffset, xDirection, yDirection, zDirection, ignoreBoundingChecks)
```

```js
const handle = Particle.createOnCarWithDirection(name, vehicle, xOffset, yOffset, zOffset, xDirection, yDirection, zDirection, ignoreBoundingChecks)
```
</Opcode>

## 绑物体

<Opcode id="066D" name="CREATE_FX_SYSTEM_ON_OBJECT" member="Particle.CreateOnObject">
绑在物体上的粒子。

```text
066D CREATE_FX_SYSTEM_ON_OBJECT
in: name, object, xOffset, yOffset, zOffset, ignoreBoundingChecks
out: handle
```

```lua
local handle = createFxSystemOnObject(name, object, xOffset, yOffset, zOffset, ignoreBoundingChecks)
```

```js
const handle = Particle.createOnObject(name, object, xOffset, yOffset, zOffset, ignoreBoundingChecks)
```
</Opcode>

## 物体 + 方向

<Opcode id="066E" name="CREATE_FX_SYSTEM_ON_OBJECT_WITH_DIRECTION" member="Particle.CreateOnObjectWithDirection">
物体上粒子 + 方向。

```text
066E CREATE_FX_SYSTEM_ON_OBJECT_WITH_DIRECTION
in: name, object, xOffset, yOffset, zOffset, xDirection, yDirection, zDirection, ignoreBoundingChecks
out: handle
```

```lua
local handle = createFxSystemOnObjectWithDirection(name, object, xOffset, yOffset, zOffset, xDirection, yDirection, zDirection, ignoreBoundingChecks)
```

```js
const handle = Particle.createOnObjectWithDirection(name, object, xOffset, yOffset, zOffset, xDirection, yDirection, zDirection, ignoreBoundingChecks)
```
</Opcode>

## 挂骨骼

<Opcode id="0883" name="ATTACH_FX_SYSTEM_TO_CHAR_BONE" member="Particle.AttachToCharBone">
粒子挂到角色骨骼。

```text
0883 ATTACH_FX_SYSTEM_TO_CHAR_BONE
in: self, handle, pedBone
```

```lua
attachFxSystemToCharBone(self, handle, pedBone)
```

```js
Particle.attachToCharBone(self, handle, pedBone)
```
</Opcode>

## 立刻销毁

<Opcode id="0976" name="KILL_FX_SYSTEM_NOW" member="Particle.KillNow">
立刻销毁粒子。

```text
0976 KILL_FX_SYSTEM_NOW
in: self
```

```lua
killFxSystemNow(self)
```

```js
Particle.killNow(self)
```
</Opcode>