Game dynamic effect generation method and device, electronic equipment and storage medium

By configuring the game state machine and node data in a visual interface, dynamic game effects can be generated, solving the problem of low development efficiency for dynamic game skill effects. This enables a simplified configuration and debugging process, thereby improving game development efficiency.

CN115999157BActive Publication Date: 2026-05-12GUANGZHOU SNAP FINGER UNIVERSE TECH CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
GUANGZHOU SNAP FINGER UNIVERSE TECH CO LTD
Filing Date
2022-12-23
Publication Date
2026-05-12

AI Technical Summary

Technical Problem

The development efficiency of dynamic effects corresponding to game skills in existing technologies is low, and the need to adjust the game script leads to low development efficiency.

Method used

By responding to state machine configuration commands, the target state machine and node configuration interface are displayed in a visual interface, game action data is configured, and dynamic game effects are generated, including track configuration, action event elements and attribute configuration, realizing the visual development of dynamic effects.

Benefits of technology

It improves the development efficiency of game dynamic effects, simplifies the configuration and debugging process, and enhances the overall efficiency of game development.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure relates to a game dynamic effect generation method and device, electronic equipment and storage medium. The method comprises: in response to a state configuration instruction for a target state machine, displaying the target state machine corresponding to a target game dynamic effect in a state machine configuration interface, any node in the target state machine corresponding to a game action in the target game dynamic effect; in response to a node configuration instruction for any node in the target state machine, displaying game action data corresponding to the node in a node configuration interface; and obtaining effect display data corresponding to the target game dynamic effect according to the target state machine and the game action data corresponding to each node in the target state machine. The method of the present disclosure can improve the development efficiency of game dynamic effects.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus, electronic device, and storage medium for generating dynamic game effects. Background Technology

[0002] Developing dynamic effects for game skills is an important part of the game development process.

[0003] In related technologies, game skill effects are often defined by configuring game scripts. That is, by configuring the corresponding configuration items in the game script, the skill logic and presentation effect are determined, and the configuration items are parsed at runtime to call the corresponding functions to display the corresponding game skill effects.

[0004] The configuration method of configuring game skill effects through game scripts requires adjustments to the game scripts during the debugging process of game skill effects, resulting in low development efficiency for the dynamic effects corresponding to game skills. Summary of the Invention

[0005] This disclosure provides a method, apparatus, electronic device, and storage medium for generating dynamic effects in games, to at least solve the problem of low development efficiency of dynamic effects corresponding to game skills in related technologies. The technical solution of this disclosure is as follows:

[0006] According to a first aspect of the present disclosure, a method for generating dynamic effects in a game is provided, the method comprising:

[0007] In response to a state configuration command for the target state machine, the target state machine corresponding to the target game dynamic effect is displayed in the state machine configuration interface, and any node in the target state machine corresponds to a game action in the target game dynamic effect;

[0008] In response to a node configuration command for any node in the target state machine, the game action data corresponding to the node is displayed in the node configuration interface;

[0009] Based on the target state machine and the game action data corresponding to each node in the target state machine, the effect display data corresponding to the target game dynamic effect is obtained.

[0010] In one embodiment, the node includes a state node, the state node includes multiple action events with trigger times, the game action data includes the multiple action events included in the state node, and the step of displaying the game action data corresponding to the node in the node configuration interface in response to a node configuration instruction for any node in the target state machine includes:

[0011] In response to the first node configuration instruction for the target state node in the target state machine, the track configuration interface corresponding to the target state node is displayed in the node configuration interface;

[0012] In response to the second node configuration command for the target state node, a target track corresponding to the target state node is created, and the track element corresponding to the target track is displayed in the track configuration interface;

[0013] In response to a third node configuration command for the target track, a target action event element is displayed in a designated area of ​​the track element. The target action event element is the action event element corresponding to the target action event, and the target action event is the action event contained in the target track.

[0014] In one embodiment, the step of displaying a target action event element in a designated area of ​​the track element in response to a third node configuration instruction for the target track includes:

[0015] In response to the third node configuration command for the target orbit, the orbit attribute configuration interface corresponding to the target orbit is displayed;

[0016] In response to the selection command for the target action event, the target action event is displayed in the action event display area of ​​the track attribute configuration interface, and the target action event element corresponding to the target action event is displayed in the designated area of ​​the track element.

[0017] In one embodiment, the game action data further includes action attribute values ​​for each of the action events; the method further includes:

[0018] In response to the fourth node configuration command for the target action event, the action attribute configuration interface corresponding to the target action event is displayed, and the action attribute configuration interface includes the action attribute configuration items corresponding to the target action event;

[0019] In response to a configuration command for the action attribute configuration item, the action attribute value corresponding to the action attribute configuration item is displayed in the action attribute configuration interface;

[0020] After the action attribute configuration item is configured, the target action event element corresponding to the target action event is displayed in the track element according to the action attribute value corresponding to the action attribute configuration item.

[0021] In one embodiment, the action attribute configuration item includes a trigger time configuration item, and the step of displaying the target action event element corresponding to the target action event in the track element according to the action attribute value corresponding to the action attribute configuration item includes:

[0022] Obtain the trigger time corresponding to the trigger time configuration item;

[0023] Based on the trigger time and the event execution time corresponding to the target action event, determine the target display area corresponding to the target action event in the track element;

[0024] The target action event element corresponding to the target action event is displayed in the target display area within the track element.

[0025] In one embodiment, the track configuration interface includes a timeline, and the method further includes:

[0026] When the development mode is in preview mode, a preview interface is displayed in response to the preview command for the target state node;

[0027] In response to a movement command for a cursor element in the time axis, the cursor element is moved in the time axis;

[0028] In response to the movement of the cursor element in the time axis, determine the action event to be triggered in the target track;

[0029] Based on the triggering order of each of the action events to be triggered, the effect animation corresponding to each of the action events to be triggered is displayed in the effect preview interface;

[0030] Among them, the action events that are displayed with animation effects at the same time correspond to different target tracks.

[0031] In one embodiment, determining the action event to be triggered in the target orbit in response to the movement of the cursor element in the time axis includes:

[0032] During the movement of the cursor element, the time information corresponding to the cursor element in the time axis is determined;

[0033] Among the track elements corresponding to each target track, determine the action event element to be triggered that matches the time information;

[0034] The action event corresponding to the action event element to be triggered is taken as the action event to be triggered.

[0035] In one embodiment, displaying the effect animations corresponding to each of the action events to be triggered in the effect preview interface includes:

[0036] For any action event triggered at any given moment, the display rate corresponding to the triggered action event is determined based on the movement speed of the cursor element.

[0037] Run the game script for the triggered action event, and play the corresponding effect animation of the triggered action event at the display rate in the effect preview interface.

[0038] In one embodiment, the node includes a behavior node, which corresponds to an action event to be executed immediately. The game action data also includes node attribute values ​​of the behavior nodes. The step of displaying the game action data corresponding to the node in the node configuration interface in response to a node configuration instruction for any node in the target state machine includes:

[0039] In response to the fifth node configuration instruction for the target behavior node in the target state machine, the node attribute configuration interface corresponding to the target behavior node is displayed in the node configuration interface, and the node attribute configuration interface includes the behavior node attribute configuration items corresponding to the target behavior node;

[0040] In response to the configuration command for the behavior node attribute configuration item, the node attribute value corresponding to the behavior node attribute configuration item is displayed in the node attribute configuration interface.

[0041] In one embodiment, the step of displaying the target state machine corresponding to the target game dynamic effect in the state machine configuration interface in response to a state configuration instruction for the target state machine includes:

[0042] In response to a first state configuration instruction for a target state machine, a first target node is displayed in the state machine configuration interface. The first target node is any one of the start node, intermediate node, and end node of the target state machine.

[0043] In response to a second state configuration instruction for the first target node, a state transition line segment is displayed in the state machine configuration interface. The first end of the state transition line segment is connected to the first target node, and the second end of the state transition line segment is connected to the second target node. The state transition line segment is used to characterize the transition relationship between the first target node and the second target node.

[0044] In one embodiment, the step of displaying the target state machine corresponding to the target game dynamic effect in the state machine configuration interface in response to a state configuration instruction for the target state machine further includes:

[0045] In response to the configuration command for the state transition segment, a transition relationship configuration interface corresponding to the state transition segment is displayed, and the transition relationship configuration interface includes transition condition configuration items.

[0046] In the presence of multiple migration condition configuration items, the target migration condition configuration item is determined from the migration condition configuration items in response to a selection instruction for the target migration condition configuration item.

[0047] The migration conditions corresponding to the target migration condition configuration item are used as the migration conditions between the first target node and the second target node.

[0048] In one embodiment, the method further includes:

[0049] In response to a preview command for the target game dynamic effect, obtain the effect display data corresponding to the target game dynamic effect;

[0050] Obtain the target state machine and the game action data corresponding to each node in the target state machine contained in the effect display data;

[0051] Based on the game action data corresponding to each node, the game script for the action event corresponding to each game action is called and run, and the animation effect of the target game dynamic effect is displayed in the dynamic effect display interface.

[0052] According to a second aspect of the present disclosure, an apparatus for generating dynamic effects in a game is provided, comprising:

[0053] The first display unit is configured to execute a state configuration instruction in response to the target state machine, and display the target state machine corresponding to the target game dynamic effect in the state machine configuration interface, wherein any node in the target state machine corresponds to a game action in the target game dynamic effect.

[0054] The second display unit is configured to execute a node configuration instruction in response to any node in the target state machine, and display the game action data corresponding to the node in the node configuration interface;

[0055] The processing unit is configured to execute the process of obtaining effect display data corresponding to the target game dynamic effect based on the target state machine and the game action data corresponding to each node in the target state machine.

[0056] In one embodiment, the node includes a state node, the state node includes multiple action events with trigger times, the game action data includes the multiple action events included in the state node, and the second display unit is further configured to execute:

[0057] In response to the first node configuration instruction for the target state node in the target state machine, the track configuration interface corresponding to the target state node is displayed in the node configuration interface;

[0058] In response to the second node configuration command for the target state node, a target track corresponding to the target state node is created, and the track element corresponding to the target track is displayed in the track configuration interface;

[0059] In response to a third node configuration command for the target track, a target action event element is displayed in a designated area of ​​the track element. The target action event element is the action event element corresponding to the target action event, and the target action event is the action event contained in the target track.

[0060] In one embodiment, the second display unit is further configured to perform:

[0061] In response to the third node configuration command for the target orbit, the orbit attribute configuration interface corresponding to the target orbit is displayed;

[0062] In response to the selection command for the target action event, the target action event is displayed in the action event display area of ​​the track attribute configuration interface, and the target action event element corresponding to the target action event is displayed in the designated area of ​​the track element.

[0063] In one embodiment, the game action data further includes action attribute values ​​for each of the action events; the device further includes:

[0064] The third display unit is configured to execute a fourth node configuration instruction in response to the target action event, and display the action attribute configuration interface corresponding to the target action event, wherein the action attribute configuration interface includes the action attribute configuration items corresponding to the target action event.

[0065] The fourth display unit is configured to execute a configuration instruction in response to the action attribute configuration item and display the action attribute value corresponding to the action attribute configuration item in the action attribute configuration interface.

[0066] The fifth display unit is configured to, after completing the configuration of the action attribute configuration item, display the target action event element corresponding to the target action event in the track element according to the action attribute value corresponding to the action attribute configuration item.

[0067] In one embodiment, the action attribute configuration item includes a trigger time configuration item, and the fifth display unit is further configured to execute:

[0068] Obtain the trigger time corresponding to the trigger time configuration item;

[0069] Based on the trigger time and the event execution time corresponding to the target action event, determine the target display area corresponding to the target action event in the track element;

[0070] The target action event element corresponding to the target action event is displayed in the target display area within the track element.

[0071] In one embodiment, the track configuration interface includes a timeline, and the device further includes:

[0072] The sixth display unit is configured to, when the development mode is in preview mode, respond to the preview command for the target state node and display the effect preview interface;

[0073] The moving unit is configured to move the cursor element in the time axis in response to a moving command for the cursor element in the time axis;

[0074] The determining unit is configured to perform a response to the movement of the cursor element in the time axis to determine an action event to be triggered in the target track;

[0075] The seventh display unit is configured to display the effect animation corresponding to each of the action events to be triggered in the effect preview interface according to the triggering order of each of the action events to be triggered.

[0076] Among them, the action events that are displayed with animation effects at the same time correspond to different target tracks.

[0077] In one embodiment, the determining unit is further configured to perform:

[0078] During the movement of the cursor element, the time information corresponding to the cursor element in the time axis is determined;

[0079] Among the track elements corresponding to each target track, determine the action event element to be triggered that matches the time information;

[0080] The action event corresponding to the action event element to be triggered is taken as the action event to be triggered.

[0081] In one embodiment, the seventh display unit is further configured to perform:

[0082] For any action event triggered at any given moment, the display rate corresponding to the triggered action event is determined based on the movement speed of the cursor element.

[0083] Run the game script for the triggered action event, and play the corresponding effect animation of the triggered action event at the display rate in the effect preview interface.

[0084] In one embodiment, the node includes an action node, which corresponds to an action event that is executed immediately. The game action data also includes node attribute values ​​of the action nodes. The second display unit is further configured to execute:

[0085] In response to the fifth node configuration instruction for the target behavior node in the target state machine, the node attribute configuration interface corresponding to the target behavior node is displayed in the node configuration interface, and the node attribute configuration interface includes the behavior node attribute configuration items corresponding to the target behavior node;

[0086] In response to the configuration command for the behavior node attribute configuration item, the node attribute value corresponding to the behavior node attribute configuration item is displayed in the node attribute configuration interface.

[0087] In one embodiment, the first display unit is further configured to perform:

[0088] In response to a first state configuration instruction for a target state machine, the first target node is displayed in the state machine configuration interface. The first target node is any one of the start node, intermediate node, and end node of the target state machine.

[0089] In response to a second state configuration instruction for the first target node, a state transition line segment is displayed in the state machine configuration interface. The first end of the state transition line segment is connected to the first target node, and the second end of the state transition line segment is connected to the second target node. The state transition line segment is used to characterize the transition relationship between the first target node and the second target node.

[0090] In one embodiment, the first display unit is further configured to perform:

[0091] In response to the configuration command for the state transition segment, a transition relationship configuration interface corresponding to the state transition segment is displayed, and the transition relationship configuration interface includes transition condition configuration items.

[0092] In the presence of multiple migration condition configuration items, the target migration condition configuration item is determined from the migration condition configuration items in response to a selection instruction for the target migration condition configuration item.

[0093] The migration conditions corresponding to the target migration condition configuration item are used as the migration conditions between the first target node and the second target node.

[0094] In one embodiment, the device further includes:

[0095] The first acquisition unit is configured to execute a preview command in response to the target game dynamic effect and acquire the effect display data corresponding to the target game dynamic effect;

[0096] The second acquisition unit is configured to acquire the target state machine and the game action data corresponding to each node in the target state machine contained in the effect display data.

[0097] The eighth display unit is configured to execute a game script that calls and runs the action events corresponding to each game action based on the game action data corresponding to each node, and displays the animation effect of the target game dynamic effect in the dynamic effect display interface.

[0098] According to a third aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing processor-executable instructions; wherein the processor is configured to execute the instructions to implement any of the game dynamic effects generation methods provided in the first aspect of the present disclosure.

[0099] According to a fourth aspect of the present disclosure, a computer-readable storage medium is provided, wherein when instructions in the computer-readable storage medium are executed by a processor of an electronic device, the electronic device is enabled to perform any of the game dynamic effect generation methods provided in the first aspect of the present disclosure.

[0100] According to a fifth aspect of the present disclosure, a computer program product is provided, the computer program product including instructions that, when executed by a processor of an electronic device, enable the electronic device to perform any of the game dynamic effect generation methods provided in the first aspect of the present disclosure.

[0101] The technical solutions provided by the embodiments of this disclosure bring at least the following beneficial effects:

[0102] The method, apparatus, electronic device, and storage medium for generating game dynamic effects provided in this disclosure can, in response to a state configuration command for a target state machine, display the target state machine corresponding to the target game dynamic effect in a state machine configuration interface, wherein the target state...

[0103] Each node in the target state machine corresponds to a game action in the target game's dynamic effects. In response to a node configuration command for any node in the target state machine, the game action data corresponding to the node is displayed in the node configuration interface, and the game action data corresponding to each node in the target state machine is determined based on the target state machine and the corresponding game actions in the target state machine.

[0104] The game motion data is used to obtain the effect display data corresponding to the target game dynamic effect. Based on the game dynamic effect generation method, device, electronic device and storage medium provided in this disclosure embodiment, the state machine corresponding to the game dynamic effect can be configured through a visual interface to obtain the game dynamic effect. The configuration and debugging process is simple and convenient, which can effectively improve the development efficiency of game energy-saving effects.

[0105] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0106] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure, and are not intended to unduly limit this disclosure.

[0107] Figure 1 This is a flowchart illustrating a method for generating dynamic effects in a game, according to an exemplary embodiment.

[0108] Figure 2 This is a flowchart of step 104 in a method for generating dynamic effects in a game, according to an exemplary embodiment.

[0109] Figure 3 This is a schematic diagram illustrating a method for generating dynamic effects in a game according to an exemplary embodiment.

[0110] Figure 4 This is a flowchart of step 206 in a method for generating dynamic effects in a game, according to an exemplary embodiment.

[0111] Figure 5 This is a flowchart illustrating a method for generating dynamic effects in a game, according to an exemplary embodiment.

[0112] Figure 6 This is a flowchart of step 506 in a method for generating dynamic effects in a game, according to an exemplary embodiment.

[0113] Figure 7 This is a flowchart illustrating a method for generating dynamic effects in a game, according to an exemplary embodiment.

[0114] Figure 8 This is a schematic diagram illustrating a method for generating dynamic effects in a game according to an exemplary embodiment.

[0115] Figure 9 This is a flowchart of step 706 in a method for generating dynamic effects in a game, according to an exemplary embodiment.

[0116] Figure 10 This is a flowchart of step 708 in a method for generating dynamic effects in a game, according to an exemplary embodiment.

[0117] Figure 11 This is a flowchart of step 104 in a method for generating dynamic effects in a game, according to an exemplary embodiment.

[0118] Figure 12 This is a flowchart of step 102 in a method for generating dynamic effects in a game, according to an exemplary embodiment.

[0119] Figure 13 This is a flowchart of step 102 in a method for generating dynamic effects in a game, according to an exemplary embodiment.

[0120] Figure 14 This is a flowchart illustrating a method for generating dynamic effects in a game, according to an exemplary embodiment.

[0121] Figure 15 This is a block diagram illustrating a device for generating dynamic effects in a game, according to an exemplary embodiment.

[0122] Figure 16 This is a block diagram illustrating an electronic device according to an exemplary embodiment. Detailed Implementation

[0123] To enable those skilled in the art to better understand the technical solutions of this disclosure, the technical solutions in the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings.

[0124] It should be noted that the terms "first," "second," etc., used in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this disclosure. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this disclosure as detailed in the appended claims.

[0125] It should also be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for display, data used for analysis, etc.) involved in this disclosure are all information and data authorized by the user or fully authorized by all parties.

[0126] Figure 1This is a flowchart illustrating a method for generating dynamic effects in a game according to an exemplary embodiment. This embodiment uses the application of this method to a terminal as an example for illustration. It is understood that this method can also be applied to a server, or to a system including a terminal and a server, and implemented through interaction between the terminal and the server. In this embodiment, the method includes the following steps:

[0127] In step 102, in response to the state configuration instruction for the target state machine, the target state machine corresponding to the target game dynamic effect is displayed in the state machine configuration interface, and any node in the target state machine corresponds to a game action in the target game dynamic effect.

[0128] In this embodiment, a Finite-State Machine (FSM) is a mathematical model that represents a finite number of states and the transitions and actions between these states. It consists of multiple nodes, including a start node, intermediate nodes, and an end node. In this embodiment, the target state machine is used to control the target game dynamic effects corresponding to the actions of a virtual object. The actions of the target object can include target game skills that the target object can execute. Since target game skills typically consist of multiple game actions, by configuring nodes corresponding to each game action, the target state machine corresponding to the target game dynamic effects can be obtained.

[0129] For example, users can access the state machine configuration interface for the target game's dynamic effects through an edit entry point. Users can trigger state configuration commands by adding operations to nodes of the target state machine. These commands instruct the addition of nodes to the target state machine and display the corresponding target nodes in the state machine configuration interface. The terminal responds to the state configuration commands by displaying the nodes of the target state machine in the state machine configuration interface. The operations for adding nodes to the target state machine can include triggering operations for adding controls to the nodes, such as clicking, double-clicking, long-pressing, or dragging.

[0130] For example, assuming the target state machine consists of 6 nodes, the target state machine composed of these 6 nodes can be displayed in the state machine configuration interface through 6 state configuration instructions for the target state machine.

[0131] In step 104, in response to a node configuration instruction for any node in the target state machine, the game action data corresponding to the node is displayed in the node configuration interface.

[0132] In this embodiment of the disclosure, after adding any or all nodes in the target state machine, the corresponding node will be displayed in the state machine configuration interface corresponding to the target state machine. After displaying the node corresponding to the target state machine, the user can trigger the corresponding node configuration instruction through a node configuration operation on any node. The node configuration instruction is used to instruct the configuration of game action data for that node. The node configuration instruction can include configuration data for game action data. In response to the node configuration instruction, the terminal can configure the game action data corresponding to the node in the node configuration interface according to the configuration data of the game action data, and display the corresponding game action data in the node configuration interface.

[0133] The game action data corresponding to a node may include data used to implement the dynamic effects of the game action corresponding to the node, such as the game action executed by the node and the configuration parameters corresponding to the game action.

[0134] For example, the node configuration interface can be a different interface from the state machine configuration interface, or they can be the same interface. If they are the same interface, the node configuration interface and the state machine configuration interface correspond to different display areas within that interface. For instance, the node configuration interface may include configuration items corresponding to game action data. These configuration items can be dropdown menus or input boxes, etc. Therefore, node configuration operations for a node can include data input operations and data selection operations within the node configuration interface. This embodiment does not specifically limit the node configuration operations.

[0135] In step 106, based on the target state machine and the game action data corresponding to each node in the target state machine, the effect display data corresponding to the target game dynamic effect is obtained.

[0136] In this embodiment, after completing the game action data corresponding to the target state machine and each node in the target state machine, effect display data corresponding to the target game dynamic effect can be constructed based on the target state machine and the game action data corresponding to each node in the target state machine. The effect display data may include the target state machine and a game action data file. The game action data file may include the game action data corresponding to each node. During game operation, the effect display data corresponding to the target game dynamic effect can be obtained, the target state machine can be obtained from the effect display data, and the game actions and configuration parameters corresponding to each node in the target state machine can be obtained from the game action data file. During game operation, the effect display data corresponding to each node's game action is generated based on the configuration parameters and game scripts corresponding to each node's game action, and the effect display data corresponding to each node is run and displayed to obtain the corresponding target game dynamic effect.

[0137] The method for generating game dynamic effects provided in this disclosure can, in response to a state configuration command for a target state machine, display the target state machine corresponding to the target game dynamic effect in a state machine configuration interface, wherein any node in the target state machine corresponds to a game action in the target game dynamic effect. In response to a node configuration command for any node in the target state machine, the game action data corresponding to the node is displayed in a node configuration interface, and effect display data corresponding to the target game dynamic effect is obtained based on the target state machine and the game action data corresponding to each node in the target state machine. Based on the method for generating game dynamic effects provided in this disclosure, the state machine corresponding to the game dynamic effect can be configured through a visual interface to obtain the game dynamic effect. The configuration and debugging process is simple and convenient, effectively improving the development efficiency of game dynamic effects.

[0138] In one exemplary embodiment, the node includes a state node, which includes multiple action events with trigger times. The game action data includes the multiple action events included in the state node, as referenced. Figure 2 As shown, in step 104, in response to a node configuration command for any node in the target state machine, the game action data corresponding to the node is displayed in the node configuration interface. This can be achieved through the following steps:

[0139] In step 202, in response to the first node configuration instruction for the target state node in the target state machine, the track configuration interface corresponding to the target state node is displayed in the node configuration interface.

[0140] In step 204, in response to the second node configuration instruction for the target state node, a target track corresponding to the target state node is created, and the track element corresponding to the target track is displayed in the track configuration interface;

[0141] In step 206, in response to the third node configuration instruction for the target track, the target action event element is displayed in the specified area of ​​the track element. The target action event element is the action event element corresponding to the target action event, and the target action event is the action event contained in the target track.

[0142] In this embodiment, the target state machine may include two types of nodes: behavior nodes corresponding to action events that are executed immediately, and state nodes that include multiple action events with trigger times. A behavior node corresponds to only one action event; that is, when the state transitions to that behavior node, the action event will be triggered immediately. A state node includes multiple action events, but these multiple action events are not all executed simultaneously. Therefore, a corresponding trigger time needs to be set for each action event in the state node. For any action event, when its trigger time is reached, the action event will be triggered and executed. An action event can be a specific game action with a corresponding game script. By running the game script, the corresponding game action effect can be displayed on the interface.

[0143] For example, the state machine configuration interface can include two types of node addition controls. By triggering the corresponding node type addition control, the corresponding type of node can be displayed in the state machine configuration interface. Since the target state node includes multiple action events that all have trigger times, and their execution times may overlap, this embodiment of the disclosure can configure and display the trigger times of each action event in the target state node through tracks. Two action events with overlapping execution times belong to different tracks.

[0144] In this embodiment, the target state node can be any state node displayed in the state machine configuration interface. A triggering operation targeting the target state node can generate a first node configuration instruction, which instructs the display of the track configuration interface corresponding to the target node in the node configuration interface. The terminal can respond to the first node configuration instruction and display the track configuration interface corresponding to the target state node in the track display area of ​​the node configuration interface. For example, the triggering operation targeting the target state node may include selecting the target state node and triggering the configuration interface corresponding to that target state node. This configuration interface may include track configuration options. Triggering these track configuration options triggers the generation of the first node configuration instruction, displaying the track configuration interface corresponding to the target state node in the node configuration interface. This embodiment does not specifically limit the triggering operation targeting the target state node.

[0145] In the track configuration interface, users can trigger the generation of a second node configuration instruction by creating a target track. This second node configuration instruction instructs the creation of the target track corresponding to the target status node. After the target track is created, the track element corresponding to the target track is displayed in the track display interface. For example, refer to... Figure 3As shown, the track configuration interface can include a track creation control. By triggering this control, the user can create a target track for a target state node, and the track elements corresponding to the target track can be displayed in the track configuration interface. Track elements can include two line segments parallel to the timeline. A state node can correspond to at least one track, and a track can include at least one action event.

[0146] For example, a user can trigger a third-node configuration instruction by configuring an action event for a target track. This third-node configuration instruction can be used to instruct the creation of a target action event corresponding to the target track. In response to the third-node configuration instruction, the terminal creates the target action event corresponding to the target track and displays the target action event element in a designated area within the track element. The target action event element can be a bar-shaped element of a certain length displayed within the track element, and its length represents the execution duration of the target action event.

[0147] The designated area within a track element is a display area determined based on the initial trigger time and execution duration of the target action event. It can be determined by the display areas corresponding to action events already included in the target track and a preset interval duration, thus defining the designated area for the target action event to be created and displayed. For example, assuming no action event has been created in the target track yet, the initial trigger time of the target action event is a preset time, and its corresponding designated area is a display area starting from the preset time and having an execution duration equal to the specified length. Alternatively, if an action event has already been created in the target track, its initial trigger time is a position after the preset interval following the termination time of the previous action event's display area, and its corresponding designated area is a display area starting from that position and having an execution duration equal to the specified length.

[0148] By analogy, the creation of the target track of the target state node and the creation of the action events included in the target track can be completed, thus obtaining the action events included in the target state node.

[0149] Based on the game dynamic effect generation method provided in this disclosure, the game action data corresponding to each node in the state machine can be configured through a visual interface to obtain the game dynamic effect. The configuration and debugging process is simple and convenient, which can effectively improve the development efficiency of game energy-saving effects.

[0150] In one exemplary embodiment, reference is made to Figure 4 As shown, in step 206, in response to the third node configuration command for the target track, the target action event element is displayed in the specified area of ​​the track element. This can be achieved through the following steps:

[0151] In step 402, in response to the third node configuration command for the target orbit, the orbit attribute configuration interface corresponding to the target orbit is displayed;

[0152] In step 404, in response to the selection instruction for the target action event, the target action event is displayed in the action event display area of ​​the track attribute configuration interface, and the target action event element corresponding to the target action event is displayed in the specified area of ​​the track element.

[0153] In this embodiment of the disclosure, after the target track is created, the target track and its corresponding track elements can be displayed in the track configuration interface, as shown below. Figure 3 As shown. Users can trigger a third-node configuration command by performing a trigger operation on the target track. This third-node configuration command instructs the display of the track attribute configuration interface corresponding to the target track. The terminal responds to this third-node configuration command by displaying the track attribute configuration interface corresponding to the target track. The track attribute configuration interface can include configuration items for target action events. Users can trigger these configuration items to search for and display action events, or trigger them to display selectable action events. By performing a selection operation on the displayed action event (single click, double click, long press, etc.), the user triggers a selection command. The terminal responds to this selection command by using the selected action event as the target action event included in the target track and displays the target action event element corresponding to the target action event in a designated area of ​​the track element.

[0154] Based on the game dynamic effect generation method provided in this disclosure, game action data can be configured through a visual interface, and action events included in each node can be configured through the track to obtain game dynamic effects. The configuration and debugging process is simple and convenient, which can effectively improve the development efficiency of game energy-saving effects.

[0155] In one exemplary embodiment, the game action data further includes action attribute values ​​for each action event; refer to Figure 5 As shown, the above method also includes:

[0156] In step 502, in response to the fourth node configuration instruction for the target action event, the action attribute configuration interface corresponding to the target action event is displayed, and the action attribute configuration interface includes the action attribute configuration items corresponding to the target action event.

[0157] In step 504, in response to the configuration instruction for the action attribute configuration item, the action attribute value corresponding to the action attribute configuration item is displayed in the action attribute configuration interface;

[0158] In step 506, after configuring the action attribute configuration items, the target action event element corresponding to the target action event is displayed in the track element according to the action attribute value corresponding to the action attribute configuration item.

[0159] In this embodiment of the disclosure, the action attribute configuration interface can be displayed in the track attribute configuration interface. For example, in response to a selection instruction for a target action event, while displaying the target action event in the track attribute configuration interface, the action attribute configuration interface corresponding to that target action event can also be displayed in the track attribute configuration interface; alternatively, the action attribute configuration interface corresponding to the target action event of the target action event element can be displayed by triggering the target action event element displayed in the target track; or the target action events included in the target track can be displayed in the track attribute configuration interface, and in response to a selection operation for any target action event, the action attribute configuration interface corresponding to that target action event can be displayed.

[0160] The track configuration interface can include action attribute configuration items for configuring the action attribute values ​​of target action events, such as trigger time configuration items and execution rate configuration items. Users can trigger the generation of configuration commands for action attribute configuration items through configuration operations. For example, a user can enter a trigger time value in the input box corresponding to the trigger time configuration item, and a corresponding configuration command will be generated based on that trigger time value. The terminal can respond to the configuration commands for action attribute configuration items by displaying the corresponding action attribute value in the display area of ​​the action attribute configuration interface. For example, the trigger time value can be displayed in the input box corresponding to the trigger time configuration item.

[0161] After configuring the action attribute configuration item, you can adjust the target action event element displayed in the track element based on the action attribute value corresponding to the action attribute configuration item. For example, you can adjust the display position of the target action event element in the track element according to the trigger time value corresponding to the target action event; or adjust the display length of the target action event element in the track element according to the execution rate value corresponding to the target action event.

[0162] The method for generating game dynamic effects provided in this disclosure allows for the configuration of game action data through a visual interface, the configuration of action events for each node through a track, the configuration of attribute values ​​for each action event through a visual interface, and the real-time adjustment of the display of corresponding elements in the interface based on the attribute values ​​of the action events, in order to configure and obtain game dynamic effects. The configuration and debugging process is simple and convenient, and can effectively improve the development efficiency of game energy-saving effects.

[0163] In one example test, the action attribute configuration item includes a trigger time configuration item, see reference. Figure 6As shown, in step 506, based on the action attribute value corresponding to the action attribute configuration item, the target action event element corresponding to the target action event is displayed in the track element. This can be achieved through the following steps:

[0164] In step 602, the trigger time corresponding to the trigger time configuration item is obtained;

[0165] In step 604, the target display area corresponding to the target action event in the track element is determined based on the trigger time and the event execution time of the target action event;

[0166] In step 606, the target action event element corresponding to the target action event is displayed in the target display area of ​​the track element.

[0167] In this embodiment of the disclosure, the trigger time corresponding to the target action event can be configured through the trigger time configuration item. After the trigger time is configured, the target display area corresponding to the target action event in the track element can be determined based on the trigger time and the event execution time corresponding to the target action event. For example, the target display area is obtained by taking the trigger time as the starting position of the target display area and the event execution time corresponding to the target action event as the length, and the target action event is moved from the specified area in the track element to the target display area for display.

[0168] The method for generating game dynamic effects provided in this disclosure allows for the configuration of game action event trigger times through a visual interface, and the real-time adjustment of the display area of ​​the corresponding action event in the track element based on the trigger time of the action event, thereby configuring the game dynamic effects. The configuration process of the game dynamic effects and the relationship between action events are displayed in a simple interface. The configuration and debugging process is simple and convenient, which can effectively improve the development efficiency of game energy-saving effects.

[0169] In one exemplary embodiment, the track configuration interface includes a timeline, as shown in the example. Figure 7 As shown, the above method may further include:

[0170] In step 702, when the development mode is in preview mode, the effect preview interface is displayed in response to the preview command for the target state node;

[0171] In step 704, in response to a move command for a cursor element in the time axis, the cursor element is moved in the time axis;

[0172] In step 706, in response to the movement of the cursor element in the time axis, the action event to be triggered in the target track is determined;

[0173] In step 708, according to the triggering order of each action event to be triggered, the effect animation corresponding to each action event to be triggered is displayed in the effect preview interface;

[0174] Among them, the action events that are displayed with animation effects at the same time correspond to different target tracks.

[0175] In this embodiment, the actions that execute at the same time, i.e., those that display animation effects simultaneously, correspond to different tracks. During the configuration of action events for any node, the game effect corresponding to the current node can be previewed in real time. For example, the development mode can be set to preview mode. In preview mode, users can generate preview instructions for the target state node through preview operations, displaying an effect preview interface. For example, the preview operation for the target state node can include selecting the target state node to be previewed and triggering the corresponding preview control.

[0176] The track configuration interface can include a timeline, set parallel to the track elements. This timeline includes cursor elements that can be dragged along the timeline to control the animation effects corresponding to target state nodes. Users generate movement commands for the cursor elements by dragging them, and the terminal responds by moving the cursor elements along the timeline. As the cursor elements move along the timeline, the action events corresponding to the cursor elements' positions in each target track are identified as pending action events. As the cursor elements move, different action events are triggered sequentially. The game scripts for each pending action event can then be executed according to the triggering order, displaying the corresponding animation effects in the effect preview interface.

[0177] Reference Figure 8 As shown, the target action event includes two tracks: track 1 includes action event 1 and action event 2, and track 2 includes action event 3 and action event 4. When the cursor element moves to position 1, action event 1 will be triggered; when it moves to position 2, action event 3 will be triggered. At this time, action event 1 and action event 3 will be executed simultaneously.

[0178] Based on the game dynamic effect generation method provided in this disclosure embodiment, when configuring game dynamic effects, for any node in the target state machine, the cursor element in the timeline can be dragged to preview the game effect configured for that node in real time. In turn, the configuration response can be adjusted in real time based on the game effect, which can improve the generation efficiency of game dynamic effects.

[0179] In one exemplary embodiment, reference is made to Figure 9As shown, in step 706, in response to the movement of the cursor element in the time axis, the action event to be triggered in the target track is determined, which can be implemented through the following steps:

[0180] In step 902, during the movement of the cursor element, the time information corresponding to the cursor element in the time axis is determined;

[0181] In step 904, among the track elements corresponding to each target track, the action event element to be triggered that matches the time information is determined;

[0182] In step 906, the action event corresponding to the action event element to be triggered is taken as the action event to be triggered.

[0183] In this embodiment of the disclosure, as the cursor element moves along the time axis, the time information corresponding to the cursor element on the time axis can be determined in real time, and a triggerable action event element matching the time information can be determined from the track elements of the target track corresponding to the target action event. When the time information coincides with the starting position of the display area of ​​the action event element, the action event element can be used as the triggerable action event element, and the action event corresponding to the triggerable action event element can be used as the triggerable action event.

[0184] Based on the game dynamic effect generation method provided in this disclosure embodiment, when configuring game dynamic effects, for any node in the target state machine, the cursor element in the timeline can be dragged to preview the game effect configured for that node in real time. In turn, the configuration response can be adjusted in real time based on the game effect, which can improve the generation efficiency of game dynamic effects.

[0185] In one exemplary embodiment, reference is made to Figure 10 As shown, in step 708, the effect animations corresponding to each action event to be triggered are displayed in the effect preview interface. This can be achieved through the following steps:

[0186] In step 1002, for any action event triggered at the current moment, the display rate corresponding to the triggered action event is determined based on the movement speed of the cursor element;

[0187] In step 1004, the game script for the triggered action event is run, and the effect animation corresponding to the triggered action event is played at the display rate in the effect preview interface.

[0188] In this embodiment of the disclosure, for any action event triggered at any current moment, the movement speed of the cursor element can be obtained, and the display rate corresponding to the triggered action event can be determined according to the movement speed of the cursor element, so that the effect animation is displayed at the display rate during the process of displaying the effect animation of the game script of the triggered action event.

[0189] Based on the game dynamic effect generation method provided in this disclosure embodiment, during the preview process of the game effect, the game effect can be displayed based on the drag speed of the cursor element. This not only improves the display efficiency but also determines the differences in game effects under different drag speeds, thereby determining the optimal display rate of the game effect and making corresponding adjustments to improve the generation efficiency of the game dynamic effect.

[0190] In one exemplary embodiment, the node includes an action node, which corresponds to an action event that is executed immediately. The game action data also includes the node attribute values ​​of the action nodes, as shown in the reference. Figure 11 As shown, in step 104, in response to a node configuration command for any node in the target state machine, the game action data corresponding to the node is displayed in the node configuration interface. This can be achieved through the following steps:

[0191] In step 1102, in response to the fifth node configuration instruction for the target behavior node in the target state machine, the node attribute configuration interface corresponding to the target behavior node is displayed in the node configuration interface, and the node attribute configuration interface includes the behavior node attribute configuration items corresponding to the target behavior node.

[0192] In step 1104, in response to the configuration instruction for the behavior node attribute configuration item, the node attribute value corresponding to the behavior node attribute configuration item is displayed in the node attribute configuration interface.

[0193] In this embodiment of the disclosure, when the node is a behavior node, the user selects the corresponding behavior node in the state machine configuration interface. The behavior node has a corresponding action event that is executed immediately. That is, the behavior node only corresponds to a fixed action event and has no trigger time. When the state transitions to the behavior node, the action event corresponding to the behavior node is executed immediately.

[0194] Users can generate a fifth node configuration command by clicking on the target behavior node. This fifth node configuration command instructs the display of the node attribute configuration interface corresponding to the target behavior node. The terminal responds to this fifth node configuration command and displays the node attribute configuration interface corresponding to the target behavior node. The node attribute configuration interface can include behavior node attribute configuration items corresponding to the target behavior node, such as execution rate configuration options and name configuration options.

[0195] Users can trigger the generation of configuration commands for node attribute configuration items through configuration operations. For example, a user can enter the execution rate in the input box corresponding to the execution rate configuration item or select the execution rate from the corresponding drop-down box, and generate a corresponding configuration command based on that execution rate. The terminal can respond to the configuration commands for the node attribute configuration items by displaying the corresponding node attribute value in the display area of ​​the node attribute configuration interface. For example, the execution rate can be displayed in the display box corresponding to the execution rate configuration item.

[0196] The method for generating game dynamic effects provided in this disclosure allows for the configuration of game action data through a visual interface, the configuration of action events for each node through a track, the configuration of attribute values ​​for each action event through a visual interface, and the real-time adjustment of the display of corresponding elements in the interface based on the attribute values ​​of the action events, in order to configure and obtain game dynamic effects. The configuration and debugging process is simple and convenient, and can effectively improve the development efficiency of game energy-saving effects.

[0197] In one exemplary embodiment, reference is made to Figure 12 As shown, in step 102, in response to the state configuration instruction for the target state machine, the target state machine corresponding to the target game dynamic effect is displayed in the state machine configuration interface. This can be achieved through the following steps:

[0198] In step 1202, in response to the first state configuration instruction for the target state machine, the first target node is displayed in the state machine configuration interface. The first target node is any one of the start node, intermediate node and end node of the target state machine.

[0199] In step 1204, in response to the second state configuration instruction for the first target node, a state transition line segment is displayed in the state machine configuration interface. The first end of the state transition line segment is connected to the first target node, and the second end of the state transition line segment is connected to the second target node. The state transition line segment is used to characterize the transition relationship between the first target node and the second target node.

[0200] In this embodiment of the disclosure, during the configuration of the target state machine, the user can trigger the generation of a first state configuration instruction for the target state machine by performing a creation operation on the first target node (e.g., clicking on a node creation control). The terminal responds to this first state configuration instruction by displaying the first target state node in the state machine configuration interface.

[0201] Users can trigger the generation of a second state configuration instruction for the first target node by performing configuration operations on the first target node. For example, in response to a click operation on the first target node, the migration configuration interface of the first target node is displayed. Users can configure a second target state node that has a state migration with the first target state node in the migration configuration interface. The second target state node can be any node currently displayed in the state machine configuration interface.

[0202] The terminal can respond to the second state configuration instruction to create a migration relationship between the first target state node and the second target state node, and create a migration line segment between the first target node and the second target node, with the first end of the state migration line segment connected to the first target node and the second end connected to the second target node.

[0203] Based on the game dynamic effect generation method provided in this disclosure embodiment, the state machine corresponding to the game dynamic effect can be configured through a visual interface to obtain the game dynamic effect. The configuration and debugging process is simple and convenient, which can effectively improve the development efficiency of game energy-saving effects.

[0204] In one exemplary embodiment, reference is made to Figure 13 As shown, in step 102, in response to the state configuration instruction for the target state machine, displaying the target state machine corresponding to the target game dynamic effect in the state machine configuration interface may further include:

[0205] In step 1302, in response to the configuration command for the state transition segment, the migration relationship configuration interface corresponding to the state transition segment is displayed, and the migration relationship configuration interface includes migration condition configuration items.

[0206] In step 1304, if there are multiple migration condition configuration items, in response to a selection instruction for a target migration condition configuration item, the target migration condition configuration item is determined from the migration condition configuration items;

[0207] In step 1306, the migration conditions corresponding to the target migration condition configuration item are used as the migration conditions between the first target node and the second target node.

[0208] In this embodiment of the disclosure, after establishing the migration relationship between the first target node and the second target node, migration conditions between the first target node and the second target node can be further established. For example, in response to a user's trigger operation on the migration segment of the first target node and the second target node, a configuration instruction for the state migration segment can be generated. In response to the configuration instruction for the state migration segment, a migration relationship configuration interface corresponding to the state migration segment can be displayed. The migration relationship configuration interface includes migration condition configuration items, and the state condition configuration items correspond to the optional migration conditions for the first target node and the second target node. For example, if the actions that a virtual object can perform during the game include running, jumping, and crouching, then the corresponding migration configuration interface includes migration condition configuration items corresponding to running, jumping, and crouching.

[0209] Assuming the current condition for migrating from the first target node to the second target node is "jump", then in response to the selection operation of the migration condition configuration item corresponding to the jump, a corresponding selection instruction can be generated. The terminal responds to the selection instruction by using the migration condition configuration item corresponding to the jump as the target configuration migration configuration item, and using the migration condition "jump" corresponding to the target migration condition configuration item as the migration condition between the first target node and the second target node.

[0210] Based on the game dynamic effect generation method provided in this disclosure, the state machine nodes corresponding to the game dynamic effect and the transition relationship between nodes can be configured through a visual interface to obtain the game dynamic effect. The configuration and debugging process is simple and convenient, which can effectively improve the development efficiency of game energy-saving effects.

[0211] In one exemplary embodiment, reference is made to Figure 14 As shown, the method may also include:

[0212] In step 1402, in response to a preview command for the target game dynamic effect, the effect display data corresponding to the target game dynamic effect is obtained;

[0213] In step 1404, the target state machine and the game action data corresponding to each node in the target state machine are obtained from the effect display data.

[0214] In step 1406, based on the game action data corresponding to each node, the game script corresponding to the action event of each game action is called and run, and the animation effect of the target game dynamic effect is displayed in the dynamic effect display interface.

[0215] In this embodiment, after configuring the target state machine, a preview command for the target game dynamic effect can be generated in response to the user's preview operation. The terminal responds to this preview command and obtains the effect display data corresponding to the target game dynamic effect. It then obtains the target state machine and the game action data corresponding to each node in the target state machine from the effect display data. Based on the game action data corresponding to each node, it calls and runs the game scripts corresponding to the action events in each node. Based on information such as the transition conditions between nodes, the animation effect of the target game dynamic effect is displayed in the dynamic effect display interface.

[0216] Based on the game dynamic effect generation method provided in this disclosure embodiment, when configuring game dynamic effects, after completing the configuration of the target state machine, a real-time preview can be performed to preview the game dynamic effect corresponding to the state machine in real time. Then, the configuration response can be adjusted in real time based on the game effect, which can improve the generation efficiency of game dynamic effects.

[0217] The method for generating dynamic game effects provided in this disclosure relies on UITookit, a feature of the Unity engine. It defines the logical states of skills through a state machine editor and defines the functionalities to be implemented by each state through a track editor. This solution, driven by the logic of the state machine, allows for visual editing of multiple stages in the skill execution process, solving the problems of visualizing skill states and execution effects during skill design. Visual editing lowers the skill design threshold and shortens the skill iteration cycle. The transition between multiple skill stages can also be driven by variables. Combined with the track editor, skill effects that are only visible at runtime can be previewed during editing.

[0218] It should be understood that, although Figures 1-14 The steps in the flowchart are shown sequentially as indicated by the arrows, but these steps are not necessarily executed in the order indicated by the arrows. Unless otherwise specified herein, there is no strict order in which these steps are executed, and they can be performed in other orders. Figures 1-14 At least some of the steps in the process may include multiple steps or multiple stages. These steps or stages are not necessarily completed at the same time, but may be executed at different times. The execution order of these steps or stages is not necessarily sequential, but may be executed in turn or alternately with other steps or at least some of the steps or stages in other steps.

[0219] It is understood that the same / similar parts between the various embodiments of the methods described above in this specification can be referred to each other. Each embodiment focuses on the differences from other embodiments, and relevant parts can be referred to the description of other method embodiments.

[0220] Figure 15 This is a block diagram of a device for generating dynamic effects in a game, according to an exemplary embodiment, with reference to... Figure 15 The device includes a first display unit 1502, a second display unit 1504, and a processing unit 1506.

[0221] The first display unit 1502 is configured to execute a state configuration instruction in response to the target state machine, and display the target state machine corresponding to the target game dynamic effect in the state machine configuration interface, wherein any node in the target state machine corresponds to a game action in the target game dynamic effect.

[0222] The second display unit 1504 is configured to execute a node configuration instruction in response to any node in the target state machine, and display the game action data corresponding to the node in the node configuration interface.

[0223] The processing unit 1506 is configured to execute the process of obtaining effect display data corresponding to the target game dynamic effect based on the target state machine and the game action data corresponding to each node in the target state machine.

[0224] The game dynamic effect generation apparatus provided in this disclosure can, in response to a state configuration command for a target state machine, display the target state machine corresponding to the target game dynamic effect in a state machine configuration interface, wherein any node in the target state machine corresponds to a game action in the target game dynamic effect. In response to a node configuration command for any node in the target state machine, the game action data corresponding to the node is displayed in a node configuration interface, and effect display data corresponding to the target game dynamic effect is obtained based on the target state machine and the game action data corresponding to each node in the target state machine. Based on the game dynamic effect generation apparatus provided in this disclosure, the state machine corresponding to the game dynamic effect can be configured through a visual interface to obtain the game dynamic effect. The configuration and debugging process is simple and convenient, effectively improving the development efficiency of game dynamic effects.

[0225] In one embodiment, the node includes a state node, the state node includes multiple action events with trigger times, the game action data includes the multiple action events included in the state node, and the second display unit 1504 is further configured to execute:

[0226] In response to the first node configuration instruction for the target state node in the target state machine, the track configuration interface corresponding to the target state node is displayed in the node configuration interface;

[0227] In response to the second node configuration command for the target state node, a target track corresponding to the target state node is created, and the track element corresponding to the target track is displayed in the track configuration interface;

[0228] In response to a third node configuration command for the target track, a target action event element is displayed in a designated area of ​​the track element. The target action event element is the action event element corresponding to the target action event, and the target action event is the action event contained in the target track.

[0229] In one embodiment, the second display unit 1504 is further configured to perform:

[0230] In response to the third node configuration command for the target orbit, the orbit attribute configuration interface corresponding to the target orbit is displayed;

[0231] In response to the selection command for the target action event, the target action event is displayed in the action event display area of ​​the track attribute configuration interface, and the target action event element corresponding to the target action event is displayed in the designated area of ​​the track element.

[0232] In one embodiment, the game action data further includes action attribute values ​​for each of the action events; the device further includes:

[0233] The third display unit is configured to execute a fourth node configuration instruction in response to the target action event, and display the action attribute configuration interface corresponding to the target action event, wherein the action attribute configuration interface includes the action attribute configuration items corresponding to the target action event.

[0234] The fourth display unit is configured to execute a configuration instruction in response to the action attribute configuration item and display the action attribute value corresponding to the action attribute configuration item in the action attribute configuration interface.

[0235] The fifth display unit is configured to, after completing the configuration of the action attribute configuration item, display the target action event element corresponding to the target action event in the track element according to the action attribute value corresponding to the action attribute configuration item.

[0236] In one embodiment, the action attribute configuration item includes a trigger time configuration item, and the fifth display unit is further configured to execute:

[0237] Obtain the trigger time corresponding to the trigger time configuration item;

[0238] Based on the trigger time and the event execution time corresponding to the target action event, determine the target display area corresponding to the target action event in the track element;

[0239] The target action event element corresponding to the target action event is displayed in the target display area within the track element.

[0240] In one embodiment, the track configuration interface includes a timeline, and the device further includes:

[0241] The sixth display unit is configured to, when the development mode is in preview mode, respond to the preview command for the target state node and display the effect preview interface;

[0242] The moving unit is configured to move the cursor element in the time axis in response to a moving command for the cursor element in the time axis;

[0243] The determining unit is configured to perform a response to the movement of the cursor element in the time axis to determine an action event to be triggered in the target track;

[0244] The seventh display unit is configured to display the effect animation corresponding to each of the action events to be triggered in the effect preview interface according to the triggering order of each of the action events to be triggered.

[0245] Among them, the action events that are displayed with animation effects at the same time correspond to different target tracks.

[0246] In one embodiment, the determining unit is further configured to perform:

[0247] During the movement of the cursor element, the time information corresponding to the cursor element in the time axis is determined;

[0248] Among the track elements corresponding to each target track, determine the action event element to be triggered that matches the time information;

[0249] The action event corresponding to the action event element to be triggered is taken as the action event to be triggered.

[0250] In one embodiment, the seventh display unit is further configured to perform:

[0251] For any action event triggered at any given moment, the display rate corresponding to the triggered action event is determined based on the movement speed of the cursor element.

[0252] Run the game script for the triggered action event, and play the corresponding effect animation of the triggered action event at the display rate in the effect preview interface.

[0253] In one embodiment, the node includes an action node, which corresponds to an action event that is executed immediately. The game action data also includes node attribute values ​​of the action nodes. The second display unit 1504 is further configured to execute:

[0254] In response to the fifth node configuration instruction for the target behavior node in the target state machine, the node attribute configuration interface corresponding to the target behavior node is displayed in the node configuration interface, and the node attribute configuration interface includes the behavior node attribute configuration items corresponding to the target behavior node;

[0255] In response to the configuration command for the behavior node attribute configuration item, the node attribute value corresponding to the behavior node attribute configuration item is displayed in the node attribute configuration interface.

[0256] In one embodiment, the first display unit 1502 is further configured to perform:

[0257] In response to a first state configuration instruction for a target state machine, the first target node is displayed in the state machine configuration interface. The first target node is any one of the start node, intermediate node, and end node of the target state machine.

[0258] In response to a second state configuration instruction for the first target node, a state transition line segment is displayed in the state machine configuration interface. The first end of the state transition line segment is connected to the first target node, and the second end of the state transition line segment is connected to the second target node. The state transition line segment is used to characterize the transition relationship between the first target node and the second target node.

[0259] In one embodiment, the first display unit 1502 is further configured to perform:

[0260] In response to the configuration command for the state transition segment, a transition relationship configuration interface corresponding to the state transition segment is displayed, and the transition relationship configuration interface includes transition condition configuration items.

[0261] In the presence of multiple migration condition configuration items, the target migration condition configuration item is determined from the migration condition configuration items in response to a selection instruction for the target migration condition configuration item.

[0262] The migration conditions corresponding to the target migration condition configuration item are used as the migration conditions between the first target node and the second target node.

[0263] In one embodiment, the device further includes:

[0264] The first acquisition unit is configured to execute a preview command in response to the target game dynamic effect and acquire the effect display data corresponding to the target game dynamic effect;

[0265] The second acquisition unit is configured to acquire the target state machine and the game action data corresponding to each node in the target state machine contained in the effect display data.

[0266] The eighth display unit is configured to execute a game script that calls and runs the action events corresponding to each game action based on the game action data corresponding to each node, and displays the animation effect of the target game dynamic effect in the dynamic effect display interface.

[0267] Regarding the apparatus in the above embodiments, the specific manner in which each module performs its operation has been described in detail in the embodiments related to the method, and will not be elaborated upon here.

[0268] Figure 16 This is a block diagram illustrating an electronic device 1600 for a method of generating dynamic effects in a game, according to an exemplary embodiment. For example, the electronic device 1600 may be a mobile phone, computer, digital broadcasting terminal, messaging device, game console, tablet device, medical device, fitness equipment, personal digital assistant, etc.

[0269] Reference Figure 16 The electronic device 1600 may include one or more of the following components: a processing component 1602, a memory 1604, a power supply component 1606, a multimedia component 1608, an audio component 1610, an input / output (I / O) interface 1612, a sensor component 1614, and a communication component 1616.

[0270] Processing component 1602 typically controls the overall operation of electronic device 1600, such as operations associated with display, telephone calls, data communication, camera operation, and recording operations. Processing component 1602 may include one or more processors 1620 to execute instructions to perform all or part of the steps of the methods described above. Furthermore, processing component 1602 may include one or more modules to facilitate interaction between processing component 1602 and other components. For example, processing component 1602 may include a multimedia module to facilitate interaction between multimedia component 1608 and processing component 1602.

[0271] Memory 1604 is configured to store various types of data to support the operation of electronic device 1600. Examples of such data include instructions for any application or method operating on electronic device 1600, contact data, phonebook data, messages, pictures, videos, etc. Memory 1604 can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk, optical disk, or graphene storage.

[0272] Power supply component 1606 provides power to various components of electronic device 1600. Power supply component 1606 may include a power management system, one or more power supplies, and other components associated with generating, managing, and distributing power to electronic device 1600.

[0273] Multimedia component 1608 includes a screen that provides an output interface between the electronic device 1600 and the user. In some embodiments, the screen may include a liquid crystal display (LCD) and a touch panel (TP). If the screen includes a touch panel, the screen may be implemented as a touchscreen to receive input signals from the user. The touch panel includes one or more touch sensors to sense touches, swipes, and gestures on the touch panel. The touch sensors may sense not only the boundaries of the touch or swipe action but also the duration and pressure associated with the touch or swipe operation. In some embodiments, multimedia component 1608 includes a front-facing camera and / or a rear-facing camera. When the electronic device 1600 is in an operating mode, such as a shooting mode or a video mode, the front-facing camera and / or the rear-facing camera may receive external multimedia data. Each front-facing camera and rear-facing camera may be a fixed optical lens system or have focal length and optical zoom capabilities.

[0274] Audio component 1616 is configured to output and / or input audio signals. For example, audio component 1616 includes a microphone (MIC) configured to receive external audio signals when electronic device 1600 is in an operating mode, such as call mode, recording mode, and voice recognition mode. The received audio signals may be further stored in memory 1604 or transmitted via communication component 1616. In some embodiments, audio component 1616 also includes a speaker for outputting audio signals.

[0275] I / O interface 1612 provides an interface between processing component 1602 and peripheral interface modules, such as keyboards, click wheels, buttons, etc. These buttons may include, but are not limited to, home buttons, volume buttons, power buttons, and lock buttons.

[0276] Sensor assembly 1614 includes one or more sensors for providing state assessments of various aspects of electronic device 1600. For example, sensor assembly 1614 may detect the on / off state of electronic device 1600, the relative positioning of components such as the display and keypad of electronic device 1600, changes in position of electronic device 1600 or its components, the presence or absence of user contact with electronic device 1600, orientation or acceleration / deceleration of device 1600, and temperature changes of electronic device 1600. Sensor assembly 1614 may include a proximity sensor configured to detect the presence of nearby objects without any physical contact. Sensor assembly 1614 may also include an optical sensor, such as a CMOS or CCD image sensor, for use in imaging applications. In some embodiments, sensor assembly 1614 may also include an accelerometer, gyroscope, magnetometer, pressure sensor, or temperature sensor.

[0277] Communication component 1616 is configured to facilitate wired or wireless communication between electronic device 1600 and other devices. Electronic device 1600 can access wireless networks based on communication standards, such as WiFi, carrier networks (such as 2G, 3G, 4G, or 5G), or combinations thereof. In one exemplary embodiment, communication component 1616 receives broadcast signals or broadcast-related information from an external broadcast management system via a broadcast channel. In one exemplary embodiment, communication component 1616 also includes a near-field communication (NFC) module to facilitate short-range communication. For example, the NFC module may be implemented based on radio frequency identification (RFID) technology, Infrared Data Association (IrDA) technology, ultra-wideband (UWB) technology, Bluetooth (BT) technology, and other technologies.

[0278] In an exemplary embodiment, the electronic device 1600 may be implemented by one or more application-specific integrated circuits (ASICs), digital signal processors (DSPs), digital signal processing devices (DSPDs), programmable logic devices (PLDs), field-programmable gate arrays (FPGAs), controllers, microcontrollers, microprocessors, or other electronic components to perform the methods described above.

[0279] In an exemplary embodiment, a computer-readable storage medium including instructions is also provided, such as a memory 1604 including instructions, which can be executed by a processor 1620 of an electronic device 1600 to perform the above-described method. For example, the computer-readable storage medium may be a ROM, random access memory (RAM), CD-ROM, magnetic tape, floppy disk, and optical data storage device, etc.

[0280] In an exemplary embodiment, a computer program product is also provided, the computer program product including instructions that can be executed by a processor 1620 of an electronic device 1600 to perform the above-described method.

[0281] It should be noted that the above-mentioned apparatus, electronic equipment, computer-readable storage medium, computer program product, etc., may also include other implementation methods according to the description of the method embodiments. For specific implementation methods, please refer to the description of the relevant method embodiments, which will not be elaborated here.

[0282] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This disclosure is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and examples are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0283] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is limited only by the appended claims.

Claims

1. A method for generating dynamic effects in a game, characterized in that, The methods include: In response to a state configuration command for the target state machine, the target state machine corresponding to the target game dynamic effect is displayed in the state machine configuration interface, and any node in the target state machine corresponds to a game action in the target game dynamic effect; In response to a node configuration instruction for any node in the target state machine, the game action data corresponding to the node is displayed in the node configuration interface. The node configuration instruction is used to instruct the configuration of game action data for the node, and the node configuration instruction includes configuration data for the game action data. Based on the target state machine and the game action data corresponding to each node in the target state machine, effect display data corresponding to the target game dynamic effect is obtained, and the effect display data includes the target state machine and the game action data file; The target state machine is obtained from the effect display data, and the configuration parameters corresponding to the game actions of each node in the target state machine and the game scripts corresponding to the game actions are obtained from the game action data file. Effect display data corresponding to each node game action is generated, and the effect display data corresponding to each node game action is run and displayed to obtain the corresponding target game dynamic effect.

2. The method according to claim 1, characterized in that, The node includes a state node, which includes multiple action events with trigger times. The game action data includes the multiple action events included in the state node. The step of responding to a node configuration instruction for any node in the target state machine by displaying the game action data corresponding to that node in the node configuration interface includes: In response to the first node configuration instruction for the target state node in the target state machine, the track configuration interface corresponding to the target state node is displayed in the node configuration interface; In response to the second node configuration command for the target state node, a target track corresponding to the target state node is created, and the track element corresponding to the target track is displayed in the track configuration interface; In response to a third node configuration command for the target track, a target action event element is displayed in a designated area of ​​the track element. The target action event element is the action event element corresponding to the target action event, and the target action event is the action event contained in the target track.

3. The method according to claim 2, characterized in that, The response to the third node configuration instruction for the target track, displaying the target action event element in a designated area of ​​the track element, includes: In response to the third node configuration command for the target orbit, the orbit attribute configuration interface corresponding to the target orbit is displayed; In response to the selection command for the target action event, the target action event is displayed in the action event display area of ​​the track attribute configuration interface, and the target action event element corresponding to the target action event is displayed in the designated area of ​​the track element.

4. The method according to claim 3, characterized in that, The game action data also includes action attribute values ​​for each action event; the method further includes: In response to the fourth node configuration command for the target action event, the action attribute configuration interface corresponding to the target action event is displayed, and the action attribute configuration interface includes the action attribute configuration items corresponding to the target action event; In response to a configuration instruction for the action attribute configuration item, the action attribute value corresponding to the action attribute configuration item is displayed in the action attribute configuration interface; After the action attribute configuration item is configured, the target action event element corresponding to the target action event is displayed in the track element according to the action attribute value corresponding to the action attribute configuration item.

5. The method according to claim 4, characterized in that, The action attribute configuration item includes a trigger time configuration item. The step of displaying the target action event element corresponding to the target action event in the track element based on the action attribute value corresponding to the action attribute configuration item includes: Obtain the trigger time corresponding to the trigger time configuration item; Based on the trigger time and the event execution time corresponding to the target action event, determine the target display area corresponding to the target action event in the track element; The target action event element corresponding to the target action event is displayed in the target display area within the track element.

6. The method according to any one of claims 2 to 5, characterized in that, The track configuration interface includes a timeline, and the method further includes: When the development mode is in preview mode, a preview interface is displayed in response to the preview command for the target state node; In response to a movement command for a cursor element in the time axis, the cursor element is moved in the time axis; In response to the movement of the cursor element in the time axis, determine the action event to be triggered in the target track; Based on the triggering order of each of the action events to be triggered, the effect animation corresponding to each of the action events to be triggered is displayed in the effect preview interface; Among them, the action events that are displayed with animation effects at the same time correspond to different target tracks.

7. The method according to claim 6, characterized in that, The process of determining the action event to be triggered in the target orbit in response to the movement of the cursor element in the time axis includes: During the movement of the cursor element, the time information corresponding to the cursor element in the time axis is determined; Among the track elements corresponding to each target track, determine the action event element to be triggered that matches the time information; The action event corresponding to the action event element to be triggered is taken as the action event to be triggered.

8. The method according to claim 7, characterized in that, The effect animations corresponding to each of the action events to be triggered are displayed in the effect preview interface, including: For any action event triggered at any given time, the display rate corresponding to the triggered action event is determined based on the movement speed of the cursor element. Run the game script for the triggered action event, and play the corresponding effect animation of the triggered action event at the display rate in the effect preview interface.

9. The method according to claim 1, characterized in that, The nodes include behavior nodes, each corresponding to an action event to be executed immediately. The game action data also includes node attribute values ​​for the behavior nodes. The step of responding to a node configuration instruction for any node in the target state machine by displaying the game action data corresponding to that node in the node configuration interface includes: In response to the fifth node configuration instruction for the target behavior node in the target state machine, the node attribute configuration interface corresponding to the target behavior node is displayed in the node configuration interface, and the node attribute configuration interface includes the behavior node attribute configuration items corresponding to the target behavior node; In response to the configuration command for the behavior node attribute configuration item, the node attribute value corresponding to the behavior node attribute configuration item is displayed in the node attribute configuration interface.

10. The method according to claim 1, characterized in that, The step of displaying the target state machine corresponding to the target game dynamic effect in the state machine configuration interface in response to the state configuration command for the target state machine includes: In response to a first state configuration instruction for a target state machine, a first target node is displayed in the state machine configuration interface. The first target node is any one of the start node, intermediate node, and end node of the target state machine. In response to a second state configuration instruction for the first target node, a state transition line segment is displayed in the state machine configuration interface. The first end of the state transition line segment is connected to the first target node, and the second end of the state transition line segment is connected to the second target node. The state transition line segment is used to characterize the transition relationship between the first target node and the second target node.

11. The method according to claim 10, characterized in that, The step of displaying the target state machine corresponding to the target game dynamic effect in the state machine configuration interface in response to the state configuration command for the target state machine further includes: In response to the configuration command for the state transition segment, the migration relationship configuration interface corresponding to the state transition segment is displayed, and the migration relationship configuration interface includes migration condition configuration items; In the presence of multiple migration condition configuration items, the target migration condition configuration item is determined from the migration condition configuration items in response to a selection instruction for the target migration condition configuration item. The migration conditions corresponding to the target migration condition configuration item are used as the migration conditions between the first target node and the second target node.

12. The method according to claim 1, further characterized in that, the step of obtaining the target state machine from the effect display data, obtaining the configuration parameters corresponding to the game actions of each node in the target state machine and the game script corresponding to the game actions from the game action data file, generating effect display data corresponding to each node game action, and running and displaying the effect display data corresponding to each node game action to obtain the corresponding target game dynamic effect, includes: In response to a preview command for the target game dynamic effect, obtain the effect display data corresponding to the target game dynamic effect; Obtain the target state machine and the game action data corresponding to each node in the target state machine contained in the effect display data; Based on the game action data corresponding to each node, the game script for the action event corresponding to each game action is called and run, and the animation effect of the target game dynamic effect is displayed in the dynamic effect display interface.

13. A device for generating dynamic effects in games, characterized in that, The device includes: The first display unit is configured to execute a state configuration instruction in response to the target state machine, and display the target state machine corresponding to the target game dynamic effect in the state machine configuration interface, wherein any node in the target state machine corresponds to a game action in the target game dynamic effect. The second display unit is configured to execute a node configuration instruction in response to any node in the target state machine, and display the game action data corresponding to the node in the node configuration interface. The node configuration instruction is used to instruct the configuration of game action data for the node, and the node configuration instruction includes configuration data for the game action data. The processing unit is configured to execute the process of obtaining effect display data corresponding to the target game dynamic effect based on the target state machine and the game action data corresponding to each node in the target state machine. The effect display data includes the target state machine and the game action data file. The display unit is configured to, during game operation, obtain the target state machine from the effect display data, obtain the configuration parameters corresponding to the game actions of each node in the target state machine and the game script corresponding to the game actions from the game action data file, generate effect display data corresponding to each node game action, run and display the effect display data corresponding to each node game action, and obtain the corresponding target game dynamic effect.

14. An electronic device, characterized in that, include: processor; Memory used to store the processor's executable instructions; The processor is configured to execute the instructions to implement the method for generating game dynamic effects as described in any one of claims 1 to 12.

15. A computer-readable storage medium, characterized in that, When the instructions in the computer-readable storage medium are executed by the processor of the electronic device, the electronic device is enabled to perform the method for generating game dynamic effects as described in any one of claims 1 to 12.