A game plot application method and device, electronic equipment and storage medium

By creating multiple target actors during game story production and utilizing animation clip lookup tables and preset story order playback of animation clips, the problem of low story production efficiency under different character combinations was solved, achieving efficient story application.

CN116271838BActive Publication Date: 2026-02-17BEIJING PIXEL SOFTWARE TECH
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Patent Information

Application Number
CN202211737405.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-12-30
Publication Date
2026-02-17
Estimated Expiration
2042-12-30

AI Technical Summary

Technical Problem

In the production of game storylines, existing technologies require exhaustively listing all possible actor combinations or dividing the storyline into multiple parts when faced with different character combinations. This results in a large workload and low efficiency, and is prone to errors, especially when the choice of characters is uncertain.

Method used

By creating multiple target actors of different types and binding them to target story files, and using animation clip lookup tables and preset story order to play animation clips, the same target story can be applied.

Benefits of technology

It reduces the workload of script production, improves efficiency, and allows different actors to use the same target script file, achieving the effect of producing once and applying everywhere.

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Abstract

Embodiments of the present application provide a game scenario application method and device related to the field of game production, electronic equipment and storage medium, the method comprising: creating a plurality of target actors of different types. The target actors are bound to a target scenario file, and the target scenario file includes a plurality of animation instruction segments. Based on an animation segment query table, a plurality of animation segments are determined according to the target actors and the animation instruction segments, wherein each target actor and each animation instruction segment correspond to an animation segment. Each animation segment is played in a preset scenario order. The game scenario application method provided by the present application can reduce the workload of game scenario production, thereby improving the efficiency of game scenario production.
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Description

Technical Field

[0001] This invention relates to the field of game production, and more specifically, to a method, apparatus, electronic device, and storage medium for applying game storylines. Background Technology

[0002] Games often need to convey plot details and cutscenes to players, such as dialogues and fights between characters. Since players can choose different characters to represent themselves during these cutscenes, multiple characters are often required to perform a single scene.

[0003] In existing technologies, either all possible actor combinations are exhausted and then the same animated storyline is created for each of them; or the storyline is divided into multiple parts according to different actors, and the animated storyline is created independently for each actor's part.

[0004] The inventors discovered that the above solution involved a large amount of work and significantly impacted the efficiency of story production. Summary of the Invention

[0005] The objectives of this invention include, for example, providing a method, apparatus, electronic device, and storage medium for applying game storylines, which can at least partially solve the aforementioned technical problems.

[0006] The embodiments of the present invention can be implemented as follows:

[0007] In a first aspect, embodiments of the present invention provide a method for applying game storylines, the method comprising:

[0008] Create multiple target actors of different types;

[0009] The target actor is bound to a target story file, which includes multiple animation instruction fragments;

[0010] Based on the animation clip lookup table, multiple animation clips are determined according to the target actor and the animation instruction fragment, wherein each target actor and each animation instruction fragment corresponds to one animation clip;

[0011] Play the animated clips in the pre-set storyline order.

[0012] Optionally, the method further includes the step of creating the target story file, which includes:

[0013] Obtain multiple story actors and the animation commands that each story actor can execute;

[0014] The animated segment is created based on the story actor and the animation instruction, wherein one story actor and one animation instruction uniquely identify one animated segment;

[0015] Based on a pre-set script, a target storyline is created according to the actors and animation clips in the storyline.

[0016] Create the target story file based on the target storyline.

[0017] Optionally, the step of creating a target plot based on a preset script, according to the script actors and the animated segments, includes:

[0018] Multiple story tracks are created according to the preset script, and each story track corresponds to at most one story actor and multiple animation segments corresponding to the story actor;

[0019] According to the preset plot sequence, corresponding animation segments are set on each of the plot tracks;

[0020] Create the target storyline based on the pre-set storylines.

[0021] Optionally, each animation instruction corresponds to one animation instruction fragment, and the step of creating the target plot file based on the target plot includes:

[0022] Based on the animation instruction lookup table, the animation instructions corresponding to each animation segment are determined according to the plot actors and animation segments corresponding to each plot track;

[0023] Based on each of the determined animation instructions, each of the animation segments is replaced with the corresponding animation instruction fragment;

[0024] Remove the binding between the aforementioned actors and the aforementioned plot trajectory;

[0025] Based on the target storyline corresponding to the storyline track that has been unbound from the aforementioned storyline actors and whose animation segments have been replaced, the target storyline file is created.

[0026] Optionally, binding the target actor to the target plot file includes:

[0027] According to the preset script, each of the target actors is bound to a different plot track;

[0028] The method based on the animation clip lookup table determines multiple animation clips according to the target actor and the animation instruction fragments, including:

[0029] Based on the target actor bound to each story track and the animation instruction fragment on that story track, determine the animation segment on each story track.

[0030] Optionally, playing the animated segments according to a preset plot sequence includes:

[0031] The animation segments on each of the story tracks are arranged on the timeline according to the preset storyline order.

[0032] When the target storyline reaches a position on the timeline where the animated segment exists, one or more of the animated segments corresponding to that position are played.

[0033] Optionally, the method further includes the step of creating the animation clip lookup table and the animation instruction lookup table, which includes:

[0034] Create an animation clip lookup table using the target actor and the animation instruction fragment as keys and the animation clip as values;

[0035] Create an animation instruction lookup table using the aforementioned actors and animation clips as keys and the aforementioned animation instructions as values.

[0036] Secondly, embodiments of the present invention provide a game plot application device, the game plot application device comprising:

[0037] The target actor creation unit is used to create multiple target actors of different types.

[0038] A target actor binding unit is used to bind the target actor to a target story file, wherein the target story file includes multiple animation instruction fragments;

[0039] An animation segment determination unit is used to determine multiple animation segments based on an animation segment lookup table, according to the target actor and the animation instruction fragment, wherein each target actor and each animation instruction fragment corresponds to one animation segment;

[0040] An animation clip playback unit is used to play each of the aforementioned animation clips in a preset plot order.

[0041] Thirdly, embodiments of the present invention provide an electronic device, including: a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the program to implement the steps of any of the methods described above.

[0042] Fourthly, embodiments of the present invention provide a computer-readable storage medium, the computer-readable storage medium including a computer program, wherein the computer program, when executed, controls a server where the computer-readable storage medium is located to implement the steps of any of the methods described above.

[0043] The beneficial effects of the embodiments of the present invention include, for example:

[0044] By creating multiple target actors of different types, when animation / storyline needs to be played, the target actor is applied to a pre-created target storyline file. Then, according to the animation clip lookup table, the corresponding animation clip for each target actor is found, and the animation clips are played in the preset storyline order. This allows different actors to use the same target storyline file, achieving the technical effect of "one-time production, universal application." This reduces workload and improves the efficiency of storyline production. Attached Figure Description

[0045] To more clearly illustrate the technical solutions of the embodiments of the present invention, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of the present invention and should not be regarded as a limitation on the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0046] Figure 1 An architecture diagram of an electronic device provided in an embodiment of the present invention;

[0047] Figure 2 A flowchart illustrating the steps of a method for applying game storylines according to an embodiment of the present invention;

[0048] Figure 3 A flowchart illustrating the steps for creating a target story file, as provided in this embodiment of the invention;

[0049] Figure 4 A schematic diagram of a target plot provided in an embodiment of the present invention;

[0050] Figure 5 This is an architectural diagram of a game plot application device provided in an embodiment of the present invention.

[0051] Icons: 100 - Electronic device; 110 - Memory; 120 - Processor; 130 - Communication module; 300 - Game plot application device; 301 - Target actor creation unit; 302 - Target actor binding unit; 303 - Animation clip determination unit; 304 - Animation clip playback unit. Detailed Implementation

[0052] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. The components of the embodiments of the present invention described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0053] Therefore, the following detailed description of the embodiments of the invention provided in the accompanying drawings is not intended to limit the scope of the claimed invention, but merely to illustrate selected embodiments of the invention. All other embodiments obtained by those skilled in the art based on the embodiments of the invention without inventive effort are within the scope of protection of the invention.

[0054] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.

[0055] It should be noted that, where there is no conflict, the features in the embodiments of the present invention can be combined with each other.

[0056] Generally, game storylines and cutscenes are created using the Unity engine, most often employing the engine's built-in Timeline tool. However, the Timeline workflow can only create storylines with fixed characters, and those characters can only perform fixed animation clips. In the game, players can choose different characters to represent themselves, so the performers may be different actors, each using different animation clips. The choice of which actor to use cannot be determined during storyline creation; the actor selection can only be decided during gameplay, and the same applies to the matching animation clips.

[0057] Existing solutions either create different storylines for different actor combinations or create a separate storyline for each actor and combine them. However, creating different storylines for different actor combinations requires exhaustively listing all possible actor combinations and creating storylines with identical content for each. The game then selects which storyline to use based on the actor combination during runtime. Conversely, creating a separate storyline for each actor and combining them requires dividing the storyline into different parts based on the actor, creating each actor's part independently. During playback, all actors' storylines play simultaneously, combining to form a unified storyline.

[0058] However, the possibilities for actor combinations increase exponentially with the variety of roles, making this method extremely labor-intensive. Separate production is also inconvenient and requires a significant amount of work. If the actors have significant size differences and interact (such as in fight scenes), the possibility of continuity errors is relatively high.

[0059] Based on the above, this specification provides a method, apparatus, electronic device, and storage medium for applying game storylines, which can effectively alleviate the aforementioned technical problems.

[0060] Please refer to Figure 1This is a block diagram of an electronic device 100 provided in this application. The electronic device 100 can be a device capable of performing various game story animations; this embodiment does not limit this. The electronic device 100 includes a memory 110, a processor 120, and a communication module 130. The memory 110, processor 120, and communication module 130 are electrically connected directly or indirectly to achieve data transmission or interaction. For example, these components can be electrically connected to each other through one or more communication buses or signal lines.

[0061] The memory 110 is used to store programs or data. The memory 110 may be, but is not limited to, random access memory (RAM), read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), etc.

[0062] The processor 120 is used to read / write data or programs stored in memory and to perform corresponding functions.

[0063] The communication module 130 is used to establish a communication connection between the server and other communication terminals through the network, and to send and receive data through the network.

[0064] It should be understood that, Figure 1 The structure shown is only a schematic diagram of the electronic device 100. The electronic device 100 may also include components that are larger than... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown. Figure 1 The components shown can be implemented using hardware, software, or a combination thereof. The electronic device 100 can be integrated into a computer or configured as a stand-alone device.

[0065] Correspondingly, embodiments of the present invention provide a method for applying game storylines, which can be applied to electronic device 100. The method includes, for example,... Figure 2 The following steps are shown:

[0066] Step S110: Create multiple target actors of different types.

[0067] Step S120: Bind the target actor to the target story file, the target story file including multiple animation instruction fragments.

[0068] Step S130: Based on the animation clip lookup table, determine multiple animation clips according to the target actor and the animation instruction fragment, wherein each target actor and each animation instruction fragment corresponds to one animation clip.

[0069] Step S140: Play the animated segments according to the preset plot sequence.

[0070] Before applying a game storyline, a target storyline file needs to be created for the game storyline to be applied. As an optional implementation, the method further includes the step of creating the target storyline file, which includes, for example... Figure 3 The following sub-steps are shown:

[0071] Sub-step S210: Obtain multiple story actors and multiple animation instructions that the story actors can execute.

[0072] Sub-step S220: Create the animation segment based on the story actor and the animation instruction, wherein one story actor and one animation instruction determine a unique animation segment.

[0073] Sub-step S230: Based on the preset script, create a target storyline according to the storyline actors and the animation clips.

[0074] Sub-step S240: Create the target plot file based on the target plot.

[0075] The target story file can be a story file used in subsequent game playback. Story actors can be the actors needed to create the target story file; for example, if the target story file requires "male actors running," then the story actors can be "any male actor." Animation instructions can be commands that all story actors can execute, such as running, jumping, reading, etc.

[0076] First, acquire multiple story actors and multiple animation commands. Each animation command is executable by each story actor, and each story actor and each animation command can determine a unique animation clip. After determining multiple animation clips, these clips can be created using other tools. It should be noted that these animation clips, determined by story actors and animation commands, are the animation clips needed for subsequent application to the game's storyline.

[0077] A pre-set script can be a plan for the game's plot to be played later. For example, it specifies which character will execute which animation command and which animation segment from a certain point in time. Based on the pre-set script, it determines when each character will execute which animation commands and which corresponding animation segments, and then creates the target plot, further creating the target plot file.

[0078] Optionally, the step of creating a target plot based on a preset script, according to the script actors and the animated segments, includes:

[0079] Multiple story tracks are created according to the preset script, and each story track corresponds to at most one story actor and multiple animation segments corresponding to the story actor.

[0080] According to the preset plot sequence, corresponding animation segments are set on each of the plot tracks.

[0081] Create the target storyline based on the pre-set storylines.

[0082] Each preset script includes animation segments executed simultaneously by multiple actors, as well as camera animation. Multiple story tracks can be created from the preset scripts. Some story tracks correspond to story actors, while others do not. Story tracks with actors correspond to animation segments defined by the animation instructions to be executed by that actor.

[0083] The preset storyline order can be the chronological order in which the various animation segments play. After determining each storyline track and its corresponding actors and animation segments, the animation segments are placed on their respective storyline tracks according to the preset storyline order. The combination of these storyline tracks creates the target storyline.

[0084] like Figure 4 As shown, this is a complete target storyline, including three storylines: A, B, and C. Storyline A corresponds to actor A, storyline B corresponds to actor B, and storyline C has no corresponding actor. According to the preset script, animation clips 1, 2, and 3 are sequentially set on storyline A, animation clips 4 and 5 are set on storyline B, and camera animation is set on storyline C. When the target storyline is played, each storyline track plays different animation clips / camera animations according to the timeline, thus forming the complete target storyline.

[0085] Optionally, each animation instruction corresponds to one animation instruction fragment, and the step of creating the target plot file based on the target plot includes:

[0086] Based on the animation instruction lookup table, the animation instructions corresponding to each animation segment are determined according to the plot actors and animation segments corresponding to each plot track.

[0087] Based on each of the determined animation instructions, each of the animation segments is replaced with the corresponding animation instruction fragment.

[0088] Remove the binding between the aforementioned character and the aforementioned plot track.

[0089] Based on the target storyline corresponding to the storyline track that has been unbound from the aforementioned storyline actors and whose animation segments have been replaced, the target storyline file is created.

[0090] An animation instruction lookup table can be created based on the mapping relationship between story actors, animation clips, and animation instructions. A unique animation instruction can be found for each unique story actor and animation clip. Based on this lookup table, the animation instruction corresponding to each animation clip on a story track with a corresponding story actor can be found. After determining all the animation instructions, each animation clip is replaced with the animation instruction fragment corresponding to its determined animation instruction. Then, the mapping relationship between story actors and story tracks is broken. Finally, by unbinding the story actors and replacing the animation clips on the corresponding story tracks, the target story file is created.

[0091] For example, story track X corresponds to story actor Y. This story track contains two animation clips: story actor Y eating watermelon and story actor Y washing hands. Based on story actor Y and the two animation clips (story actor Y eating watermelon and story actor Y washing hands), two animation instructions can be determined: eating watermelon and washing hands. These instructions are then replaced with their corresponding animation instruction clips and saved on story track X. The binding relationship between story actor Y and story track X is then removed, and the target story file is created based on this current story track X.

[0092] It should be noted that since some story tracks have story actors bound to them while others do not, in order to avoid the absence of target actors on story tracks during subsequent playback, the binding relationship between story actors and story tracks can be recorded and generated into an asset file. When applying the game storyline later, the target actors can be bound to the corresponding story tracks according to the binding relationship in the asset file.

[0093] After creating the target story file, proceed to step S110 to create multiple target actors of different types.

[0094] Target actors are actors created based on the game's runtime environment and are currently needed. Target actors can be any type of character, and their number is less than or equal to the number of story actors.

[0095] Step S120 is executed to bind the target actor to the target story file, which includes multiple animation instruction fragments.

[0096] After creating the target actor, you need to bind the target actor to the target story file that was created earlier.

[0097] Optionally, binding the target actor to the target plot file includes: binding each target actor to a different plot track according to the preset script.

[0098] Since it's a reuse of a game's storyline, the default script is the same when creating the target storyline file and during subsequent reuse; only the actors differ. The target actors are bound to the target storyline file, which can be done based on the default script and an asset file that records the binding relationships, placing the target actors on different storylines. Storylines without binding relationships are left unprocessed.

[0099] Step S130 is executed, based on the animation clip lookup table, multiple animation clips are determined according to the target actor and the animation instruction fragment, wherein each target actor and each animation instruction fragment corresponds to one animation clip.

[0100] An animation clip lookup table can be created based on the mapping relationship between target actors, animation instruction fragments, and animation clips. A unique animation clip can be found based on a unique target actor and animation instruction fragment.

[0101] Optionally, determining multiple animation segments based on the animation segment lookup table, according to the target actor and the animation instruction fragment, includes: determining the animation segment on each plot track based on the target actor bound to each plot track and the animation instruction fragment on that plot track.

[0102] After binding each target actor to its corresponding storyline, the corresponding animation clips on each storyline can be found based on the animation clip lookup table, according to the target actor and each animation instruction clip.

[0103] Execute step S140, and play each of the animated segments in the preset plot order.

[0104] After the target actors are bound together and the animation segments on each plot track are determined, the corresponding animation segments of each target actor are played according to the preset plot order to complete the application of the game plot.

[0105] Optionally, playing the animated segments according to a preset plot sequence includes:

[0106] The animation segments on each of the story tracks are arranged on the timeline according to the preset storyline order.

[0107] When the target storyline reaches a position on the timeline where the animated segment exists, one or more of the animated segments corresponding to that position are played.

[0108] Still with Figure 4 For example, when playing various animation segments, first arrange the animation segments / camera animations on each story track on the timeline, and play the target story from the beginning position. When the playback reaches a position on the timeline where a certain animation segment is located (e.g., Figure 4 At 00:12 (position), story tracks A, B, and C will simultaneously begin playing their corresponding animation clips / camera animations.

[0109] Optionally, the method further includes the step of creating the animation clip lookup table and the animation instruction lookup table, which includes:

[0110] Create an animation clip lookup table using the target actor and the animation instruction fragment as keys and the animation clip as values.

[0111] Create an animation instruction lookup table using the aforementioned actors and animation clips as keys and the aforementioned animation instructions as values.

[0112] To facilitate searching for animation clips and animation commands, an animation clip lookup table can be created, using the target actor and animation command clip as keys and the animation clip as values; an animation command lookup table can be created, using the plot actor and animation clip as keys and the animation command as values. These tables can then be stored in a command mapping library. When a search for animation clips and animation commands is needed, the animation clip lookup table and the animation command lookup table can be retrieved from the command mapping library.

[0113] Based on the same inventive concept, such as Figure 5 As shown in the embodiment of this invention, a game plot application device 300 is provided. The game plot application device 300 includes:

[0114] Target actor creation unit 301 is used to create multiple target actors of different types.

[0115] The target actor binding unit 302 is used to bind the target actor to a target plot file, the target plot file including multiple animation instruction fragments.

[0116] Animation segment determination unit 303 is used to determine multiple animation segments based on the animation segment lookup table, according to the target actor and the animation instruction fragment, wherein each target actor and each animation instruction fragment corresponds to one animation segment;

[0117] The animation clip playback unit 304 is used to play each of the animation clips in a preset plot order.

[0118] Regarding the game plot application device 300 mentioned above, the specific functions of each unit have been described in detail in the embodiments of the game plot application method provided in this specification, and will not be elaborated here.

[0119] Based on the same inventive concept, embodiments of this invention provide a computer-readable storage medium storing a computer program thereon, which, when executed by a processor, implements the steps of any of the methods in the aforementioned game plot application method.

[0120] The present invention has at least the following beneficial effects:

[0121] By creating multiple target actors of different types, when animation / storyline needs to be played, the target actor is applied to a pre-created target storyline file. Then, according to the animation clip lookup table, the corresponding animation clip for each target actor is found, and the animation clips are played in the preset storyline order. This allows different actors to use the same target storyline file, achieving the technical effect of "one-time production, universal application." This reduces workload and improves the efficiency of storyline production.

[0122] In the several embodiments provided by this invention, it should be understood that the disclosed apparatus and methods can also be implemented in other ways. The apparatus embodiments described above are merely illustrative; for example, the flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods, and computer program products according to various embodiments of the invention. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram and / or flowchart, and combinations of blocks in block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.

[0123] In addition, the functional modules in the various embodiments of the present invention can be integrated together to form an independent part, or each module can exist independently, or two or more modules can be integrated to form an independent part.

[0124] If the aforementioned functions are implemented as software functional modules and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0125] The above description is merely a specific embodiment of the present invention, but the scope of protection of the present invention is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in the present invention should be included within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A game scenario application method, characterized by, The method comprises: creating a plurality of different types of target actors; obtaining a plurality of plot actors and a plurality of animation instructions executable by the plot actors; creating animation clips according to the plot actors and the animation instructions, wherein one plot actor and one animation instruction determine one unique animation clip; creating a plurality of plot tracks according to a preset script, each plot track corresponding to at most one plot actor and a plurality of animation clips corresponding to the plot actor; setting the corresponding animation clips on each plot track in a preset plot order; creating a target plot according to the set plot tracks; determining the animation instruction corresponding to each animation clip according to the plot actor and the animation clip corresponding to each plot track based on an animation instruction query table, wherein each animation instruction corresponds to an animation instruction clip; replacing each animation clip with the corresponding animation instruction clip based on the determined animation instruction; unbinding the plot actor from the plot track; and creating a target plot file according to the target plot corresponding to the plot track from which the plot actor is unbound and in which the animation clip is replaced, wherein the target plot file comprises a plurality of animation instruction clips; binding each target actor to a different plot track according to the preset script; determining a plurality of animation clips according to the target actor and the animation instruction clip based on an animation clip query table, wherein each target actor and one animation instruction clip correspond to one animation clip; playing each animation clip in the preset plot order.

2. The game scenario application method according to claim 1, wherein, The method of determining a plurality of animation clips according to the target actor and the animation instruction clip based on an animation clip query table comprises: determining the animation clip on each plot track according to the target actor bound to the plot track and the animation instruction clip on the plot track.

3. The game scenario application method according to claim 2, wherein The method of playing each animation clip in the preset plot order comprises: arranging the animation clips on each plot track on a time axis in the preset plot order; and playing one or more animation clips corresponding to the position on the time axis when the target plot is played to the position where the animation clip exists.

4. The game scenario application method according to claim 1, wherein The method further comprises the steps of creating the animation clip query table and the animation instruction query table, which comprises: creating the animation clip query table with the target actor and the animation instruction clip as the key and the animation clip as the value; and creating the animation instruction query table with the plot actor and the animation clip as the key and the animation instruction as the value.

5. A game scenario application device characterized by comprising: The game plot application device for any one of claims 1-4 comprises: a target actor creating unit configured to create a plurality of different types of target actors; a target actor binding unit configured to bind the target actor to a target plot file, wherein the target plot file comprises a plurality of animation instruction clips. The animation segment determination unit is configured to determine a plurality of animation segments based on an animation segment query table according to the target actor and the animation instruction segment, wherein each target actor and each animation instruction segment correspond to one animation segment. The animation segment playing unit is configured to play each animation segment in a preset plot sequence.

6. An electronic device, comprising: The computer program is stored in the memory and executable on the processor, and the processor executes the program to implement the steps of the method in any one of claims 1-4. The computer readable storage medium comprises a computer program, and the computer program controls the server where the computer readable storage medium is located to implement the steps of the method in any one of claims 1-4 when running.

7. A computer readable storage medium characterized in that, ​

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