Special effect rendering method and device, equipment and storage medium
By obtaining and configuring special effects rendering information, flexible rendering skills and special effects are solved, and the problem of rigid special effects time nodes and presentation processes in the existing technology is achieved, and the flexibility of independent configuration and special effects rendering of planners is realized.
Patent Information
- Application Number
- CN202311474184.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-11-07
- Publication Date
- 2025-01-10
AI Technical Summary
In the prior art, the time nodes and presentation process of skill special effects are too rigid, and the planner cannot flexibly configure it, and can only be modified by art personnel, limiting the flexibility and autonomy of the special effects.
By determining the target release object and object type of the special effect attack skill, obtaining the target special effect rendering information, including special effect identification information and rendering configuration parameters, it can render special effects at the target model's hanging point position, and supports special effect loading time period and loop playback, allowing planning People freely configure special effects rendering information to achieve different types of special effects rendering.
The flexibility and autonomy of special effects rendering are realized, allowing planners to adjust the special effects effects as needed, unbundle the rigid connection between special effects and skilled actions, and improve the flexibility and controllability of special effects rendering.
Smart Images

Figure CN119280794A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of image rendering technology, and in particular to a special effects rendering method, device, equipment and storage medium. Background Art
[0002] In the related art, the art designer of the game will design the skill actions when the game character uses the attack / defense skills, and will also design the skill special effects. Subsequently, the art designer will bind the skill special effects to the skill actions. The skill special effects set in this way have many restrictions, such as the special effect duration cannot exceed the skill action duration, it cannot be presented in the case of instant (or the character has no action), and it can only be modified by the art staff, etc. This results in the time node and presentation process of the special effects being too rigid, and the planners can only modify the special effects performance through the art staff, and cannot flexibly configure it by themselves. Therefore, there is an urgent need in the related art for a skill special effect rendering solution that can be flexibly configured and easy for planning and modification. Summary of the invention
[0003] Embodiments of the present invention provide a special effects rendering method, apparatus, device and storage medium, which are used to increase the flexibility of rendering skill special effects.
[0004] In a first aspect, an embodiment of the present invention provides a special effects rendering method, the method comprising:
[0005] In response to an instruction to control a game character to release a special effect attack skill, determining a target release object corresponding to the special effect attack skill;
[0006] Determine target special effect rendering information based on the skill type of the special effect attack skill and the object type of the target release object, wherein the target special effect rendering information includes special effect identification information and special effect rendering configuration parameters, and the special effect rendering configuration parameters include a model hanging point position in the target release object for hanging the target special effect corresponding to the special effect identification information;
[0007] The target special effect is rendered at the model hanging point position of the target release object.
[0008] Optionally, the special effect rendering configuration parameters also include a special effect loading time period;
[0009] The rendering of the target special effect at the model hanging point position of the target release object includes:
[0010] In the process of releasing the special effect attack skill, when the special effect loading time period is reached, the target special effect is rendered at the model hanging point position of the target release object.
[0011] Optionally, the special effect rendering configuration parameters also include configuration parameters for indicating loop playback of special effects;
[0012] The rendering of the target special effect at the model hanging point position of the target release object includes:
[0013] The target special effects are loopedly rendered at the model hanging point position of the target release object.
[0014] Optionally, the method further comprises:
[0015] During the process of rendering the target special effect, if a preset special effect rendering closing event is detected, the rendering of the target special effect is terminated.
[0016] Optionally, the determining target special effect rendering information based on the skill type of the special effect attack skill and the object type of the target release object includes:
[0017] Based on a pre-established special effect list, searching for a target special effect file identifier corresponding to the skill type of the special effect attack skill and the object type of the target release object, wherein the special effect list stores a correspondence between the skill type, the object type and the special effect file identifier, and the target special effect file identifier includes an identifier of special effect rendering information and / or a storage path of the special effect rendering information;
[0018] Based on the target special effect file identifier, target special effect rendering information is obtained.
[0019] Optionally, determining a target release object corresponding to the special effect attack skill includes:
[0020] Determine a release attribute corresponding to the special effect attack skill, wherein the release attribute includes an object type of a release object and a release position range;
[0021] According to the position of each object in the game scene, the object type of each object and the release attribute, at least one release object corresponding to the special effect attack skill is determined, wherein the target release object is an object in the at least one release object.
[0022] Optionally, the method further comprises:
[0023] In response to a generation trigger event of the game character, the game character corresponding to the protagonist character is generated, wherein the game character is a character of an exclusive monster type.
[0024] Optionally, the method further comprises:
[0025] Setting the game character to transparent mode;
[0026] The step of responding to the instruction to control the game character to release the special effect attack skill and determining the target release object corresponding to the special effect attack skill comprises:
[0027] In response to an instruction to control the game character to release a special effect attack skill to the game character itself, determining the game character as the target release object;
[0028] The rendering of the target special effect at the model hanging point position of the target release object includes:
[0029] The target special effect is rendered at the model hanging point position of the game character.
[0030] Optionally, in response to an instruction to control a game character to release a special effect attack skill, determining a target release object corresponding to the special effect attack skill includes:
[0031] In response to an instruction to control the game character to release a special effect attack skill to the protagonist character, the protagonist character is determined as the target release object;
[0032] The rendering of the target special effect at the model hanging point position of the target release object includes:
[0033] The target special effect is rendered at the model hanging point position of the protagonist character.
[0034] In a second aspect, an embodiment of the present invention provides a special effects rendering device, comprising:
[0035] A determination module, for determining, in response to an instruction for controlling a game character to release a special effect attack skill, a target release object corresponding to the special effect attack skill; and determining target special effect rendering information based on a skill type of the special effect attack skill and an object type of the target release object, wherein the target special effect rendering information includes special effect identification information and special effect rendering configuration parameters, and the special effect rendering configuration parameters include a model hanging point position in the target release object for mounting the target special effect corresponding to the special effect identification information;
[0036] A rendering module is used to render the target special effect at the model hanging point position of the target release object.
[0037] In a third aspect, an embodiment of the present invention provides an electronic device, comprising a processor and a memory, wherein the memory stores executable code, and when the executable code is executed by the processor, the processor can at least implement the special effects rendering method in the first aspect.
[0038] In a fourth aspect, an embodiment of the present invention provides a non-temporary machine-readable storage medium having executable code stored thereon. When the executable code is executed by a processor of an electronic device, the processor can at least implement the special effects rendering method in the first aspect.
[0039] By adopting the present invention, planners can freely configure special effect rendering information, and can freely and controllably realize the rendering of different types of special effects through the special effect rendering information, thus completing the unbinding of the special effect rendering process from the skill action. When the target release object is hit by the special effect attack skill released by the game character, the target special effect rendering information can be determined based on the skill type of the special effect attack skill and the object type of the target release object. The target special effect rendering information contains relevant information on how to render the target special effect, and the target release object can be rendered with the target special effect based on the target special effect rendering information. If you want to adjust the special effect effect, you can achieve it by configuring the special effect rendering configuration parameters in the special effect rendering information, thereby improving the flexibility of the special effect rendering. BRIEF DESCRIPTION OF THE DRAWINGS
[0040] In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0041] Figure 1 A schematic diagram of a flow chart of a special effects rendering method provided by an embodiment of the present invention;
[0042] Figure 2 A schematic diagram of the location of a model hanging point in a target release object provided by an embodiment of the present invention;
[0043] Figure 3 A schematic diagram of a flow chart of another special effects rendering method provided by an embodiment of the present invention;
[0044] Figure 4 A schematic diagram of a weather scene with special effects rendering provided by an embodiment of the present invention;
[0045] Figure 5 A schematic diagram of a flow chart of another special effects rendering method provided by an embodiment of the present invention;
[0046] Figure 6 A flame special effect schematic diagram provided by an embodiment of the present invention;
[0047] Figure 7 A schematic diagram of a game level scene provided by an embodiment of the present invention;
[0048] Figure 8 A schematic diagram of a special monster releasing lightning special effects on itself provided by an embodiment of the present invention;
[0049] Fig. 9 A schematic diagram of the structure of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0050] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0051] The terms used in the embodiments of the present invention are only for the purpose of describing specific embodiments, and are not intended to limit the present invention. The singular forms "a", "said" and "the" used in the embodiments of the present invention and the appended claims are also intended to include plural forms, unless the context clearly indicates other meanings, and "multiple" generally includes at least two.
[0052] As used herein, the words "if" and "if" may be interpreted as "at the time of" or "when" or "in response to determining" or "in response to detecting", depending on the context. Similarly, the phrases "if it is determined" or "if (stated condition or event) is detected" may be interpreted as "when it is determined" or "in response to determining" or "when detecting (stated condition or event)" or "in response to detecting (stated condition or event)", depending on the context.
[0053] In addition, the step sequence in the following method embodiments is only an example and not a strict limitation.
[0054] Figure 1 The flowchart of a special effects rendering method provided by an embodiment of the present invention is a schematic diagram, and the method can be applied to an electronic device. The electronic device can be a terminal, or it can be executed by a terminal and a server in cooperation. The following is an example of a terminal and a server cooperating to execute the method of the embodiment of the present invention. The process executed by the terminal alone is similar and will not be repeated. Figure 1 As shown, the method comprises the following steps:
[0055] 101. In response to an instruction to control a game character to release a special effect attack skill, determine a target release object corresponding to the special effect attack skill.
[0056] 102. Determine target special effect rendering information based on the skill type of the special effect attack skill and the object type of the target release object, wherein the target special effect rendering information includes special effect identification information and special effect rendering configuration parameters, and the special effect rendering configuration parameters include the model hanging point position in the target release object for mounting the target special effect corresponding to the special effect identification information.
[0057] 103. Render target special effects at the model hanging point of the target release object.
[0058] In actual applications, during the game, the player user can control the game character, that is, the protagonist character controlled by the player user, to release special effect attack skills if certain conditions are met. The player user can trigger the control for controlling the game character to release the special effect attack skills in the terminal, and accordingly, the terminal can generate an instruction for controlling the game character to release the special effect attack skills.
[0059] In response to an instruction to control a game character to release a special effect attack skill, the terminal may report a corresponding event of releasing the special effect attack skill to the server, and the server may determine a target release object corresponding to the special effect attack skill based on the received event.
[0060] In certain optional embodiments, the above process of determining the target release object corresponding to the special effect attack skill can be implemented as follows: determining the release attributes corresponding to the special effect attack skill, wherein the release attributes include the object type of the release object and the release position range; determining at least one release object corresponding to the special effect attack skill according to the position of each object in the game scene, the object type of each object and the release attributes, wherein the target release object is an object among the at least one release object.
[0061] It is understandable that planners can pre-configure the release properties corresponding to the special effect attack skills through the framework of the skill editor. Specifically, planners can configure the object type and release position range of the release object corresponding to the special effect attack skill. Based on the configured object type of the release object, you can know which types of objects can be used as attacked objects, such as characters controlled by other player users can be used as attacked objects, while trees beside the road are not used as attacked objects. Based on the configured release position range, you can know how far away from the game character that can be used as an attacked object can be hit when the game character releases a special effect attack skill, with the game character as the center.
[0062] In addition to the object type and release position range of the release object introduced above, planners can also configure the number of release objects and release path types corresponding to special effect attack skills through the framework of the skill editor. Based on the configured number of release objects, you can know how many objects that can be attacked will be hit. Based on the configured release path type, you can determine the release method of the special effect attack skill, such as releasing it in one or more ways of point, line, and surface.
[0063] Based on the above introduction, it can be known that after determining the release attribute corresponding to the special effect attack skill, at least one release object corresponding to the special effect attack skill can be determined according to the position of each object in the game scene, the object type of each object and the release attribute. For example, the release attribute is set so that any game character controlled by a player user can be used as an object to be attacked, and a game character whose distance from the main character who releases the special effect attack skill is greater than A and less than B will be attacked, where A and B are pre-configured distance values. After releasing the above special effect attack skill, at least one release object that meets the conditions can be determined based on the above release attribute, and the target release object is any object among the at least one release object.
[0064] It is understandable that a game character may have the ability to release one or more special effect attack skills. Therefore, when a game character releases a special effect attack skill, it is necessary to determine the skill type of the special effect attack skill released by the game character. When the skill type is different, different special effects need to be rendered. For example, when a game character releases a fire skill, it is necessary to render a fire effect, and when a game character releases a water skill, it is necessary to render a dripping effect.
[0065] In addition, for the same special effect attack skill released by the same game character, when the skill hits different target release objects, the same or different special effects can be rendered according to the different object types of the target release objects. For example, when game character A releases skill A1, when A1 hits a target release object of a person type, a lightning special effect will be generated around the target release object, and when A1 hits a target release object of a tree type, a fire special effect will be generated on the target release object. Of course, when the same game character uses the same special effect attack skill to hit target release objects of different object types, the same special effect can be used, and this embodiment of the present invention is not limited to this.
[0066] Based on the above introduction, it can be seen that when a game character releases a special effect attack skill, the skill type of the special effect attack skill and the object type of the target release object can be determined, and then based on this information, the target special effect rendering information indicating what kind of target special effect to render can be determined. Among them, the target special effect rendering information may include but is not limited to special effect identification information and special effect rendering configuration parameters, and the special effect rendering configuration parameters may include the model hanging point position in the target release object for mounting the target special effect corresponding to the special effect identification information.
[0067] In certain optional embodiments, the above process of determining the target special effect rendering information can be implemented as follows: based on a pre-established special effect list, searching for a target special effect file identifier corresponding to the skill type of the special effect attack skill and the object type of the target release object, wherein the special effect list stores the correspondence between the skill type, the object type and the special effect file identifier, and the target special effect file identifier includes an identifier of the special effect rendering information and / or a storage path of the special effect rendering information; based on the target special effect file identifier, obtaining the target special effect rendering information.
[0068] In actual applications, a special effects list can be established in advance, and the special effects list stores special effects file identifiers corresponding to multiple special effects. The special effects file identifier can be a file ID, or it can also be a file storage path. Based on the file ID or the file storage path, unique special effects rendering information can be found. It should be noted that the multiple special effects file identifiers stored in the special effects list can be indexed by serial numbers, so that when the server determines which target special effect needs to be rendered, the corresponding serial number can be sent to the terminal, and then the terminal can query the special effects list based on the received serial number to obtain the corresponding target special effect rendering information.
[0069] It is understandable that the target special effect rendering information can be stored in the form of a file package. When the target special effect rendering information needs to be used, the file package can be unpacked and then the target special effect rendering information therein can be obtained.
[0070] After the target special effect rendering information is obtained, the target special effect can be rendered at the model hanging point position of the target release object based on the target special effect rendering information.
[0071] As mentioned above, the target special effect rendering information may include special effect rendering configuration parameters, and the special effect rendering configuration parameters may include not only the model hanging point position, but also the special effect loading time period. Accordingly, the process of rendering the target special effect at the model hanging point position of the target release object may be implemented as follows: in the process of releasing the special effect attack skill, when the special effect loading time period is reached, the target special effect is rendered at the model hanging point position of the target release object.
[0072] It should be noted that planners can pre-configure the special effects loading time period through the framework of the skill editor. The special effects loading time period can be used to specify from which time to which time to render the target special effects, thereby untying the target special effects from the skill actions corresponding to the special effects attack skills. That is, the time to mount the target special effects is completely determined by the special effects loading time period and has nothing to do with the progress of the skill action.
[0073] In some optional embodiments, the special effect rendering configuration parameters may also include configuration parameters for indicating loop rendering of special effects. Among them, the configuration parameters can be set through a switch control. When the switch control is turned on by the planner, the target special effect needs to be rendered in a loop. When the switch control is turned off by the planner, the target special effect can be turned off by playing it once. Taking a specific application scenario as an example, suppose that game character A releases a special effect attack skill on game character B. The special effect attack skill has a damage attribute to game character B, but game character A only releases the special effect attack skill once. Therefore, when the target special effect corresponding to the special effect attack skill is played, the playback can be exited. Suppose game character A releases a special effect attack skill on a tree in the game scene. The special effect attack skill causes the tree to catch fire. The special effect of fire can be rendered on the tree in a loop.
[0074] Optionally, during the process of rendering the target special effect, if a preset special effect rendering closing event is detected, the rendering of the target special effect is terminated.
[0075] Continuing with the previous example, suppose that the tree is repeatedly rendering a fire effect. If a game character finds a fire extinguisher and uses it to put out the fire on the tree, it can be considered that a special effect rendering off event is detected. In response to this event, the rendering of the fire effect can be terminated. For another example, even if no game character uses a fire extinguisher to put out the fire on the tree, and it rains in the sky, it can be considered that a special effect rendering off event is detected. In response to this event, the rendering of the fire effect can be terminated.
[0076] In another optional embodiment, in addition to those listed above, the special effect rendering configuration parameters may also include the offset of the special effect in the three-dimensional coordinate axis. The mounting position of the special effect can be adjusted according to the offset of the special effect in the three-dimensional coordinate axis. For example, according to the serial number sent by the server, the following information is found in the special effects list: 8 "Planning connection \\Xingyu_Snowflake.gfx" "HH_Spine" "0" "10" "0". Among them, 8 is the serial number of the special effect rendering information, HH_Spine is the model hanging point location name of the target release object, planning connection \\Xingyu_Snowflake.gfx is the storage path for loading special effects, and "0" "10" "0" are the respective offsets of the special effects in the three-dimensional coordinate axis. Among them, based on the parameters of "0" "10" "0", it can be confirmed that the special effect needs to be offset 10 degrees higher on the y-axis. In addition, if Figure 2 As shown, it is a model schematic diagram of the target release object, in which multiple model hanging point positions of the target release object are marked, and the specific model hanging point position of a special effect is determined by the special effect rendering information indicated by the corresponding serial number.
[0077] By adopting the method provided by the embodiment of the present invention, planners can freely configure special effect rendering information, and can freely and controllably realize the rendering of different types of special effects through the special effect rendering information, thus completing the unbinding of the special effect rendering process from the skill action. When the target release object is hit by the special effect attack skill released by the game character, the target special effect rendering information can be determined based on the skill type of the special effect attack skill and the object type of the target release object. The target special effect rendering information contains relevant information on how to render the target special effect, and the target special effect can be rendered to the target release object based on the target special effect rendering information. If you want to adjust the special effect effect, you can do so by configuring the special effect rendering configuration parameters in the special effect rendering information. Furthermore, if you want to reuse special effects, you can directly configure them in the special effect rendering information, thereby realizing the reuse of existing special effects.
[0078] like Figure 3 FIG. 2 is a flow chart of another special effect rendering method provided by an embodiment of the present invention. The method may include the following steps:
[0079] 301. In response to a game character generation triggering event, generate a game character corresponding to the protagonist character, wherein the game character is a character of a dedicated monster type.
[0080] 302. Set the game character to transparent mode.
[0081] 303. In response to an instruction to control the game character to release a special effect attack skill to the game character itself, the game character is determined as a target release object.
[0082] 304. Determine target special effect rendering information based on the skill type of the special effect attack skill and the object type of the target release object, wherein the target special effect rendering information includes special effect identification information and special effect rendering configuration parameters, and the special effect rendering configuration parameters include the model hanging point position in the target release object for mounting the target special effect corresponding to the special effect identification information.
[0083] 305. Render target special effects at the model hanging point of the game character.
[0084] The specific implementation process of the above step 304 in the embodiment of the present invention has been introduced in detail in the previous embodiment. The step 304 in the embodiment of the present invention can be implemented by referring to the specific description in the previous embodiment, and will not be described in detail here.
[0085] In practical applications, a game character may be generated first. In an embodiment of the present invention, a game character may refer to a character of an exclusive monster type corresponding to the protagonist character, referred to as an exclusive monster. The exclusive monster is visible only to the player user corresponding to the protagonist character, and is invisible to other player users. Accordingly, the exclusive monster may also release special effect attack skills, but the special effects generated by the special effect attack skills released by the exclusive monster are also visible only to the player user controlling the protagonist character, and the special effects are also invisible to other player users.
[0086] There are many ways to generate exclusive monsters, for example, you can trigger the calling of the task interface in the form of tasks to generate exclusive monsters corresponding to the protagonist. After the exclusive monster is generated, since the exclusive monster generated here is not used for attacking, but is used as a medium tool for rendering special effects, the exclusive monster can be set to transparent mode, so that the exclusive monster is invisible to all players, including the player who controls the protagonist. However, the special effects produced by the special attack skills released by the exclusive monster are still only visible to the player who controls the protagonist and are invisible to other players.
[0087] It is understandable that in some cases, exclusive monsters will release special effect attack skills. For example, when it is detected that the strategy meets the preset conditions, or when the protagonist character uses certain specific props, the skill function will be called to trigger the exclusive monster to release special effect attack skills.
[0088] In the embodiment of the present invention, the exclusive monster can release special effect attack skills to itself. By releasing special effect attack skills to itself, different weather scenes can be realized, and the weather scenes are only valid for the player user who controls the protagonist character, and are invalid for other player users in the same plane. Figure 4As shown in the figure, two players in the same plane see different weather scenes. The player on the left sees thundercloud weather, while the player on the right sees sunny weather. The thundercloud weather is achieved when the exclusive monster corresponding to the player on the left releases a special effect attack skill related to the thundercloud special effect on itself.
[0089] By adopting the method provided in the embodiment of the present invention, an exclusive monster is generated and set to a transparent mode. At the same time, different weather scenes are realized by allowing the exclusive monster to release special effect attack skills on itself. The realized weather scenes are only valid for the player user bound to the exclusive monster and are invisible to other player users. In this way, different player users in the same plane can see different weather scenes, and there is no need to uniformly configure the weather scenes seen by all player users in the same plane, thereby realizing the rendering of personalized weather scenes for different player users.
[0090] like Figure 5 FIG. 2 is a flow chart of another special effect rendering method provided by an embodiment of the present invention. The method may include the following steps:
[0091] 501. In response to a trigger event for generating a game character, generate a game character corresponding to the protagonist character, wherein the game character is a character of a dedicated monster type.
[0092] 502. In response to an instruction to control the game character to release a special effect attack skill to the protagonist character, the protagonist character is determined as a target release object.
[0093] 503. Based on the skill type of the special effect attack skill and the object type of the target release object, determine the target special effect rendering information, wherein the target special effect rendering information includes special effect identification information and special effect rendering configuration parameters, and the special effect rendering configuration parameters include the model hanging point position in the target release object for mounting the target special effect corresponding to the special effect identification information.
[0094] 504. Render the target special effects at the model hanging point of the protagonist character.
[0095] Among them, the specific implementation process of the above steps 501, 503, and 504 in the embodiment of the present invention has been introduced in detail in the aforementioned embodiment. The steps 501, 503, and 504 in the embodiment of the present invention can be implemented by referring to the specific description in the aforementioned embodiment, and will not be repeated here.
[0096] In actual applications, the exclusive monster corresponding to the protagonist can release special effect attack skills to the protagonist, which can add target special effects to the protagonist itself. Figure 6 As shown, the exclusive monster can release special effect attack skills related to fire effects on the protagonist character, and then the flame effects can be mounted on the protagonist character.
[0097] In addition to the above-described methods, in other optional embodiments of the present invention, exclusive monsters of level monsters can also be generated, and exclusive monsters can also be set to transparent mode. When the exclusive monster attacks the protagonist character, the damage value of the exclusive monster to the protagonist character can be calculated, and the exclusive monster can also release special effect attack skills to itself, so that the player user controlling the protagonist character can only see the target special effects generated by the special effect attack skills released by the exclusive monster.
[0098] like Figure 7 and Figure 8 As shown, the level monster is a BOSS dragon, and a BOSS dragon's exclusive monster can be generated and set to transparent mode. Then, the exclusive monster can release special effect attack skills on itself. When the exclusive monster releases the special effect attack skill, a lightning special effect can appear at the position of the exclusive monster. For the player user, the presentation effect is similar to that of the BOSS dragon triggering lightning.
[0099] By adopting the method provided in the embodiment of the present invention, the target special effects can be applied to different scenes, enriching the content elements presented in the scenes, and making the game scenes more interesting and expressive.
[0100] In one possible design, Fig. 9 As shown, the electronic device in the above embodiment may include: a processor 91 and a memory 92. The memory 92 stores executable code, and when the executable code is executed by the processor 91, the processor 91 can at least implement the above Figures 1 to 8 The special effects rendering method provided in the illustrated embodiment.
[0101] Optionally, the electronic device may further include a communication interface 93 for communicating with other devices.
[0102] In addition, an embodiment of the present invention provides a non-transitory machine-readable storage medium, wherein an executable code is stored on the non-transitory machine-readable storage medium. When the executable code is executed by a processor of an electronic device, the processor can at least implement the above-mentioned Figures 1 to 8 The special effects rendering method provided in the illustrated embodiment.
[0103] The embodiment of the present invention further provides a special effects rendering device, comprising:
[0104] A determination module, for determining, in response to an instruction for controlling a game character to release a special effect attack skill, a target release object corresponding to the special effect attack skill; and determining target special effect rendering information based on a skill type of the special effect attack skill and an object type of the target release object, wherein the target special effect rendering information includes special effect identification information and special effect rendering configuration parameters, and the special effect rendering configuration parameters include a model hanging point position in the target release object for mounting the target special effect corresponding to the special effect identification information;
[0105] A rendering module is used to render the target special effect at the model hanging point position of the target release object.
[0106] Optionally, the special effect rendering configuration parameters also include a special effect loading time period;
[0107] The rendering module is used to:
[0108] In the process of releasing the special effect attack skill, when the special effect loading time period is reached, the target special effect is rendered at the model hanging point position of the target release object.
[0109] Optionally, the special effect rendering configuration parameters also include configuration parameters for indicating loop playback of special effects;
[0110] The rendering module is used to:
[0111] The target special effects are loopedly rendered at the model hanging point position of the target release object.
[0112] Optionally, the device further comprises a termination module, wherein the termination module is configured to:
[0113] During the process of rendering the target special effect, if a preset special effect rendering closing event is detected, the rendering of the target special effect is terminated.
[0114] Optionally, the determining module is used to:
[0115] Based on a pre-established special effect list, searching for a target special effect file identifier corresponding to the skill type of the special effect attack skill and the object type of the target release object, wherein the special effect list stores a correspondence between the skill type, the object type and the special effect file identifier, and the target special effect file identifier includes an identifier of special effect rendering information and / or a storage path of the special effect rendering information;
[0116] Based on the target special effect file identifier, target special effect rendering information is obtained.
[0117] Optionally, the determining module is used to:
[0118] Determine a release attribute corresponding to the special effect attack skill, wherein the release attribute includes an object type of a release object and a release position range;
[0119] According to the position of each object in the game scene, the object type of each object and the release attribute, at least one release object corresponding to the special effect attack skill is determined, wherein the target release object is an object in the at least one release object.
[0120] Optionally, the device further comprises a generating module, wherein the generating module is configured to:
[0121] In response to a generation trigger event of the game character, the game character corresponding to the protagonist character is generated, wherein the game character is a character of an exclusive monster type.
[0122] Optionally, the generating module is used to:
[0123] Setting the game character to transparent mode;
[0124] In response to an instruction to control the game character to release a special effect attack skill to the game character itself, determining the game character as the target release object;
[0125] The target special effect is rendered at the model hanging point position of the game character.
[0126] Optionally, the generating module is used to:
[0127] In response to an instruction to control the game character to release a special effect attack skill to the protagonist character, the protagonist character is determined as the target release object;
[0128] The target special effect is rendered at the model hanging point position of the protagonist character.
[0129] The device embodiments described above are merely illustrative, wherein the units described as separate components may or may not be physically separated. Some or all of the modules may be selected according to actual needs to achieve the purpose of the present embodiment. Those of ordinary skill in the art may understand and implement the present invention without creative effort.
[0130] Through the description of the above embodiments, those skilled in the art can clearly understand that each embodiment can be implemented by adding a necessary general hardware platform, and of course can also be implemented by combining hardware and software. Based on such an understanding, the above technical solution is essentially or the part that contributes to the prior art can be embodied in the form of a computer product, and the present invention can be in the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program codes.
[0131] The special effects rendering method provided in the embodiment of the present invention can be executed by a certain program / software, and the program / software can be provided by the network side. The electronic device mentioned in the above embodiment can download the program / software to a local non-volatile storage medium, and when it needs to execute the above special effects rendering method, the program / software is read into the memory by the CPU, and then the CPU executes the program / software to implement the special effects rendering method provided in the above embodiment. The execution process can refer to the above Figures 1 to 8 Instructions in .
[0132] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention, rather than to limit it. Although the present invention has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present invention.
Claims
1. A special effects rendering method, characterized in that: include: In response to an instruction to control a game character to release a special effect attack skill, determining a target release object corresponding to the special effect attack skill; Determine target special effect rendering information based on the skill type of the special effect attack skill and the object type of the target release object, wherein the target special effect rendering information includes special effect identification information and special effect rendering configuration parameters, and the special effect rendering configuration parameters include a model hanging point position in the target release object for hanging the target special effect corresponding to the special effect identification information; The target special effect is rendered at the model hanging point position of the target release object.
2. The method according to claim 1, characterized in that The special effects rendering configuration parameters also include a special effects loading time period; The rendering of the target special effect at the model hanging point position of the target release object includes: In the process of releasing the special effect attack skill, when the special effect loading time period is reached, the target special effect is rendered at the model hanging point position of the target release object.
3. The method according to claim 1, characterized in that The special effect rendering configuration parameters also include configuration parameters for indicating loop playback of special effects; The rendering of the target special effect at the model hanging point position of the target release object includes: The target special effects are loopedly rendered at the model hanging point position of the target release object.
4. The method according to claim 1, characterized in that The method further comprises: During the process of rendering the target special effect, if a preset special effect rendering closing event is detected, the rendering of the target special effect is terminated.
5. The method according to claim 1, characterized in that The determining target special effect rendering information based on the skill type of the special effect attack skill and the object type of the target release object includes: Based on a pre-established special effect list, searching for a target special effect file identifier corresponding to the skill type of the special effect attack skill and the object type of the target release object, wherein the special effect list stores a correspondence between the skill type, the object type and the special effect file identifier, and the target special effect file identifier includes an identifier of special effect rendering information and / or a storage path of the special effect rendering information; Based on the target special effect file identifier, target special effect rendering information is obtained.
6. The method according to claim 1, characterized in that The step of determining the target release object corresponding to the special effect attack skill includes: Determine a release attribute corresponding to the special effect attack skill, wherein the release attribute includes an object type of a release object and a release position range; According to the position of each object in the game scene, the object type of each object and the release attribute, at least one release object corresponding to the special effect attack skill is determined, wherein the target release object is an object in the at least one release object.
7. The method according to claim 1, characterized in that The method further comprises: In response to a generation trigger event of the game character, the game character corresponding to the protagonist character is generated, wherein the game character is a character of an exclusive monster type.
8. The method according to claim 7, characterized in that The method further comprises: Setting the game character to transparent mode; The step of responding to the instruction to control the game character to release the special effect attack skill and determining the target release object corresponding to the special effect attack skill comprises: In response to an instruction to control the game character to release a special effect attack skill to the game character itself, determining the game character as the target release object; The rendering of the target special effect at the model hanging point position of the target release object includes: The target special effect is rendered at the model hanging point position of the game character.
9. The method according to claim 7, characterized in that: The step of responding to the instruction to control the game character to release the special effect attack skill and determining the target release object corresponding to the special effect attack skill comprises: In response to an instruction to control the game character to release a special effect attack skill to the protagonist character, the protagonist character is determined as the target release object; The rendering of the target special effect at the model hanging point position of the target release object includes: The target special effect is rendered at the model hanging point position of the protagonist character.
10. A special effects rendering device, characterized in that: include: A determination module, for responding to an instruction to control a game character to release a special effect attack skill, and determining a target release object corresponding to the special effect attack skill; Determine target special effect rendering information based on the skill type of the special effect attack skill and the object type of the target release object, wherein the target special effect rendering information includes special effect identification information and special effect rendering configuration parameters, and the special effect rendering configuration parameters include a model hanging point position in the target release object for hanging the target special effect corresponding to the special effect identification information; A rendering module is used to render the target special effect at the model hanging point position of the target release object.
11. An electronic device, characterized in that: include: A memory and a processor; wherein the memory stores executable code, and when the executable code is executed by the processor, the processor executes the special effects rendering method as described in any one of claims 1 to 9.
12. A non-transitory machine-readable storage medium, characterized in that: The non-transitory machine-readable storage medium stores executable code, and when the executable code is executed by a processor of an electronic device, the processor executes the special effects rendering method according to any one of claims 1 to 9.
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