Visual logic editing method and device, equipment, medium and program product

Through the visual logic editing method, the graphical interface and pre-encapsulated logic blocks are used to solve the problem of high learning threshold for custom object interaction logic in the existing technology, and efficient and easy-to-use logic construction is achieved, improving user experience and creative efficiency.

CN119690411APending Publication Date: 2025-03-25ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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Patent Information

Application Number
CN202411927180.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-25
Publication Date
2025-03-25

AI Technical Summary

Technical Problem

When the prior art provides the function of player custom object interaction logic in game design, the learning threshold is high and it is difficult to be accepted by novices or non-professional users, resulting in low creative efficiency and poor user experience.

Method used

Provides a visual logic editing method, allowing users to select objects to be edited through an intuitive graphical interface, display pre-encapsulated interactive behavior logic blocks, and construct interactive control logic through drag and drop and connection operations without writing code.

Benefits of technology

It significantly lowers the learning threshold for players to customize object interaction logic, improves creative efficiency, ensures the correctness and consistency of the logical structure, allowing novice and non-professional users to quickly get started, and improves user experience and community creativity.

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Abstract

The embodiment of the invention provides a visual logic editing method and device, equipment, a medium and a program product, and the visual logic editing method comprises the steps that in response to a selection operation of a user, an object to be edited is determined, and at least one logic block to be selected is displayed in a visual area corresponding to the object to be edited, interactive behavior logic is packaged in the logic block to be selected; in response to an editing operation of a user for a selected logic block, a target logic block is added in the visual area, and the selected logic block is selected by the user from the logic blocks to be selected; and in response to a connection operation of a user for the target logic block, connecting the target logic block, and generating an interaction control logic of the to-be-edited object, the interaction control logic being used for controlling the to-be-edited object to execute an interaction behavior. According to the technical scheme, the requirements for complex script writing and technical knowledge are avoided, the technical threshold is lowered, a user can rapidly create and edit complex logic, and the user experience and creation efficiency are greatly improved.
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Description

Technical Field

[0001] The embodiments of the present invention relate to the field of computer technology, and in particular to a visual logic editing method, device, equipment, medium and program product. Background Art

[0002] In modern game design, providing players with the ability to customize object interaction logic has become an important means to improve user experience and enhance game playability. By allowing players to create automated logic, complex interactions or behaviors, it not only increases the depth and diversity of the game, but also stimulates community creativity. The current ways to implement this function mainly include using signal-circuit models, scripting languages, and built-in behavior tree editors.

[0003] However, these existing implementations generally face a high learning threshold. Many systems require players to have certain technical knowledge to use them effectively, which poses an obstacle to novice or non-professional users, reduces creation efficiency, and affects user experience. Summary of the invention

[0004] In view of this, an embodiment of the present invention provides a visual logic editing method. One or more embodiments of the present invention also relate to a visual logic editing device, a computing device, a computer-readable storage medium and a computer program product to solve the technical defects existing in the prior art.

[0005] According to a first aspect of an embodiment of the present invention, a visual logic editing method is provided, comprising: In response to a selection operation by a user, an object to be edited is determined, and at least one logic block to be selected is displayed in a visualization area corresponding to the object to be edited, wherein the logic block to be selected encapsulates an interactive behavior logic; In response to the user's editing operation on the selected logic block, adding a target logic block in the visualization area, wherein the selected logic block is obtained by the user's selection from the to-be-selected logic blocks; In response to the user's connection operation on the target logic block, the target logic block is connected, and the interactive control logic of the object to be edited is generated, wherein the interactive control logic is used to control the object to be edited to perform interactive behavior.

[0006] According to a second aspect of an embodiment of the present invention, there is provided a visual logic editing device, comprising: A display module is configured to determine the object to be edited in response to a selection operation of the user, and display at least one logic block to be selected in a visualization area corresponding to the object to be edited, wherein the logic block to be selected encapsulates the interactive behavior logic; An editing module is configured to add a target logic block in the visualization area in response to an editing operation of a user on a selected logic block, wherein the selected logic block is obtained by the user selecting from among the logic blocks to be selected; The connection module is configured to connect the target logic block in response to the user's connection operation on the target logic block, and generate the interaction control logic of the object to be edited, wherein the interaction control logic is used to control the object to be edited to perform interactive behavior.

[0007] According to a third aspect of an embodiment of the present invention, there is provided a computing device, including: Memory and processor; The memory is used to store computer programs / instructions, and the processor is used to execute the computer programs / instructions. When the computer programs / instructions are executed by the processor, the steps of the above-mentioned visual logic editing method are implemented.

[0008] According to a fourth aspect of an embodiment of the present invention, a computer-readable storage medium is provided, which stores a computer program / instruction, and when the computer program / instruction is executed by a processor, the steps of the above-mentioned visual logic editing method are implemented.

[0009] According to a fifth aspect of an embodiment of the present invention, there is provided a computer program product, comprising a computer program / instruction, which implements the steps of the above-mentioned visual logic editing method when executed by a processor.

[0010] An embodiment of the present invention realizes that in response to a user's selection operation, an object to be edited is determined, and at least one selected logic block is displayed in a visualization area corresponding to the object to be edited, wherein the selected logic block encapsulates the interactive behavior logic; in response to a user's editing operation on a selected logic block, a target logic block is added in the visualization area, wherein the selected logic block is selected by the user in the selected logic block; in response to a user's connection operation on the target logic block, the target logic block is connected to generate the interactive control logic of the object to be edited, wherein the interactive control logic is used to control the object to be edited to perform interactive behavior. The visual logic editing method significantly reduces the learning threshold of the player's customized object interactive logic through an intuitive graphical interface. The user only needs to simply select the object to be edited, and the system will display multiple selected logic blocks pre-encapsulated with interactive behavior logic in the visualization area. Players can easily build complex interactive control logic through editing operations without writing code or mastering professional technical knowledge. This method not only simplifies the logic creation process and improves the creation efficiency, but also ensures the correctness and consistency of the logical structure, so that novices and non-professional users can quickly get started, greatly improving the user experience and community creativity. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] Figure 1It is a schematic diagram of a system interface of a visual logic editing system provided by an embodiment of the present invention; Figure 2 is a flow chart of a visual logic editing method provided by an embodiment of the present invention; Figure 3 It is a process flow chart of a visual logic editing method provided by an embodiment of the present invention; Figure 4 It is a structural schematic diagram of a visual logic editing device provided by an embodiment of the present invention; Figure 5 It is a structural block diagram of a computing device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0012] Many specific details are set forth in the following description to facilitate a full understanding of the present invention. However, the present invention can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present invention, so the present invention is not limited to the specific implementation disclosed below.

[0013] The terms used in one or more embodiments of the present invention are only for the purpose of describing specific embodiments, and are not intended to limit one or more embodiments of the present invention. The singular forms of "a", "said" and "the" used in one or more embodiments of the present invention and the appended claims are also intended to include plural forms, unless the context clearly indicates other meanings. It should also be understood that the term "and / or" used in one or more embodiments of the present invention refers to and includes any or all possible combinations of one or more associated listed items.

[0014] It should be understood that, although the terms first, second, etc. may be used to describe various information in one or more embodiments of the present invention, these information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of one or more embodiments of the present invention, the first may also be referred to as the second, and similarly, the second may also be referred to as the first. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".

[0015] In addition, it should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in one or more embodiments of the present invention are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions, and provide corresponding operation entrances for users to choose to authorize or refuse.

[0016] First, the terms involved in one or more embodiments of the present invention are explained.

[0017] BlockPort: It is divided into input port and output port, which is used as the entrance and exit of the block connection. At the same time, when connecting the blocks, there are some conditional checks on whether they are adapted and standardized, which reduces the possibility of logical errors from the beginning. A block is allowed to have multiple exits, but only one entrance. The block port records the mutual connection information and is used to find the next block when executing the steps.

[0018] BlockFlow: It is mainly used to store some state changes and data of blocks during execution, so as to facilitate the sharing of dynamic data and changes. It is also a coroutine container for the execution of block logic, scheduling specific actions in each block. A block graph may have multiple block piles, each of which contains a BlockFlow. The execution of each other is relatively independent and does not affect each other. Messages are transmitted between piles through events, or global messages are shared through dependency graphs.

[0019] The building block flow in the present invention is implemented using coroutines. Compared with the structure of a single serial process in general graphical programming, coroutines are used to support the parallelization of multiple serial logic processes. When necessary, event signals can be used to affect other serial processes and exchange data to achieve distributed processing of game logic, but in the logic diagram that serves the same whole, a large behavior is jointly completed.

[0020] Block Template: Mainly used to carry some configurable static information of building blocks, including the type of building blocks, behavior type, configurable conditions, configurable interactions, associated variables, interactive behaviors, adapter object screening conditions and other information, so that developers can quickly configure different building blocks.

[0021] The building block template in the present invention uses json configuration to define some static data of the building block. Through the reflection mechanism of c# and the way of marking the building block ID with c# Attribute, the configured template static data is associated with the instance of the building block at runtime. At the same time, for the logic in the building block, there are also many logical behaviors and various customized conditions implemented by the code layer. When configuring a logical building block, the configuration can be assembled and combined to become a new behavior or conditional building block. Different behaviors and conditional logics can be executed through reflection at runtime, thereby realizing the maximum logic reusability in the process of making building blocks.

[0022] Logical Block (Block): Block instance object, which stores various runtime data and logical behaviors of the block, instantiates BlockPort, manages the assignment logic of block variables, and supports functions such as cloning, serialization, and deserialization of blocks.

[0023] Block interaction classification (BlockType): The classification of blocks in the interaction layer is mainly divided into action, control, operation, variable, condition, and event. This is some classification at the player level to help players quickly find the corresponding blocks.

[0024] Block action type (BlockActionType): The type defined according to the source of the block's behavior is mainly divided into three categories: code-defined behavior, configured behavior, and configured conditions. Developers can pre-define some fixed behavior blocks through code, such as loops, conditional branches, basic mathematical operations, and logical operations, to ensure the consistency and efficiency of these core functions. Planners can configure existing behaviors to combine multiple basic behaviors into new complex behavior blocks, which facilitates the reuse of existing logic and simplifies the construction process of complex logic. In addition, the system also supports configured conditions, allowing users to combine "AND" and "OR" through existing conditions to quickly create specified conditional blocks, improving flexibility and ease of use.

[0025] BlockVar: Each block can provide players with some parameters to choose from, such as time length, image, audio, animation, movement mode, etc., as optional parameters for block behavior.

[0026] BlockVarSet: A collection of block variable lists, used when multiple variable inputs are required for player selection or randomness.

[0027] Block Manager: used to manage existing blocks, including classification acquisition, instantiating blocks from block templates into selectable block instances, etc.

[0028] Logic Graph: The smallest unit used to carry the player's customized complete logic, which is completed by building block instances. A logic graph can have multiple piles of assembled building blocks. The building block pile is analogous to the concept of function in programming thinking, and the logic graph is analogous to the concept of class, which represents a complete set of a certain type of behavior.

[0029] Logic SubGraph: In order to manage the complexity of the logic graph, the present invention introduces the concept of logic subgraph, which is the encapsulation of complex logic, facilitates the reuse of some compound logic, reduces the complexity of management and increases maintainability.

[0030] Logic Graph Manager: manages all logic graphs, including adding, deleting, modifying, saving and loading the graphs. It is also responsible for managing the binding relationship between the logic graph and the entity objects in the game.

[0031] Logic Graph Group: used to combine logic graphs. When there are relatively large logic requirements, it is used to accommodate multiple logic graphs, and then it is convenient to operate, move and copy them as a group in various process controls. Logic Canvas: a definition name for the entire custom programming system, also called a visualization interface in the embodiment of the present invention.

[0032] LogicCanvasEventManager: Event object management, responsible for event creation, registration, and triggering. Events are used to transmit data and exchange information between building blocks or logic diagrams, and to trigger new branch logic. When players customize the logic of an object, they can directly create scene-related messages. The underlying logic will use a hash algorithm to generate a HashID based on the string content of the message, and then store the HashID as the event ID in the event manager of the logic diagram. In the building block that responds to the message, you can select the event that the player customized to send. At the same time, when the player wants to rename the original event, the system can also automatically rename all events, which is convenient for players to manage and understand while retaining the logical uniqueness of the event. Previous graphical programming or custom game logic did not do this.

[0033] Logical canvas event parameters (LogicCanvasArgs): an object of parameter data carried by canvas events.

[0034] LogicCanvasEventID: used to store some objects that identify fixed data such as event name, label, and event sending target. It is used to identify an independent event, combine event parameters, and complete the triggering, response, and data transmission of an event.

[0035] Logic Canvas Manager (LogicCanvasManger): The entry point for all manager modules to access and manage the entire system life cycle.

[0036] LogicCanvasExecutor: It is a method for handling some exceptions in the Graph execution process, including the scheduling and encapsulation of Graph execution.

[0037] LogicCanvasParser: handles some serialization and deserialization logic encapsulation in the entire system.

[0038] In modern games, providing players with the ability to customize object interaction logic has become an important means to improve user experience and enhance game playability. By allowing players to create automated logic, complex interactions or behaviors, it not only increases the depth and diversity of the game, but also stimulates community creativity. The current ways to implement this feature mainly include using signal-circuit models, scripting languages, and built-in behavior tree editors. These technologies provide players with different degrees of freedom and control, but each also brings different challenges.

[0039] Although the above methods have their own advantages, they are generally faced with problems such as steep learning curves, difficulty in complexity management, difficulty in achieving both freedom and ease of use, and lack of legality checks in practical applications. Many systems require players to have certain technical knowledge to use them effectively, which poses an obstacle to novices or non-professional users and reduces creative efficiency. As the scale and number of player-defined logic increase, it becomes complicated to manage and maintain these logics. Some methods provide a high degree of freedom, but are accompanied by a high learning threshold; while more intuitive methods are easy to use, but lack flexibility and depth. In addition, some DIY methods such as circuit models or scripting languages ​​lack a sense of standardization, which can easily lead to incorrect logical connections, increase the time to troubleshoot anomalies, and may cause players to lose interest.

[0040] In response to the above problems, the present invention provides a visual logic editing method. The present invention also relates to a visual logic editing device, a computing device, a computer-readable storage medium, and a computer program product, which are described in detail one by one in the following embodiments.

[0041] See also Figure 1 , Figure 1It is a schematic diagram of a system interface of a visual logic editing system provided by an embodiment of the present invention. In response to the user's selection operation, the system determines the object to be edited, and displays the selected logic block 1, the selected logic block 2, the selected logic block 3, the selected logic block 4, the selected logic block 5, and the selected logic block 6 in the visualization area corresponding to the object to be edited, and each of the selected logic blocks encapsulates the interactive behavior logic; in response to the user's editing operation on the selected logic block, the target logic block 1, the target logic block 2, and the target logic block 3 are added to the visualization area, and the selected logic block is obtained by the user selecting from each of the selected logic blocks; in response to the user's connection operation on the target logic block, the target logic block is connected to generate the interactive control logic of the object to be edited, and the interactive control logic is used to control the object to be edited to perform interactive behavior.

[0042] Applied to this visual editing system, the intuitive graphical interface significantly reduces the learning threshold for players to customize the interaction logic of objects. The user only needs to simply select the object to be edited, and the system will display multiple pre-packaged interactive behavior logic blocks (such as pre-selected logic blocks 1 to 6) in the corresponding visualization area. Players can easily build complex interactive control logic by dragging and connecting these logic blocks without writing code or mastering professional technical knowledge. When the user selects and adds the target logic block (such as target logic blocks 1 to 3), the system supports real-time legality checking to ensure the correctness and consistency of the logical structure. This method not only simplifies the logic creation process and improves the efficiency of creation, but also enables novices and non-professional users to quickly get started, greatly improving the user experience and community creativity. In this way, the system achieves a perfect combination of high ease of use and flexibility, providing players with powerful customization capabilities while maintaining ease of operation.

[0043] See also Figure 2 , Figure 2 It is a flowchart of a visual logic editing method provided by an embodiment of the present invention, which specifically includes the following steps.

[0044] Step 202: In response to the user's selection operation, determine the object to be edited, and display at least one to-be-selected logic block in a visualization area corresponding to the object to be edited, wherein the to-be-selected logic block encapsulates the interactive behavior logic.

[0045] Among them, the object to be edited refers to the game object whose interactive logic the player wishes to customize; the visualization area is the interface part provided by the system, which is used to display and edit logical building blocks; the selected logic block is a predefined building block unit that encapsulates specific interactive behavior logic.

[0046] In actual applications, when a user selects an object in a game as an object to be edited, the system will immediately respond to this selection operation. The system first identifies the object selected by the user and selects the appropriate logic blocks according to the type or label of the object. Subsequently, in the corresponding visualization area, the system dynamically generates and displays multiple pre-packaged interactive behavior logic candidate logic blocks. These logic blocks are classified according to their functions, such as behavior, control, calculation, etc., and are designed with colors and shapes to guide users to correctly splice them. For example, the behavior blocks use rectangular blue blocks, while the variable events use blocks with only the lower end protruding. Users can browse these logic blocks intuitively in the visualization area, understand the function of each logic block, and select appropriate blocks from them as needed. In order to ensure the consistency of the user experience and the correctness of the logical structure, the system will check the adaptability and standardization of each logic block. This intuitive design significantly reduces the learning threshold, allowing novices and non-professional users to quickly get started.

[0047] In a specific embodiment of the present invention, it is assumed that a user wants to add custom interaction logic to a door in a virtual room. The user selects the door as the object to be edited in the game editor. The system immediately responds to the user's selection, automatically detects that the door belongs to the category of interactive objects, and filters out all logic blocks applicable to the door from the system's logic library. The system displays a variety of logic blocks to be selected in the visualization area, including behavior blocks for opening and closing doors, condition blocks for detecting player approach, and operation blocks for playing sound effects. The user can easily view these logic blocks and select appropriate blocks according to needs to build the door's interaction logic. For example, the user can select a condition block for "detecting player approach" and an operation block for "playing door opening sound effect" to achieve the effect of automatically playing the door opening sound effect when the player approaches the door. In this way, users can create complex interaction logic without writing code or mastering professional technical knowledge, greatly improving creative efficiency and flexibility.

[0048] Furthermore, in response to a user's selection operation, an object to be edited is determined, and at least one selected logic block is displayed in a visualization area corresponding to the object to be edited, including: in response to the user's selection operation, the object to be edited is determined, a visualization area manager is scheduled, and a visualization area corresponding to the object to be edited is created in a user interface; at least one logic block identifier is obtained, and corresponding logic block information is obtained based on the logic block identifier; and the selected logic block is rendered in a first sub-area of ​​the visualization area based on the logic block information.

[0049] The logic block identifier is information used to uniquely identify each logic block; the logic block information includes the function description, input and output port definitions, etc. of the logic block.

[0050] In actual applications, when a user selects an object in a game as an object to be edited, the system first responds to the user's selection operation and determines the object to be edited. Subsequently, the system dispatches the visualization area manager to create a visualization area corresponding to the object to be edited in the user interface. This process ensures that every time the user selects a different object to be edited, there will be a dedicated visualization area for displaying and editing the relevant logic blocks. Next, the system obtains at least one logic block identifier and retrieves the corresponding logic block information from the logic library based on these identifiers. The logic block identifier can be pre-configured or dynamically generated according to the type or label of the object to be edited. Based on the obtained logic block information, the system renders the selected logic block in the first sub-area of ​​the visualization area. In order to facilitate user understanding and operation, these logic blocks are classified according to function, and the color and shape design are used to guide the user to correctly splice. For example, the behavior block uses a rectangular blue building block, while the variable event uses a building block with only the lower end protruding. In addition, the system automatically performs adaptability and standardization checks to ensure that the rendered logic blocks can be correctly connected and function. For some steps that have multiple implementation methods, one implementation method is to directly load the logic block information from a preset list, and another implementation method is to dynamically generate the logic block information according to the object currently selected by the user.

[0051] In a specific embodiment of the present invention, it is assumed that a user wants to add custom interaction logic to a door in a virtual room. The user selects this door as the object to be edited in the game editor. The system immediately responds to this selection, calls the visualization area manager, and creates a visualization area in the user interface specifically for editing the interaction logic of the door. The system obtains the logic block identifier applicable to the door according to the type or label of the door, such as "detect player approach", "play door opening sound effect", "open door", etc. Then, the system retrieves the corresponding logic block information from the logic library based on these identifiers, and renders these selected logic blocks in the first sub-area of ​​the visualization area. The user can intuitively see these logic blocks in the visualization area and select appropriate blocks from them as needed. For example, the user can select the conditional block of "detect player approach" and the operation block of "play door opening sound effect" to achieve the effect of automatically playing the door opening sound effect when the player approaches the door. In this way, users can easily create complex interaction logic without writing code or mastering professional technical knowledge, which greatly improves the creation efficiency and flexibility.

[0052] Based on this, the system simplifies the logic creation process by responding to user selection operations, quickly locating and displaying the appropriate logic building blocks. Users can easily build complex interactive logic through an intuitive graphical interface without having to delve into programming details. This approach not only improves creation efficiency, but also ensures the correctness and consistency of the logical structure, allowing novices and non-professional users to quickly get started, greatly improving user experience and community creativity.

[0053] Step 204: In response to the user's editing operation on the selected logic block, a target logic block is added to the visualization area, wherein the selected logic block is obtained by the user's selection from the to-be-selected logic blocks.

[0054] The selected logic block refers to the specific building block selected by the user from multiple candidate logic blocks displayed in the visualization area; the target logic block is the specific logic unit selected by the user and added to the editing area to construct the final interactive control logic.

[0055] In actual applications, when users browse and select the selected logic blocks in the visualization area, the system will record the user's operations. Once the user clicks or drags a selected logic block, it means that the user has edited the logic block. In response to this operation, the system adds the selected logic block as the target logic block in the corresponding position in the visualization area. In order to ensure the intuitiveness and ease of use of the adding process, the system provides a real-time preview function, so that users can see the expected position of the target logic block and its relationship with other existing logic blocks before adding. In addition, the system will automatically perform adaptability and normative checks to ensure that the newly added target logic block can be correctly connected and function. For example, if the user selects the "play sound effect" behavior block, the system will accurately place the block in the visualization area and intelligently recommend appropriate input and output port connection points based on the context, so that users can further build the logic flow. For different types of logic blocks involved in the steps, the system supports multiple implementation methods: one implementation method is to directly drag the block to the specified position, and the other implementation method is to automatically generate and place it in the appropriate position after selecting through the menu option.

[0056] In a specific embodiment of the present invention, suppose that a user wants to create an interactive logic for opening and closing a door in a virtual room. The user first selects the conditional block "Detect player approach" as the selected logic block in the visualization area. In response to the user's editing operation, the system adds the conditional block as a target logic block and displays it in the visualization area. Next, the user continues to select the action block "Play door opening sound effect". The system also responds to this operation, adds the action block as a target logic block, and automatically suggests connecting it with the previous conditional block to form a complete logic flow. The user can easily add more logic blocks by dragging or selecting from the menu, such as the behavior blocks of "open door" and "close door", and gradually build complex interactive logic. In this process, the system always keeps the interface neat, provides instant feedback, and ensures that the connection between each logic block meets the specifications, thereby simplifying the logic creation process and improving creation efficiency.

[0057] Furthermore, in response to the user's editing operation on the selected logic block, a target logic block is added in the visualization area, including: in response to the user's selection operation, determining the target logic block; in response to the user's deployment operation, determining deployment location information, wherein the deployment location information is used to indicate the location in the visualization area; and deploying the target logic block in the visualization area based on the deployment location information.

[0058] The deployment location information is data indicating the specific placement location of the target logic block in the visualization area.

[0059] In actual applications, when a user decides to add a selected logic block to the visualization area, the system first responds to the user's selection operation and determines that the logic block is the target logic block. The user can select the selected logic block by clicking or dragging, and mark it as the target logic block to be added. Next, the system responds to the user's deployment operation, that is, the user's action of specifying the placement position of the target logic block, to determine the deployment position information. The deployment position information can be directly provided by the user by dragging the logic block to a specific position in the visualization area, or it can be indirectly provided by the user by clicking a point in the visualization area. For some steps that have multiple implementation methods, one implementation method is that the user directly drags the logic block to any position in the visualization area, and another implementation method is that the user first selects the logic block, and then selects the "Place" option through the context menu, and then specifies the specific placement position under the prompt. Regardless of which method is used, the system will calculate and verify in real time whether the position is suitable for placing the logic block, such as checking whether there is enough space, whether it conflicts with existing logic blocks, etc. Once the position information is confirmed to be valid, the system accurately deploys the target logic block in the visualization area based on the deployment position information, and updates the interface to reflect this change. To improve the user experience, the system also provides instant feedback, such as highlighting possible placement locations or displaying preview effects, to help users accurately complete complex multi-layer drag and drop operations.

[0060] In a specific embodiment of the present invention, suppose that a user wants to create an interactive logic for opening and closing a door in a virtual room. The user first selects the conditional building block "Detect player approach" in the visualization area as the selected logic block. The user decides to add this logic block to the editing area, so by dragging the building block to a specific position in the visualization area, the system responds to this operation, determines that the logic block is the target logic block, and records its deployment position information. The user continues to select the operation building block "Play door opening sound effect" and also places it in a suitable position by dragging it to connect it to the previous conditional building block. The system automatically suggests a suitable connection point to ensure that the connection between the two logic blocks meets the specifications. In this process, the system always keeps the interface neat, provides instant feedback, and ensures that the connection between each logic block meets the specifications, thereby simplifying the logic creation process and improving the creation efficiency. Users can easily add more logic blocks by dragging or menu selection to gradually build complex interactive logic.

[0061] Based on this, the system can accurately capture the user's intentions and convert them into specific logical structures, providing powerful customization capabilities for game development while maintaining ease of operation and high efficiency of the system.

[0062] Further, in response to a user's selection operation, determining a target logic block includes: in response to a user's selection operation in a first sub-area of ​​the visualization area, determining a selected logic block among the logic blocks to be selected, wherein the first sub-area is a sub-area in the visualization area that displays the logic blocks to be selected; accordingly, deploying the target logic block in the visualization area based on the deployment location information includes: in response to a user's deployment operation in a second sub-area of ​​the visualization area, determining the deployment location information, wherein the deployment location information is used to indicate a location in the second sub-area; and deploying the selected logic block as the target logic block in the second sub-area based on the deployment location information.

[0063] In actual applications, when a user wants to add a new logic block to the visualization area, the system first responds to the user's selection operation in the first sub-area and determines the selected logic block in the candidate logic blocks. The user can select a candidate logic block in the first sub-area by clicking or dragging, and mark it as a selected logic block. The first sub-area is specially designed to display various candidate logic blocks pre-packaged with interactive behavior logic. Users can browse and select appropriate logic blocks in this area. The system will identify the specific logic block selected by the user based on the user's selection operation and prepare to add it as the target logic block to the editing area.

[0064] Next, the system determines the deployment location information in response to the user's deployment operation in the second sub-area. The user can specify the placement of the target logic block in the second sub-area by dragging the logic block to a specific location or clicking a point. The deployment location information is used to indicate the specific location in the second sub-area to ensure that the logic block can be placed correctly. In order to improve the user experience, the system provides instant feedback, such as highlighting possible placement locations or displaying preview effects, to help users accurately complete complex multi-layer drag and drop operations. Regardless of how the user specifies the location, the system will calculate and verify in real time whether the location is suitable for placing the logic block, such as checking whether there is enough space and whether it conflicts with existing logic blocks.

[0065] Once the location information is confirmed to be valid, the system accurately deploys the selected logic block as the target logic block in the second sub-area based on the deployment location information. The system updates the interface to reflect this change, ensuring that the connection between the newly added target logic block and other existing logic blocks meets the specifications. For some steps that have multiple implementation methods, one implementation method is for the user to directly drag the logic block to any position in the second sub-area, and another implementation method is for the user to first select the logic block, then select the "Place" option through the context menu, and then specify the specific placement location under the prompt.

[0066] In a specific embodiment of the present invention, suppose that a user wants to create an interactive logic for opening and closing a door in a virtual room. The user first selects the conditional block "Detect player approach" as the selected logic block in the first sub-area of ​​the visualization area. The user decides to add this logic block to the editing area, so by dragging the block to a specific position in the second sub-area, the system responds to this operation, determines that the logic block is the target logic block, and records its deployment position information. The user continues to select the operation block "Play door opening sound effect" and also places it in a suitable position by dragging it to connect it to the previous conditional block. The system will automatically suggest suitable connection points to ensure that the connection between the two logic blocks meets the specifications. In this process, the system always keeps the interface neat, provides instant feedback, and ensures that the connection between each logic block meets the specifications, thereby simplifying the logic creation process and improving creation efficiency.

[0067] Based on this, users can easily build complex interactive control logic without writing code or mastering professional technical knowledge.

[0068] Further, in response to a user's selection operation, a target logic block is determined, including: in response to a user's selection operation in a first sub-area of ​​the visualization area, at least two selected logic blocks are determined in the logic blocks to be selected; in response to a user's reorganization operation on the at least two selected logic blocks, a target logic block is generated, wherein the target logic block encapsulates interactive behavior logic corresponding to the at least two selected logic blocks; accordingly, the target logic block is deployed in the visualization area based on the deployment location information, including: a deployment operation in a second sub-area of ​​the visualization area, determining the deployment location information, wherein the deployment location information is used to indicate the location in the second sub-area; and the target logic block is deployed in the second sub-area based on the deployment location information.

[0069] In actual applications, when the user wants to create complex interactive logic, the system first responds to the user's selection operation in the first sub-area of ​​the visualization area, and determines at least two selected logic blocks in the selected logic block. The user can browse and select multiple selected logic blocks pre-packaged with interactive behavior logic in the first sub-area. For example, the user can select the conditional building block of "detect player approach" and the operation building block of "play door opening sound effect" as the selected logic blocks. For the step selection logic block, one implementation method is that the user directly clicks or drags the selected logic block to the workspace, and another implementation method is that the user selects the "Add" option through the context menu and then selects it. The system will record these selection operations of the user and prepare them for further processing.

[0070] Next, the system generates a target logic block in response to the user's reorganization operation on at least two selected logic blocks. The user can combine and adjust the selected logic blocks by dragging, clicking, or using menu options to form a new complex logic structure. This reorganization operation allows the user to flexibly connect, nest, or modify the relationship between logic blocks as needed, thereby building a target logic block that meets specific needs. The system supports a variety of reorganization methods, including but not limited to linear connections, branch structures, and loop logic, to ensure that users can express their creativity freely. The generated target logic block encapsulates the interactive behavior logic corresponding to at least two selected logic blocks, forming an independent and complete logic unit that can be treated as a single logic block for subsequent operations.

[0071] For the deployment target logic block, the system determines the deployment location information in response to the user's deployment operation in the second sub-area. The user can specify the placement of the target logic block in the second sub-area by dragging the logic block to a specific location or clicking a point. The deployment location information is used to indicate the specific location in the second sub-area to ensure that the logic block can be placed correctly. In order to improve the user experience, the system provides instant feedback, such as highlighting possible placement locations or displaying preview effects, to help users accurately complete complex multi-layer drag and drop operations. Regardless of the method used by the user to specify the location, the system will calculate and verify in real time whether the location is suitable for placing the logic block, such as checking whether there is enough space, whether it conflicts with existing logic blocks, etc. Once the location information is confirmed to be valid, the system accurately deploys the target logic block in the second sub-area based on the deployment location information, updates the interface to reflect this change, and ensures that the connection between the newly added target logic block and other existing logic blocks meets the specifications.

[0072] In a specific embodiment of the present invention, it is assumed that a user wants to create an interactive logic for opening and closing a door in a virtual room. The user first selects the conditional building block "detect player approach" and the operation building block "play door opening sound effect" as selected logic blocks in the first sub-area of ​​the visualization area. The user decides to reorganize these two logic blocks to create a more complex target logic block. The user connects the output port of the "detect player approach" building block to the input port of the "play door opening sound effect" building block by dragging or clicking. In response to this operation, the system generates a new target logic block, which encapsulates the two interactive behavior logics of "detect player approach" and "play door opening sound effect". Then, the user places the newly generated target logic block in a suitable position in the second sub-area by dragging. The system automatically suggests suitable connection points to ensure that the connection between the new logic block and other existing logic blocks meets the specifications. In this process, the system always keeps the interface neat, provides instant feedback, and ensures that the connection between each logic block meets the specifications, thereby simplifying the logic creation process and improving the creation efficiency.

[0073] Based on this, the system implements an intuitive and efficient logic block reorganization mechanism by responding to user selection and reorganization operations. Users can freely connect, nest or modify the relationship between logic blocks as needed to build target logic blocks that meet specific needs. This flexibility significantly enhances users' creative freedom, allowing them to implement complex interactive logic in a more intuitive and creative way.

[0074] Step 206: In response to the user's connection operation on the target logic block, the target logic block is connected to generate the interaction control logic of the object to be edited, wherein the interaction control logic is used to control the object to be edited to perform interactive behavior.

[0075] The interactive control logic is a complete logical structure formed by connecting multiple target logic blocks, which is used to define how the object to be edited performs interactive behaviors in response to specific events or conditions.

[0076] In actual applications, when the user decides to connect one target logic block to another target logic block, the system will respond to the user's connection operation in real time. The user can connect by dragging the input port or output port of the logic block, or use the mouse to click on the two ports to establish a connection. The system automatically detects and verifies whether this connection complies with the logic specification, such as checking data type matching, ensuring the connection direction is correct, etc. Once the connection is successful, the system will intuitively display the connection line in the visualization area and update the relationship between the logic blocks. For the connection operation in the step, the system supports multiple implementation methods: one implementation method is to complete the connection directly by dragging the port, and the other implementation method is to automatically complete the connection after selecting the "Connect" option through the context menu. Regardless of which method is used, the system will ensure the validity and legality of the connection and provide instant feedback, such as highlighting possible connection points or displaying preview information, to help users accurately complete complex multi-layer drag and drop operations. In addition, the system also introduces a collision detection mechanism to identify adjacent building block ports, and uses the physical engine to achieve a smooth adsorption effect to ensure the accuracy of the connection process.

[0077] In a specific embodiment of the present invention, it is assumed that a user wants to create an interactive logic for opening and closing a door in a virtual room. The user first selects the conditional building block "detect player approach" and the operation building block "play door opening sound effect" as the target logic block in the visualization area. Next, the user decides to connect these two logic blocks to achieve the effect of automatically playing the door opening sound effect when the player approaches the door. The user drags the output port of the "detect player approach" building block to the input port of the "play door opening sound effect" building block, and the system immediately responds to this connection operation, verifies the adaptability of the connection, and draws a connection line in the visualization area to represent the logical relationship between the two. Subsequently, the user continues to add the behavior building blocks of "open door" and "close door", and connects them to the previous logic blocks in similar steps, gradually building a complete interactive control logic. In this process, the system always keeps the interface neat, provides instant feedback, and ensures that the connection between each logic block meets the specifications, thereby simplifying the process of logic creation and improving creation efficiency.

[0078] Furthermore, in response to the user's connection operation on the target logic block, the target logic block is connected to generate the interaction control logic of the object to be edited, including: determining multiple connection rules corresponding to the target logic block; in response to the user's connection operation on the target logic block, determining whether the multiple connection rules match; if so, connecting the target logic block in the visualization area to obtain the target logic group, and generating the interaction control logic based on the target interaction behavior logic corresponding to the target logic block.

[0079] The connection rules are specifications that define how to correctly connect two or more logic blocks; the target logic group is a logical structure composed of multiple interconnected target logic blocks; the interaction control logic is the specific logic generated by the target logic group, which is used to control the interactive behavior of the object to be edited.

[0080] In actual applications, when users want to connect target logic blocks to build complex interactive logic, the system first determines multiple connection rules corresponding to the target logic blocks. These connection rules define information such as the input and output port types, data flow directions, and logical relationships between logic blocks to ensure that the logic blocks can interact with each other correctly. For example, a conditional block may only be connected to an operation block, but not directly to other conditional blocks. For the step-determined connection rules, one implementation method is that the system automatically matches the connection rules according to the preset logic block properties, and another implementation method is that the user manually specifies the connection rules and passes the verification.

[0081] Next, the system checks whether multiple connection rules match in response to the user's connection operation on the target logic block. The user can perform the connection operation by dragging the input or output port of the logic block, or complete the connection by clicking on two logic blocks and selecting the "Connect" option. The system calculates and verifies in real time whether the connection between the two logic blocks meets the predetermined connection rules. If all connection rules match, the system connects the target logic blocks in the visualization area to form a target logic group. In this process, the system provides instant feedback, such as highlighting possible connection points or displaying preview effects, to help users accurately complete the connection operation. Once the connection is successful, the system generates the interactive control logic based on the target interactive behavior logic corresponding to the target logic block. This logical structure not only describes the functions of each logic block, but also defines the relationship and execution order between them, thus forming a complete interactive control logic.

[0082] In a specific embodiment of the present invention, it is assumed that a user wants to create an interactive logic for opening and closing a door in a virtual room. The user first selects the conditional building block "detect player approach" and the operation building block "play door opening sound effect" as the target logic blocks in the visualization area. The user decides to connect these two logic blocks to achieve the effect of automatically playing the door opening sound effect when the player approaches the door. The user drags the output port of the "detect player approach" building block to the input port of the "play door opening sound effect" building block, and the system immediately responds to this connection operation and checks whether the connection rules between the two match. After the system confirms that the connection rules match, it connects the two logic blocks in the visualization area to form a target logic group. The system generates a complete interactive control logic based on the target interactive behavior logic corresponding to each logic block in the logic group. This process simplifies the creation of complex logic, improves creation efficiency, and ensures the correctness and consistency of the logical structure.

[0083] Based on this, the system implements an intuitive and efficient logic block connection mechanism by responding to the user's connection operations. The system can intelligently verify the connection rules and provide instant feedback to ensure that each connection meets the specifications.

[0084] Furthermore, in response to the user's connection operation on the target logic block, the target logic block is connected to generate the interactive control logic of the object to be edited, it also includes: responding to the trigger event configuration instruction, obtaining the event identifier based on the trigger event configuration instruction; associating and storing the event identifier and the interactive control logic; and executing the interactive control logic when it is detected that the event corresponding to the event identifier is triggered.

[0085] Among them, the trigger event refers to the condition or action that can cause the system to perform a specific operation.

[0086] In actual applications, after responding to the user's connection operation on the target logic block, connecting the target logic block and generating the interactive control logic of the object to be edited, the system also includes the function of processing trigger events. When the user wants to configure a trigger event to start a specific interactive logic, the system first responds to the trigger event configuration instruction and obtains the event identifier based on the instruction. This process allows the user to specify which events can trigger the interactive control logic, such as the player approaching an object, pressing a specific button, or reaching a certain time point. For the step configuration trigger event, one implementation method provides the user with a predefined event list for selection, and another implementation method allows the user to customize a new trigger event and ensure its validity through verification.

[0087] Next, the system associates and stores the event ID with the interaction control logic. This means that whenever the event occurs, the system can quickly find and execute the corresponding interaction control logic. To achieve this, the system creates a mapping table or database record that associates the event ID with the corresponding interaction control logic. This allows the system to efficiently manage and respond to these associations even if there are multiple different event and logic combinations.

[0088] Finally, when the event corresponding to the event identifier is detected to be triggered, the system executes the interactive control logic. The system monitors all configured trigger events in real time. Once an event is detected, the corresponding interactive control logic is immediately retrieved and started to execute. For example, if "player approaches the door" is configured as a trigger event, then when the player actually approaches the door, the system will automatically play the door opening sound effect and open the door. This mechanism allows the interactive logic to respond flexibly according to the dynamic game environment changes, enhancing the interactivity and immersion of the game.

[0089] In a specific embodiment of the present invention, it is assumed that a user wants to create an interactive logic for opening and closing a door in a virtual room, and set a trigger event to start this logic. The user first selects the conditional building block of "detecting player approaching" and the operation building block of "playing door opening sound effect" as the target logic block in the visualization area, and successfully connects the two logic blocks to generate the interactive control logic. Next, the user decides to configure a trigger event so that the above interactive logic is automatically executed when the player approaches the door. The user selects "player approaching the door" as the trigger event through the trigger event configuration function provided by the interface, and confirms to save. The system responds to the user's configuration instruction, obtains the event identifier, and associates it with the interactive control logic just generated and stores it. When the player approaches the door in the game, the system detects that the event is triggered and immediately executes the pre-configured interactive control logic, achieving the effect of automatically playing the door opening sound effect and opening the door when the player approaches the door. This process not only simplifies the creation of complex logic and improves the creation efficiency, but also ensures the correctness and consistency of the logical structure.

[0090] Based on this, users can freely connect logic blocks as needed and configure a variety of trigger events. The resulting interactive control logic can accurately control the object to be edited to perform the expected interactive behavior when the event is triggered.

[0091] Furthermore, after associating and storing the event identifier and the interactive control logic, it also includes: in response to the event identifier update instruction, determining at least two identifiers to be updated, wherein at least two identifiers to be updated correspond to the same event, and at least two identifiers to be updated correspond to different interactive control logics; updating at least two identifiers to be updated based on the event identifier update instruction.

[0092] The identifier to be updated refers to the event identifier that needs to be updated. These identifiers may correspond to the same event but have different interaction control logics.

[0093] In actual applications, after associating and storing the event identifier and the interactive control logic, the system also includes a function for processing the event identifier update. When the user wants to adjust the configured trigger event, the system responds to the event identifier update instruction and determines at least two identifiers to be updated. These identifiers to be updated correspond to the same event, but may be associated with different interactive control logics. For example, the user may want to configure multiple different reactions for the same event, such as the event "player approaches the door" can trigger different interactive control logics such as playing the door opening sound effect, displaying prompt information, or increasing the score. For the step update identifier, one implementation method provides the user with an interface to select the identifier to be updated and specify the new interactive control logic, and another implementation method is to update multiple identifiers at the same time through the batch editing function.

[0094] In a specific embodiment of the present invention, suppose that a user wants to create multiple interactive effects for a door in a virtual room, such as automatic door opening and music playing. Both of these interactive logics are triggered by the same event identifier "player approaches the door". The user decides to update the event identifier so that the condition for the door to open automatically is more precise, and is changed to "player approaches the door within 5 units". The user selects this identifier and specifies the new condition through the event identifier update function provided by the interface. Since the two interactive logics of "door opens automatically" and "playing music" originally use the same event identifier, the system not only modifies the event identifier corresponding to the door opening automatically, but also automatically modifies the event identifier corresponding to the music playing at the same time. In this way, even if the user only changes one identifier, the system will intelligently update all interactive logics associated with the same event identifier synchronously. In this process, the system provides an intuitive operation interface, allowing users to easily select and modify identifiers and their associated interactive control logic. Once the update is completed, the system immediately saves the changes and provides feedback to confirm that the update is successful.

[0095] Based on this, the flexibility and maintainability of the system are enhanced. Users can flexibly adjust the behavior of triggering events according to changes in game design or test feedback without reconfiguring the entire logic structure.

[0096] Furthermore, after responding to the user's connection operation on the target logic block, connecting the target logic block, and generating the interactive control logic of the object to be edited, it also includes: responding to the encapsulation instruction, determining at least two interactive control logics to be encapsulated, and encapsulating the at least two interactive control logics to be encapsulated into a logic diagram.

[0097] An encapsulation instruction is a command issued by a user to combine multiple interactive control logics into a logic diagram; a logic diagram is a structured representation containing multiple interactive control logics.

[0098] In actual applications, after responding to the user's connection operation on the target logic block and generating the interactive control logic of the object to be edited, the system also includes a function of processing encapsulation instructions. When the user wants to integrate multiple interactive control logics into a logic diagram, the system responds to the encapsulation instruction and determines at least two interactive control logics to be encapsulated. These logics can come from different target logic blocks or be triggered by different events. The user can select the interactive control logic to be encapsulated through the interface, or specify a group of logics through the batch selection function. For step encapsulation logic, one implementation method is that the user manually selects multiple interactive control logics and encapsulates them through menu options, and another implementation method is that the system automatically identifies and encapsulates logics with similar characteristics according to preset rules.

[0099] Once the interactive control logic to be encapsulated is determined, the system will encapsulate them into a logic diagram. This process not only simplifies the management of complex logic, but also improves logic reusability and maintainability. As an independent unit, the logic diagram can be easily called or modified elsewhere without affecting the original logic structure.

[0100] In a specific embodiment of the present invention, it is assumed that a user has created two interactive control logics: one is that the door automatically opens when the player approaches the door, and the other is that welcome music is played. The user decides to encapsulate these two logics into a logic diagram for subsequent use. The user selects these two logics through the interface and issues a package instruction. In response to the instruction, the system integrates the selected interactive control logics into a logic diagram. This logic diagram can now be added to other scenes as a whole, simplifying the process of logic management and adjustment. For example, the user can apply this logic diagram to the doors of multiple rooms without having to repeatedly configure the same logic.

[0101] Based on this, this method significantly enhances the flexibility and maintainability of the system. Users can easily integrate multiple interactive control logics into a logic diagram, simplifying the management and adjustment of complex logic. As an independent unit, the logic diagram improves the logic reusability and maintainability, making game development more efficient and intuitive.

[0102] Furthermore, before determining the object to be edited in response to the user's selection operation, it also includes: creating an initial logic block; obtaining logic code and logic variable information in response to a logic configuration instruction; and updating the initial logic block based on the logic code and logic variable information to obtain a selected logic block.

[0103] Among them, the initial logic block refers to the basic logic unit created in advance by the system; the logic code and logic variable information include configuration data such as time length, pictures, audio, animation, and movement mode; the selected logic block is an updated logic block that encapsulates specific interactive behavior logic for users to choose.

[0104] In actual applications, before responding to the user's selection operation and determining the object to be edited, the system first creates an initial logic block. These initial logic blocks are used as basic units to build more complex interactive logic. Next, the system responds to the logic configuration instruction and obtains the logic code and logic variable information. The logic variable information can include multiple elements such as time length, pictures, audio, animation, and movement mode, which define the specific behavior and properties of the logic block. For example, a logic block may need to play a 5-second audio or execute a specific animation sequence. Based on the acquired logic code and logic variable information, the system updates the initial logic block so that it has the specified functions and characteristics, thereby obtaining the selected logic block. For the step of obtaining logic variable information, one implementation method is to provide an interface for the user to input this information, and another implementation method is for the system to automatically fill in part of the information according to a preset template.

[0105] In a specific embodiment of the present invention, it is assumed that a user wishes to create a walking animation logic for a virtual character. The system first creates an initial logic block, which represents the basic animation control function. The user specifies the animation sequence, walking speed, accompanying sound effects, and the duration of the walking of the character through logic configuration instructions. In response to these configuration instructions, the system obtains relevant logic code and logic variable information, and updates the initial logic block accordingly. The updated logic block now contains the complete walking animation logic and becomes a candidate logic block, which can be selected by the user and added to a specific scene. For example, the user can select this logic block to apply to multiple virtual characters without having to repeatedly configure the same animation logic.

[0106] Based on this, this approach significantly enhances the flexibility and customization of the system. Users can flexibly configure the behavior of logic blocks according to specific needs, simplifying the creation process of complex logic. By supporting a variety of logic variable information, such as time length, pictures, audio, animation, movement mode, etc., the system allows for richer and more dynamic interactive logic implementation, improving user experience and interactivity.

[0107] Furthermore, based on the logic code and the logic variable information, the initial logic block is updated to obtain the logic block to be selected, including: determining the appearance variable information in the logic variable information; generating the appearance interaction control based on the appearance variable information, and determining the size parameters of the appearance interaction control; adjusting the size of the initial logic block based on the size parameters, and adding the logic code and the appearance interaction control to the initial logic block to obtain the logic block to be selected.

[0108] Among them, the appearance variable information is a pre-designed user interface component template, which includes interactive elements such as buttons, text boxes, sliders, etc.; the size parameter is the data used to adjust the size of the appearance interactive control.

[0109] In actual applications, in the process of updating the initial logic block based on the logic code and logic variable information to obtain the selected logic block, the system first determines the appearance variable information in the logic variable information. These appearance variable information, as user interface component templates, can be quickly instantiated into specific user interface elements and customized as needed. For example, the appearance variable information can define the style, color, and position of a button, or set the maximum and minimum value range of a slider. Next, the system generates appearance interaction controls based on the appearance variable information and determines the size parameters of these controls. The size parameters ensure that each control can be displayed at an appropriate size, neither too large to occupy too much space nor too small to affect the user experience.

[0110] The system adjusts the size of the initial logic block based on the determined size parameters so that it can accommodate the newly added appearance interaction controls. Then, the system adds the logic code and the generated appearance interaction controls to the initial logic block to obtain the selected logic block. For the step of generating appearance interaction controls, one implementation method is that the system automatically creates controls based on preset templates, and another implementation method is to provide users with the properties of interface customized controls. In either case, the final generated selected logic block not only contains the original logic functions, but also integrates intuitive user interface elements, allowing users to directly operate the logic block through a graphical interface without having to deeply understand the underlying code.

[0111] In a specific embodiment of the present invention, it is assumed that a user wants to create a selection interface for a virtual character, allowing the player to adjust the speed of the character by sliding a slider. The system first creates an initial logic block that represents the basic control function. The user specifies the appearance variable information such as the minimum value, maximum value, and default value of the slider through logic configuration instructions. In response to these configuration instructions, the system generates a slider control and determines its size parameters, such as width and height. The system then adjusts the size of the initial logic block to accommodate the new slider control, and adds the logic code and the slider control to the logic block. The updated logic block becomes a candidate logic block, which the user can select and apply to the selection interface of the virtual character. In this process, the user can easily adjust the character speed by dragging the slider without writing any code.

[0112] Based on this, the flexibility and customization of the system are enhanced. Users can flexibly configure the behavior and appearance of logic blocks according to specific needs, simplifying the creation process of complex logic.

[0113] Furthermore, the initial logic block includes a stretchable direction and a non-stretchable direction; adjusting the size of the initial logic block based on the size parameter includes: obtaining current size information of the initial logic block; determining a target stretching direction in the stretchable direction based on the size parameter and the current size information; adjusting the size of the initial logic block in the target stretching direction so that the current size information matches the size parameter.

[0114] The stretchable direction and non-stretchable direction refer to the direction in which the initial logic block is allowed or not allowed to change when the size is adjusted; the size parameter is the data used to adjust the size of the appearance interactive control; the nine-grid stretching is a common graphic stretching method, which divides an image into nine parts and stretches only specific parts to maintain the overall proportion and details.

[0115] In actual applications, in the process of adjusting the size of the initial logic block based on the size parameters, the system further considers the stretchable and non-stretchable directions of the initial logic block. First, the system obtains the current size information of the initial logic block, which includes the width, height, and specific sizes of each part. Next, based on the size parameters and the current size information, the target stretching direction is determined in the stretchable direction. This means that the system analyzes which directions can be safely stretched without destroying the overall appearance and functionality of the logic block. For example, for a logic block containing a text box, the horizontal direction may be stretchable, while the vertical direction may not be stretchable to avoid compression of the text line spacing. Finally, the size of the initial logic block is adjusted in the target stretching direction so that the current size information matches the size parameters. This adjustment uses the nine-square stretching method to ensure that the logic block maintains good visual effects and functionality during the stretching process.

[0116] For the step of determining the target stretching direction, one implementation method is that the system automatically determines which directions can be stretched according to preset rules, and another implementation method is to provide an interface for the user to select the stretching direction and adjust it manually. Regardless of the method, the ultimate goal is to ensure that the logic block can maintain its original proportion and details after resizing, while adapting to the new size requirements.

[0117] In a specific embodiment of the present invention, it is assumed that a user wants to create a button logic block, and the button needs to be able to dynamically adjust its size to adapt to different screen resolutions. The system first creates an initial logic block, which represents the basic button control function. The user specifies the new width and height of the button as size parameters through logic configuration instructions. In response to these configuration instructions, the system obtains the current size information of the initial logic block, and determines the target stretching direction based on the size parameters and the current size information. In this example, the horizontal direction is stretchable, while the vertical direction remains unchanged to prevent the height of the button from being distorted. The system then uses the nine-square stretching method to adjust the size of the initial logic block in the target stretching direction so that the width of the button meets the newly set size parameters while maintaining the proportion and clarity of the text and other elements inside the button. The updated logic block becomes a candidate logic block, which the user can select and apply to different scenarios to ensure that the button has a good display effect on various screens.

[0118] Based on this, this method significantly enhances the flexibility and adaptability of the system. By supporting the adjustment of the initial logic block size by nine-grid stretching, the system can flexibly adapt to different size requirements without destroying the appearance and function of the logic block. Users can quickly adjust the size of the logic block according to the specific application scenario, simplifying the creation process of complex layouts.

[0119] An embodiment of the present invention realizes that in response to a user's selection operation, an object to be edited is determined, and at least one selected logic block is displayed in a visualization area corresponding to the object to be edited, wherein the selected logic block encapsulates the interactive behavior logic; in response to a user's editing operation on a selected logic block, a target logic block is added in the visualization area, wherein the selected logic block is selected by the user in the selected logic block; in response to a user's connection operation on the target logic block, the target logic block is connected to generate the interactive control logic of the object to be edited, wherein the interactive control logic is used to control the object to be edited to perform interactive behavior. The visual logic editing method significantly reduces the learning threshold of the player's customized object interactive logic through an intuitive graphical interface. The user only needs to simply select the object to be edited, and the system will display multiple selected logic blocks pre-encapsulated with interactive behavior logic in the visualization area. Players can easily build complex interactive control logic through editing operations without writing code or mastering professional technical knowledge. This method not only simplifies the logic creation process and improves the creation efficiency, but also ensures the correctness and consistency of the logical structure, so that novices and non-professional users can quickly get started, greatly improving the user experience and community creativity.

[0120] The following combination Figure 3 Taking the application of the visual logic editing method provided by the present invention in a game where a player performs custom programming through logic blocks as an example, the visual logic editing method is further described. Figure 3 It is a processing flow chart of a visual logic editing method provided by an embodiment of the present invention, which specifically includes the following steps.

[0121] Step 302: Select an object to be edited.

[0122] Specifically, the user selects an object that requires customized interaction logic in the game editor, such as a treasure chest, door, or NPC. The system selects the appropriate blocks (BlockTemplate) based on the object tag to reduce interference, and uses a hash algorithm to generate an event ID (LogicCanvasEventManager) to ensure uniqueness.

[0123] Step 304: Display the logic blocks to be selected.

[0124] Specifically, the system displays multiple pre-packaged interactive behavior logic blocks in the visualization area (LogicCanvas). These blocks are classified by type (such as behavior, control, operation, etc.) (BlockType), and the color and shape design guides users to correctly connect them. Each block port (BlockPort) has input and output to ensure connection standardization and adaptation checks.

[0125] Step 306: Select and configure logic blocks.

[0126] Specifically, users select the required blocks from the candidate logical blocks and configure their parameters (such as time length, variable value, etc.) through the graphical interface. The system supports drag-and-drop operations to simplify the configuration process. The static information of each block is managed through a JSON configuration file (BlockTemplate), and the configuration is associated with the instance using the C# reflection mechanism to ensure flexibility and reusability. Users can also adjust the size of the blocks through the nine-square layout.

[0127] Step 308: Connect logic blocks.

[0128] Specifically, the user connects the selected logic blocks through the input port and the output port to form a complete logic flow (BlockFlow). The system automatically checks the adaptability and specification conditions when connecting to reduce logic errors. The connection information between blocks is recorded for subsequent execution. The system uses coroutines to schedule the specific Action (BlockFlow) of each block, supporting the parallel execution of multiple serial logic flows.

[0129] Step 310: Save and load the logic diagram.

[0130] Specifically, users can save the currently constructed logic graph (LogicGraph) at any time. The system uses a linked list structure to store the connection relationship of building blocks (linked list building block flow implementation) to ensure efficient recovery. When loading, the system deserializes the building blocks one by one, and displays the dynamic process of graph recovery (parses the building block template content and parameters, and automatically generates the corresponding building block Prefab) to avoid overall lag.

[0131] Step 312: Execute and test the logic.

[0132] Specifically, users can test the constructed logic diagram in real time in the game environment. The system uses the coroutine mechanism to schedule the specific Action (BlockFlow) of each building block, supporting the parallel execution of multiple serial logic flows. The event mechanism allows data to be transmitted and branch logic to be triggered between different building block piles (Logic Canvas Event Management). The system also handles abnormal situations (Logic Canvas Executor) to ensure stable operation.

[0133] Step 314: Reuse and expand logic.

[0134] Specifically, users can easily reuse existing logic graphs (logic subgraphs) and apply them to similar objects, reducing duplication of work. At the same time, the system supports the concept of logic subgraphs, which facilitates the encapsulation and reuse of complex logic and reduces the difficulty of management and maintenance. The system also provides logic graph groups (LogicGraphGroup) for combining multiple logic graphs, which facilitates operation in large-scale logic requirements.

[0135] In terms of building block design, the system classifies different types of building blocks by shape and color, and intuitively conveys to players whether they can be embedded. For example, behavior blocks use rectangular blue building blocks, and variable events use building blocks that only protrude from the bottom. This color and shape matching design optimizes the ease of use and stability of the background, allowing players to quickly understand and correctly assemble building blocks, significantly reducing the learning threshold.

[0136] In order to provide unlimited editing space, the system uses virtualization technology so that the canvas can be dynamically expanded horizontally and vertically according to user needs. When the user drags or creates a new block beyond the current view range, the system automatically adjusts the canvas size and only renders the content within the visible area to ensure that performance is not affected. This design provides a smooth operating experience and avoids the performance degradation caused by an overly large canvas.

[0137] In terms of building block design, the system also takes into account the horizontal and vertical stretchable parts of the building blocks, splits the non-stretchable parts, and uses a nine-square grid to select the stretchable area. Whether in multi-layer nesting or horizontal variable input, the building blocks can automatically adjust their size according to the content, keeping the interface neat and the user experience consistent. In this way, even in the process of building complex logic, users can easily manage the layout of the building blocks to ensure that the logical structure is clear and intuitive.

[0138] For blocks containing text input boxes, the system uses an elastic layout strategy that allows the text box to automatically adjust its width and height based on the input content while maintaining good alignment with other elements. This approach avoids overflow or space waste caused by fixed sizes and enhances flexibility and aesthetics. Users can enter text freely without worrying about the interface layout becoming messy.

[0139] The system implements an intelligent drag manager that can calculate the positional relationship of the dragged object relative to other objects in real time, and highlight possible insertion points to provide instant feedback. Combined with the collision detection mechanism, the system identifies adjacent building block ports and uses the physics engine to achieve a smooth adsorption effect. The preview image indicates the expected connection result, which improves the operation accuracy and user's intuitive feeling. This design not only simplifies complex multi-layer drag and drop operations, but also enhances the user's interactive experience.

[0140] In order to reduce duplication of work and ensure that all building blocks have consistent appearance and behavior characteristics, the system has developed a set of template-based prefab generation tools. The tool reads the defined JSON format configuration file and assembles the corresponding UI components according to the specified rules. By abstractly splitting various types of variables and layouts in the building blocks, the system defines a formulaic building block description (such as {{Var.Character}} to {{Var.Distance}}), and parses the variables according to the variable names, selects the Prefabs (prefabricated components) of the corresponding type variables and combines the text. This not only greatly reduces the workload of manually making Prefabs, but also supports flexible customization to meet the needs of different types of building blocks.

[0141] When processing large logic graphs, the system adopts a batch loading method, starting from the root node and gradually restoring the building block instances on each path, rather than loading the entire graph at once. This method combines coroutine technology to achieve a smooth loading experience and provide visual progress prompts. The progressive loading method reduces the instantaneous memory pressure and improves the stability and efficiency of the system. Users can gradually view and edit the logic graph without waiting for a long time to load, thereby improving work efficiency and satisfaction.

[0142] Corresponding to the above method embodiment, the present invention also provides a visual logic editing device embodiment, Figure 4 FIG. 1 is a schematic diagram showing the structure of a visual logic editing device provided by an embodiment of the present invention. Figure 4 As shown, the device comprises: The display module 402 is configured to determine the object to be edited in response to the user's selection operation, and display at least one logic block to be selected in the visualization area corresponding to the object to be edited, wherein the logic block to be selected encapsulates the interactive behavior logic; The editing module 404 is configured to add a target logic block in the visualization area in response to the user's editing operation on the selected logic block, wherein the selected logic block is obtained by the user's selection from the to-be-selected logic blocks; The connection module 406 is configured to connect the target logic block in response to the user's connection operation on the target logic block, and generate the interaction control logic of the object to be edited, wherein the interaction control logic is used to control the object to be edited to perform interactive behavior.

[0143] Optionally, the display module 402 is further configured to determine the object to be edited in response to the user's selection operation, schedule the visualization area manager, and create a visualization area corresponding to the object to be edited in the user interface; obtain at least one logic block identifier, and obtain corresponding logic block information based on the logic block identifier; and render the selected logic block in the first sub-area of ​​the visualization area based on the logic block information.

[0144] Optionally, the editing module 404 is further configured to determine the target logic block in response to a user's selection operation; determine deployment location information in response to a user's deployment operation, wherein the deployment location information is used to indicate a location in the visualization area; and deploy the target logic block in the visualization area based on the deployment location information.

[0145] Optionally, the editing module 404 is further configured to determine a selected logic block in the selected logic blocks in response to a user's selection operation in a first sub-area in the visualization area, wherein the first sub-area is a sub-area in the visualization area that displays the selected logic block; determine deployment location information in response to a user's deployment operation in a second sub-area in the visualization area, wherein the deployment location information is used to indicate a location in the second sub-area; and deploy the selected logic block as a target logic block in the second sub-area based on the deployment location information.

[0146] Optionally, the editing module 404 is further configured to determine at least two selected logic blocks in the logic blocks to be selected in response to a user's selection operation in the first sub-area of ​​the visualization area; generate a target logic block in response to a user's reorganization operation on the at least two selected logic blocks, wherein the target logic block encapsulates interactive behavior logic corresponding to the at least two selected logic blocks; determine deployment location information in a deployment operation in the second sub-area of ​​the visualization area, wherein the deployment location information is used to indicate the location in the second sub-area; and deploy the target logic block in the second sub-area based on the deployment location information.

[0147] Optionally, the connection module 406 is further configured to determine multiple connection rules corresponding to the target logic block; in response to the user's connection operation on the target logic block, determine whether the multiple connection rules match; if so, connect the target logic block in the visualization area to obtain the target logic group, and generate the interaction control logic based on the target interaction behavior logic corresponding to the target logic block.

[0148] Optionally, the visual logic editing device also includes an execution module, which is configured to determine multiple connection rules corresponding to the target logic block; in response to the user's connection operation on the target logic block, determine whether the multiple connection rules match; if so, connect the target logic block in the visualization area to obtain a target logic group, and generate interactive control logic based on the target interactive behavior logic corresponding to the target logic block.

[0149] Optionally, the execution module is further configured to determine at least two identifiers to be updated in response to an event identifier update instruction, wherein at least two identifiers to be updated correspond to the same event and at least two identifiers to be updated correspond to different interaction control logics; and update at least two identifiers to be updated based on the event identifier update instruction.

[0150] Optionally, the visual logic editing device further comprises a packaging module configured to determine at least two interactive control logics to be packaged in response to a packaging instruction, and package the at least two interactive control logics to be packaged into a logic diagram.

[0151] Optionally, the visual logic editing module also includes a creation module configured to create an initial logic block; obtain logic code and logic variable information in response to a logic configuration instruction; and update the initial logic block based on the logic code and logic variable information to obtain a selected logic block.

[0152] Optionally, the creation module is further configured to determine appearance variable information in the logic variable information; generate an appearance interaction control based on the appearance variable information, and determine the size parameters of the appearance interaction control; adjust the size of the initial logic block based on the size parameters, and add the logic code and the appearance interaction control to the initial logic block to obtain a selected logic block.

[0153] Optionally, the creation module is further configured to obtain current size information of the initial logic block; determine a target stretching direction in the stretchable direction based on the size parameter and the current size information; and adjust the size of the initial logic block in the target stretching direction so that the current size information matches the size parameter.

[0154] Applied to the visual logic editing device, the display module 402 determines the object to be edited in response to the user's selection operation, and displays multiple selected logic blocks pre-packaged with interactive behavior logic in the corresponding visualization area, so that the user only needs to simply select the object to be edited to see the available logic block options; the editing module 404 further responds to the user's editing operation, and adds the target logic block selected by the user from the selected logic block in the visualization area, so that the user can easily build complex interactive control logic without writing code or mastering professional technical knowledge; finally, the connection module 406 responds to the user's connection operation on the target logic block, ensures the correct connection between the target logic blocks, and generates interactive control logic for controlling the object to be edited to perform interactive behavior, thereby simplifying the logic creation process, improving the creation efficiency, and ensuring the correctness and consistency of the logical structure, so that novices and non-professional users can quickly get started, greatly improving the user experience and community creativity. The whole process is seamlessly coordinated through these three modules, which not only reduces the technical threshold, but also enhances the ease of use and flexibility of the system.

[0155] The above is a schematic scheme of a visual logic editing device of this embodiment. It should be noted that the technical scheme of the visual logic editing device and the technical scheme of the visual logic editing method described above belong to the same concept, and the details not described in detail in the technical scheme of the visual logic editing device can be referred to the description of the technical scheme of the visual logic editing method described above.

[0156] Figure 5 The structure block diagram of a computing device 500 provided according to an embodiment of the present invention is shown. The components of the computing device 500 include but are not limited to a memory 510 and a processor 520. The processor 520 is connected to the memory 510 via a bus 530, and the database 550 is used to store data.

[0157] The computing device 500 also includes an access device 540 that enables the computing device 500 to communicate via one or more networks 560. Examples of these networks include a public switched telephone network (PSTN), a local area network (LAN), a wide area network (WAN), a personal area network (PAN), or a combination of communication networks such as the Internet. The access device 540 may include one or more of any type of network interface (e.g., a network interface card (NIC)) that is wired or wireless, such as an IEEE 802.11 wireless local area network (WLAN) wireless interface, a world-wide interoperability for microwave access (Wi-MAX) interface, an Ethernet interface, a universal serial bus (USB) interface, a cellular network interface, a Bluetooth interface, and a near field communication (NFC).

[0158] In one embodiment of the present invention, the above components of the computing device 500 and Figure 5 Other components not shown in the figure may also be connected to each other, for example, via a bus. It should be understood that Figure 5 The computing device structure block diagram shown is only for the purpose of illustration, and is not intended to limit the scope of the present invention. Those skilled in the art may add or replace other components as needed.

[0159] The computing device 500 may be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (e.g., a tablet computer, a personal digital assistant, a laptop computer, a notebook computer, a netbook, etc.), a mobile phone (e.g., a smart phone), a wearable computing device (e.g., a smart watch, smart glasses, etc.), or other types of mobile devices, or a stationary computing device such as a desktop computer or a personal computer (PC). The computing device 500 may also be a mobile or stationary server.

[0160] The processor 520 is used to execute the following computer program / instructions, which implement the steps of the above-mentioned visual logic editing method when executed by the processor.

[0161] Each embodiment of the present invention is described in a progressive manner, and the same or similar parts between the embodiments can be referred to each other, and each embodiment focuses on the differences from other embodiments. In particular, for the computing device embodiment, since it is basically similar to the visual logic editing method embodiment, the description is relatively simple, and the relevant parts can be referred to the partial description of the visual logic editing method embodiment.

[0162] An embodiment of the present invention further provides a computer-readable storage medium storing a computer program / instruction, which implements the steps of the above-mentioned visual logic editing method when executed by a processor.

[0163] Each embodiment of the present invention is described in a progressive manner, and the same or similar parts between the embodiments can be referred to each other, and each embodiment focuses on the differences from other embodiments. In particular, for the computer-readable storage medium embodiment, since it is basically similar to the visual logic editing method embodiment, the description is relatively simple, and the relevant parts can be referred to the partial description of the visual logic editing method embodiment.

[0164] An embodiment of the present invention further provides a computer program product, including a computer program / instruction, which implements the steps of the above-mentioned visual logic editing method when executed by a processor.

[0165] The above is a schematic scheme of a computer program product of this embodiment. It should be noted that the technical scheme of the computer program product and the technical scheme of the above-mentioned visual logic editing method belong to the same concept, and the details not described in detail in the technical scheme of the computer program product can be referred to the description of the technical scheme of the above-mentioned visual logic editing method.

[0166] The above describes specific embodiments of the present invention. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be performed in an order different from that in the embodiments and still achieve the desired results. In addition, the processes depicted in the accompanying drawings do not necessarily require the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.

[0167] The computer instructions include computer program codes, which may be in source code form, object code form, executable files or some intermediate forms, etc. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording medium, USB flash drive, mobile hard disk, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electric carrier signal, telecommunication signal and software distribution medium, etc. It should be noted that the content contained in the computer-readable medium may be appropriately increased or decreased according to the requirements of patent practice. For example, in some regions, according to patent practice, computer-readable media do not include electric carrier signals and telecommunication signals.

[0168] It should be noted that, for the convenience of description, the aforementioned method embodiments are all described as a series of action combinations, but those skilled in the art should be aware that the embodiments of the present invention are not limited by the described action sequence, because according to the embodiments of the present invention, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the embodiments of the present invention.

[0169] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0170] The preferred embodiments of the present invention disclosed above are only used to help explain the present invention. The optional embodiments do not describe all the details in detail, nor do they limit the invention to the specific implementation methods described. Obviously, many modifications and changes can be made according to the content of the embodiments of the present invention. The present invention selects and specifically describes these embodiments in order to better explain the principles and practical applications of the embodiments of the present invention, so that those skilled in the art can understand and use the present invention well. The present invention is limited only by the claims and their full scope and equivalents.

Claims

1. A visual logic editing method, characterized in that: include: In response to a user's selection operation, determining an object to be edited, and displaying at least one logic block to be selected in a visualization area corresponding to the object to be edited, wherein the logic block to be selected encapsulates an interactive behavior logic; In response to the user's editing operation on the selected logic block, adding a target logic block in the visualization area, wherein the selected logic block is obtained by the user selecting from the to-be-selected logic blocks; In response to the user's connection operation on the target logic block, the target logic block is connected to generate the interaction control logic of the object to be edited, wherein the interaction control logic is used to control the object to be edited to perform an interaction behavior.

2. The method according to claim 1, characterized in that The step of determining the object to be edited in response to the user's selection operation, and displaying at least one logic block to be selected in a visualization area corresponding to the object to be edited, comprises: In response to a selection operation by a user, determining an object to be edited, scheduling a visualization area manager, and creating a visualization area corresponding to the object to be edited in a user interface; Acquire at least one logical block identifier, and acquire corresponding logical block information based on the logical block identifier; The to-be-selected logic block is rendered in a first sub-area of ​​the visualization area based on the logic block information.

3. The method according to claim 1, characterized in that: In response to the user's editing operation on the selected logic block, adding a target logic block in the visualization area includes: In response to the user's selection operation, determining a target logic block; In response to the deployment operation of the user, determining deployment position information, wherein the deployment position information is used to indicate a position in the visualization area; The target logic block is deployed in the visualization area based on the deployment location information.

4. The method according to claim 3, characterized in that The step of determining the target logic block in response to the user's selection operation includes: In response to a selection operation of the user in a first sub-area of ​​the visualization area, determining a selected logic block in the to-be-selected logic blocks, wherein the first sub-area is a sub-area in the visualization area where the to-be-selected logic blocks are displayed; Accordingly, the deploying the target logic block in the visualization area based on the deployment location information includes: In response to a deployment operation of the user in a second sub-area of ​​the visualization area, determining deployment position information, wherein the deployment position information is used to indicate a position in the second sub-area; The selected logic block is deployed as a target logic block in the second sub-area based on the deployment position information.

5. The method according to claim 3, characterized in that: The step of determining the target logic block in response to the user's selection operation includes: In response to a selection operation of the user in the first sub-area of ​​the visualization area, determining at least two selected logic blocks from the to-be-selected logic blocks; In response to the user's reorganization operation on the at least two selected logic blocks, generating a target logic block, wherein the target logic block encapsulates the interactive behavior logic corresponding to the at least two selected logic blocks; Accordingly, the deploying the target logic block in the visualization area based on the deployment location information includes: Deployment operation in a second sub-area of ​​the visualization area, determining deployment location information, wherein the deployment location information is used to indicate a location in the second sub-area; The target logic block is deployed in the second sub-area based on the deployment location information.

6. The method according to claim 1, characterized in that The step of connecting the target logic block in response to the user's connection operation on the target logic block and generating the interactive control logic of the object to be edited includes: Determine a plurality of connection rules corresponding to the target logic block; In response to a connection operation of the user on the target logic block, determining whether the plurality of connection rules match; If so, the target logic blocks are connected in the visualization area to obtain a target logic group, and the interaction control logic is generated based on the target interaction behavior logic corresponding to the target logic blocks.

7. The method according to claim 1, characterized in that After the target logic block is connected in response to the user's connection operation on the target logic block and the interactive control logic of the object to be edited is generated, the method further includes: In response to a trigger event configuration instruction, obtaining an event identifier based on the trigger event configuration instruction; storing the event identifier and the interactive control logic in an associated manner; When it is detected that the event corresponding to the event identifier is triggered, the interaction control logic is executed.

8. The method according to claim 7, characterized in that After the event identifier and the interactive control logic are stored in association, the method further includes: In response to the event identifier update instruction, determining at least two identifiers to be updated, wherein the at least two identifiers to be updated correspond to the same event and the at least two identifiers to be updated correspond to different interaction control logics; The at least two to-be-updated flags are updated based on the event flag update instruction.

9. The method according to claim 1, characterized in that: After the target logic block is connected in response to the user's connection operation on the target logic block and the interactive control logic of the object to be edited is generated, the method further includes: In response to the encapsulation instruction, at least two interactive control logics to be encapsulated are determined, and the at least two interactive control logics to be encapsulated are encapsulated into a logic diagram.

10. The method according to claim 1, characterized in that Before determining the object to be edited in response to the user's selection operation, the method further includes: Create initial logic blocks; Responding to the logic configuration instruction, obtaining logic code and logic variable information; Determining appearance variable information in the logical variable information; Based on the appearance variable information, generate an appearance interaction control, and determine a size parameter of the appearance interaction control; The size of the initial logic block is adjusted based on the size parameter, and the logic code and the appearance interaction control are added to the initial logic block to obtain a logic block to be selected.

11. The method according to claim 10, characterized in that The initial logic block includes a stretchable direction and a non-stretchable direction; and adjusting the size of the initial logic block based on the size parameter includes: Obtaining current size information of the initial logical block; Determining a target stretching direction in the stretchable directions based on the size parameter and the current size information; The size of the initial logic block is adjusted in the target stretching direction so that the current size information matches the size parameter.

12. A visual logic editing device, characterized in that: include: A display module is configured to determine the object to be edited in response to a selection operation of the user, and to display at least one logic block to be selected in a visualization area corresponding to the object to be edited, wherein the logic block to be selected encapsulates the interactive behavior logic; an editing module, configured to add a target logic block in the visualization area in response to an editing operation of the user on a selected logic block, wherein the selected logic block is obtained by the user selecting from the to-be-selected logic blocks; The connection module is configured to connect the target logic block in response to the user's connection operation on the target logic block, and generate the interaction control logic of the object to be edited, wherein the interaction control logic is used to control the object to be edited to perform interactive behavior.

13. A computing device, characterized in that: include: Memory and processor; The memory is used to store computer programs / instructions, and the processor is used to execute the computer programs / instructions. When the computer programs / instructions are executed by the processor, the steps of the visual logic editing method according to any one of claims 1 to 11 are implemented.

14. A computer-readable storage medium, characterized in that: It stores a computer program / instruction, which, when executed by a processor, implements the steps of the visual logic editing method described in any one of claims 1-11.

15. A computer program product, characterized in that It includes a computer program / instruction, which, when executed by a processor, implements the steps of the visual logic editing method described in any one of claims 1 to 11.

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