Game event processing method and device, storage medium and electronic equipment

By obtaining the event configuration information set by the user and generating the corresponding event configuration information, the problem of high threshold for using event editing functions in existing games is solved, and the convenience of user-defined editing events and the richness of game logic is achieved.

CN119971502AActive Publication Date: 2025-05-13NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311499802.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-11-10
Publication Date
2025-05-13
Estimated Expiration
2043-11-10

AI Technical Summary

Technical Problem

The threshold for using event editing functions in existing games is high, which requires players to have certain program thinking, making it difficult for users to customize editing events.

Method used

It provides a game event processing method, which generates corresponding event configuration information by obtaining user-setting event configuration information, including event initiator, receiver, trigger conditions and events, and implements event logic based on these configuration information during the game operation stage.

Benefits of technology

It lowers the threshold for using event editing functions, simplifies user editing operations, improves the convenience and ease of use of event editing functions, enables users to customize editing events, and increases the freedom of the game and rich content.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game event processing method and device, a storage medium and electronic equipment, and relates to the technical field of computers and games. The method comprises the following steps: acquiring first event configuration information and second event configuration information; the first event configuration information is event configuration information generated according to the first user setting information in a game editing stage; in a game running stage, when the first virtual object triggers an event triggering condition, generating a triggering event according to the first event configuration information, and sending the triggering event to the second virtual object; the first virtual object is a virtual object corresponding to an event initiator, and the second virtual object is a virtual object corresponding to an event receiver; and under the condition that the second virtual object and the second event configuration information have an association relationship, if the trigger event is consistent with the driving event, controlling to execute the target event on the second virtual object. The use threshold of the game event editing function is lowered.
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Description

Technical Field

[0001] The present disclosure relates to the field of computer and game technology, and in particular to a game event processing method, a game event processing device, a computer-readable storage medium, and an electronic device. Background Art

[0002] With the development of computer and human-computer interaction technology, games have become one of the important ways for people to entertain themselves in daily life. Various events need to be set in the game to implement the game play logic. For example, when setting the NPC (Non-Player Character) event, when the player character interacts with the NPC, the trigger event occurs, which can make the NPC perform specific behaviors.

[0003] Currently, game events are generally written by game developers using professional programming languages ​​and program logic, and do not support players to customize and edit events. Although some games provide players with the function of customizing and editing events, most of them are based on scripting tools, etc., requiring players to have a certain level of programming thinking, which leads to a high threshold for using the event editing function. Summary of the invention

[0004] The present disclosure provides a game event processing method, a game event processing device, a computer-readable storage medium and an electronic device, so as to at least to some extent solve the problem of high threshold for using event editing functions in related technologies.

[0005] According to a first aspect of the present disclosure, a game event processing method is provided, the method comprising: obtaining first event configuration information and second event configuration information; the first event configuration information is event configuration information generated according to first user setting information during a game editing phase; the first user setting information comprises an event initiator, an event receiver corresponding to the event initiator, an event triggering condition, and a triggering event; the second event configuration information is event configuration information generated according to second user setting information during a game editing phase; the second user setting information comprises a driving event and a target event; during a game running phase, when a first virtual object triggers the event triggering condition, the triggering event is generated according to the first event configuration information, and the triggering event is sent to a second virtual object; the first virtual object is a virtual object corresponding to the event initiator, and the second virtual object is a virtual object corresponding to the event receiver; in the case where the second virtual object has an association relationship with the second event configuration information, if the triggering event is consistent with the driving event, the target event is controlled to be executed on the second virtual object.

[0006] According to a second aspect of the present disclosure, a game event processing device is provided, the device comprising: an event configuration information acquisition module, configured to acquire first event configuration information and second event configuration information; the first event configuration information is event configuration information generated according to first user setting information during the game editing stage; the first user setting information comprises an event initiator, an event receiver corresponding to the event initiator, an event trigger condition, and a trigger event; the second event configuration information is event configuration information generated according to the second user setting information during the game editing stage; the second user setting information comprises a driving event and a target event; an event trigger processing module, configured to generate the trigger event according to the first event configuration information when the first virtual object triggers the event trigger condition during the game running stage, and send the trigger event to the second virtual object; the first virtual object is the virtual object corresponding to the event initiator, and the second virtual object is the virtual object corresponding to the event receiver; a target event processing module, configured to, when the second virtual object has an association relationship with the second event configuration information, if the trigger event and the driving event are consistent, control the execution of the target event on the second virtual object.

[0007] According to a third aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the game event processing method of the first aspect and its possible implementation methods are implemented.

[0008] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game event processing method of the above-mentioned first aspect and its possible implementation method by executing the executable instructions.

[0009] The technical solution disclosed in this disclosure has the following beneficial effects:

[0010] On the one hand, a function that allows users to customize editing events is provided. In the game editing stage, users can generate the first event configuration information by setting the event initiator, event receiver, trigger event, and event trigger condition, and generate the second event configuration information by setting the driving event and target event, so as to realize the corresponding logic in the game running stage. The content required to be set is relatively simple, and users do not need to have programming thinking, thereby lowering the threshold for using the event editing function, simplifying the user editing operation mode, and improving the convenience and ease of use of the event editing function, which is conducive to popularization among players on a large scale. In addition, users can edit events for different virtual objects or scene components in the game to realize the desired game logic, increase the degree of freedom of the game, and enrich the game content. On the other hand, users can flexibly set event initiators and event receivers, thereby editing objects related to game logic, increasing the freedom of users to edit game events, and enabling batch editing. On the other hand, the first event configuration information and the second event configuration information are decoupled, and the two are associated with the driving event through the trigger event, which can also increase the flexibility and freedom of users to edit game events. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] Figure 1 A system architecture diagram in this exemplary embodiment is shown;

[0012] Figure 2 A flowchart showing a method for processing a game event in this exemplary embodiment is shown;

[0013] Figure 3 A sub-flow chart showing a method for processing a game event in this exemplary embodiment;

[0014] Figure 4 A schematic diagram showing a game editing scene in this exemplary embodiment;

[0015] Figure 5 A schematic diagram showing a preset type of scene component in this exemplary embodiment;

[0016] Figure 6 A schematic diagram showing an event editing interface in this exemplary embodiment;

[0017] Figure 7 A flowchart of editing first event configuration information in this exemplary embodiment is shown;

[0018] Figure 8 A schematic diagram showing a trigger event adding interface in this exemplary embodiment;

[0019] Fig. 9 A schematic diagram showing an event type setting interface in this exemplary embodiment;

[0020] Fig.10 A schematic diagram showing another event editing interface in this exemplary embodiment;

[0021] Fig.11 A schematic diagram showing the structure of a game event processing device in this exemplary embodiment is shown;

[0022] Fig.12 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION

[0023] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0024] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art should appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or one or more specific details may be replaced by other methods, components, devices, steps, etc.

[0025] Events in the game can be used to advance the game process and support the gameplay logic. In the related art, event editing functions are provided to players through scripting tools and other means. For example, some games use triggers and Lua language scripts to implement event editing functions. This requires players to have a certain level of programming thinking, such as a certain understanding of concepts such as judgment statements and variables, so the threshold for using the event editing function is relatively high. In addition, players need to edit events in the form of text, sentences, etc., which is not intuitive enough, and players sometimes find it difficult to understand the actual effect of the edited event content. The above problems make it difficult for the event editing function to be widely popularized among players.

[0026] In view of one or more of the above problems, an exemplary embodiment of the present disclosure provides a method for processing a game event.

[0027] Figure 1The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device 110 may be a mobile phone, a tablet computer, a personal computer, an intelligent wearable device, a game console, etc., which has a display function and can display a graphical user interface. The graphical user interface may include an operating system interface or an application interface, etc. A game program is installed on the terminal device 110, such as a client program of an online game. When the terminal device 110 runs the game program, interfaces such as game editing scenes and game running scenes can be displayed in the graphical user interface. The server 120 generally refers to a background system that provides game services in this exemplary embodiment, which may be a server or a cluster of multiple servers. A game server program is deployed on the server 120 for executing game data processing on the server side. The terminal device 110 and the server 120 may be connected via a wired or wireless communication link to perform data transmission. The game event processing method in this exemplary embodiment may be executed by any one or more of the terminal device 110 and the server 120.

[0028] In one embodiment, the game event processing method can be implemented and executed based on the cloud interaction system. The cloud interaction system can be the above-mentioned system architecture. Various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operation subject of the game program and the game screen presentation subject are separated, the storage and operation of the control and interaction methods in the game are completed on the cloud game server (such as the above-mentioned server 120), and the cloud game client (such as the above-mentioned terminal device 110) is used for receiving and sending data and presenting the game screen. For example, the cloud game client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; and the cloud game server in the cloud performs information processing. When playing games or editing game scenes, the user operates the cloud game client to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud game client through the network. Finally, the cloud game client decodes and outputs the game screen.

[0029] In one embodiment, the game event processing method can be implemented in a stand-alone game. There is no need to deploy a server, and the terminal device 110 can install all game programs and execute the game event processing method.

[0030] In one embodiment, reference Figure 2 As shown, the game event processing method may include the following steps S210 to S230:

[0031] Step S210, obtaining first event configuration information and second event configuration information; the first event configuration information is event configuration information generated according to first user setting information during the game editing stage; the first user setting information includes an event initiator, an event receiver corresponding to the event initiator, an event triggering condition, and a triggering event; the second event configuration information is event configuration information generated according to second user setting information during the game editing stage; the second user setting information includes a driving event and a target event;

[0032] Step S220, during the game running phase, when the first virtual object triggers an event trigger condition, a trigger event is generated according to the first event configuration information, and the trigger event is sent to the second virtual object; the first virtual object is a virtual object corresponding to the event initiator, and the second virtual object is a virtual object corresponding to the event receiver;

[0033] Step S230: When the second virtual object is associated with the second event configuration information, if the trigger event and the drive event are consistent, then control the execution of the target event on the second virtual object.

[0034] exist Figure 2 In the method shown, on the one hand, a function that allows users to customize editing events is provided. In the game editing stage, users can generate the first event configuration information by setting the event initiator, event receiver, trigger event, and event trigger condition, and generate the second event configuration information by setting the driving event and target event, so as to realize the corresponding logic in the game running stage. The content required to be set is relatively simple, and the user does not need to have programming thinking, thereby lowering the threshold for the use of the event editing function, simplifying the user editing operation mode, and improving the convenience and ease of use of the event editing function, which is conducive to popularization among players on a large scale. In addition, users can edit events for different virtual objects or scene components in the game to realize the desired game logic, increase the degree of freedom of the game, and enrich the game content. On the other hand, users can flexibly set event initiators and event receivers, thereby editing objects related to game logic, increasing the freedom of users to edit game events, and enabling batch editing. On the other hand, the first event configuration information and the second event configuration information are decoupled, and both are associated with the driving event through the trigger event, which can also increase the flexibility and freedom of users to edit game events.

[0035] Below Figure 2 Provide detailed instructions for each step.

[0036] refer to Figure 2In step S210, first event configuration information and second event configuration information are obtained; the first event configuration information is event configuration information generated according to first user setting information during the game editing stage; the first user setting information includes an event initiator, an event receiver corresponding to the event initiator, an event triggering condition, and a triggering event; the second event configuration information is event configuration information generated according to second user setting information during the game editing stage; the second user setting information includes a driving event and a target event.

[0037] Among them, the first event configuration information and the second event configuration information are information expressing the game logic. The game logic of the first event configuration information can be: when the event initiator triggers the event trigger condition, a trigger event is generated and the trigger event is sent to the event receiver. The event initiator is a virtual object or scene component that can initiate a trigger event in the game, and the event receiver is a virtual object or scene component that can receive the trigger event. In this article, the scene component is an object generated, used or edited in the game editing stage, which can be a person or object (or a local person or object) in the game editing scene, and the scene component is configured to generate a corresponding virtual object in the game running stage. In the game, the scene component and the corresponding virtual object usually have the same appearance, so the two can be considered to be the same object. In the program, the scene component and the virtual object can be stored as different types of program objects. The event trigger condition refers to the condition that triggers the generation of the trigger event, which can be any type of condition. For example, the type of the event trigger condition is related to the event type of the first event configuration information, and can include but is not limited to any one or more of the following: the event initiator enters the preset area, the timer associated with the event initiator reaches the preset time, the counter associated with the event initiator reaches the pre-designed value, and so on. A trigger event can be understood as a signal transmitted between different virtual objects in the game, which is used to indicate that the event trigger condition in the first event configuration information has been met. The trigger event can be identification information, such as an event name, a string that identifies the event, etc. There is no need to record specific event information in the trigger event, such as there is no need to record specific information such as the event initiator triggering the event trigger condition, and the identification information indicates that the event "the event initiator triggers the event trigger condition" has occurred. In this way, when transmitting the signal, there is no need to transmit the complete event information, but only the identification information, which is conducive to reducing the overhead of the server or terminal device.

[0038] The game logic of the second event configuration information may be: when the virtual object associated with the second event configuration information receives a driving event, the target event is executed. The driving event is a precondition for driving the execution of the target event. Similar to the above-mentioned triggering event, it can also be understood as a signal in the game. When the signal received by the virtual object associated with the second event configuration information (i.e., the above-mentioned triggering event) is the same as the signal of the driving event, the target event is triggered. The driving event may also be identification information, such as an event name, a string identifying the event, etc. There is no need to record specific event information in the driving event, such as no need to record specific information such as the triggering condition of the event triggered by the event initiator. When the triggering event is received, the triggering event can be compared with the identification information of the driving event. If the two are consistent, it means that the event "the event initiator triggers the event triggering condition" has occurred, driving the target event to occur. In this way, there is no need to compare the complete event information, but only the identification information can be compared, which is also conducive to reducing the overhead of the server or terminal device. The target event is the event result that is finally executed or effective. The target event can be any type of event. For example, the type of the target event is related to the event type of the second event configuration information, and may be, but is not limited to, any one or more of the following: motion event, action event, property adjustment event, effect event, and the like.

[0039] In the game editing stage, the user can set the event initiator, the event receiver corresponding to the event initiator, the event triggering condition, and the triggering event, thereby generating the first user setting information, and generating the first event configuration information according to the first user setting information. The user can also set the driving event and the target event, thereby generating the second user setting information, and generating the second event configuration information according to the second user setting information.

[0040] It should be noted that the solution disclosed herein supports players to customize and edit game events or game scenes. Therefore, the user mentioned in this article can refer to a player or a game developer.

[0041] The following is an exemplary description of the editing process of the first event configuration information and the second event configuration information.

[0042] In one embodiment, the game event processing method may further include a process of editing and generating the first event configuration information and the second event configuration information in the game editing stage, referring to Figure 3 As shown, the following steps S310 to S330 may be included:

[0043] Step S310, displaying a game editing scene in a graphical user interface provided by running the game program; the game editing scene includes a second scene component and a third scene component; the second scene component is configured to generate a corresponding second virtual object during the game running stage.

[0044] Among them, the game program provides a game scene editing function. The user can choose to create a new game scene and edit it, or choose to edit an existing game scene. The game editing scene refers to a game scene displayed in an edited state in the graphical user interface. The game editing scene may include the background of the scene and one or more generated scene components. These scene components may be scene components that come with the game editing scene (e.g., the game program may provide preset game scenes of multiple different styles, and the user may select a preset game scene for editing, which initially comes with scene components), or may be scene components generated by user editing.

[0045] In one embodiment, when displaying a game editing scene, one or more scene component operation controls may also be displayed in the graphical user interface. Figure 4 As shown, the scene component operation controls may include controls such as "block component", "cylinder component", "semi-cylinder component", etc., which are used to generate corresponding scene components in the game editing scene in response to user operations on the controls. For example, if a user clicks or drags a "block component" control, a block component can be generated in the game editing scene.

[0046] In one embodiment, the game program may come with one or more scene components, such as scene components pre-configured by the game developer and stored in the game program, and may provide corresponding scene component operation controls so that players can conveniently use these scene components to edit scenes, such as adding scene components in the game editing scene with one click.

[0047] In one embodiment, the scene components can be pre-configured by the player, and the player can obtain the scene components that were not originally in the game program by modeling in the game editing scene or other editing interface. For the scene components pre-configured by the player, corresponding scene component operation controls can also be provided. When pre-configuring the scene components, one or more information such as the position, direction, size, material, color, etc. of the scene components can be configured. In this way, when the user uses these scene components in the game editing scene, the configured information can be directly called, which is very convenient and efficient. Of course, the user can also adjust the configured information in the scene components, such as adjusting one or more of the above information to make it more in line with their own needs and preferences.

[0048] In one embodiment, a plurality of scene components may be combined into a scene component combination. For example, a block component may be combined onto the circular surface of a cylindrical component to form a scene mechanism in the form of a roller, and the scene mechanism is a scene component combination. In this way, complex and diverse virtual models of people or objects may be formed in the game. For the scene component combination, corresponding scene component operation controls may also be configured, so that the user can add or generate a scene component combination in the game editing scene with one click, which is very convenient.

[0049] For the sake of distinction, a single scene component can be called a basic scene component, which cannot be separated and can be regarded as the smallest component unit in the game editing scene. Unless otherwise specified, the scene component mentioned in this article can refer to the basic scene component or the scene component combination.

[0050] In one embodiment, a virtual camera may be provided in the game editing scene. The virtual camera is a tool in the game program that simulates a real camera to shoot the game scene. The virtual camera may be provided at any position in the game editing scene and shoot the game scene from any perspective. That is, the virtual camera may have any position in the game scene, and the position may be fixed or dynamically changed. Furthermore, any number of virtual cameras may be provided in the game editing scene, and different virtual cameras may shoot different game scene images.

[0051] The game editing scene can present two different perspectives, namely the observation perspective and the game perspective. The user can choose which perspective to use in the relevant setting interface of the game editing scene. The observation perspective refers to observing the game editing scene from a third-person perspective. In the observation perspective, the user can directly control the virtual camera to move the perspective (the virtual camera is not displayed) instead of controlling the game character in the game editing scene. The game perspective refers to observing the game editing scene from a first-person perspective. In the game perspective, the user can control a game character in the game editing scene. The game character can be bound to a virtual camera, that is, the position relationship between the game character and the virtual camera is fixed. For example, the game character can be located at the focus of the virtual camera. When the user controls the game character to move, the virtual camera moves synchronously, thereby moving the perspective. Of course, in the observation perspective, an invisible game character can also be set in the game editing scene, which is equivalent to hiding the game character in the game perspective. When the user moves the perspective, the virtual camera can be moved by moving the game character. In the observation perspective or the game perspective, a virtual joystick, up or down controls, etc. can be set in the game editing scene. The user can move the virtual camera or move the game character by operating these controls.

[0052] The second scene component and the third scene component are scene components in the game editing scene. The two can be the same component or different components. For example, the first event configuration information and the second event configuration information can be edited for the same component, then the component is both the second scene component and the third scene component. The second scene component and the third scene component can be any scene component, or, in the game, it is limited to only editing the first event configuration information or the second event configuration information for a preset type of scene component, then the second scene component and the third scene component are both scene components of the preset type. For example, refer to Figure 5 As shown, the game program provides different types of scene components such as "foundation", "hanging painting", "decoration", "props", "function", and "personnel". Under each type of label, the corresponding scene component operation control is displayed, and the user can operate the control to generate a scene component in the game editing scene. The preset type may include the two types of "function" and "personnel". After the user adds the two types of scene components of "function" and "personnel" in the game editing scene, it can be used as the second scene component or the third scene component to perform subsequent editing operations of the first event configuration information or the second event configuration information. For scene components of non-preset types, the first event configuration information or the second event configuration information cannot be edited. In one embodiment, the second scene component may be a scene component of the first preset type, the third scene component may be a scene component of the second preset type, and the first preset type and the second preset type may be different types, for example, the first preset type includes the "function" type, and the second preset type includes the "personnel" type.

[0053] The second scene component is configured to generate a corresponding second virtual object during the game running phase. In other words, the second scene component is an object corresponding to the second virtual object during the game editing phase.

[0054] Step S320, responding to the first event editing instruction for the third scene component, obtaining first user setting information according to the first event editing instruction, and generating first event configuration information according to the first user setting information.

[0055] The first event editing instruction is an editing operation instruction for setting the first user setting information. The first user setting information includes the event initiator, the event receiver corresponding to the event initiator, the event triggering condition, and the triggering event, and the user can set each of them. The first user setting information is obtained, and the first event configuration information can be generated accordingly after the editing is completed.

[0056] In one embodiment, the game editing scene may further include a first scene component, and the first scene component is configured to generate a corresponding first virtual object during the game running phase. Therefore, the event initiator may include the first scene component. In one embodiment, the third scene component and the first scene component may be different components, that is, the object used to edit the first event configuration information may not be the event initiator. In another embodiment, the third scene component and the first scene component are the same component, that is, the object used to edit the first event configuration information may be the event initiator.

[0057] In one implementation, the event initiator may include: a third scene component, or any scene component. For example, these two options regarding the event initiator may be provided, and the user may select from them, thereby completing the setting of the event initiator.

[0058] In one embodiment, the above-mentioned response to the first event editing instruction for the third scene component, obtaining the first user setting information according to the first event editing instruction, and generating the first event configuration information according to the first user setting information may include the following steps:

[0059] In response to the event editing triggering operation for the third scene component, the event editing interface of the third scene component is displayed;

[0060] Get event receivers and trigger events based on editing operations in the event editing interface;

[0061] Acquire the event initiator and the event triggering condition according to the editing operation in the event editing interface, or acquire the event initiator and the event triggering condition according to the setting operation of setting the event type of the first event configuration information;

[0062] First event configuration information is generated according to the event initiator, the event receiver, the event triggering condition and the triggering event.

[0063] Among them, the event editing trigger operation is an operation that triggers the start of editing an event. For example, when the third scene component is selected, you can choose to add an event, or choose to add an event in the relevant setting interface of the third scene component (such as the property setting interface). These operations are event editing trigger operations. In response to the editing trigger operation, the event editing interface is displayed. Figure 6A schematic diagram of an event editing interface is shown. The character component in the game editing scene can be the third scene component 601, and the event editing interface of the third scene component 601 can be displayed, which can be displayed in the game editing scene in the form of a sub-interface, such as displayed on the right side of the graphical user interface or in any other orientation. The user can perform editing operations in the event editing interface, and specifically, the event initiator, event receiver, event triggering condition and triggering event can be set. Among them, the user sets the event triggering condition of entering the area triggering event or leaving the area triggering event, and the event set by the user in the control bar of the entering area triggering event or leaving the area triggering event is the triggering event. Alternatively, only the event receiver and the triggering event are set in the event editing interface, and when the event type of the first event configuration information is set, the event initiator and the event triggering condition can be obtained according to the setting operation.

[0064] When the above settings are completed, the first event configuration information may be generated according to the set event initiator, event receiver, event triggering condition and triggering event.

[0065] The following is an explanation of the specific editing operation process of the user in the event editing interface.

[0066] In one embodiment, reference Figure 7 As shown, the above-mentioned acquisition of event receivers and triggering events according to the editing operation in the event editing interface may include the following steps S710 and S720:

[0067] Step S710, responding to the trigger event adding operation in the event editing interface, obtaining the trigger event.

[0068] The trigger event add operation is used to add a trigger event, such as Figure 6 In the event editing interface shown, the user can add a trigger event through the control bar of the enter area trigger event or leave area trigger event.

[0069] In one implementation, the above-mentioned response to the trigger event adding operation in the event editing interface to obtain the trigger event may include the following steps:

[0070] In response to the trigger event adding operation in the event editing interface, the trigger event adding interface is displayed;

[0071] Get the event information entered in the trigger event adding interface. If the entered event information is consistent with the event information of the generated event, the generated event will be used as the trigger event. If the entered event information is inconsistent with the event information of the generated event, a new event will be generated based on the entered event information as the trigger event.

[0072] For example, in Figure 6In the event editing interface shown, the user clicks the "+" icon in the control bar of the enter area trigger event or leave area trigger event. This operation can be a trigger event adding operation, which triggers the display of the trigger event adding interface. Figure 8 As shown, after clicking the "+" icon, a sub-interface of the event menu pops up, which is the trigger event adding interface. One or more generated events can be shown in the trigger event adding interface, and the generated event can be an event previously created by the user. The trigger event adding interface can arrange the generated events in a certain order, such as according to the time sequence of the most recent use, the event order of the creation event, etc. The user can select the generated event in the trigger event adding interface, and use the generated event as the trigger event after confirmation. Alternatively, the user can enter event information in the trigger event adding interface, such as event name, event number, etc., and the game program will automatically search for the same event information in the generated event. If it is found, the corresponding generated event will be used as the trigger event. If you can find the generated event that is the same as the input event information, mark the generated event as a selected state (such as can be highlighted), and use it as a trigger event after the user confirms. If it is not found, it means that the input event information and the event information of all generated events are inconsistent, then a new event is generated based on the input event information, if the input event information is an event name, a new event is generated with the event name, and the new event is used as a trigger event.

[0073] Through the trigger event adding interface, a convenient interactive method for adding trigger events is provided, which further simplifies user editing operations and improves editing efficiency.

[0074] Step S720, in response to a first setting operation of setting an event initiator and an event receiver in the event editing interface, the event initiator and the event receiver are obtained.

[0075] The first setting operation may be an operation of inputting or selecting an event receiver in the event editing interface. Figure 6 In the event editing interface shown, the user can perform a selection operation in the control bar of the event receiver, and the selection operation is the first setting operation. The control bar of the event receiver can provide certain optional options. Exemplarily, the event receiver can include a specific scene component (such as a second scene component or a third scene component), a scene component in a certain area (such as a preset area), or any scene component. In addition, when performing the first setting operation, the user can set certain conditions for the event receiver, and the scene component or virtual object that meets the conditions is the event receiver.

[0076] Through the above trigger event adding operation and the first setting operation, the setting of the trigger event and the event receiver in the event editing interface is completed.

[0077] In one embodiment, continue to refer to Figure 7 As shown, the above-mentioned acquisition of the event initiator and the event triggering condition according to the editing operation in the event editing interface may include the following steps S730 and S740:

[0078] Step S730, in response to a second setting operation of setting an event initiator in the event editing interface, obtaining the event initiator.

[0079] The second setting operation may be an operation of inputting or selecting the event initiator in the event editing interface. Figure 6 In the event editing interface shown, the user can perform a selection operation in the control bar of the event initiator, and the selection operation is the second setting operation. The control bar of the event initiator can provide certain optional options. Exemplarily, the event initiator can include a specific scene component (such as the third scene component itself, that is, the "current component") or any scene component. In addition, when performing the second setting operation, the user can set certain conditions for the event initiator, and the scene component or virtual object that meets the conditions is the event initiator.

[0080] Step S740, in response to a third setting operation of setting an event trigger condition in the event editing interface, the event trigger condition is determined according to the event type of the first event configuration information and the third setting operation.

[0081] The event type of the first event configuration information may be an event trigger condition or a type of a trigger event. Exemplarily, the event type of the first event configuration information may include one or more of the following: area trigger type, timing trigger type, count trigger type, and periodic trigger type.

[0082] The third setting operation is an operation for setting event trigger conditions. Figure 6 In the event editing interface shown, the user can set a preset area, and can set whether entering the area triggers an event or leaving the area triggers an event. These operations are the third setting operations.

[0083] Under different event types, the content of event trigger conditions that users can set is also different. Exemplarily, if the event type of the first event configuration information is a region trigger type, the above response to the third setting operation of setting the event trigger condition in the event editing interface, determining the event trigger condition according to the event type of the first event configuration information and the third setting operation, may include the following steps:

[0084] In response to a third setting operation of setting a preset area in the event editing interface, the preset area is determined according to the third setting operation, and the event trigger condition is determined according to the area trigger type as: the event initiator enters the preset area, or the event initiator leaves the preset area.

[0085] For example, in Figure 6 In the event editing interface shown, the user can set the shape of the preset area, or the event editing interface can also provide controls for setting the size parameters of the preset area, so that the user can make relevant settings. The preset area is thus determined. According to the preset area set by the user, and in combination with the event type of the area trigger type, the event trigger condition can be determined. Specifically, if the user enters a trigger event in the control bar of the enter area trigger event, the event trigger condition is that the event initiator enters the preset area. If the user enters a trigger event in the control bar of the leave area trigger event, the event trigger condition is that the event initiator leaves the preset area.

[0086] In one embodiment, when the preset area is determined according to the third setting operation, the preset area can also be displayed in the game editing scene. Figure 6 As shown, when the user sets a preset area, the preset area 603 can be displayed in the game editing scene, and can be displayed in any manner such as a dotted frame, a transparent graphic, etc., so that the user can intuitively see the actual setting effect. In addition, the preset area can also be set to be visible or invisible during the game running stage, which can be set by the user or automatically determined by the game program.

[0087] In one embodiment, a positioning control of a preset area may be provided in the event editing interface, such as Figure 6 The positioning icon on the right side of the "preset area" shown responds to the triggering operation of the positioning control. For example, when the user clicks the positioning control, the viewing angle in the game editing scene is controlled to be aligned with the preset area. For example, in the game editing scene, the user may move the viewing angle outside the preset area when performing other operations, so that the preset area is not displayed in the screen. When the user triggers the positioning control, it can be triggered to immediately adjust the viewing angle to align with the preset area. Specifically, the virtual camera in the game editing scene can be translated, rotated, etc., so that the optical axis or focus of the virtual camera is aligned with the preset area. This enables the user to quickly find the preset area and facilitates further editing operations. For example, the user can move, rotate, scale or perform other editing operations on it after selecting the preset area.

[0088] In one embodiment, the game event processing method may further include the following steps:

[0089] According to the position and / or size of the third scene component, the initial position and / or initial size of the preset area is determined.

[0090] For example, the initial position of the reference point of the preset area can be determined according to the position of the reference point of the third scene component, and the initial size of the preset area in different directions can be determined according to the size of the third scene component in different directions. Figure 6 For example, the user sets a hemispherical preset area. When generating the preset area 603, the bottom center (i.e., the reference point) can be located at the bottom center of the third scene component 601. The Z-axis size (i.e., the height) of the third scene component 601 is multiplied by a certain coefficient (such as 2, 3, etc., and the specific value can be determined based on experience) as the initial size of the preset area in the Z axis. The initial sizes in other directions can be determined using similar methods.

[0091] In one embodiment, the game event processing method may further include the following steps:

[0092] When the third scene component is moved, rotated or scaled, the preset area is moved, rotated or scaled synchronously.

[0093] For example, the positional relationship between the third scene component and the preset area can be bound. When the third scene component is moved, the preset area is synchronously moved in the same direction and the same distance. When the third scene component is rotated, the preset area is synchronously rotated in the same direction and the same angle. When the third scene component is scaled, the preset area is synchronously scaled in the same proportion. This makes it easier for players to edit and implement game event logic based on the third scene component.

[0094] In another embodiment, the movement, rotation, and scaling of the third scene component may be decoupled from the movement, rotation, and scaling of the preset area. That is, when the third scene component is moved, rotated, or scaled, the preset area is not synchronously moved, rotated, or scaled, and the position, direction, and size of the preset area may be kept unchanged. If the user needs to adjust the preset area, the preset area may be moved, rotated, or scaled separately.

[0095] The above describes how to set the event trigger condition in the first event configuration information of the area trigger type. In the first event configuration information of other event types, the types of ways to set the event trigger condition differ in that the specific contents of the settings may be different. For example, in the first event configuration information of the timing trigger type, the user can set the preset time through the third setting operation, and the event trigger condition is determined according to the preset time and the timing trigger type: the timer associated with the event initiator reaches the preset time. In the first event configuration information of the counting trigger type, the user can set the pre-designed value through the third setting operation, and the event trigger condition is determined according to the pre-designed value and the counting trigger type: the counter associated with the event initiator reaches the pre-designed value.

[0096] pass Figure 7 The method can realize accurate and convenient editing and setting of trigger events, event initiators, event receivers, and event trigger conditions, thereby improving user editing efficiency.

[0097] In one implementation, the above-mentioned response to the event editing triggering operation on the third scene component to display the event editing interface of the third scene component may include the following steps:

[0098] In response to the event editing trigger operation for the third scene component, an event type setting interface is displayed;

[0099] In response to a setting operation in the event type setting interface, the event type of the first event configuration information is determined, and an event editing interface corresponding to the event type is displayed.

[0100] Among them, the event type setting interface is used to select the event type to be edited for the third scene component. Fig. 9 A schematic diagram of an event type setting interface is shown. In response to an event editing trigger operation, the event type setting interface can be displayed as a sub-interface in a game editing scene. The event type setting interface can include selection controls for different event types, such as a selection control for "trigger event area" (i.e., area trigger type), a selection control for "timing trigger", a selection control for "count trigger", a selection control for "periodic trigger", and the like. Users can perform setting operations in the event type setting interface, and the setting operation may be an operation in which the user selects a selection control for the event type. The event type of the first event configuration information is determined based on the selection result. This provides an interactive method that can facilitate setting of event types. When the event type of the first event configuration information is determined, an event editing interface corresponding to the event type can be displayed. For example, Figure 6 The event editing interface shown is the event editing interface corresponding to the area trigger type. It should be understood that the event editing interfaces corresponding to different event types may be different, for example, the editable content in the interface may be different.

[0101] In one embodiment, the event initiator and event triggering condition can be obtained according to the setting operation of the event type of the first event configuration information. For example, if an event of a certain event type can only be triggered by the current component, the default event initiator is the current component (i.e., the third scene component). Alternatively, if an event of a certain event type has a fixed event triggering condition, the event triggering condition is adopted by default. In other words, there is no need for the user to set the event initiator and event triggering condition in the event editing interface. Exemplarily, if the event type of the first event configuration information is set to the enter game trigger type, the event initiator is determined to be the player character, and the event triggering condition is to enter the game.

[0102] In one embodiment, in response to a first event editing instruction for a third scene component, after obtaining first user setting information according to the first event editing instruction and generating first event configuration information according to the first user setting information, an association relationship between the third scene component and the first event configuration information can be established.

[0103] In one embodiment, the above-mentioned response to the first event editing instruction for the third scene component, obtaining the first user setting information according to the first event editing instruction, and generating the first event configuration information according to the first user setting information may include the following steps:

[0104] If multiple first event adding operations are performed on the third scene component, the corresponding first user setting information is obtained according to the first event editing instruction of each first event adding operation, and the corresponding first event configuration information is generated according to the first user setting information to obtain multiple first event configuration information corresponding to the multiple first event adding operations.

[0105] The first event adding operation is an event adding operation for adding the first event configuration information, which may include a series of related operations from triggering the editing event to making specific settings. In contrast, the second event adding operation below is an event adding operation for adding the second event configuration information. Fig. 9 As shown in the event type setting interface, the user can choose to add different event types. If the user selects an event type under the "trigger event" category, the related event editing operation is the first event adding operation. Fig. 9 If the event type is an event under the major categories such as "action event", "property adjustment event", "effect event" not shown in the figure, the related event editing operation is the second event adding operation.

[0106] The user is allowed to perform multiple first event adding operations on the same third scene component. In each first event adding operation, the user sets information such as the event initiator, event receiver, trigger event, event triggering conditions, etc., so that the corresponding first user setting information is obtained according to the first event editing instruction of each first event adding operation, and the corresponding first event configuration information is generated according to the first user setting information. Through multiple first event adding operations, corresponding multiple first event configuration information are obtained.

[0107] In one implementation, multiple first user setting information may be obtained through a first event adding operation, thereby generating multiple first event configuration information. Figure 6In the event editing interface shown, the user can set the entry area trigger event, add the corresponding trigger event, and set the corresponding event initiator and event receiver, thereby generating a user setting information. The user can also set the exit area trigger event in the event editing interface, add the corresponding trigger event, and set the corresponding event initiator and event receiver, thereby generating another user setting information. That is to say, in a first event adding operation, two first user setting information are obtained, and then two corresponding first event configuration information can be generated. The event initiator, event receiver, event trigger condition and trigger event in these two first event configuration information are set by the user respectively, so the two first event configuration information can be different.

[0108] In one embodiment, the event type of each first event configuration information is at least one of the following: area trigger type, timing trigger type, count trigger type, and periodic trigger type. In one embodiment, the event types of at least two of the above-mentioned multiple first event configuration information are different, that is, multiple different types of first event configuration information can be set for the same third scene component. For example, for the same third scene component, first event configuration information of area trigger type and first event configuration information of timing trigger type can be edited. This allows the third scene component to implement the corresponding game logic through different trigger mechanisms. In particular, after combining multiple first event configuration information, or combining different types of first event configuration information, more complex game logic can be implemented to enrich the game content.

[0109] It should be noted that the third scene component is an independent scene component that can carry multiple different types of first event configuration information to implement different types of trigger logic. In this exemplary embodiment, the type of scene component is decoupled from the event type of the first event configuration information or the second event configuration information. For example, the first event configuration information or the second event configuration information of different event types is implemented as an attribute object independent of the scene component, and the attribute object can be added to different types of scene components, and the same scene component can add first event configuration information or second event configuration information of different event types. Thereby, it is possible to support the implementation of multi-event logic editing of the same scene component.

[0110] In one embodiment, the number of first event configuration information added for the same third scene component can be limited by a resource quantification value. The resource quantification value is an indicator used to quantify the resources occupied by an object. For example, each first event configuration information requires a certain amount of computing power, storage and other resources, which can be comprehensively quantified to obtain the resource quantification value of each first event configuration information. A maximum resource quantification value can be set for the third scene component. When the first event configuration information is added to the third scene component, the resource quantification value of the third scene component will increase. When the maximum resource quantification value is reached or approached, the first event configuration information cannot be added. This prevents users from editing overly complex scene components or event logic.

[0111] During the game running stage, the third scene component can be set to be visible or invisible. For example, the third scene component can generate a visible virtual object (such as the third virtual object or the first virtual object) during the game running stage, or the third scene component can generate an invisible attachment object (such as an invisible birth point) during the game running stage for attaching a preset area, etc.

[0112] Step S330, respond to the second event editing instruction for the second scene component, obtain the second user setting information according to the second event editing instruction, generate the second event configuration information according to the second user setting information, and establish an association relationship between the second scene component or the second virtual object and the second event configuration information.

[0113] The second event editing instruction is an editing operation instruction for setting the second user setting information. The second user setting information includes a driving event and a target event, and the user can set each of them. Fig.10 A schematic diagram of an event editing interface is shown, which is used to edit the second user setting information. The block component in the game editing scene is the second scene component 602, and in response to the event editing trigger operation for the second scene component 602, the event editing interface of the second scene component 602 is displayed. For example, the user can Fig. 9 Select the "Absolute Position Movement" event type in the interface shown to trigger the display Fig.10 The event editing interface shown ( Fig.10 In the event editing interface, the event type is shown as "fixed-point teleportation", which can be considered to be equivalent to "absolute position movement"). In this event editing interface, the user can set the event that triggers the teleportation, that is, the driving event. The component to be teleported, the teleportation destination, etc. can also be set, which is equivalent to setting the target event. Notes can also be added to facilitate the user's later review and understanding. The second user setting information is obtained according to the second event editing instruction set by the user, and the second event configuration information can be generated accordingly after the editing is completed.

[0114] For the specific editing process of the second event configuration information, reference may be made to the relevant content of the first event configuration information. For example, the way in which the user sets the driving event may be the same as the way in which the trigger event is set.

[0115] When the second event configuration information is generated, an association relationship between the second scene component or the second virtual object and the second event configuration information can be established, so that the logic in the second event configuration information can be subsequently executed based on the second scene component or the second virtual object.

[0116] In one implementation, the above-mentioned response to the second event editing instruction for the second scene component, obtaining the second user setting information according to the second event editing instruction, and generating the second event configuration information according to the second user setting information may include the following steps:

[0117] If multiple second event adding operations are performed on the second scene component, the corresponding second user setting information is obtained according to the second event editing instruction of each second event adding operation, and the corresponding second event configuration information is generated according to the second user setting information to obtain multiple second event configuration information corresponding to the multiple second event adding operations.

[0118] Among them, the second event adding operation is an event adding operation for adding second event configuration information, which may include a series of related operations from triggering editing events to making specific settings. The user is allowed to perform multiple second event adding operations for the same second scene component. In each second event adding operation, the user sets information such as the driving event and the target event, so that the corresponding second user setting information is obtained according to the second event editing instruction of each second event adding operation, and the corresponding second event configuration information is generated according to the second user setting information. Through multiple second event adding operations, the corresponding multiple second event configuration information is obtained.

[0119] In one implementation, multiple pieces of second user setting information may be acquired through one second event adding operation, thereby generating multiple pieces of second event configuration information, and the multiple pieces of second event configuration information may be different.

[0120] In one embodiment, the event type of each second event configuration information is at least one of the following: motion event type, action event type, attribute adjustment event type, effect event type. The event types of at least two of the above-mentioned multiple second event configuration information are different, that is, multiple different types of second event configuration information can be set for the same second scene component. For example, for the same second scene component, the second event configuration information of the motion event type and the second event configuration information of the attribute adjustment event type can be edited. This allows the second scene component to execute different types of target events, thereby realizing the corresponding game logic. In particular, after combining multiple second event configuration information, or combining different types of second event configuration information, a more complex game logic can be realized to enrich the game content.

[0121] The above describes how to edit to generate the first event configuration information and the second event configuration information in the game editing stage. The following describes how the first event configuration information and the second event configuration information play a role in the game running stage.

[0122] Continue to refer Figure 2 In step S220, during the game running phase, when the first virtual object triggers an event trigger condition, a trigger event is generated according to the first event configuration information, and the trigger event is sent to the second virtual object; the first virtual object is the virtual object corresponding to the event initiator, and the second virtual object is the virtual object corresponding to the event receiver.

[0123] The event initiator may include a scene component set in the game editing stage, and the first virtual object may be a virtual object corresponding to one or more of the scene components. The event receiver may also include a scene component set in the game editing stage, and the second virtual object may be a virtual object corresponding to one or more of the scene components. Alternatively, it can be understood that the first virtual object is the event initiator and the second virtual object is the event receiver.

[0124] The game running stage can include the stage where players actually play the game, and can also include the testing stage. For example, in the game editing scene, when you click the "test" or "trial play" control, you enter the testing state, which simulates the actual game running situation. Therefore, the testing stage can be regarded as a special game running stage.

[0125] During the game running stage, when the first virtual object triggers the event triggering condition, a triggering event is generated and the triggering event is passed to the second virtual object (i.e., the event receiver). For example, the event initiator is any scene component, the triggering condition is that the event initiator enters the preset area, and the triggering event is "Event_1". During the game running stage, when any virtual object in the game scene (the virtual object corresponding to any scene component is the event initiator) enters the preset area, the event triggering condition is met, "Event_1" is generated and sent to the second virtual object.

[0126] Continue to refer Figure 2 In step S230, when the second virtual object has an association relationship with the second event configuration information, if the trigger event and the driving event are consistent, the target event is controlled to be executed on the second virtual object.

[0127] As an event receiver, the second virtual object can receive the trigger event sent by the first virtual object. If the second virtual object is not associated with the second event configuration information, the subsequent processing such as determining whether the trigger event and the drive event are consistent will not be performed. If the second virtual object has been associated with the second event configuration information, it is determined whether the received trigger event is consistent with the drive event in the second event configuration information. If they are consistent, the target event is controlled to be executed on the second virtual object, thereby implementing the logic in the second event configuration information.

[0128] It should be understood that not all event receivers may be associated with the second event configuration information. For example, in the game editing stage, the event receiver is set as a scene component in a preset area, but not all scene components in the preset area are associated with the second event configuration information, that is, the user has not edited the second event configuration information for all scene components in the preset area. Although the event receiver that is not associated with the second event configuration information can also receive the trigger event, it will not trigger the relevant game logic.

[0129] In one implementation, the above control of executing the target event on the second virtual object may include one or more of the following methods:

[0130] ① If the event type of the second event configuration information is a motion event type, the second virtual object is controlled to perform corresponding motion according to the target event. In the motion event type, the target event can be a motion event, such as Fig.10 The "fixed point teleportation" event shown contains relevant motion information. When executing the target event, the second virtual object can be controlled to perform corresponding motion.

[0131] In one embodiment, the motion event type includes an absolute position motion event type and a relative position motion event type; if the event type of the second event configuration information is a motion event type, controlling the second virtual object to perform corresponding motion according to the target event may include the following steps:

[0132] If the event type of the second event configuration information is an absolute position motion event type, controlling the second virtual object to move to a corresponding position according to the absolute position information in the target event;

[0133] If the event type of the second event configuration information is a relative position motion event type, the second virtual object is controlled to move to a position that satisfies the relative position information with the designated virtual object according to the designated virtual object and the relative position information in the target event.

[0134] Among them, in the absolute position motion event type, the target event contains absolute position information, which is usually the target position of the motion, such as a coordinate point in the world coordinate system. When executing the target event, the second virtual object can be controlled to move to the corresponding position. In the relative position motion event type, the target event contains a specified virtual object and relative position information. It is necessary to determine the target position based on the specified virtual object. If the relative position information can be polar coordinates (or offset values), the specified virtual object is used as a reference, and the direction and distance relative to the specified virtual object are determined according to the polar coordinates, thereby determining the target position. When executing the target event, the second virtual object can be controlled to move to the target position. The specific movement mode can be determined according to the target event, such as teleportation, uniform motion, etc.

[0135] ② If the event type of the second event configuration information is an action event type, the second virtual object is controlled to perform a corresponding action according to the target event. In the action event type, the target event can be an action event, such as jumping, attacking, etc. When executing the target event, the second virtual object can be controlled to perform a corresponding action or behavior.

[0136] ③ If the event type of the second event configuration information is a property adjustment event type, the property of the second virtual object is adjusted according to the target event control. In the property adjustment event type, the target event can be a property adjustment event, such as changing color, changing size, etc. When executing the target event, the corresponding property of the second virtual object can be controlled to be adjusted.

[0137] ④ If the event type of the second event configuration information is an effect event type, the corresponding effect is applied to the second virtual object according to the target event control. In the effect event type, the target event can be an effect event, such as adding special effects, disappearing, hiding, etc. When executing the target event, the corresponding effect can be applied to the second virtual object.

[0138] In one embodiment, the first user setting information also includes a preset area; the event triggering condition includes: the event initiator enters the preset area, or the event initiator leaves the preset area. The preset area may be information set in the first event configuration information of the area trigger type. In other types of first event configuration information, the user may also set the preset area and set related event triggering conditions. Thus, the event triggering condition may include: the event initiator enters the preset area, or the event initiator leaves the preset area. During the game running stage, it is possible to determine whether the event triggering condition is met by monitoring virtual objects entering or leaving the preset area.

[0139] In one embodiment, if the second virtual object has an association relationship with a plurality of second event configuration information, if the trigger event and the driving event are consistent, controlling the execution of the target event on the second virtual object may include the following steps:

[0140] When the second virtual object receives one or more trigger events, if the trigger events are respectively consistent with the driving events in the plurality of second event configuration information, the target events in the plurality of second event configuration information are controlled to be executed on the second virtual object.

[0141] For example, the second virtual object is associated with the second event configuration information 1, the second event configuration information 2, and the second event configuration information 3. The driving event in the second event configuration information 1 is event_1, and the target event is to execute motion A; the driving event in the second event configuration information 2 is event_2, and the target event is to execute action B; the driving event in the second event configuration information 3 is event_1, and the target event is to adjust the color attribute. The second virtual object receives two trigger events, event_1 and event_2. By comparing with the driving events in each of the above second event configuration information, it is determined that the driving events in the three second event configuration information are all satisfied. Therefore, three target events can be executed, and the final effect can be that the second virtual object performs motion A, performs action B during the motion, and adjusts its color attribute. It can be seen that this can achieve more complex game logic.

[0142] In one embodiment, if the first virtual object is a virtual object corresponding to an event initiator in a plurality of first event configuration information, when the first virtual object triggers an event trigger condition, generating a trigger event according to the first event configuration information, and sending the trigger event to the second virtual object may include the following steps:

[0143] When the first virtual object triggers the event trigger conditions in multiple first event configuration information, trigger events for different event receivers are generated according to each first event configuration information, and the trigger events are sent to one or more second virtual objects respectively; the one or more second virtual objects are virtual objects corresponding to the event receivers in different first event configuration information.

[0144] That is, the first virtual object can be used as an event initiator in different first event configuration information, and when the trigger conditions in different first event configuration information are triggered, the trigger event can be sent to the event receivers in different first event configuration information, thereby facilitating the implementation of more complex game logic.

[0145] The exemplary embodiment of the present disclosure also provides a game event processing device. Fig.11 As shown, the game event processing device 1100 may include the following program modules:

[0146] The event configuration information acquisition module 1110 is configured to acquire first event configuration information and second event configuration information; the first event configuration information is event configuration information generated according to first user setting information during the game editing stage; the first user setting information includes an event initiator, an event receiver corresponding to the event initiator, an event triggering condition, and a triggering event; the second event configuration information is event configuration information generated according to second user setting information during the game editing stage; the second user setting information includes a driving event and a target event;

[0147] The event trigger processing module 1120 is configured to generate a trigger event according to the first event configuration information and send the trigger event to the second virtual object when the first virtual object triggers the event trigger condition during the game running phase; the first virtual object is the virtual object corresponding to the event initiator, and the second virtual object is the virtual object corresponding to the event receiver;

[0148] The target event processing module 1130 is configured to control the execution of the target event on the second virtual object if the trigger event and the driving event are consistent when the second virtual object is associated with the second event configuration information.

[0149] In one implementation, the game event processing device 1100 may further include a game editing processing module configured to:

[0150] Displaying a game editing scene in a graphical user interface provided by running the game program; the game editing scene includes a second scene component and a third scene component; the second scene component is configured to generate a corresponding second virtual object during the game running stage;

[0151] In response to a first event editing instruction for a third scene component, obtaining first user setting information according to the first event editing instruction, and generating first event configuration information according to the first user setting information;

[0152] In response to a second event editing instruction for a second scene component, second user setting information is obtained according to the second event editing instruction, second event configuration information is generated according to the second user setting information, and an association relationship between the second scene component or the second virtual object and the second event configuration information is established.

[0153] In one embodiment, the third scene component is the same component as the first scene component, and the first scene component is configured to generate a corresponding first virtual object during the game running phase.

[0154] In one implementation, the event initiator includes: a third scene component, or any scene component.

[0155] In one embodiment, responding to a first event editing instruction for a third scene component, acquiring first user setting information according to the first event editing instruction, and generating first event configuration information according to the first user setting information include:

[0156] In response to the event editing triggering operation for the third scene component, the event editing interface of the third scene component is displayed;

[0157] Get event receivers and trigger events based on editing operations in the event editing interface;

[0158] Acquire the event initiator and the event triggering condition according to the editing operation in the event editing interface, or acquire the event initiator and the event triggering condition according to the setting operation of setting the event type of the first event configuration information;

[0159] First event configuration information is generated according to the event initiator, the event receiver, the event triggering condition and the triggering event.

[0160] In one implementation, the above-mentioned obtaining the event receiver and the triggering event according to the editing operation in the event editing interface includes:

[0161] Respond to the trigger event adding operation in the event editing interface and obtain the trigger event;

[0162] In response to a first setting operation of setting an event receiver in the event editing interface, the event receiver is acquired.

[0163] In one embodiment, the above-mentioned obtaining the event initiator and the event triggering condition according to the editing operation in the event editing interface includes:

[0164] In response to a second setting operation of setting an event initiator in the event editing interface, obtaining the event initiator;

[0165] In response to a third setting operation of setting an event trigger condition in the event editing interface, the event trigger condition is determined according to the event type of the first event configuration information and the third setting operation.

[0166] In one implementation, if the event type of the first event configuration information is a zone trigger type, the above-mentioned response to the third setting operation of setting the event trigger condition in the event editing interface, determining the event trigger condition according to the event type of the first event configuration information and the third setting operation, includes:

[0167] In response to a third setting operation of setting a preset area in the event editing interface, the preset area is determined according to the third setting operation, and the event triggering condition is determined according to the area triggering type as: the event initiator enters the preset area.

[0168] In one embodiment, the game editing processing module is further configured to:

[0169] When the preset area is determined according to the third setting operation, the preset area is displayed in the game editing scene.

[0170] In one embodiment, the game editing processing module is further configured to:

[0171] When the third scene component is moved, rotated or scaled, the preset area is moved, rotated or scaled synchronously.

[0172] In one embodiment, the event receiver includes: a second scene component, a scene component in a preset area, or any scene component.

[0173] In one implementation, the above-mentioned step of responding to the trigger event adding operation in the event editing interface to obtain the trigger event includes:

[0174] In response to the trigger event adding operation in the event editing interface, the trigger event adding interface is displayed;

[0175] Get the event information entered in the trigger event adding interface. If the entered event information is consistent with the event information of the generated event, the generated event will be used as the trigger event. If the entered event information is inconsistent with the event information of the generated event, a new event will be generated based on the entered event information as the trigger event.

[0176] In one embodiment, the above-mentioned response to the event editing triggering operation on the third scene component to display the event editing interface of the third scene component includes:

[0177] In response to the event editing trigger operation for the third scene component, an event type setting interface is displayed;

[0178] In response to a setting operation in the event type setting interface, the event type of the first event configuration information is determined, and an event editing interface corresponding to the event type is displayed.

[0179] In one embodiment, the above-mentioned response to the first event editing instruction of the third scene component, obtaining the first user setting information according to the first event editing instruction, and generating the first event configuration information according to the first user setting information include:

[0180] If multiple first event adding operations are performed on the third scene component, the corresponding first user setting information is obtained according to the first event editing instruction of each first event adding operation, and the corresponding first event configuration information is generated according to the first user setting information to obtain multiple first event configuration information corresponding to the multiple first event adding operations.

[0181] In one embodiment, the event type of each first event configuration information is at least one of the following: area trigger type, timing trigger type, periodic trigger type, counting trigger type, initial trigger type; the event types of at least two of the above multiple first event configuration information are different.

[0182] In one embodiment, the above-mentioned response to the second event editing instruction for the second scene component, obtaining the second user setting information according to the second event editing instruction, and generating the second event configuration information according to the second user setting information include:

[0183] If multiple second event adding operations are performed on the second scene component, the corresponding second user setting information is obtained according to the second event editing instruction of each second event adding operation, and the corresponding second event configuration information is generated according to the second user setting information to obtain multiple second event configuration information corresponding to the multiple second event adding operations.

[0184] In one embodiment, the event type of each second event configuration information is at least one of the following: motion event type, action event type, attribute adjustment event type, effect event type; and the event types of at least two of the above multiple second event configuration information are different.

[0185] In one implementation, the second scene component and the third scene component are both scene components of a preset type.

[0186] In one embodiment, the control of executing the target event on the second virtual object includes one or more of the following methods:

[0187] If the event type of the second event configuration information is a motion event type, controlling the second virtual object to perform corresponding motion according to the target event;

[0188] If the event type of the second event configuration information is an action event type, controlling the second virtual object to perform a corresponding action according to the target event;

[0189] If the event type of the second event configuration information is a property adjustment event type, adjusting the property of the second virtual object according to the target event control;

[0190] If the event type of the second event configuration information is an effect event type, a corresponding effect is applied to the second virtual object according to the target event control.

[0191] In one implementation, the motion event type includes an absolute position motion event type and a relative position motion event type; if the event type of the second event configuration information is a motion event type, controlling the second virtual object to perform corresponding motion according to the target event includes:

[0192] If the event type of the second event configuration information is an absolute position motion event type, controlling the second virtual object to move to a corresponding position according to the absolute position information in the target event;

[0193] If the event type of the second event configuration information is a relative position motion event type, the second virtual object is controlled to move to a position that satisfies the relative position information with the designated virtual object according to the designated virtual object and the relative position information in the target event.

[0194] In one implementation, the first user setting information further includes a preset area; and the event triggering condition includes: the event initiator enters the preset area.

[0195] In one embodiment, if the second virtual object has an association relationship with a plurality of second event configuration information, if the trigger event and the driving event are consistent, controlling the second virtual object to execute the target event includes:

[0196] When the second virtual object receives one or more trigger events, if the trigger events are respectively consistent with the driving events in the plurality of second event configuration information, the target events in the plurality of second event configuration information are controlled to be executed on the second virtual object.

[0197] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.

[0198] The exemplary embodiments of the present disclosure also provide a computer-readable storage medium, which can be implemented in the form of a program product, which includes a program code, and when the program product is run on an electronic device, the program code is used to cause the electronic device to perform the steps described in the above "Exemplary Method" section of this specification according to various exemplary embodiments of the present disclosure. In an optional embodiment, the program product can be implemented as a portable compact disk read-only memory (CD-ROM) and includes program code, and can be run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited to this, and in this document, the readable storage medium can be any tangible medium containing or storing a program, which can be used by or in combination with an instruction execution system, device or device.

[0199] The program product may use any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.

[0200] Computer readable signal media may include data signals propagated in baseband or as part of a carrier wave, in which readable program code is carried. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. Readable signal media may also be any readable medium other than a readable storage medium, which may send, propagate, or transmit a program for use by or in conjunction with an instruction execution system, apparatus, or device.

[0201] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the foregoing.

[0202] Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java, C++, etc., and conventional procedural programming languages ​​such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a separate software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., through the Internet using an Internet service provider).

[0203] The exemplary embodiment of the present disclosure also provides an electronic device, such as the terminal device 110 or the server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program codes. The processor executes the method in the exemplary embodiment by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.

[0204] Reference below Fig.12 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Fig.12 The electronic device 1200 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0205] like Fig.12 As shown, the electronic device 1200 may include: a processor 1210 , a memory 1220 , a bus 1230 , an I / O (input / output) interface 1240 , a network adapter 1250 , and a display 1260 .

[0206] The memory 1220 may include a volatile memory, such as a RAM 1221, a cache unit 1222, and may also include a non-volatile memory, such as a ROM 1223. The memory 1220 may also include one or more program modules 1224, such program modules 1224 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 1224 may include each module in the above-mentioned device.

[0207] The processor 1210 may include one or more processing units. For example, the processor 1210 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.

[0208] The processor 1210 may be configured to execute executable instructions stored in the memory 1220 , such as executing any one or more method steps in the exemplary embodiment.

[0209] The bus 1230 is used to realize the connection between different components of the electronic device 1200, and may include a data bus, an address bus, and a control bus.

[0210] The electronic device 1200 can communicate with one or more external devices 1300 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 1240 .

[0211] The electronic device 1200 can communicate with one or more networks through the network adapter 1250. For example, the network adapter 1250 can provide mobile communication solutions such as 3G / 4G / 5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 1250 can communicate with other modules of the electronic device 1200 through the bus 1230.

[0212] The electronic device 1200 may display a graphical user interface through the display 1260 , such as a game editing scene, an event editing interface, and the like.

[0213] although Fig.12 Not shown, other hardware and / or software modules may also be provided in the electronic device 1200, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.

[0214] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.

[0215] It will be appreciated by those skilled in the art that various aspects of the present disclosure may be implemented as systems, methods or program products. Therefore, various aspects of the present disclosure may be specifically implemented in the following forms, namely: complete hardware implementation, complete software implementation (including firmware, microcode, etc.), or implementations combining hardware and software, which may be collectively referred to as "circuit", "module" or "system" herein. Those skilled in the art will easily think of other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. The present application is intended to cover any variations, uses or adaptive changes of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The specification and implementation are only regarded as exemplary, and the true scope and spirit of the present disclosure are indicated by the claims. It should be understood that the present disclosure is not limited to the precise structure described above and shown in the drawings, and various modifications and changes may be made without departing from its scope.

Claims

1. A method for processing game events, characterized in that: The method comprises: Obtaining first event configuration information and second event configuration information; the first event configuration information is event configuration information generated according to first user setting information during the game editing stage; the first user setting information includes an event initiator, an event receiver corresponding to the event initiator, an event triggering condition, and a triggering event; the second event configuration information is event configuration information generated according to second user setting information during the game editing stage; the second user setting information includes a driving event and a target event; During the game running phase, when the first virtual object triggers the event triggering condition, the triggering event is generated according to the first event configuration information, and the triggering event is sent to the second virtual object; the first virtual object is the virtual object corresponding to the event initiator, and the second virtual object is the virtual object corresponding to the event receiver; In a case where the second virtual object is associated with the second event configuration information, if the trigger event is consistent with the drive event, the target event is controlled to be executed on the second virtual object.

2. The method according to claim 1, characterized in that The method further comprises: Displaying a game editing scene in a graphical user interface provided by running a game program; the game editing scene includes a second scene component and a third scene component; the second scene component is configured to generate a corresponding second virtual object during the game running stage; In response to a first event editing instruction for the third scene component, acquiring the first user setting information according to the first event editing instruction, and generating the first event configuration information according to the first user setting information; In response to a second event editing instruction for the second scene component, the second user setting information is obtained according to the second event editing instruction, the second event configuration information is generated according to the second user setting information, and an association relationship between the second scene component or the second virtual object and the second event configuration information is established.

3. The method according to claim 2, characterized in that The third scene component is the same component as the first scene component, and the first scene component is configured to generate the corresponding first virtual object during the game running phase.

4. The method according to claim 2, characterized in that: The event initiator includes: the third scene component, or any scene component.

5. The method according to claim 2, characterized in that: The responding to the first event editing instruction of the third scene component, acquiring the first user setting information according to the first event editing instruction, and generating the first event configuration information according to the first user setting information, includes: In response to an event editing trigger operation on the third scene component, an event editing interface of the third scene component is displayed; Acquire the event receiver and the trigger event according to the editing operation in the event editing interface; Acquire the event initiator and the event triggering condition according to an editing operation in the event editing interface, or acquire the event initiator and the event triggering condition according to a setting operation of setting the event type of the first event configuration information; The first event configuration information is generated according to the event initiator, the event receiver, the event triggering condition and the triggering event.

6. The method according to claim 5, characterized in that The acquiring the event receiver and the triggering event according to the editing operation in the event editing interface includes: In response to a trigger event adding operation in the event editing interface, acquiring the trigger event; In response to a first setting operation of setting an event receiver in the event editing interface, the event receiver is acquired.

7. The method according to claim 5, characterized in that The acquiring the event initiator and the event triggering condition according to the editing operation in the event editing interface includes: In response to a second setting operation of setting an event initiator in the event editing interface, acquiring the event initiator; In response to a third setting operation of setting an event triggering condition in the event editing interface, the event triggering condition is determined according to the event type of the first event configuration information and the third setting operation.

8. The method according to claim 7, characterized in that If the event type of the first event configuration information is a zone trigger type, the response to a third setting operation of setting an event trigger condition in the event editing interface, determining the event trigger condition according to the event type of the first event configuration information and the third setting operation, includes: In response to a third setting operation of setting a preset area in the event editing interface, the preset area is determined according to the third setting operation, and the event trigger condition is determined according to the area trigger type as: the event initiator enters the preset area, or the event initiator leaves the preset area.

9. The method according to claim 8, characterized in that When determining the preset area according to the third setting operation, the method further includes: The preset area is displayed in the game editing scene.

10. The method according to claim 8, characterized in that The method further comprises: When the third scene component is moved, rotated or scaled, the preset area is moved, rotated or scaled synchronously.

11. The method according to claim 8, characterized in that The event receiver includes: the second scene component, the scene component in the preset area, or any scene component.

12. The method according to claim 6, characterized in that The responding to the trigger event adding operation in the event editing interface to obtain the trigger event includes: In response to a trigger event adding operation in the event editing interface, displaying a trigger event adding interface; Obtain the event information entered in the trigger event adding interface. If the input event information is consistent with the event information of the generated event, use the generated event as the trigger event. If the input event information is inconsistent with the event information of the generated event, generate a new event based on the input event information as the trigger event.

13. The method according to claim 5, characterized in that The responding to the event editing triggering operation on the third scene component and displaying the event editing interface of the third scene component comprises: In response to the event editing triggering operation on the third scene component, an event type setting interface is displayed; In response to a setting operation in the event type setting interface, the event type of the first event configuration information is determined, and an event editing interface corresponding to the event type is displayed.

14. The method according to claim 2, characterized in that The responding to the first event editing instruction of the third scene component, acquiring the first user setting information according to the first event editing instruction, and generating the first event configuration information according to the first user setting information, includes: If multiple first event adding operations are performed on the third scene component, the corresponding first user setting information is obtained according to the first event editing instruction of each first event adding operation, and the corresponding first event configuration information is generated according to the first user setting information to obtain multiple first event configuration information corresponding to the multiple first event adding operations.

15. The method according to claim 14, characterized in that The event type of each of the first event configuration information is at least one of the following: area trigger type, timing trigger type, counting trigger type, and periodic trigger type; and the event types of at least two of the multiple first event configuration information are different.

16. The method according to claim 2, characterized in that The responding to the second event editing instruction for the second scene component, acquiring the second user setting information according to the second event editing instruction, and generating the second event configuration information according to the second user setting information, includes: If multiple second event adding operations are performed on the second scene component, the corresponding second user setting information is obtained according to the second event editing instruction of each second event adding operation, and the corresponding second event configuration information is generated according to the second user setting information to obtain multiple second event configuration information corresponding to the multiple second event adding operations.

17. The method according to claim 16, characterized in that The event type of each of the second event configuration information is at least one of the following: a motion event type, an action event type, a property adjustment event type, and an effect event type; At least two of the plurality of second event configuration information have different event types.

18. The method according to claim 2, characterized in that The second scene component and the third scene component are both scene components of preset types.

19. The method according to claim 1, characterized in that The controlling the second virtual object to execute the target event includes one or more of the following methods: If the event type of the second event configuration information is a motion event type, controlling the second virtual object to perform corresponding motion according to the target event; If the event type of the second event configuration information is an action event type, controlling the second virtual object to perform a corresponding action according to the target event; If the event type of the second event configuration information is a property adjustment event type, adjusting the property of the second virtual object according to the target event control; If the event type of the second event configuration information is an effect event type, a corresponding effect is applied to the second virtual object according to the target event control.

20. The method according to claim 19, characterized in that The motion event type includes an absolute position motion event type and a relative position motion event type; if the event type of the second event configuration information is a motion event type, controlling the second virtual object to perform corresponding motion according to the target event includes: If the event type of the second event configuration information is an absolute position motion event type, controlling the second virtual object to move to a corresponding position according to the absolute position information in the target event; If the event type of the second event configuration information is a relative position motion event type, the second virtual object is controlled to move to a position that satisfies the relative position information with the designated virtual object according to the designated virtual object and the relative position information in the target event.

21. The method according to claim 1, characterized in that The first user setting information also includes a preset area; the event triggering condition includes: the event initiator enters the preset area, or the event initiator leaves the preset area.

22. The method according to claim 1, characterized in that If the second virtual object has an association relationship with a plurality of second event configuration information, and if the trigger event is consistent with the drive event, controlling the second virtual object to execute the target event includes: When the second virtual object receives one or more of the trigger events, if the trigger events are respectively consistent with the driving events in the plurality of the second event configuration information, the target events in the plurality of the second event configuration information are controlled to be executed on the second virtual object.

23. A game event processing device, characterized in that: The device comprises: The event configuration information acquisition module is configured to acquire first event configuration information and second event configuration information; the first event configuration information is event configuration information generated according to first user setting information during the game editing stage; the first user setting information includes an event initiator, an event receiver corresponding to the event initiator, an event triggering condition, and a triggering event; the second event configuration information is event configuration information generated according to second user setting information during the game editing stage; the second user setting information includes a driving event and a target event; An event trigger processing module is configured to generate the trigger event according to the first event configuration information and send the trigger event to the second virtual object when the first virtual object triggers the event trigger condition during the game running phase; the first virtual object is the virtual object corresponding to the event initiator, and the second virtual object is the virtual object corresponding to the event receiver; The target event processing module is configured to control the execution of the target event on the second virtual object if the trigger event and the drive event are consistent, when the second virtual object is associated with the second event configuration information.

24. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the method according to any one of claims 1 to 22 is implemented.

25. An electronic device, characterized in that: include: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 22 by executing the executable instructions.

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