Method and system for editing skill attack range
Through the skill attack range editor, the art team can directly design the skill attack range in the editor, solving the problems of high communication costs, long development cycle and insufficient accuracy in the existing technology, and achieving efficient and accurate skill design.
Patent Information
- Application Number
- CN202510406346.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-02
- Publication Date
- 2025-07-18
AI Technical Summary
In the existing technology, the design of skill attack ranges relies on client developers to manually write code, resulting in high communication costs, long development cycles, insufficient precision, and the art team cannot preview the effects in real time.
Provides a skill attack range editor, allowing art teams to set the grid size and shape in the editor, select target objects, calculate orientation angles, set attack types and parameters, display and save the skill attack range in real time, support diamond grids and automatic target detection, and calculate damage range through geometric algorithms.
It reduces the communication costs between the art team and the development team, improves development efficiency, supports complex grid systems, realizes real-time preview and efficient design of the art team, and ensures the accuracy and natural performance of the skill attack range.
Smart Images

Figure CN120335790A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of game development skill editing, and particularly to a method and system for editing the attack range of skills. Background Art
[0002] Common traditional ways of designing the attack range of skills usually rely on client developers to manually write code to implement the attack range of skills according to the requirements of the art team and the planning team. The art team describes the attack range of skills by providing concept maps or schematic diagrams, and developers then implement specific attack range judgments in the game according to these descriptions. This way usually requires repeated communication and adjustment to ensure that the art team and developers have the same understanding of the attack range.
[0003] High communication cost: The art team and the development team need to communicate multiple times to reach an agreement. Especially in terms of the shape, size, and position of the attack range, misunderstandings are likely to occur.
[0004] Long development cycle: Since the art team cannot directly participate in the design of the attack range of skills, developers need to repeatedly modify the code, resulting in an extended development cycle.
[0005] Insufficient accuracy: The art team and the planning team have inconsistent understandings of the grids in the game. Especially in the case of non-square grids (such as diamond grids), it is easy to cause deviations in the attack range.
[0006] Difficult real-time preview: The art team cannot preview the attack range effect of skills in real time and must wait for developers to complete the code implementation to see the final effect. Summary of the Invention
[0007] To overcome the problems in the prior art that the way of designing the attack range of skills usually relies on client developers to manually write code to implement the attack range of skills according to the requirements of the art team and the planning team, resulting in low development efficiency and inability to guarantee the accuracy of the attack range, the purpose of the present invention is to provide a method and system for editing the attack range of skills, which allows the art team to directly participate in the design of the attack range of skills. The art team can freely adjust the skill-related parameters in the editor and preview the attack effect of the skills in real time, improving the development efficiency.
[0008] The present invention is implemented by the following solutions:
[0009] A method for editing the attack range of skills, the steps of the method are as follows:
[0010] Step 1: Create a skill attack range editor, load the current map in the skill attack range editor, and set the total number of grids of the current map. There are characters and target objects in the map;
[0011] Step 2: Set the size and shape of the grid in the skill attack range editor;
[0012] Step 3: Create a character and set the grid where the character is currently located as the starting point;
[0013] Step 4: Select the target object and obtain the angle at which the character faces the target object;
[0014] Step 5: Set the attack type of the skill and its parameters;
[0015] Step 6: Calculate the damage range according to the attack type and parameters;
[0016] Step 7: The skill attack range editor displays the attack range of the skill in real time, and the grids within the attack range are highlighted in red;
[0017] Step 8: Save the attack type and its parameters of the current skill to the client developers.
[0018] Further, the shape of the grid described in Step 2 includes a rhombus and a square.
[0019] Further, Step 4 is specifically as follows: Use the physics engine in the game engine to detect the target object, and calculate the orientation angle through the vector difference between the character and the target;
[0020] First, obtain the positions of the character and the target object in the world coordinate system, and calculate the offset of the target object relative to the character. Then, use trigonometric functions to calculate the angle between the character and the target object. The angle represents the azimuth of the target object relative to the current orientation of the character. Then, convert the calculated radian value to an angle value and adjust it according to the orientation of the game. Finally, obtain an accurate orientation angle for determining the direction of the skill attack range.
[0021] Further, Step 5 is specifically as follows: The attack types include but are not limited to circular, rectangular, and fan-shaped, and corresponding parameters are set for each shape.
[0022] Further, Step 6 is further specifically as follows: First, take the grid where the character is located as the starting point, and calculate the area covered by the current attack type according to the parameters corresponding to the attack type. Through geometric algorithms, starting from the starting point, traverse all grids along the edge and inside of the area covered by the current attack type, and judge whether each grid is within the area covered by the current attack type. For each grid, check whether its center point is within the area covered by the current attack type. If so, mark the grid as part of the attack range. At the same time, according to the shape and size of the grid, ensure that the boundary of the attack range fits precisely with the grid structure. Finally, all the marked grids will be displayed in the skill attack range editor in real time for the art team to view and adjust intuitively.
[0023] A system for editing the attack range of skills, the system comprising: a map loading module, a grid setting module, a character starting point setting module, a user target detection module, an attack type setting module, a damage range calculation module, an attack range preview module, and a parameter saving module;
[0024] The map loading module is used to create a skill attack range editor, load the current map in the skill attack range editor, and set the total number of grids of the current map, where there are characters and target objects in the map;
[0025] The grid setting module is used to set the size and shape of the grids in the skill attack range editor;
[0026] The character starting point setting module is used to create a character and set the grid where the character is currently located as the starting point
[0027] The user target detection module is used to select a target object and obtain the angle of the character facing the target object;
[0028] The attack type setting module is used to set the attack type of the skill and its parameters;
[0029] The damage range calculation module is used to calculate the damage range according to the attack type and parameters;
[0030] The attack range preview module is used to display the attack range of the skill in real time through the skill attack range editor, and highlight the grids within the attack range;
[0031] The parameter saving module is used to save the attack type and its parameters of the current skill to the client developers.
[0032] Further, the shape of the grids in the grid setting module includes rhombus and square.
[0033] Further, the user target detection module is specifically: using the physics engine in the game engine to detect the target object, and calculating the orientation angle through the vector difference between the character and the target;
[0034] First, obtain the positions of the character and the target object in the world coordinate system, and calculate the offset of the target object relative to the character. Then, use trigonometric functions to calculate the angle between the character and the target object, and the calculated angle represents the orientation of the target object relative to the current orientation of the character. Then, convert the calculated radian value to an angle value and adjust it according to the orientation of the game. Finally, obtain an accurate orientation angle for determining the direction of the skill attack range.
[0035] Furthermore, the attack type setting module is specifically as follows: The attack types include, but are not limited to, circular, rectangular, and sector-shaped, and corresponding parameters are set for each shape.
[0036] Furthermore, the damage range calculation module is specifically as follows: First, taking the grid where the character is located as the starting point, according to the parameters corresponding to the attack type, calculate the area covered by the current attack type; through geometric algorithms, starting from the starting point, traverse all grids along the edge and inside of the area covered by the current attack type, and determine whether each grid is within the area covered by the current attack type; for each grid, check whether its center point is within the area covered by the current attack type, and if so, mark the grid as part of the attack range; at the same time, according to the shape and size of the grid, ensure that the boundary of the attack range precisely fits the grid structure; finally, all the marked grids will be displayed in real time in the skill attack range editor for the art team to visually view and adjust.
[0037] The beneficial effects of the present invention are as follows:
[0038] 1. The present invention provides a method and system for editing the skill attack range. By providing a visual skill attack range editor, it allows the art team to directly participate in the design of the skill attack range; through preset parameters such as the shape, size, and position of the attack range, combined with the grid system in the game map, it calculates and displays the attack range of the skill in real time; the art team can freely adjust the relevant parameters in the editor and preview the attack effect of the skill in real time, thereby reducing the communication cost with the development team and improving the development efficiency.
[0039] 2. Optimization for the usability of the art team:
[0040] Traditional skill editors are usually oriented towards developers, with complex functions and requiring certain programming knowledge. However, this solution enables the art team to quickly design the skill attack range without programming through a highly visual interface and parameterized settings. For example, the art team can adjust the parameters of the attack range simply by dragging the slider or entering values, and the system will automatically calculate and display the results.
[0041] 3. Support for diamond-shaped grids: Traditional editors usually only support square grids, while this solution enables the design of the skill attack range to better fit the game scene with a 45-degree perspective through a diamond-shaped grid system. This improvement makes the performance of the skill attack range more natural and intuitive.
[0042] 4. Automatic target detection and orientation calculation: Traditional editors require manual setting of the direction of the skill attack range, while this solution reduces the operation steps of the art team and improves the design efficiency through automatic target detection and orientation calculation.
[0043] 5. Efficient real-time preview: This solution provides an efficient real-time preview function through GPU-accelerated rendering and mesh shading technology. The art team can instantly see the effects of skill attack ranges without waiting for long compilations or loads. Brief Description of the Drawings
[0044] Figure 1 is a flowchart of the method of the present invention;
[0045] Figure 2 is a structural block diagram of the system of the present invention;
[0046] Figure 3 is the operation interface of the skill attack range editor. Detailed Embodiments
[0047] The present invention will be further described below with reference to the accompanying drawings.
[0048] Refer to Figure 1 , a method for editing a skill attack range, the method steps are as follows:
[0049] Step 1: Create a skill attack range editor, load the current map in the skill attack range editor, and set the total number of grids of the current map, where there are characters and target objects in the map;
[0050] Step 2: Set the size and shape of the grids in the skill attack range editor;
[0051] Step 3: Create a character and set the grid where the character is currently located as the starting point;
[0052] Step 4: Select a target object and obtain the angle of the character facing the target object;
[0053] Step 5: Set the attack type and its parameters of the skill;
[0054] Step 6: Calculate the damage range according to the attack type and parameters;
[0055] Step 7: The skill attack range editor displays the attack range of the skill in real time, and the grids within the attack range are highlighted in red;
[0056] Step 8: Save the attack type and its parameters of the current skill to the client developers.
[0057] The present invention will be further described below with a specific embodiment:
[0058] A method for editing a skill attack range, the method includes the following steps:
[0059] Step 1: Create a skill attack range editor and set the total number of grid cells for the current map; see the skill attack range editor Figure 3 .
[0060] Load the current map in the skill attack range editor and set the total number of grid cells for the map. The total number of grid cells determines the size and resolution of the map. The more grid cells there are, the higher the resolution of the map, and the more accurate the calculation of the skill attack range will be. Usually, the total number of grid cells is adjusted according to the size and complexity of the game map. For example, a small map may only require a 50x50 grid, while a large open-world map may require a 500x500 grid or more.
[0061] Step 2: Set the size and shape of the grid cells;
[0062] Set the size and shape of each grid cell. In most games, the grid cells are diamond-shaped rather than square. Therefore, it is necessary to support the calculation and display of diamond-shaped grid cells. The advantage of diamond-shaped grid cells is that they can better adapt to game scenes with a 45-degree perspective, making the calculation of the skill attack range more intuitive and natural. The size of the grid cells is usually related to the unit length in the game. For example, each grid cell represents 1 meter x 1 meter.
[0063] Step 3: Set the current grid cell of the character as the starting point;
[0064] Set the grid cell where the character is located as the starting point of the skill attack range. By calculating the character's current position (the game map is divided into multiple grid cells, each with a fixed size (such as 1 meter x 1 meter). Convert the character's world coordinates to grid coordinates to determine the grid cell where the character is located. Divide the character's world coordinates by the grid cell size and round down to get the grid coordinates. For example, if the grid cell size is 1 meter and the character's position on the X-axis is 3.7 meters, then the corresponding grid coordinate is 3. Automatically determine the starting point of the skill attack range by continuously obtaining the character's world coordinates and converting them to map grid coordinates. Through a timer, regularly check for changes in the character's position. When the character moves or crosses the grid cell boundary, dynamically update the starting point. By optimizing the update frequency and difference calculation (compare the current grid coordinates with the previous ones. If they are different, it means the character has crossed the grid cell boundary and the starting point needs to be updated), ensure the accuracy of the starting point, and at the same time map the skill attack range to the grid centered on the starting point, facilitating the art team to intuitively adjust and preview the skill effects.), and use it as the center point for skill release. This starting point is the basis for calculating the skill attack range, and all attack ranges will expand from this point. The skill attack range editor needs to update the character's position in real time to ensure the accuracy of the starting point.
[0065] Step 4: Detect the user's target object and calculate the orientation angle;
[0066] Detect the target object selected by the user and calculate the angle at which the character faces the target. This angle will be used to determine the direction of the skill attack range (such as the direction of a fan-shaped attack range). The calculation of the facing angle is usually based on the relative position between the character and the target, using trigonometric functions to calculate the included angle between the character and the target, and converting it into the facing angle in the game (calculate the facing angle through the relative position of the character and the target. First, obtain the positions of the character and the target in the world coordinate system and calculate the offset of the target relative to the character. Then, use trigonometric functions (such as atan2) to calculate the included angle between the character and the target, which represents the azimuth of the target relative to the current facing of the character. Then, convert the calculated radian value into an angle value and adjust it according to the game's facing system. For example, align the angle to the reference direction of the due front in the game. Finally, an accurate facing angle will be obtained, which is used to determine the direction of the skill attack range, such as the center line of a fan-shaped attack range. This process ensures that the direction of skill release is exactly the same as the angle at which the character faces the target, improving the accuracy and intuitiveness of skill design.
[0067] Step Five: Set the attack type;
[0068] The art team can select the attack type of the skill, such as circular, rectangular, fan-shaped, etc. Each attack type has different parameter settings, such as radius, width, length, angle, etc. For example, the circular attack type requires setting the radius, the rectangular attack type requires setting the width and length, and the fan-shaped attack type requires setting the radius and angle. The system needs to provide an intuitive interface to facilitate the art team to quickly select and adjust these parameters.
[0069] Step Six: Calculate the damage range;
[0070] Calculate the attack range of the skill based on the set attack type and parameters (According to the set attack type (such as circular, fan-shaped, rectangular, etc.) and parameters (such as radius, angle, length, width, etc.), calculate the attack range of the skill and map it to the grid of the game map. Take the fan-shaped attack range as an example. First, take the grid where the character is located as the starting point. According to the set radius and angle range, calculate the area covered by the fan. The skill attack range editor traverses all possible grids along the edge and inside of the fan from the starting point through geometric algorithms, and judges whether each grid is within the fan range. For each grid, check whether its center point is within the radius and angle range of the fan. If so, mark the grid as part of the attack range. At the same time, consider the shape (such as diamond or square) and size of the grid to ensure that the boundary of the attack range fits the grid structure precisely. Finally, all the marked grids will be displayed in the editor in real time for the art team to view and adjust intuitively. This process ensures that the calculation of the skill attack range is both accurate and efficient, meeting the requirements of complex game scenarios.), and map it to the grid of the game map. The calculation process needs to consider the shape and size of the grid to ensure the accuracy of the attack range. For example, for a fan-shaped attack range, it is necessary to calculate all the grids covered from the starting point with the set angle and radius.
[0071] Step Seven: Display the attack range in red;
[0072] The attack range of the skill is displayed in real time in the editor. The grids within the attack range will be marked in red, which is convenient for the art team to visually view the attack range. The real-time preview function can help the art team quickly adjust the skill parameters to ensure that the attack range meets the design expectations. Support multi-level previews, such as displaying the character's orientation and target position while showing the attack range.
[0073] Step Eight: Save the attack parameters of the current skill for the client developers;
[0074] After the art team completes the design of the skill attack range, save the parameters of the attack range (such as shape, size, position, etc.) for the client developers to use directly. The saved parameters are usually stored in JSON or XML format, which is convenient for the client developers to read and parse. And provide version control function to ensure that each modification can be recorded and traced back.
[0075] See Figure 2 , a system for editing the skill attack range, including a map loading module, a grid setting module, a character starting point setting module, a user target detection module, an attack type setting module, a damage range calculation module, an attack range preview module, and a parameter saving module;
[0076] The map loading module is used to create a skill attack range editor, load the current map in the skill attack range editor, and set the total number of grids of the current map. There are characters and target objects in the map;
[0077] The grid setting module is used to set the size and shape of the grids in the skill attack range editor;
[0078] The character starting point setting module is used to create a character and set the grid where the character is currently located as the starting point
[0079] The user target detection module is used to select a target object and obtain the angle of the character facing the target object;
[0080] The attack type setting module is used to set the attack type of the skill and its parameters;
[0081] The damage range calculation module is used to calculate the damage range according to the attack type and parameters;
[0082] The attack range preview module is used to display the attack range of the skill in real time through the skill attack range editor, and highlight the grids within the attack range;
[0083] The parameter saving module is used to save the attack type of the current skill and its parameters to the client developers.
[0084] In an embodiment of the present invention, the shape of the grids in the grid setting module includes rhombus and square.
[0085] In an embodiment of the present invention, the user target detection module specifically is: using the physics engine in the game engine to detect the target object, and calculating the orientation angle through the vector difference between the character and the target;
[0086] First, obtain the positions of the character and the target object in the world coordinate system, and calculate the offset of the target object relative to the character. Then, use trigonometric functions to calculate the included angle between the character and the target object. The included angle represents the azimuth of the target object relative to the current orientation of the character. Then, convert the calculated radian value to an angle value and adjust it according to the orientation of the game. Finally, obtain an accurate orientation angle for determining the direction of the skill attack range.
[0087] In an embodiment of the present invention, the attack type setting module specifically is: the attack type includes but is not limited to circle, rectangle, and sector, and corresponding parameters are set for each shape.
[0088] In one embodiment of the present invention, the damage range calculation module is specifically as follows: First, starting from the grid where the character is located, according to the parameters corresponding to the attack type, calculate the area covered by the current attack type; through geometric algorithms, starting from the starting point, traverse all grids along the edges and inside of the area covered by the current attack type to determine whether each grid is within the area covered by the current attack type; for each grid, check whether its center point is within the area covered by the current attack type. If so, mark this grid as part of the attack range; at the same time, according to the shape and size of the grid, ensure that the boundary of the attack range precisely fits the grid structure; finally, all the marked grids will be displayed in real time in the skill attack range editor for the art team to visually view and adjust.
[0089] The following is a specific implementation application scenario of the present invention:
[0090] Scene description:
[0091] In an MMORPG game, the player character releases a flame skill with a fan-shaped range. The art team needs to design the attack range of this skill to ensure that the skill effect is consistent with the game style.
[0092] Implementation steps:
[0093] Load the map and set the grid:
[0094] The art team loads the current game map in the editor and sets the total number of grids in the map to 100x100. The size of each grid is 1 meter x 1 meter, and the shape is a rhombus. The grid settings need to match the actual dimensions in the game to ensure accurate calculation of the skill attack range.
[0095] Set the character starting point:
[0096] The system automatically detects the current position of the character and sets the grid where it is located as the starting point for skill release. The setting of the starting point needs to be updated in real time to ensure that the starting point of the skill attack range also changes when the character moves.
[0097] Select the target and calculate the orientation:
[0098] The art team selects a certain target object in front of the character, and the system calculates that the angle of the character facing the target is 45 degrees. The calculation of the orientation angle needs to be accurate to ensure that the direction of the skill attack range is consistent with the orientation of the character.
[0099] Set the attack type:
[0100] The art team selects the fan-shaped attack type and sets the radius of the fan to 5 meters and the angle to 90 degrees. The parameter settings of the fan-shaped attack type need to be intuitive to facilitate the art team to quickly adjust the radius and angle.
[0101] Calculate the damage range:
[0102] The system calculates the attack range of the skill according to the set sector parameters and maps it to the diamond grid on the map. The calculation process needs to consider the shape and size of the grid to ensure the accuracy of the attack range.
[0103] Real-time preview of the attack range:
[0104] The attack range of the skill is displayed in real time in the editor, and the grids within the attack range are marked in red. The art team can intuitively see whether the attack range of the skill meets the expectations. The real-time preview function can help the art team quickly adjust the skill parameters to ensure that the attack range meets the design expectations.
[0105] Save parameters:
[0106] After the art team confirms the attack range, the system saves the parameters of the sector attack range (radius 5 meters, angle 90 degrees, orientation 45 degrees) for the client developers to use. The saved parameters are usually stored in JSON or XML format for easy reading and parsing by the client developers.
[0107] Through the above functions, the art team can efficiently design the attack range of the skill that conforms to the game style and ensure that the skill effect is consistent with the overall game experience.
[0108] For the comparison with other skill editors, please refer to the following table:
[0109]
[0110]
[0111] The above are only the preferred embodiments of the present invention, and all equivalent changes and modifications made according to the scope of the patent application of the present invention shall fall within the scope of the present invention.
Claims
1. A method for editing the skill attack range, characterized in that The method steps are as follows: Step 1: Create a skill attack range editor, load the current map in the skill attack range editor, and set the total number of grids of the current map. There are characters and target objects in the map; Step 2: Set the size and shape of the grids in the skill attack range editor; Step 3: Create a character and set the grid where the character is currently located as the starting point; Step 4: Select the target object and obtain the angle of the character facing the target object; Step 5: Set the attack type of the skill and its parameters; Step 6: Calculate the damage range according to the attack type and parameters; Step 7: The skill attack range editor displays the attack range of the skill in real time, and the grids within the attack range are highlighted in red; Step 8: Save the attack type and its parameters of the current skill to the client developers.
2. The method for editing a skill attack range according to claim 1, wherein The shape of the grids described in Step 2 includes rhombus and square.
3. A method for editing the skill attack range according to claim 1, characterized in that, Step 4 is specifically: Use the physics engine in the game engine to detect the target object, and calculate the orientation angle through the vector difference between the character and the target; First, obtain the positions of the character and the target object in the world coordinate system, and calculate the offset of the target object relative to the character. Then, use trigonometric functions to calculate the included angle between the character and the target object. The included angle represents the azimuth of the target object relative to the current orientation of the character; Then, convert the calculated radian value to an angle value and adjust it according to the orientation of the game; Finally, obtain an accurate orientation angle for determining the direction of the skill attack range.
4. A method for editing the skill attack range according to claim 1, characterized in that Step 5 is specifically: The attack types include but are not limited to circle, rectangle, and sector, and each shape is set with corresponding parameters.
5. A method for editing the skill attack range according to claim 2, characterized in that, Step 6 is further specifically: First, take the grid where the character is located as the starting point, and calculate the area covered by the current attack type according to the parameters corresponding to the attack type; Through geometric algorithms, starting from the starting point, traverse all grids along the edge and inside of the area covered by the current attack type, and judge whether each grid is within the area covered by the current attack type; For each grid, check whether its center point is within the area covered by the current attack type. If so, mark the grid as part of the attack range; At the same time, according to the shape and size of the grid, ensure that the boundary of the attack range fits the grid structure precisely; Finally, all the marked grids will be displayed in the skill attack range editor in real time for the art team to view and adjust intuitively.
6. A system for editing the skill attack range, characterized in that, The system includes: a map loading module, a grid setting module, a character starting point setting module, a user target detection module, an attack type setting module, a damage range calculation module, an attack range preview module, and a parameter saving module; The map loading module is used to create a skill attack range editor, load the current map in the skill attack range editor, and set the total number of grids of the current map. There are characters and target objects in the map; The grid setting module is used to set the size and shape of the grids in the skill attack range editor; The character starting point setting module is used to create a character and set the grid where the character is currently located as the starting point The user target detection module is used to select a target object and obtain the angle at which the character faces the target object; The attack type setting module is used to set the attack type of the skill and its parameters; The damage range calculation module is used to calculate the damage range according to the attack type and parameters; The attack range preview module is used to display the attack range of the skill in real time through the skill attack range editor, and highlight the grids within the attack range in red; The parameter saving module is used to save the attack type and its parameters of the current skill to the client developers.
7. A system for editing the skill attack range according to claim 6, characterized in that, In the grid setting module, the shapes of the grids include rhombus and square.
8. A system for editing the skill attack range according to claim 6, characterized in that, The user target detection module specifically: uses the physics engine in the game engine to detect the target object, and calculates the orientation angle through the vector difference between the character and the target; First, obtain the positions of the character and the target object in the world coordinate system, and calculate the offset of the target object relative to the character. Then, use trigonometric functions to calculate the included angle between the character and the target object. The included angle represents the azimuth of the target object relative to the current orientation of the character; Then, convert the calculated radian value to an angle value and adjust it according to the orientation of the game; finally, obtain an accurate orientation angle for determining the direction of the skill attack range.
9. A system for editing the skill attack range according to claim 6, characterized in that The attack type setting module specifically: the attack types include but are not limited to circle, rectangle, and sector, and corresponding parameters are set for each shape.
10. A system for editing the skill attack range according to claim 6, characterized in that, The damage range calculation module specifically: first, take the grid where the character is located as the starting point, and calculate the area covered by the current attack type according to the parameters corresponding to the attack type; through geometric algorithms, starting from the starting point, traverse all grids along the edge and inside of the area covered by the current attack type to determine whether each grid is within the area covered by the current attack type; For each grid, check whether the center point of the grid is within the area covered by the current attack type. If so, mark the grid as part of the attack range; at the same time, according to the shape and size of the grid, ensure that the boundary of the attack range precisely fits the grid structure; finally, all the marked grids will be displayed in the skill attack range editor in real time for the art team to visually view and adjust.