Game skill button interaction method and device and related product
By acquiring the atomic button set and configuring it according to the skill's pending state, the maintainability and interactive performance issues of game skill buttons are resolved. This decouples the performance state from the logic code, improving the interactive performance and maintainability of game skill buttons.
Patent Information
- Application Number
- CN202410558762.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-05-07
- Publication Date
- 2025-11-11
AI Technical Summary
The reuse of internal logic code in game skill buttons leads to poor maintainability and low interactive performance. Executing all logic code results in poor performance.
By acquiring the atomic button set, responding to the trigger operation to obtain the skill's pending state, configuring the atomic button set according to this state, determining the skill performance state of the target game skill button, and realizing the interaction between the game skill button and the object.
This decouples the display state of game skill buttons from their internal logic code, improving interaction performance and maintainability while reducing performance overhead.
Smart Images

Figure CN120919620A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and in particular to an interaction method, device and related products for game skill buttons. Background Technology
[0002] Game skill buttons are typically used to trigger special skills possessed by game characters, such as attack, defense, and healing. These game skill buttons are implemented by internal logic code. In related technologies, the performance state of a game skill button is strongly correlated with its internal logic code; that is, there is a one-to-one relationship between the performance state of each game skill button and its internal logic code.
[0003] Since most of the internal logic code in multiple game skill buttons is reusable, as the number of game skill buttons increases, the amount of internal logic code in the game skill buttons also increases. This may lead to poor maintainability of the game skill buttons in the future, and when implementing the interaction of the game skill buttons, it is necessary to execute all the internal logic code in the game skill buttons, resulting in poor interactive performance of the game skill buttons.
[0004] Therefore, improving the interactive performance of game skill buttons has become a pressing technical problem that needs to be solved in the field. Summary of the Invention
[0005] This application provides an interactive method, device, and related product for game skill buttons, aiming to improve the interactive performance of game skill buttons.
[0006] The first aspect of this application provides a method for interacting with a game skill button, including:
[0007] Obtain a set of atomic buttons, wherein each atomic button in the set has a skill performance state, and the skill performance state corresponding to each atomic button is different;
[0008] In response to receiving a trigger operation from the target object on the target game skill button, obtain the skill pending state corresponding to the target game skill button;
[0009] Configure the atomic button set according to the skill's pending state to obtain multiple atomic buttons in the atomic button set that correspond to the skill's pending state;
[0010] The skill performance state corresponding to the target game skill button is determined based on the plurality of atomic buttons, and the interaction between the target game skill button and the target object is completed based on the skill performance state.
[0011] A second aspect of this application provides an interactive device for a game skill button, comprising:
[0012] An atomic button set acquisition unit is used to acquire an atomic button set, wherein each atomic button in the atomic button set has a skill performance state, and the skill performance state corresponding to each atomic button is different;
[0013] The pending performance state acquisition unit is used to obtain the pending performance state of the skill corresponding to the target game skill button in response to receiving a trigger operation from the target object for the target game skill button;
[0014] An atomic button obtaining unit is configured to configure the atomic button set according to the skill's pending performance state, and obtain multiple atomic buttons in the atomic button set corresponding to the skill's pending performance state;
[0015] The skill performance status determination unit is used to determine the skill performance status corresponding to the target game skill button based on the plurality of atomic buttons, and to complete the interaction between the target game skill button and the target object based on the skill performance status.
[0016] A third aspect of this application provides a computer device, the device comprising a processor and a memory:
[0017] The memory is used to store computer programs and to transfer the computer programs to the processor;
[0018] The processor is configured to execute the steps of the interaction method for the game skill buttons provided in the first aspect according to the instructions in the computer program.
[0019] A fourth aspect of this application provides a computer-readable storage medium for storing a computer program that, when executed by a computer device, implements the steps of the interactive method for game skill buttons provided in the first aspect.
[0020] The fifth aspect of this application provides a computer program product, including a computer program that, when executed by a computer device, implements the steps of the interaction method for the game skill button provided in the first aspect.
[0021] As can be seen from the above technical solutions, the embodiments of this application have the following advantages:
[0022] The technical solution of this application first obtains a set of atomic buttons; then, in response to receiving a trigger operation from the target object on the target game skill button, it obtains the skill pending state corresponding to the target game skill button, and configures the atomic button set according to the skill pending state to obtain multiple atomic buttons in the atomic button set corresponding to the skill pending state; finally, it determines the skill performance state corresponding to the target game skill button based on the multiple atomic buttons, and completes the interaction between the target game skill button and the target object based on the skill performance state. It should be noted that each atomic button in the atomic button set has a skill performance state, and the skill performance state corresponding to each atomic button is different.
[0023] As can be seen, in this application, each atomic button has its own corresponding skill performance state. When it is necessary to realize the interaction between the target game skill button and the target object, multiple atomic buttons corresponding to the skill performance state of the target game skill button are determined from the atomic button set. Then, based on the multiple atomic buttons, the skill performance state that the target game skill button needs to interact with can be determined. This decouples the performance state of the game skill button from the internal logic code of the game skill button, thereby improving the interaction performance of the game skill button. Attached Figure Description
[0024] Figure 1 A scene architecture diagram of an interaction method for a game skill button provided in an embodiment of this application;
[0025] Figure 2 A flowchart illustrating an interaction method for a game skill button provided in this application embodiment;
[0026] Figure 3 A schematic diagram illustrating the composition of an atomic button set in a game skill button interaction method provided in an embodiment of this application;
[0027] Figure 4 A schematic diagram of an atomic button in a game skill button interaction method provided in an embodiment of this application;
[0028] Figure 5 A flowchart illustrating the method for obtaining the skill-to-be-performed state in an interactive method for a game skill button, as provided in an embodiment of this application;
[0029] Figure 6 A schematic diagram illustrating the composition of button interaction states in a game skill button interaction method provided in an embodiment of this application;
[0030] Figure 7 A flowchart illustrating the process of obtaining the skill-to-be-performed state in an interactive method for a game skill button, as provided in this application embodiment;
[0031] Figure 8 A complete flowchart illustrating the method for obtaining atomic buttons in an interactive way of a game skill button provided in this application embodiment;
[0032] Figure 9 An architecture diagram illustrating the interaction of a game skill button in an embodiment of this application;
[0033] Figure 10 An application scenario diagram illustrating the interaction method for game skill buttons provided in this embodiment of the application;
[0034] Figure 11 An application scenario diagram illustrating the implementation of game skill button interaction in another game skill button interaction method provided in this application embodiment;
[0035] Figure 12 A schematic diagram of the structure of an interactive device for a game skill button provided in an embodiment of this application;
[0036] Figure 13 This is a schematic diagram of the server structure in an embodiment of this application;
[0037] Figure 14 This is a schematic diagram of the structure of a terminal device in an embodiment of this application. Detailed Implementation
[0038] The embodiments of this application will now be described with reference to the accompanying drawings.
[0039] Game skill buttons are typically used to trigger special skills possessed by game characters, such as attack, defense, and healing. These skill buttons are implemented using internal logic code. In related technologies, the behavior of a game skill button is strongly correlated with its internal logic code. For example, if a game skill button is a healing-type button, then its internal logic code consists of all codes related to the healing type. In this case, there is a one-to-one relationship between the behavior of each game skill button and its internal logic code. All these codes can include code for immediately using healing, code for waiting a certain period before using healing, and so on.
[0040] Because most of the internal logic code within multiple game skill buttons is reusable, the amount of internal logic code increases with the number of skill buttons, leading to poor maintainability of subsequent skill button development. For example, code requiring a waiting period before a skill can be used is also reusable. However, since each skill button has its own corresponding internal logic code, and most of this internal logic code is reusable, the codebase can become bloated and unwieldy, further complicating maintainability.
[0041] Furthermore, because each time a game skill button is triggered, all the internal logic code within that button must be executed to determine the logic code that needs to display the button's state in order to achieve interaction, and because other invalid logic code is also executed during this process, the interactive performance of the game skill button may be poor. Therefore, how to improve the interactive performance of game skill buttons has become a pressing technical problem to be solved in the current field.
[0042] In view of the above problems, this application provides an interaction method, device, and related product for game skill buttons, aiming to improve the interaction performance of game skill buttons. In the technical solution provided in this application, in response to receiving a trigger operation from a target object on a target game skill button, the system obtains the skill pending state corresponding to the target game skill button. Then, based on the skill pending state, it configures a set of atomic buttons to obtain multiple atomic buttons in the set corresponding to the skill pending state. Finally, based on the multiple atomic buttons, it determines the skill performance state corresponding to the target game skill button and completes the interaction between the target game skill button and the target object based on the skill performance state. It should be noted that each atomic button in the set has a skill performance state, and the skill performance state corresponding to each atomic button is different.
[0043] As can be seen, in this application, each atomic button has its own corresponding skill performance state. When it is necessary to realize the interaction between the target game skill button and the target object, the skill performance state that the target game skill button needs to interact with can be determined from the atomic button set. In this way, the performance state of the game skill button and the internal logic code of the game skill button are decoupled, so that the performance state of the game skill button and the internal logic code of the game skill button have a one-to-many relationship. This improves the interaction performance of the game skill button. Furthermore, since the atomic button set can support the implementation of the skill performance states of multiple game skill buttons, it also improves the maintainability of the game skill button in the future, that is, only the internal logic code corresponding to the atomic button needs to be modified.
[0044] The execution subject of the game skill button interaction method provided in this application embodiment can be a terminal device. For example, the atomic button set can be obtained on the terminal device. As an example, the terminal device may include, but is not limited to, mobile phones, desktop computers, tablet computers, laptops, PDAs, smart voice interaction devices, smart home appliances, vehicle terminals, aircraft, etc. The execution subject of the game skill button interaction method provided in this application embodiment can also be a server, that is, the atomic button set can be obtained on the server. In addition, the game skill button interaction method provided in this application embodiment can also be executed collaboratively by the terminal device and the server. The terminal and the server can be directly or indirectly connected through wired or wireless communication, which is not limited here. Therefore, the implementation subject of the technical solution of this application is not limited in this application embodiment.
[0045] It should be understood that the interactive method for game skill buttons in the game provided in this application can be applied to programs on terminal devices that include interactive method functions for game skill buttons in the game. Figure 1 An exemplary scenario architecture diagram of an interaction method for a game skill button is shown. The interaction program for the game skill button in the game can run in a context such as... Figure 1 In the terminal devices of the network architecture shown. Figure 1 The document shows various terminal devices, including mobile phones, desktop computers, tablets, laptops, and PDAs. In real-world scenarios, more or fewer types of terminal devices may be involved in the interaction of game skill buttons. The specific number and types depend on the actual scenario and are not limited here. Additionally, Figure 1 Only one server is shown in the example, but in real-world scenarios, multiple servers may be involved, and the specific number of servers depends on the actual scenario.
[0046] Figure 1 The terminal devices shown can serve as interactive devices or carrier systems in the interaction method of game skill buttons. These terminal devices can display game skill buttons to game players in a virtual scene, and when they receive a trigger operation from the game player on a game skill button, they can display the skill performance status corresponding to that game skill button to the game player. Furthermore, Figure 1 The server can obtain the skill's pending state corresponding to the target skill button based on the player's trigger operation on the game skill button. It can then determine multiple atomic buttons based on the skill's pending state, and finally determine the skill's performance state corresponding to the target game skill button based on these multiple atomic buttons.
[0047] Artificial Intelligence (AI) is the theory, methods, technology, and application system that uses digital computers or machines controlled by digital computers to simulate, extend, and expand human intelligence, perceive the environment, acquire knowledge, and use that knowledge to achieve optimal results. In other words, AI is a comprehensive technology within computer science that attempts to understand the essence of intelligence and produce a new type of intelligent machine that can react in a way similar to human intelligence. AI studies the design principles and implementation methods of various intelligent machines, enabling them to possess perception, reasoning, and decision-making capabilities. In this embodiment, AI technology can utilize a machine to determine multiple atomic buttons based on the skill's expected state in a target game skill button. These atomic buttons then determine the skill's performance state, thereby completing the interaction between the target game skill button and the target object, thus improving the interactive performance of the game skill button.
[0048] Artificial intelligence (AI) is a comprehensive discipline encompassing a wide range of fields, including both hardware and software technologies. Fundamental AI technologies generally include sensors, dedicated AI chips, cloud computing, distributed storage, big data processing, operating / interactive systems, and mechatronics. AI software technologies primarily include computer vision, speech processing, natural language processing, and machine learning / deep learning.
[0049] The interaction method for the game skill buttons provided in this application primarily involves machine learning. Machine learning (ML) is a multidisciplinary field involving probability theory, statistics, approximation theory, convex analysis, algorithm complexity theory, and many other disciplines. It specifically studies how computers can simulate or implement human learning behavior to acquire new knowledge or skills and reorganize existing knowledge structures to continuously improve their performance. Machine learning is the core of artificial intelligence and the fundamental way to endow computers with intelligence; its applications span all areas of artificial intelligence. Machine learning and deep learning typically include techniques such as artificial neural networks, belief networks, reinforcement learning, transfer learning, inductive learning, and instructional learning.
[0050] See Figure 2 This figure is a flowchart illustrating an interaction method for a game skill button according to an embodiment of this application. Figure 2 The interaction method for the game skill button shown includes the following steps:
[0051] S201: Get the set of atomic buttons.
[0052] In this step, each atomic button in the atomic button set corresponds to a skill performance state. It's understandable that each atomic button in the set has a corresponding skill performance state, and each atomic button's corresponding skill performance state is different. It should be noted that the skill performance state of an atomic button can be understood as one manifestation of the skill performance state corresponding to a game skill button. For example, if the target game skill button's skill performance state is skill performance state A, and skill performance state A needs to be determined by atomic buttons a and b in the atomic button set, then atomic button a is a manifestation of skill performance state A.
[0053] Specifically, before obtaining the atomic buttons, multiple logic codes written by technical personnel are needed. One of these logic codes can generate an atomic button; that is, the logic code corresponding to an atomic button reflects its skill performance state, such as the time required for a game skill button to be triggered and activated. Afterward, a set of button atoms can be obtained based on the generated atomic buttons, facilitating the determination of the skill performance state corresponding to the target game skill button. Thus, this application decouples the performance state of a game skill button from its internal logic code by constructing atomic buttons.
[0054] like Figure 3 As shown, Figure 3 This diagram illustrates the composition of an atomic button set in a game skill button interaction method provided in an embodiment of this application. Figure 3 The set of atomic buttons shown includes main interface atomic buttons, duration atomic buttons, disable atomic buttons, cooldown atomic buttons, two-stage activation atomic buttons, and sub-interface atomic buttons. It should be noted that the set of atomic buttons also includes other skill atomic buttons, which are not specifically limited here. The actual atomic buttons included in the set can also be set according to the skills of the game characters in actual application.
[0055] The main interface atomic buttons mainly include the skill icons and skill charging rings of the game skill buttons. These main interface atomic buttons are the primary atomic buttons for determining the skill performance status of the target game skill button. In other words, each time an atomic button is configured, it needs to be combined under the action of these main interface atomic buttons. The duration atomic buttons include the duration rings of the game skill buttons, which indicate the length of time a skill takes from activation to deactivation. The disable atomic buttons include the disable icons of the game skill buttons, which are displayed on the game interface within the game skill buttons. These disable icons indicate that a skill has been disabled by the opponent player, and the target (i.e., the current player) cannot use the skill.
[0056] The Cooldown Atom Button includes the cooldown time of the game skill button, which indicates the time interval after a target uses or is using a skill before it can be used again; the Two-Stage Activation Atom Button includes the skill charging ring of the game skill button, which indicates that after a skill is released or activated, its second stage skill can be executed or triggered; the Sub-Interface Atom Button may include a Recycle Icon for the game skill button, which indicates the operation of canceling or retracting an already activated or used skill.
[0057] like Figure 4 As shown, Figure 4 This is a schematic diagram of an atomic button in a game skill button interaction method provided in an embodiment of this application. Figure 4 (a) The main interface atomic button, which includes skill icons and skill charging rings; Figure 4 (b) is the skill count atomic button, which is used to indicate the limit of how many times a target object can use a certain skill, such as a skill can be used five times after being activated once; Figure 4 (c) is the skill count atom button, which is used to record the number of times the target object uses a certain skill, for example, the target object uses a certain skill five times.
[0058] Figure 4 (d) is the cooling atom button, which includes a cooling time (0.5s); Figure 4 (e) Disables the atomic button, which includes the disabled icon; Figure 4 (f) represents the sub-interface atomic buttons, which include the recycle icon; Figure 4 (g) is a duration atomic button, which includes a duration ring (i.e., the outer ring of the duration atomic button). It should be noted that the atomic buttons proposed in this application are only some examples and are not specifically limited here.
[0059] S202: In response to receiving a trigger operation from the target object for the target game skill button, obtain the skill pending state corresponding to the target game skill button.
[0060] In this step, the target game skill button is any one of the multiple game skill buttons on the game interface, and the target object is the object that operates the game interface (i.e., the game player). It is understandable that when the target object clicks the target game skill button on the game interface, the skill corresponding to that button will be ready to be displayed.
[0061] It should be noted that the skill state to be displayed includes the skill state that the target game skill button needs to display. For example, if the target game skill button is a healing skill button, it can be determined whether the target game skill button is in the application state. If the target game skill button is in the application state, the target game skill button needs to display the time to wait for the next application to be launched (i.e., the atomic button needs to cool down); if the target game skill button is not in the application state, the target game skill button needs to implement the atomic button of the healing skill.
[0062] Next, combine Figure 5 This application describes the specific process by which it obtains the skill's pending state for the target game skill button. For example... Figure 5 As shown, Figure 5 A flowchart illustrating the method for obtaining the skill-to-be-performed state in an interactive game skill button, as provided in this application embodiment. Figure 5 This includes steps S2021-S2023, where steps S2021-S2023 are detailed as follows:
[0063] S2021: In response to receiving a trigger operation from the target object for the target game skill button, obtain a button interaction event for the target game skill button.
[0064] In this step, when the target object clicks the target game skill button on the game interface, the server can receive a button interaction event for that target game skill button. This button interaction event can be understood as the interaction event between the target object and the target game skill button after the target object clicks it; it can also be understood as the event generated when determining whether the target game skill button is activated after the target object clicks it.
[0065] S2022: Configure and process the button interaction event to obtain the skill interaction event corresponding to the target game skill button.
[0066] In this step, the skill interaction event includes an interaction event generated based on the skill performance state that the target game skill button needs to display. For example, the skill interaction event could be a skill that needs to be triggered to cool down, so that the skill performance state corresponding to the target game skill button can be determined based on the skill interaction event.
[0067] It should be noted that before configuring the button interaction events and obtaining the skill interaction event operation corresponding to the target game skill button, this application can also obtain an event configuration table. This event configuration table includes the correspondence between button interaction event sets and skill interaction event sets, and is used to support the configuration between button interaction events and skill interaction events. For example, based on this event configuration table, the skill interaction event A corresponding to button interaction event A can be determined. Thus, by using a pre-built event configuration table to implement the subsequent configuration between button interaction events and skill interaction events, the efficiency of event configuration can be improved.
[0068] Furthermore, this application allows for the parsing of button interaction events to obtain the button interaction state corresponding to the target game skill button. It is understandable that when the target object clicks the target game skill button, the server can generate a button interaction event based on the button interaction state indicating whether the target game skill button is active. At this point, directly parsing the button interaction event will yield the button interaction state corresponding to the target game skill button.
[0069] Since the event configuration table is generated from different button interaction states and the corresponding skill interaction events for each button interaction state, configuring the button interaction states according to the event configuration table allows us to determine the skill interaction events corresponding to those button interaction states, and further, identify the skill interaction events corresponding to the button interaction states as the skill interaction events corresponding to the target game skill buttons. Thus, based on the actual interaction state of the button under each button interaction event, the skill interaction event can be easily determined, thereby improving efficiency compared to the polling method used in related technologies.
[0070] It should also be noted that before configuring the button interaction state according to the event configuration table and obtaining the skill interaction event operation corresponding to the button interaction state, this application can parse the button interaction event to determine the button skill type corresponding to the target game skill button, where the button skill type includes attack type and healing type, etc.
[0071] In one feasible implementation, the event configuration table can also be generated from different button skill types and button interaction states under different button skill types, along with their corresponding skill interaction events. That is, the event configuration table can support the configuration between a button skill type, a button interaction state under a button skill type, and a skill interaction event. For example, button skill type A and button interaction state a under button skill type A can be configured with skill interaction event A; button skill type A and button interaction state b under button skill type A can be configured with skill interaction event B.
[0072] Furthermore, the button interaction state includes an active button state or an inactive button state. An active button state includes a state where the skill under the target game skill button is available but not used, while an inactive button state includes a state where the skill under the target game skill button is unavailable (e.g., it has been cooled down or disabled).
[0073] Specifically, if the button's interaction state is active, the button's activation state and skill type can be configured according to the event configuration table to obtain the skill interaction event corresponding to the button's interaction state. For example, if the button's skill type is attack, the skill interaction event can be determined according to the event configuration table to trigger the activation of the skill under the target game skill button.
[0074] Alternatively, if the button's interaction state is inactive, the inactive state and the button's skill type are configured according to the event configuration table to obtain the corresponding skill interaction event. For example, if the button's skill type is attack, the skill interaction event can be determined from the event configuration table as the remaining time for the skill to be disabled or on cooldown. Furthermore, when the button's interaction state is inactive, the skill interaction event can also include displaying feedback and a prompt indicating that the skill release failed. Configuring skill interaction events based on the button's skill type and interaction state in this way improves the accuracy of skill interaction event configuration.
[0075] like Figure 6 As shown, Figure 6 This is a schematic diagram illustrating the composition of the button interaction state in a game skill button interaction method provided in an embodiment of this application. Figure 6 The button interaction states in this application include button active state, button inactive state, and button not fully active state. It should be noted that the button interaction states in this application also include other interaction states, which are not limited here. Other interaction states can also be determined in actual applications based on the actual interaction state of the button.
[0076] It should also be noted that the "button not fully activated" state in this application can be understood as the target object clicking the target game skill button and then quickly canceling the click on the target game skill button. In this case, the button interaction state is the "button not fully activated" state. Furthermore, based on the skill interaction event, the skill's pending state can be represented as confirming the skill's recovery, requiring certain atomic buttons from the atomic button set (such as sub-interface atomic buttons).
[0077] S2023: Based on the skill interaction event, determine the skill pending state corresponding to the target game skill button.
[0078] In this step, the skill's pending state includes the real-time display state of the target game skill button on the game interface; that is, the screen that the game interface needs to display for the target game skill button after the target user clicks it. It's understandable that, since the skill interaction event has been determined in the above process to be the activation of the skill under the target game skill button, the skill's pending state can then be represented by certain atomic buttons from the atomic button set needed to activate the skill under the target game skill button. Alternatively, if the skill interaction event is to determine the remaining time of skill disabling or skill cooldown, the skill's pending state can also be represented by certain atomic buttons from the atomic button set needed to determine the remaining time of skill disabling or skill cooldown.
[0079] like Figure 7 As shown, Figure 7 This document provides a complete flowchart illustrating the process of obtaining the skill's pending state in an interactive method for a game skill button, as described in an embodiment of this application. Figure 7 First, based on the target object's trigger operation on the target game skill button, a button interaction event is generated. Then, the button interaction state within the button interaction event is configured to obtain the corresponding skill interaction event. Finally, the skill's pending state corresponding to the target game skill button is determined based on the skill interaction event. Thus, this application relies on an event-driven approach to determine the skill's pending state corresponding to the target game skill button, rather than the polling approach used in related technologies, thereby improving interaction performance.
[0080] S203: Configure the atomic button set according to the skill's pending state to obtain multiple atomic buttons in the atomic button set that correspond to the skill's pending state.
[0081] It should be noted that, as explained in step S201, the atomic button set includes multiple atomic buttons with logical codes. At this point, based on the indication of the skill's pending state, multiple atomic buttons corresponding to the skill's pending state can be configured in the atomic button set. These atomic buttons are used to combine and form the skill's performance state corresponding to the target game skill button. For example, atomic buttons could be a main interface atomic button and a disabled atomic button. In this case, the skill's performance state corresponding to the target game skill button would be a disabled skill state, making it easier for the target user to view.
[0082] It should also be noted that there are multiple possible implementations of step S203 in the embodiments of this application, which will be described below. It should be noted that the implementations given below are merely illustrative examples and do not represent all implementations of the embodiments of this application. Furthermore, for the following two optional implementations, the terminal device may choose one or combine multiple implementations; this application does not impose any restrictions on this.
[0083] The first optional implementation of step S203 is as follows: An extraction operation is performed on the atomic button set based on the skill's pending state to obtain multiple atomic buttons in the atomic button set corresponding to the skill's pending state. For example, if the skill's pending state is represented by the "cooldown" atomic button in the atomic button set required to disable the skill, then the main interface atomic button and the "cooldown" atomic button in the atomic button set can be directly extracted. This achieves the goal of executing only the logic code under the required atomic buttons, avoiding the poor interactive performance problem caused by executing all the logic code of the game skill buttons in related technologies.
[0084] The second optional implementation of step S203 is to configure the atomic buttons by pre-constructing a list of button configurations.
[0085] Specifically, after performing the operation of obtaining the atomic button set, this application can further extract the atomic button set according to different skill pending states to obtain multiple atomic buttons corresponding to different skill pending states, wherein the skill pending state corresponding to the target game skill button is any one of the different skill pending states. It is understood that in this application, based on the need for certain atomic buttons in the atomic button set indicated by different skill pending states, the atomic buttons are configured in advance to obtain multiple atomic buttons corresponding to different skill pending states.
[0086] After that, based on the multiple atomic buttons corresponding to different skill waiting states, different button configuration lists can be generated for each skill waiting state. That is, one button configuration list corresponds to one skill waiting state, which makes it easy to determine the multiple atomic buttons corresponding to the skill waiting state based on the button configuration list.
[0087] It should be noted that after obtaining the button configuration lists corresponding to different skill pending states, this application can further mark the corresponding skill pending state names in the button configuration lists for each skill pending state. That is, a button configuration list is marked with the skill pending state name corresponding to that button configuration list. Furthermore, by matching multiple button configuration lists according to the skill pending state—that is, matching each skill pending state with multiple skill pending state names one by one—a target button configuration list corresponding to the skill pending state can be obtained. Finally, based on the target button configuration list, multiple atomic buttons corresponding to the skill pending state can be determined within the atomic button set. This improves the configuration efficiency of atomic buttons.
[0088] like Figure 8 As shown, Figure 8This document provides a complete flowchart illustrating the process of obtaining atomic buttons using an interaction method for game skill buttons, as described in an embodiment of this application. Figure 8 The diagram illustrates the process of configuring atomic buttons (atomic button a, atomic button b, ..., atomic button n) in an atomic button set based on the skill's pending state. Atomic button a, atomic button b, ..., atomic button n are used to generate the skill's performance state corresponding to the target game skill button.
[0089] S204: Determine the skill performance state corresponding to the target game skill button based on the plurality of atomic buttons, and complete the interaction between the target game skill button and the target object based on the skill performance state.
[0090] In this step, the skill performance status includes the current skill status displayed on the game interface of the target game skill button. For example, if the skill performance status is the performance status corresponding to a cooldown skill, then it can be displayed as the remaining events of the skill being on cooldown. In this way, the interaction between the target game skill button and the target object is completed based on the skill performance status.
[0091] Specifically, in this application, the skill performance state corresponding to each of the multiple atomic buttons can be determined based on these atomic buttons. The skill performance state corresponding to each atomic button is composed of the logic code corresponding to that atomic button. By combining the logic codes corresponding to the multiple atomic buttons, the skill performance state corresponding to the target game skill button can be obtained. Thus, in this application, based on the skill performance state that the game skill button currently needs to display, the corresponding atomic button can be found in the atomic button set, and the display of the skill performance state corresponding to the target game skill button can be implemented based on that atomic button. This avoids the problem of poor interactive performance caused by executing all the logic code of the game skill button in related technologies, thereby improving the interactive performance of the game skill button.
[0092] It should be noted that before performing the operation of combining the skill performance states corresponding to multiple atomic buttons to obtain the skill performance state corresponding to the target game skill button, this application can also obtain the skill target performance state corresponding to the target game skill button. The generation time of the skill target performance state is earlier than the generation time of the skill performance state. It can be understood that the skill target performance state is the skill state obtained when the target object last clicked the target game skill button.
[0093] Furthermore, after combining the skill performance states corresponding to multiple atomic buttons to obtain the target skill performance state corresponding to the target game skill button, it is necessary to determine whether the skill target performance state is the same as the target skill performance state. If the skill target performance state is different from the target skill performance state, the skill target performance state is updated according to the target skill performance state to obtain the skill performance state corresponding to the target game skill button. That is, the skill target performance state is updated to the target skill performance state, and the target skill performance state is used as the skill performance state corresponding to the target game skill button. If the skill target performance state is the same as the target skill performance state, the skill target performance state is used as the skill performance state corresponding to the target game skill button. In this way, the game's computational load can be reduced, thereby improving game performance.
[0094] In another feasible implementation, after obtaining the skill pending state corresponding to the target game skill button, this application can determine whether the skill pending state is the same as the skill pending state at the previous moment. If the skill pending state is different from the previous moment, then the steps after step S202 are executed; if the skill pending state is the same as the previous moment, then the steps after step S202 can be skipped, and the skill pending state at the previous moment can be directly maintained. In this way, the game's computational load can be reduced and game performance can be improved.
[0095] like Figure 9 As shown, Figure 9 This document presents an architecture diagram illustrating the interaction method for a game skill button, as provided in an embodiment of this application. The server in this application includes... Figure 9 The system comprises a button interface layer, a button control layer, and a button skill layer, which are used to implement the interaction of the target game skill button based on the button interface layer, button control layer, and button skill layer on the server side. Specifically, the button interface layer receives button interaction events generated by the target object in response to the target game skill button, and displays the skill performance status corresponding to the target game skill button output by the button control layer, thereby completing the interaction between the target game skill button and the target object; the button control layer determines the skill interaction event based on the button interaction status in the button interaction event, and determines the atomic button based on the skill's pending performance status; the button skill layer determines the skill's pending performance status based on the skill interaction event, and outputs the skill's pending performance status to the button control layer; the button interaction status can also be updated based on the determined atomic buttons, so that the target game skill button can display the current skill performance status.
[0096] like Figure 10 As shown, Figure 10This is an application scenario diagram illustrating the interaction method for game skill buttons provided in an embodiment of this application. Figure 10 Buttons 100 and 300 can be attack type buttons, and button 200 can be healing type buttons. Buttons 100, 200 and 300 can all be used in the technical solution of this application to realize the interaction of game skill buttons, and to refresh the button performance in real time when the skill state of the button changes, thereby ensuring the stability of game performance and improving the player's operating experience.
[0097] like Figure 11 As shown, Figure 11 This is an application scenario diagram illustrating the interaction of game skill buttons in another method provided in this application embodiment. Figure 11 Character 1 and Character 2 are virtual characters in the game. Buttons 400, 500, and 600 can all be attack-type buttons, and buttons 400, 500, and 600 can all be used in the technical solution of this application to realize the interaction of game skill buttons. It should be noted that this application... Figure 10 and Figure 11 The buttons 100, 200, and 300, as well as 400, 500, and 600 shown are only partial examples and are not specifically limited here.
[0098] In summary, this application's embodiments decouple the display state of game skill buttons from their internal logic code. When interaction between a target game skill button and a target object is required, the skill display state that the target game skill button needs to interact with can be determined from the atomic button set, thus improving the interaction performance of game skill buttons. Furthermore, the performance overhead of this application in practical applications is only 1 / 3 of that in related technologies, demonstrating a significant performance improvement. In addition, this application also significantly improves performance during game iteration because the atomic button set can support the implementation of multiple game skill button display states, thereby reducing the development cost of button code.
[0099] Based on the interaction method for game skill buttons provided in the preceding embodiments, this application also provides an interaction device for game skill buttons. The interaction device for game skill buttons provided in this application will be described in detail below.
[0100] See Figure 12 This figure is a schematic diagram of the structure of an interactive device for a game skill button provided in an embodiment of this application. Figure 12 As shown, the interactive device for the game's skill buttons specifically includes:
[0101] Atomic button set acquisition unit 1201 is used to acquire an atomic button set, wherein each atomic button in the atomic button set has a skill performance state, and the skill performance state corresponding to each atomic button is different;
[0102] The pending performance state acquisition unit 1202 is used to obtain the pending performance state of the skill corresponding to the target game skill button in response to receiving a trigger operation from the target object for the target game skill button;
[0103] Atomic button obtaining unit 1203 is used to configure the atomic button set according to the skill waiting state, and obtain multiple atomic buttons in the atomic button set corresponding to the skill waiting state;
[0104] The skill performance status determination unit 1204 is used to determine the skill performance status corresponding to the target game skill button based on the plurality of atomic buttons, and to complete the interaction between the target game skill button and the target object based on the skill performance status.
[0105] Optionally, the skill performance status determination unit 1204 includes:
[0106] A button performance state determination unit is used to determine the skill performance state corresponding to the plurality of atomic buttons based on the plurality of atomic buttons;
[0107] The skill performance state combination unit is used to combine the skill performance states corresponding to the plurality of atomic buttons respectively to obtain the skill performance state corresponding to the target game skill button.
[0108] Optionally, the device further includes:
[0109] A target performance state acquisition unit is used to acquire the skill target performance state corresponding to the target game skill button, wherein the generation time of the skill target performance state is earlier than the generation time of the skill performance state.
[0110] The skill performance state combination unit is specifically used for:
[0111] The skill performance states corresponding to the plurality of atomic buttons are combined to obtain the target skill performance state corresponding to the target game skill button;
[0112] If the performance state of the skill target is different from the performance state of the target skill, the performance state of the skill target is updated according to the performance state of the target skill to obtain the performance state of the skill corresponding to the target game skill button.
[0113] Optionally, the state to be represented acquisition unit 1202 includes:
[0114] A button interaction event acquisition unit is used to respond to a trigger operation received from a target object for a target game skill button and to acquire a button interaction event for the target game skill button.
[0115] The skill interaction event acquisition unit is used to configure and process the button interaction event to obtain the skill interaction event corresponding to the target game skill button.
[0116] The skill pending state determination unit is used to determine the skill pending state corresponding to the target game skill button based on the skill interaction event.
[0117] Optionally, the device further includes:
[0118] An event configuration table acquisition unit is used to acquire an event configuration table, wherein the event configuration table is used to support the configuration between the button interaction event and the skill interaction event;
[0119] The skill interaction event acquisition unit includes:
[0120] A button interaction event parsing unit is used to parse the button interaction event and obtain the button interaction state corresponding to the target game skill button.
[0121] The button interaction state configuration unit is used to configure the button interaction state according to the event configuration table, obtain the skill interaction event corresponding to the button interaction state, and use the skill interaction event corresponding to the button interaction state as the skill interaction event corresponding to the target game skill button.
[0122] Optionally, the device further includes:
[0123] A button skill type determination unit is used to determine the button skill type corresponding to the target game skill button based on the button interaction event.
[0124] The button interaction state configuration unit is specifically used for:
[0125] If the button interaction state is the button active state, configure the button active state and the button skill type according to the event configuration table to obtain the skill interaction event corresponding to the button interaction state;
[0126] Alternatively, if the button interaction state is the button inactive state, the button inactive state and the button skill type are configured according to the event configuration table to obtain the skill interaction event corresponding to the button interaction state.
[0127] Optionally, the atomic button obtaining unit 1203 is specifically used for:
[0128] Based on the skill's pending state, an extraction operation is performed on the atomic button set to obtain multiple atomic buttons in the atomic button set that correspond to the skill's pending state.
[0129] Optionally, the device further includes:
[0130] An atomic button extraction unit is used to extract the atomic button set according to different skill performance states, and obtain multiple atomic buttons in the atomic button set that correspond to the different skill performance states respectively, wherein the skill performance state corresponding to the target game skill button is any one of the different skill performance states;
[0131] The button configuration list generation unit is used to generate a button configuration list corresponding to the different skill display states based on the multiple atomic buttons corresponding to the different skill display states.
[0132] The atomic button obtaining unit 1203 is specifically used for:
[0133] Match multiple button configuration lists based on the skill's pending performance status to obtain a target button configuration list that corresponds to the skill's pending performance status.
[0134] Based on the target button configuration list, determine multiple atomic buttons in the atomic button set that correspond to the skill's pending state.
[0135] This application provides a computer device, which can be a server. Figure 13 This is a schematic diagram of a server structure provided in an embodiment of this application. The server 900 can vary significantly due to different configurations or performance. It may include one or more central processing units (CPUs) 922 (e.g., one or more processors) and memory 932, and one or more storage media 930 (e.g., one or more mass storage devices) for storing application programs 942 or data 944. The memory 932 and storage media 930 can be temporary or persistent storage. The program stored in the storage media 930 may include one or more modules (not shown in the diagram), each module may include a series of instruction operations on the server. Furthermore, the CPU 922 may be configured to communicate with the storage media 930 and execute the series of instruction operations in the storage media 930 on the server 900.
[0136] Server 900 may also include one or more power supplies 926, one or more wired or wireless network interfaces 950, one or more input / output interfaces 958, and / or one or more operating systems 941, such as Windows Server™, Mac OS X™, Unix™, Linux™, FreeBSD™, etc.
[0137] CPU 922 is used to perform the following steps:
[0138] Obtain a set of atomic buttons, wherein each atomic button in the set has a skill performance state, and the skill performance state corresponding to each atomic button is different;
[0139] In response to receiving a trigger operation from the target object on the target game skill button, obtain the skill pending state corresponding to the target game skill button;
[0140] Configure the atomic button set according to the skill's pending state to obtain multiple atomic buttons in the atomic button set that correspond to the skill's pending state;
[0141] The skill performance state corresponding to the target game skill button is determined based on the plurality of atomic buttons, and the interaction between the target game skill button and the target object is completed based on the skill performance state.
[0142] This application also provides another computer device, which can be a terminal device. For example... Figure 14 As shown, for ease of explanation, only the parts related to the embodiments of this application are shown. For specific technical details not disclosed, please refer to the method section of the embodiments of this application. Taking a mobile phone as an example:
[0143] Figure 14 The diagram shown is a block diagram of a portion of the structure of a mobile phone provided in an embodiment of this application. (Reference) Figure 14 The mobile phone includes: a radio frequency (RF) circuit 1010, a memory 1020, an input unit 1030, a display unit 1040, a sensor 1050, an audio circuit 1060, a wireless fidelity (WiFi) module 1070, a processor 1080, and a power supply 1090, etc. Those skilled in the art will understand that... Figure 14 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0144] The following is combined with Figure 14 A detailed introduction to each component of a mobile phone:
[0145] The RF circuit 1010 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and processes it with the processor 1080; additionally, it transmits uplink data to the base station. Typically, the RF circuit 1010 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier (LNA), a duplexer, etc. Furthermore, the RF circuit 1010 can also communicate wirelessly with networks and other devices. The aforementioned wireless communications may use any communication standard or protocol, including but not limited to Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, and Short Messaging Service (SMS).
[0146] The memory 1020 can be used to store software programs and modules. The processor 1080 executes various mobile phone functions and data processing by running the software programs and modules stored in the memory 1020. The memory 1020 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the mobile phone (such as audio data, phonebook, etc.). In addition, the memory 1020 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0147] The input unit 1030 can be used to receive input numerical or character information, and to generate key signal inputs related to user settings and function control of the mobile phone. Specifically, the input unit 1030 may include a touch panel 1031 and other input devices 1032. The touch panel 1031, also known as a touch screen, can collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel 1031), and drive the corresponding connection devices according to a pre-set program. Optionally, the touch panel 1031 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 1080, and can also receive and execute commands sent by the processor 1080. In addition, the touch panel 1031 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 1031, the input unit 1030 may also include other input devices 1032. Specifically, other input devices 1032 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc.
[0148] The display unit 1040 can be used to display information input by the user or information provided to the user, as well as various menus of the mobile phone. The display unit 1040 may include a display panel 1041, which may optionally be configured as a Liquid Crystal Display (LCD), Organic Light-Emitting Diode (OLED), or similar display panel 1041. Further, a touch panel 1031 may cover the display panel 1041. When the touch panel 1031 detects a touch operation on or near it, it transmits the information to the processor 1080 to determine the type of touch event. Subsequently, the processor 1080 provides corresponding visual output on the display panel 1041 according to the type of touch event. Although in Figure 14 In this embodiment, the touch panel 1031 and the display panel 1041 are two separate components to realize the input and output functions of the mobile phone. However, in some embodiments, the touch panel 1031 and the display panel 1041 can be integrated to realize the input and output functions of the mobile phone.
[0149] The mobile phone may also include at least one sensor 1050, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor. The ambient light sensor can adjust the brightness of the display panel 1041 according to the ambient light level, and the proximity sensor can turn off the display panel 1041 and / or the backlight when the phone is moved to the ear. As a type of motion sensor, an accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used for applications that recognize the phone's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition-related functions (such as pedometer, taps), etc. Other sensors that may be configured in the mobile phone, such as gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.
[0150] The audio circuit 1060, speaker 1061, and microphone 1062 provide an audio interface between the user and the mobile phone. The audio circuit 1060 converts the received audio data into electrical signals and transmits them to the speaker 1061, where the speaker 1061 converts them into sound signals for output. On the other hand, the microphone 1062 converts the collected sound signals into electrical signals, which are then received by the audio circuit 1060, converted into audio data, and then processed by the processor 1080 before being transmitted via the RF circuit 1010 to, for example, another mobile phone, or the audio data can be output to the memory 1020 for further processing.
[0151] WiFi is a short-range wireless transmission technology. Through the WiFi module 1070, mobile phones can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access. Although Figure 14 The WiFi module 1070 is shown, but it is understood that it is not an essential component of a mobile phone and can be omitted as needed without changing the essence of the invention.
[0152] The processor 1080 is the control center of the mobile phone, connecting various parts of the phone through various interfaces and lines. It executes software programs and / or modules stored in the memory 1020 and calls data stored in the memory 1020 to perform various functions and process data, thereby collecting overall data and information from the phone. Optionally, the processor 1080 may include one or more processing units; preferably, the processor 1080 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 1080.
[0153] The mobile phone also includes a power supply 1090 (such as a battery) that supplies power to various components. Preferably, the power supply can be logically connected to the processor 1080 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.
[0154] Although not shown, mobile phones may also include a camera, Bluetooth module, etc., which will not be described in detail here.
[0155] In this embodiment of the application, the processor 1080 included in the mobile phone also has the following functions:
[0156] Obtain a set of atomic buttons, wherein each atomic button in the set has a skill performance state, and the skill performance state corresponding to each atomic button is different;
[0157] In response to receiving a trigger operation from the target object on the target game skill button, obtain the skill pending state corresponding to the target game skill button;
[0158] Configure the atomic button set according to the skill's pending state to obtain multiple atomic buttons in the atomic button set that correspond to the skill's pending state;
[0159] The skill performance state corresponding to the target game skill button is determined based on the plurality of atomic buttons, and the interaction between the target game skill button and the target object is completed based on the skill performance state.
[0160] This application also provides a computer-readable storage medium for storing a computer program that, when run on a computer device, causes the computer device to execute any one of the interactive methods for a game skill button described in the foregoing embodiments.
[0161] This application also provides a computer program product that includes a computer program, which, when run on a computer device, causes the computer device to execute any one of the interactive methods for a game skill button described in the foregoing embodiments.
[0162] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working process of the system and equipment described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0163] In the several embodiments provided in this application, it should be understood that the disclosed systems and methods can be implemented in other ways. For example, the system embodiments described above are merely illustrative. For instance, the division of the system is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple systems may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interfaces, devices, or units, and may be electrical, mechanical, or other forms.
[0164] The system described as separate components may or may not be physically separate. Components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment, depending on actual needs.
[0165] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.
[0166] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes: USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, optical disks, and other media capable of storing computer programs.
[0167] In this application embodiment, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.
[0168] The above embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application.
Claims
1. A method for interacting with a game skill button, characterized in that, include: Obtain a set of atomic buttons, wherein each atomic button in the set has a skill performance state, and the skill performance state corresponding to each atomic button is different; In response to receiving a trigger operation from the target object on the target game skill button, obtain the skill pending state corresponding to the target game skill button; Configure the atomic button set according to the skill's pending state to obtain multiple atomic buttons in the atomic button set that correspond to the skill's pending state; The skill performance state corresponding to the target game skill button is determined based on the plurality of atomic buttons, and the interaction between the target game skill button and the target object is completed based on the skill performance state.
2. The method according to claim 1, characterized in that, The step of determining the skill performance state corresponding to the target game skill button based on the plurality of atomic buttons includes: The skill performance status corresponding to each of the multiple atomic buttons is determined based on the multiple atomic buttons; The skill performance states corresponding to the multiple atomic buttons are combined to obtain the skill performance state corresponding to the target game skill button.
3. The method according to claim 2, characterized in that, Before combining the skill performance states corresponding to the plurality of atomic buttons to obtain the skill performance state corresponding to the target game skill button, the method further includes: Obtain the skill target performance state corresponding to the target game skill button, wherein the generation time of the skill target performance state is earlier than the generation time of the skill performance state; The step of combining the skill performance states corresponding to the plurality of atomic buttons to obtain the skill performance state corresponding to the target game skill button includes: The skill performance states corresponding to the plurality of atomic buttons are combined to obtain the target skill performance state corresponding to the target game skill button; If the performance state of the skill target is different from the performance state of the target skill, the performance state of the skill target is updated according to the performance state of the target skill to obtain the performance state of the skill corresponding to the target game skill button.
4. The method according to claim 1, characterized in that, The step of responding to a trigger operation from a target object on a target game skill button and obtaining the skill pending state corresponding to the target game skill button includes: In response to receiving a trigger operation from the target object on the target game skill button, obtain the button interaction event for the target game skill button; Configure and process the button interaction events to obtain the skill interaction events corresponding to the target game skill button; Based on the skill interaction event, determine the skill's pending state corresponding to the target game skill button.
5. The method according to claim 4, characterized in that, Before configuring and processing the button interaction event to obtain the skill interaction event corresponding to the target game skill button, the method further includes: Obtain the event configuration table, wherein the event configuration table is used to support the configuration between the button interaction event and the skill interaction event; The step of configuring and processing the button interaction events to obtain the skill interaction events corresponding to the target game skill button includes: The button interaction events are parsed to obtain the button interaction state corresponding to the target game skill button; Configure the button interaction state according to the event configuration table, obtain the skill interaction event corresponding to the button interaction state, and use the skill interaction event corresponding to the button interaction state as the skill interaction event corresponding to the target game skill button.
6. The method according to claim 5, characterized in that, Before configuring the button interaction state according to the event configuration table and obtaining the skill interaction event corresponding to the button interaction state, the method further includes: Based on the button interaction event, determine the button skill type corresponding to the target game skill button; The button interaction state includes an active button state and a deactivated button state. The button interaction state is configured according to the event configuration table to obtain the skill interaction event corresponding to the button interaction state, including: If the button interaction state is the button active state, configure the button active state and the button skill type according to the event configuration table to obtain the skill interaction event corresponding to the button interaction state; Alternatively, if the button interaction state is the button inactive state, the button inactive state and the button skill type are configured according to the event configuration table to obtain the skill interaction event corresponding to the button interaction state.
7. The method according to claim 1, characterized in that, The step of configuring the atomic button set according to the skill's pending performance state to obtain multiple atomic buttons in the atomic button set corresponding to the skill's pending performance state includes: Based on the skill's pending state, an extraction operation is performed on the atomic button set to obtain multiple atomic buttons in the atomic button set that correspond to the skill's pending state.
8. The method according to claim 1, characterized in that, Following the acquisition of the atomic button set, the following is also included: The atomic button set is extracted according to different skill waiting states to obtain multiple atomic buttons in the atomic button set that correspond to the different skill waiting states respectively, wherein the skill waiting state corresponding to the target game skill button is any one of the different skill waiting states; Based on the multiple atomic buttons corresponding to the different skill display states, generate a button configuration list corresponding to the different skill display states; The step of configuring the atomic button set according to the skill's pending performance state to obtain multiple atomic buttons in the atomic button set corresponding to the skill's pending performance state includes: Match multiple button configuration lists based on the skill's pending performance status to obtain a target button configuration list that corresponds to the skill's pending performance status. Based on the target button configuration list, determine multiple atomic buttons in the atomic button set that correspond to the skill's pending state.
9. An interactive device for a game skill button, characterized in that, include: An atomic button set acquisition unit is used to acquire an atomic button set, wherein each atomic button in the atomic button set has a skill performance state, and the skill performance state corresponding to each atomic button is different; The pending performance state acquisition unit is used to obtain the pending performance state of the skill corresponding to the target game skill button in response to receiving a trigger operation from the target object for the target game skill button; An atomic button obtaining unit is configured to configure the atomic button set according to the skill's pending performance state, and obtain multiple atomic buttons in the atomic button set corresponding to the skill's pending performance state; The skill performance status determination unit is used to determine the skill performance status corresponding to the target game skill button based on the plurality of atomic buttons, and to complete the interaction between the target game skill button and the target object based on the skill performance status.
10. A computer device, characterized in that, The device includes a processor and a memory: The memory is used to store computer programs and to transfer the computer programs to the processor; The processor is configured to execute the steps of the interaction method for the game skill button according to any one of claims 1 to 8, based on instructions in the computer program.
11. A computer-readable storage medium, characterized in that, The computer-readable storage medium is used to store a computer program that, when executed by a computer device, implements the steps of the interaction method for the game skill button as described in any one of claims 1 to 8.
12. A computer program product, characterized in that, The method includes a computer program that, when executed by a computer device, implements the steps of the interaction method for the game skill button as described in any one of claims 1 to 8.