Visual game task editing system and method

CN122937490APending Publication Date: 2026-10-20SHANGHAI CHENGJING FANHAI TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202611151187.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-07-31
Publication Date
2026-10-20

AI Technical Summary

Technical Problem

[0005]本申请提供一种可视化的游戏任务编辑系统和方法,以解决现有技术中游戏任务流程编辑复杂,效率较低的问题

Benefits of technology

[0008]基于本方案,通过设置任务编辑层和任务运行层的双层架构,使得编辑器的可视化交互逻辑与游戏任务的运行时执行逻辑相互分离,从而在保证编辑器界面灵活易用的同时,封装了底层的任务执行、数据序列化和服务器同步等复杂操作,设计人员无需编写代码即可完成游戏任务流程的可视化编排;通过设置节点库区域、任务编辑区域和属性配置区域的三区域任务编辑界面,并在任务编辑区域中响应用户对任务节点的编辑操作生成任务流程拓扑结构,使得设计人员能够以节点拖拽和连线的方式直观地构建任务流程,大幅降低了任务编辑的学习成本和技术门槛;通过基于任务拓扑结构和配置的任务参数生成游戏任务流程并由任务运行层执行,实现了从可视化编辑到任务实际运行的无缝衔接,使得设计人员能够在编辑完成后即时验证任务流程的正确性和完整性,有效提升了游戏任务的开发和迭代效率。

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Abstract

This application provides a visual game task editing system and method, belonging to the field of game development technology. This system separates the visual interactive editing operations from the underlying task execution logic through a two-layer architecture of task editing and task execution layers. It also provides a three-area editing interface: a node library area, a task editing area, and an attribute configuration area. This allows designers to intuitively construct task flow topologies by dragging and connecting nodes, and automatically generate runnable game task flows based on the topology and parameter configurations. This significantly reduces the learning curve and operational complexity of task editing, improving the development and iteration efficiency of game tasks.
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Description

Technical Field

[0001] This application relates to the field of game development technology, and in particular to a visual game task editing system and method. Background Technology

[0002] In the field of game development technology, the game quest system is a core module that connects game content, undertaking important functions such as guiding player behavior, advancing plot development, and triggering specific gameplay. Quest design requires comprehensive consideration of multiple aspects, including character behavior and interaction logic, integration of world view and story, player experience, and online progress synchronization. It is a highly complex and frequently iterated stage in game development.

[0003] As the scale of game content continues to expand and players' demands for gaming experience continue to rise, the types and number of game tasks are increasing daily, and the complexity of task flow arrangement is also rising significantly. Designers need to repeatedly adjust the order of task nodes, conditional branches, and configuration parameters, which places higher demands on the flexibility and ease of use of task editing tools.

[0004] However, the industry's methods for editing game task flows generally involve using blueprint editing or program code to configure task logic. The entire process is quite complex, requires high technical skills from designers, and results in low efficiency for designers in editing the entire task flow. Summary of the Invention

[0005] This application provides a visual game task editing system and method to solve the problems of complex and inefficient game task flow editing in the prior art.

[0006] Firstly, this application provides a visual game task editing system, including a display component and a controller. The controller runs a game task editor; the game task editor includes a task editing layer and a task execution layer; the task editing layer provides a task editing interface, and the task execution layer runs game tasks.

[0007] The controller is configured as follows: In response to game task editing commands, control the display component to show the task editing interface provided by the task editing layer; The system detects user actions on the task editing interface. The task editing interface includes a node library area, a task editing area, and an attribute configuration area. The node library area is used to display task nodes of multiple preset node types. In response to the user's first selection of a task node in the node library area, the control display component displays the selected task node in the task editing area; In response to the user's editing operation on the selected task node in the task editing area, a task flow topology is generated; the task flow topology is used to represent the execution order of the selected task nodes. In response to the user's second selection operation on the selected task node in the task editing area, the control display component displays the task parameter configuration items of the game task corresponding to the selected task node in the attribute configuration area; Retrieve the task parameters configured by the user based on the task parameter configuration items; The game task flow is generated based on the task topology and the task parameters configured by the user for the selected task nodes. The corresponding game tasks are executed through the task execution layer according to the game task flow.

[0008] Based on this solution, a two-layer architecture of task editing and task execution layers is adopted, which separates the visual interaction logic of the editor from the runtime execution logic of the game tasks. This ensures that the editor interface is flexible and easy to use, while encapsulating complex operations such as underlying task execution, data serialization, and server synchronization. Designers can complete the visual arrangement of game task flows without writing code. By setting up a three-area task editing interface with a node library area, a task editing area, and an attribute configuration area, and generating a task flow topology structure in response to user editing operations on task nodes in the task editing area, designers can intuitively build task flows by dragging and dropping nodes and connecting them, which greatly reduces the learning cost and technical threshold of task editing. By generating game task flows based on task topology structure and configured task parameters and executing them by the task execution layer, a seamless connection is achieved from visual editing to actual task execution. This allows designers to verify the correctness and completeness of task flows immediately after editing, effectively improving the development and iteration efficiency of game tasks.

[0009] In some feasible embodiments, the controller performs a first selection operation of a task node in the node library area in response to the user's selection, controlling the display component to display the user-selected task node in the task editing area, specifically configured as follows: Detect user operations on the node library area; In response to detecting a user's first selection operation on the first task node in the node library area, the first task node is added to the task editing area so that the display component shows the first task node in the task editing area; the first selection operation is either a double-click operation on the first task node or a drag operation on the first task node from the node library area to the task editing area.

[0010] In some feasible embodiments, the node library area contains a node type control corresponding to each preset node type; After the controller performs the operation of detecting user actions on the node library area, it is also configured as follows: In response to the user's selection of the target node type control in the node library area, a list of task nodes corresponding to the target node type control is displayed in the node library area; the task node list contains all available task nodes belonging to the target node type.

[0011] In some feasible embodiments, the preset node types include system behavior nodes, task step nodes, gameplay unit nodes, and status nodes. System behavior nodes are used to represent game system behavior, task step nodes are used to represent game task objectives, gameplay unit nodes are used to represent game activities, and status nodes are used to represent the lifecycle of the task process. The task node list corresponding to the gameplay unit node includes newly created gameplay unit nodes and existing gameplay unit nodes; newly created gameplay unit nodes are used to create new task nodes, and existing gameplay unit nodes are task nodes that have already been edited.

[0012] The controller is also configured as follows: In response to the user's triggering operation on the newly created gameplay unit node, a task node editing interface is created in the task editing area; the task node editing interface is used to configure the task logic of the newly created game task, which includes the task description and task flow; Create new task nodes based on the user's editing operations in the task node editing interface; Mark the new task node as an existing gameplay unit node and add it to the task node list corresponding to the gameplay unit node.

[0013] In some feasible embodiments, the controller performs a task flow topology in response to the user's editing operation on the selected task node in the task editing area, specifically configured as follows: In response to the user's operation of drawing a connection between the second and third task nodes in the task editing area, a directed connection between the second and third task nodes is generated; the directed connection is used to represent the execution order between the second and third task nodes, and the task node at the beginning of the directed connection is executed before the task node at the end of the directed connection. Detect directed connections between all task nodes in the task editing area; The task flow topology is generated based on all task nodes and directed connections.

[0014] In some feasible embodiments, the controller performs a second selection operation in response to the user's selection of a task node in the task editing area, controlling the display component to display the task parameter configuration items of the game task corresponding to the selected task node in the attribute configuration area, specifically configured as follows: In response to the user's second selection operation on the fourth task node in the task editing area, the attribute configuration interface corresponding to the fourth task node is displayed in the attribute configuration area; the second selection operation includes the user's click operation on the fourth task node; the attribute configuration interface includes the task parameter configuration items of the game task corresponding to the fourth task node; Determine the task parameters configured by the user in the attribute configuration interface. The task parameters include at least one of the following: node name, task description, task completion conditions, and task reward. The fourth task node is associated with and stored with the task parameters.

[0015] In some feasible embodiments, the node type of the fourth task node is a task step node, and the attribute configuration interface includes associated object configuration items. The controller determines the task parameters configured by the user in the task parameter configuration item in the property configuration interface, specifically as follows: In response to user actions that trigger configuration items for associated objects, control the display component to show the game scene; In response to the user's selection of a target object in the game scene, obtain the object identifier of the target object; The object identifier is set as the task parameter of the game task corresponding to the fourth task node.

[0016] In some feasible embodiments, the controller executes the display of the attribute configuration interface corresponding to the fourth task node in the attribute configuration area, specifically configured as follows: Detect the data synchronization requirements of the fourth task node; If data synchronization requires server confirmation, the server synchronization configuration item will be displayed in the attribute configuration interface. The server synchronization configuration item is used to indicate that a data synchronization request should be sent to the server after the game task corresponding to the fourth task node is executed, and to mark the game task as completed after the server sends back the confirmation result. If data synchronization requires that server confirmation is not needed, then hide the server synchronization configuration item in the property configuration interface.

[0017] In some feasible embodiments, before the controller executes the corresponding game task according to the game task flow through the task execution layer, it is further configured to: Detect the task nodes corresponding to the game's task flow; In the task execution layer, determine the data object corresponding to the task node; the data object is the data content of the game task corresponding to the running task node; Associate data objects with task nodes.

[0018] Secondly, this application also provides a visual game task editing method, applied to any of the above-mentioned visual game task editing systems, the method comprising: In response to game task editing commands, control the display component to show the task editing interface provided by the task editing layer; The system detects user actions on the task editing interface. The task editing interface includes a node library area, a task editing area, and an attribute configuration area. The node library area is used to display task nodes of multiple preset node types. In response to the user's first selection of a task node in the node library area, the control display component displays the selected task node in the task editing area; In response to the user's editing operation on the selected task node in the task editing area, a task flow topology is generated; the task flow topology is used to represent the execution order of the selected task nodes. In response to the user's second selection operation on the selected task node in the task editing area, the control display component displays the task parameter configuration items of the game task corresponding to the selected task node in the attribute configuration area; Retrieve the task parameters configured by the user based on the task parameter configuration items; The game task flow is generated based on the task topology and the task parameters configured by the user for the selected task nodes. The corresponding game tasks are executed through the task execution layer according to the game task flow. Attached Figure Description

[0019] To more clearly illustrate the technical solution of this application, the drawings used in the embodiments will be briefly introduced below. Obviously, for those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0020] Figure 1 The diagram illustrates the operation scenarios of a visual game task editing system provided in some embodiments; Figure 2 The diagram illustrates how the controller performs game task editing in some embodiments; Figure 3 A schematic diagram of the game task editing interface in some embodiments is shown; Figure 4 The flowcharts for adding task nodes in some embodiments are shown; Figure 5 The following are schematic diagrams illustrating the process of generating the task flow topology in some embodiments; Figure 6 The flowcharts illustrating the associated node tasks and task parameters in some embodiments are shown; Figure 7 The flowcharts of the associated task editing layer and task execution layer in some embodiments are shown; Figure 8 A flowchart illustrating a visual game task editing method is shown in some embodiments. Detailed Implementation

[0021] The embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The embodiments described in the following examples do not represent all embodiments consistent with this application.

[0022] To enable those skilled in the art to better understand the technical solutions in this application, the technical solutions in the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those of ordinary skill in the art without creative effort are within the scope of protection of this application.

[0023] It should be noted that the descriptions of "first", "second", etc. appearing in the embodiments of this application are only for illustration and to distinguish the objects being described, and there is no order to them. They do not indicate any special limitation on the number of devices in the embodiments of this application, and cannot constitute any limitation on the embodiments of this application.

[0024] The following describes the relevant concepts involved in the embodiments of this application to facilitate understanding by those skilled in the art.

[0025] The Game Task Editor is a software tool used for visually editing task flows during game development. It employs a two-tier architecture, comprising a task editing layer and a task execution layer. The task editing layer handles visual presentation, user interaction, node drag-and-drop placement, and connection drawing. The task execution layer handles the actual execution logic, data serialization, and server synchronization. The two layers are linked through object references, with each node in the task editing layer holding a reference to runtime data.

[0026] A task node is a visual element in the game task editor used to represent a specific business step in the task process. Each task node encapsulates specific business logic and exposes only configurable parameters to the outside world.

[0027] The task flow topology is a directed graph structure composed of all task nodes in the task editing area and the directed connections between them. The directed connections represent the execution order between nodes. The task flow topology supports branching and converging; a node can connect to multiple downstream nodes to form a task branch, and multiple nodes can connect to the same downstream node to form a task convergence.

[0028] An object identifier is a unique identifier for an interactive object in a game scene. Object types include NPCs, collectable items, and trigger areas.

[0029] Lifecycle states are the state information maintained by task nodes during runtime, including inactive, loading, activated, completed, and failed states. State transitions follow predefined rules and are triggered by events such as preconditions, resource loading results, and completion condition judgment results.

[0030] The application scenarios of this application will be explained below.

[0031] In the field of game development technology, the game quest system is a core module that connects game content, undertaking important functions such as guiding player behavior, advancing plot development, and triggering specific gameplay. Quest design requires comprehensive consideration of multiple aspects, including character behavior and interaction logic, integration of world view and story, player experience, and online progress synchronization. It is a highly complex and frequently iterated stage in game development. As the scale of game content continues to expand and players' demands for game experience continue to rise, the types and number of game quests are increasing daily, and the complexity of quest flow arrangement is also rising significantly.

[0032] In the industry, game quest flow editing typically employs either Blueprint editing or programmatic coding to configure quest logic. While Blueprint tools are powerful, they introduce programming concepts such as variable definition, function calls, and type matching, resulting in a steep learning curve and requiring designers to undergo lengthy training to master them. Programmatic coding, on the other hand, suffers from long response times; every adjustment by the designer requires programmers to modify, compile, and deploy the code, leading to high communication costs and slow iteration speed.

[0033] Therefore, the existing technology has a relatively complex process, requires high technical skills from designers, and results in low efficiency for designers in editing the entire task flow.

[0034] To address the aforementioned issues, this application provides a visual game task editing system. This system employs a two-layer architecture—a task editing layer and a task execution layer—to separate the visual interactive editing operations from the underlying task execution logic. It also provides a three-area editing interface: a node library area, a task editing area, and an attribute configuration area. This allows designers to intuitively construct task flow topologies by dragging and connecting nodes, and automatically generate runnable game task flows based on the topology and parameter configurations. Furthermore, it encapsulates the underlying implementation of server communication and data export, thereby significantly reducing the learning curve and operational complexity of task editing and improving the development and iteration efficiency of game tasks.

[0035] Figure 1 The diagram illustrates operational scenarios of a visual game task editing system provided in some embodiments. For example... Figure 1 As shown, users can operate the game task editing system 100 and edit game task flows through the visual interface provided by the game task editing system 100. The game task editing system 100 and the server 200 can communicate with each other through various communication methods, such as through a local area network (LAN) or a wireless local area network (WLAN).

[0036] The game task editing system 100 includes a display component and a controller.

[0037] The display component can be a monitor, touch screen, or projection device, used to present a visual task editing interface to the user. The controller can be a processing unit with computing capabilities, such as a central processing unit (CPU), graphics processing unit (GPU), or neural processing unit (NPU), or it can be a personal computer or workstation that integrates such processing units. The controller communicates with the display component to generate and control the content of the editing interface displayed by the display component, and to run the core logic of the game task editor.

[0038] In some embodiments, the controller runs a game task editor, which can be embedded in the game engine as part of an integrated development environment (IDE) or run as a standalone application.

[0039] The game task editor includes a task editing layer and a task execution layer.

[0040] The task editing layer is a visual interactive interface layer for designers. It is responsible for providing the task editing interface and handling user editing operations, including the rendering and interaction logic of interface elements such as the node library area, task editing area, and attribute configuration area.

[0041] In some embodiments, the task editing layer can be built on the game engine's UI framework, employing the MVVM (Model-View-ViewModel) design pattern to decouple the node data model, editing view, and interaction logic. Specifically, the node data model (Model) maintains metadata such as the type identifier, position coordinates, connection relationships, and parameter mappings of each task node; the editing view (View) is responsible for rendering the node data model into visual cards and connections; and the interaction logic (ViewModel) handles user drag-and-drop, selection, and connection operations and synchronously updates the data model.

[0042] The task execution layer is a runtime execution layer for the game engine, responsible for running the corresponding game tasks according to the generated task flow. In some embodiments, the task execution layer includes a lightweight task flow interpreter, which can read the task topology data generated by the task editing layer without launching the full game client, and drive the execution of each task node sequentially according to the topological sorting order of the directed acyclic graph (DAG).

[0043] The task editing layer and the task execution layer are linked through object references. Each task node in the task editing layer holds a reference to the corresponding data object in the task execution layer. The editing operations performed by the designer in the task editing layer are synchronized in real time with the runtime data structure of the underlying layer.

[0044] In some embodiments, the task editing interface provided by the task editing layer includes three functional areas. The node library area displays task nodes of multiple preset node types. The task editing area receives user editing operations, including graphical operations such as dragging and placing task nodes, adjusting their positions, and drawing connections between nodes. The attribute configuration area configures the task parameters of the game task corresponding to the task node selected by the user, such as node name, task description, task completion conditions, and task rewards.

[0045] In some embodiments, the controller can communicate with a server via a network. The server can be a game server deployed in the cloud or a development server on a local network. After generating the game task flow, the controller can send the serialized task data to the server through the task execution layer, enabling real-time synchronization of task configuration data and multi-user collaboration.

[0046] In some embodiments, the controller may further include a storage unit for storing task flow topology data, task parameter configuration data, and serialized configuration files generated during task editing. The storage unit may be a local non-volatile storage medium such as a solid-state drive or a hard disk drive, or it may be a network cloud drive.

[0047] Figure 2 The diagram illustrates how the controller performs game task editing in some embodiments. For example... Figure 2 As shown, the controller is specifically configured to execute the following process: Step S110: In response to the game task editing command, control the display component to display the task editing interface provided by the task editing layer.

[0048] The task editing interface includes a node library area, a task editing area, and an attribute configuration area. The node library area displays task nodes of multiple preset node types. The task editing area allows users to edit the task nodes selected in the node library area. The attribute configuration area allows users to configure the task parameters of the game task corresponding to the task node selected in the task editing area.

[0049] In some embodiments, game task editing commands can be operation commands triggered by the user clicking the "New Task" button on the editor's main interface, opening an existing task file, or selecting a specific task item from the task list.

[0050] The task editing layer can provide the UI layout for the task editing interface, and the controller can control the display components to load and display the task editing interface layout.

[0051] The node library area displays task nodes available for user selection in a preset layout, facilitating browsing and selection by designers. The task editing area provides users with a visual canvas where they can edit task nodes and their relationships through drag-and-drop, clicking, and connecting lines. The attribute configuration area dynamically switches the displayed configuration items based on the currently selected task node, ensuring designers only see configuration options relevant to the current node type.

[0052] Figure 3 The diagram shows schematic representations of the game task editing interface in some embodiments. For example... Figure 3 As shown, the task editing interface can adopt a multi-panel layout, with the node library area Y1 located on the left side of the interface to display task nodes of multiple preset node types. In this embodiment, the preset node types include system behavior nodes, task step nodes, gameplay unit nodes, and status nodes.

[0053] Among them, system behavior nodes are used to represent game system behaviors, such as engine-level functional operations like automatic saving, playing global animations, or switching game modes.

[0054] Task step nodes are used to represent game task objectives, which are task content that players can perceive, such as talking to NPCs, collecting a specified number of items, or defeating specific enemies.

[0055] Gameplay unit nodes are used to represent game activities and encapsulate reusable sub-task processes, such as mini-game levels, dungeon challenges, and limited-time events.

[0056] State nodes are used to represent the lifecycle of a task process, such as process control markers like task start, task completion, task failure, or task abort. It's important to note that state nodes themselves do not contain specific business logic.

[0057] The task editing area Y2 is located in the center of the interface, occupying the majority of the display space. Users can add task nodes in this area and establish the execution order and conditional branching relationships between nodes by connecting them. For example, a complete task flow includes a task start node, a dialogue task node, and a task completion node connected in sequence.

[0058] The attribute configuration area Y3 is located on the right side of the interface and dynamically updates its content based on user selections in the form of an attribute panel. The attribute panel displays the configuration items for the currently selected task node, such as task completion conditions and task completion rewards.

[0059] The layout and size of the three areas can be adjusted by the user according to actual needs.

[0060] Step S120: Detect user operations on the task editing interface, including user operations on the node library area, task editing area, and attribute configuration area.

[0061] In step S130, in response to the user's first selection of a task node in the node library area, the display component is controlled to display the task node selected by the user in the task editing area.

[0062] The first selection operation is the user's instruction to display the task node in the node library area to the task editing area. In other words, the task node selected by the user in the node library area is the task node that needs to be added in the game task process.

[0063] Add the task node to the task editing area for display, so that it can be edited later.

[0064] Step S140: In response to the user's editing operation on the selected task node in the task editing area, a task flow topology structure is generated.

[0065] The task flow topology is used to characterize the execution order of the selected task nodes.

[0066] The task flow topology is a directed graph data structure. The nodes in the graph are task nodes selected by the user from the node library and placed in the task editing area. The directed edges in the graph represent the execution order relationship between task nodes. The controller parses the editing operations performed by the user on task nodes in the task editing area, including node addition, node deletion, node movement, and drawing connections between nodes, and updates the topology data in real time based on these operations.

[0067] In some embodiments, the task flow topology is maintained in memory in the form of a graph data structure. After each user's editing operation is received, the controller updates the graph structure by judging the operation type and verifying the data, and synchronously updates the display position of the nodes and the drawing effect of the connections in a visual manner in the task editing area so that the designer can confirm.

[0068] Step S150: In response to the user's second selection operation on the selected task node in the task editing area, the display component is controlled to display the task parameter configuration items of the game task corresponding to the selected task node in the attribute configuration area.

[0069] The task editing area contains task nodes for several game tasks within the game's questline. Users can select a task node to set corresponding task parameters. The second selection action is a user-instructed action that displays the task parameter configuration options for the game task corresponding to the task node.

[0070] Step S160: Obtain the task parameters configured by the user based on the task parameter configuration items.

[0071] Step S170: Generate the game task flow based on the task topology and the task parameters configured by the user for the selected task nodes.

[0072] The game task flow is a structured data object that can be executed by the task execution layer. It contains the execution order information of task nodes and the parameter configuration information of each task node. The controller traverses all task nodes in the task flow topology, obtains the task parameters configured by the user for each task node, and integrates the topology data and parameter configuration data into unified task flow data for the task execution layer to load and execute.

[0073] In some embodiments, task parameters may include at least one of node name, task description, task completion conditions, and task reward. The node name is used to uniquely identify the task node; the task description is used to display the task objective and prompts to the player; the task completion conditions define the judgment logic for determining whether the game task corresponding to the task node has been completed, such as defeating a specified number of enemies, collecting a specified type of item, or reaching a specified location; the task reward defines the virtual items or attribute bonuses that the player can obtain after completing the task.

[0074] S180 runs the corresponding game tasks according to the game task flow through the task execution layer.

[0075] Upon receiving the game task flow data, the task execution layer loads and runs the game tasks corresponding to each task node according to the execution order in the topology. The task execution layer creates a runtime instance for each task node, manages the lifecycle state of the task node, determines the completion conditions of the game task, and activates subsequent game tasks upon completion.

[0076] In some embodiments, when executing the task flow, the task execution layer executes the corresponding game tasks according to the execution order in the topology. When a task is completed, the task execution layer checks all successor nodes of that node to determine whether all the preconditions of the successor nodes are met. If they are met, the successor node is activated and its corresponding game task is executed.

[0077] The implementation of steps S110 to S180 is illustrated below.

[0078] In step S110, the control display component displays the task editing interface provided by the task editing layer. The task editing interface includes a node library area, a task editing area, and an attribute configuration area.

[0079] In step S120, user operations on the task editing interface are detected. For example, these operations include selecting a task node in the node library area, editing a task node in the task editing area, and configuring task parameters in the attribute configuration area.

[0080] In step S130, in response to the user's first selection of a task node in the node library area, the display component is controlled to display the user-selected task node in the task editing area.

[0081] Figure 4 The diagram illustrates the process of adding task nodes in some embodiments. For example... Figure 4 As shown, step S130 specifically includes the following steps: Step S131: Detect user operations on the node library area.

[0082] The controller can continuously listen for user interactions within the node library area, such as mouse hover, click to select, double-click to expand, and drag events.

[0083] Step S132: In response to detecting a user's first selection operation on the first task node in the node library area, add the first task node to the task editing area so that the display component displays the first task node in the task editing area.

[0084] In this embodiment of the application, the first task node refers to any task node selected by the user in the node library area.

[0085] The first selection operation can be a double-click operation on the first task node in the node library area, or a drag-and-drop operation on the first task node from the node library area to the task editing area. It can also be an add operation triggered by right-clicking the first task node; this embodiment does not impose specific limitations.

[0086] After detecting a selected operation, the controller creates a visual node instance corresponding to the first task node in the task editing area.

[0087] In some embodiments, when a user performs a drag operation, the controller renders a real-time preview of the node's drag effect in the task editing area, following the mouse position. When the user releases the mouse, the node instance is placed at the release position. When the user performs a double-click operation, the node instance is placed at the default position in the task editing area, such as the center of the canvas or offset below the last placement position.

[0088] In some embodiments, the node library area includes a node type control corresponding to each preset node type. The node type control is organized in the form of tabs, collapsible panels, or drop-down menus, making it convenient for users to browse task nodes by type.

[0089] In response to the user's selection of the target node type control in the node library area, the controller controls the display component to show the task node list corresponding to the target node type control in the node library area. The task node list contains all available task nodes belonging to the target node type.

[0090] For example, the left side of the node library area displays four node type controls: System Behavior, Task Steps, Gameplay Units, and Status. When a designer clicks the "Task Steps" control, the node library area expands to display a list of nodes, including task step types such as "Talk to NPCs," "Collect Items," "Defeat Enemies," "Reach Location," and "Use Items." Designers can select the desired nodes from this list and drag them into the editing area.

[0091] In some embodiments, the task node list corresponding to a gameplay unit node includes newly created gameplay unit nodes and existing gameplay unit nodes.

[0092] The new gameplay unit node is used to create new task nodes. After the user triggers the node, the system creates a task node editing interface in the task editing area. The task node editing interface is used to configure the task logic of the newly created game task. The task logic can include the task description and task flow.

[0093] In some embodiments, after a designer creates a new gameplay unit node, they can double-click the node to enter the task node editing interface. In response to the double-click operation on the gameplay unit node, the system switches from the main task graph editing interface to the internal subtask graph editing interface corresponding to the gameplay unit node. The task node editing interface can be the same as the task editing interface, where the designer configures the subtask flow.

[0094] The controller receives node creation and connection configuration operations for the subtask process in the internal subtask graph editing interface. After completing the subtask process configuration, the subtask process is encapsulated inside the gameplay unit node, and the gameplay unit node is saved as a template resource. This gameplay unit node can be reused in editing other task processes.

[0095] In some embodiments, when a designer double-clicks a gameplay unit node in the task editing area, the controller first saves the current editing state of the main task graph editing interface, including view parameters such as the canvas zoom level and scroll position, and then switches to the internal sub-task graph editing interface. This internal sub-task graph editing interface provides a sub-task canvas with the same structure as the main editing area. It pre-sets the input and output ports of the gameplay unit node and the external main task flow as boundary nodes. Designers create nodes and configure connections within the sub-task canvas to complete the sub-task flow arrangement. After arrangement, the sub-task flow data is encapsulated within the gameplay unit node's data object, exposing only the input and output ports as interfaces.

[0096] For example, a designer creates a new "Limited-Time Kill Event" gameplay unit node. After double-clicking to enter the internal sub-task graph editing interface, they arrange the flow of sub-tasks such as countdown start node, monster spawn node, kill count node, and reward distribution node in the sub-canvas, and configure the parameters of each sub-node. After completion, they exit the sub-editing interface and return to the main task flow canvas. The "Limited-Time Kill Event" gameplay unit node is displayed as a reusable node module on the main canvas, which the designer can drag and drop into other task flows for reuse.

[0097] The controller creates new task nodes based on the user's editing operations in the task node editing interface, marks the newly created task nodes as existing gameplay unit nodes, and adds them to the task node list corresponding to the gameplay unit node so that they can be referenced again in subsequent task flows.

[0098] Existing gameplay unit nodes are task nodes that have already been edited. They can be directly selected from the list and added to the current task flow for reuse.

[0099] In some embodiments, in response to a template resource being dragged from the resource library into the graphics editing area, the controller creates a reference node, wherein the internal subtask flow of the reference node is inherited from the template resource and cannot be directly edited. When the template resource is updated, the internal subtask flow of the reference node is automatically updated synchronously.

[0100] Template resources are gameplay unit nodes that have been saved as templates. The resource library is a panel area in the task editing interface used to manage and display all available template resources. Reference nodes are instantiated representations of template resources in the task flow. Reference nodes inherit the sub-task flow structure of template resources, but are not allowed to directly modify the internal sub-task flow to maintain template consistency.

[0101] In some embodiments, the controller maintains a table of relationships between template resources and all their referencing nodes. When a designer modifies and saves a template resource, the controller traverses the relationship table, finds all referencing nodes that reference the template, and pushes the updated subtask process data to each referencing node to achieve synchronization.

[0102] The technical solution provided in this disclosure supports two-layer editing and template reuse mechanisms for gameplay unit nodes, enabling designers to encapsulate commonly used subtask processes into reusable templates and reference them in multiple task processes through reference nodes. The parameter overriding mechanism allows for parameter adjustment in different scenarios without modifying the template itself. When the template is updated, all reference nodes are automatically synchronized, significantly improving the reusability and maintenance efficiency of task processes.

[0103] Figure 5 Flowcharts illustrating the generation of task flow topologies in some embodiments are shown. For example... Figure 5 As shown, step S140 may include the following steps S141 to S143.

[0104] S141, in response to the user's operation of drawing a connection between the second and third task nodes in the task editing area, a directed connection is generated between the second and third task nodes. The directed connection represents the execution order between the second and third task nodes, with the task node at the start of the directed connection executing before the task node at the end of the directed connection.

[0105] In this embodiment, the second task node and the third task node are any two task nodes that the user has placed in the task editing area. The connection operation can be a mouse operation where the user drags the second task node from its output port to the third task node's input port, or it can be a connection command triggered by a right-click menu or a shortcut key.

[0106] After detecting a connection operation, the controller first verifies the validity of the node types of the nodes at both ends of the connection. After confirming that the output port of the second task node supports connection and the input port of the third task node supports receiving connection, it renders an arrow line from the second task node to the third task node in the task editing area.

[0107] In some embodiments, the visual representation of each task node in the task editing area includes an input port and an output port. The input port is used to receive directed connections from the preceding node, and the output port is used to send directed connections to subsequent nodes. The starting point of the directed connection is the coordinates of the output port of the second task node, and the ending point is the coordinates of the input port of the third task node. An arrow is drawn in the middle of the connection to clearly indicate the execution direction.

[0108] S142, detect directed connections between all task nodes in the task editing area.

[0109] The controller iterates through all task nodes placed in the task editing area, checks the input and output ports of each task node, and collects information on all directed connections established between the nodes. Each directed connection includes the start node identifier, end node identifier, and arrow direction.

[0110] S143 generates a task flow topology based on all task nodes and directed connections.

[0111] The task flow topology can be a directed graph data structure, where the direction of the directed edges in the graph represents the execution order of the task nodes. The controller constructs a directed graph based on all detected task nodes and directed connections, using the unique identifier of each task node as a graph node and the directed connections as graph edges, forming a complete topology data that describes the relationship between task execution order.

[0112] In some embodiments, after constructing a directed graph, the controller can sort the nodes in the graph and detect whether a cycle exists. If a cycle is detected, indicating the presence of a loop in the graph, the save operation is blocked, and the directed connections constituting the cycle are marked in the task editing area with a highlight color or a blinking animation, prompting the designer to correct the topology.

[0113] The controller can also check for unconnected nodes to identify orphaned task nodes, and check for illegal connections, such as connections pointing to upstream task nodes or other semantically invalid connections.

[0114] In the technical solution provided by the embodiments of this disclosure, the visualization of directed connections and the automatic generation of topology enable designers to construct task execution processes in an intuitive graphical way. At the same time, the correctness of the process is ensured by topology sorting and graph relationship verification, avoiding runtime errors caused by circular dependencies or illegal connections, and improving the robustness and maintainability of the task process.

[0115] In step S150, in response to the user's second selection operation on the selected task node in the task editing area, the control display component displays the task parameter configuration items of the game task corresponding to the selected task node in the attribute configuration area.

[0116] Figure 6 The diagrams shown illustrate the flow charts of associated node tasks and task parameters in some embodiments. For example... Figure 6 As shown, step S150 specifically includes the following steps: S151, in response to the user's second selection operation on the fourth task node in the task editing area, the attribute configuration interface corresponding to the fourth task node is displayed in the attribute configuration area. In this embodiment, the fourth task node is any task node selected by the user in the task editing area through clicking or other operations. The second selection operation includes the user's clicking operation on the fourth task node, or it can be a task parameter configuration operation triggered by right-clicking the fourth task node. The attribute configuration interface includes the task parameter configuration items of the game task corresponding to the fourth task node.

[0117] After the controller detects the selected operation, it first obtains the node type of the fourth task node.

[0118] Based on the node type, the corresponding attribute configuration interface is loaded from the pre-set attribute configuration template library and rendered and displayed in the attribute configuration area. The attribute configuration interface corresponding to different node types contains different configuration items, ensuring that designers only see the configuration options related to the current node.

[0119] S152, determine the task parameters configured by the user in the attribute configuration interface for the task parameter configuration item. The task parameters include at least one of node name, task description, task completion conditions and task reward.

[0120] The node name identifies the task node in the task editing area and also serves as a unique identifier for the node in the task flow configuration data. The task description is the text displayed to the player, indicating the task objectives. The task completion conditions define the logic for determining whether the corresponding game task has been completed. The task rewards define the virtual items or attribute bonuses the player can obtain after completing the task, such as experience points, gold coins, equipment items, or skill unlocks.

[0121] In some embodiments, the attribute configuration template library provides a corresponding attribute panel for each preset node type. When the fourth task node is a task step node, the attribute configuration interface includes a node name input box, a task description text input box, a task completion condition configuration area, a task reward configuration area, and associated object configuration items, etc.

[0122] When the fourth task node is a system behavior node, the attribute configuration interface includes system behavior parameter configuration items, such as system settings for black screen upon entry, black screen upon exit, and no transition.

[0123] When the fourth task node is a status node, the attribute configuration interface can display only basic information such as the node name.

[0124] When the fourth task node is a gameplay unit node, the attribute configuration interface includes gameplay configuration items such as gameplay instructions.

[0125] In some embodiments, when the node type of the fourth task node is a task step node, the attribute configuration interface includes an associated object configuration item.

[0126] Among them, the associated object configuration item is used to establish an association between the three-dimensional objects in the game scene and the current task node, so that the task execution layer can access and operate the corresponding game objects when executing the task node.

[0127] In response to user actions that trigger configuration items for associated objects, the controller can control the display components to show the game scene.

[0128] In response to the user's selection of a target object in the game scene, the controller obtains the object identifier of the target object and determines the object identifier as the task parameter of the game task corresponding to the fourth task node.

[0129] For example, when a designer is editing a "Dialogue NPC" task step node, clicking the associated object configuration button in the attribute configuration area switches the system view to the game scene editor. The designer then selects a specific NPC character in the 3D scene. The system retrieves the object identifier of that NPC character, such as "NPC-001," and stores it in the task parameters of the "Dialogue NPC" task node. When the task execution layer executes this task, it locates the target NPC character using the object identifier and triggers the dialogue flow.

[0130] In some embodiments, users can directly enter the object identifier in the associated object configuration item without needing to select a scene. The system supports both manual input and scene picking methods, allowing users to flexibly choose according to their actual needs.

[0131] In some embodiments, it is considered that different types of task nodes in a task editing system have different requirements for server data synchronization. For example, nodes that are purely client-side (such as playing a dialogue animation) can be marked as completed without server confirmation; while nodes that involve player progress updates or reward distribution (such as giving experience points and gold coins after completing a task) must be verified and confirmed by the server before they can be marked as officially completed, in order to prevent task rewards from being claimed repeatedly after being maliciously tampered with on the client side.

[0132] In response to the aforementioned differentiated requirements, when displaying the attribute configuration interface of the fourth task node, the controller first checks the data synchronization requirements of the fourth task node.

[0133] If data synchronization requires server confirmation, the server synchronization configuration item will be displayed in the attribute configuration interface. The server synchronization configuration item is used to indicate that a data synchronization request should be sent to the server after the game task corresponding to the fourth task node is executed, and to mark the game task as completed after the server sends back the confirmation result.

[0134] If data synchronization requires that server confirmation is not needed, then hide the server synchronization configuration item in the property configuration interface.

[0135] For example, for task nodes involving activity participation that require server-side verification, the controller automatically displays server synchronization configuration items in the property configuration interface after identifying whether the node type is a paid or activity-related node, and provides parameters such as synchronization timeout and retry count for designers to configure. For pure client logic task nodes such as moving to a specified location, the controller automatically hides the server synchronization configuration items, simplifying the property interface.

[0136] S153, associate and store the fourth task node with the task parameters.

[0137] Specifically, the controller establishes a mapping relationship between all task parameters configured by the user in the attribute configuration interface and the unique identifier of the fourth task node, storing them in the task flow data object in the form of key-value pairs or structured data. This associated storage data structure ensures that the parameter information of each task node can be accurately retrieved and applied when subsequently generating game task flows.

[0138] The technical solution provided in this disclosure allows designers to complete fine-grained parameter configuration of task nodes in a unified visual interface by dynamically switching attribute configuration interfaces, displaying configuration items differently according to node type, and supporting direct selection of related objects in game scenes. It also encapsulates the technical details of server communication by automatically judging data synchronization requirements to hide or show server configuration items, thereby reducing the complexity of use for designers.

[0139] In step S160, the task parameters configured by the user based on the task parameter configuration items are obtained. For each task node in the task editing interface, the corresponding task parameters can be obtained. It should be noted that status nodes represent the lifecycle of the task process, therefore, user-configured parameters are not required, and they can be ignored.

[0140] In step S170, a game task flow is generated based on the task topology and the task parameters configured by the user for the selected task nodes.

[0141] Figure 7 The diagram illustrates the flowcharts of the associated task editing layer and task execution layer in some embodiments. For example... Figure 7 As shown, after step S170 and before S180, the following steps S171 to S173 are also included: S171, detect the task nodes corresponding to the game's task flow.

[0142] After generating the game task flow and before the task execution layer, the controller traverses all task nodes in the task flow topology structure corresponding to the game task flow, obtains the node list and the topological relationships between nodes, and prepares for subsequent data object association.

[0143] The detection process may include obtaining the node type, node identifier, task parameter configuration information, and topology information for each task node.

[0144] S172, in the task execution layer, determine the data object corresponding to the task node. The data object is the data content of the game task corresponding to the running task node.

[0145] Among them, data objects are the specific data entities used to execute game tasks in the task execution layer, including task logic scripts, task resource configuration data, event listeners, and callback functions.

[0146] The controller matches and instantiates the corresponding data objects in the task execution layer based on the node type and configured task parameters of the task nodes. For example, for task step nodes, data objects may include task goal definitions, completion condition checkers, and reward distributors; for system behavior nodes, data objects may include behavior executors and load handles for related resources.

[0147] In some embodiments, the data object interacts with the task execution engine in the task runtime layer through an interface protocol. The data object encapsulates the specific execution logic corresponding to the task node and exposes standardized activation, update and completion interfaces to the outside world, enabling the task runtime layer to drive the execution of different types of task nodes in a unified manner.

[0148] S173 associates the data object with the task node.

[0149] The controller establishes an association between the data objects identified in the task execution layer and the corresponding task nodes in the task editing layer through reference or identifier mapping.

[0150] After association, when executing game task flows, the task execution layer can quickly retrieve the corresponding data object through the task node's identifier and call the data object's execution interface to drive task execution. Simultaneously, changes in the task execution layer's execution status can also be communicated back to the task editing layer through the association with task nodes, allowing for a visual display of the status in the editing interface, such as using different colors or icons to mark the current execution status of task nodes.

[0151] In the technical solution provided by the embodiments of this disclosure, by pre-determining data objects in the task execution layer and associating the data objects with task nodes, a data bridge is realized between the task editing layer and the task execution layer. This enables the task execution layer to directly load and execute the game task flow after receiving it, avoiding the overhead of dynamically parsing and constructing data objects at runtime, and improving the efficiency of task startup and execution.

[0152] In step S180, the corresponding game tasks are executed according to the game task flow through the task execution layer. The game task flow defines the execution order and task parameters of each game task, and the task execution layer runs the entire game task flow according to the corresponding data.

[0153] In some embodiments, the controller may assign a unique runtime identifier to each task node.

[0154] Among them, the runtime identifier is a globally unique identifier used to uniquely identify each task node during the task flow. It is independent of the display identifier in the task editing layer, and its purpose is to meet the stability and uniqueness requirements of the task running layer for node identifiers.

[0155] In some embodiments, the controller maintains an independent lifecycle state for each task node in the task editing area. The lifecycle state includes an inactive state, a loading state, an activated state, a completed state, and a failed state.

[0156] In response to the fulfillment of the preconditions for the current task node, the controller switches the node's lifecycle state from the inactive state to the loading state.

[0157] The lifecycle state is a division of the state of a task node throughout its entire execution process, from creation to completion. Each state corresponds to different behavioral logic and executable operations. The inactive state is the initial state of the task node, indicating that the preconditions for the task node have not yet been met, and it does not participate in the current task execution logic. When the preconditions are met, such as the predecessor task node completing execution, a specified game event being triggered, or a timer expiring, the controller triggers the task node to transition from the inactive state to the loading state.

[0158] In some embodiments, each task node maintains a finite state machine to manage its lifecycle state transitions. The state machine defines five states and the legal transition paths between states: the inactive state can transition to the loading state; the loading state can transition to the activated state or the failed state; the activated state can transition to the completed state or the failed state; the completed state is the final state and cannot be transitioned to again; the failed state is the final state, but in some configurations, designers may be allowed to manually reset it to the inactive state.

[0159] In some embodiments, the controller can obtain the completion condition configuration corresponding to the task step node. The completion condition configuration includes at least one condition item, each condition item contains a condition type and a condition parameter, and multiple condition items are combined through logical operators, including AND and OR.

[0160] The completion condition configuration is a data structure within the task step node used to define the rules for determining task completion. A condition item is the smallest unit of judgment, and each condition item corresponds to a specific condition that must be met. The condition type identifies the category of the condition, such as kill count, collection count, coordinate arrival, time limit, item possession, or status determination. Condition parameters are specific numerical values ​​or reference information used in conjunction with the condition type. For example, for a kill count type condition item, the condition parameters include the target enemy type identifier and the number of enemies to be killed.

[0161] In some embodiments, multiple condition items are combined into a compound conditional expression using logical operators. The operators indicate that all associated condition items must be satisfied simultaneously for the completion condition to be met. Alternatively, the operators indicate that the completion condition is met if at least one of the associated condition items is satisfied.

[0162] Designers can visually add, delete, and combine condition items using the condition editor in the property configuration interface.

[0163] Corresponding to the aforementioned embodiments of the visual game task editing system, this application also provides an embodiment of a visual game task editing method, which is applied to the aforementioned visual game task editing system.

[0164] Figure 8 A flowchart illustrating a game task editing method in some embodiments is shown. For example... Figure 8 As shown, the visual game task editing method provided in this application embodiment includes the following steps S810 to S880.

[0165] Step S810: In response to the game task editing command, control the display component to display the task editing interface provided by the task editing layer.

[0166] Step S820: Detect user operations on the task editing interface. The task editing interface includes a node library area, a task editing area, and an attribute configuration area; the node library area displays task nodes of multiple preset node types.

[0167] Step S830: In response to the user's first selection of a task node in the node library area, control the display component to display the user-selected task node in the task editing area.

[0168] Step S840: In response to the user's editing operation on the selected task node in the task editing area, a task flow topology structure is generated. The task flow topology structure is used to represent the execution order of the selected task nodes.

[0169] Step S850: In response to the user's second selection operation on the selected task node in the task editing area, control the display component to display the task parameter configuration items of the game task corresponding to the selected task node in the attribute configuration area.

[0170] Step S860: Obtain the task parameters configured by the user based on the task parameter configuration items.

[0171] Step S870: Generate the game task flow based on the task topology and the task parameters configured by the user for the selected task nodes.

[0172] Step S880: Run the corresponding game task through the task execution layer according to the game task flow.

[0173] Some embodiments of this application provide a computer-readable storage medium storing at least one executable instruction that, when executed on a computing device, causes the computing device to perform the visual game task editing method described in the above embodiments.

[0174] The beneficial effects that the readable storage medium provided in some embodiments of this application can achieve can be referred to the beneficial effects of the corresponding visual game task editing system provided above, and will not be repeated here.

[0175] Similar parts between the embodiments provided in this application can be referred to mutually. The specific implementation methods provided above are only a few examples under the overall concept of this application and do not constitute a limitation on the scope of protection of this application. For those skilled in the art, any other implementation methods extended from the solution of this application without creative effort shall fall within the scope of protection of this application.

Claims

1. A visual game task editing system, characterized in that, include: Display components; The controller runs a game task editor; The game task editor includes a task editing layer and a task execution layer; The task editing layer is used to provide a task editing interface, and the task running layer is used to run game tasks; The controller is configured to: In response to a game task editing command, the display component is controlled to display the task editing interface provided by the task editing layer; The system detects user actions on the task editing interface; the task editing interface includes a node library area, a task editing area, and an attribute configuration area. The node library area is used to display task nodes of multiple preset node types; In response to the user's first selection of a task node in the node library area, the display component is controlled to display the user-selected task node in the task editing area; In response to the user's editing operation on the selected task node in the task editing area, a task flow topology is generated; the task flow topology is used to characterize the execution order of the selected task nodes. In response to the user's second selection operation on the selected task node in the task editing area, the display component is controlled to display the task parameter configuration items of the game task corresponding to the selected task node in the attribute configuration area; Obtain the task parameters configured by the user based on the task parameter configuration items; Based on the task topology and the task parameters configured by the user for the selected task nodes, a game task flow is generated; The corresponding game tasks are executed through the task execution layer according to the game task flow.

2. The visual game task editing system according to claim 1, characterized in that, The controller, in response to a user's first selection of a task node in the node library area, controls the display component to display the user-selected task node in the task editing area, specifically configured as follows: Detect user operations on the node library area; In response to detecting a user's first selection operation on a first task node in the node library area, the first task node is added to the task editing area so that the display component displays the first task node in the task editing area; The first selection operation is either a double-click operation by the user on the first task node or a drag operation of the first task node from the node library area to the task editing area.

3. The visual game task editing system according to claim 2, characterized in that, The node library area contains node type controls corresponding to each preset node type; After the controller performs the operation of detecting user actions on the node library area, it is further configured to: In response to the user's selection of a target node type control in the node library area, a list of task nodes corresponding to the target node type control is displayed in the node library area; The task node list contains all available task nodes that belong to the target node type.

4. The visual game task editing system according to claim 3, characterized in that, The preset node types include system behavior nodes, task step nodes, gameplay unit nodes, and status nodes; the system behavior nodes are used to represent game system behavior, the task step nodes are used to represent game task objectives, the gameplay unit nodes are used to represent game activities, and the status nodes are used to represent the lifecycle of the task process. The task node list corresponding to the gameplay unit node includes newly created gameplay unit nodes and existing gameplay unit nodes; the newly created gameplay unit node is used to create a new task node, and the existing gameplay unit node is a task node that has been edited. The controller is also configured to: In response to the user's trigger operation on the newly created gameplay unit node, a task node editing interface is created in the task editing area; the task node editing interface is used to configure the task logic of the newly created game task, and the task logic includes task description and task flow; Create new task nodes based on the user's editing operations in the task node editing interface; The new task node is marked as an existing gameplay unit node and added to the task node list corresponding to the gameplay unit node.

5. The visual game task editing system according to claim 1, characterized in that, The controller executes a task flow topology structure in response to the user's editing operation on the selected task node in the task editing area, specifically configured as follows: In response to the user's operation of drawing a connection between the second task node and the third task node in the task editing area, a directed connection is generated between the second task node and the third task node; the directed connection is used to represent the execution order between the second task node and the third task node, and the execution order of the task node at the beginning of the directed connection is before that of the task node at the end of the directed connection. Detect the directed connections between all task nodes in the task editing area; A task flow topology is generated based on all the task nodes and the directed connections.

6. The visual game task editing system according to claim 4, characterized in that, The controller, in response to a user's second selection operation on a selected task node in the task editing area, controls the display component to display the task parameter configuration items of the game task corresponding to the selected task node in the attribute configuration area, specifically configured as follows: In response to a user's second selection operation on the fourth task node in the task editing area, the attribute configuration interface corresponding to the fourth task node is displayed in the attribute configuration area; the second selection operation includes a user's click operation on the fourth task node; the attribute configuration interface includes task parameter configuration items for the game task corresponding to the fourth task node; Determine the task parameters configured by the user for the task parameter configuration item in the attribute configuration interface. The task parameters include at least one of node name, task description, task completion conditions, and task reward. The fourth task node is associated with and stored with the task parameters.

7. The visual game task editing system according to claim 6, characterized in that, The node type of the fourth task node is a task step node, and the attribute configuration interface includes associated object configuration items. The controller determines the task parameters configured by the user for the task parameter configuration item in the attribute configuration interface, specifically configured as follows: In response to the user's trigger operation on the associated object configuration item, the display component is controlled to display the game scene; In response to a user's selection of a target object in the game scene, the object identifier of the target object is obtained; The object identifier is determined as the task parameter of the game task corresponding to the fourth task node.

8. The visual game task editing system according to claim 6, characterized in that, The controller is configured to display the attribute configuration interface corresponding to the fourth task node in the attribute configuration area, specifically as follows: Detect the data synchronization requirements of the fourth task node; If the data synchronization requirement indicates that server confirmation is needed, then a server synchronization configuration item is displayed in the attribute configuration interface; the server synchronization configuration item is used to indicate that a data synchronization request is sent to the server after the game task corresponding to the fourth task node is executed, and to mark the game task as completed after the server sends back a confirmation result. If the data synchronization requirement indicates that server confirmation is not required, then the server synchronization configuration item is hidden in the attribute configuration interface.

9. The visual game task editing system according to claim 1, characterized in that, Before the controller executes the corresponding game task through the task execution layer according to the game task flow, it is also configured to: Detect the task nodes corresponding to the game task flow; In the task execution layer, the data object corresponding to the task node is determined; the data object is the data content of the game task corresponding to the task node. Associate the data object with the task node.

10. A visual game task editing method, characterized in that, The method, applied to the visual game task editing system according to any one of claims 1-9, comprises: In response to game task editing commands, control the display component to show the task editing interface provided by the task editing layer; The system detects user actions on the task editing interface; the task editing interface includes a node library area, a task editing area, and an attribute configuration area; the node library area is used to display task nodes of multiple preset node types. In response to the user's first selection of a task node in the node library area, the display component is controlled to display the user-selected task node in the task editing area; In response to the user's editing operation on the selected task node in the task editing area, a task flow topology is generated; the task flow topology is used to characterize the execution order of the selected task nodes. In response to the user's second selection operation on the selected task node in the task editing area, the display component is controlled to display the task parameter configuration items of the game task corresponding to the selected task node in the attribute configuration area; Obtain the task parameters configured by the user based on the task parameter configuration items; Based on the task topology and the task parameters configured by the user for the selected task nodes, a game task flow is generated; The corresponding game tasks are executed through the task execution layer according to the game task flow.