WO2019105395A1 - 对象操作的处理、对象操作数据的生成方法及计算机设备 - Google Patents

对象操作的处理、对象操作数据的生成方法及计算机设备 Download PDF

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Publication number
WO2019105395A1
WO2019105395A1 PCT/CN2018/118026 CN2018118026W WO2019105395A1 WO 2019105395 A1 WO2019105395 A1 WO 2019105395A1 CN 2018118026 W CN2018118026 W CN 2018118026W WO 2019105395 A1 WO2019105395 A1 WO 2019105395A1
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Prior art keywords
object operation
event
action
identifier
operation action
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PCT/CN2018/118026
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English (en)
French (fr)
Inventor
边江
黄永亮
高勇
黄小天
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腾讯科技(深圳)有限公司
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Publication of WO2019105395A1 publication Critical patent/WO2019105395A1/zh

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/30Arrangements for executing machine instructions, e.g. instruction decode
    • G06F9/30003Arrangements for executing specific machine instructions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program

Definitions

  • the present application relates to the field of computer technology, and in particular, to a process of object operation, a method of generating object operation data, a computer device, and a computer readable storage medium.
  • the object operation of the virtual character is performed by sending a request to the server and then performing a corresponding operation according to the command returned by the server. If it is necessary to add and modify the object operation of the virtual character, multiple developments are required.
  • the engineers carry out development and repeated joint debugging. Since the target operating system is implemented on the server and the client respectively, the debugging is complicated and difficult, resulting in low development efficiency and long service time.
  • various embodiments of the present application provide a process of object operation, a method of generating object operation data, a computer device, and a computer readable storage medium.
  • a method of processing an object operation the method being implemented by a computer device, the method comprising:
  • the object operation action profile includes a plurality of pre-configured object operation events and a corresponding time axis, wherein the object operation is defined in the time axis The time at which the event was executed;
  • the object operation event is executed in accordance with the execution order of the object operation event according to the time axis.
  • a method for generating object operation data the method being implemented by a computer device, the method comprising:
  • a computer apparatus comprising a processor and a memory, the memory storing computer readable instructions, the computer readable instructions being executed by the processor such that the processor performs the following steps:
  • the object operation action profile includes a plurality of pre-configured object operation events and a corresponding time axis, wherein the object operation is defined in the time axis The time at which the event was executed;
  • the object operation event is executed in accordance with the execution order of the object operation event according to the time axis.
  • a computer apparatus comprising a processor and a memory, the memory storing computer readable instructions, the computer readable instructions being executed by the processor such that the processor performs the following steps:
  • a non-transitory computer readable storage medium storing computer readable instructions, when executed by one or more processors, causes the one or more processors to perform the following steps:
  • the object operation action profile includes a plurality of pre-configured object operation events and a corresponding time axis, wherein the object operation is defined in the time axis The time at which the event was executed;
  • the object operation event is executed in accordance with the execution order of the object operation event according to the time axis.
  • a non-transitory computer readable storage medium storing computer readable instructions, when executed by one or more processors, causes the one or more processors to perform the following steps:
  • 1 is an application environment diagram of a processing method of an object operation in an embodiment
  • FIG. 2 is a schematic diagram showing the internal structure of a computer device in an embodiment
  • FIG. 3 is a flow chart of a method of processing an object operation in an embodiment
  • FIG. 4 is a flow chart of a method of processing an object operation in another embodiment
  • FIG. 5 is a block diagram showing the relationship between an object operation object, an object operation action, and an object operation event in one embodiment
  • 6 is a sixth object operation event configuration interface of an object operation action configuration file in an embodiment
  • FIG. 7 is a partial event parameter configuration interface for detecting a collision event in one embodiment
  • FIG. 9 is a flowchart of implementing object operation action switching in an embodiment
  • 10 is a partial event parameter configuration interface of an object operation action switching event in an embodiment
  • FIG. 11 is a schematic diagram of an object operation switching process in an embodiment
  • FIG. 12 is a flow chart of a method for implementing interruption of an object operation in an embodiment
  • 13 is a partial event parameter configuration interface for inhibiting an interrupted event in an embodiment
  • FIG. 14 is a schematic diagram of a client interacting with a server in an embodiment
  • 15 is a schematic diagram of an interface in which an Moba game is used as an application scenario in one embodiment
  • 16 is a flow chart showing a method of generating object operation data in an embodiment
  • Figure 17 is a block diagram showing the structure of a computer device in an embodiment
  • Figure 18 is a block diagram showing the structure of a computer device in an embodiment.
  • FIG. 1 shows an application environment diagram of a processing method of an object operation in one embodiment.
  • the processing method of the object operation is applicable to an implementation system of an object operation, and the system includes a terminal 110 and a server 120, and the terminal 110 is connected to the server 120 through a network.
  • Terminal 110 can be, but is not limited to, a variety of personal computers, notebook computers, personal digital assistants, smart phones, tablets, and the like that can run a particular application.
  • the server 120 may be a server that implements a single function, or a server that implements multiple functions, and may be an independent physical server or a physical server cluster.
  • the operation interface of the object operation display can be displayed on the terminal 110, and after acquiring the first object operation instruction, acquiring the object operation action identifier corresponding to the first operation bit identifier that generates the first object operation instruction, and then searching for the object
  • the action action identifies the corresponding object action action profile.
  • the object operation action profile can be obtained in advance by downloading a specific application or downloading a related data package, and storing it locally at the terminal 110.
  • the object operation action configuration file includes a plurality of pre-configured object operation events and a corresponding time axis, and the time of the execution of the object operation event is defined in the time axis.
  • the object operation event in the object operation action configuration file is executed according to the execution order of the object operation event according to the time axis.
  • the terminal 110 runs a specific application, selects a virtual role through the specific application, and notifies the selected virtual role to the server 120, and the server 120 can return the object operation of the selected virtual character.
  • the command of the action profile is sent to the terminal 110, and the terminal 110 acquires an object operation action profile corresponding to the virtual character according to the command.
  • the computer device may specifically be the terminal 110 as in FIG.
  • the computer device includes a processor, a storage medium, an internal memory, a network interface, a display screen, and an input device connected by a system bus.
  • the processor is used to provide computing and control capabilities to support the operation of the entire terminal.
  • the storage medium of the computer device stores an operating system and computer readable instructions that, when executed by the processor, cause the processor to implement a method of processing the object.
  • the internal memory in the computer device can also store computer readable instructions that, when executed by the processor, cause the processor to perform a method of processing the object.
  • the network interface of the computer device is used to communicate with the server 120.
  • the input device of the computer device may be a touch layer covered on the display screen, or may be an external keyboard, a touch pad or a mouse, etc., and the input device may obtain an instruction generated by the user using a finger on the operation interface displayed on the display screen, for example, obtaining Click the first object operation instruction generated by the first operation bit.
  • the display can be used to display specific application interfaces, such as game application screens.
  • FIG. 2 is only a block diagram of a part of the structure related to the solution of the present application, and does not constitute a limitation on the terminal to which the solution of the present application is applied.
  • the specific terminal may include a ratio. More or fewer components are shown in the figures, or some components are combined, or have different component arrangements.
  • a method of processing an object operation is provided, which is exemplified for application to the terminal as shown in FIGS. 1 and 2. include:
  • Step 302 Acquire a first object operation instruction.
  • the terminal runs a particular application, which may be a gaming application.
  • the game scene and the game operation interface are displayed in the game application, and the game operation interface includes a plurality of operation bits, and the object operation instruction can be generated by triggering the operation bit.
  • the first object operation instruction is generated by triggering the first operation bit.
  • Step 304 Acquire an object operation action identifier corresponding to the first operation bit identifier that generates the first object operation instruction.
  • the operation bit also known as the skill slot, is the bearer object of the object operation, that is, the bearer object of the skill.
  • each skill slot of the hero character corresponds to an active skill, including but not limited to regular skills, normal attack skills, summoner skills, and equipment active skills. Active skills, Moba game battle players through the UI click to actively cast the character skills, Moba is Multiplayer Online Battle Arena, refers to a multiplayer online tactical competitive game.
  • Each slot has its own unique slot ID.
  • the corresponding skills are pre-configured according to the slot identifier, and each skill also has its own skill action.
  • a skill action is a coherent skill release behavior above a skill slot.
  • Each object operation can contain several object operation events, that is, each skill can contain several skill events.
  • each skill action has its own unique skill action identifier.
  • a corresponding skill command is generated, that is, the first skill interaction instruction, and the skill action is obtained according to the first skill interaction instruction, and the corresponding skill action identifier is obtained according to the skill action.
  • one slot is configured with one skill, one skill is configured with multiple skill actions, and then one skill identifier corresponds to multiple skill action identifiers.
  • Step 306 Search for an object operation action configuration file corresponding to the object operation action identifier.
  • the object operation action configuration file includes a plurality of pre-configured object operation events and a corresponding time axis, and the time axis defines the execution time of the object operation event.
  • Each object operation action is pre-configured with an object operation action profile, and when the object operation action profile is searched, it is searched according to the unique object operation action identifier of each object operation action.
  • Pre-configured multiple object operation events and corresponding timelines are included in the object action action configuration file.
  • the object operation event refers to the function point of a specific subdivision function that implements the operation of the object.
  • Each object operation event has a corresponding time axis.
  • the time axis defines the time when the object operation event is executed, so that the object operation event is released in the object operation.
  • a certain time period or a certain time point is valid, that is, when the object operation event is executed, at what point in time, and the length of execution depends on the configuration of the corresponding time axis.
  • Step 308 the object operation event is executed according to the execution order of the object operation event according to the time axis.
  • the object operation event is the skill event.
  • each skill event On the timeline, each skill event has its own execution time point, and the execution order of the skill events is performed according to the execution time point defined on the time axis of the skill event.
  • the program implementation corresponding to each skill event is a class representing a transient event (TickEvent) or a persistent event (DurationEvent), and the corresponding function is implemented by calling the corresponding class object.
  • the skill events can be divided into transient events and persistent events based on the configuration of the skill events on the timeline, ie the length of execution of the skill events.
  • a transient event means that the skill event will only be executed at a certain point in time.
  • the continuous event means that the skill event will be executed for a certain period of time.
  • the corresponding skill action identifier is obtained according to the first slot that generates the first skill interaction instruction
  • the corresponding skill action configuration file is obtained according to the skill action identifier
  • the skill action profile includes a plurality of pre-configured skill events and corresponding timelines, and then performs skill events in turn according to the configuration of the timeline.
  • executing the object operation event according to the execution order of the object operation event according to the time axis includes: acquiring at least one event parameter of the pre-configured object operation event; and executing the object according to the execution order of the object operation event according to the time axis When an event is manipulated, the object operation effect of the object operation event is rendered according to the event parameter.
  • one operation bit corresponds to one object operation
  • one object operation corresponds to multiple object operation actions
  • one object operation action corresponds to one object operation action configuration file
  • one object operation action configuration file includes multiple object operation events
  • At least one event parameter is included in an object operation event.
  • one skill slot corresponds to one skill
  • one skill corresponds to multiple skill actions
  • one skill action corresponds to one skill action profile
  • one skill action profile includes multiple skill events
  • one skill event includes at least one skill event. Event parameters.
  • the event parameter refers to the specific configuration parameter of the object operation event, and the event parameter defines the execution effect to be displayed when the object operation event is executed.
  • the execution time point and the execution time length of the object operation event on the time axis are also configured, and when the object operation event is executed, the execution is performed according to the configuration order on the time axis.
  • the specific effect of the object operation event at the time of execution depends on the event parameters configured by the event. Further, the execution order of the object operation event and the effect displayed at the time of execution determine what kind of object operation effect is specifically displayed by the object operation action corresponding to the object operation action profile in which the object operation event is located.
  • the object operation is the skill, so it can be understood that the skill includes the skill action, the skill action profile corresponding to the skill action includes the skill event, the skill event includes the event parameter, the function is gradually cut, the layer is differentiated, and a large function is divided into A number of refinement function points.
  • bug program hidden in some undetected defect or problem
  • this atomization processing method makes the realization of each skill movement easier.
  • FIGS. 1 and 2 are a flow chart showing a method of processing an object operation in another embodiment, which is applied to the terminal shown in FIGS. 1 and 2 for illustration. include:
  • Step 402 Acquire a first object operation instruction.
  • Step 404 Acquire an object operation action identifier corresponding to the first operation bit identifier that generates the first object operation instruction.
  • the virtual object interacting with the object operation instruction may or may not be present. Some object operation instructions may be directly released, but some object operation instructions must be released on a certain virtual object.
  • the first object operation instruction generated by triggering the first operation bit is on the operation interface of the game scene. Obtaining an object operation action identifier corresponding to the object operation action according to the first object operation instruction.
  • Each operation bit is configured with an object operation, and each object operation is configured with a plurality of object operation actions, and each object operation identifier corresponds to a plurality of object operation action identifiers.
  • the acquired object operation action is a pre-configured default object operation action, so the acquired object operation action configuration file is also selected in advance by default, that is, when the object operation is used for the first time,
  • the executed object operation action is an object operation action selected by default in a plurality of configured object operation actions. For example, in the Moba game, when the acquired first object operation instruction is to release the Q object operation in the active object operation, and the object operation action corresponding to the Q object operation is configured to have Q1, Q2, and Q3, respectively, When the first object operates, the default selected Q3 object action is executed.
  • Step 406 Search for an object operation action configuration file corresponding to the object operation action identifier, where the object operation action configuration file includes a plurality of pre-configured object operation events and a corresponding time axis, and the time axis defines the execution time of the object operation event. .
  • Each object operation action identifier corresponds to an object operation action configuration file, that is, each object operation action has an object operation action configuration file, and the object operation action is implemented according to the corresponding object operation action configuration file.
  • the object operation action further includes a plurality of object operation events, and the execution time point and the execution time length of the object operation event are already configured on the time axis, and are executed according to the configuration on the time axis when the object operation event is executed.
  • FIG. 5 is a block diagram showing the relationship between an object operation object, an object operation action, and an object operation event in one embodiment.
  • the active object operation corresponds to an object operation action of the active object operation
  • the object operation action corresponds to a plurality of object operation events.
  • Passive object operations and bullet object operations, buff object operations, etc. are also the same, the function layer is refined, divided into smaller function points.
  • FIG. 6 is a diagram showing six object operation event configuration diagrams of an object operation action profile in an embodiment, wherein the figure includes six object operation events, and the top-down is a character initialization event (SetBehaviourMode, number 1). Used to set some initial state of the character, such as whether to stop moving, whether to interrupt the current object operation, set the character orientation, etc.), an animation playback event numbered 2 (PlayAnimation for representing related animation playback, etc.), number 3 Special effects display event (TriggerParticle for displaying related effects, etc.), No. 4 release bullet event (SpawnBullet for generating bullets), No. 5 object operation cooling timing event (SkillCDTrigger for object operation cd timing) ), the number 6 detection collision event (HitTrigger, used to generate some object operation effects on itself or the target according to the collision result, such as buff).
  • SetBehaviourMode Used to set some initial state of the character, such as whether to stop moving, whether to interrupt the current object operation, set the character orientation, etc.
  • the execution time point and execution time length of the above six object operation events are defined on the upper time axis.
  • the upper time axis in the figure represents one frame. When an event is configured with multiple cells, it represents this event. When the execution takes a long time, this event is called a persistent event. Similarly, the shorter time of execution is called a transient event. Therefore, events can be divided into transient events and persistent events based on the configuration of events on the timeline.
  • SetBehaviourMode is a transient event, which is executed at the beginning.
  • the two events, SkillCDTrigger and HitTrigger are also transient events.
  • the time of execution and the length of execution are the same as SetBehaviourMode.
  • these three The execution order of the events depends on the number of the vertical object operation events. The order of execution of these three events is to execute SetBehaviourMode with the number 1 first, then the SkillCDTrigger with the number 5, and the HitTrigger with the number 6.
  • PlayAnimation is a persistent event. As can be seen from Figure 6, PlayAnimation is in the execution state of the entire object operation action configuration file, and both TriggerParticle and SpawnBullet events are transient events, which are consistent with the above analysis.
  • the execution order of the events is to execute the TriggerParticle numbered 3 first, and then execute the SpawnBullet numbered 4.
  • the execution order of the above six object operation events is SetBehaviourMode with the number 1, the SkillCDTrigger with the number 5, the HitTrigger with the number 6, and the TriggerParticle with the number 3.
  • the SpawnBullet numbered 4 and the PlayAnimation numbered 2 are always executed.
  • Step 408 Acquire at least one event parameter of the pre-configured object operation event.
  • the object operation action configuration file contains multiple object operation events, and each object operation event includes at least one event parameter configured in advance.
  • each object operation event includes at least one event parameter configured in advance.
  • different event parameters are configured according to different object operation events. Different object operation events can be implemented by configuring different event parameters, thereby implementing various object operation actions.
  • FIG. 7 shows a partial parameter configuration interface for detecting a collision event in one embodiment.
  • HitTrigger's event parameters include time, specified target, trigger object, last hit, whether to select an attacker object operation effect, attacker object operation effect combination ID1, etc., here only a part of the event parameters are given, each object operation
  • the event has some parameters that can be configured to configure the specific behavior and behavior of the object operation event, but the event parameters of each object operation event will change with the object operation event itself, so the event parameters of each object operation event There are differences.
  • the release of the bullet event SpawnBullet will generate a bullet object based on the parameters, and will cause another object to operate the action profile to complete the bullet object.
  • this object operation action configuration file includes a bullet object event (SpawnObject), a collision object object event (SetCollision), a special effect display event (TriggerParticle), a mobile bullet event (MoveBullet), and a collision event (HitTrigger). ) and multiple end events (StopTrack).
  • SpawnObject is used to generate an actual bullet object and set its reference position, orientation, parent object and other basic information.
  • SetCollision is used to add a collision body to this bullet object so that it can participate in the scene collision check to determine whether the bullet hits.
  • TriggerParticle is about showing related effects. MoveBullet is used to move bullets according to the rules set by their parameters. HitTrigger and StopTrack rely on the bullet hit in the MoveBullet. If the bullet hits, it hits a buff on the hit target and ends the related track event ahead of time.
  • SpawnBullet is slightly different from the HitTrigger detection collision event in the above embodiment, because SpawnBullet causes another object operation action profile, which is based on the developer's consideration, and will be used for different object operation events.
  • Different configuration methods, but in general, the product points of the product are refined, so that developers and designers only need to consider "what" at the same design level or at the same time, without having to consider " How to do it".
  • Step 410 When the object operation event is executed according to the execution order of the object operation event according to the time axis, the object operation effect of the object operation event is presented according to the event parameter.
  • the object operation event is executed according to the pre-configured execution time point and execution time length on the time axis of the object operation event. What kind of object operation is generated when the object operation event is executed, the effect is based on the event parameter of the object operation event.
  • FIG. 8 is a partial event parameter interface of an effect display event in an embodiment.
  • the event parameters of the TriggerParticle include time, parent object, virtual parent object, position reference virtual object, lifetime duration, relative translation. The amount, the position of the action, the orientation of the action, the direction in which the bullet is moved, and the orientation of the distance are used. These event parameters determine the specific visual effects that the TriggerParticle actually produces when it is executed. In the configuration of the object operation action configuration file, as long as the TriggerParticle is configured, the TriggerParticle only needs to consider the special effects display, and does not need to consider how the specific effects should be displayed, specifically showing what effect, specific The effect of implementation and implementation depends on the specific configuration of the event parameters included in the TriggerParticle event.
  • Each object operation event will include at least one event parameter.
  • the event parameter will be configured multiple times.
  • the specific effect of the object operation event depends on the configuration of the object operation event.
  • Event parameters When the object operation of the virtual character needs to be adjusted according to the product strategy or the user's needs, whether it is necessary to modify the developed object operation action or add the object operation action, the configuration of the developed object operation action can be used. file. When the object operation actions of the virtual character have common characteristics, the configuration file of the common part can be used to improve and modify the object operation action in a short time, and each object operation event has its own event. Parameters, in the process of adjustment, the adjustment of the parameters is also simpler and faster, thereby reducing development time and saving development costs.
  • the object operation event is executed according to the execution order of the object operation event according to the time axis, including: acquiring an event of the pre-configured object operation switching action event when the object operation action switching event is included in the plurality of object operation events
  • the parameter, the event parameter includes a pre-configured next object operation action identifier; and the next object operation action identifier is assigned to the next object operation object of the first operation bit identifier.
  • Object operation action switching also called object operation switching, refers to replacing the current object operation object of the same object operation operation bit with the next target object operation object, and implementing the action switching event by configuring the object operation action during the game running process.
  • the object operates the action switching effect.
  • an object operation action switching event is included in the object operation event, when the object operation event is executed according to the execution order of the object operation event according to the time axis, the object operation action switching event is also in the executed sequence. .
  • the object operation action switching event is executed, the event parameter of the object operation action switching event is acquired, and the execution effect of the object operation action switching event is presented according to the configured event parameter.
  • the event parameter of the object operation action switching event includes a pre-configured next object operation action identifier, the next object operation action identifier corresponds to the next object operation action, and the next object operation action refers to executing the currently executing object operation action. After that, the next object operation action to be performed.
  • next object operation action identifier is assigned to the next object operation object of the first operation bit identifier, and the next object operation object of the first operation bit identifier refers to the object operation that is executed when the first operation bit is triggered again.
  • the next object operation action identifier is assigned to the next object operation object of the first operation bit identifier, that is, when the first operation bit is triggered again, the executed object operation action is the object operation action configuration file corresponding to the currently-executed object operation action.
  • the object operation action corresponding to the next object operation action identifier pre-configured in the included object operation action switching event. That is, if the same operation bit is triggered, the object operation action to be executed after the operation bit is triggered is already configured in advance in the relevant configuration file of the object operation action currently being executed.
  • the object operation action to be executed if the same operation bit is acquired again is already prepared, and can be used as long as it is triggered.
  • the object operation action is configured in advance in the client's configuration file, and the object operation action that is executed when the same operation bit is triggered again is pre-configured in the file corresponding to the currently-executed object operation action, and the operation bit is triggered again. It can be executed immediately, saving the waiting time in the traditional technology that needs to send a request to the server before receiving the server request, and also avoids the traffic cost of sending the request to the server every time the trigger operation is performed.
  • the method includes: acquiring the first generated by triggering the first operation bit corresponding to the first operation bit identifier The object operation instruction; obtaining the next object operation action identifier pointed by the next object operation object of the first operation bit identifier; searching for the object operation action configuration file corresponding to the next object operation action identifier; performing the next object operation action identifier corresponding to The object manipulates the event action event configured in the action configuration file.
  • the first object operation instruction generated by triggering the first operation bit corresponding to the first operation bit identifier is acquired again, that is, the object operation action instruction generated when the first operation bit is triggered again, and the corresponding object operation action is executed according to the object operation instruction.
  • the object operation action profile of the next object operation action is also configured with a plurality of object operation events, and when the next object operation action is executed according to the object operation instruction, that is, the object operation action profile of the next object operation action is executed. Configured object action events.
  • an object operation is generally referred to as a skill, and an operation bit is referred to as a slot.
  • the game product often configures a variety of gameplay functions, such as continuous casting of the same object operation, that is, continuous casting of the same skill.
  • the display of the same skill on the interface will have different visual effects.
  • the skills of different virtual characters will generally be configured differently, although they are continuously applied by the same skill.
  • it can be divided into change skill strokes and skill strokes through changes in specific skills.
  • the change skill stroke refers to the change of the skill action when the same slot is continuously triggered.
  • Skills and strokes can also be interpreted as the same skill continuous trigger will have different skill movements, but the skills and strokes will generally change with the displacement of the virtual character. However, the implementation mechanism of the change skill stroke and the skill stroke is the same, but it enriches the diversity of the virtual character skill movements. Under normal circumstances, the continuous casting of the same skill will set a time threshold in advance. Only when the same skill is triggered continuously in this time will the effect of the skill stroke and the skill stroke be changed. For the game product, the specific setting time The threshold value, or whether it should be set, can be handled according to the system developer or based on user habits.
  • FIG. 9 is a flow chart showing a method of implementing object operation action switching in an embodiment, which is applied to the terminal shown in FIGS. 1 and 2 for illustration. include:
  • Step 902 When an object operation action switching event is included in the plurality of object operation events, step 904 is performed.
  • the object operation event configured in the object operation action profile corresponding to the object operation action is executed. Based on the consideration of product interest, when configuring the virtual action object operation action, different object operation actions are considered differently. Therefore, not every object operation action object operation action configuration file is configured with object operation action. Switch events. When an object operation event is executed, an object operation action switching event is executed.
  • Step 904 Acquire an event parameter of a pre-configured object operation switching action event, where the event parameter includes a pre-configured next object operation action identifier.
  • the object operation action switching event When an object operation action switching event is included in a plurality of object operation events, the object operation action switching event is also executed according to an execution time point configured on the time axis and a length of execution time, when performing an object operation action switching event, The event parameter of the object operation action switching event is obtained, and the event parameter includes a pre-configured next object operation action identifier.
  • the next object operation action identifier corresponds to the next object operation action, which is configured in advance in the object operation action switching event.
  • the pre-configured next object operation action identifier in the event parameter of the object operation action switching event ChangeSkillEvent depends on the pre-configured switchable object operation ID and the probability corresponding to the object operation ID.
  • the object operation action identifier that can be switched to the object operation ID that can be switched to corresponds to the object operation that can be switched, and the probability corresponding to the object operation ID refers to switching from the operation of the object to the object operation action identifier that can be switched to The probability of corresponding object operation.
  • the object operation corresponding to which switchable object operation ID is switched depends on the corresponding object operation ID. Probability, in general, the greater the probability, the greater the likelihood of switching to the object's operational ID.
  • Figure 10 illustrates a partial event parameter configuration interface for an object operational action switching event in one embodiment.
  • ChangeSkillEvent is used for object operation switching.
  • the event parameters of the object operation action switching event ChangeSkillEvent in FIG. 10 include: change object operation ID1, change object operation ID2, change object operation ID3, change object operation ID4, change object operation probability ID1, change object operation. Probability ID2, change object operation probability ID3, and change object operation probability ID4.
  • the change object operation refers to the next object operation action described above.
  • the event parameter of the object operation action switching event ChangeSkillEvent is configured with four change object operation IDs and four corresponding change object operation probabilities, and each change object operation ID corresponds to one probability, and the four change object operations Which of the IDs changes the object operation corresponding to the object operation ID, and the next object operation action depends on the changed object operation probability corresponding to the changed object operation ID.
  • the change object operation ID1 is set to 11001
  • the change object operation ID2 is set to 11000
  • the change object operation ID3 and the change object operation ID4 are both set to 0, and the probability corresponding to the change object operation ID1 is set. That is, the change object operation probability ID1 is set to 50, the change object operation probability ID2 corresponding to the change object operation ID2 is set to 150, and the change object operation probability ID3 and the change object operation probability ID4 are set to 0, then only two valid changes are made.
  • the object operation ID that is, the change object operation ID1 and the change object operation ID2
  • Step 906 The next object operation action identifier is assigned to the next object operation object of the first operation bit identifier.
  • the operation bit refers to the object operation operation bit, the object operation operation bit corresponds to the object operation, and the object operation corresponds to multiple object operations. Pre-configured object operations are therefore performed when the action bit is triggered.
  • the current object operation object (CurrentSkillObj) and the next object operation object (NextSkillObj) are configured, CurrentSkillObj corresponds to the currently executed object operation, and NextSkillObj corresponds to the object operation to be executed when the current operation bit is triggered again, ie, An object operation.
  • the event parameter of the object operation action switching event ChangeSkillEvent included in the current object operation object CurrentSkillObj is acquired.
  • the event parameter includes the next object operation action identifier.
  • the acquired next object operation action identifier is assigned to the next object operation object NextSkillObj of the operation bit SkillSlot of the current object operation object CurrentSkillObj. That is, when the operation bit is triggered again, the object operation instruction is executed by SkillSlot, and the object operation executed is the object operation of the next object operation object NextSkillObj.
  • Step 908 acquiring the first object operation instruction generated by triggering the first operation bit corresponding to the first operation bit identifier.
  • the object operation currently being executed is based on triggering the first operation bit to generate an object operation corresponding to the first object operation instruction, and acquiring the first operation bit corresponding to the triggering the first operation bit identifier again.
  • the first object operation instruction that is, triggering the same operation bit again to generate the same object operation instruction.
  • the user uses the finger to click the same operation bit on the game operation interface again through the touch screen to generate an object operation instruction.
  • Step 910 Acquire a next object operation action identifier pointed to by the next object operation object of the first operation bit identifier.
  • the next object operation action identifier is pre-configured in the object operation action switching event.
  • the next object operation action identifier configured in the event parameter is acquired.
  • the next object operation action is assigned to the next object operation object of the first operation bit identifier, and for the first object operation operation bit, the next object operation object refers to the execution of the first operation bit when the first operation bit is triggered again.
  • Object manipulation action if the next object operation action is not configured in the object operation action switching event ChangeSkillEvent, then there is no next object operation action assigned to the next object operation object of the first operation bit identifier. In this case, for the first object operation operation bit, the next object operation object is still the object operation action currently being executed.
  • FIG. 11 shows a schematic diagram of an object operation switching process.
  • SkillSlot in the figure represents the object operation operation bit, that is, the skill slot, including SkillSlot, a current object operation object (CurrentSkillObj) and a next object operation object (NextSkillObj).
  • the object operation action configuration file corresponding to the current object operation action includes an object operation action switching event (ChangeSkillEvent), and is configured according to the event parameter of the ChangeSkillEvent.
  • the rule selects the object operation object to be switched to NextSkillObj, and the configured rules are based on the probability of configuration, for example.
  • NextSkillObj When the second operation object is used, it is judged whether NextSkillObj is empty. If NextSkillObj is not empty, the object operation action corresponding to the object operation of the object operation object included in NextSkillObj is executed; if NextSkillObj is empty, the current object operation is still executed (CurrentSkill) .
  • Step 912 Search for an object operation action configuration file corresponding to the next object operation action identifier.
  • Each object operation action identifier will have a unique corresponding object operation action, so the next object operation action corresponding to the next object operation action identifier is also unique, and each object operation action will have a corresponding object operation action configuration file.
  • Step 914 executing an object operation event configured in the object operation action configuration file corresponding to the next object operation action identifier.
  • the object operation action switching event when configured in the object operation action configuration file, it indicates that the object operation corresponding to the object operation action is configured with the continuous application operation of the same object operation, when the operation bit is continuously triggered. Multiple object operation actions are executed continuously.
  • the configuration file of the object operation action is pre-configured on the client, and only needs to acquire the object operation action corresponding to the manipulated virtual character at the start of the game operation, and during the game, the virtual character casts the object operation and Instead of sending a request to the server and waiting for the execution command returned by the server, the operation record of the virtual character in a certain period of time can be sent to the server in the form of a frame synchronization command.
  • the object operation action to be executed is already configured on the client, so when the same operation bit is triggered to generate the corresponding object operation instruction, the response can be immediately executed, and the corresponding object operation action is immediately executed on the client. There is no delay in running.
  • the object operation event is executed according to the execution order of the object operation event according to the time axis, including: when the object operation event is executed in accordance with the execution order of the object operation event according to the time axis, when the plurality of object operation events
  • the event parameter for pre-configuring the forbidden interrupted event is obtained when the interrupted event is prohibited, and the event parameter for prohibiting the interrupted event includes a pre-configured object operation that interrupts the current object operation action; if the acquisition is passed
  • the second object operation instruction generated by the second operation bit is triggered, detecting whether the object operation corresponding to the second object operation instruction is an object operation that can interrupt the current object operation action, and if not, according to the object operation included in the object operation event
  • the cache command stored in the cache event executes the object operation action generated by the second object operation instruction.
  • the object operation action corresponding to the object operation of the object operation instruction is not immediately executed.
  • the object operation action corresponding to the object operation cannot be executed immediately when the object operation action instruction generated by all the object operation operation bits is acquired, but the prohibition is hit according to the object operation action configuration file.
  • the event parameters of the break event are configured to correspond to the execution. In the process of executing the object operation event according to the execution order of the object operation event according to the time axis, when the plurality of object operation events include the prohibition of the interrupted event, the prohibition interrupted event is executed. An event parameter for prohibiting the interrupted event is acquired when the execution of the forbidden interrupted event is performed, and the event parameter for prohibiting the interrupted event includes a pre-configured object operation that interrupts the current object operation action.
  • the second object operation instruction generated by triggering the second operation bit is acquired, that is, when the first operation bit where the currently operated object operation action is located is not the same operation bit, detecting the second object Whether the object operation action corresponding to the operation instruction is an object operation that can interrupt the current object operation action, that is, detecting whether the object operation action corresponding to the second object operation instruction and the interruptable current object configured in the event parameter of the prohibition interrupted event are interrupted.
  • the object operations of the action are matched.
  • the matching is performed, it indicates that the object operation corresponding to the second object operation instruction can interrupt the current object operation action; otherwise, the mismatch indicates that the object operation corresponding to the second object operation instruction cannot interrupt the current object operation action, then the second The object operation action corresponding to the object operation instruction is not executed immediately, but the object operation action generated by the second object operation instruction is executed according to the cache command stored in the object operation cache event included in the object operation event.
  • the acquired object operation instruction can be immediately corresponding. response. Since the configuration file has already been configured on the client, during the running of the game, as long as the relevant configuration file is obtained, the response will not be delayed, and the game operation can be smoother.
  • the object operation action generated by the second object operation instruction is executed according to the cache command stored in the object operation cache event included in the object operation event, including: executing the object operation action identifier corresponding to the first operation bit identifier
  • the execution object operation cache event included in the object operation action configuration file when the execution object operation cache event is executed, the object operation cache event included in the detection object operation event stores a cache command; when the object operation cache event has a cache command,
  • the object operation operation generated by the first object operation instruction is executed according to the time when the interrupted event is prohibited on the time axis
  • the second object corresponding to the object operation action generated by the second object operation instruction included in the cache command is executed.
  • the object action event in the action action configuration file when the execution object operation cache event is executed, the object operation cache event included in the detection object operation event stores a cache command; when the object operation cache event has a cache command, After the object operation operation generated by the first object operation instruction is executed according to the time when the interrupted event is prohibited on the time axis, the second object
  • the object operation action configuration file corresponding to the object operation action identifier corresponding to the first operation bit identifier includes an execution object operation cache event (SkillUseCache)
  • the SkillUseCache is executed in sequence, and when the SkillUseCache is executed, the object operation cache is actually executed.
  • the cache command stored in the event (SkillInputCache) includes an object operation instruction, that is, an object operation cache.
  • the object operation cache means that if the target object operation object is to be used and the currently used object operation object motion cannot be interrupted, the target object operation object may be cached, waiting for the current use object operation object to end or may be interrupted. The action of the target object operation object is executed again.
  • the SkillUseCache directly executes the cache command stored in the SkillInputCache. If the cache command is not stored in the SkillInputCache, the SkillUseCache has no cached commands to execute.
  • the second object operation instruction is included in the cache command stored in the SkillInputCache.
  • executing the second object operation instruction is an object in the second object operation action configuration file corresponding to the object operation action generated by executing the second object operation instruction. Operational event.
  • the object operation action configuration file has been configured on the client, and the relevant configuration file has been acquired before the game starts. Therefore, the corresponding object operation action can be performed according to the configuration file during the game. When a new object operation instruction is obtained, it can also respond immediately.
  • the configuration prohibition interrupted event can ensure the certainty of the operation of the object and can achieve the predetermined effect.
  • the object operation cache event and the execution object operation cache event can realize the continuous and smooth application of multiple object operations, and improve the object operation. The execution effect of the action and the richness of the game product.
  • Figure 12 is a flow chart showing a method of implementing object operation interruption in one embodiment, the method being applied to the terminal shown in Figures 1 and 2 for illustration. include:
  • Step 1202 When multiple object operation events include prohibiting the interrupted event, step 1204 is performed.
  • the object operation interruption means that the object operation action generated by a specific object operation operation bit is interrupted by the object operation action generated by the other object operation operation bit.
  • Forbidden interrupted events ForbidAbility is used to set the interaction relationship between the current object operation and other object operations during an event, such as whether it can be interrupted, whether the immune is negative or control effect, whether to shield collision detection, and so on. Therefore, not every object operation corresponding object operation action profile will include ForbidAbility.
  • ForbidAbility is configured, when the object operation event is executed according to the execution order of the object operation event according to the time axis, ForbidAbility is also in the sequence of the object operation event to be executed.
  • Step 1204 Acquire an event parameter of the pre-configured event that prohibits the interrupted event, and the event parameter that prohibits the interrupted event includes a pre-configured object operation that interrupts the current object operation action.
  • Forbidden interrupt event ForbidAbility's event parameter can be configured with the "cannot be interrupted” parameter of the object operation, that is, the pre-configured object operation that interrupts the current object operation action and the object operation that cannot interrupt the current object operation action.
  • the "can not be interrupted” parameter is configured, that is, the shake can not be interrupted before the object operation is configured.
  • the time before the object is fired and the bullet is generated.
  • the object operates to release the time before the bullet is generated.
  • Figure 13 illustrates a partial event parameter configuration interface that disables an interrupted event in one embodiment.
  • the forbidden interrupted event ForbidAbility includes: whether to enable the object operation cannot be interrupted, whether to shield the general attack, whether to mask the object operation 1, whether to block the object operation 2, or whether to block the object operation 3.
  • the ON setting indicates that the operation action setting of the object cannot be interrupted.
  • object operation it depends on the masked object operation checked in the figure. If the object operation cannot be interrupted, and the mask object operation 1 is checked, the operation action of the object is set to be uninterruptible, but the object operation 1 is not included, that is, the object operation 1 can interrupt the current object operation. Action.
  • the default setting is to not block the general attack, that is, the general attack can not interrupt the current object operation.
  • the default setting is to block the general attack or not to block the general attack, and the corresponding processing method can be adopted according to the system developer or based on the user's habit.
  • General attack, ordinary attack is one of the operations of controlled virtual character objects in the game, generally refers to the attack object operation that can be used all the time without the need of other equipment.
  • the general attack is also treated as one of the active object operations.
  • the current object operation is set to an object operation that cannot be interrupted, and the general attack operation cannot be interrupted, and the object operation 1, the object operation 2, and the object operation 3 are both set to Shielding means that all three object operations can interrupt the current object operation. Then, when the current object operation action is executed, if any one of the object operation 1, the object operation 2, or the object operation 3 is triggered, the corresponding object operation action can be immediately switched.
  • Step 1206 when the second object operation instruction generated by triggering the second operation bit is acquired, step 1208 is performed.
  • the acquired object operation instruction is generated by the first operation bit or the second operation bit, or whether the trigger object operation operation bit generates the object operation instruction. If the object operation instruction is generated by the first operation bit, it indicates that the operation bit of the object operation instruction generates the same operation bit corresponding to the object operation currently being executed, and then the continuous operation of the same object operation does not involve The object operation was interrupted. If the object operation instruction is generated by the second operation bit, it indicates that the operation bit of the object operation instruction is not an operation bit corresponding to the object operation action currently being executed, and the object operation corresponding to the acquired object operation instruction is another object operation. For an object operation, the object operation action corresponding to the object operation currently being executed is switched to the object operation action corresponding to another object operation, and it is necessary to consider whether the current object operation action can immediately switch to the object operation action corresponding to the other object operation.
  • Step 1208 It is detected whether the object operation corresponding to the second object operation instruction is an object operation that can interrupt the current object operation action. If not, step 1210 is performed; if yes, step 1216 is performed.
  • the second object operation instruction When the second object operation instruction is acquired, it indicates that the operation bit of the object operation instruction is not an operation bit corresponding to the object operation action currently being executed, and it is necessary to consider whether the current object operation action can immediately switch to the first operation.
  • the two object operation instructions correspond to the object operation actions of the object operation. And whether the object operation action that can be switched from the currently executed object operation action to the second object operation instruction corresponding object operation depends on the configuration in the object operation action profile corresponding to the currently executed object operation action, if the currently executed object operation action In the corresponding object operation action configuration file, the unbreakable object operation parameter in ForbidAbility is set to ON, and the second object operation instruction corresponding object operation is not set as the mask object operation, then the second object operation instruction corresponds to the object operation.
  • the object operation action cannot interrupt the object operation action currently being executed.
  • the unstoppable object operation parameter in ForbidAbility in the object operation action configuration file corresponding to the currently executed object operation action is set to ON, and the second object operation instruction corresponding object operation is set as the mask object operation, then the description The object operation action corresponding to the object operation instruction of the second object operation instruction can interrupt the object operation action currently being executed.
  • Step 1210 Perform an execution object operation cache event included in the object operation action configuration file corresponding to the object operation action identifier corresponding to the first operation bit identifier.
  • the execution object operation cache event SkillUseCache is used to execute the cache command stored in the object operation cache event SkillInputCache included in the object operation action configuration file.
  • the object operation cache event SkillInputCache is used to configure whether to move the cache or object operation cache if the character moves or uses other object operations within the preset time. It can also be understood as the object operation cache. In general, if ForbidAbility is configured in the object operation action configuration file corresponding to the object operation action, SkillUseCache and SkillInputCache are also configured. Although these three events are independent of each other, these three events can be configured at the same time. Produce better execution results.
  • Step 1212 When a cache command is stored in the object operation cache event included in the object operation event, step 1214 is performed.
  • SkillInputCache is used for caching commands, it is possible that there is no cache command stored in the SkillInputCache when the cache command stored in the SkillInputCache is needed. Therefore, when the SkillUseCache is executed, whether there is a cache in the SkillUseCache is required. Content is detected. When there is no cache command stored in the object operation cache event SkillInputCache included in the object operation event, when the SkillUseCache is executed, the SkillUseCache will obtain the cache command stored in the SkillInputCache and execute it. If the content stored in the SkillInputCache is empty, it is equivalent. SkillUseCache does not have a cache command to execute.
  • Step 1214 After the object operation operation generated by the first object operation instruction is executed according to the time when the interrupted event is prohibited on the time axis, the object operation action generated by the second object operation instruction included in the cache command is executed. The object operation event in the second object operation action configuration file.
  • the pre-configured time here refers to the time when the forbidden event ForbidAbility is disabled on the timeline. Since ForbidAbility is a persistent event, ForbidAbility will be in the execution phase during the set time period. Therefore, if the object operation A of the ForbidAbility event parameter is set to an object operation that cannot interrupt the current object operation action, then if the currently controlled virtual character cast object operation A is received during the time period of the ForbidAbility execution, then It does not immediately switch to the object operation A, that is, the object operation action corresponding to the object operation A is not immediately executed. Instead, the function of the virtual character cast object operation A is cached by SkillInputCache. In one embodiment, the SkillInputCache cache command caches commands for virtual object cast object operations and other state commands such as displacements by using the SetSkillCache function interface.
  • the object before the operation phase is prevented from being completely covered by the interrupted event ForbidAbility, so when the ForbidAbility is executed, it is equivalent to executing the first object operation command according to the time that the interrupted event is pre-configured on the time axis.
  • Object manipulation action The object operation cache event SkillUseCache is a transient event, and the execution time point set on the time axis is generally after other events, that is, after the object operation is shaken, so when the SkillUseCache is executed after executing other events, the detection of the SkillInputCache is started. Whether to store a cache command. After the object is manipulated, the object operation release process is time after the bullet is generated.
  • the SkillUseCache can directly obtain the cache command stored in the SkillInputCache when it is executed. Since the object operation action of the second object operation instruction corresponding to the object operation is that the object operation action currently being executed cannot be interrupted, after the second object operation instruction is acquired, the object operation action corresponding to the object operation is not immediately executed, but The object operation action generated by the first object operation instruction currently being executed is executed for a pre-configured time, and then the object operation operation corresponding to the object operation of the second object operation instruction is executed.
  • step 1216 the object operation action generated by the second object operation instruction is directly executed.
  • the object operation corresponding to the second object operation instruction When it is detected that the object operation corresponding to the second object operation instruction is an object operation that can interrupt the current object operation action, it indicates that the object operation parameter cannot be interrupted in the event parameter of the ForbidAbility, and the second object operation instruction corresponds to The object operation is set to mask the object operation. Therefore, the object operation corresponding to the second object operation instruction is capable of interrupting the current object operation action, so when the second object operation instruction is acquired, the object operation action generated by the second object operation instruction is directly executed, and the second object is executed.
  • the object operation action generated by the operation instruction acquires a plurality of object operation events and corresponding time axes configured in the object operation action configuration file corresponding to the object operation action, and executes the object operation event according to the execution order of the object operation events according to the time axis.
  • the function of the object operation interruption and the object operation buffer is realized by the configuration of the object operation event, which enriches the diversity of the object operation and the fluency in use. Since the configuration file has been pre-stored on the client, the timely response and calculation check of the server are not required in the execution of the object operation action and related logic judgment, so that the object operation operation of the virtual character can respond immediately during the game. It also reduces the amount of traffic loss that is sent to the server for every operation request.
  • the method before acquiring the object operation action profile corresponding to the operation bit that generates the first object operation instruction, includes: when the state of the first operation bit is available, acquiring the virtual target object released by the object operation, and acquiring the object The operation releases the record generated in the preset time to be sent to the server through the frame synchronization command; receives the frame synchronization command relayed by the server, and performs legality verification on the record, and the verification succeeds to enter the operation corresponding to the operation bit that generates the first object operation instruction.
  • An object action action profile before acquiring the object operation action profile corresponding to the operation bit that generates the first object operation instruction.
  • the virtual character object obtained by the virtual character acquisition object operation is controlled to acquire the virtual target object.
  • the record that is released after the object operation is released within the preset time is sent to the server through the frame synchronization command.
  • frame synchronization is a way of synchronizing data between front and rear ends, and is generally applied to online games that require high real-time performance.
  • the server When the server receives the frame synchronization command sent by the client, it will simply transfer the command, and will not make a logical judgment, and then directly return the command to the client.
  • the client receives the frame synchronization command from the server to verify the validity of the record.
  • the validity verification here refers to the operation command included in the verification frame synchronization command, and if the operation command is normal, the verification is passed.
  • the first object operation action profile corresponding to the operation bit that generates the first object operation instruction is acquired, and then the plurality of object operation events included in the first object operation action profile are executed.
  • the traditional technology is that each logic has one copy in the server and the client, and the logic is verified in the server; in this embodiment, the logic is all on the client, and the server only forwards the operation command, and the logic check Also on the client side. Therefore, the response to the object operation operation command is fast, and the network requirements are also low.
  • Figure 14 is a diagram showing the interaction between a client and a server in one embodiment, including:
  • Step 1402 The client detects whether the status of the first operation bit is available. If yes, step 704 is performed; if not, step 712 is performed.
  • the client here refers to the game client, especially the game client that can run the Moba game.
  • Whether the state of the object operation operation bit is available is generally visually displayed as whether the UI (user interface) layer is displayed as an interactive state.
  • the client UI layer performs the first check according to the magic quantity, whether the object operation reaches the casting condition, the object operation reserve number, and the like, and the object operation that does not meet the condition is directly blocked in the UI layer. If the state of the first operational bit is an available state, the corresponding UI layer of the first operational bit is displayed as an interactive state.
  • Step 1404 Acquire a virtual target object released by the object operation, and release the record generated by the object operation within the preset time to be sent to the server by using a frame synchronization command.
  • the controlled virtual character will generate related operation records when the object operation is released, and can also become a feature value.
  • the client will hash the feature value of the client and then synchronize to the server through the frame synchronization command.
  • the feature values include the controlled virtual character ID, location, behavior, current blood volume, object operation target ID, total blood volume, gold coins, and experience data, and the like.
  • Step 1406 Receive a frame synchronization command relayed by the server, and perform legality verification on the record.
  • the server After receiving the frame synchronization command uploaded by the client, the server will relay the frame synchronization command back to the client.
  • the frame synchronization command relayed by the server includes not only the operation commands of the client for a period of time, but also the frame synchronization commands uploaded by other clients during this period. That is, the frame synchronization command of the server relay received by each client is actually an operation record of all clients that have uploaded the frame synchronization command to the server in the same time period.
  • Consistency checking means that all clients check for exactly the same content and processes. In one embodiment, for example, if there are 10 clients, the checks performed by the 10 clients are exactly the same, and the 10 clients check the received frame synchronization commands included in the respective servers.
  • the operation record such as the virtual character 1 in the operation record, flies by itself if it is not operated, then this operation is illegal.
  • the server only transfers the frame synchronization command containing the operation record uploaded by each client, and does not use the calculation, check, and related logic judgment.
  • step 1408 it is determined whether the legality verification is passed. If yes, step 1410 is performed; if not, step 1414 is performed.
  • the client verifies the validity of the operation record contained in the received frame synchronization command of the server relay, if the verification is passed, the operation record of the client is normal, and the operation operation bit corresponding to the object operation can be performed normally. Object operation; if it does not pass the verification, the operation is illegal, then the client will not perform the corresponding operation.
  • Step 1410 Enter a first object operation action profile corresponding to the operation bit that generates the first object operation instruction.
  • the object operation corresponding to the object operation operation bit can be normally executed, and the object operation action configuration file corresponding to the object operation action is acquired.
  • Step 1412 not interactive.
  • the first operation bit When the state of the first operation bit is an unavailable state, the first operation bit is a non-interactive state, and the first object operation instruction cannot be generated by triggering the first operation bit.
  • Step 1414 no processing.
  • the general attack is also classified into one of the active object operations, and the processing of the general attack is consistent with other object operations in design and implementation, and is in computer readable instructions. Attacks and other regular object operations are also represented by the same type of object action object. Therefore, the processing of the object operation in this embodiment also includes the general attack.
  • frame synchronization is used as the network synchronization scheme in this embodiment.
  • the control virtual character uses the object operation, if the object operation is available, the information of this operation is sent to the server as a frame synchronization command. Since only the operation is sent, the frame sync command has very few field values and the packet is very small.
  • the server then relays all the operating instructions of the received client to all clients according to the principle of “timed not waiting”.
  • each client After receiving the Nth frame command from the server, each client performs the same logical action according to the content of the command in its Nth logical frame. At this time, for a client, this time There is no concept of "I”, there is no need to care about whether the operation object of this frame command is itself, as long as the "player X did something" specified in the frame command.
  • the server simply transfers the operation commands reported by each client, it does not perform calculation and checking on whether the object operation can be used. That is, the server does not perform logic check and judgment on the object operation. So this work needs to be done by each client itself, preventing the received relay frame synchronization command from being modified by its source client. For example, if one of the 10 clients cheats, the server will find that the feature values reported by the nine clients are the same. Only the feature values reported by the client are different, and the client can be directly identified as cheating, so this The logical judgment placed on the client can effectively prevent cheating.
  • MMO Massive Multiplayer Online
  • CS state synchronization refers to the client-server state synchronization, that is, the state synchronization between the client and the server.
  • the processing method of the game object operation provided by the embodiment of the present application is applicable to the Moba game.
  • the Moba game Take the Moba game as an application scenario for illustration.
  • the player downloads a specific game application at the terminal 110, which includes an object operation action profile of a plurality of virtual characters.
  • the user After the user successfully logs in using the account, the user selects a virtual character on the terminal 110.
  • the selected request is sent to the server 120, and the server 120 receives the selection request sent by the client 110 and returns.
  • the successful information is selected to the client 110.
  • the client 110 After receiving the information about the successful selection of the virtual character identifier, the client 110 obtains the selected virtual character from all the object operation action profiles stored in the client 110 according to the virtual role identifier. Multiple objects of 1502 operate action profiles.
  • the controlled virtual character is generally referred to as a hero, and the player controlling the virtual character is referred to as a summoner.
  • the object operation operation bit 1508 the object operation operation bit 1510, the object operation operation bit 1512, and the object operation operation bit 1514 may be used for the object operation. attack.
  • the object operation operation bit 1508 is referred to as a general attack, but in the present application, the general attack is also considered as one of the active object operations.
  • the client detects whether the object operation slot 1510 is available according to the feature value of the hero 1502, and when the object operation operation bit 1510 is available.
  • the normal trigger object operation 1510 generates an object operation instruction, and the client then applies an object operation action corresponding to the object operation according to the instruction.
  • the object operation operation bit 1510 is configured with a plurality of object operation actions corresponding to the object operation, which are A1, A2, and A3, respectively.
  • the first trigger object operation operation bit 1510 performs the default set object operation action A1
  • the configured next object operation action flag corresponds to the object operation action A2 and the object operation action A3, respectively
  • the switching probability of the object operation action A2 is set to 50.
  • the switching probability of the object operation action A3 is 150.
  • the object operation operation bit 1512 When the object operation operation bit 1512 is being executed corresponding to the object operation action B1 of the object operation B, if the object operation operation bit 1514 is triggered, whether the object operation operation bit 1514 can be immediately executed corresponds to the object operation operation of the object operation, depending on
  • the object operation action B1 corresponds to the configuration of the prohibition interrupt event event parameter in the object operation action profile. If the interrupted event event parameter is configured to be uninterruptible, and the object operation operation bit 1514 corresponds to the object operation C is not set as the mask object operation, then the object operation operation bit 1514 corresponding to the object operation C cannot be interrupted currently being executed on the B.
  • the object operation corresponding to the object operation is B1.
  • the object operation action instruction generated by the object operation operation bit 1514 is stored in the object operation cache event in the object operation action profile corresponding to the object operation action B1.
  • the above-described execution object operation cache event is executed, that is, the object operation operation bit 1514 stored in the execution object operation cache event is executed.
  • the generated object operation action instruction, that is, the object operation operation bit 1514 corresponds to the object operation action of the object operation C.
  • FIG. 16 is a flow chart showing a method of generating object operation data in one embodiment. As shown in FIG. 16, in one embodiment, a method for generating object operation data is provided, which is applied to a developer.
  • the terminal performs an example, and the method includes:
  • Step 1602 displaying an object operation action configuration interface
  • Step 1604 Obtain a plurality of configured object operation events and a corresponding time axis through the object operation action configuration interface, where the time of execution of the object operation event is defined in the time axis;
  • the object operation action configuration interface can acquire a plurality of pre-configured object operation events and corresponding time axes, and the execution order of the plurality of object operation events at execution time depends on the execution time point of the object operation event configured on the time axis. The length of time for execution.
  • Step 1606 Generate an object operation action profile according to the plurality of object operation events and the corresponding time axis, and store the object operation action profile and the operation bit identifier associated with the object operation action.
  • Multiple object operation events constitute an object operation action profile, in other words, the object action action profile contains multiple object action events and corresponding timelines.
  • the corresponding object operation action configuration files are configured, and the object operation operation bits are in one-to-one correspondence with the object operations, and each object operation includes multiple object operation actions, so the object operation actions are actually Object operation operation bit association. Therefore, the generated object operation action corresponding to the object operation action profile is stored corresponding to the operation bit identifier associated with the object operation action when stored.
  • the object operation action profile corresponding to the object operation action is divided into a plurality of object operation events, and the object operation events may be configured differently according to the developer's idea during the configuration.
  • the function related to the object operation has a bug, it is only necessary to debug the object operation event in the object operation action configuration file corresponding to the object operation action, which saves the development cost and improves the development efficiency.
  • each object operation event includes a pre-configured event parameter that is used to render a corresponding object operation effect when the object operation event is executed.
  • Pre-configuration of object operation events is actually a different configuration of the event parameters contained in the object operation event.
  • the effect of the rendering is actually an event parameter that depends on the configuration of each object operation event.
  • the object operation action profile corresponding to the object operation action is divided into a plurality of object operation events, and in the embodiment, the object operation event is also divided into a plurality of event parameters. Therefore, the plurality of event parameters constitute an object operation event, and the plurality of object operation events constitute an object operation action configuration file, and the object operation configuration corresponds to a specific object operation action.
  • the object operation event includes an object operation action switching event
  • the event parameter corresponding to the object operation action switching event includes a next object operation action identifier
  • the object operation event includes a prohibition of the interrupted object operation event.
  • the event parameters corresponding to the interrupted object operation event are prohibited from including the object operation that can interrupt the current object operation action.
  • the configuration file includes an object operation action switching event ChangeSkillEvent, which indicates that the object operation operation bit corresponding to the object operation action file corresponding to the object operation action configuration file can realize the function of continuously triggering the object operation operation bit to realize different object operation actions;
  • the object operation action configuration file includes a ForbidAbility event that prohibits the interrupted event, indicating that the object operation action corresponding to the object operation action profile configures a related parameter that cannot be interrupted by the object operation, and if another object operation operation bit is triggered, When switching to the object operation action corresponding to another object operation, it is necessary to perform an object operation action corresponding to the object operation of another object operation operation bit according to the parameter configured in the ForbidAbility. Therefore, by performing different object operation event configurations on different object operation actions, multiple object operation effects can be generated between different object operation actions, which
  • a computer device which specifically includes:
  • the interactive instruction obtaining module 1702 is configured to acquire a first object operation instruction
  • the obtaining module 1704 is configured to acquire an object operation action identifier corresponding to the first operation bit identifier that generates the first object operation instruction;
  • the searching module 1706 is configured to search for an object operation action profile corresponding to the object operation action identifier, where the object operation action profile includes a plurality of pre-configured object operation events and a corresponding time axis, and the object operation event execution is defined in the time axis. time;
  • the execution module 1708 is configured to execute the object operation event according to the execution order of the object operation events according to the time axis.
  • the interaction instruction acquisition module 1702 is further configured to: when the state of the first operation bit is available, acquire the virtual target object released by the object operation, and release the object operation to generate the record generated by the preset time through frame synchronization.
  • the command is sent to the server; the frame synchronization command of the server relay is received, and the validity verification of the record is performed. After the verification is passed, the first object operation action configuration file corresponding to the operation bit for generating the first object operation instruction is obtained.
  • the execution module 1708 is further configured to acquire at least one event parameter of the pre-configured object operation event; when the object operation event is executed according to the execution order of the object operation event according to the time axis, the object operation is performed according to the event parameter.
  • the object operation effect of the event is further configured to acquire at least one event parameter of the pre-configured object operation event; when the object operation event is executed according to the execution order of the object operation event according to the time axis, the object operation is performed according to the event parameter. The object operation effect of the event.
  • the execution module 1708 is further configured to: when an object operation action switching event is included in the multiple object operation events, acquire an event parameter of the pre-configured object operation switching action event, where the event parameter includes a pre-configured next The object operation action identifier; the next object operation action identifier is assigned to the next object operation object of the first operation bit identifier.
  • the method includes: acquiring the first object operation generated by triggering the first operation bit corresponding to the first operation bit identifier.
  • the instruction acquires the next object operation action identifier pointed by the next object operation object of the first operation bit identifier; searches for the object operation action configuration file corresponding to the next object operation action identifier; performs the next object operation action identifier corresponding object operation The object action event configured in the action configuration file.
  • the execution module 1708 is further configured to: during the execution of the object operation event according to the execution order of the object operation event according to the time axis, obtain the pre-configuration when the plurality of object operation events include prohibiting the interrupted event.
  • the event parameter that prohibits the interrupted event, and the event parameter that prohibits the interrupted event includes a pre-configured object operation that interrupts the current object operation action; if the second object operation instruction generated by triggering the second operation bit is acquired And detecting whether the object operation corresponding to the second object operation instruction is the object operation that can interrupt the current object operation action, and if not, executing the second object according to the cache command stored in the object operation cache event included in the object operation event The object operation action generated by the operation instruction.
  • the object operation action generated by the second object operation instruction is executed according to the cache command stored in the object operation cache event included in the object operation event, including: executing the object operation action identifier corresponding to the first operation bit identifier
  • the execution object operation cache event included in the object operation action configuration file when the execution object operation cache event is executed, the object operation cache event included in the detection object operation event stores a cache command; when the object operation cache event has a cache command,
  • the object operation operation generated by the first object operation instruction is executed according to the time when the interrupted event is prohibited on the time axis
  • the second object corresponding to the object operation action generated by the second object operation instruction included in the cache command is executed.
  • the object action event in the action action configuration file when the execution object operation cache event is executed, the object operation cache event included in the detection object operation event stores a cache command; when the object operation cache event has a cache command, After the object operation operation generated by the first object operation instruction is executed according to the time when the interrupted event is prohibited on the time axis, the second object
  • a computer device is further provided, and the computer device specifically includes:
  • a display module 1802 configured to display an object operation action configuration interface
  • the object operation event configuration module 1804 is configured to acquire, by using the object operation action configuration interface, a plurality of configured object operation events and a corresponding time axis, where the time of execution of the object operation event is defined in the time axis;
  • the object operation action profile generation module 1806 generates an object operation action profile based on the plurality of object operation events and the corresponding time axis, and stores the object operation action profile and the operation bit identifier associated with the object operation.
  • the object operation event configuration module 1804 is further configured to pre-configure an event parameter for each object operation event, the event parameter being used to present a corresponding object operation effect when the object operation event is executed.
  • the object operation event configuration module 1804 is further configured to configure an object operation action switching event for the object operation event, where the event parameter corresponding to the object operation action switching event includes a next object operation action identifier; and/or an object
  • the operation event configuration prohibits the interrupted object operation event, and the event parameter corresponding to the interrupted object operation event is prohibited from including an object operation that can interrupt the current object operation action.
  • a computer readable storage medium having stored thereon computer readable instructions, the program being executed by a processor to: acquire a first object operation instruction; acquire and generate a first object
  • the first operation bit of the operation instruction identifies the corresponding object operation action identifier; and the object operation action configuration file corresponding to the object operation action identifier is searched, and the object operation action configuration file includes a plurality of pre-configured object operation events and a corresponding time axis.
  • the time in the time axis defines the execution time of the object operation event; the object operation event is executed according to the execution order of the object operation event according to the time axis.
  • executing the object operation event according to the execution order of the object operation event according to the time axis includes: acquiring at least one event parameter of the pre-configured object operation event; and performing an execution sequence of the object operation event according to the time axis When an object operation event is executed, the object operation effect of the object operation event is rendered according to the event parameter.
  • the object operation event is executed according to the execution order of the object operation event according to the time axis, including: when the object operation action switching event is included in the plurality of object operation events, acquiring the pre-configured object operation switching action event
  • the event parameter includes a pre-configured next object operation action identifier; and the next object operation action identifier is assigned to the next object operation object of the first operation bit identifier.
  • the method includes: acquiring the first object operation generated by triggering the first operation bit corresponding to the first operation bit identifier.
  • the instruction acquires the next object operation action identifier pointed by the next object operation object of the first operation bit identifier; searches for the object operation action configuration file corresponding to the next object operation action identifier; performs the next object operation action identifier corresponding object operation The object action event configured in the action configuration file.
  • the object operation event is executed according to the execution order of the object operation event according to the time axis, including: when the object operation event is executed in accordance with the execution order of the object operation event according to the time axis, when the plurality of object operation events
  • the event parameter for pre-configuring the forbidden interrupted event is obtained when the interrupted event is prohibited, and the event parameter for prohibiting the interrupted event includes a pre-configured object operation that interrupts the current object operation action; if the acquisition is passed
  • the second object operation instruction generated by the second operation bit is triggered, detecting whether the object operation corresponding to the second object operation instruction is the object operation that can interrupt the current object operation action, and if not, according to the object included in the object operation event
  • the cache command stored in the operation cache event executes the object operation action generated by the second object operation instruction.
  • the object operation action generated by the second object operation instruction is executed according to the cache command stored in the object operation cache event included in the object operation event, including: executing the object operation action identifier corresponding to the first operation bit identifier
  • the execution object operation cache event included in the object operation action configuration file when the execution object operation cache event is executed, the object operation cache event included in the detection object operation event stores a cache command; when the object operation cache event has a cache command,
  • the object operation operation generated by the first object operation instruction is executed according to the time when the interrupted event is prohibited on the time axis
  • the second object corresponding to the object operation action generated by the second object operation instruction included in the cache command is executed.
  • the object action event in the action action configuration file when the execution object operation cache event is executed, the object operation cache event included in the detection object operation event stores a cache command; when the object operation cache event has a cache command, After the object operation operation generated by the first object operation instruction is executed according to the time when the interrupted event is prohibited on the time axis, the second object
  • the method before acquiring the object operation action profile corresponding to the operation bit that generates the first object operation instruction, includes: when the state of the first operation bit is available, acquiring the virtual target object released by the object operation, and acquiring the object The operation releases the record generated in the preset time to be sent to the server through the frame synchronization command; receives the frame synchronization command relayed by the server, and performs legality verification on the record, and the verification succeeds to enter the operation corresponding to the operation bit that generates the first object operation instruction.
  • An object action action profile before acquiring the object operation action profile corresponding to the operation bit that generates the first object operation instruction.
  • a computer readable storage medium having stored thereon computer readable instructions, the program being executed by a processor to implement the following steps: displaying an object operation action configuration interface; configuring an interface through an object operation action Obtain multiple configured object operation events and corresponding time axes. The time axis defines the execution time of the object operation events.
  • the object operation action configuration file is generated according to the multiple object operation events and the corresponding time axis, and the object operation action profile is set. Corresponding to the operation bit identifier associated with the object operation.
  • each object operation event includes a pre-configured event parameter that is used to render a corresponding object operation effect when the object operation event is executed.
  • the object operation event includes an object operation action switching event
  • the event parameter corresponding to the object operation action switching event includes a next object operation action identifier
  • the object operation event includes a prohibition of the interrupted object operation event.
  • the event parameters corresponding to the interrupted object operation event are prohibited from including the object operation that can interrupt the current object operation action.
  • the program can be stored in a non-transitory computer.
  • the program may be stored in a non-volatile storage medium of the computer system and executed by at least one processor in the computer system to implement the implementation of the method as described above.
  • the storage medium may be a magnetic disk, an optical disk, a read-only memory (ROM), or a random access memory (RAM).

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Abstract

一种对象操作的处理、对象操作数据的生成方法及计算机设备。对象操作的处理方法包括:获取第一对象操作指令(302);获取与产生第一对象操作指令的第一操作位标识对应的对象操作动作标识(304);查找与对象操作动作标识对应的对象操作动作配置文件,对象操作动作配置文件中包括预先配置的多个对象操作事件和对应的时间轴,时间轴中定义了对象操作事件执行的时间(306);根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件(308)。

Description

对象操作的处理、对象操作数据的生成方法及计算机设备
相关申请的交叉引用
本申请要求于2017年11月30日提交中国专利局、申请号为201711244803.1、发明名称为“对象操作的处理方法、对象操作数据的生成方法及装置”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及计算机技术领域,特别是涉及一种对象操作的处理、对象操作数据的生成方法、计算机设备和计算机可读存储介质。
背景技术
随着计算机技术的迅速发展,计算机技术给人们的生活带来了诸多便利,大大的提升了人们的生活品质。人们在享受便利生活的同时,也需要一些娱乐项目。于是,各种游戏产品应用而生。通常,在游戏过程中,被控虚拟角色会在游戏场景中进行各种对象操作的使用,被控虚拟角色的对象操作也会根据玩家的需求进行不断的优化更新或修改。
然而,在传统的游戏产品中,虚拟角色的对象操作使用都是通过向服务器发送请求再根据服务器返回的命令来进行对应操作的,如果需要增加和修改虚拟角色的对象操作,则需要多名开发工程师进行开发和反复联调,由于对象操作系统分别在服务器和客户端实现,故调试较复杂,难度较大,导致开发效率较低,耗费周期也较长。
发明内容
有鉴于此,本申请的各种实施例,提供了一种对象操作的处理、对象操作数据的生成方法、计算机设备及计算机可读存储介质。
一种对象操作的处理方法,该方法由计算机设备实施,所述方法包括:
获取第一对象操作指令;
获取与产生所述第一对象操作指令的第一操作位标识对应的对象操作动作标识;
查找与所述对象操作动作标识对应的对象操作动作配置文件,所述对象操作动作配置文件中包括预先配置的多个对象操作事件和对应的时间轴,所述时间轴中定义了所述对象操作事件执行的时间;及
根据所述时间轴按照所述对象操作事件的执行先后顺序执行所述对象操作事件。
一种对象操作数据的生成方法,该方法由计算机设备实施,所述方法包括:
显示对象操作动作配置界面;
通过所述对象操作动作配置界面获取配置的多个对象操作事件和对应的时间轴,所述时间轴中定义了所述对象操作事件执行的时间;及
根据所述多个对象操作事件和对应的时间轴生成对象操作动作配置文件,将所述对象操作动作配置文件和与对象操作关联的操作位标识对应存储。
一种计算机设备,包括处理器和存储器,所述存储器中存储有计算机可读指令,所述计算机可读指令被所述处理器执行时,使得所述处理器执行以下步骤:
获取第一对象操作指令;
获取产生所述第一对象操作指令的第一操作位标识对应的对象操作动作标识;
查找与所述对象操作动作标识对应的对象操作动作配置文件,所述对象操作动作配置文件中包括预先配置的多个对象操作事件和对应的时间轴,所述时间轴中定义了所述对象操作事件执行的时间;及
根据所述时间轴按照所述对象操作事件的执行先后顺序执行所述对象操作事件。
一种计算机设备,包括处理器和存储器,所述存储器中存储有计算机可读指令,所述计算机可读指令被所述处理器执行时,使得所述处理器执行以下步骤:
显示对象操作动作配置界面;
通过所述对象操作动作配置界面获取配置的多个对象操作事件和对应的时间轴,所述时间轴中定义了所述对象操作事件执行的时间;及
根据所述多个对象操作事件和对应的时间轴生成对象操作动作配置文件,将所述对象操作动作配置文件和与对象操作关联的操作位标识对应存储。
一种非易失性的计算机可读存储介质,存储有计算机可读指令,所述计算机可读指令被一个或多个处理器执行时,使得所述一个或多个处理器执行以下步骤:
获取第一对象操作指令;
获取产生所述第一对象操作指令的第一操作位标识对应的对象操作动作标识;
查找与所述对象操作动作标识对应的对象操作动作配置文件,所述对象操作动作配置文件中包括预先配置的多个对象操作事件和对应的时间轴,所述时间轴中定义了所述对象操作事件执行的时间;及
根据所述时间轴按照所述对象操作事件的执行先后顺序执行所述对象操作事件。
一种非易失性的计算机可读存储介质,存储有计算机可读指令,所述计算机可读指令被一个或多个处理器执行时,使得所述一个或多个处理器执行以下步骤:
显示对象操作动作配置界面;
通过所述对象操作动作配置界面获取配置的多个对象操作事件和对应的时间轴,所述时间轴中定义了所述对象操作事件执行的时间;及
根据所述多个对象操作事件和对应的时间轴生成对象操作动作配置文件,将所述对象操作动作配置文件和与对象操作关联的操作位标识对应存储。
本申请的一个或多个实施例的细节在下面的附图和描述中提出。本申请的其它特征、目的和优点将从说明书、附图以及权利要求书变得明显。
附图说明
为了更清楚地说明本申请实施例或现有技术中的技术方案,下面将对实施例或现有技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的实施例,对于本领域普通技术人员来讲,在不 付出创造性劳动的前提下,还可以根据提供的附图获得其他的附图。
图1为一个实施例中对象操作的处理方法的应用环境图;
图2为一个实施例中计算机设备的内部结构示意图;
图3为一个实施例中对象操作的处理方法的流程图;
图4为另一个实施例中对象操作的处理方法的流程图;
图5为一个实施例中对象操作对象、对象操作动作以及对象操作事件之间的关系结构框图;
图6为一个实施例中一个对象操作动作配置文件的6个对象操作事件配置界面;
图7为一个实施例中检测碰撞事件的部分事件参数配置界面;
图8为一个实施例中特效展示事件的部分事件参数界面;
图9为一个实施例中实现对象操作动作切换的流程图;
图10为一个实施例中对象操作动作切换事件的部分事件参数配置界面;
图11为一个实施例中对象操作切换过程的示意图;
图12为一个实施例中实现对象操作打断的方法的流程图;
图13为一个实施例中禁止被打断事件的部分事件参数配置界面;
图14为一个实施例中客户端与服务器进行交互的示意图;
图15为一个实施例中以Moba游戏作为应用场景的界面示意图;
图16为一个实施例中对象操作数据的生成方法的流程图;
图17为一个实施例中计算机设备的结构框图;
图18为一个实施例中计算机设备的结构框图。
具体实施方式
为了使本申请的目的、技术方案及优点更加清楚明白,以下结合附图及实施例,对本申请进行进一步详细说明。应当理解,此处所描述的具体实施例仅仅用以解释本申请,并不用于限定本申请。
图1示出了一个实施例中对象操作的处理方法的应用环境图。参照图1, 该对象操作的处理方法可应用于对象操作的实现系统中,该系统包括终端110和服务器120,终端110通过网络与服务器120连接。终端110可以是但不限于各种能运行特定应用的个人计算机、笔记本电脑、个人数字助理、智能手机、平板电脑等。服务器120可以是实现单一功能的服务器,也可以是实现多种功能的服务器,具体可以是独立的物理服务器,也可以是物理服务器集群。终端110上可通过特定的应用显示对象操作施放的操作界面,获取到第一对象操作指令后,获取与产生第一对象操作指令的第一操作位标识对应的对象操作动作标识,再查找与对象操作动作标识对应的对象操作动作配置文件。对象操作动作配置文件预先可通过下载特定应用或下载相关数据包获取得到,并存储在终端110本地。具体的,对象操作动作配置文件中包括预先配置的多个对象操作事件和对应的时间轴,时间轴中定义了对象操作事件执行的时间。根据时间轴按照对象操作事件的执行先后顺序执行该对象操作动作配置文件中的对象操作事件。具体的,在终端110获取到对象操作动作配置文件之前,终端110运行特定应用,通过特定应用选择虚拟角色,并将选择的虚拟角色通知到服务器120,服务器120可返回选择的虚拟角色的对象操作动作配置文件的命令,将该命令发送到终端110,终端110根据该命令获取该虚拟角色对应的对象操作动作配置文件。
图2为一个实施例中计算机设备的内部结构示意图。该计算机设备具体可以是如图1中的终端110。如图2所示,计算机设备包括通过系统总线连接的处理器、存储介质、内存储器、网络接口、显示屏和输入装置。该处理器用于提供计算和控制能力,支撑整个终端的运行。计算机设备的存储介质存储有操作系统以及计算机可读指令,该计算机可读指令被处理器执行时,使得处理器实现一种对象操作的处理方法。计算机设备中的内存储器也可储存有计算机可读指令,该计算机可读指令被处理器执行时,可使得处理器执行一种对象操作的处理方法。计算机设备的网络接口用于与服务器120通信。计算机设备的输入装置可以是显示屏上覆盖的触摸层,也可以是外接的键盘、触控板或鼠标等,输入装置可获取用户使用手指对显示屏显示的操作界面产生的指令,例如获取通过点击第一操作位产生的第一对象操作指令。显示屏可用于显示特定应用界面,比如游戏应用画面。
本领域技术人员可以理解,图2中示出的结构,仅仅是与本申请方案相 关的部分结构的框图,并不构成对本申请方案所应用于其上的终端的限定,具体的终端可以包括比图中所示更多或更少的部件,或者组合某些部件,或者具有不同的部件布置。
如图3所示,在一个实施例中,提供了一种对象操作的处理方法,该方法以应用于如图1和图2中所示的终端中进行举例说明。包括:
步骤302,获取第一对象操作指令。
在一个实施例中,终端运行特定应用,特定应用可以是游戏应用。在游戏应用中显示游戏场景和游戏操作界面,游戏操作界面中包括多个操作位,通过触发操作位可产生对象操作指令。本实施例中,通过触发第一操作位产生第一对象操作指令。
步骤304,获取与产生第一对象操作指令的第一操作位标识对应的对象操作动作标识。
在游戏场景的操作界面上,会有预先设定的多个操作位。操作位,也称为技能槽位,是对象操作的承载对象,也就是技能的承载对象。例如,在Moba游戏中,英雄角色的每个技能槽位对应了一种主动技能,包括但不限于常规技能、普通攻击技能、召唤师技能、装备主动技能等。主动技能,Moba游戏战斗中玩家通过UI的点击来主动施放的角色技能,Moba即Multiplayer Online Battle Arena,指一种多人在线战术竞技游戏。每个槽位都会有各自唯一的槽位标识。根据槽位标识预先配置了对应的技能,而每个技能也会有各自的技能动作。技能动作是指某个技能槽位之上的一次连贯的技能释放行为,每个对象操作中可包含若干个对象操作事件,即每个技能中可包含若干个技能事件。对应地,每个技能动作都有各自唯一的技能动作标识。当触发第一槽位时会产生对应的技能指令,即第一技能交互指令,根据第一技能交互指令获取到技能动作,即可根据此技能动作获取到对应的技能动作标识。一般情况下,一个槽位配置一个技能,一个技能会配置有多个技能动作,进而一个技能标识会与多个技能动作标识对应。
步骤306,查找与对象操作动作标识对应的对象操作动作配置文件,对象操作动作配置文件中包括预先配置的多个对象操作事件和对应的时间轴,时间轴中定义了对象操作事件执行的时间。
每个对象操作动作都预先配置有对象操作动作配置文件,查找对象操作 动作配置文件时根据每个对象操作动作的唯一的对象操作动作标识进行查找。在对象操作动作配置文件中包含了预先配置的多个对象操作事件和对应的时间轴。对象操作事件是指实现对象操作的某一特定细分功能的功能点,每个对象操作事件都有对应的时间轴,时间轴定义了对象操作事件执行的时间,使得对象操作事件在对象操作释放中某个时间段或者某个时间点有效,即对象操作事件在执行的时候,在什么时间点执行以及执行的时间长度都是取决于对应时间轴的配置。
步骤308,根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件。
对象操作事件,即为技能事件。在时间轴上,每个技能事件都有各自的执行时间点,技能事件的执行顺序是根据技能事件在时间轴上定义的执行时间点来执行的。实际上,每个技能事件对应的程序实现是一个表示瞬时事件(TickEvent)或持续事件(DurationEvent)的类,通过调用对应的类对象实现对应的功能。根据技能事件在时间轴上的配置,即技能事件的执行时间长度,可将技能事件分为瞬时事件和持续事件。瞬时事件指的是技能事件只会在某一个时间点执行,持续事件指的是技能事件会在某一个时间段内一直执行。根据技能事件在时间轴上的配置,有的技能事件是在瞬时完成,有的则是持续完成。本实施例中,当获取到第一技能交互指令时,根据产生第一技能交互指令的第一槽位获取到对应的技能动作标识,再根据技能动作标识获取到对应的技能动作配置文件,而技能动作配置文件中包括预先配置的多个技能事件和对应的时间轴,再根据时间轴的配置依次执行技能事件。也就是说,在获取到技能交互指令的时候,是根据技能交互指令执行与技能动作对应的技能动作配置文件中的技能事件,则在调试过程中,只要对技能动作对应的技能事件进行调试即可,这种处理方式调试过程简单,节省了开发成本也提高了开发效率。
在一个实施例中,根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件,包括:获取预先配置的对象操作事件的至少一个事件参数;根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件时,根据事件参数呈现对象操作事件的对象操作效果。
在一个实施例中,一个操作位对应一个对象操作,一个对象操作对应多 个对象操作动作,一个对象操作动作对应一个对象操作动作配置文件,一个对象操作动作配置文件中包括多个对象操作事件,一个对象操作事件中包括至少一个事件参数。也可以理解为,一个技能槽位对应一个技能,一个技能对应多个技能动作,一个技能动作对应一个技能动作配置文件,一个技能动作配置文件中包括多个技能事件,一个技能事件中包括至少一个事件参数。
事件参数是指对对象操作事件的具体配置参数,事件参数定义了对象操作事件在执行时具体要显示的执行效果。在配置对象操作事件的时候,也对应配置了该对象操作事件在时间轴上的执行时间点和执行的时间长度,当对象操作事件执行的时候是根据在时间轴上的配置顺序依次执行的,而该对象操作事件在执行的时候具体产生怎样的效果则取决于该事件配置的事件参数。进一步地,对象操作事件的执行顺序和在执行时显示的效果则决定了与此对象操作事件所在的对象操作动作配置文件对应的对象操作动作具体显示怎样的对象操作效果。
对象操作即为技能,因此实际可以理解为,技能包括技能动作,技能动作对应的技能动作配置文件包括技能事件,技能事件包括事件参数,对功能逐步切割,层层分化,将一个大的功能分成了多个细化的功能点。这种处理方法在开发过程中实际运用时,当遇到与技能实现相关的功能出现bug( 中隐藏着的一些未被发现的缺陷或问题)时,可直接对有bug技能下的技能动作配置文件、技能事件以及事件参数等进行调试,大幅度的降低了开发调试的难度,也节约了开发成本。此外,通过将技能动作逐步细分,这种原子化处理方式使得每个技能动作的实现更为简单,通过配置技能事先的事件参数即可配置出多种技能动作,从而实现多种技能效果,使得开发出来的技能能够更加多样化。
图4示出了另一个实施例中对象操作的处理方法的流程图,该方法以应用于如图1和图2中所示的终端中进行举例说明。包括:
步骤402,获取第一对象操作指令。
步骤404,获取与产生第一对象操作指令的第一操作位标识对应的对象操作动作标识。
对象操作指令交互的虚拟对象可以有,也可以没有,有些对象操作指令可以直接释放,但有的对象操作指令必须释放在某一个虚拟对象上。如上所 述,在游戏场景的操作界面上通过触发第一操作位产生的第一对象操作指令。根据第一对象操作指令获取对应对象操作动作的对象操作动作标识。每个操作位配置一个对象操作,每个对象操作配置有多个对象操作动作,进而每个对象操作标识对应有多个对象操作动作标识。在获取到第一对象操作指令的时候,获取到的对象操作动作是预先配置的默认对象操作动作,因此获取到的对象操作动作配置文件也是预先默认选择的,即首次使用该对象操作的时候,执行的对象操作动作是预先在配置的多个对象操作动作中默认选定的一个对象操作动作。例如,在Moba游戏中,当获取到的第一对象操作指令为释放主动对象操作中的Q对象操作,而配置与Q对象操作对应的对象操作动作分别有Q1、Q2、Q3,那么在获取到第一对象操作指令时,就会执行默认选定的Q3对象操作动作。
步骤406,查找与所对象操作动作标识对应的对象操作动作配置文件,对象操作动作配置文件中包括预先配置的多个对象操作事件和对应的时间轴,时间轴中定义了对象操作事件执行的时间。
每一个对象操作动作标识对应一个对象操作动作配置文件,即每一个对象操作动作有一个对象操作动作配置文件,对象操作动作根据对应的对象操作动作配置文件实现。对象操作动作中又包含多个对象操作事件,对象操作事件的执行时间点和执行的时间长度已经在时间轴上配置好,在执行对象操作事件的时候根据时间轴上的配置依次执行。
图5示出了一个实施例中对象操作对象、对象操作动作以及对象操作事件的关系结构框图。如图5可知,主动对象操作对应主动对象操作的对象操作动作,对象操作动作对应多个对象操作事件。被动对象操作与子弹对象操作,buff对象操作等也是如此,将功能层层细化,分成更小的功能点。
图6示出了一个实施例中一个对象操作动作配置文件的6个对象操作事件配置图,图中包含了6个对象操作事件,从上而下分别是编号为1的人物初始化事件(SetBehaviourMode,用于设置人物的一些初始状态,如是否停止移动、是否打断当前对象操作、设置人物朝向等)、编号为2的动画播放事件(PlayAnimation,用于表现相关的动画播放等)、编号为3的特效展示事件(TriggerParticle,用于展示相关的特效等)、编号为4的释放子弹事件(SpawnBullet,用于产生子弹)、编号为5的对象操作冷却计时事件 (SkillCDTrigger,用于对象操作cd计时)、编号为6的检测碰撞事件(HitTrigger,用于根据碰撞结果对自身或目标产生某些对象操作效果,比如buff)。
以上6个对象操作事件的执行时间点和执行时间长度都在上方的时间轴上有定义,图中上方的时间轴,每一格代表一帧,当一个事件配置了多格,代表此事件在执行的时候执行的时间较长,则将此事件称为持续事件。同理,执行的时间较短的称为瞬时事件。因此,根据事件在时间轴上的配置可将事件分为瞬时事件和持续事件。
根据图6可知,SetBehaviourMode是一个瞬时事件,在最开始的时候执行,同时SkillCDTrigger和HitTrigger这两个事件也是瞬时事件,执行的时间点和执行的时间长度与SetBehaviourMode一致,这种情况下,这三个事件的执行顺序取决于纵向的对象操作事件的编号,那么这三个事件的执行顺序为,先执行编号为1的SetBehaviourMode,再执行编号为5的SkillCDTrigger,最后执行编号为6的HitTrigger。
PlayAnimation为持续事件,可以从图6中看出,PlayAnimation在整个对象操作动作配置文件的执行过程中都处于执行状态,而TriggerParticle和SpawnBullet这两个事件均为瞬时事件,跟上述分析一致,这两个事件的执行顺序为先执行编号为3的TriggerParticle,再执行编号为4的SpawnBullet。综合以上分析可知,按照图6中的对象操作事件配置情况,以上6个对象操作事件的执行顺序为,编号为1的SetBehaviourMode,编号为5的SkillCDTrigger,编号为6的HitTrigger,编号为3的TriggerParticle,编号为4的SpawnBullet,编号为2的PlayAnimation是一直在执行。
步骤408,获取预先配置的对象操作事件的至少一个事件参数。
对象操作动作配置文件中包含多个对象操作事件,而每一个对象操作事件中都包含了预先配置的至少一个事件参数。一般情况下,为了有更好的对象操作效果,会根据不同的对象操作事件分别配置不同的事件参数。通过配置不同的事件参数可以实现不同对象操作事件,从而实现多种对象操作动作。
举例说明,图7所示为一个实施例中检测碰撞事件的部分参数配置界面。HitTrigger的事件参数包括时间、指定目标、触发对象、最后受击、是否选择一个攻击者对象操作效果、攻击者对象操作效果组合ID1等,此处只是给出 了一部分的事件参数,每个对象操作事件都有可供配置的一些参数,用来配置对象操作事件具体的行为和表现,但每个对象操作事件的事件参数都会随着对象操作事件本身发生变化,因此每个对象操作事件的事件参数都是有区别的。
再举例说明,释放子弹事件SpawnBullet会根据的参数产生一个子弹对象,同时会引起另一个对象操作动作配置文件完善这个子弹对象。在这个对象操作动作配置文件中,包括有产生子弹对象事件(SpawnObject)、为子弹对象添加碰撞体对象事件(SetCollision)、特效展示事件(TriggerParticle)、移动子弹事件(MoveBullet)、检测碰撞事件(HitTrigger)以及多个结束事件(StopTrack)。SpawnObject用于产生实际的一个子弹对象,并设置它的参考位置、朝向、父对象和其他一些基本信息。SetCollision用于给这个子弹对象添加碰撞体,使之可以参与到场景碰撞检查中,以便判断子弹是否命中。TriggerParticle则是展示相关特效。MoveBullet是用于按其参数设置的规则来移动子弹。HitTrigger和StopTrack则依赖于MoveBullet中的子弹命中情况,若子弹命中,则给命中目标种上一个buff并提前结束相关的轨道事件。对于对象操作事件中的释放子弹事件SpawnBullet而言,在配置释放子弹事件SpawnBullet时,只要考虑“产生一个对象操作的子弹”这件事,至于具体是怎样创建游戏中的子弹对象的,子弹的位置、朝向、碰撞形状大小等具体如何,子弹有怎样的视觉效果,子弹如何移动,子弹命中会产生哪些逻辑效果以及视觉效果等等,则取决于子弹事件SpawnBullet引起的另一个对象操作动作配置文件中的具体对象操作事件配置。此释放子弹事件SpawnBullet与上述实施例中检测碰撞事件HitTrigger略有不同,因为SpawnBullet引起了另外一个对象操作动作配置文件,这种配置是基于开发者的考虑而定,对于不同的对象操作事件会有不同的配置方式,但总体来说,都是将产品的功能点细化,让开发者和设计者只需要在一个同一个设计层次或者说同一时刻可以只考虑“做什么”,而不必考虑“怎么做”。
步骤410,根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件时,根据事件参数呈现对象操作事件的对象操作效果。
对象操作事件是按照对象操作事件在时间轴上预先配置好的执行时间点和执行时间长度执行的。而对象操作事件在执行时具体产生怎样的对象操作 效果是根据对象操作事件的事件参数来进行呈现。
举例说明,图8为一个实施例中特效展示事件的部分事件参数界面,在一个实施例中,TriggerParticle的事件参数包括有时间、父对象、虚拟父对象、位置参考虚拟对象、存活时长、相对平移量、使用作用位置、使用作用朝向、使用子弹移动方向以及使用距离朝向等,这些事件参数决定了TriggerParticle在被执行的时候实际上产生的具体视觉效果。而在对对象操作动作配置文件进行配置的时候,只要配置了TriggerParticle即可,TriggerParticle也只需要考虑特效展示这件事,而不需要考虑具体特效要如何展示,具体展示成怎样的效果,具体的实现和实现的效果取决于TriggerParticle这个事件内包括的事件参数的具体配置情况。
每一个对象操作事件中都会包括至少一个事件参数,一般情况下,事件参数都会配置多个,当多个对象操作事件依次执行时,对象操作事件具体产生的效果则取决于该对象操作事件中配置的事件参数。当根据产品战略或用户需求需要对虚拟角色的对象操作进行调整时,不论是需要对已开发完的对象操作动作进行修改还是新增对象操作动作,都可以使用已开发完毕的对象操作动作的配置文件。当虚拟角色的对象操作动作存在有共同的特性时,则可以使用该共同部分的配置文件在较短的时间内对对象操作动作进行改进与修改,同时由于每个对象操作事件都有各自的事件参数,在调整的过程中,对参数的调整也更为简单快捷,从而降低了开发时间,节约了开发成本。
在一个实施例中,根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件,包括:当多个对象操作事件中包括对象操作动作切换事件时,获取预先配置的对象操作切换动作事件的事件参数,事件参数中包括预先配置的下一对象操作动作标识;将下一对象操作动作标识赋予第一操作位标识的下一对象操作对象。
对象操作动作切换,也称为对象操作切换,是指将同一个对象操作操作位的当前对象操作对象替换为下一目标对象操作对象,在游戏运行过程中,通过配置对象操作动作切换事件来实现对象操作动作切换效果。在一个实施例中,对象操作事件中如果包含有对象操作动作切换事件,那么当根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件时,对象操作动作切换事件也会在执行的序列当中。当执行到对象操作动作切换事件时,获取到 对象操作动作切换事件的事件参数,根据配置的事件参数呈现对象操作动作切换事件的执行效果。对象操作动作切换事件的事件参数中包括预先配置的下一对象操作动作标识,下一对象操作动作标识与下一个对象操作动作对应,下一个对象操作动作指,执行完当前正在执行的对象操作动作后,下一个要执行的对象操作动作。
进一步的,再将下一个对象操作动作标识赋予第一操作位标识的下一对象操作对象,第一操作位标识的下一对象操作对象指再次触发第一操作位时会执行的对象操作。将下一个对象操作动作标识赋予第一操作位标识的下一对象操作对象,即再次触发第一操作位时,执行的对象操作动作为当前正在执行的对象操作动作对应的对象操作动作配置文件中包括的对象操作动作切换事件中预先配置的与下一个对象操作动作标识对应的对象操作动作。即,如果触发了同一个操作位,那么触发此操作位后要执行的对象操作动作是预先已经在当前正在执行的对象操作动作的相关配置文件中配置好的。
在本实施例中,在执行当前对象操作动作时,就已经将如果再次获取到同一个操作位时要执行的对象操作动作准备好了,只要触发即可使用。预先在客户端的配置文件中提前配置好对象操作动作,并且将同一操作位再次被触发时会执行的对象操作动作在当前正在执行的对象操作动作对应的文件中预先配置好,当再次触发操作位时即可立即执行,节省了传统技术中需要先向服务器发送请求再接收服务器请求的等待时间,也避免了每一次触发操作都需要向服务器发送请求带来的流量耗费。
在一个实施例中,在上述将下一对象操作动作标识赋予第一操作位标识的下一对象操作对象之后,包括:再次获取触发第一操作位标识对应的第一操作位所产生的第一对象操作指令;获取第一操作位标识的下一对象操作对象所指向的下一对象操作动作标识;查找下一对象操作动作标识对应的对象操作动作配置文件;执行下一对象操作动作标识对应的对象操作动作配置文件中配置的对象操作事件。
再次获取触发第一操作位标识对应的第一操作位所产生的第一对象操作指令,即再次触发第一操作位时产生的对象操作动作指令,根据对象操作指令执行对应的对象操作动作。获取第一操作位标识的下一对象操作对象所指向的下一对象操作动作标识,再根据此下一对象操作动作标识对应的下一对 象操作动作查找到下一对象操作动作的对象操作动作配置文件。同理,下一对象操作动作的对象操作动作配置文件中也配置有多个对象操作事件,根据对象操作指令执行下一对象操作动作时,即执行下一对象操作动作的对象操作动作配置文件中配置的对象操作事件。
在游戏场景中,一般也将对象操作称为技能,操作位称为槽位。为了增加游戏的趣味性,游戏产品往往会给技能配置多种玩法,比如同一个对象操作的连续施放,即同一个技能的连续施放。而同一个技能的连续施放在界面上的显示也会有不同的视觉效果,在产品的丰富性上,一般会对不同的虚拟角色的技能有不同的配置,虽然都是同一个技能的连续施放,但可以通过具体技能的变化分为变化技能招式和技能连招。变化技能招式是指连续触发同一个槽位时技能动作的变化。而技能连招,也可以解释为同一个技能连续触发会有不同的技能动作,但技能连招一般会伴随着虚拟角色的位移有产生变化。但变化技能招式和技能连招两者的实现机制是一样的,只是丰富了虚拟角色技能动作的多样性而已。一般情况下,同一个技能的连续施放会预先设置一个时间阈值,只有在这个时间内连续触发同一个技能才会有变化技能招式和技能连招的效果,对于游戏产品来说,具体设置的时间阈值为多少,或是否要设置,可根据系统开发者或者基于用户习惯的考虑去采取对应的处理方式。
对于同一技能的连续施放往往都是瞬间操作,在技能施放后如果不能立即得到服务器的响应就会造成延迟,与其他虚拟角色的交互也不能得到及时的反馈。而在本实施例中,由于再次触发同一个槽位会执行的技能动作已经在当前执行的技能动作对应的技能动作配置文件中包括的技能动作切换事件中预先配置完毕,那么在触发同一个槽位时,便可立即响应触发的槽位产生的技能交互指令,即立即执行对应的技能动作,不需要像传统技术一样,需要先向服务器发起执行对应技能的请求,再等待服务器返回的对应操作命令,然后根据对应操作命令再执行对应的技能动作。而在本实施例中,触发则立即响应,避免了客户端的延迟,也提升了游戏运行的流畅度。
图9示出了一个实施例中实现对象操作动作切换的方法的流程图,该方法以应用于如图1和图2中所示的终端中进行举例说明。包括:
步骤902,当多个对象操作事件中包括对象操作动作切换事件时,则执 行步骤904。
在执行对象操作动作的时候,即执行对象操作动作对应的对象操作动作配置文件中配置的对象操作事件。基于产品趣味性的考虑,在配置虚拟角色的对象操作动作时,会对不同的对象操作动作有不同的考量,因此并不是每一个对象操作动作的对象操作动作配置文件中都配置有对象操作动作切换事件。在执行对象操作事件时,若有对象操作动作切换事件则执行。
步骤904,获取预先配置的对象操作切换动作事件的事件参数,事件参数中包括预先配置的下一对象操作动作标识。
当多个对象操作事件中包括对象操作动作切换事件时,对象操作动作切换事件也会根据在时间轴上配置的执行时间点和执行的时间长度被执行,当执行到对象操作动作切换事件时,会获取到对象操作动作切换事件的事件参数,事件参数包括预先配置的下一对象操作动作标识。下一对象操作动作标识对应下一对象操作动作,此对象操作动作是在对象操作动作切换事件中提前配置的。
进一步地,在一个实施例中,上述对象操作动作切换事件ChangeSkillEvent的事件参数中预先配置的下一对象操作动作标识取决于预先配置的可切换到的对象操作ID以及与对象操作ID对应的概率。可切换到的对象操作ID即可切换到的对象操作动作标识,与可切换到的对象操作对应,对象操作ID对应的概率是指从本对象操作切换至与该可切换到的对象操作动作标识对应对象操作的概率。当在ChangeSkillEvent的事件参数中配置了多个可切换到的对象操作ID以及与对象操作ID对应的概率时,切换至哪个可切换到的对象操作ID对应的对象操作取决于该对象操作ID对应的概率,一般来说,概率越大切换至该对象操作ID的可能性也越大。
图10示出了一个实施例中对象操作动作切换事件的部分事件参数配置界面。ChangeSkillEvent用于对象操作切换,图10中对象操作动作切换事件ChangeSkillEvent的事件参数包括:改变对象操作ID1、改变对象操作ID2、改变对象操作ID3、改变对象操作ID4、改变对象操作概率ID1、改变对象操作概率ID2、改变对象操作概率ID3以及改变对象操作概率ID4。改变对象操作指上述的下一对象操作动作。在本实施例中,对象操作动作切换事件ChangeSkillEvent的事件参数配置了4个改变对象操作ID以及4个对应的改 变对象操作概率,每个改变对象操作ID对应一个概率,而这四个改变对象操作ID中哪一个改变对象操作ID对应的对象操作能成为下一个对象操作动作则取决于与该改变对象操作ID对应的改变对象操作概率。
在一个实施例中,如图10所示,改变对象操作ID1设置为11001,改变对象操作ID2设置为11000,改变对象操作ID3和改变对象操作ID4均设置为0,与改变对象操作ID1对应的概率,即改变对象操作概率ID1设置为50,与改变对象操作ID2对应的改变对象操作概率ID2设置为150,而改变对象操作概率ID3以及改变对象操作概率ID4设置为0,那么只有两个有效的改变对象操作ID,即改变对象操作ID1与改变对象操作ID2,而根据设置的概率可得知,改变对象操作ID1对应的对象操作成为下一个对象操作的概率为50/(50+150)=25%,同样的,改变对象操作ID2对应的对象操作成为下一个对象操作的概率为150/(50+150)=75%。也就是,改变对象操作ID1对应的ID为11001的对象操作有25%的几率成为下一个对象操作,而改变对象操作ID2对应的ID为11000的对象操作有75%的几率成为下一个对象操作。
步骤906,将下一对象操作动作标识赋予第一操作位标识的下一对象操作对象。
操作位指的是对象操作操作位,对象操作操作位对应对象操作,对象操作对应多个对象操作。因此触发操作位时会执行预先配置的对象操作。对于每一个操作位SkillSlot都会配置当前对象操作对象(CurrentSkillObj)和下一个对象操作对象(NextSkillObj),CurrentSkillObj对应当前执行的对象操作,NextSkillObj则对应再次触发当前操作位时要执行的对象操作,即下一个对象操作。在执行当前对象操作对象CurrentSkillObj时,如果此对象操作对象对应的对象操作动作配置文件中包括对象操作动作切换事件ChangeSkillEvent,那么就获取当前对象操作对象CurrentSkillObj中包含的对象操作动作切换事件ChangeSkillEvent的事件参数,事件参数中包括有下一对象操作动作标识。然后将获取到的下一对象操作动作标识赋予当前对象操作对象CurrentSkillObj所在操作位SkillSlot的下一个对象操作对象NextSkillObj。即再次触发此操作位SkillSlot产生对象操作指令时,执行的对象操作就是下一个对象操作对象NextSkillObj的对象操作。
步骤908,再次获取触发第一操作位标识对应的第一操作位所产生的第 一对象操作指令。
如上所述,当前正在执行的对象操作是根据触发第一操作位从而产生与第一对象操作指令对应对象操作的一个对象操作,再次获取触发第一操作位标识对应的第一操作位所产生的第一对象操作指令,即再次触发同一操作位进而产生同一个对象操作指令。例如,用户使用手指通过触摸屏再次点击游戏操作界面上的同一操作位,产生对象操作指令。
步骤910,获取第一操作位标识的下一对象操作对象所指向的下一对象操作动作标识。
下一对象操作动作标识是在对象操作动作切换事件中预先配置的,当执行对象操作动作切换事件时,会获取事件参数中配置的下一个对象操作动作标识。获取完以后会将下一对象操作动作赋予第一操作位标识的下一对象操作对象,而对于第一对象操作操作位而言,下一对象操作对象指再次触发第一操作位时将执行的对象操作动作。但如果下一对象操作动作并没有在对象操作动作切换事件ChangeSkillEvent中配置,那就不会有下一对象操作动作赋予第一操作位标识的下一对象操作对象。这种情况下,对于第一对象操作操作位而言,下一对象操作对象仍然是当前正在执行的对象操作动作。
举例说明,图11示出了对象操作切换过程的示意图。图中的SkillSlot表示对象操作操作位,即技能槽位,包含SkillSlot一个当前对象操作对象(CurrentSkillObj)和一个下一对象操作对象(NextSkillObj)。若在执行当前对象操作对象CurrentSkillObj时,即在执行当前对象操作动作时,当前对象操作动作对应的对象操作动作配置文件中包括有对象操作动作切换事件(ChangeSkillEvent),则根据ChangeSkillEvent的事件参数中配置的规则选出将要切换的对象操作对象赋值给NextSkillObj,配置的规则比如根据配置的概率等。当第二次使用对象操作时判断NextSkillObj是否为空,如果NextSkillObj不为空,则执行NextSkillObj中包括的对象操作对象对应对象操作的对象操作动作;如果NextSkillObj为空则仍然执行当前对象操作(CurrentSkill)。
步骤912,查找下一对象操作动作标识对应的对象操作动作配置文件。
每个对象操作动作标识都会有唯一对应的对象操作动作,故下一对象操作动作标识对应的下一对象操作动作也是唯一的,而每个对象操作动作都会有对应的对象操作动作配置文件。
步骤914,执行下一对象操作动作标识对应的对象操作动作配置文件中配置的对象操作事件。
获取到下一对象操作动作对应的对象操作动作配置文件后,再获取到对象操作动作配置文件中包含的多个对象操作事件,执行对象操作动作也就是执行对象操作动作配置文件中配置的对象操作事件。
一般情况下,当对象操作动作配置文件中配置了对象操作动作切换事件时,则说明为此对象操作动作对应的对象操作配置了同一个对象操作的连续施放的操作,当连续触发操作位时,会连续执行多个对象操作动作。而对象操作动作的相关配置文件在客户端上早预先配置完毕,只需要在游戏运行开始时获取操控的虚拟角色对应的对象操作动作即可,而在游戏过程中,虚拟角色施放对象操作时并不需要时刻给服务器发送请求再等待服务器返回的执行命令,而是将某一个时间段内虚拟角色的操作记录以帧同步命令的方式发送至服务器即可。再次触发同一个操作位时要执行的对象操作动作由于已在客户端上配置完毕,因此触发同一操作位产生对应的对象操作指令时即可响应,立即执行对应的对象操作动作,在客户端上运行的时候并不会有延迟。
在一个实施例中,根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件,包括:在根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件的过程中,当多个对象操作事件中包括禁止被打断事件时,获取预先配置的禁止被打断事件的事件参数,禁止被打断事件的事件参数中包括预先配置的可打断当前对象操作动作的对象操作;若获取到通过触发第二操作位产生的第二对象操作指令,则检测第二对象操作指令对应的对象操作是否为可打断当前对象操作动作的对象操作,若否,则根据对象操作事件中包括的对象操作缓存事件中存储的缓存命令执行第二对象操作指令产生的对象操作动作。
禁止被打断指在执行当前对象操作动作时,如果获取到其他对象操作操作位产生的对象操作动作指令,不会立即执行该对象操作指令对应对象操作的对象操作动作。但在游戏产品的设计中,并不是获取到所有对象操作操作位产生的对象操作动作指令时都不能立即执行对应对象操作的对象操作动作,而是会根据对象操作动作配置文件中的禁止被打断事件的事件参数配置来对应执行。在根据时间轴按照对象操作事件的执行先后顺序执行对象操作 事件的过程中,当多个对象操作事件中包括禁止被打断事件时,则会执行禁止被打断事件。在执行禁止被打断事件时会获取到禁止被打断事件的事件参数,禁止被打断事件的事件参数中包括有预先配置的可打断当前对象操作动作的对象操作。
再次获取操作指令,如果获取到的是通过触发第二操作位产生的第二对象操作指令,即与当前正在执行的对象操作动作所在的第一操作位不是同一个操作位时,检测第二对象操作指令对应的对象操作动作是否为可打断当前对象操作动作的对象操作,即检测第二对象操作指令对应的对象操作动作是否与禁止被打断事件的事件参数中配置的可打断当前对象操作动作的对象操作匹配。如果匹配了,则说明第二对象操作指令对应的对象操作能够打断当前对象操作动作,反之,不匹配则说明第二对象操作指令对应的对象操作不能够打断当前对象操作动作,那么第二对象操作指令对应的对象操作动作并不会立即执行,而是要根据对象操作事件中包括的对象操作缓存事件中存储的缓存命令执行第二对象操作指令产生的对象操作动作。
通过对当前正在执行的对象操作动作对应的对象操作动作配置文件中的禁止被打断事件进行相关配置,在获取到新产生的对象操作动作时,可立即对获取到的对象操作指令进行对应的响应。由于配置文件在客户端上早已经配置完毕,在游戏运行过程中,只要获取相关的配置文件对应执行即可,在响应上不会有延迟效果,游戏运行也能够更流畅。
在一个实施例中,根据对象操作事件中包括的对象操作缓存事件中存储的缓存命令执行第二对象操作指令产生的对象操作动作,包括:执行第一操作位标识对应的对象操作动作标识对应的对象操作动作配置文件中包括的执行对象操作缓存事件,执行上述执行对象操作缓存事件时检测对象操作事件中包括的对象操作缓存事件是否存储有缓存命令;当对象操作缓存事件中有缓存命令时,根据禁止被打断事件在时间轴上预先配置的时间执行完第一对象操作指令产生的对象操作动作后,再执行缓存命令中包括的第二对象操作指令产生的对象操作动作对应的第二对象操作动作配置文件中的对象操作事件。
当第一操作位标识对应的对象操作动作标识对应的对象操作动作配置文件中包括有执行对象操作缓存事件(SkillUseCache)时,会依次执行 SkillUseCache,而执行SkillUseCache时,实际上执行的是对象操作缓存事件(SkillInputCache)中存储的缓存命令,该存储的缓存命令中包括有对象操作指令,也就是对象操作缓存。对象操作缓存是指若要使用目标对象操作对象且当前使用的对象操作对象动作不能被打断,可以将该目标对象操作对象缓存起来,等待当前使用对象操作对象动作结束或可以被打断时,再执行目标对象操作对象的动作。因此当SkillInputCache中存储有缓存命令时,SkillUseCache会直接执行SkillInputCache中存储的缓存命令;如果SkillInputCache中未存储有缓存命令,那么SkillUseCache则没有缓存的命令需要执行。而在SkillInputCache存储的缓存命令中包括有第二对象操作指令,对应地,执行第二对象操作指令即为执行第二对象操作指令产生的对象操作动作对应的第二对象操作动作配置文件中的对象操作事件。
对象操作动作配置文件在客户端上已经配置完毕,在游戏开始之前已经获取到相关的配置文件,因此在游戏过程中只要根据配置文件来执行对应的对象操作动作即可。当获取到新的对象操作指令时,也可以立即响应。而配置禁止被打断事件能够保证施放对象操作的确定性以及能够达到预定的作用效果,对象操作缓存事件以及执行对象操作缓存事件则能够实现多个对象操作间的连贯流畅施放,提高了对象操作动作的执行效果和游戏产品的丰富性。
图12示出了一个实施例中实现对象操作打断的方法的流程图,该方法以应用于如图1和图2中所示的终端中进行举例说明。包括:
步骤1202,当多个对象操作事件中包括禁止被打断事件时,则执行步骤1204。
对象操作打断是指某个特定的对象操作操作位产生的对象操作动作被其他对象操作操作位产生的对象操作动作打断。禁止被打断事件ForbidAbility用于设置当前对象操作在一段事件内与其他对象操作的交互关系,如是否可以被打断、是否免疫负面或控制效果、是否屏蔽碰撞检测等。因此,并不是每一个对象操作对应的对象操作动作配置文件中都会包括有ForbidAbility。当配置了ForbidAbility时,根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件时,ForbidAbility同样会在被执行的对象操作事件序列中。
步骤1204,获取预先配置的禁止被打断事件的事件参数,禁止被打断事件的事件参数中包括预先配置的可打断当前对象操作动作的对象操作。
禁止被打断事件ForbidAbility的事件参数中可以配置本对象操作“不能被打断”参数,即预先配置的可打断当前对象操作动作的对象操作及不可打断当前对象操作动作的对象操作。当配置了“不能被打断”参数时,也就是配置了对象操作前摇不能被打断。对象操作前摇指对象操作施放过程再产生子弹之前的时间。对象操作前摇指对象操作释放过程在产生子弹之前的时间。
在一个实施例中,图13示出了一个实施例中禁止被打断事件的部分事件参数配置界面。如图13所示,此禁止被打断事件ForbidAbility中包括有:是否开启不能打断对象操作、是否屏蔽普攻、是否屏蔽对象操作1、是否屏蔽对象操作2、是否屏蔽对象操作3。当不能打断对象操作参数勾选了ON,则说明此对象操作动作设置被不可被打断,至于具体不可被哪些对象操作打断则取决于图中勾选的屏蔽对象操作。如果勾选了不能打断对象操作,同时勾选了屏蔽对象操作1,指此对象操作动作设置为不可打断,但不包括对象操作1,也就是指对象操作1是可以打断当前对象操作动作的。而是否屏蔽普攻,默认设置为不屏蔽普攻,即普攻是不可打断当前对象操作动作的。但默认设置为屏蔽普攻还是不屏蔽普攻,可根据系统开发者或者基于用户习惯的考虑去采取对应的处理方式。普攻,普通攻击,是游戏中被控制虚拟角色对象操作中的一种,一般指不需要其他装备而能够一直使用的攻击对象操作。但在本申请中,也将普攻处理为主动对象操作中的一种。
综上分析,结合图13说明,当前对象操作设置为不可被打断的对象操作动作,普攻不可打断当前对象操作动作,而对象操作1、对象操作2以及对象操作3因为均被设置为屏蔽,则说明这三个对象操作都是可以打断当前对象操作动作的。那么在执行当前对象操作动作时,如果触发了对象操作1、对象操作2或对象操作3中的任意一个对象操作,都是可以立即切换至对应的对象操作动作的。
步骤1206,当获取到通过触发第二操作位产生的第二对象操作指令时,则执行步骤1208。
判断获取到的对象操作指令是第一操作位产生的还是第二操作位产生的,或者是否有触发对象操作操作位产生了对象操作指令。如果对象操作指令是第一操作位产生的,则说明产生对象操作指令的操作位与当前正在执行的对象操作对应的同一个操作位,那么则是同一个对象操作的连续施放,而 不会涉及对象操作被打断。如果对象操作指令是第二操作位产生的,则说明产生对象操作指令的操作位与当前正在执行的对象操作动作对应的不是一个操作位,那么获取到的对象操作指令对应的对象操作则是另一个对象操作,由当前正在执行的对象操作对应的对象操作动作切换至另一个对象操作对应的对象操作动作,则需要考虑当前对象操作动作是否能够立即切换至其他对象操作对应的对象操作动作。
步骤1208,检测第二对象操作指令对应的对象操作是否为可打断当前对象操作动作的对象操作,若否,则执行步骤1210;若是,则执行步骤1216。
当获取到的是第二对象操作指令时,则说明产生对象操作指令的操作位与当前正在执行的对象操作动作对应的不是一个操作位,这个时候需要考虑当前对象操作动作是否能够立即切换至第二对象操作指令对应对象操作的对象操作动作。而是否能够从当前执行的对象操作动作切换至第二对象操作指令对应对象操作的对象操作动作取决于当前执行的对象操作动作对应的对象操作动作配置文件中的配置,如果当前执行的对象操作动作对应的对象操作动作配置文件中ForbidAbility中的不能打断对象操作参数设置为ON,且第二对象操作指令对应对象操作未被设置为屏蔽对象操作,那么则说明第二对象操作指令对应对象操作的对象操作动作均不可打断当前正在执行的对象操作动作。
反之,如果当前执行的对象操作动作对应的对象操作动作配置文件中ForbidAbility中的不能打断对象操作参数设置为ON,且第二对象操作指令对应对象操作被设置为屏蔽对象操作,那么则说明第二对象操作指令对应对象操作的对象操作动作均可打断当前正在执行的对象操作动作。
步骤1210,执行第一操作位标识对应的对象操作动作标识对应的对象操作动作配置文件中包括的执行对象操作缓存事件。
执行对象操作缓存事件SkillUseCache,作用是执行对象操作动作配置文件中包括的对象操作缓存事件SkillInputCache中存储的缓存命令。对象操作缓存事件SkillInputCache用于配置在预设时间内,如果人物移动或使用了其他对象操作,是否将这些移动或对象操作施放缓存下来,也可以理解为对象操作缓存。一般情况下,如果对象操作动作对应的对象操作动作配置文件中配置了ForbidAbility,那么也会配置有SkillUseCache和SkillInputCache,虽 然这三个事件都是相互独立的,但是这三个事件如果同时配置则可以产生更好的执行效果。
步骤1212,当对象操作事件中包括的对象操作缓存事件中存储有缓存命令时,则执行步骤1214。
对象操作缓存事件SkillInputCache虽然是用于缓存命令,但有可能在需要用到SkillInputCache中的存储的缓存命令时,SkillInputCache中还没有存储有缓存命令,因此在执行SkillUseCache时,需要对SkillUseCache中是否有缓存内容进行检测。当对象操作事件中包括的对象操作缓存事件SkillInputCache中没有存储有缓存命令时,那么在执行SkillUseCache时,SkillUseCache会获取SkillInputCache中存储的缓存命令并执行,如果SkillInputCache中存储的内容为空,则相当于SkillUseCache并没有需要执行的缓存命令。
步骤1214,根据禁止被打断事件在时间轴上预先配置的时间执行第一对象操作指令产生的对象操作动作后,再执行缓存命令中包括的第二对象操作指令产生的对象操作动作对应的第二对象操作动作配置文件中的对象操作事件。
这里预先配置的时间指的是禁止被打断事件ForbidAbility在时间轴上配置的时间,由于ForbidAbility是一个持续事件,那么ForbidAbility会在设置的这个时间段内都处于执行阶段。因此,如果ForbidAbility的事件参数中如果设置了对象操作A为不可打断当前对象操作动作的对象操作,那么在ForbidAbility执行的时间段内,如果收到当前被控制的虚拟角色施放对象操作A,那么并不会立即切换至对象操作A,即不会立即执行对象操作A对应的对象操作动作。而是通过SkillInputCache将虚拟角色施放对象操作A的命令缓存下来。在一个实施例中,SkillInputCache缓存命令是通过使用设置对象操作缓存(SetSkillCache)函数接口将虚拟角色施放对象操作的命令以及其他比如位移等状态命令缓存下来。
一般情况下,对象操作前摇阶段会被禁止被打断事件ForbidAbility完全覆盖,因此当ForbidAbility执行完毕,相当于根据禁止被打断事件在时间轴上预先配置的时间执行第一对象操作指令产生的对象操作动作。而对象操作缓存事件SkillUseCache为瞬时事件,且在时间轴上设置的执行时间点一般在 位于其他事件之后,即对象操作后摇阶段,因此在执行完其他事件后执行SkillUseCache时,才开始检测SkillInputCache中是否存储有缓存命令。对象操作后摇指对象操作释放过程在产生子弹之后的时间。
当SkillInputCache中存储有缓存命令时,SkillUseCache在执行时则可以直接获取到SkillInputCache中存储的缓存命令。由于第二对象操作指令对应对象操作的对象操作动作为不可打断当前正在执行的对象操作动作,那么获取到第二对象操作指令后,并不会立即执行对应对象操作的对象操作动作,而是会先将当前正在执行的第一对象操作指令产生的对象操作动作执行预先配置的时间后,再去执行第二对象操作指令对应对象操作的对象操作动作。
步骤1216,直接执行第二对象操作指令产生的对象操作动作。
当检测第二对象操作指令对应的对象操作是为可打断当前对象操作动作的对象操作时,则说明在ForbidAbility的事件参数中不能打断对象操作参数设置为ON,且第二对象操作指令对应的对象操作被设置为屏蔽对象操作。因此,第二对象操作指令对应的对象操作是能够打断当前对象操作动作的,故当获取到第二对象操作指令时会立即直接执行第二对象操作指令产生的对象操作动作,执行第二对象操作指令产生的对象操作动作即获取该对象操作动作对应的对象操作动作配置文件中配置的多个对象操作事件和对应的时间轴,根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件。
在本实施例中,通过对对象操作事件的配置,实现了对象操作打断和对象操作缓存的功能,丰富了对象操作的多样性及使用上的流畅性。由于配置文件已经预先存储在客户端,因此在对对象操作动作的执行和相关逻辑判断上并不需要服务器的及时响应和计算检查,使得在游戏过程中对虚拟角色的对象操作操作都能够立即响应,也减少了每一次操作请求都要发送至服务器产生的流量耗损。
在一个实施例中,获取产生第一对象操作指令的操作位对应的对象操作动作配置文件之前,包括:当第一操作位的状态为可用时,获取对象操作释放的虚拟目标对象,并将对象操作释放在预设时间内产生的记录通过帧同步命令发送至服务器;接收服务器中转的帧同步命令,对记录进行合法性验证,验证通过则进入获取产生第一对象操作指令的操作位对应的第一对象操作动作配置文件。
当第一对象操作操作位的状态为可用状态时,说明第一个对象操作操作位可被触发产生第一对象操作指令,则控制虚拟角色获取对象操作释放的虚拟目标对象,获取到虚拟目标对象后就将对象操作释放在预设时间内产生的记录通过帧同步命令发送至服务器。简单来说,帧同步是一种前后端数据同步的方式,一般应用于对实时性要求很高的网络游戏。
当服务器接收到客户端发送的帧同步命令后,会将命令进行简单的中转,并不会做逻辑性判断,然后就直接将命令返回至客户端。客户端接收到服务器中转的帧同步命令,对记录进行合法性验证。这里的合法性验证是指验证帧同步命令中包括的操作命令,如果操作命令正常,则证明验证通过。验证通过后才能获取产生第一对象操作指令的操作位对应的第一对象操作动作配置文件,进而执行第一对象操作动作配置文件中包括的多个对象操作事件。
与传统技术不同的是,传统技术是逻辑在服务器和客户端分别各有一份,并且逻辑在服务器进行校验;而本实施例中逻辑全部都在客户端,服务器仅仅转发操作命令,逻辑校验也在客户端。因此对于对象操作操作命令响应快,对网络要求也较低。
图14示出了一个实施例中客户端与服务器进行交互的示意图,包括:
步骤1402,客户端检测第一操作位的状态是否可用,若是,则执行步骤704;若否,则执行步骤712。
这里的客户端是指游戏客户端,特别是可运行Moba游戏的游戏客户端。对象操作操作位的状态是否可用,一般在视觉上显示为UI(用户界面)层是否显示为可交互状态。客户端UI层会根据魔法量、对象操作是否达到施放条件、对象操作储备次数等规则进行先行检查,把不符合条件的对象操作施放直接在UI层挡掉。如果第一操作位的状态为可用状态,则第一操作位的对应UI层则会显示为可交互状态。
步骤1404,获取对象操作释放的虚拟目标对象,并将对象操作释放在预设时间内产生的记录通过帧同步命令发送至服务器。
被控制的虚拟角色在对象操作释放时会产生相关的操作记录,也可以成为特征值,在一定的时间内,客户端会将本客户端的特征值进行hash之后通过帧同步命令同步至服务器。特征值包括被控虚拟角色ID、位置、行为、当前血量、对象操作目标ID、总血量、金币以及经验数据等等。
步骤1406,接收服务器中转的帧同步命令,对记录进行合法性验证。
服务器接收到客户端上传的帧同步命令后,会将此帧同步命令再中转回客户端。但服务器中转的帧同步命令不仅包括本客户端在一段时间内的操作命令,也会包括在这段时间内其他客户端上传的帧同步命令。即每个客户端接收到的服务器中转的帧同步命令实际上是同一时间段内上传了帧同步命令至服务器的所有客户端的操作记录。
而客户端在收到服务器中转的帧同步命令后,会对该对象操作进行对象操作一致性检查。一致性检查是指所有客户端都对完全一致的内容和过程进行检查。在一个实施例中,比如有10个客户端,那么这10个客户端所做的检查都是完全一样的,而这10个客户端会检查各自接收到的服务器中转的帧同步命令中包含的操作记录,比如操作记录中虚拟角色1在未操作的情况下自己飞起来了,那么这种操作就是不合法的。服务器只是中转各个客户端上传的包含操作记录的帧同步命令,并不会该对象操作是否能够使用进行计算、检查以及相关逻辑性的判断。
步骤1408,判断是否通过合法性验证,若是,则执行步骤1410;若否,则执行步骤1414。
当客户端对接收到的服务器中转的帧同步命令中包含的操作记录进行合法性验证时,如果通过了验证,则说明客户端的操作记录都是正常的,可正常执行该对象操作操作位对应的对象操作;如果没有通过验证,则说明操作是不合法的,那么客户端就不会执行对应的操作。
步骤1410,进入获取产生第一对象操作指令的操作位对应的第一对象操作动作配置文件。
当通过了合法性验证时,则可以正常执行该对象操作操作位对应的对象操作,进而获取到对应对象操作动作的对象操作动作配置文件。
步骤1412,不可交互。
第一操作位的状态为不可用状态时,则第一操作位为不可交互状态,也不能通过触发第一操作位产生第一对象操作指令。
步骤1414,不作处理。
当未通过验证时,则不会根据接收到的服务器中转的帧同步命令执行对应的操作。
与其他游戏不同的是,在本实施例中将普攻也划归于主动对象操作的一种,在设计和实现时普攻的处理与其他对象操作都保持一致,在计算机可读指令中普攻与其他常规对象操作也由同一个类型的对象操作对象来表示。因此本实施例中对象操作的处理也包括普攻。
为了更高的对象操作开发效率和更流畅的战斗打击手感,本实施例中使用帧同步作为网络同步方案。当控制虚拟角色使用对象操作时,如果对象操作为可用状态,就会将本次操作的信息以帧同步命令的形式发送到服务器。由于只是发送自己的操作,所以帧同步命令的字段值很少,信息包非常小。服务器则按照“定时不等待”的原则按照固定的时间间隔中转收到的客户端的所有操作指令到所有客户端。
每个客户端收到服务器中转的第N帧的命令后,在自己的第N个逻辑帧时根据命令的内容各自执行完全相同的逻辑动作,此时对某个客户端来说,此时已经没有“我”的概念,完全不用关心这个帧命令的操作对象是不是自己,只要执行帧命令中指明的“玩家X做了某件事情”即可。
由于服务器只是简单地中转各个客户端上报的操作命令,并不对该对象操作是否确实能够使用进行计算和检查,即在服务器端并没有对对象操作进行逻辑检查与判断这个步骤。所以这项工作需要每个客户端自己进行,防止收到的中转帧同步命令是由它的来源客户端作弊修改过后的。比如10个客户端中有一个客户端作弊,那么服务器会发现9个客户端上报的特征值是一样的,仅这一个客户端上报的特征值不同,就可以直接认定该客户端作弊,因此这种逻辑判断放在客户端的处理方式可以有效的防止作弊,相较于MMO游戏中广泛使用的传统的CS状态同步,使用帧同步也能够使得开发速度更快、对象操作打击感更好,且能够节约流量,游戏录像回放功能也更容易实现。MMO,即Massive Multiplayer Online,是指大型多人在线。CS状态同步则指的是Client-Server状态同步,即客户端与服务器之间的状态同步。
本申请实施例所提供的游戏对象操作的处理方法适用于Moba游戏中。以Moba游戏作为应用场景进行举例说明。如图15所示,玩家在终端110下载特定的游戏应用,该游戏应用里包含了多个虚拟角色的对象操作动作配置文件。当用户使用账号成功登录后,用户在终端110上选择一个虚拟角色,当用户选择了虚拟角色1502后,会将选择的请求发送至服务器120,服务器 120接收到客户端110发送的选择请求会返回选择成功的信息至客户端110,客户端110接收到携带虚拟角色标识的选择成功的信息后,会根据此虚拟角色标识在客户端110存储的全部对象操作动作配置文件中获取到选择的虚拟角色1502的多个对象操作动作配置文件。
在游戏中,一般将控制的虚拟角色称为英雄,控制虚拟角色的玩家称为召唤师。玩家控制英雄1502对虚拟目标小兵1504或其他玩家控制的英雄1506发起攻击时,可以使用对象操作操作位1508、对象操作操作位1510、对象操作操作位1512以及对象操作操作位1514对应的对象操作进行攻击。一般地,将对象操作操作位1508称为普攻,但在本申请中,也将普攻当做主动对象操作中的一种。当英雄1502触发对象操作操作位1510试图对英雄1506发起攻击时,本客户端会根据英雄1502的特征值对对象操作槽1510是否可用进行检测,当对象操作操作位1510为可用状态时,才可正常触发对象操作1510产生对象操作指令,客户端再根据指令施放对应对象操作的对象操作动作。
假设对象操作操作位1510对应对象操作的对象操作动作配置了多个,分别为A1、A2和A3。当对对象操作操作位1510进行多次的连续施放可实现变化对象操作招式或对象操作连招的效果时,第一次触发对象操作操作位1510会执行默认设定的对象操作动作A1,而在对象操作动作A1对应对象操作动作配置文件中的对象操作动作切换事件中,配置的下一对象操作动作标识分别对应对象操作动作A2和对象操作动作A3,且配置了对象操作动作A2的切换概率为50,对象操作动作A3的切换概率为150,那么再次触发对象操作操作位1510时,就会有25%的几率切换至对象操作动作A2,而有75%的几率切换至对象操作动作A3。
当正在执行的是对象操作操作位1512对应对象操作B的对象操作动作B1时,如果触发了对象操作操作位1514,能否立即执行对象操作操作位1514对应对象操作的对象操作动作,则取决于对象操作动作B1对应对象操作动作配置文件中的禁止被打断事件事件参数的配置。如果禁止被打断事件事件参数配置为不可打断,且对象操作操作位1514对应对象操作C未设置为屏蔽对象操作,则说明对象操作操作位1514对应对象操作C不能打断当前正在执行于B对象操作对应的对象操作动作B1。那么触发了对象操作操作位1514产生的对象操作动作指令就会被存储至与对象操作动作B1对应对象操作动作 配置文件中的对象操作缓存事件中。在执行完对象操作动作B1对应对象操作动作配置文件中的禁止被打断事件设置的时间2s后,执行上述的执行对象操作缓存事件,即执行对象操作缓存事件中存储的由对象操作操作位1514产生的对象操作动作指令,也就是执行对象操作操作位1514对应对象操作C的对象操作动作。
图16示出了在一个实施例中对象操作数据的生成方法的流程图,如图16所示,在一个实施例中,提供了一种对象操作数据的生成方法,该方法以应用于开发者终端进行举例说明,该方法包括:
步骤1602,显示对象操作动作配置界面;
步骤1604,通过对象操作动作配置界面获取配置的多个对象操作事件和对应的时间轴,时间轴中定义了对象操作事件执行的时间;
开发人员通过开发者终端对对象操作动作进行相关配置时,是通过对象操作动作配置界面实现的。通过对象操作动作配置界面能够获取到预先配置的多个对象操作事件和对应的时间轴,而多个对象操作事件在执行时的执行顺序取决于对象操作事件在时间轴上配置的执行时间点和执行的时间长度。
步骤1606,根据多个对象操作事件和对应的时间轴生成对象操作动作配置文件,将对象操作动作配置文件和与对象操作动作关联的操作位标识对应存储。
多个对象操作事件组成了对象操作动作配置文件,换言之,对象操作动作配置文件中包含多个对象操作事件和对应的时间轴。而对于不同的对象操作动作会配置各自对应的对象操作动作配置文件,对象操作操作位与对象操作一一对应,而每个对象操作又包括多个对象操作动作,故对象操作动作实际上也与对象操作操作位关联。因此,生成的对象操作动作配置文件对应的对象操作动作在存储的时候是与对象操作动作关联的操作位标识对应存储的。
将对象操作动作对应的对象操作动作配置文件分割成多个对象操作事件,在配置时只要根据开发者的想法对对象操作事件进行不同的配置即可。在开发过程中,如果对象操作相关的功能出现BUG,也只需要对对象操作动作对应对象操作动作配置文件中的对象操作事件进行相关调试即可,节省了开发成本,也提升了开发效率。
在一个实施例中,每个对象操作事件中包含预先配置的事件参数,事件参数用于在执行对象操作事件时呈现相应的对象操作效果。
对对象操作事件进行预先配置,实际上是对对象操作事件包含的事件参数进行不同的配置。当对象操作事件在被执行时,呈现的效果实际上是取决于各个对象操作事件配置的事件参数。
对功能的再次细化,如上述可知,将对象操作动作对应的对象操作动作配置文件分割成多个对象操作事件,而在本实施例中,将对象操作事件也分割成了多个事件参数,因此多个事件参数构成对象操作事件,多个对象操作事件构成对象操作动作配置文件,对象操作配置再与特定的对象操作动作对应。这种对功能的细化方法,使得在开发过程中,能够节省开发人员的调试时间,从而节省开发成本提升开发效率。
在一个实施例中,对象操作事件中包含对象操作动作切换事件,对象操作动作切换事件对应的事件参数中包括下一对象操作动作标识;和/或对象操作事件中包含禁止被打断对象操作事件,禁止被打断对象操作事件对应的事件参数中包括可打断当前对象操作动作的对象操作。
在配置不同对象操作动作对应的对象操作动作配置文件时,会针对不同的对象操作动作要显示的对象操作效果对对象操作动作配置文件中的对象操作事件进行不同的配置,因此有的对象操作动作配置文件中会包含有对象操作动作切换事件ChangeSkillEvent,说明与此对象操作动作配置文件对应的对象操作动作所在的对象操作操作位可实现连续触发对象操作操作位实现不同对象操作动作的功能;有的对象操作动作配置文件中会包含有禁止被打断事件ForbidAbility,说明与此对象操作动作配置文件对应的对象操作动作配置了不能被打断对象操作的相关参数,如果触发另一个对象操作操作位导致切换至另一个对象操作对应的对象操作动作时,则需要根据ForbidAbility中配置的参数来对应执行另一个对象操作操作位对应对象操作的对象操作动作。因此,通过对不同的对象操作动作进行不同的对象操作事件配置,可以使不同的对象操作动作之间产生多种对象操作效果,使得产品更加复杂,但由于这种配置方法又能够使得产品在对象操作动作的改进和调整上更简单快捷。
如图17所示,在一个实施例中,还提供了一种计算机设备,具体包括:
交互指令获取模块1702,用于获取第一对象操作指令;
获取模块1704,用于获取与产生第一对象操作指令的第一操作位标识对应的对象操作动作标识;
查找模块1706,用于查找与对象操作动作标识对应的对象操作动作配置文件,对象操作动作配置文件中包括预先配置的多个对象操作事件和对应的时间轴,时间轴中定义了对象操作事件执行的时间;
执行模块1708,用于根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件。
在一个实施例中,交互指令获取模块1702还用于当第一操作位的状态为可用时,获取对象操作释放的虚拟目标对象,并将对象操作释放在预设时间内产生的记录通过帧同步命令发送至服务器;接收服务器中转的帧同步命令,对记录进行合法性验证,验证通过则进入获取产生第一对象操作指令的操作位对应的第一对象操作动作配置文件。
在一个实施例中,执行模块1708还用于获取预先配置的所述对象操作事件的至少一个事件参数;根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件时,根据事件参数呈现对象操作事件的对象操作效果。
在另一个实施例中,执行模块1708还用于当多个对象操作事件中包括对象操作动作切换事件时,获取预先配置的对象操作切换动作事件的事件参数,事件参数中包括预先配置的下一对象操作动作标识;将下一对象操作动作标识赋予第一操作位标识的下一对象操作对象。
在一个实施例中,将下一对象操作动作标识赋予第一操作位标识的下一对象操作对象之后,包括:再次获取触发第一操作位标识对应的第一操作位所产生的第一对象操作指令;获取第一操作位标识的下一对象操作对象所指向的下一对象操作动作标识;查找下一对象操作动作标识对应的对象操作动作配置文件;执行下一对象操作动作标识对应的对象操作动作配置文件中配置的对象操作事件。
在一个实施例中,执行模块1708还用于在根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件的过程中,当多个对象操作事件中包括禁止被打断事件时,获取预先配置的禁止被打断事件的事件参数,禁止被打断事件的事件参数中包括预先配置的可打断当前对象操作动作的对象操作;若获取到通过触发第二操作位产生的第二对象操作指令,则检测第二对象操作 指令对应的对象操作是否为上述可打断当前对象操作动作的对象操作,若否,则根据对象操作事件中包括的对象操作缓存事件中存储的缓存命令执行第二对象操作指令产生的对象操作动作。
在一个实施例中,根据对象操作事件中包括的对象操作缓存事件中存储的缓存命令执行第二对象操作指令产生的对象操作动作,包括:执行第一操作位标识对应的对象操作动作标识对应的对象操作动作配置文件中包括的执行对象操作缓存事件,执行上述执行对象操作缓存事件时检测对象操作事件中包括的对象操作缓存事件是否存储有缓存命令;当对象操作缓存事件中有缓存命令时,根据禁止被打断事件在时间轴上预先配置的时间执行完第一对象操作指令产生的对象操作动作后,再执行缓存命令中包括的第二对象操作指令产生的对象操作动作对应的第二对象操作动作配置文件中的对象操作事件。
如图18所示,在一个实施例中,还提供了一种计算机设备,该计算机设备具体包括:
显示模块1802,用于显示对象操作动作配置界面;
对象操作事件配置模块1804,用于通过对象操作动作配置界面获取配置的多个对象操作事件和对应的时间轴,时间轴中定义了对象操作事件执行的时间;
对象操作动作配置文件生成模块1806,根据多个对象操作事件和对应的时间轴生成对象操作动作配置文件,将对象操作动作配置文件和与对象操作关联的操作位标识对应存储。
在一个实施例中,对象操作事件配置模块1804还用于为每个对象操作事件预先配置事件参数,事件参数用于在执行对象操作事件时呈现相应的对象操作效果。
在另一个实施例中,对象操作事件配置模块1804还用于为对象操作事件配置对象操作动作切换事件,对象操作动作切换事件对应的事件参数中包括下一对象操作动作标识;和/或为对象操作事件配置禁止被打断对象操作事件,禁止被打断对象操作事件对应的事件参数中包括可打断当前对象操作动作的对象操作。
在一个实施例中,还提供了一种计算机可读存储介质,其上存储有计算 机可读指令,该程序被处理器执行时实现以下步骤:获取第一对象操作指令;获取与产生第一对象操作指令的第一操作位标识对应的对象操作动作标识;查找与对象操作动作标识对应的对象操作动作配置文件,对象操作动作配置文件中包括预先配置的多个对象操作事件和对应的时间轴,时间轴中定义了对象操作事件执行的时间;根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件。
在一个实施例中,根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件,包括:获取预先配置的所述对象操作事件的至少一个事件参数;根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件时,根据事件参数呈现对象操作事件的对象操作效果。
在另一个实施例中,根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件,包括:当多个对象操作事件中包括对象操作动作切换事件时,获取预先配置的对象操作切换动作事件的事件参数,事件参数中包括预先配置的下一对象操作动作标识;将下一对象操作动作标识赋予第一操作位标识的下一对象操作对象。
在一个实施例中,将下一对象操作动作标识赋予第一操作位标识的下一对象操作对象之后,包括:再次获取触发第一操作位标识对应的第一操作位所产生的第一对象操作指令;获取第一操作位标识的下一对象操作对象所指向的下一对象操作动作标识;查找下一对象操作动作标识对应的对象操作动作配置文件;执行下一对象操作动作标识对应的对象操作动作配置文件中配置的对象操作事件。
在一个实施例中,根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件,包括:在根据时间轴按照对象操作事件的执行先后顺序执行对象操作事件的过程中,当多个对象操作事件中包括禁止被打断事件时,获取预先配置的禁止被打断事件的事件参数,禁止被打断事件的事件参数中包括预先配置的可打断当前对象操作动作的对象操作;若获取到通过触发第二操作位产生的第二对象操作指令,则检测第二对象操作指令对应的对象操作是否为上述可打断当前对象操作动作的对象操作,若否,则根据对象操作事件中包括的对象操作缓存事件中存储的缓存命令执行第二对象操作指令产生的对象操作动作。
在一个实施例中,根据对象操作事件中包括的对象操作缓存事件中存储的缓存命令执行第二对象操作指令产生的对象操作动作,包括:执行第一操作位标识对应的对象操作动作标识对应的对象操作动作配置文件中包括的执行对象操作缓存事件,执行上述执行对象操作缓存事件时检测对象操作事件中包括的对象操作缓存事件是否存储有缓存命令;当对象操作缓存事件中有缓存命令时,根据禁止被打断事件在时间轴上预先配置的时间执行完第一对象操作指令产生的对象操作动作后,再执行缓存命令中包括的第二对象操作指令产生的对象操作动作对应的第二对象操作动作配置文件中的对象操作事件。
在一个实施例中,获取产生第一对象操作指令的操作位对应的对象操作动作配置文件之前,包括:当第一操作位的状态为可用时,获取对象操作释放的虚拟目标对象,并将对象操作释放在预设时间内产生的记录通过帧同步命令发送至服务器;接收服务器中转的帧同步命令,对记录进行合法性验证,验证通过则进入获取产生第一对象操作指令的操作位对应的第一对象操作动作配置文件。
在一个实施例中,还提供了一种计算机可读存储介质,其上存储有计算机可读指令,该程序被处理器执行时实现以下步骤:显示对象操作动作配置界面;通过对象操作动作配置界面获取配置的多个对象操作事件和对应的时间轴,时间轴中定义了对象操作事件执行的时间;根据多个对象操作事件和对应的时间轴生成对象操作动作配置文件,将对象操作动作配置文件和与对象操作关联的操作位标识对应存储。
在一个实施例中,每个对象操作事件中包含预先配置的事件参数,事件参数用于在执行对象操作事件时呈现相应的对象操作效果。
在一个实施例中,对象操作事件中包含对象操作动作切换事件,对象操作动作切换事件对应的事件参数中包括下一对象操作动作标识;和/或对象操作事件中包含禁止被打断对象操作事件,禁止被打断对象操作事件对应的事件参数中包括可打断当前对象操作动作的对象操作。
本领域普通技术人员可以理解实现上述实施例方法中的全部或部分流程,是可以通过计算机可读指令来指令相关的硬件来完成,所述的程序可存储于一非易失性的计算机可读取存储介质中,如本申请实施例中,该程序可 存储于计算机系统的非易失性存储介质中,并被该计算机系统中的至少一个处理器执行,以实现包括如上述各方法的实施例的流程。所述的存储介质可为磁碟、光盘、只读存储记忆体(Read-Only Memory,ROM)或随机存储记忆体(Random Access Memory,RAM)等。
以上所述实施例的各技术特征可以进行任意的组合,为使描述简洁,未对上述实施例中的各个技术特征所有可能的组合都进行描述,然而,只要这些技术特征的组合不存在矛盾,都应当认为是本说明书记载的范围。
以上所述实施例仅表达了本申请的几种实施方式,其描述较为具体和详细,但并不能因此而理解为对发明专利范围的限制。应当指出的是,对于本领域的普通技术人员来说,在不脱离本申请构思的前提下,还可以做出若干变形和改进,这些都属于本申请的保护范围。因此,本申请专利的保护范围应以所附权利要求为准。

Claims (20)

  1. 一种对象操作的处理方法,该方法由计算机设备实施,所述方法包括:
    获取第一对象操作指令;
    获取与产生所述第一对象操作指令的第一操作位标识对应的对象操作动作标识;
    查找与所述对象操作动作标识对应的对象操作动作配置文件,所述对象操作动作配置文件中包括预先配置的多个对象操作事件和对应的时间轴,所述时间轴中定义了所述对象操作事件执行的时间;及
    根据所述时间轴按照所述对象操作事件的执行先后顺序执行所述对象操作事件。
  2. 根据权利要求1所述的方法,其特征在于,所述根据所述时间轴按照所述对象操作事件的执行先后顺序执行所述对象操作事件,包括:
    获取预先配置的所述对象操作事件的至少一个事件参数;及
    根据所述时间轴按照所述对象操作事件的执行先后顺序执行所述对象操作事件时,根据所述事件参数呈现所述对象操作事件的对象操作效果。
  3. 根据权利要求1所述的方法,其特征在于,所述根据所述时间轴按照所述对象操作事件的执行先后顺序执行所述对象操作事件,包括:
    当所述多个对象操作事件中包括对象操作动作切换事件时,获取预先配置的所述对象操作切换动作事件的事件参数,所述事件参数中包括预先配置的下一对象操作动作标识;及
    将所述下一对象操作动作标识赋予所述第一操作位标识的下一对象操作对象。
  4. 根据权利要求3所述的方法,其特征在于,所述将下一对象操作动作标识赋予所述第一操作位标识的下一对象操作对象之后,包括:
    再次获取触发所述第一操作位标识对应的第一操作位所产生的所述第一对象操作指令;
    获取所述第一操作位标识的下一对象操作对象所指向的所述下一对象操作动作标识;
    查找所述下一对象操作动作标识对应的对象操作动作配置文件;及
    执行所述下一对象操作动作标识对应的对象操作动作配置文件中配置的 对象操作事件。
  5. 根据权利要求1所述的方法,其特征在于,所述根据所述时间轴按照所述对象操作事件的执行先后顺序执行所述对象操作事件,包括:
    在根据所述时间轴按照所述对象操作事件的执行先后顺序执行所述对象操作事件的过程中,当所述多个对象操作事件中包括禁止被打断事件时,获取预先配置的所述禁止被打断事件的事件参数,所述禁止被打断事件的事件参数中包括预先配置的可打断当前对象操作动作的对象操作;若获取到通过触发第二操作位产生的第二对象操作指令,则
    检测所述第二对象操作指令对应的对象操作是否为所述可打断当前对象操作动作的对象操作,若否,则根据对象操作事件中包括的对象操作缓存事件中存储的缓存命令执行所述第二对象操作指令产生的对象操作动作。
  6. 根据权利要求5所述的方法,其特征在于,所述根据对象操作事件中包括的对象操作缓存事件中存储的缓存命令执行所述第二对象操作指令产生的对象操作动作,包括:
    执行所述第一操作位标识对应的对象操作动作标识对应的对象操作动作配置文件中包括的执行对象操作缓存事件,执行所述执行对象操作缓存事件时检测所述对象操作事件中包括的对象操作缓存事件是否存储有缓存命令;及
    当所述对象操作缓存事件中有缓存命令时,根据所述禁止被打断事件在时间轴上预先配置的时间执行完所述第一对象操作指令产生的对象操作动作后,再执行所述缓存命令中包括的所述第二对象操作指令产生的对象操作动作对应的第二对象操作动作配置文件中的对象操作事件。
  7. 根据权利要求1所述的方法,其特征在于,所述获取产生所述第一对象操作指令的操作位对应的对象操作动作配置文件之前,所述方法还包括:
    当所述第一操作位的状态为可用时,获取对象操作释放的虚拟目标对象,并将对象操作释放在预设时间内产生的记录通过帧同步命令发送至服务器;及
    接收服务器中转的所述帧同步命令,对所述记录进行合法性验证,验证通过则进入所述获取产生所述第一对象操作指令的操作位对应的第一对象操作动作配置文件。
  8. 一种对象操作数据的生成方法,该方法由计算机设备实施,所述方法包括:
    显示对象操作动作配置界面;
    通过所述对象操作动作配置界面获取配置的多个对象操作事件和对应的时间轴,所述时间轴中定义了所述对象操作事件执行的时间;及
    根据所述多个对象操作事件和对应的时间轴生成对象操作动作配置文件,将所述对象操作动作配置文件和与对象操作动作关联的操作位标识对应存储。
  9. 根据权利要求8所述的方法,其特征在于,每个所述对象操作事件中包含预先配置的事件参数,所述事件参数用于在执行所述对象操作事件时呈现相应的对象操作效果。
  10. 根据权利要求9所述的方法,其特征在于,所述对象操作事件中包含对象操作动作切换事件,所述对象操作动作切换事件对应的事件参数中包括下一对象操作动作标识;和/或所述对象操作事件中包含禁止被打断对象操作事件,所述禁止被打断对象操作事件对应的事件参数中包括可打断当前对象操作动作的对象操作。
  11. 一种计算机设备,包括处理器和存储器,所述存储器中存储有计算机可读指令,所述计算机可读指令被所述处理器执行时,使得所述处理器执行以下步骤:
    获取第一对象操作指令;
    获取与产生所述第一对象操作指令的第一操作位标识对应的对象操作动作标识;
    查找与所述对象操作动作标识对应的对象操作动作配置文件,所述对象操作动作配置文件中包括预先配置的多个对象操作事件和对应的时间轴,所述时间轴中定义了所述对象操作事件执行的时间;及
    根据所述时间轴按照所述对象操作事件的执行先后顺序执行所述对象操作事件。
  12. 根据权利要求11所述的计算机设备,其特征在于,所述根据所述时间轴按照所述对象操作事件的执行先后顺序执行所述对象操作事件,包括:
    获取预先配置的所述对象操作事件的至少一个事件参数;及
    根据所述时间轴按照所述对象操作事件的执行先后顺序执行所述对象操作事件时,根据所述事件参数呈现所述对象操作事件的对象操作效果。
  13. 根据权利要求11所述的计算机设备,其特征在于,所述根据所述时间轴按照所述对象操作事件的执行先后顺序执行所述对象操作事件,包括:
    当所述多个对象操作事件中包括对象操作动作切换事件时,获取预先配置的所述对象操作切换动作事件的事件参数,所述事件参数中包括预先配置的下一对象操作动作标识;及
    将所述下一对象操作动作标识赋予所述第一操作位标识的下一对象操作对象。
  14. 根据权利要求13所述的计算机设备,其特征在于,所述将下一对象操作动作标识赋予所述第一操作位标识的下一对象操作对象之后,所述计算机可读指令被所述处理器执行时,使得所述处理器还执行以下步骤:
    再次获取触发所述第一操作位标识对应的第一操作位所产生的所述第一对象操作指令;
    获取所述第一操作位标识的下一对象操作对象所指向的所述下一对象操作动作标识;
    查找所述下一对象操作动作标识对应的对象操作动作配置文件;及
    执行所述下一对象操作动作标识对应的对象操作动作配置文件中配置的对象操作事件。
  15. 一种非易失性的计算机可读存储介质,存储有计算机可读指令,所述计算机可读指令被一个或多个处理器执行时,使得所述一个或多个处理器执行以下步骤:
    获取第一对象操作指令;
    获取与产生所述第一对象操作指令的第一操作位标识对应的对象操作动作标识;
    查找与所述对象操作动作标识对应的对象操作动作配置文件,所述对象操作动作配置文件中包括预先配置的多个对象操作事件和对应的时间轴,所述时间轴中定义了所述对象操作事件执行的时间;及
    根据所述时间轴按照所述对象操作事件的执行先后顺序执行所述对象操作事件。
  16. 根据权利要求15所述的存储介质,其特征在于,所述根据所述时间轴按照所述对象操作事件的执行先后顺序执行所述对象操作事件,包括:
    获取预先配置的所述对象操作事件的至少一个事件参数;及
    根据所述时间轴按照所述对象操作事件的执行先后顺序执行所述对象操作事件时,根据所述事件参数呈现所述对象操作事件的对象操作效果。
  17. 根据权利要求15所述的存储介质,其特征在于,所述根据所述时间轴按照所述对象操作事件的执行先后顺序执行所述对象操作事件,包括:
    当所述多个对象操作事件中包括对象操作动作切换事件时,获取预先配置的所述对象操作切换动作事件的事件参数,所述事件参数中包括预先配置的下一对象操作动作标识;及
    将所述下一对象操作动作标识赋予所述第一操作位标识的下一对象操作对象。
  18. 根据权利要求17所述的存储介质,其特征在于,所述将下一对象操作动作标识赋予所述第一操作位标识的下一对象操作对象之后,所述计算机可读指令被处理器执行时,使得所述处理器还执行以下步骤:
    再次获取触发所述第一操作位标识对应的第一操作位所产生的所述第一对象操作指令;
    获取所述第一操作位标识的下一对象操作对象所指向的所述下一对象操作动作标识;
    查找所述下一对象操作动作标识对应的对象操作动作配置文件;及
    执行所述下一对象操作动作标识对应的对象操作动作配置文件中配置的对象操作事件。
  19. 一种计算机设备,包括处理器和存储器,所述存储器中存储有计算机可读指令,所述计算机可读指令被所述处理器执行时,使得所述处理器执行以下步骤:
    显示对象操作动作配置界面;
    通过所述对象操作动作配置界面获取配置的多个对象操作事件和对应的 时间轴,所述时间轴中定义了所述对象操作事件执行的时间;及
    根据所述多个对象操作事件和对应的时间轴生成对象操作动作配置文件,将所述对象操作动作配置文件和与对象操作动作关联的操作位标识对应存储。
  20. 一种非易失性的计算机可读存储介质,存储有计算机可读指令,所述计算机可读指令被一个或多个处理器执行时,使得所述一个或多个处理器执行以下步骤:
    显示对象操作动作配置界面;
    通过所述对象操作动作配置界面获取配置的多个对象操作事件和对应的时间轴,所述时间轴中定义了所述对象操作事件执行的时间;及
    根据所述多个对象操作事件和对应的时间轴生成对象操作动作配置文件,将所述对象操作动作配置文件和与对象操作动作关联的操作位标识对应存储。
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