Information processing method and device, electronic equipment and readable storage medium
By generating and displaying road maps for virtual scenes in the game development environment and partially building them for target scene blocks, the inefficiency problem caused by full construction in the existing technology is solved, and the output efficiency of road finding resources is improved.
Patent Information
- Application Number
- CN202311708356.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-12
- Publication Date
- 2025-06-13
AI Technical Summary
When generating a road map for virtual scenes, the prior art needs to build a road map for the entire virtual scene, resulting in low output efficiency, especially in large-scale virtual scenes.
In the game development environment, a first road-seeking map is generated based on the physical data of the virtual scene, and the virtual scene and road-seeking map are displayed in the graphical user interface. In response to a wayfinding construction instruction for a target scene block in a plurality of scene blocks, a wayfinding file for a target scene block is constructed based on data corresponding to a target scene block in the first roadfinding map.
By partially building the pathfinding file of the target scene block, the full update of the entire virtual scene is avoided and the efficiency of output pathfinding resources is improved.
Smart Images

Figure CN120132359A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of computer technologies, and particularly to an information processing method, an information processing apparatus, an electronic device, and a computer-readable storage medium. Background Art
[0002] Many games have pathfinding functions. Application scenarios include, for example, in an RPG (Role-playing game), a player automatically receiving a task by finding an NPC (non-player character); in the human-machine mode of a MOBA (Multiplayer Online Battle Arena), a virtual robot walking to the side of a player; in the PVE (Player VS Environment) mode of an FPS (First-person Shooting game), a virtual monster walking from a distance to a nearby position, and so on.
[0003] A pathfinding map is generated by using the terrain in a virtual scene and the physical information of virtual objects in the scene, and then provides a data source for a path search algorithm. Therefore, the pathfinding map is the data basis for implementing the pathfinding function.
[0004] Currently, the generation of a pathfinding map is implemented through built-in components of a game engine or third-party plugins. After generating the pathfinding map of the entire virtual scene, a pathfinding file for the entire virtual scene is constructed in full volume. However, constructing the pathfinding file in full volume will result in a relatively low output efficiency of pathfinding resources. Summary of the Invention
[0005] The present disclosure provides an information processing method, an information processing apparatus, an electronic device, and a computer-readable storage medium to solve or at least partially solve the above problems, as follows.
[0006] In a first aspect, the present disclosure provides an information processing method, the method including:
[0007] In a game development environment, generating a first pathfinding map according to physical data of a virtual scene;
[0008] Displaying the virtual scene in a graphical user interface corresponding to the game development environment, and displaying the first pathfinding map in the virtual scene, where the virtual scene includes a plurality of scene blocks;
[0009] In response to a pathfinding construction instruction for a target scene block among the plurality of scene blocks, constructing a pathfinding file corresponding to the target scene block according to pathfinding map data corresponding to the target scene block in the first pathfinding map.
[0010] In a second aspect, the present disclosure further provides an information processing apparatus, the apparatus comprising:
[0011] A first generation module, configured to generate a first pathfinding graph according to physical data of a virtual scene in a game development environment;
[0012] A first display module, configured to display the virtual scene in a graphical user interface corresponding to the game development environment, and display the first pathfinding graph in the virtual scene, wherein the virtual scene includes a plurality of scene blocks;
[0013] A first construction module, configured to, in response to a pathfinding construction instruction for a target scene block among the plurality of scene blocks, construct a pathfinding file corresponding to the target scene block according to pathfinding graph data corresponding to the target scene block in the first pathfinding graph.
[0014] In a third aspect, the present disclosure further provides an electronic device, comprising: a processor, a memory, and computer program instructions stored on the memory and executable on the processor;
[0015] When the processor executes the computer program instructions, the information processing method described in the first aspect above is implemented.
[0016] In a fourth aspect, the present disclosure further provides a computer-readable storage medium, in which computer program instructions are stored, and when the computer program instructions are executed by a processor, the information processing method described in the first aspect above is implemented.
[0017] The exemplary embodiments of the present disclosure have the following beneficial effects:
[0018] The information processing method provided by the present disclosure can generate a first pathfinding graph according to physical data of a virtual scene in a game development environment; display the virtual scene in a graphical user interface corresponding to the game development environment, and display the first pathfinding graph in the virtual scene, wherein the virtual scene includes a plurality of scene blocks; in response to a pathfinding construction instruction for a target scene block among the plurality of scene blocks, construct a pathfinding file corresponding to the target scene block according to pathfinding graph data corresponding to the target scene block in the first pathfinding graph. In the present disclosure, a pathfinding file can be constructed for a specific scene block in the virtual scene to perform incremental update of the pathfinding file for a part of the virtual scene, without performing a full update of the pathfinding file for the entire virtual scene. In this way, the efficiency of outputting pathfinding resources will be improved. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] Figure 1 is a flowchart of an information processing method provided by one embodiment of the present disclosure;
[0020] Figure 2 It is a schematic diagram of a first pathfinding map provided by one embodiment of the present disclosure;
[0021] Figure 3 It is a schematic diagram showing jump points and connected paths between jump points provided by one embodiment of the present disclosure;
[0022] Figure 4 It is a schematic diagram of generating pathfinding map data based on height limit parameters provided by one embodiment of the present disclosure;
[0023] Figure 5 It is another schematic diagram of generating pathfinding map data based on height limit parameters provided by one embodiment of the present disclosure;
[0024] Figure 6 It is a schematic diagram of generating pathfinding map data based on angle limit parameters provided by one embodiment of the present disclosure;
[0025] Figure 7 It is a schematic diagram of generating pathfinding map data based on area limit parameters provided by one embodiment of the present disclosure;
[0026] Figure 8 It is a block diagram of an information processing device provided by one embodiment of the present disclosure;
[0027] Figure 9 It is a schematic logical structure diagram of an electronic device for implementing information processing provided by one embodiment of the present disclosure. Detailed implementation manners
[0028] To make the objectives, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Apparently, the described embodiments are only some, rather than all, of the embodiments of the present disclosure. The components of the embodiments of the present disclosure described and illustrated herein can be arranged and designed in various different configurations. Therefore, the detailed description of the embodiments of the present disclosure provided herein is not intended to limit the scope of the claimed present disclosure, but merely represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, every other embodiment obtained by those skilled in the art without creative efforts shall fall within the protection scope of the present disclosure.
[0029] As used in this specification, the terms "a", "an", "the", and "said" are used to indicate the presence of one or more elements / components / etc.; the terms "comprising" and "having" are used to mean an open inclusion and refer to the possibility of additional elements / components / etc. existing in addition to the listed elements / components / etc.; the terms "first" and "second", etc. are used only as labels and do not limit the quantity of their objects.
[0030] It should be understood that in the embodiments of the present disclosure, "at least one" means one or more, and "a plurality" means two or more. "And / or" is merely a description of the relationship between associated objects, indicating that three relationships may exist. For example, A and / or B may represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally indicates that the associated objects before and after are in an "or" relationship. "Comprising A, B, and / or C" means comprising any one, any two, or all three of A, B, and C.
[0031] It should be understood that in the embodiments of the present disclosure, "B corresponding to A", "B corresponding to A", "A corresponding to B", or "B corresponding to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean determining B solely based on A; B can also be determined based on A and / or other information.
[0032] The present disclosure provides an information processing method. The execution subject of the information processing method provided by the present disclosure can be an electronic device or a server. The electronic device can be a desktop computer, a laptop computer, a game console, a smart watch, a tablet computer, a mobile phone, a television set, etc., or other electronic devices, which are not specifically limited in this application. The server is used to provide background services for the client of the application program in the electronic device. For example, the server can be the background server of the above application program. The server can be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, Content Delivery Network (CDN), and big data and artificial intelligence platforms, which are not specifically limited in this application.
[0033] The pathfinding graph generation scheme in current common game engines:
[0034] 1. Unity Engine: The built-in pathfinding solution in the Unity Engine is NavMesh, and the generation of a pathfinding graph based on the navigation mesh can be achieved through the NavMesh Agent component. In addition, the Unity Engine also supports third-party plugins such as the A*PathfindingProject for pathfinding graph generation.
[0035] 2. Unreal Engine: The built-in pathfinding solution in the Unreal Engine is the NavigationSystem, and the generation of a pathfinding graph can be achieved through NavMesh or Hiding Spot Navigation, etc. In addition, the Unreal Engine also supports third-party plugins such as RecastNavigation for pathfinding graph generation.
[0036] In these common game engines, after generating the pathfinding graph for the entire virtual scene, a full build is performed to obtain the pathfinding file for the entire virtual scene, and it supports viewing and exporting the finally generated pathfinding graph, as well as supporting the control of some simple parameters. When the virtual scene changes, the pathfinding graph for the entire virtual scene can be regenerated and then a full build is performed to obtain the pathfinding file for the entire virtual scene.
[0037] However, if only minor or partial changes occur in the virtual scene, the method of fully building the pathfinding file for the entire virtual scene will result in relatively low output efficiency of pathfinding resources. Therefore, the above solution is not friendly to large-scale virtual scenes (i.e., large-scale maps).
[0038] Figure 1 The flowchart of an information processing method provided by one embodiment of the present disclosure is shown, as Figure 1 shown, the method includes the following steps S101 to step S103.
[0039] Step S101: In the game development environment, generate a first pathfinding graph according to the physical data of the virtual scene.
[0040] In one implementation, the virtual scene may refer to the virtual scene provided by the game for the controlled virtual character to play.
[0041] In one implementation, the game development environment may include a game engine environment.
[0042] In the game engine, a first pathfinding graph can be generated according to the physical data of the virtual scene and the physical information of virtual objects in the virtual scene, etc. In the embodiments of the present disclosure, the first pathfinding graph, as the initially generated pathfinding graph, supports direct construction and also supports secondary editing.
[0043] In one embodiment, the pathfinding graph can be a NavMesh grid. The pathfinding graph of the NavMesh grid can include multiple connected square grids, and each square grid can be called a navigation grid.
[0044] Step S102: Display a virtual scene in the graphical user interface corresponding to the game development environment, and display a first pathfinding graph in the virtual scene, where the virtual scene includes multiple scene blocks.
[0045] After generating the first pathfinding graph, the virtual scene can be displayed in the graphical user interface corresponding to the game development environment, and the generated first pathfinding graph can be displayed in the virtual scene. In this way, both the virtual scene and the first pathfinding graph can be visualized for developers.
[0046] Among them, Figure 2 FIG. shows a schematic diagram of a first pathfinding graph provided by one embodiment of the present disclosure. As Figure 2 shown, the range of the first pathfinding graph F is restricted within the range of the virtual scene and will not exceed it. Generally, the first pathfinding graph F covers a part of the scene surface area in the virtual scene.
[0047] In the embodiments of the present disclosure, the virtual scene can be divided into multiple scene blocks, and the virtual scene is blockified to facilitate subsequent construction of the components of the pathfinding file for each scene block.
[0048] Step S103: In response to a pathfinding construction instruction for a target scene block among multiple scene blocks, construct a pathfinding file corresponding to the target scene block according to the pathfinding graph data corresponding to the target scene block in the first pathfinding graph.
[0049] In one embodiment, the target scene block can be a scene block declared by a developer among multiple scene blocks in the virtual scene, or the scene block where the virtual camera is currently located.
[0050] The developer can click the "build" control in the game engine to trigger a pathfinding construction instruction for the target scene block. In response to the pathfinding construction instruction for the target scene block, a pathfinding file corresponding to the target scene block can be constructed according to the pathfinding graph data corresponding to the target scene block in the first pathfinding graph, that is, the navigation grid belonging to the target scene block.
[0051] In this way, after the target scene block in the virtual scene changes or after the target scene block is edited for the second time (the present disclosure will provide this embodiment below), only the pathfinding file for the target scene block needs to be constructed to perform incremental update of the pathfinding file for the target scene block, without the need to perform full update of the pathfinding file for the entire virtual scene. In this way, the efficiency of outputting pathfinding resources will be improved.
[0052] The information processing method provided by the present disclosure can generate a first pathfinding map according to the physical data of a virtual scene in a game development environment; display the virtual scene in the graphical user interface corresponding to the game development environment, and display the first pathfinding map in the virtual scene, where the virtual scene includes multiple field blocks; in response to a pathfinding construction instruction for a target field block among the multiple field blocks, construct a pathfinding file corresponding to the target field block according to the pathfinding map data corresponding to the target field block in the first pathfinding map. In the present disclosure, a pathfinding file can be constructed for a specific field block in the virtual scene to perform incremental update of the pathfinding file for the local part of the virtual scene, without performing a full update of the pathfinding file for the entire virtual scene. In this way, the efficiency of outputting pathfinding resources will be improved.
[0053] In one implementation, the present disclosure also provides a secondary editing function for the pathfinding map to meet specific requirements for the pathfinding function.
[0054] Correspondingly, the information processing method may further include the following steps S104 to S105.
[0055] Step S104: In response to an editing instruction for the first pathfinding map in the graphical user interface corresponding to the game development environment, determine an element to be edited in the first pathfinding map or the virtual scene.
[0056] The pathfinding editor in the game engine can provide a pathfinding editing interface, and the pathfinding editing interface can provide controls and parameters for secondary editing of the pathfinding map. Developers can trigger the editing instruction for the first pathfinding map by clicking controls, specifying parameters, etc. in the pathfinding editing interface.
[0057] In response to an editing instruction for the first pathfinding map in the graphical user interface corresponding to the game development environment, an element to be edited can be determined in the first pathfinding map or the virtual scene. In some optional examples, the element to be edited can be an existing navigation mesh in the first pathfinding map, or a scene surface area in the virtual scene that is not covered by the first pathfinding map.
[0058] Step S105: Perform an editing operation corresponding to the editing instruction on the element to be edited, where the first pathfinding map includes multiple navigation meshes, and the editing operation is an editing operation in units of navigation meshes.
[0059] After determining the element to be edited in the first pathfinding map or virtual scene, the editing operation corresponding to the editing instruction can be performed on the element to be edited. The editing operation is an editing operation in units of navigation meshes, that is, a secondary editing operation on the first pathfinding map, and can include one or more of configuration (such as marking, setting jump points) for navigation meshes, culling of navigation meshes, addition of navigation meshes, etc.
[0060] It should be noted that the editing operation in units of navigation meshes can be performed on one navigation mesh or multiple navigation meshes (that is, a region in the pathfinding map, but the navigation meshes included in this region are all complete navigation meshes).
[0061] In the embodiments of the present disclosure, three secondary editing functions, namely setting jump points for navigation meshes, culling navigation meshes (which can also be referred to as cropping navigation meshes), and adding navigation meshes, can be specifically provided. It can be understood that the secondary editing functions for the pathfinding map are not limited to this. The above three secondary editing functions will be introduced in detail below.
[0062] I. Setting jump points for navigation meshes:
[0063] For the editing function of setting jump points for navigation meshes, step S104 above can specifically include the following step S1041.
[0064] Step S1041: In response to a jump point connection instruction for the first navigation mesh and the second navigation mesh in the first pathfinding map in the graphical user interface corresponding to the game development environment, determine the first navigation mesh and the second navigation mesh as elements to be edited in the first pathfinding map.
[0065] Correspondingly, step S105 above can specifically include the following step S1051.
[0066] Step S1051: Set the first navigation mesh and the second navigation mesh as jump points, and construct a connection path between the first navigation mesh and the second navigation mesh so that the first navigation mesh and the second navigation mesh are connected. Among them, the connection path between jump points is used for the mobile path generation link of the virtual scene.
[0067] In an alternative embodiment, the path search algorithm configured for the secondary editing function of setting jump points for the navigation mesh may adopt the JPS (jump point search) jump point pathfinding algorithm. The JPS pathfinding algorithm is an improvement of the AStar pathfinding algorithm. When the AStar pathfinding algorithm expands nodes, it will take all adjacent nodes into account. When the virtual scene is relatively large, the number of nodes considered will be very large, and the search efficiency is relatively low. While the JPS pathfinding algorithm only considers nodes that are jumpable or need to turn (also called inflection points), so they are called jump points or leap points.
[0068] In this embodiment, two navigation meshes can be set as jump points, and a connected path between the two jump points can be constructed to establish a passage between the two jump points. This embodiment can provide the specified jump points and the passage between the jump points to the path search algorithm, so that the path search algorithm can take this passage into account when calculating the pathfinding path.
[0069] Among them, the first navigation mesh and the second navigation mesh are non-adjacent navigation meshes. In an alternative example, the first navigation mesh and the second navigation mesh can be at different heights respectively. For example, one is on a virtual high platform and the other is on the ground directly in front of the virtual high platform. In the prior art, it is necessary to take a detour to reach between such two navigation meshes. For example, after coming down the steps behind the virtual high platform, then detouring to the front of the virtual high platform, which will result in relatively low pathfinding efficiency. While in the present disclosure, it is possible to directly reach between such two navigation meshes based on the connected path between them without taking a detour, thereby improving the pathfinding efficiency.
[0070] Furthermore, in one embodiment, based on the above-mentioned secondary editing function of setting jump points for the navigation mesh, the information processing method provided by the present disclosure may further include the following steps:
[0071] Differentially display the navigation meshes set as jump points and the navigation meshes not set as jump points in the first pathfinding map in the graphical user interface corresponding to the game development environment;
[0072] Display the connected path between the jump points in the graphical user interface corresponding to the game development environment.
[0073] Among them, Figure 3 shows a schematic diagram of displaying jump points and the connected path between jump points provided by one embodiment of the present disclosure. As Figure 3 shown, in the graphical user interface of the game engine, the navigation meshes set as jump points JP and the navigation meshes not set as jump points JP in the first pathfinding map can be differentially displayed, and the connected path L between the jump points JP can also be displayed to realize the visualization of the jump points JP and the connected path L between the jump points JP, so as to facilitate developers to view and check for errors.
[0074] II. Removing the navigation mesh:
[0075] For the editing function of removing the navigation mesh, step S104 above may specifically include the following steps S1042.
[0076] Step S1042: In response to a first editing instruction for the first pathfinding map in the graphical user interface corresponding to the game development environment, determine the navigation mesh to be removed in the first pathfinding map.
[0077] In a specific implementation, the first editing instruction for the first pathfinding map may be a pre-removal instruction for the first navigation mesh in the first pathfinding map. In response to this pre-removal instruction, the removal operation for the navigation mesh will not be immediately executed. Instead, the navigation mesh to be removed will be first determined in the first pathfinding map, and the removal operation for the navigation mesh to be removed will be executed only when the developer triggers the construction of the pathfinding file. The same applies to the pre-addition instruction described below.
[0078] Among them, in response to the first editing instruction for the first pathfinding map, it can be determined that the first navigation mesh and the navigation meshes connected to the first navigation mesh are the navigation meshes to be removed.
[0079] Correspondingly, step S105 above may specifically include the following steps S1052.
[0080] Step S1052: In response to a pathfinding construction instruction for the first pathfinding map or a scenic area block in the first pathfinding map, remove the navigation mesh to be removed from the first pathfinding map, and construct a pathfinding file corresponding to the first pathfinding map or the scenic area block in the first pathfinding map based on the removed first pathfinding map.
[0081] Among them, the pathfinding construction instruction for the first pathfinding map is a full-scale construction instruction for the pathfinding file, and the pathfinding construction instruction for the scenic area block in the first pathfinding map is a partial construction instruction for the pathfinding file.
[0082] In response to the full-scale construction instruction for the pathfinding file, the first navigation mesh and the navigation meshes connected to the first navigation mesh can be removed from the first pathfinding map, and a full-scale pathfinding file corresponding to the first pathfinding map can be constructed based on the removed first pathfinding map.
[0083] In response to the partial construction instruction for the pathfinding file, the first navigation mesh and the navigation meshes connected to the first navigation mesh can be removed from the first pathfinding map, and a partial pathfinding file corresponding to the scenic area block in the first pathfinding map can be constructed based on the removed first pathfinding map.
[0084] Further optionally, the information processing method provided by the present disclosure may further include the following step: Set and display a first mark at the navigation mesh to be removed.
[0085] Correspondingly, in step S1052, the navigation meshes to be removed are removed from the first pathfinding map, which is specifically implemented in the following manner, including: removing the navigation meshes set with the first mark from the first pathfinding map.
[0086] In this embodiment, the pathfinding meshes to be removed can be visualized for developers. Specifically, they can be indicated to developers through the first mark, so as to facilitate developers to view and check for errors before constructing the pathfinding file.
[0087] In practical applications, it often takes a lot of time to mark and remove each navigation mesh one by one. Therefore, for the case of needing to remove a large number of navigation meshes, such as the navigation meshes on a distant mountain, it is supported to define a range in the virtual scene and uniformly remove the navigation meshes within the defined range. The defined range can be displayed in the form of a selection box body with volume attributes, and this selection box body is essentially a removal mark for multiple navigation meshes (i.e., the pathfinding map area).
[0088] III. Adding navigation meshes:
[0089] For the editing function of adding navigation meshes, the above step S104 can specifically include the following step S1043.
[0090] Step S1043: In response to a second editing instruction for the first pathfinding map in the graphical user interface corresponding to the game development environment, determine the scene surface area where the navigation mesh to be added is located in the virtual scene.
[0091] In a specific embodiment, the above second editing instruction for the first pathfinding map can be a navigation mesh pre-adding instruction for the first pathfinding map. Among them, in response to this navigation mesh pre-adding instruction, the addition operation for the navigation mesh will not be immediately executed, but the scene surface area where the navigation mesh needs to be added in the virtual scene will be determined first in the virtual scene, and the navigation mesh addition operation for the scene surface area where the navigation mesh to be added is located will be executed only when the developer triggers the construction of the pathfinding file.
[0092] Among them, in response to the second editing instruction for the first pathfinding map, it can be determined that the scene surface area indicated by the navigation mesh pre-adding instruction is the scene surface area where the navigation mesh to be added is located.
[0093] Correspondingly, the above step S105 can specifically include the following step S1053.
[0094] Step S1053: In response to a pathfinding construction instruction for the first pathfinding map or a field area block in the first pathfinding map, add a navigation mesh to the surface area of the scene where the navigation mesh is to be added, add the added navigation mesh to the first pathfinding map, and construct a pathfinding file corresponding to the first pathfinding map or the field area block in the first pathfinding map based on the first pathfinding map after adding the navigation mesh.
[0095] Among them, similar to the content of removing the navigation mesh in the above text, the pathfinding construction instruction for the first pathfinding map is a full-scale construction instruction for the pathfinding file, and the pathfinding construction instruction for the field area block in the first pathfinding map is a component construction instruction for the pathfinding file.
[0096] In response to the full-scale construction instruction for the pathfinding file, a navigation mesh can be added to the surface area of the scene where the navigation mesh is to be added, the added navigation mesh can be added to the first pathfinding map, and a full-scale pathfinding file corresponding to the first pathfinding map can be constructed based on the first pathfinding map after adding the navigation mesh.
[0097] In response to the component construction instruction for the pathfinding file, a navigation mesh can be added to the surface area of the scene where the navigation mesh is to be added, the added navigation mesh can be added to the first pathfinding map, and a component pathfinding file corresponding to the field area block in the first pathfinding map can be constructed based on the first pathfinding map after adding the navigation mesh.
[0098] Further optionally, the information processing method provided by the present disclosure may further include the following steps: set and display a second mark at the surface area of the scene where the navigation mesh is to be added.
[0099] Correspondingly, in step S1053, adding a navigation mesh to the surface area of the scene where the navigation mesh is to be added and adding the added navigation mesh to the first pathfinding map are specifically implemented in the following manner, including: adding a navigation mesh to the surface area of the scene where the second mark is set and adding the added navigation mesh to the first pathfinding map.
[0100] In this embodiment, the surface area of the scene where the navigation mesh is to be added can be indicated to the developer through the second mark, so as to facilitate the developer to view and check for errors before constructing the pathfinding file.
[0101] In addition, in an optional embodiment, the first mark and the second mark can be distinguished according to the removal function and addition function for the navigation mesh. In another optional embodiment, the first mark and the second mark can also be the same, but when constructing the pathfinding file, it can support the developer to perform the removal function or addition function for the navigation mesh on these marks. The present disclosure is not intended to limit this.
[0102] In one embodiment of the present disclosure, the information processing method may further include the following steps S106 to S107.
[0103] Step S106: Display a pathfinding editing parameter bar in the graphical user interface corresponding to the game development environment, where the target editing parameters displayed in the pathfinding editing parameter bar are in a modifiable state.
[0104] In the graphical user interface corresponding to the game development environment, a pathfinding editing parameter bar can be displayed. The editing parameters are displayed in the pathfinding editing parameter bar. Optionally, hover hint information can be added to the editing parameters to inform the user of the parameter meanings.
[0105] Among them, the target editing parameters are at least some of the editing parameters displayed in the pathfinding editing parameter bar, that is, at least the editing parameters displayed in the pathfinding editing parameter bar can be in a modifiable state. Of course, there may also be some editing parameters that are in a non-modifiable state.
[0106] Step S107: In response to a pathfinding construction instruction for the first pathfinding map or a scenic area block in the first pathfinding map, adjust the first pathfinding map according to the target editing parameters in the pathfinding editing parameter bar, and construct a pathfinding file corresponding to the first pathfinding map or the scenic area block in the first pathfinding map based on the adjusted first pathfinding map.
[0107] In response to a full-scale construction instruction or a component construction instruction for the pathfinding file, the first pathfinding map can be adjusted according to the target editing parameters in the pathfinding editing parameter bar, and a full-scale pathfinding file corresponding to the first pathfinding map can be obtained through full-scale construction based on the adjusted first pathfinding map, or a component pathfinding file corresponding to the scenic area block in the first pathfinding map can be obtained through component construction based on the adjusted first pathfinding map.
[0108] In an optional embodiment, the target editing parameters may include one or more of the following: height limit parameter, angle limit parameter, area limit parameter. The above limit parameters can be used to limit the positions where navigation meshes can be generated, or rather, can be used to limit the positions where navigation meshes cannot be generated.
[0109] Correspondingly, the information processing method may further include at least one of the following steps:
[0110] Step S1081: When the target editing parameters include a height limit parameter, in response to a modification operation on the height limit parameter in the pathfinding editing parameter bar, determine that the height limit parameter changes from a first height to a second height;
[0111] Step S1082: When the target editing parameters include an angle limit parameter, in response to a modification operation on the angle limit parameter in the pathfinding editing parameter bar, determine that the angle limit parameter changes from a first angle to a second angle;
[0112] Step S1082: When the target editing parameter includes an area limit parameter, in response to a modification operation on the area limit parameter in the pathfinding editing parameter column, determine that the area limit parameter changes from a first area to a second area.
[0113] That is, developers can modify the height indicated by the height limit parameter, the angle indicated by the angle limit parameter, and the area indicated by the area limit parameter according to actual needs.
[0114] Correspondingly, adjusting the first pathfinding map according to the target editing parameter in the pathfinding editing parameter column in step S107 above may specifically include at least one of the following steps:
[0115] Step S1071: When the target editing parameter includes a height limit parameter, adjust the first pathfinding map according to the height indicated by the height limit parameter, so that there is pathfinding map data under the scene plane where the height in the first pathfinding map exceeds the height indicated by the height limit parameter, and there is no pathfinding map data under the scene plane where the height does not exceed the height indicated by the height limit parameter;
[0116] Step S1072: When the target editing parameter includes an angle limit parameter, adjust the first pathfinding map according to the angle indicated by the angle limit parameter, so that there is pathfinding map data on the scene plane where the angle in the first pathfinding map does not exceed the angle indicated by the angle limit parameter, and there is no pathfinding map data on the scene plane where the angle exceeds the angle indicated by the angle limit parameter;
[0117] Step S1073: When the target editing parameter includes an area limit parameter, adjust the first pathfinding map according to the area indicated by the area limit parameter, so that there is pathfinding map data on the scene plane where the area in the first pathfinding map exceeds the area indicated by the area limit parameter, and there is no pathfinding map data on the scene plane where the area does not exceed the area indicated by the area limit parameter.
[0118] That is, in the virtual scene, as Figure 4 shown, under the scene plane where the height H1 is greater than the height H0 indicated by the current height limit parameter, a pathfinding surface (i.e., a navigation mesh) will be generated, while as Figure 5 shown, under the scene plane where the height H2 is less than or equal to the height H0 indicated by the current height limit parameter, no pathfinding surface will be generated; as Figure 6 shown, on the scene plane where the angle A1 is less than the angle A0 indicated by the current angle limit parameter, a pathfinding surface will be generated, while under the scene plane where the angle A2 is greater than or equal to the angle A0 indicated by the current angle limit parameter, no pathfinding surface will be generated; as Figure 7As shown, a pathfinding surface is generated only on the scene plane where the area S1 is greater than the area S0 indicated by the current area limit parameter, while no pathfinding surface is generated on the scene plane where the area S2 is less than or equal to the area S0 indicated by the current area limit parameter.
[0119] In this way, developers can adjust the position where the pathfinding surface is generated in the virtual scene according to requirements, so as to meet different pathfinding needs.
[0120] In one embodiment of the present disclosure, the information processing method may further include the following steps S109 to S112.
[0121] Step S109: In response to a submission operation for the pathfinding file corresponding to the target scene block, determine whether the pathfinding file corresponding to the target scene block is locally saved.
[0122] Step S110: If so, execute the first step.
[0123] Wherein, the first step includes:
[0124] Display a submission interface for the pathfinding file corresponding to the target scene block, and display the pathfinding file corresponding to the target scene block and the engine resources corresponding to the pathfinding file corresponding to the target scene block in the submission interface according to the local directory corresponding to the pathfinding file corresponding to the target scene block;
[0125] Submit the pathfinding file corresponding to the target scene block and the engine resources corresponding to the pathfinding file corresponding to the target scene block to the server for storing pathfinding-related resources.
[0126] Step S111: If not, display a local save prompt message for the pathfinding file corresponding to the target scene block;
[0127] Step S112: After locally saving the pathfinding file corresponding to the target scene block in response to the local save prompt message, execute the first step.
[0128] In this embodiment, when submitting the pathfinding file to the corresponding server (such as an SVN version management server), it is first possible to detect whether it is locally saved. If not saved, the user can be prompted to save the pathfinding file. After saving, a pathfinding file submission window appears for submitting the pathfinding file, avoiding developers having to search for the relevant files to be submitted one by one.
[0129] Among them, the files to be submitted may include the binary resources for pathfinding (i.e., pathfinding resources), and the engine resources corresponding to the pathfinding resources.
[0130] In one embodiment of the present disclosure, the information processing method may further include the following steps S113 to S114.
[0131] Step S113: In response to a pathfinding construction instruction for the first pathfinding map or a field area block in the first pathfinding map, perform an integrity check on the physical resources of the virtual scene stored locally.
[0132] Step S114: After the integrity check passes, construct a pathfinding file corresponding to the first pathfinding map or the field area block in the first pathfinding map.
[0133] In this embodiment, exemplarily, when manually constructing a pathfinding file, the local side can output the physical resources of the virtual scene as md5 encoding, and the server that manages the physical resources of the virtual scene can also output the physical resources of the virtual scene as md5 encoding. The local side can perform an integrity check on the two. If they are inconsistent, the developer can be prompted immediately. In this way, when different people operate on the pathfinding resources based on the same virtual scene, resource conflicts will not occur.
[0134] By using the information processing method provided by the present disclosure, the efficiency of the scene level verification outputting pathfinding resources can be increased by about 60% per capita; the effects of moving and jumping between unconnected pathfinding areas can be achieved through hop point connection; after adjusting the scene and terrain, the pathfinding effect can be quickly viewed, and then the effect of spawning monsters can be verified; it is possible to remove a certain pathfinding area or add an additional pathfinding surface, and when different people operate on the pathfinding resources based on the same virtual scene, resource conflicts will not occur.
[0135] Corresponding to the information processing method provided by the embodiments of the present disclosure, the embodiments of the present disclosure also provide an information processing device. As Figure 8 shown, the device 700 includes:
[0136] A first generation module 701, configured to generate a first pathfinding map according to the physical data of the virtual scene in a game development environment;
[0137] A first display module 702, configured to display the virtual scene in the graphical user interface corresponding to the game development environment, and display the first pathfinding map in the virtual scene, where the virtual scene includes a plurality of field area blocks;
[0138] A first construction module 703, configured to, in response to a pathfinding construction instruction for a target field area block among the plurality of field area blocks, construct a pathfinding file corresponding to the target field area block according to the pathfinding map data corresponding to the target field area block in the first pathfinding map.
[0139] Optionally, the device further includes:
[0140] A first determination module, configured to determine an element to be edited in the first pathfinding map or the virtual scene in response to an editing instruction for the first pathfinding map in the graphical user interface corresponding to the game development environment;
[0141] A first editing module, configured to perform an editing operation corresponding to the editing instruction on the element to be edited, where the first pathfinding map includes a plurality of navigation meshes, and the editing operation is an editing operation in units of navigation meshes.
[0142] Optionally, the first determination module is specifically configured to:
[0143] In response to a jump point connection instruction for a first navigation mesh and a second navigation mesh in the first pathfinding map in the graphical user interface corresponding to the game development environment, determine the first navigation mesh and the second navigation mesh in the first pathfinding map as elements to be edited;
[0144] The first editing module is specifically configured to:
[0145] Set the first navigation mesh and the second navigation mesh as jump points, and construct a connection path between the first navigation mesh and the second navigation mesh, so that the first navigation mesh and the second navigation mesh are connected, where the connection path between the jump points is used for the movement path generation link of the virtual scene.
[0146] Optionally, the device further includes:
[0147] A second display module, configured to differentially display the navigation meshes set as jump points and the navigation meshes not set as jump points in the first pathfinding map in the graphical user interface corresponding to the game development environment;
[0148] A third display module, configured to display the connection path between the jump points in the graphical user interface corresponding to the game development environment.
[0149] Optionally, the first determination module includes:
[0150] A first determination sub-module, configured to determine a navigation mesh to be removed in the first pathfinding map in response to a first editing instruction for the first pathfinding map in the graphical user interface corresponding to the game development environment;
[0151] And / or,
[0152] A second determination sub-module, configured to determine a scene surface area where a navigation mesh is to be added in the virtual scene in response to a second editing instruction for the first pathfinding map in the graphical user interface corresponding to the game development environment.
[0153] Optionally, the first determination sub-module includes:
[0154] A pre-removal unit, configured to, in response to a pre-removal instruction for a first navigation grid in the first pathfinding map in the graphical user interface corresponding to the game development environment, determine, in the first pathfinding map, the first navigation grid and the navigation grids connected to the first navigation grid as the navigation grids to be removed;
[0155] The first editing module includes:
[0156] A removal sub-module, configured to, in response to a pathfinding construction instruction for the first pathfinding map or a scenic area block in the first pathfinding map, remove the navigation grids to be removed from the first pathfinding map, and construct a pathfinding file corresponding to the first pathfinding map or the scenic area block in the first pathfinding map according to the first pathfinding map after removal.
[0157] Optionally, the apparatus further includes:
[0158] A fourth display module, configured to set and display a first mark at the navigation grids to be removed;
[0159] The removal sub-module includes:
[0160] A removal unit, configured to remove the navigation grids with the first mark set from the first pathfinding map.
[0161] Optionally, the second determination sub-module includes:
[0162] A pre-addition unit, configured to, in response to a navigation grid pre-addition instruction for the first pathfinding map in the graphical user interface corresponding to the game development environment, determine, in the virtual scene, the scene surface area indicated by the navigation grid pre-addition instruction as the scene surface area where navigation grids are to be added;
[0163] The first editing module includes:
[0164] An addition sub-module, configured to, in response to a pathfinding construction instruction for the first pathfinding map or a scenic area block in the first pathfinding map, add navigation grids in the scene surface area where navigation grids are to be added, add the added navigation grids to the first pathfinding map, and construct a pathfinding file corresponding to the first pathfinding map or the scenic area block in the first pathfinding map according to the first pathfinding map after adding the navigation grids.
[0165] Optionally, the apparatus further includes:
[0166] A fifth display module, configured to set and display a second mark at the scene surface area where navigation grids are to be added;
[0167] The adding sub-module includes:
[0168] An adding unit, configured to add a navigation mesh to the surface area of the scene where the second marker is set, and add the added navigation mesh to the first pathfinding map.
[0169] Optionally, the device further includes:
[0170] A sixth display module, configured to display a pathfinding editing parameter bar in the graphical user interface corresponding to the game development environment, where the target editing parameters displayed in the pathfinding editing parameter bar are in a modifiable state;
[0171] An adjustment module, configured to respond to a pathfinding construction instruction for the first pathfinding map or a scene block in the first pathfinding map, adjust the first pathfinding map according to the target editing parameters in the pathfinding editing parameter bar, and construct a pathfinding file corresponding to the first pathfinding map or the scene block in the first pathfinding map according to the adjusted first pathfinding map.
[0172] Optionally, the device further includes at least one of the following modules:
[0173] A height limit change module, when the target editing parameters include height limit parameters, in response to a modification operation on the height limit parameters in the pathfinding editing parameter bar, determining that the height limit parameters change from a first height to a second height;
[0174] An angle limit change module, when the target editing parameters include angle limit parameters, in response to a modification operation on the angle limit parameters in the pathfinding editing parameter bar, determining that the angle limit parameters change from a first angle to a second angle;
[0175] An area limit change module, when the target editing parameters include area limit parameters, in response to a modification operation on the area limit parameters in the pathfinding editing parameter bar, determining that the area limit parameters change from a first area to a second area.
[0176] Optionally, the adjustment module includes at least one of the following sub-modules:
[0177] A first adjustment sub-module, when the target editing parameters include height limit parameters, adjusting the first pathfinding map according to the height indicated by the height limit parameters, so that there is pathfinding map data under the scene plane in the first pathfinding map where the height exceeds the height indicated by the height limit parameters, and there is no pathfinding map data under the scene plane where the height does not exceed the height indicated by the height limit parameters;
[0178] A second adjustment sub-module, configured to, when the target editing parameter includes an angle limit parameter, adjust the first pathfinding map according to the angle indicated by the angle limit parameter, so that there is pathfinding map data on the scene plane in the first pathfinding map where the angle does not exceed the angle indicated by the angle limit parameter, and there is no pathfinding map data on the scene plane where the angle exceeds the angle indicated by the angle limit parameter;
[0179] A third adjustment sub-module, configured to, when the target editing parameter includes an area limit parameter, adjust the first pathfinding map according to the area indicated by the area limit parameter, so that there is pathfinding map data on the scene plane in the first pathfinding map where the area exceeds the area indicated by the area limit parameter, and there is no pathfinding map data on the scene plane where the area does not exceed the area indicated by the area limit parameter.
[0180] Optionally, the device further includes:
[0181] A judgment module, configured to, in response to a submission operation for the pathfinding file corresponding to the target scene block, judge whether the pathfinding file corresponding to the target scene block is locally saved;
[0182] A first execution module, configured to, if so, execute a first step;
[0183] Wherein, the first step includes: displaying a submission interface for the pathfinding file corresponding to the target scene block, and displaying the pathfinding file corresponding to the target scene block and the engine resources corresponding to the pathfinding file corresponding to the target scene block in the submission interface according to the local directory corresponding to the pathfinding file corresponding to the target scene block; submitting the pathfinding file corresponding to the target scene block and the engine resources corresponding to the pathfinding file corresponding to the target scene block to a server for storing pathfinding-related resources.
[0184] Optionally, the device further includes:
[0185] A seventh display module, configured to, if not, display a local saving prompt message for the pathfinding file corresponding to the target scene block;
[0186] A second execution module, configured to execute the first step after locally saving the pathfinding file corresponding to the target scene block in response to the local saving prompt message.
[0187] Optionally, the device further includes:
[0188] A verification module, configured to, in response to a pathfinding construction instruction for the first pathfinding map or a scene block in the first pathfinding map, perform integrity verification on the physical resources of the virtual scene stored locally;
[0189] A building module, configured to build the first pathfinding map or a pathfinding file corresponding to a scene block in the first pathfinding map after the integrity check passes.
[0190] The information processing device provided by the present disclosure can generate a first pathfinding map according to the physical data of a virtual scene in a game development environment; display the virtual scene in a graphical user interface corresponding to the game development environment, and display the first pathfinding map in the virtual scene, where the virtual scene includes a plurality of scene blocks; in response to a pathfinding construction instruction for a target scene block among the plurality of scene blocks, construct a pathfinding file corresponding to the target scene block according to the pathfinding map data corresponding to the target scene block in the first pathfinding map. In the present disclosure, a pathfinding file can be constructed for a specific scene block in the virtual scene to incrementally update the pathfinding file for a part of the virtual scene, without having to perform a full update of the pathfinding file for the entire virtual scene. In this way, the efficiency of outputting pathfinding resources will be improved.
[0191] Next, an electronic device provided by an embodiment of the present disclosure will be introduced. Please refer to Figure 9 , Figure 9 which is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure. Among them, the information processing device described in the embodiments of the present disclosure can be deployed on the electronic device 800 to implement the functions in the embodiments of the present disclosure. Specifically, the electronic device 800 includes: a receiver 801, a transmitter 802, a processor 803, and a memory 804 (where the number of processors 803 in the electronic device 800 can be one or more, Figure 9 and one processor is taken as an example here), where the processor 803 can include an application processor 8031 and a communication processor 8032. In some embodiments of the present disclosure, the receiver 801, the transmitter 802, the processor 803, and the memory 804 can be connected through a bus or other means.
[0192] The memory 804 can include a read-only memory and a random access memory, and provide instructions and data to the processor 803. A part of the memory 804 can also include a non-volatile random access memory (NVRAM). The memory 804 stores processor and operation instructions, executable modules, or data structures, or subsets thereof, or extended sets thereof, where the operation instructions can include various operation instructions for implementing various operations.
[0193] The processor 803 controls the operation of the execution device. In a specific application, each component of the execution device is coupled together through a bus system, which may include a power bus, a control bus, a status signal bus, etc. in addition to a data bus. However, for the sake of clear illustration, all kinds of buses are referred to as the bus system in the figure.
[0194] The method disclosed in the above embodiments of the present disclosure can be applied to or implemented by the processor 803. The processor 803 can be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the integrated logic circuit in the hardware of the processor 803 or the instructions in the form of software. The above-mentioned processor 803 can be a general-purpose processor, a digital signal processor (DSP), a microprocessor or a microcontroller, and can further include an application specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. The processor 803 can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of the hardware and software modules in the decoding processor. The software module can be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory 804, and the processor 803 reads the information in the memory 804 and combines its hardware to complete the steps of the above method.
[0195] The receiver 801 can be used to receive input digital or character information, and generate signal inputs related to the relevant settings and function controls of the execution device. The transmitter 802 can be used to output digital or character information through the first interface; the transmitter 802 can also be used to send instructions to the disk group through the first interface to modify the data in the disk group; the transmitter 802 can also include a display device such as a display screen.
[0196] In the embodiments of the present disclosure, the application processor 8031 in the processor 803 is configured to execute the information processing method in the embodiments of the present disclosure. It should be noted that the specific manner in which the application processor 8031 executes each step is based on the same concept as the various method embodiments in the present disclosure, and the technical effects brought by it are the same as those of the various method embodiments in the present disclosure. For specific content, reference may be made to the descriptions in the method embodiments shown above in the present disclosure, and details are not described herein again.
[0197] The embodiments of the present disclosure further provide a chip for running instructions, and the chip is configured to execute the technical solution of the information processing method in the above embodiments.
[0198] The embodiments of the present disclosure further provide a computer-readable storage medium, in which computer instructions are stored. When the computer instructions run on a processor, the processor is caused to execute the technical solution of the information processing method in the above embodiments.
[0199] The embodiments of the present disclosure further provide a computer program product, including a computer program, and the computer program is configured to execute the technical solution of the information processing method in the above embodiments when executed by a processor.
[0200] The above computer-readable storage medium may be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, a magnetic disk or an optical disc. The readable storage medium may be any available medium accessible by a general-purpose or special-purpose server.
[0201] It should be understood that the present disclosure is not limited to the exact structure already described and shown in the drawings, and various modifications and changes can be made without departing from its scope. The scope of the present disclosure is only limited by the appended claims.
[0202] Although the present disclosure is disclosed above with preferred embodiments, it is not used to limit the present disclosure. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the scope defined by the claims of the present disclosure.
Claims
1. An information processing method, characterized in that, the method includes: In a game development environment, generate a first pathfinding map according to the physical data of the virtual scene; Display the virtual scene in the graphical user interface corresponding to the game development environment, and display the first pathfinding map in the virtual scene, where the virtual scene includes multiple scene blocks; In response to a pathfinding construction instruction for a target scene block among the multiple scene blocks, construct a pathfinding file corresponding to the target scene block according to the pathfinding map data corresponding to the target scene block in the first pathfinding map.
2. The method according to claim 1, characterized in that, the method further includes: In response to an editing instruction for the first pathfinding map in the graphical user interface corresponding to the game development environment, determine an element to be edited in the first pathfinding map or the virtual scene; Perform an editing operation corresponding to the editing instruction on the element to be edited, where the first pathfinding map includes multiple navigation meshes, and the editing operation is an editing operation in units of navigation meshes.
3. The method according to claim 2, characterized in that, The step of, in response to an editing instruction for the first pathfinding map in the graphical user interface corresponding to the game development environment, determining an element to be edited in the first pathfinding map or the virtual scene, includes: In response to a jump point connection instruction for a first navigation mesh and a second navigation mesh in the first pathfinding map in the graphical user interface corresponding to the game development environment, determine the first navigation mesh and the second navigation mesh as elements to be edited in the first pathfinding map; The step of performing an editing operation corresponding to the editing instruction on the element to be edited in units of navigation meshes includes: Set the first navigation mesh and the second navigation mesh as jump points, and construct a connection path between the first navigation mesh and the second navigation mesh so that the first navigation mesh and the second navigation mesh are connected, where the jump points and the connection path between the jump points are used for the mobile path generation link of the virtual scene.
4. The method according to claim 3, characterized in that, the method further includes: Differentially display the navigation meshes set as jump points and the navigation meshes not set as jump points in the first pathfinding map in the graphical user interface corresponding to the game development environment; Display the connection path between the jump points in the graphical user interface corresponding to the game development environment.
5. The method according to claim 2, characterized in that, The step of, in response to an editing instruction for the first pathfinding map in the graphical user interface corresponding to the game development environment, determining an element to be edited in the first pathfinding map or the virtual scene, includes: In response to a first editing instruction for the first pathfinding map in the graphical user interface corresponding to the game development environment, determine the navigation meshes to be removed in the first pathfinding map; and / or, In response to a second editing instruction for the first pathfinding map in the graphical user interface corresponding to the game development environment, determine a scene surface area in the virtual scene where a navigation mesh is to be added.
6. The method according to claim 5, wherein, the determining, in the first pathfinding map, a navigation mesh to be removed in response to a first editing instruction for the first pathfinding map in the graphical user interface corresponding to the game development environment includes: In response to a pre-removal instruction for a first navigation mesh in the first pathfinding map in the graphical user interface corresponding to the game development environment, determine the first navigation mesh and the navigation meshes connected to the first navigation mesh in the first pathfinding map as the navigation meshes to be removed; the performing, on the element to be edited, an editing operation corresponding to the editing instruction includes: In response to a pathfinding construction instruction for the first pathfinding map or a scene block in the first pathfinding map, remove the navigation meshes to be removed from the first pathfinding map, and construct a pathfinding file corresponding to the first pathfinding map or the scene block in the first pathfinding map according to the first pathfinding map after removal.
7. The method according to claim 6, wherein, the method further includes: Set and display a first mark at the navigation mesh to be removed; the removing the navigation meshes to be removed from the first pathfinding map includes: Remove the navigation meshes with the first mark set from the first pathfinding map.
8. The method according to claim 5, wherein, the determining, in the virtual scene, a scene surface area where a navigation mesh is to be added in response to a second editing instruction for the first pathfinding map in the graphical user interface corresponding to the game development environment includes: In response to a navigation mesh pre-addition instruction for the first pathfinding map in the graphical user interface corresponding to the game development environment, determine the scene surface area indicated by the navigation mesh pre-addition instruction in the virtual scene as the scene surface area where a navigation mesh is to be added; the performing, on the element to be edited, an editing operation corresponding to the editing instruction includes: In response to a pathfinding construction instruction for the first pathfinding map or a scene block in the first pathfinding map, add a navigation mesh in the scene surface area where the navigation mesh is to be added, add the added navigation mesh to the first pathfinding map, and construct a pathfinding file corresponding to the first pathfinding map or the scene block in the first pathfinding map according to the first pathfinding map after adding the navigation mesh.
9. The method according to claim 8, wherein, the method further includes: Set and display a second mark at the scene surface area where the navigation mesh is to be added; the adding a navigation mesh in the scene surface area where the navigation mesh is to be added and adding the added navigation mesh to the first pathfinding map includes: Add a navigation mesh in the scene surface area with the second mark set, and add the added navigation mesh to the first pathfinding map.
10. The method according to claim 1, wherein, The method further includes: displaying a pathfinding editing parameter bar in a graphical user interface corresponding to the game development environment, wherein the target editing parameters displayed in the pathfinding editing parameter bar are in a modifiable state; responding to a pathfinding construction instruction for the first pathfinding map or a scenic area block in the first pathfinding map, adjusting the first pathfinding map according to the target editing parameters in the pathfinding editing parameter bar, and constructing a pathfinding file corresponding to the first pathfinding map or the scenic area block in the first pathfinding map based on the adjusted first pathfinding map.
11. The method according to claim 10, wherein, the method further includes at least one of the following steps: when the target editing parameter includes a height limit parameter, in response to a modification operation on the height limit parameter in the pathfinding editing parameter bar, determining that the height limit parameter changes from a first height to a second height; when the target editing parameter includes an angle limit parameter, in response to a modification operation on the angle limit parameter in the pathfinding editing parameter bar, determining that the angle limit parameter changes from a first angle to a second angle; when the target editing parameter includes an area limit parameter, in response to a modification operation on the area limit parameter in the pathfinding editing parameter bar, determining that the area limit parameter changes from a first area to a second area.
12. The method according to claim 10, wherein, the adjusting the first pathfinding map according to the target editing parameters in the pathfinding editing parameter bar includes at least one of the following steps: when the target editing parameter includes a height limit parameter, adjusting the first pathfinding map according to the height indicated by the height limit parameter, so that there is pathfinding map data under the scene plane in the first pathfinding map where the height exceeds the height indicated by the height limit parameter, and there is no pathfinding map data under the scene plane where the height does not exceed the height indicated by the height limit parameter; when the target editing parameter includes an angle limit parameter, adjusting the first pathfinding map according to the angle indicated by the angle limit parameter, so that there is pathfinding map data on the scene plane in the first pathfinding map where the angle does not exceed the angle indicated by the angle limit parameter, and there is no pathfinding map data on the scene plane where the angle exceeds the angle indicated by the angle limit parameter; when the target editing parameter includes an area limit parameter, adjusting the first pathfinding map according to the area indicated by the area limit parameter, so that there is pathfinding map data on the scene plane in the first pathfinding map where the area exceeds the area indicated by the area limit parameter, and there is no pathfinding map data on the scene plane where the area does not exceed the area indicated by the area limit parameter.
13. The method according to claim 1, wherein, the method further includes: responding to a submission operation for the pathfinding file corresponding to the target scenic area block, and determining whether the pathfinding file corresponding to the target scenic area block is saved locally; if so, performing a first step; Among them, the first step includes: displaying a submission interface for the pathfinding file corresponding to the target scenic area block, and displaying the pathfinding file corresponding to the target scenic area block and the engine resources corresponding to the pathfinding file corresponding to the target scenic area block in the submission interface according to the local directory corresponding to the pathfinding file corresponding to the target scenic area block; submitting the pathfinding file corresponding to the target scenic area block and the engine resources corresponding to the pathfinding file corresponding to the target scenic area block to a server for storing pathfinding-related resources.
14. The method according to claim 13, wherein, the method further includes: if not, displaying a local save prompt message for the pathfinding file corresponding to the target scenic area block; after locally saving the pathfinding file corresponding to the target scenic area block in response to the local save prompt message, performing the first step.
15. The method according to claim 1, wherein, the method further includes: responding to a pathfinding construction instruction for the first pathfinding map or a scenic area block in the first pathfinding map, and performing an integrity check on the physical resources of the virtual scene stored locally; after the integrity check passes, constructing a pathfinding file corresponding to the first pathfinding map or the scenic area block in the first pathfinding map.
16. An information processing device, wherein, the device includes: a first generation module, configured to generate a first pathfinding map according to the physical data of a virtual scene in a game development environment; a first display module, configured to display the virtual scene in a graphical user interface corresponding to the game development environment, and display the first pathfinding map in the virtual scene, wherein the virtual scene includes a plurality of scenic area blocks; a first construction module, configured to respond to a pathfinding construction instruction for a target scenic area block among the plurality of scenic area blocks, and construct a pathfinding file corresponding to the target scenic area block according to the pathfinding map data corresponding to the target scenic area block in the first pathfinding map.
17. An electronic device, wherein, it includes: a processor, a memory, and computer program instructions stored on the memory and executable on the processor; when the processor executes the computer program instructions, the information processing method according to any one of claims 1 to 15 above is implemented.
18. A computer-readable storage medium, wherein, computer program instructions are stored in the computer-readable storage medium, and when the computer program instructions are executed by a processor, they are used to implement the information processing method according to any one of claims 1 to 15 above.