Method and apparatus for component editing in game, and electronic device
By displaying operation controls with multiple preset axial trigger areas in the graphical user interface, the problems of accidental touches and long operation links in game component editing are solved, and efficient operation of component editing is achieved.
Patent Information
- Application Number
- PCT/CN2025/115115
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-09-14
- Filing Date
- 2025-08-15
- Publication Date
- 2026-03-19
AI Technical Summary
In existing technologies, during the editing of game components, the view is easily obstructed and accidental touches are common when the hand moves into the game editing scene to operate the three-axis controls, resulting in a long operation chain and low efficiency.
By displaying operation controls in multiple preset axis-corresponding trigger areas in the graphical user interface, players can rotate, move, and scale components by triggering these areas, avoiding direct hand operation within the game editing scene.
It reduces accidental touches and operation steps during component editing, improves component editing efficiency, and simplifies the adjustment of component shape and position.
Smart Images

Figure CN2025115115_19032026_PF_FP_ABST
Abstract
Description
Component editing method, device and electronic equipment in game
[0001] Cross-reference to Related Applications
[0002] The present application claims priority to Chinese Patent Application No. 202411298148.8, filed September 14, 2024, entitled "Component editing method, device and electronic equipment in game", the entire contents of which are incorporated herein by reference. TECHNICAL FIELD
[0003] The present disclosure relates to the technical field of game editing, and in particular to a component editing method, device and electronic equipment in game. BACKGROUND
[0004] The form of an editing component in a UGC (User Generated Content) editor is a high-frequency operation, and currently can perform rotation, movement and scaling operations on three corresponding axes of the component respectively. In related technologies, when a player performs a form editing operation on a target component in a game editing scene, three-axis controls are displayed around the target component, and the form parameters corresponding to each axis can be adjusted through the three-axis controls. However, this method requires the hand to move into the game editing scene to operate the three-axis controls for component editing, which not only blocks the view, but also easily causes accidental touch, for example, accidental clicking on other components for accidental dragging operation. SUMMARY
[0005] The purpose of the present disclosure is to provide a component editing method, device and electronic equipment in game to reduce accidental touch during component editing and improve component editing efficiency.
[0006] In a first aspect, the present disclosure provides a component editing method in game, the method comprising: displaying a graphical user interface through a terminal device, the graphical user interface comprising a game editing scene; wherein the game editing scene comprises at least one scene component; in response to an editing operation on a target scene component in the game editing scene, determining a target editing mode based on the editing operation, and displaying operation controls corresponding to the target editing mode in the graphical user interface; wherein the operation controls comprise a plurality of trigger areas corresponding to a plurality of preset axes respectively; in response to a first trigger operation on a trigger area corresponding to a target preset axis in the operation controls, controlling the target scene component to adjust along the target preset axis based on the target editing mode and the first trigger operation.
[0007] In a second aspect, the present disclosure provides a component editing apparatus in a game, the apparatus comprising: an interface display module configured to execute display of a graphical user interface on a terminal device, the graphical user interface comprising a game editing scene; wherein the game editing scene comprises at least one scene component; a component editing module configured to execute, in response to an editing operation on a target scene component in the game editing scene, determination of a target editing mode based on the editing operation, and display of an operation control corresponding to the target editing mode in the graphical user interface; wherein the operation control comprises a plurality of preset axial trigger regions corresponding to a plurality of preset axes respectively; and a component adjustment module configured to execute, in response to a first trigger operation on a target preset axial trigger region in the operation control, adjustment of the target scene component along the target preset axis based on the target editing mode and the first trigger operation.
[0008] In a third aspect, the present disclosure provides an electronic device comprising a processor and a memory, the memory storing machine executable instructions executable by the processor, the processor executing the machine executable instructions to implement the component editing method in a game.
[0009] In a fourth aspect, the present disclosure provides a computer readable storage medium storing computer executable instructions, the computer executable instructions causing a processor to implement the component editing method in a game when the computer executable instructions are invoked and executed by the processor.
[0010] The embodiments of the present disclosure have the following beneficial effects:
[0011] The component editing method, apparatus and electronic device provided by the present disclosure first display a graphical user interface by running a game program, the graphical user interface comprising a game editing scene; wherein the game editing scene comprises a plurality of scene components; then, in response to an editing operation on a target scene component in the game editing scene, determine a target editing mode based on the editing operation, and display an operation control corresponding to the target editing mode in the graphical user interface; wherein the target editing mode is one of a plurality of preset editing modes, and the operation control comprises a plurality of preset axial trigger regions corresponding to a plurality of preset axes respectively; then, in response to a first trigger operation on a target preset axial trigger region in the operation control, adjust the target scene component along the target preset axis based on the target editing mode and the first trigger operation, to adjust the display form or display position of the target scene component in the game editing scene. When editing a component in the game editing scene, the operation control is displayed in the interface, so that the player can edit the display form and display position of the component by operating the operation control, avoiding moving the hand into the game editing scene to edit the component, reducing the false touch in the component editing process, reducing the operation link when editing the component, and improving the component editing efficiency.
[0012] Other features and advantages of the present disclosure will be set forth in the following description, in part will be apparent from the description, or can be learned by practice of the present disclosure. It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present disclosure.
[0013] In order to make the above-mentioned purposes, features and advantages of the present disclosure more obvious and easy to understand, the following preferred embodiments are specifically described below, and the accompanying drawings are described in detail as follows. BRIEF DESCRIPTION OF DRAWINGS
[0014] In order to more clearly illustrate the technical solutions in the specific embodiments or the related art of the present disclosure, the following will briefly introduce the drawings needed to be used in the specific embodiments or the related art description. Obviously, the drawings described below are some embodiments of the present disclosure, and those skilled in the art can also obtain other drawings according to these drawings without creative labor.
[0015] Fig. 1 is a flowchart of one of the component editing methods in the game provided by the embodiments of the present disclosure;
[0016] Fig. 2 is a display schematic diagram of the editing control corresponding to a plurality of preset editing modes provided by the embodiments of the present disclosure;
[0017] Fig. 3 is a display schematic diagram of the operation control provided by the embodiments of the present disclosure;
[0018] Fig. 4 is a schematic diagram of the schematic identification of the preset identification axis corresponding to the target editing mode of moving provided by the embodiments of the present disclosure;
[0019] Fig. 5 is a schematic diagram of the schematic identification of the preset identification axis corresponding to the target editing mode of scaling provided by the embodiments of the present disclosure;
[0020] Fig. 6 is a display schematic diagram of the adjustment identification provided by the embodiments of the present disclosure;
[0021] Fig. 7 is a schematic diagram of the editing progress identification of the X axis corresponding to the rotation component provided by the embodiments of the present disclosure;
[0022] Fig. 8 is a schematic diagram of the editing progress identification of the three preset axes corresponding to the movement component provided by the embodiments of the present disclosure;
[0023] Fig. 9 is a schematic diagram of the editing progress identification of the three preset axes corresponding to the scaling component provided by the embodiments of the present disclosure;
[0024] Fig. 10 is a structural schematic diagram of the component editing device in the game provided by the embodiments of the present disclosure;
[0025] FIG. 11 is a structural schematic diagram of one of the electronic devices provided by the embodiments of the present disclosure. DETAILED DESCRIPTION
[0026] To make the objects, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be described clearly and completely below with reference to the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure and not all the embodiments. The components of the embodiments of the present disclosure described and shown in the drawings can be arranged and designed in various different configurations.
[0027] Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the claimed present disclosure, but only represents selected embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by those of ordinary skill in the art without creative labor are within the scope of protection of the present disclosure.
[0028] The editing component form in the UGC editor is a high-frequency operation, and currently, the three corresponding axes of the component can be respectively rotated, moved, and scaled. At present, various function instructions based on rotation, movement, scaling, and the like are scattered in the workbench, and the player needs to switch the function settings back and forth, and the operation link is long and the details are time-consuming and laborious to fine-tune. At the same time, since the three-axis control is displayed around the component, the hand needs to be moved into the picture for editing, which not only blocks the view, but also easily causes accidental touch.
[0029] Based on the above problems, the embodiments of the present disclosure provide a component editing method in a game, a device, and an electronic device. The technology can be applied to a game editing scene, especially to the editing scene of the movement, rotation, and scaling of the component in the game editing scene.
[0030] The component editing method in a game in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the component editing method in a game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0031] In an optional embodiment, various cloud applications can be run under the cloud interaction system, for example, cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running subject of the game program and the game canvas presentation subject are separated, and the storage and running of the component editing method in the game are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game canvas. For example, the client device can be a display device close to the user side with a data transmission mode, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the cloud game server in the cloud end performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game canvas and other data, returns the data to the client device through the network, and finally decodes and outputs the game canvas through the client device.
[0032] In an optional embodiment, taking games as an example, the local terminal device stores a game program and is used for presenting a game canvas. The local terminal device is used for interacting with the player through a graphical user interface, that is, a conventional game program is downloaded and installed through an electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface is provided to the player through holographic projection. For example, the local terminal device can include a display screen used for presenting a graphical user interface including a game canvas, and a processor used for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0033] In a possible embodiment, the present disclosure provides a component editing method in a game, as shown in FIG. 1, the method includes the following specific steps:
[0034] In step S102, a graphical user interface is displayed through a terminal device, and the graphical user interface includes a game editing scene; wherein the game editing scene includes at least one scene component.
[0035] In practical implementation, the aforementioned graphical user interface is displayed when the game program or UGC editor application is running on the terminal device. The game program can be any game application, and the terminal device can be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. For example, the terminal device can be a mobile phone, tablet, or personal computer. The aforementioned game editing scene is a scene provided by running the game program or UGC editor application; it can also be understood as a scene provided by the game editor for the game editing stage. The game editing scene can include one or more scene components, and these components can be edited within the game editing scene. In practical applications, when a player triggers a game editing command, the game editing scene can be displayed in the graphical user interface. This game editing command can be determined according to the game rules. For example, the editing command could be an operation to enter the game editor; or an operation to select a scene map for editing, etc.
[0036] In one specific embodiment, after the game editing scene is displayed in the graphical user interface, scene components can be set in the game editing scene in the following way: a component editing window is displayed in the graphical user interface; wherein, the component editing window includes multiple scene component controls; in response to a selection operation on the first scene component control in the component editing window, a scene component corresponding to the first scene component control is generated in the game editing scene. The first scene component control can be any scene component control included in the component editing window. The specific operation of the selection operation on the first scene component control can be determined according to development needs or user settings. For example, the selection operation can be dragging the first scene component control into the game editing scene, or clicking or long-pressing the first scene component control in the component editing window, etc.
[0037] Specifically, the component types and forms of the scene component controls included in the aforementioned component editing window can be set according to development needs. For example, the component editing window can include multiple different types of scene component controls, including: terrain component controls, mechanism component controls, decoration component controls, and combination component controls, etc. Each type of scene component control also contains multiple scene component controls. For example, mechanism component controls also include motion mechanism component controls, method mechanism component controls, logic component controls, object component controls, and floor component controls. Among them, motion mechanism component controls also include cylinders, gears, cross gears, clockwise turntables, etc.
[0038] In step S104, in response to an editing operation on a target scene component in the game editing scene, a target editing mode is determined based on the editing operation, and an operation control corresponding to the target editing mode is displayed in the graphical user interface; wherein the operation control includes a plurality of trigger regions corresponding to a plurality of preset axes respectively.
[0039] In a specific implementation, the target scene component can be any scene component in the game editing scene. The specific operation corresponding to the editing operation can be determined according to the development requirements and player operations, for example, the editing operation can be a trigger operation on the editing control corresponding to the target editing mode after selecting the target scene component, or a selection operation on the target scene component after triggering the editing control corresponding to the target editing mode. When the player performs the editing operation on the target scene component, the target editing mode to be performed by the target scene component is determined based on the editing operation, and the operation control corresponding to the target editing mode is displayed in the graphical user interface.
[0040] The target editing mode can be any one of a plurality of preset editing modes, and the specific preset editing mode can be determined according to the player operation. Specifically, the plurality of preset editing modes are set according to the development requirements, and in a specific embodiment, the plurality of preset editing modes include the following: moving, rotating, and scaling; that is, the player can perform moving, rotating, and scaling operations on the target scene component. When the target editing mode is moving, the position of the target scene component in the game editing scene can be adjusted; when the target editing mode is rotating, the rotation angle of the target scene component along a certain preset axis can be adjusted; and when the target editing mode is scaling, the scaling size of the target scene component in a certain preset axis can be adjusted.
[0041] The operation control displayed in the graphical user interface includes a plurality of trigger regions corresponding to a plurality of preset axes respectively. The player can adjust the display form or display position of the target scene component along the preset axis corresponding to the trigger region by triggering the trigger region, and the adjustment manner of the display form or display position matches the target editing mode. Specifically, the plurality of preset axes can be determined according to the development requirements, and in an optional implementation, the plurality of preset axes can be the X-axis, Y-axis, and Z-axis in the rectangular coordinate system, or the axis corresponding to the spherical coordinate system. In an optional implementation, the preset axis can be pre-set according to the setting operation of the player. In an optional implementation, the preset axis is determined according to the direction of the trigger operation of the player on the trigger region.
[0042] In actual applications, the display position and display style of the operation control in the graphical user interface can be determined according to the development requirements. In an optional embodiment, the operation control is displayed in a circular shape, and the operation control includes a trigger area corresponding to the X-axis, a trigger area corresponding to the Y-axis, and a trigger area corresponding to the Z-axis. Different trigger areas are displayed in different regions of the operation control, and the display colors and display identifiers of different trigger areas are different, so as to facilitate the player to distinguish the trigger area corresponding to each preset axis. In an optional embodiment, the operation controls can also be arranged side by side, for example, the operation controls are arranged in a horizontal or vertical manner in the preset region of the graphical user interface; or the operation controls can also be aggregated in a folding manner.
[0043] In step S106, in response to the first trigger operation on the trigger area corresponding to the target preset axis in the operation control, the target scene component is controlled to be adjusted along the target preset axis based on the target editing mode and the first trigger operation.
[0044] In specific implementation, the target preset axis can be any one of the plurality of preset axes. The specific operation mode corresponding to the first trigger operation can be determined according to the development requirements and the player operation, for example, the first trigger operation can be a sliding operation starting from the trigger area corresponding to the target preset axis and moving in any direction; the first trigger operation can also be an operation of double-clicking, clicking, or long-pressing the trigger area corresponding to the target preset axis. When the player performs the first trigger operation on the trigger area corresponding to the target preset axis, the operation direction and operation parameter corresponding to the first trigger operation are first determined, so as to determine the adjustment value of the target scene component when the target scene component is adjusted along the target preset axis in the target editing mode based on the operation direction and operation parameter, and the target scene component is adjusted along the target preset axis in the target editing mode in the game editing scene based on the adjustment value. Generally, the operation direction is used to determine whether the adjustment value is increased or decreased, and the operation parameter is used to determine the adjustment size.
[0045] The game component editing method provided by the embodiment of the present disclosure can display the operation control in the interface when the component is edited in the game editing scene, so that the player can edit the display form and display position of the component through the operation control, thereby avoiding the hand movement into the game editing scene for component editing, reducing the false touch in the component editing process, reducing the operation link when the component is edited, and improving the component editing efficiency.
[0046] The following embodiments are used to describe the display manner of the operation control.
[0047] Specifically, the above response to the editing operation of the target scene component in the game editing scene, determining the target editing mode based on the editing operation, and displaying the operation control corresponding to the target editing mode in the graphical user interface, the specific process can be realized by the following steps 10-11:
[0048] Step 10, in response to the first selection operation for the target scene component, the target scene component is selected.
[0049] In a specific implementation, the specific operation corresponding to the first selection operation can be determined according to the research and development requirements, for example, the first selection operation can be a click operation or a long press operation on the target scene component in the game editing scene. When the player performs the first selection operation on the target scene component, the target scene component in the game editing scene is selected; wherein the display format of the selected target scene component in the game editing scene is different from that of the unselected scene component, so that the player can know which is the currently selected target scene.
[0050] Step 11, in response to the second selection operation for the editing control corresponding to the target editing mode, the operation control corresponding to the target editing mode is displayed in the graphical user interface; wherein the graphical user interface displays a plurality of editing controls corresponding to a plurality of preset editing modes respectively, and the editing control corresponding to the target editing mode is one of the editing controls corresponding to the plurality of preset editing modes respectively.
[0051] In a specific implementation, the plurality of editing controls corresponding to the plurality of preset editing modes respectively displayed in the graphical user interface can be displayed in the graphical user interface, or can be displayed in the graphical user interface when the target scene component is selected. Different editing controls corresponding to different preset editing modes, and the display style of different editing controls can be determined according to the research and development requirements. As shown in FIG. 2, a plurality of editing controls corresponding to a plurality of preset editing modes are displayed in the graphical user interface when the target scene component is selected. The preset editing modes in FIG. 2 include moving, rotating and scaling, that is, editing controls with moving function, editing controls with scaling function and editing controls with rotating function.
[0052] The target editing mode is any one of a plurality of preset editing modes, and the plurality of preset editing modes include at least one of the following: moving, rotating, and scaling. The specific operation corresponding to the second selection operation can be determined according to the research and development requirements. For example, the second selection operation can be a click operation or a long press operation on the editing control corresponding to the target editing mode. When the player performs the second selection operation on the editing control corresponding to the target editing mode, the operation control corresponding to the target editing mode is displayed in the graphical user interface.
[0053] As shown in FIG. 3, the display schematic diagram of the operation control provided by an embodiment of the present disclosure is shown. The operation control in the lower right corner of FIG. 3 is a joystick control displayed when the editing control with the rotating function is triggered. The operation control includes the trigger area corresponding to the X axis, the trigger area corresponding to the Y axis, and the trigger area corresponding to the Z axis. The display colors of the trigger areas corresponding to different axes are different.
[0054] In an optional embodiment, the operation control further includes an amplitude adjustment control. The amplitude adjustment control corresponds to a plurality of adjustable amplitudes. The adjustable amplitude is used to indicate the unit adjustment amplitude of the editing attribute corresponding to the target editing mode by the first trigger operation. As shown in FIG. 3, the amplitude adjustment control is displayed in the center of the operation control. In other embodiments, the amplitude adjustment control can be displayed at other positions of the graphical user interface, for example, the upper right or upper left of the graphical user interface. In other embodiments, the amplitude adjustment control can be displayed by triggering different trigger areas in the operation control. In other embodiments, the amplitude adjustment control is configured to separately set the adjustment amplitudes corresponding to different trigger areas.
[0055] In a specific implementation, different preset editing manners correspond to different editing attributes, and different preset editing manners correspond to different multiple adjustable amplitudes. For example, the multiple adjustable amplitudes corresponding to the rotation attribute can include, but are not limited to, free rotation, 15° rotation, 30° rotation, 45° rotation, 90° rotation, and the like. Among them, the free rotation refers to directly determining the final adjustment amplitude according to the operation parameter of the first trigger operation. For example, the first trigger operation is a sliding operation, and the farther the sliding distance, the greater the component adjustment angle. The amplitude adjustment control in the operation control in FIG. 3 corresponds to the free rotation. The 15° rotation, 30° rotation, 45° rotation, and 90° rotation respectively refer to the adjustment angle corresponding to the unit adjustment amplitude being 15°, 30°, 45°, and 90°. The multiple adjustable amplitudes corresponding to the movement attribute include, but are not limited to, free movement, 0.5 meter movement, 1.0 meter movement, 2.0 meter movement, 5.0 meter movement, and the like. Among them, the free movement is directly determined according to the operation parameter corresponding to the first trigger operation. For example, the first trigger operation is a sliding operation, and the farther the sliding distance, the greater the component movement distance. The 0.5 meter movement, 1.0 meter movement, 2.0 meter movement, and 5.0 meter movement respectively refer to the movement distance corresponding to the unit adjustment amplitude being 0.5 meters, 1.0 meters, 2.0 meters, and 5.0 meters. The multiple adjustable amplitudes corresponding to the scaling attribute include, but are not limited to, free scaling, 10% scaling, 20% scaling, 30% scaling, 40% scaling, 50% scaling, 100% scaling, and the like. Among them, the free scaling refers to determining the final adjustment amplitude according to the operation parameter corresponding to the first trigger operation. For example, the first trigger operation is a sliding operation, and the farther the sliding distance, the greater the scaling ratio. The 10% scaling, 20% scaling, 30% scaling, 40% scaling, 50% scaling, and 100% scaling respectively refer to the scaling ratio corresponding to the unit adjustment amplitude being 10%, 20%, 30%, 40%, 50%, and 100%.
[0056] Further, the multiple adjustable amplitudes corresponding to the amplitude adjustment control are sorted in a preset order. If the adjustable amplitude currently corresponding to the amplitude adjustment control is the target adjustment amplitude, in response to the third trigger operation for the amplitude adjustment control, the adjustable amplitude currently corresponding to the amplitude adjustment control is switched from the target adjustment amplitude to the next adjustable amplitude corresponding to the target adjustment amplitude. When the target adjustment amplitude is the last adjustable amplitude in the multiple adjustable amplitudes, the next adjustable amplitude corresponding to the target adjustment amplitude is the first adjustable amplitude in the multiple adjustable amplitudes.
[0057] In a specific implementation, the third trigger operation can be a click operation or a sliding operation, etc. For example, the player can switch the adjustable amplitude corresponding to the amplitude adjustment control by a click operation, that is, the player clicks the amplitude adjustment control to switch the adjustable amplitude corresponding to the amplitude adjustment control once, so that the player can adjust the adjustable amplitude corresponding to the amplitude adjustment control according to the demand, so as to finely adjust or quickly adjust the target scene component. The player can switch the adjustable amplitude corresponding to the amplitude adjustment control by a sliding operation, that is, the player switches the adjustable amplitude corresponding to the amplitude adjustment control according to the sliding distance corresponding to the sliding operation.
[0058] The following embodiments are used to describe the way of displaying the symbolic mark in the game editing scene.
[0059] Specifically, the operation control is displayed separately from the target scene component. In an optional implementation, a plurality of symbolic marks corresponding to preset axial directions are displayed in the vicinity of the target scene component.
[0060] In a specific implementation, when the player edits the target scene component, a plurality of symbolic marks corresponding to preset axial directions are displayed in the vicinity of the target scene component, and an operation control for editing the target scene component is displayed at a specified position in the graphical user interface; the specified position can be a position in the graphical user interface that does not block the game view, and the specified position is not related to the display position of the target scene component in the game editing scene. The vicinity of the target scene component can be the periphery of the target scene component, can be on the target scene component, or can be a position associated with the target scene component, etc. The display color of each symbolic mark corresponding to a preset axial direction is the same as the display color of the trigger area of the corresponding preset axial direction in the operation control, so as to facilitate the player to determine the preset axial direction that needs to be adjusted, and to help improve the component editing experience of the player.
[0061] Further, after displaying the plurality of symbolic marks corresponding to the preset axial directions in the vicinity of the target scene component, in response to a second trigger operation on the symbolic mark corresponding to the first preset axial direction, the target scene component is controlled to be adjusted along the first preset axial direction based on the target editing mode and the second trigger operation.
[0062] In a specific implementation, the first preset axis can be any one of a plurality of preset axes, and the specific operation corresponding to the second trigger operation can be determined according to the research and development requirements. For example, the second trigger operation can be a drag operation, a click operation, or a long press operation on the symbolic icon corresponding to the first preset axis. When the player performs the second trigger operation on the symbolic icon corresponding to the first preset axis, the operation direction and the operation parameter corresponding to the second trigger operation are first determined, so that the adjustment scale of the target scene component along the first preset axis for adjustment in the target editing mode is determined based on the operation direction and the operation parameter, and the target scene component is adjusted along the target preset axis in the target editing mode based on the adjustment scale.
[0063] In an optional embodiment, if the target editing mode is rotation, in response to displaying a plurality of symbolic icons corresponding to preset axes in the vicinity of the target scene component, the rotation angle of the target scene component in the preset axis is displayed on the symbolic icon corresponding to the preset axis. As shown in FIG. 3, the symbolic icon corresponding to the X axis, the symbolic icon corresponding to the Y axis, and the symbolic icon corresponding to the Z axis are respectively displayed around the target scene component, wherein the rotation angle on the symbolic icon corresponding to the X axis is 0°, the rotation angle on the symbolic icon corresponding to the Y axis is 0°, and the rotation angle on the symbolic icon corresponding to the Z axis is 0°.
[0064] As shown in FIG. 4, when the target editing mode is movement, the symbolic icon corresponding to the preset identification axis is a symbolic diagram, and the three axes corresponding to the rectangular coordinate system displayed on the target scene component in FIG. 4 represent the symbolic icon corresponding to the X axis, the symbolic icon corresponding to the Y axis, and the symbolic icon corresponding to the Z axis. As shown in FIG. 5, when the target editing mode is scaling, the symbolic icon corresponding to the preset identification axis is a symbolic diagram, and the three axes corresponding to the rectangular coordinate system displayed on the target scene component in FIG. 5 represent the symbolic icon corresponding to the X axis, the symbolic icon corresponding to the Y axis, and the symbolic icon corresponding to the Z axis.
[0065] Further, in response to the first trigger operation on the trigger region corresponding to the target preset axis in the operation control, the plurality of symbolic icons corresponding to the preset axes are switched to the adjustment icon corresponding to the target preset axis; wherein the adjustment icon is used to indicate the adjustment of the target scene component along the target preset axis. The display style of the adjustment icon can be determined according to the research and development requirements. For example, the adjustment icon can be a circular progress bar, or a long strip-shaped progress bar.
[0066] When the player edits a target scene component, the operation control corresponding to the target editing mode is displayed in the graphical user interface, and a plurality of preset axial corresponding schematic signs are displayed near the target scene component. When the player performs a first trigger operation on a target preset axial corresponding trigger area in the operation control, the plurality of preset axial corresponding schematic signs displayed near the target scene component are switched to a target preset axial corresponding adjustment sign, so that the player can know which axial is currently operated and the corresponding adjustment range. As shown in FIG. 6, the display schematic of an adjustment sign is provided in an embodiment of the present disclosure. When the target editing mode is rotation, the player presses the trigger area corresponding to the Z axis in the operation control and performs a sliding operation, the plurality of preset axial corresponding schematic signs displayed around the target scene component in FIG. 3 are switched to the circular ring progress sign displayed around the target scene component in FIG. 6. The circular ring progress sign is the adjustment sign corresponding to the Z axis, which is used to indicate that the target scene component is currently rotated along the Z axis, and the rotation angle is 52°.
[0067] In a specific embodiment, as shown in FIG. 4 and FIG. 5, when the target editing mode is movement or scaling, if the player performs a first trigger operation on the operation control corresponding to the target editing mode, three preset axial corresponding schematic signs in a rectangular coordinate system are displayed on the target scene component. When the player triggers the trigger area corresponding to the target preset axial in the operation control, the three preset axial corresponding schematic signs displayed on the target scene component are adjusted to display only the schematic sign corresponding to the target preset axial, so that the schematic sign corresponding to the target preset axial is determined as the adjustment sign corresponding to the target axial. The schematic sign corresponding to the target preset axial in the three preset axial corresponding schematic signs displayed on the target scene component can also be adjusted to a specified color, so as to obtain the adjustment sign corresponding to the target preset axial.
[0068] The following embodiments are used to describe the component adjustment mode corresponding to different preset editing modes.
[0069] Specifically, the above response to the first trigger operation on the trigger region corresponding to the target preset axis in the operation control, based on the target editing mode and the first trigger operation, the specific process of controlling the target scene component to adjust along the target preset axis can include: in response to the first trigger operation on the trigger region corresponding to the target preset axis in the operation control, determining the target operation direction and the target operation parameter corresponding to the first trigger operation, wherein the target operation parameter includes at least one of the following: operation distance, operation times, operation time length and operation strength; based on the target operation direction and the target operation parameter, determine the target adjustment value of the target scene component along the target preset axis, and control the target scene component to adjust along the target preset axis by the target adjustment value; wherein the target adjustment value includes at least one of the following: target rotation angle, target movement distance and target zoom value.
[0070] In a specific implementation, the target operation direction is used to indicate whether the target adjustment value is positive or negative, and the target operation parameter is used to indicate the size of the target adjustment value. The target operation parameter corresponds to different parameter types according to different first trigger operations, and the target operation parameter can include at least one of the following: operation distance, operation times, operation time length and operation strength. Generally, operation distance, operation times, operation time length and operation strength are positively correlated with the size of the target adjustment value.
[0071] Next, taking the first trigger operation as a sliding operation and the target operation parameter as an operation distance as an example, the adjustment mode corresponding to different target editing modes is introduced.
[0072] In a specific embodiment, if the target editing mode is rotation, in response to the sliding operation on the trigger region corresponding to the target preset axis in the operation control, the target operation direction and the target operation distance corresponding to the sliding operation are determined; based on the target operation direction and the target sliding distance, the target rotation angle of the target scene component along the target preset axis is determined, and the target scene component is controlled to rotate along the target preset axis by the target rotation angle. This way can adjust the display form of the target scene component in the game editing scene.
[0073] In a specific implementation, the target operation direction is generally a direction of a line connecting an operation starting point and an operation ending point of the sliding operation, and the target movement distance can be a straight-line distance between the operation starting point and the operation ending point of the sliding operation. Specifically, when the target operation direction is a preset positive direction or is biased toward the preset positive direction, a rotation angle of the target scene component along the target preset axis increases; when the target operation direction is a preset negative direction or is biased toward the preset negative direction, the rotation angle of the target scene component along the target preset axis decreases; and the longer the target operation distance is, the greater the change in the rotation angle of the target scene component along the target preset axis is. The preset positive direction and the preset negative direction are opposite directions, for example, the preset positive direction is a clockwise direction and the preset negative direction is an anticlockwise direction; the preset positive direction is an upward direction and the preset negative direction is a downward direction; the preset positive direction is a right direction and the preset negative direction is a left direction, and the like.
[0074] In an optional embodiment, if the target editing mode is movement, in response to a sliding operation on a trigger region corresponding to the target preset axis in the operation control, a target operation direction and a target operation distance corresponding to the sliding operation are determined; a target movement distance of the target scene component along the target preset axis is determined based on the target operation direction and the target operation distance, and the target scene component is controlled to move along the target preset axis by the target movement distance. This manner can adjust a display position of the target scene component in the game editing scene.
[0075] In a specific implementation, when the target operation direction is a preset positive direction or is biased toward the preset positive direction, a movement distance of the target scene component along the target preset axis increases, so that a coordinate value of the target scene component in the target preset axis increases; when the target operation direction is a preset negative direction or is biased toward the preset negative direction, the movement distance of the target scene component along the target preset axis decreases, so that the coordinate value of the target scene component in the target preset axis decreases; and the longer the target operation distance is, the greater the movement distance of the target scene component along the target preset axis is. The preset positive direction and the preset negative direction are opposite directions, for example, the preset positive direction is a clockwise direction and the preset negative direction is an anticlockwise direction; the preset positive direction is an upward direction and the preset negative direction is a downward direction; the preset positive direction is a right direction and the preset negative direction is a left direction, and the like.
[0076] In an optional embodiment, if the target editing mode is scaling, in response to a sliding operation on a trigger region corresponding to the target preset axis in the operation control, a target operation direction and a target operation distance corresponding to the sliding operation are determined; a target scaling value of the target scene component along the target preset axis is determined based on the target operation direction and the target operation distance, and the target scene component is controlled to scale along the target preset axis by the target scaling value. This manner can adjust a display form of the target scene component in the game editing scene.
[0077] In a specific implementation, the target operation direction is a preset positive direction or is biased towards the preset positive direction, and the scaling value of the target scene component along the target preset axis increases, so that the target scene component is lengthened or enlarged in the target preset axis direction; the target operation direction is a preset negative direction or is biased towards the preset negative direction, and the scaling value of the target scene component along the target preset axis decreases, so that the target scene component is shortened or reduced in the target preset axis direction; the longer the target operation distance, the greater the scaling value of the target scene component along the target preset axis. The preset positive direction and the preset negative direction are opposite directions, for example, the preset positive direction is the clockwise direction, and the preset negative direction is the counterclockwise direction; the preset positive direction is upward, and the preset negative direction is downward; the preset positive direction is the right side, and the preset negative direction is the left side, and the like.
[0078] In the above manner, the displacement amplitude and the angle amplitude in the control and operation process of the complex three-axis rotation, movement, and scaling are integrated to convert into an operation control that is familiar to players and easy to operate. The integration of functions can greatly reduce the operation field of the fingers in the picture during editing, and only a simple operation of an operation control can control the target scene component to perform a relatively complex variant control, thereby reducing the operation link during editing of the component, reducing the control error, and improving the UGC editing efficiency.
[0079] The following embodiments are used to describe the display changes after triggering the operation control.
[0080] Specifically, in response to a first trigger operation on a trigger area corresponding to a target preset axis in the operation control, the operation control is switched to an editing progress identifier corresponding to the target preset axis; the editing progress identifier is used to indicate the adjustment amplitude of the target scene component along the target preset axis. The display style of the editing progress identifier can be determined according to the research and development requirements, for example, the editing progress identifier can be a circular progress bar, or a long strip-shaped drag bar, and the like.
[0081] Further, in response to the end of the first trigger operation, the editing progress identifier corresponding to the target preset axis is switched to the operation control. The end of the first trigger operation refers to that the finger is away from the graphical user interface, so that the first trigger operation is ended.
[0082] In order to facilitate the understanding of the editing progress identifier, the editing progress identifier corresponding to the preset axis in different preset editing modes is introduced in detail below. The display style of the editing progress identifier corresponding to the preset axis in different preset editing modes is different, and the display style of the editing progress identifier corresponding to the preset axis in the same preset editing mode is also different. In a specific embodiment, the display color of the editing progress identifier corresponding to the target preset axis matches the display color of the trigger area corresponding to the target preset axis.
[0083] In the embodiment of the present disclosure, when the player triggers the trigger area corresponding to the Z axis in the operation control corresponding to the target editing mode, the operation control switches to display the editing progress identifier corresponding to the Z axis. The editing progress identifier is the circular progress bar displayed in the lower right corner of FIG. 6. The filling color for indicating the progress on the circular progress bar matches the display color and display position of the trigger area corresponding to the Z axis. As shown in FIG. 7, which is a schematic view of the editing progress identifier corresponding to the X axis of the rotating component provided by the embodiment of the present disclosure, when the player presses the trigger area corresponding to the X axis in the operation control and performs a sliding operation, the operation control switches to display the editing progress identifier corresponding to the X axis. The editing progress identifier is the circular progress bar displayed in the lower right corner of FIG. 7. The filling color for indicating the progress on the circular progress bar matches the display color and display position of the trigger area corresponding to the X axis.
[0084] In the specific implementation, the player can also click the amplitude adjustment control corresponding to the central position of the operation control to switch the adjustable amplitude currently corresponding to the amplitude adjustment control. The adjustable amplitude corresponding to the amplitude adjustment control in FIG. 6 is free rotation. The player can click the amplitude adjustment control to switch the adjustable amplitude corresponding to the amplitude adjustment control to 15° rotation. At this time, the amplitude adjustment control displays the corresponding adjustable amplitude (for example, 15° displayed on the amplitude adjustment control in FIG. 7) to indicate the current adjustable amplitude, thereby facilitating the player to know the current adjustable amplitude.
[0085] In another optional embodiment, when the target editing mode is moving or scaling, the editing progress identifier corresponding to the target preset axis is displayed as a drag bar. The display direction of the drag bar corresponds to the direction indicated by the target preset axis in the plurality of preset axis corresponding schematic identifiers displayed near the target scene component.
[0086] As shown in FIG. 8 is a schematic view of three preset axial corresponding editing progress identifiers of a moving component provided by an embodiment of the present disclosure, the target editing mode is moving, the drag bar in the first circular ring shape in FIG. 8 is the trigger area corresponding to the X axis in the player operation control, and the operation control is switched to the editing progress identifier corresponding to the X axis when the sliding operation (equivalent to the first trigger operation) is performed, the display direction of the editing progress identifier corresponding to the X axis is the same as the direction of the X axis on the target scene component in FIG. 4; the drag bar in the second circular ring shape in FIG. 8 is the trigger area corresponding to the Y axis in the player operation control, and the operation control is switched to the editing progress identifier corresponding to the Y axis when the sliding operation is performed, the display direction of the editing progress identifier corresponding to the Y axis is the same as the direction of the Y axis on the target scene component in FIG. 4; the drag bar in the third circular ring shape in FIG. 8 is the trigger area corresponding to the Z axis in the player operation control, and the operation control is switched to the editing progress identifier corresponding to the Z axis when the sliding operation is performed, the display direction of the editing progress identifier corresponding to the Z axis is the same as the direction of the Z axis on the target scene component in FIG. 4. Wherein, the dark rectangle in the drag bar is the slider, the player can drag the slider to move to adjust the display position of the target scene component. The amplitude adjustment control displayed in the center of the operation control in FIG. 8 displays 0.5 to indicate that the current unit adjustment amplitude is 0.5 meters.
[0087] FIG. 9 is a schematic view of three preset axial corresponding editing progress identifiers of a scaling component provided by an embodiment of the present disclosure, the target editing mode is scaling, the drag bar in the first circular ring shape in FIG. 9 is the trigger area corresponding to the X axis in the player operation control, and the operation control is switched to the editing progress identifier corresponding to the X axis when the sliding operation is performed, the display direction of the editing progress identifier corresponding to the X axis is the same as the direction of the X axis on the target scene component in FIG. 5; the drag bar in the second circular ring shape in FIG. 9 is the trigger area corresponding to the Y axis in the player operation control, and the operation control is switched to the editing progress identifier corresponding to the Y axis when the sliding operation is performed, the display direction of the editing progress identifier corresponding to the Y axis is the same as the direction of the Y axis on the target scene component in FIG. 5; the drag bar in the third circular ring shape in FIG. 9 is the trigger area corresponding to the Z axis in the player operation control, and the operation control is switched to the editing progress identifier corresponding to the Z axis when the sliding operation is performed, the display direction of the editing progress identifier corresponding to the Z axis is the same as the direction of the Z axis on the target scene component in FIG. 5. Wherein, the dark rectangle in the drag bar is the slider, the player can drag the slider to move to control the target scene component to be enlarged or reduced in a certain axial direction. The amplitude adjustment control displayed in the center of the operation control in FIG. 9 displays 10% to indicate that the current unit adjustment amplitude is 10% scaling.
[0088] In the above manner, the operation control has a trigger area corresponding to the X, Y and Z axes, and when the finger presses the trigger area corresponding to the axis, the editing progress mark corresponding to the axis is displayed, and the shape or position of the component is changed through the finger dragging operation.
[0089] Based on the above method embodiment, the embodiment of the disclosure also provides a component editing device in a game, as shown in FIG. 10, the device comprises:
[0090] The interface display module 80 is configured to display a graphical user interface through the terminal device, and the graphical user interface comprises a game editing scene; wherein the game editing scene comprises at least one scene component.
[0091] The component editing module 81 is configured to respond to the editing operation on the target scene component in the game editing scene, determine the target editing mode based on the editing operation, and display the operation control corresponding to the target editing mode in the graphical user interface; wherein the operation control comprises a plurality of trigger areas corresponding to the preset axis respectively.
[0092] The component adjustment module 82 is configured to respond to the first trigger operation on the trigger area corresponding to the target preset axis in the operation control, control the target scene component to adjust along the target preset axis based on the target editing mode and the first trigger operation.
[0093] The above component editing device in a game displays the operation control in the interface when editing the component in the game editing scene, so that the player can edit the display form and display position of the component by operating the operation control, avoids moving the hand into the game editing scene to edit the component, not only reduces the accidental touch in the component editing process, but also reduces the operation link when editing the component, and improves the component editing efficiency.
[0094] Further, the above operation control is displayed separately from the target scene component.
[0095] Further, the above device further comprises an identification display module configured to: in response to displaying the operation control corresponding to the target editing mode in the graphical user interface, and displaying the schematic identification corresponding to the plurality of preset axes in the vicinity of the target scene component.
[0096] Further, the above device further comprises a display adjustment module configured to: in response to the second trigger operation on the schematic identification corresponding to the first preset axis, control the target scene component to adjust along the first preset axis based on the target editing mode and the second trigger operation.
[0097] In a specific implementation, the apparatus further includes a display switching module configured to perform: in response to a first trigger operation on a trigger region corresponding to a target preset axis in the operation control, control switching of the plurality of preset axis corresponding schematic indications to an adjustment indication corresponding to the target preset axis; wherein the adjustment indication is used to indicate adjustment of the target scene component along the target preset axis.
[0098] In a specific implementation, the target editing mode is rotation; based on this, the apparatus further includes an angle display module configured to perform: in response to display of the plurality of preset axis corresponding schematic indications in a vicinity of the target scene component, control display of a rotation angle of the target scene component on the preset axis on the plurality of preset axis corresponding schematic indications, respectively.
[0099] In an optional embodiment, the component editing module 81 is configured to perform: in response to a first selection operation on the target scene component, select the target scene component; in response to a second selection operation on an editing control corresponding to the target editing mode, control display of an operation control corresponding to the target editing mode in the graphical user interface; wherein a plurality of editing controls corresponding to a plurality of preset editing modes are displayed in the graphical user interface, and the editing control corresponding to the target editing mode is an editing control in the plurality of preset editing mode corresponding editing controls.
[0100] In a specific implementation, the plurality of preset editing modes includes at least one of the following: movement, rotation, and scaling.
[0101] Further, the component adjustment module 82 is configured to perform: in response to a first trigger operation on a trigger region corresponding to a target preset axis in the operation control, determine a target operation direction and a target operation parameter corresponding to the first trigger operation, wherein the target operation parameter includes at least one of the following: operation distance, operation times, operation time length, and operation strength; determine a target adjustment value of the target scene component along the target preset axis based on the target operation direction and the target operation parameter, and control adjustment of the target scene component along the target preset axis by the target adjustment value; wherein the target adjustment value includes at least one of the following: target rotation angle, target movement distance, and target scaling value.
[0102] Further, the apparatus further includes an indication switching module configured to perform: in response to a first trigger operation on a trigger region corresponding to a target preset axis in the operation control, control switching of the operation control to an editing progress indication corresponding to the target preset axis; wherein the editing progress indication is used to indicate an adjustment amplitude of the target scene component along the target preset axis.
[0103] Further, the indication switching module is further configured to perform: in response to an end of the first trigger operation, control switching of the editing progress indication corresponding to the target preset axis to the operation control.
[0104] Further, the display color of the editing progress identifier corresponding to the target preset axial direction matches the display color of the trigger area corresponding to the target preset axial direction.
[0105] Further, when the target editing mode is moving or zooming, the editing progress identifier corresponding to the target preset axial direction is displayed as a drag bar, and the display direction of the drag bar corresponds to the direction indicated by the target preset axial direction among the plurality of preset axial direction schematic identifiers displayed near the target scene component.
[0106] In a specific implementation, the operation control further includes an amplitude adjustment control, and the amplitude adjustment control corresponds to a plurality of adjustable amplitudes, and the adjustable amplitude is used to indicate the unit adjustment amplitude of the editing attribute corresponding to the target editing mode by the first trigger operation.
[0107] Further, the plurality of adjustable amplitudes corresponding to the amplitude adjustment control are sorted in a preset order, and the device further includes an amplitude adjustment module configured to perform the following operation: if the adjustable amplitude currently corresponding to the amplitude adjustment control is a target adjustment amplitude, in response to a third trigger operation on the amplitude adjustment control, the adjustable amplitude currently corresponding to the amplitude adjustment control is switched from the target adjustment amplitude to the next adjustable amplitude corresponding to the target adjustment amplitude; when the target adjustment amplitude is the last adjustable amplitude in the plurality of adjustable amplitudes, the next adjustable amplitude corresponding to the target adjustment amplitude is the first adjustable amplitude in the plurality of adjustable amplitudes.
[0108] The game component editing device provided in the embodiments of the present disclosure has the same implementation principle, technical effects and the game component editing method as the foregoing method embodiments. For brevity, the part of the device embodiments not mentioned in the foregoing method embodiments can be referred to the corresponding content in the foregoing method embodiments.
[0109] The embodiments of the present disclosure further provide an electronic device, as shown in FIG. 11, which includes a processor and a memory, the memory stores machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to implement the game component editing method.
[0110] Specifically, the component editing method in the game includes: displaying a graphical user interface on a terminal device, the graphical user interface including a game editing scene; wherein the game editing scene includes at least one scene component; in response to an editing operation on a target scene component in the game editing scene, determining a target editing mode based on the editing operation, and displaying operation controls corresponding to the target editing mode in the graphical user interface; wherein the operation controls include a plurality of trigger areas corresponding to a plurality of preset axes respectively; in response to a first trigger operation on a trigger area corresponding to a target preset axis in the operation controls, controlling the target scene component to adjust along the target preset axis based on the target editing mode and the first trigger operation.
[0111] The component editing method in the game displays operation controls in the interface when editing components in the game editing scene, so that the player can edit the display form and display position of the component by operating the operation controls, avoiding moving the hand into the game editing scene to edit the component, reducing the false touch in the component editing process, reducing the operation link when editing the component, and improving the component editing efficiency.
[0112] In an optional embodiment, the operation controls are displayed separately from the target scene component.
[0113] In an optional embodiment, the method further includes: in response to displaying the operation controls corresponding to the target editing mode in the graphical user interface, displaying a plurality of schematic signs corresponding to the plurality of preset axes in the vicinity of the target scene component.
[0114] In an optional embodiment, the method further includes: in response to a second trigger operation on a schematic sign corresponding to a first preset axis, controlling the target scene component to adjust along the first preset axis based on the target editing mode and the second trigger operation.
[0115] In an optional embodiment, the method further includes: in response to the first trigger operation on the trigger area corresponding to the target preset axis in the operation controls, controlling the plurality of schematic signs corresponding to the plurality of preset axes to be switched to adjustment signs corresponding to the target preset axis; wherein the adjustment signs are used to indicate that the target scene component adjusts along the target preset axis.
[0116] In an optional embodiment, the target editing mode is rotation; the method further includes: in response to displaying the plurality of schematic signs corresponding to the plurality of preset axes in the vicinity of the target scene component, controlling the plurality of schematic signs corresponding to the plurality of preset axes to display a rotation angle of the target scene component in the preset axis respectively.
[0117] In an optional embodiment, the response to the editing operation on the target scene component in the game editing scene, the determination of the target editing mode based on the editing operation, and the display of the operation control corresponding to the target editing mode in the graphical user interface include: in response to a first selection operation on the target scene component, selecting the target scene component; in response to a second selection operation on the editing control corresponding to the target editing mode, controlling the display of the operation control corresponding to the target editing mode in the graphical user interface; wherein the graphical user interface displays the editing controls corresponding to a plurality of preset editing modes respectively, and the editing control corresponding to the target editing mode is an editing control in the editing controls corresponding to the plurality of preset editing modes respectively.
[0118] In an optional embodiment, the plurality of preset editing modes include at least one of the following: moving, rotating, and scaling.
[0119] In an optional embodiment, the response to the first trigger operation on the trigger area corresponding to the target preset axis in the operation control, the determination of the target adjustment value of the target scene component along the target preset axis based on the target editing mode and the first trigger operation, and the control of the target scene component along the target preset axis by the target adjustment value include: in response to the first trigger operation on the trigger area corresponding to the target preset axis in the operation control, determining the target operation direction and the target operation parameter corresponding to the first trigger operation, wherein the target operation parameter includes at least one of the following: operation distance, operation times, operation time length, and operation strength; determining the target adjustment value of the target scene component along the target preset axis based on the target operation direction and the target operation parameter, and controlling the target scene component along the target preset axis by the target adjustment value; wherein the target adjustment value includes at least one of the following: target rotation angle, target movement distance, and target scaling value.
[0120] In an optional embodiment, the method further includes: in response to the first trigger operation on the trigger area corresponding to the target preset axis in the operation control, controlling the switching of the operation control to the editing progress identifier corresponding to the target preset axis; wherein the editing progress identifier is used to indicate the adjustment amplitude of the target scene component along the target preset axis.
[0121] In an optional embodiment, the method further includes: in response to the end of the first trigger operation, controlling the switching of the editing progress identifier corresponding to the target preset axis to the operation control.
[0122] In an optional embodiment, the display color of the editing progress identifier corresponding to the target preset axis matches the display color of the trigger area corresponding to the target preset axis.
[0123] In an optional embodiment, when the target editing mode is moving or zooming, the target preset axis corresponding editing progress identifier is displayed as a drag bar, and a display direction of the drag bar corresponds to a direction indicated by the target preset axis in the plurality of preset axis corresponding schematic identifiers displayed near the target scene component.
[0124] In an optional embodiment, the operation control further includes an amplitude adjustment control, and the amplitude adjustment control corresponds to a plurality of adjustable amplitudes, and the adjustable amplitude is used to indicate a unit adjustment amplitude of the editing attribute corresponding to the target editing mode by the first trigger operation.
[0125] In an optional embodiment, the plurality of adjustable amplitudes corresponding to the amplitude adjustment control are sorted in a preset order, and the method further includes: if the adjustable amplitude currently corresponding to the amplitude adjustment control is a target adjustment amplitude, in response to a third trigger operation for the amplitude adjustment control, the adjustable amplitude currently corresponding to the amplitude adjustment control is switched from the target adjustment amplitude to a next adjustable amplitude corresponding to the target adjustment amplitude; and when the target adjustment amplitude is the last adjustable amplitude in the plurality of adjustable amplitudes, the next adjustable amplitude corresponding to the target adjustment amplitude is the first adjustable amplitude in the plurality of adjustable amplitudes.
[0126] Further, the electronic device shown in FIG. 11 further includes a bus 102 and a communication interface 103, and the processor 101, the communication interface 103 and the memory 100 are connected through the bus 102.
[0127] The memory 100 can include a high-speed random access memory (RAM) and can also include a non-volatile memory such as at least one disk memory. The communication between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, a wide area network, a local area network, a metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the convenience of representation, only one bidirectional arrow is used in FIG. 11, but it does not mean that there is only one bus or only one type of bus.
[0128] The processor 101 can be an integrated circuit chip with processing capability. In the implementation process, each step of the above method can be completed by the integrated logic circuit of hardware in the processor 101 or the instruction in the form of software. The processor 101 described above can be a general processor, including a central processing unit (CPU), a network processor (NP), etc.; can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic device, a discrete gate or transistor logic device, a discrete hardware component. Each method, step and logic block disclosed in the embodiment of the present disclosure can be implemented or executed. The general processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in combination with the embodiment of the present disclosure can be directly embodied as a hardware code processor for execution, or a combination of hardware and software modules in the code processor for execution. The software module can be located in a random access memory, a flash memory, a read-only memory, a programmable read-only memory or an electrically erasable programmable memory, a register or other mature storage medium in the art. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100, and combines the hardware to complete the steps of the method of the above embodiment.
[0129] The embodiment of the present disclosure also provides a computer readable storage medium, which stores computer executable instructions. When the computer executable instructions are called and executed by a processor, the computer executable instructions cause the processor to implement the above component editing method in the game. For specific implementation, please refer to the method embodiment, which will not be repeated here.
[0130] Specifically, the above component editing method in the game includes: displaying a graphical user interface through a terminal device, the graphical user interface including a game editing scene; wherein the game editing scene includes at least one scene component; in response to an editing operation on a target scene component in the game editing scene, determining a target editing mode based on the editing operation, and displaying an operation control corresponding to the target editing mode in the graphical user interface; wherein the operation control includes a plurality of preset axial trigger areas corresponding to the target editing mode; in response to a first trigger operation on the trigger area corresponding to a target preset axial in the operation control, controlling the target scene component to adjust along the target preset axial based on the target editing mode and the first trigger operation.
[0131] The component editing method in the game can display operation controls in the interface when editing components in the game editing scene, so that the player can edit the display form and display position of the component by operating the operation controls, avoiding moving the hand into the game editing scene for component editing, reducing the misoperation in the component editing process, reducing the operation link when editing the component, and improving the component editing efficiency.
[0132] In an optional embodiment, the operation controls are displayed separately from the target scene component.
[0133] In an optional embodiment, the method further includes: in response to displaying the operation controls corresponding to the target editing mode in the graphical user interface, displaying the schematic indications corresponding to the plurality of preset axial directions in the vicinity of the target scene component.
[0134] In an optional embodiment, the method further includes: in response to a second trigger operation on the schematic indication corresponding to the first preset axial direction, controlling the target scene component to be adjusted along the first preset axial direction based on the target editing mode and the second trigger operation.
[0135] In an optional embodiment, the method further includes: in response to a first trigger operation on a target trigger region corresponding to a target preset axial direction in the operation controls, controlling the schematic indications corresponding to the plurality of preset axial directions to be switched to adjustment indications corresponding to the target preset axial direction; wherein the adjustment indications are used to indicate that the target scene component is adjusted along the target preset axial direction.
[0136] In an optional embodiment, the target editing mode is rotation; the method further includes: in response to displaying the schematic indications corresponding to the plurality of preset axial directions in the vicinity of the target scene component, controlling the rotation angle of the target scene component in the preset axial direction to be displayed on the schematic indications corresponding to the plurality of preset axial directions respectively.
[0137] In an optional embodiment, the step of responding to the editing operation on the target scene component in the game editing scene, determining the target editing mode based on the editing operation, and displaying the operation controls corresponding to the target editing mode in the graphical user interface includes: in response to a first selection operation on the target scene component, selecting the target scene component; in response to a second selection operation on the editing control corresponding to the target editing mode, controlling the operation controls corresponding to the target editing mode to be displayed in the graphical user interface; wherein a plurality of editing controls corresponding to a plurality of preset editing modes are displayed in the graphical user interface, and the editing control corresponding to the target editing mode is an editing control in the editing controls corresponding to the plurality of preset editing modes.
[0138] In an optional embodiment, the plurality of preset editing modes include at least one of the following: movement, rotation, and scaling.
[0139] In an optional embodiment, the step of adjusting the target scene component along the target preset axis based on the target editing mode and the first trigger operation in response to the first trigger operation on the trigger region corresponding to the target preset axis in the operation control comprises: determining a target operation direction and a target operation parameter corresponding to the first trigger operation in response to the first trigger operation on the trigger region corresponding to the target preset axis in the operation control, wherein the target operation parameter comprises at least one of the following: operation distance, operation times, operation time length and operation strength; determining a target adjustment value of the target scene component along the target preset axis based on the target operation direction and the target operation parameter, and controlling the target scene component to adjust the target adjustment value along the target preset axis; wherein the target adjustment value comprises at least one of the following: target rotation angle, target movement distance and target zoom value.
[0140] In an optional embodiment, the method further comprises: in response to the first trigger operation on the trigger region corresponding to the target preset axis in the operation control, controlling the operation control to be switched to an editing progress identifier corresponding to the target preset axis; wherein the editing progress identifier is used to indicate the adjustment amplitude of the target scene component along the target preset axis.
[0141] In an optional embodiment, the method further comprises: in response to the end of the first trigger operation, controlling the editing progress identifier corresponding to the target preset axis to be switched to the operation control.
[0142] In an optional embodiment, the display color of the editing progress identifier corresponding to the target preset axis matches the display color of the trigger region corresponding to the target preset axis.
[0143] In an optional embodiment, when the target editing mode is movement or zoom, the editing progress identifier corresponding to the target preset axis is displayed as a drag bar, and the display direction of the drag bar corresponds to the direction indicated by the target preset axis in the plurality of preset axis indicating identifiers displayed near the target scene component.
[0144] In an optional embodiment, the operation control further comprises an amplitude adjustment control; wherein the amplitude adjustment control corresponds to a plurality of adjustable amplitudes; the adjustable amplitude is used to indicate the unit adjustment amplitude of the editing attribute corresponding to the target editing mode by the first trigger operation.
[0145] In an optional embodiment, the plurality of adjustable amplitudes corresponding to the amplitude adjustment control are sorted in a preset order; the method further comprises: if the adjustable amplitude currently corresponding to the amplitude adjustment control is the target adjustment amplitude, in response to a third triggering operation on the amplitude adjustment control, switching the adjustable amplitude currently corresponding to the amplitude adjustment control from the target adjustment amplitude to the next adjustable amplitude corresponding to the target adjustment amplitude; wherein when the target adjustment amplitude is the last adjustable amplitude in the plurality of adjustable amplitudes, the next adjustable amplitude corresponding to the target adjustment amplitude is the first adjustable amplitude in the plurality of adjustable amplitudes.
[0146] The manner, if realized in the form of a software unit and sold or used as an independent product, can be stored in a computer readable storage medium. Based on such understanding, the technical solutions of the present disclosure, essentially or in part, or parts of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium, and includes several instructions for causing a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods according to the embodiments of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disk, and various other media that can store program codes.
[0147] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer" and the like indicate the orientation or positional relationship shown in the drawings, and are only for the purpose of facilitating the description of the present disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a particular orientation, be constructed and operated in a particular orientation, and therefore cannot be understood as limiting the present disclosure. In addition, the terms "first", "second", "third" are only for descriptive purposes, and cannot be understood as indicating or implying relative importance.
[0148] Finally, it should be noted that the above-described embodiments are merely specific embodiments of the present disclosure, used to illustrate the technical solutions of the present disclosure, and are not intended to limit the present disclosure. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can make modifications or easy changes to the technical solutions described in the foregoing embodiments, or easily think of changes or equivalent replacements for some of the technical features; and these modifications, changes or replacements do not cause the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.
Claims
1. A component editing method in a game, the method comprising: displaying, by a terminal device, a graphical user interface, the graphical user interface comprising a game editing scene; wherein the game editing scene comprises at least one scene component; in response to an editing operation on a target scene component in the game editing scene, determining a target editing mode based on the editing operation, and displaying, in the graphical user interface, an operation control corresponding to the target editing mode; wherein the operation control comprises a plurality of preset axial corresponding trigger areas; in response to a first trigger operation on a target preset axial corresponding trigger area in the operation control, controlling the target scene component to adjust along the target preset axial based on the target editing mode and the first trigger operation.
2. The method of claim 1, wherein, The operation control is displayed separately from the target scene component.
3. The method of claim 1 or 2, wherein, The method further comprises: in response to displaying the operation control corresponding to the target editing mode in the graphical user interface, displaying a plurality of preset axial corresponding symbolic indications in the vicinity of the target scene component.
4. The method of claim 3, wherein, The method further comprises: in response to a second trigger operation on a first preset axial corresponding symbolic indication in the plurality of preset axial corresponding symbolic indications, controlling the target scene component to adjust along the first preset axial based on the target editing mode and the second trigger operation.
5. The method of claim 4, wherein, The method further comprises: in response to the first trigger operation on the target preset axial corresponding trigger area in the operation control, controlling the plurality of preset axial corresponding symbolic indications to be switched to adjustment indications corresponding to the target preset axial; wherein the adjustment indications are used to indicate that the target scene component adjusts along the target preset axial.
6. The method of claim 5, wherein, The target editing mode is rotation; the method further comprises: in response to displaying the plurality of preset axial corresponding symbolic indications in the vicinity of the target scene component, controlling the plurality of preset axial corresponding symbolic indications to display the rotation angle of the target scene component on the preset axial respectively.
7. The method of claim 1, wherein, The step of responding to the editing operation on the target scene component in the game editing scene, determining the target editing mode based on the editing operation, and displaying the operation control corresponding to the target editing mode in the graphical user interface, comprises: in response to a first selection operation on the target scene component, selecting the target scene component; in response to a second selection operation on an editing control corresponding to the target editing mode, controlling the operation control corresponding to the target editing mode to be displayed in the graphical user interface; wherein a plurality of preset editing modes respectively correspond to editing controls displayed in the graphical user interface, and the editing control corresponding to the target editing mode is an editing control in the editing controls corresponding to the plurality of preset editing modes respectively.
8. The method of claim 7, wherein, The plurality of preset editing modes comprise at least one of the following: moving, rotating, and scaling.
9. The method of claim 1, wherein, The step of controlling the target scene component to adjust along the target preset axis based on the target editing mode and the first trigger operation in response to the first trigger operation on the trigger region corresponding to the target preset axis in the operation control comprises: In response to the first trigger operation on the trigger region corresponding to the target preset axis in the operation control, determining a target operation direction and a target operation parameter corresponding to the first trigger operation, wherein the target operation parameter comprises at least one of the following: operation distance, operation times, operation time length and operation strength; Determining a target adjustment value of the target scene component along the target preset axis based on the target operation direction and the target operation parameter, and controlling the target scene component to adjust the target adjustment value along the target preset axis; wherein the target adjustment value comprises at least one of the following: target rotation angle, target movement distance and target zoom value.
10. The method of claim 1, wherein, The method further comprises: In response to the first trigger operation on the trigger region corresponding to the target preset axis in the operation control, controlling the operation control to be switched to an editing progress identifier corresponding to the target preset axis; wherein the editing progress identifier is used to indicate the adjustment amplitude of the target scene component along the target preset axis.
11. The method of claim 10, wherein, The method further comprises: In response to the end of the first trigger operation, controlling the editing progress identifier corresponding to the target preset axis to be switched to the operation control.
12. The method of claim 10, wherein, The display color of the editing progress identifier corresponding to the target preset axis matches the display color of the trigger region corresponding to the target preset axis.
13. The method of claim 12, wherein, When the target editing mode is movement or zoom, the editing progress identifier corresponding to the target preset axis is displayed as a drag bar, and the display direction of the drag bar corresponds to the direction indicated by the target preset axis in the schematic identifier corresponding to the plurality of preset axes displayed near the position of the target scene component.
14. The method of claim 1, wherein, The operation control further comprises an amplitude adjustment control; wherein the amplitude adjustment control corresponds to a plurality of adjustable amplitudes; the adjustable amplitude is used to indicate the unit adjustment amplitude of the editing attribute corresponding to the target editing mode by the first trigger operation.
15. The method of claim 14, wherein, The plurality of adjustable amplitudes corresponding to the amplitude adjustment control are sorted in a preset order; the method further comprises: If the adjustable amplitude currently corresponding to the amplitude adjustment control is a target adjustment amplitude, in response to a third trigger operation on the amplitude adjustment control, the adjustable amplitude currently corresponding to the amplitude adjustment control is switched from the target adjustment amplitude to the next adjustable amplitude corresponding to the target adjustment amplitude; When the target adjustment amplitude is the last adjustable amplitude in the plurality of adjustable amplitudes, the next adjustable amplitude corresponding to the target adjustment amplitude is the first adjustable amplitude in the plurality of adjustable amplitudes.
16. A component editing device in a game, the device comprising: an interface display module configured to display a graphical user interface through a terminal device, the graphical user interface comprising a game editing scene; wherein the game editing scene comprises at least one scene component; an interface display module configured to display a graphical user interface through a terminal device, the graphical user interface comprising a game editing scene; wherein the game editing scene comprises at least one scene component; The component editing module is configured to perform a response to an editing operation on a target scene component in the game editing scene, determine a target editing mode based on the editing operation, and display operation controls corresponding to the target editing mode in the graphical user interface; wherein the operation controls include a plurality of preset axial corresponding trigger areas; The component adjusting module is configured to perform a response to a first trigger operation on a target preset axial corresponding trigger area in the operation controls, control the target scene component to adjust along the target preset axial based on the target editing mode and the first trigger operation.
17. An electronic device, comprising a processor and a memory, the memory storing machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to implement the component editing method in a game according to any one of claims 1 to 15.
18. A computer readable storage medium, storing computer executable instructions, and the computer executable instructions, when invoked and executed by a processor, cause the processor to implement the component editing method in a game according to any one of claims 1 to 15.
Citation Information
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