Interaction control method, device and electronic equipment in game

CN117101123BActive Publication Date: 2026-10-16NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311043931.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-08-17
Publication Date
2026-10-16
Estimated Expiration
2043-08-17

AI Technical Summary

Technical Problem

[0002]相关技术中,在游戏编辑器中只能通过手动调整镜头的方式,使虚拟相机聚焦到游戏场景中的某一个组件上,但是手动调整镜头的方式需要多次调整才可达到预期的组件聚焦效果,使得玩家游戏体验感较差

Benefits of technology

[0009] This disclosure provides an interactive control method, device, and electronic device for games. First, a graphical user interface (GUI) is displayed by running a game program. The GUI displays a first scene image formed by capturing a game editing scene through a virtual camera. The game editing scene includes multiple scene components. Then, a selection operation is performed on the multiple scene components to determine the selected target scene component. Next, in response to a specified trigger operation, the game editing scene is controlled to enter a focus mode. In focus mode, a second scene image formed by capturing the game editing scene through a virtual camera with the target scene component as the focus center is displayed through the GUI. In focus mode, a second editing operation is performed on the game editing scene, using the target scene component as the reference subject to edit the game editing scene. In this method, the player can control the game editing scene to enter focus mode through a specified trigger operation, thus eliminating the need for multiple adjustments to the camera lens to focus on scene components, simplifying the operation of focusing scene components and improving the player's gaming experience.

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Abstract

The present disclosure provides an interaction control method, device and electronic equipment in a game, wherein a first scene picture formed by a virtual camera collecting a game editing scene is displayed in a graphical user interface, the game editing scene comprising a plurality of scene components; in response to a selection operation on the plurality of scene components, a selected target scene component is determined; in response to a specified trigger operation, the game editing scene is controlled to enter a focus mode, and in the focus mode, the virtual camera is displayed by the graphical user interface to collect a second scene picture formed by the game editing scene with the target scene component as a focus center; and then in response to a second editing operation on the game editing scene, the game editing scene is edited with the target scene component as a reference subject. In this way, the player can control the game editing scene to enter the focus mode by the specified trigger operation, so that the scene component can be focused without multiple adjustments of the camera lens focus, the operation of focusing the scene component is simplified, and the game experience of the player is improved.
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Description

Technical Field

[0001] This disclosure relates to the field of game interaction design technology, and in particular to an interactive control method, device and electronic device in a game. Background Technology

[0002] In related technologies, game editors can only manually adjust the camera to focus on a specific component in the game scene. However, manually adjusting the camera requires multiple adjustments to achieve the desired focusing effect, resulting in a poor gaming experience for players. Summary of the Invention

[0003] The purpose of this disclosure is to provide an interactive control method, device, and electronic device in games to simplify the operation of focusing scene components, thereby quickly focusing on scene components and improving the player's gaming experience.

[0004] In a first aspect, this disclosure provides an interactive control method in a game, the method comprising: displaying a graphical user interface by running a game program, the graphical user interface displaying a first scene image formed by capturing a game editing scene through a virtual camera, the game editing scene including multiple scene components, the scene components being components set in the game editing scene in response to a first editing operation; determining the selected target scene component in response to a selection operation for multiple scene components; controlling the game editing scene to enter a focus mode in response to a specified trigger operation, in the focus mode displaying a second scene image formed by capturing the game editing scene through a virtual camera with the target scene component as the focus center through the graphical user interface; and in the focus mode, editing the game editing scene with the target scene component as the reference subject in response to a second editing operation for the game editing scene.

[0005] Secondly, this disclosure provides an interactive control device for a game, comprising: a first screen display module for displaying a graphical user interface by running a game program, the graphical user interface displaying a first scene image formed by capturing a game editing scene through a virtual camera, the game editing scene including multiple scene components, the scene components being components set in the game editing scene in response to a first editing operation; a component selection module for determining the selected target scene component in response to a selection operation for multiple scene components; a second screen display module for controlling the game editing scene to enter a focus mode in response to a specified trigger operation, in the focus mode displaying a second scene image formed by capturing the game editing scene through a virtual camera with the target scene component as the focus center through the graphical user interface; and a focus module for editing the game editing scene with the target scene component as the reference subject in response to a second editing operation for the game editing scene in the focus mode.

[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the interactive control method in the above-mentioned game.

[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the interactive control method in the aforementioned game.

[0008] The embodiments disclosed herein bring the following beneficial effects:

[0009] This disclosure provides an interactive control method, device, and electronic device for games. First, a graphical user interface (GUI) is displayed by running a game program. The GUI displays a first scene image formed by capturing a game editing scene through a virtual camera. The game editing scene includes multiple scene components. Then, a selection operation is performed on the multiple scene components to determine the selected target scene component. Next, in response to a specified trigger operation, the game editing scene is controlled to enter a focus mode. In focus mode, a second scene image formed by capturing the game editing scene through a virtual camera with the target scene component as the focus center is displayed through the GUI. In focus mode, a second editing operation is performed on the game editing scene, using the target scene component as the reference subject to edit the game editing scene. In this method, the player can control the game editing scene to enter focus mode through a specified trigger operation, thus eliminating the need for multiple adjustments to the camera lens to focus on scene components, simplifying the operation of focusing scene components and improving the player's gaming experience.

[0010] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.

[0011] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1A flowchart of an interactive control method in a game provided as an embodiment of this disclosure;

[0014] Figure 2 A schematic diagram illustrating the display of a functional control provided in an embodiment of this disclosure;

[0015] Figure 3 A schematic diagram illustrating a focusing mode provided in an embodiment of this disclosure;

[0016] Figure 4 This is a schematic diagram illustrating the display of auxiliary information provided in an embodiment of the present disclosure;

[0017] Figure 5 A schematic diagram illustrating the setting of an orientation parameter surface provided in an embodiment of this disclosure;

[0018] Figure 6 A schematic diagram illustrating the automatic adsorption of scene components according to an embodiment of this disclosure;

[0019] Figure 7 A schematic diagram of the structure of an interactive control device in a game provided in an embodiment of this disclosure;

[0020] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0021] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0022] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.

[0023] In related technologies, game editors can only manually adjust the camera to focus the virtual camera on a specific component in the game scene. However, manually adjusting the camera requires multiple adjustments to achieve the desired focusing effect, which is cumbersome, inefficient, and results in a poor gaming experience for players.

[0024] The interactive control method in a game, as disclosed in one embodiment, can run on a local terminal device or a server. When the interactive control method in a game runs on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0025] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of interactive control methods in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0026] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0027] In one possible implementation, this disclosure provides an interactive control method for games, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interactive system.

[0028] like Figure 1 As shown, the method includes the following specific steps:

[0029] Step S102: A graphical user interface is displayed by running the game program. The graphical user interface displays a first scene image formed by capturing the game editing scene through a virtual camera. The game editing scene includes multiple scene components, which are components set in the game editing scene in response to the first editing operation.

[0030] In practical implementation, the aforementioned game editing scene is a scene provided by the running game program, which can also be understood as a scene provided by the game editor. Within the game editing scene, editable components can be edited, and the edited components are then designated as scene components and set within the game editing scene. In actual application, 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; it could also be an operation to select a scene map for editing, etc.

[0031] 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: An editing window is displayed in the graphical user interface; wherein the editing window includes multiple editable components; in response to an editing operation on a target editable component among the multiple editable components, a scene component corresponding to the target editable component is generated in the game editing scene. The target editable component can be any editable component included in the editing window. The specific operation of the editing operation on the target editable component can be determined according to development needs or user settings. For example, the editing operation can be dragging the target editable component into the game editing scene, or clicking or long-pressing the target editable component in the editing window, etc.

[0032] Specifically, the component types and forms of the editable components included in the aforementioned editing window can be set according to development needs. For example, the editing window can include multiple different types of editable components, including: terrain components, mechanism components, decorative components, and combination components, etc., and each type of editable component also contains multiple editable components; the mechanism components also include motion mechanism components, functional mechanism components, logic components, object components, and floor components, among which motion mechanism key components also include cylinders, gears, cross gears, clockwise turntables, etc.

[0033] The first scene described above is a virtual camera set up in the game editing scene, capturing images of the game editing scene based on default camera parameters. These default camera parameters can be system-set camera parameters, including but not limited to: camera focal length, camera height, camera orientation, and camera field of view.

[0034] Step S104: In response to the selection operation for the above multiple scene components, determine the selected target scene component.

[0035] The selection operation described above can be a selection of one or more scene components within the game editing scene, a click operation, or a long press operation. Players can select one or more scene components within the game editing scene through this selection operation. Specifically, the selected target scene component can be any one or more scene components within the game editing scene.

[0036] Step S106: In response to the specified trigger operation, control the game editing scene to enter the focus mode. In the focus mode, display the second scene image formed by capturing the game editing scene with the target scene component as the focus center through the graphical user interface.

[0037] The specific actions for the specified triggering operation can be determined based on development needs or player settings, and are not specifically limited here. When the player performs the specified triggering operation, the game editing scene will enter focus mode. After entering focus mode, the virtual camera will switch to rotating with the target scene component as the focus center, thereby displaying the second scene image formed by the virtual camera capturing the target scene component as the focus center in the graphical interface.

[0038] In practice, the content displayed in the first scene and the second scene may be the same or different. In one specific embodiment, the display size of the target scene component in the second scene is larger than that in the first scene, allowing players to edit the target scene component more precisely in focus mode, or to edit scene components in the game's editing scene based on the target scene component.

[0039] Step S108: In focus mode, respond to the second editing operation for the game editing scene, and edit the game editing scene with the target scene component as the reference subject.

[0040] The specific operation of the second editing operation can be determined based on the player's actions. For example, the second editing operation can be an editing operation on the target scene component, an editing operation on scene components other than the target scene component in the game editing scene, or an operation of dragging and dropping editable components from the editing window into the game editing scene. When the player performs the second editing operation on the game editing scene in focus mode, the graphical user interface will display a screen showing the scene component being edited with the target scene component as the reference subject. Even in focus mode, all editing operations will be performed with the target scene component as the center. For example, when the player selects a scene component B from the editing window or around the target scene component, and drags and moves scene component B in the game editing scene, moving it closer to the target scene component A, auxiliary lines showing the distance will appear between the target scene component A and scene component B, or a projection of scene component B will be displayed on the target scene component A to aid in observation.

[0041] This invention provides an interactive control method for games. First, a graphical user interface (GUI) is displayed by running the game program. The GUI shows a first scene image formed by capturing a game editing scene through a virtual camera. The game editing scene includes multiple scene components. Then, a selection operation is performed on these scene components to determine the selected target scene component. Next, in response to a specified trigger operation, the game editing scene is controlled to enter a focus mode. In focus mode, a second scene image formed by capturing the game editing scene through a virtual camera with the target scene component as the focus center is displayed through the GUI. In focus mode, a second editing operation is performed on the game editing scene, using the target scene component as the reference subject to edit the game editing scene. In this method, players can control the game editing scene to enter focus mode by specifying a trigger operation, thus eliminating the need for multiple camera lens adjustments to focus on scene components, simplifying the operation of focusing scene components and improving the player's gaming experience.

[0042] The following preferred embodiments describe a method for controlling a game editing scene to enter focus mode, and a method for a virtual camera to capture the game editing scene in focus mode.

[0043] Specifically, in response to a specified trigger operation, the game editing scene is controlled to enter focus mode. The specified trigger operation may include at least one of the following: a trigger operation on a functional control displayed in the graphical user interface, and a preset gesture operation. The preset gesture operation can be determined according to development needs or player settings. For example, the preset gesture operation may be multiple clicks on the graphical user interface, writing a specified letter or number with a finger in the graphical user interface, or long-pressing a specific area in the graphical user interface.

[0044] In practice, the aforementioned functional controls can be existing controls in the graphical user interface (GUI) or new controls created within the GUI. Specifically, players can control the game editing scene to enter focus mode by combining preset gesture operations with existing controls; players can also control the game editing scene to enter focus mode by triggering new functional controls created in the GUI; players can control the game editing scene to enter focus mode by performing preset gesture operations on scene components, for example, long-pressing a scene component displayed in the GUI to trigger focus on that scene component.

[0045] In practical implementation, functional controls can be displayed at a designated location in the graphical user interface (GUI). These controls are used to control the game editing scene to enter focus mode. The designated location can be any position within the GUI or a fixed position, determined based on development needs or player settings. Figure 2 The image shown is a schematic diagram of a functional control provided in an embodiment of the present invention. Figure 2 Above the graphical user interface, where the finger is positioned, are the function controls, which are circular controls with needle-like icons. Figure 2 The scene component marked with an "A" in the middle is the target scene component selected by the player. When the player triggers a function control, they can enter the focus mode of the selected target scene component. For example... Figure 3 The image shown is a schematic diagram of a focus mode display. Figure 3 The target scene component marked with A is... Figure 2 The scene component is displayed in the center position, therefore, the display size of the target scene component in the graphical user interface in focus mode is different from that in non-focus mode. Figure 3 Enlarging the target scene component allows for better editing of the game scene.

[0046] In practical implementation, the display size of the target scene component in the second scene shown in the graphical user interface is larger than the display size of the target scene component in the first scene. The second scene is the view captured by the virtual camera in focus mode, showing the game editing scene. Figure 3 As shown; the first scene is a view captured by a virtual camera in non-focus mode, forming the image of the game editing scene, as shown. Figure 2As shown. To better reflect the currently focused component, the display size of the target scene component in the second scene is larger than that in the first scene. That is, when the scene displayed in the graphical user interface switches from the first scene to the second scene, the camera parameters of the virtual camera are adjusted. These camera parameters include camera position and camera focal length. For example, the virtual camera position is moved closer to the target scene component, or the camera focal length is increased, thereby magnifying the scene.

[0047] In an optional embodiment, the method further includes: in response to a specified trigger operation, displaying the target scene component in a first display format in the graphical user interface. Specifically, when the player performs the specified trigger operation, the system controls entry into a focus mode for the target scene component. In focus mode, the target scene component is displayed in the graphical user interface in the first display format. This first display format can be determined according to development needs or player settings. For example, the first display format can be highlighting the target scene component, outlining the target scene component, or displaying the target scene component in a specified color. The specific color of the specified color can be determined according to development needs or player settings. In focus mode, the target scene component is displayed in the first display format; in non-focus mode, the target scene is displayed in a default display format, which is different from the first display format. This allows the player to clearly see which scene component is currently being focused on, facilitating editing operations.

[0048] In practical implementation, in focus mode, when the virtual camera is capturing the game editing scene with the target scene component as the focus center, the virtual camera rotates with the target scene as the focus center. That is, after entering focus mode, the virtual camera will switch to rotating with the selected target scene component as the focus center.

[0049] Furthermore, during the process of editing the game scene in the graphical user interface, the player can select one scene component as the target component, or simultaneously select at least two scene components as target scene components. When the player selects one scene component as the target scene component, in focus mode, the focus center of the virtual camera when capturing the game scene is the volume center or position center of the target scene component; if the target scene component includes at least two first scene components from multiple scene components, the focus center of the virtual camera when capturing the game scene is the midpoint of the positions of the at least two first scene components in the game scene. For example, if two first scene components are selected, the midpoint of the line connecting these two first scene components is determined as the focus center; if three or more first scene components are selected, the center of the largest shape enclosed by the lines connecting the center points of the selected multiple first scene components is determined as the focus center.

[0050] The above methods allow players to enter focus mode by selecting one or more scene components. That is, the object of focus mode can be a single scene component or several scene components selected by multiple selections. At the same time, there are multiple ways to enter focus mode, which enriches the player's operation and helps to improve the player's gaming experience.

[0051] The following preferred embodiments describe a method for editing a game editing scene in focus mode.

[0052] Specifically, the aforementioned response to the second editing operation in the game editing scene, the specific process of editing the game editing scene with the target scene component as the reference subject, may include: responding to a movement operation of the second scene component in the game editing scene, displaying a distance auxiliary line between the target scene component and the second scene component, and / or, displaying a projection of the second scene component on the target scene component. The aforementioned second scene component may be a scene component located around the target scene component in the game editing scene, or it may be a scene component dragged from the editing window and set in the game editing scene. The aforementioned movement operation of the second scene component may be an operation of dragging the second scene component in the game editing scene, or an operation of long-pressing the second scene component and sliding it in the graphical user interface, etc.

[0053] In practical implementation, in the focus mode, all operations are centered on the target scene component. That is, in the focus mode, the target scene component is the reference subject and the second scene component is the operation object. When the player moves the second scene component in the game scene, auxiliary information will be displayed in the graphical user interface. This auxiliary information may simply be a distance guide line between the target scene component and the second scene component, or simply the projection of the second scene component on the target scene component. Alternatively, it may be a distance guide line between the target scene component and the second scene component, while simultaneously displaying the projection of the second scene component on the target scene component.

[0054] like Figure 4 The diagram shown is a schematic representation of an auxiliary information display provided by an embodiment of the present invention. Figure 4 The scene component marked with A and located in the center of the graphical user interface is the target scene component. The scene component marked with B to the right of the target scene component is the second scene component. When the player moves the second scene component, distance guide lines and the projection of the second scene component onto the target scene component will be displayed on the right side of the target scene component.

[0055] In an optional embodiment, in response to the second scene component being a specified distance from the target scene component, a projection of the second scene component is displayed on the target scene component. This specified distance can be determined based on development needs or player settings, and is not specifically limited here. That is, if the second scene component is far from the target scene component, the projection may not be displayed on the target scene component.

[0056] In practice, the process of displaying the projection of the second scene component onto the target scene component includes two scenarios:

[0057] The first method involves responding to the second scene component facing the first face of the target scene component, and the first face being displayed in the graphical user interface (GUI). The GUI then displays the projection of the second scene component onto the first face of the target scene component. In other words, the second scene component is positioned in the direction the first face of the target scene component faces, and the first face of the target scene component is displayed unobstructed in the GUI. The player does not need to perform any actions to display the projection of the second scene component onto the second face of the target scene.

[0058] The second method involves responding to the second scene component facing the second side of the target scene component, and the second side not being displayed in the second scene image, by displaying the second scene component facing the second side of the target scene component through a graphical user interface; and responding to a camera view adjustment operation, controlling the graphical user interface to display the second side of the target scene component, and displaying the projection of the second scene component onto the second side of the target scene component through the graphical user interface.

[0059] Specifically, if the second scene component is located in the direction the second face of the target scene component is facing, and the second face of the target scene component is not displayed in the graphical user interface (GUI) and is obscured, then the player needs to adjust the camera view to make the second face of the target scene component visible in the GUI. Simultaneously, the projection of the second scene component will be displayed on the second face of the target scene. This camera view adjustment operation can be an operation using a rotation control displayed in the GUI, which can adjust the camera orientation of the editing camera, or an operation involving rotating the target scene component, etc.

[0060] In an optional embodiment, the second scene component in the game editing scene that the player wants to manipulate may not be displayed in the graphical user interface (GUI). Therefore, the player needs to adjust the scene displayed in the GUI to display the second scene component. Specifically, in focus mode, in response to a screen adjustment operation for the second scene screen, the system controls the display of the second scene component in the game editing scene in the second scene screen; in response to a movement operation of the second scene component toward the target scene component, the system adjusts the camera parameters of the virtual camera according to the distance between the second scene component and the target scene component to control the second scene screen to gradually zoom in, and / or control the position of the target scene component to return to the center position of the second scene screen.

[0061] In practice, the aforementioned screen adjustment operations include at least one of the following: zooming in on the second scene, zooming out on the second scene, and adjusting the virtual camera's viewpoint. These screen adjustment operations allow for the observation or display of more scene components near the target scene component.

[0062] Specifically, if a player shrinks the second scene to make it appear in the graphical user interface (GUI), then dragging a second scene component that is farther from the target scene component closer to it will gradually enlarge the GUI display until it reaches the original size of the second scene before the screen was shrunk. Similarly, if the player adjusts the virtual camera's view (e.g., adjusting the camera's orientation or moving its position via a swipe) to make it appear in the GUI, then dragging a second scene component that is farther from the target scene component closer to it will move the virtual camera, causing the target scene component, which is no longer centered, to gradually return to the center of the screen.

[0063] In another optional embodiment, in focus mode, players can further refine and manipulate the target scene component. Specifically, the target scene component includes multiple faces. The process of editing the game editing scene with the target scene component as the reference subject, in response to the second editing operation for the game editing scene, may include: in response to the first trigger operation for the target scene component, determining the face corresponding to the touch point of the first trigger operation as the target face; in response to the setting operation for the target face, determining the target face as the orientation reference face; in response to the drag operation for the third scene component in the game editing scene, attaching the third scene component to the orientation reference face. The target face can be any one of the multiple faces included in the target scene component. In focus mode, when the player triggers the target face, the target face can be determined as the orientation reference face. When the player drags the third scene component in the game editing scene, the third scene component will automatically attach to the orientation reference face. The third scene component can be any scene component in the game editing scene, such as an editable component dragged from the editing window. The trigger operation for the target face in the target scene component can be a long press operation or a click operation, etc.

[0064] In practical implementation, in response to a specified trigger operation, editable options in focus mode are displayed at a specified location in the graphical user interface (GUI). These editable options include a first editing option for selecting a face within a target scene component, and a second editing option for selecting the target scene component as a reference subject. The specified location can be any location within the GUI, a location associated with a functional control, or a fixed location. Specifically, after entering focus mode, editable options are displayed in the GUI. Players can select different editable options to perform different editing operations and produce different editing effects within the game editing scene. Specifically, the editable options can include the first and second editing options, and may also include other editing options, which can be determined according to development needs. For example, other editing options could be an on / off option to display auxiliary lines between the target scene component and the second scene component, or an on / off option to display a projection on the target scene component, etc.

[0065] Based on the above description, the specific process of determining the target surface as the facing reference surface in response to the setting operation of the target surface further includes: selecting the first editing option in response to the selection operation of the first editing option; displaying operable options for the target surface in the graphical user interface in response to the selection operation of the target surface; and determining the target surface as the facing reference surface in response to the selection operation of the operable options. In specific implementation, when the player selects the target surface in the target scene component, operable options for the target surface will be displayed near the target surface. The specific content of the operable options can be determined according to the development needs. When the player selects the operable option for setting the facing reference surface, the target surface can be determined as the facing reference surface.

[0066] In an optional embodiment, in response to a drag operation on a third scene component in a game editing scene, the distance between the third scene component and the target scene component, and the default orientation of the third scene component in the game editing scene are determined; in response to the distance between the third scene component and the target scene component being less than a preset distance threshold, the orientation of the third scene component is adjusted according to the orientation of the orientation reference surface, so that the third scene component faces the reference surface; in response to the distance between the third scene component and the target scene component being not less than the preset distance threshold, the orientation of the third scene component is adjusted to the default orientation.

[0067] The default orientation mentioned above is typically the third scene component facing the horizontal plane of the world coordinate system. This horizontal plane can be a plane composed of the X and Y axes, or a plane composed of the X and Z axes. The preset distance threshold can be determined based on development needs or player settings. In practical applications, when the third scene component approaches the target surface of the target scene component, the third scene component will rotate to face the reference plane; when the third scene component moves away from the target surface, its orientation will revert to the default orientation. Furthermore, which face of the scene component will snap to is pre-set, meaning which face of the scene component needs to snap to the target surface of the target scene component is pre-defined.

[0068] like Figure 5 The diagram shown is a schematic representation of an orientation parameter plane setting according to an embodiment of the present invention. Figure 5The left side of the function controls displays two editable options: a second editable option for "Select Object" and a first editable option for "Select Face." In focus mode, selecting "Select Face" and then long-pressing brings up an operation menu for the target face. This menu includes actionable options; for example, a function could be designed to add an option to "Use this face as an orientation reference." Activating this function will cause components dragged from the editing window to naturally snap to the target face. For instance, dragging a "grass" component from the editing window will automatically and consistently align the roots of the grass with the selected target face, facilitating player manipulation. Figure 6 The diagram shown illustrates an automatic snapping of scene components. Figure 6 The component corresponding to the middle finger position is also the "grass" component, which will automatically attach to the target scene component.

[0069] In practical applications, the face of a component dragged from the editing window that will snap to the target face of the target scene component is pre-set. For example, if the scene component is grass, a tree, or other component with a clear orientation, the root can be used as the snapping point, snapping to the target face of the target scene component. Simultaneously, the orientation of the component dragged from the editing window is automatically adjusted based on the orientation reference face; that is, the face of the component dragged from the editing window that needs to snap to will automatically align with the target face of the target scene component.

[0070] In the aforementioned methods, the Focus Mode allows players to refine specific scene components during game editing, improving accuracy and convenience, and enabling the creation of more sophisticated UGC components. Focus Mode expands the operational controls below the component level, providing more operational possibilities. Furthermore, without altering existing operational logic, Focus Mode allows players to freely switch between the game editing scene and scene components or surfaces within that scene, enabling them to create interesting small components even in short bursts of free time, thus expanding the UGC component library.

[0071] Corresponding to the above method embodiments, this invention also provides an interactive control device for games, such as... Figure 7 As shown, the device includes:

[0072] The first screen display module 70 is used to display a graphical user interface by running a game program. The graphical user interface displays a first scene image formed by capturing a game editing scene through a virtual camera. The game editing scene includes multiple scene components, which are components set in the game editing scene in response to the first editing operation.

[0073] The component selection module 71 is used to respond to selection operations for multiple scene components and determine the selected target scene component.

[0074] The second screen display module 72 is used to respond to a specified trigger operation, control the game editing scene to enter the focus mode, and in the focus mode, display the second scene image formed by capturing the game editing scene through a virtual camera with the target scene component as the focus center through a graphical user interface.

[0075] The focus module 73 is used in focus mode to respond to the second editing operation for the game editing scene, and to edit the game editing scene with the target scene component as the reference subject.

[0076] The interactive control device in the aforementioned game first displays a graphical user interface (GUI) by running the game program. The GUI shows a first scene image captured by a virtual camera, which includes multiple scene components. Then, it responds to selection operations on these components, identifying the selected target scene component. Next, it responds to a specified trigger operation, controlling the game editing scene to enter focus mode. In focus mode, the GUI displays a second scene image captured by the virtual camera with the target scene component as the focus center. In focus mode, it responds to a second editing operation on the game editing scene, using the target scene component as the reference point for editing. In this method, players can control the game editing scene to enter focus mode by specifying a trigger operation, thus eliminating the need for multiple camera lens adjustments to focus on scene components, simplifying the focusing operation and improving the player's gaming experience.

[0077] Specifically, the above-mentioned device further includes a component editing module, used to: display an editing window in a graphical user interface; wherein the editing window includes multiple editable components; and respond to an editing operation on a target editable component among the multiple editable components, control the generation of a scene component corresponding to the target editable component in the game editing scene.

[0078] In specific implementation, the specified trigger operation mentioned above includes at least one of the following: trigger operation for functional controls displayed in the graphical user interface, and preset gesture operation.

[0079] Furthermore, the above-mentioned device also includes a format replacement module for: displaying the target scene component in a first display format in a graphical user interface in response to a specified trigger operation.

[0080] Furthermore, when the virtual camera captures the game editing scene with the target scene component as the focus center, the virtual camera rotates with the target scene as the focus center.

[0081] In practical applications, the aforementioned target scene component includes at least two first scene components among multiple scene components, and the focus center is the midpoint of the positions of the at least two first scene components in the game editing scene.

[0082] Furthermore, the display size of the target scene component in the second scene screen displayed in the above graphical user interface is larger than the display size of the target scene component in the first scene screen.

[0083] Furthermore, the aforementioned focusing module 73 is used to: respond to a movement operation of a second scene component in the game editing scene, display a distance guide line between the target scene component and the second scene component, and / or display a projection of the second scene component on the target scene component.

[0084] Specifically, the aforementioned focusing module 73 is also used to: display the projection of the second scene component on the target scene component in response to the second scene component being a specified distance from the target scene component.

[0085] Furthermore, the aforementioned focusing module 73 is also configured to: in response to the second scene component facing the first side of the target scene component and the first side being displayed in the graphical user interface, display the projection of the second scene component onto the first side of the target scene component through the graphical user interface; or, in response to the second scene component facing the second side of the target scene component and the second side not being displayed in the second scene image, display the second side of the second scene component facing the target scene component through the graphical user interface; and in response to a camera view adjustment operation, control the graphical user interface to display the second side of the target scene component, and display the projection of the second scene component onto the second side of the target scene component through the graphical user interface.

[0086] In a specific implementation, the device further includes a screen adjustment module, used to: in focus mode, respond to a screen adjustment operation for the second scene screen, control the display of the second scene component in the game editing scene in the second scene screen; respond to a movement operation of the second scene component toward the target scene component, adjust the camera parameters of the virtual camera according to the distance between the second scene component and the target scene component, so as to control the second scene screen to gradually zoom in, and / or control the position of the target scene component to return to the center position of the second scene screen.

[0087] Specifically, the above-mentioned image adjustment operations include at least one of the following: zooming in on the second scene image, zooming out on the second scene image, and adjusting the viewpoint of the virtual camera.

[0088] In a specific implementation, the aforementioned target scene component includes multiple faces; the aforementioned focusing module 73 is used to: respond to a first trigger operation for the target scene component and determine the face corresponding to the touch point of the first trigger operation as the target face; respond to a setting operation for the target face and determine the target face as the orientation reference face; respond to a drag operation for a third scene component in the game editing scene and attach the third scene component to the orientation reference face.

[0089] Furthermore, the aforementioned device also includes an orientation adjustment module, configured to: in response to a drag operation on a third scene component in a game editing scene, determine the distance between the third scene component and a target scene component, and the default orientation of the third scene component in the game editing scene; in response to a distance between the third scene component and the target scene component being less than a preset distance threshold, adjust the orientation of the third scene component according to the orientation of an orientation reference surface, so that the third scene component faces the aforementioned orientation reference surface; and in response to a distance between the third scene component and the target scene component being not less than the preset distance threshold, adjust the orientation of the third scene component to the default orientation.

[0090] Furthermore, the aforementioned device also includes an option display module, configured to: in response to a specified trigger operation, display editable options in focus mode at a specified location in the graphical user interface; wherein the editable options include: a first editable option for selecting a face in the target scene component. Based on this, the aforementioned focus module 73 is configured to: in response to a selection operation on the first editable option, select the first editable option; in response to a selection operation on a target face in the target scene component, display operable options for the target face in the graphical user interface; and in response to a selection operation on the operable options, determine the target face as the facing reference face.

[0091] In practice, the editable options mentioned above also include a second editing option for selecting the target scene component as the reference subject.

[0092] The interactive control device in the game provided in this embodiment of the invention has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.

[0093] This invention also provides an electronic device, such as... Figure 8 As shown, the electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, which executes the machine-executable instructions to implement the interactive control method in the game described above.

[0094] Specifically, the interactive control method in the aforementioned game includes: displaying a graphical user interface by running the game program, the graphical user interface displaying a first scene image formed by capturing a game editing scene through a virtual camera, the game editing scene including multiple scene components, the scene components being components set in the game editing scene in response to the first editing operation; responding to a selection operation for multiple scene components, determining the selected target scene component; responding to a specified trigger operation, controlling the game editing scene to enter a focus mode, in focus mode, displaying a second scene image formed by capturing the game editing scene through a virtual camera with the target scene component as the focus center through the graphical user interface; in focus mode, responding to a second editing operation for the game editing scene, editing the game editing scene with the target scene component as the reference subject.

[0095] In the interactive control methods described above, players can control the game editing scene to enter focus mode by specifying a trigger operation. This eliminates the need to adjust the camera lens focus multiple times to focus on scene components, simplifying the operation of focusing on scene components and improving the player's gaming experience.

[0096] In an optional embodiment, the scene component is generated in the following manner: an editing window is displayed in a graphical user interface; wherein the editing window includes multiple editable components; in response to an editing operation on a target editable component among the multiple editable components, a scene component corresponding to the target editable component is generated in the game editing scene.

[0097] In an optional embodiment, the specified triggering operation includes at least one of the following: a triggering operation for a function control displayed in a graphical user interface, and a preset gesture operation.

[0098] In an optional embodiment, the method further includes: displaying the target scene component in a first display format in a graphical user interface in response to a specified triggering operation.

[0099] In an optional embodiment, when the virtual camera captures the game editing scene with the target scene component as the focus center, the virtual camera rotates with the target scene as the focus center.

[0100] In an optional embodiment, the target scene component includes at least two first scene components among a plurality of scene components, and the focal center is the midpoint of the positions of the at least two first scene components in the game editing scene.

[0101] In an optional embodiment, the display size of the target scene component in the second scene screen displayed in the graphical user interface is larger than the display size of the target scene component in the first scene screen.

[0102] In an optional embodiment, the above-mentioned response to the second editing operation of the game editing scene, the step of editing the game editing scene with the target scene component as the reference subject, includes: responding to the movement operation of the second scene component in the game editing scene, displaying a distance auxiliary line between the target scene component and the second scene component, and / or, displaying the projection of the second scene component on the target scene component.

[0103] In an optional embodiment, the method further includes: displaying a projection of the second scene component on the target scene component in response to the second scene component being a specified distance from the target scene component.

[0104] In an optional embodiment, the step of displaying the projection of the second scene component on the target scene component includes: in response to the second scene component facing the first side of the target scene component and the first side being displayed in the graphical user interface, displaying the projection of the second scene component on the first side of the target scene component through the graphical user interface; or, in response to the second scene component facing the second side of the target scene component and the second side not being displayed in the second scene image, displaying the second side of the second scene component facing the target scene component through the graphical user interface; in response to a camera view adjustment operation, controlling the graphical user interface to display the second side of the target scene component, and displaying the projection of the second scene component on the second side of the target scene component through the graphical user interface.

[0105] In an optional embodiment, the method further includes: in focus mode, in response to a screen adjustment operation for the second scene screen, controlling the display of a second scene component in the game editing scene in the second scene screen; in response to a movement operation of the second scene component toward the target scene component, adjusting the camera parameters of the virtual camera according to the distance between the second scene component and the target scene component, so as to control the second scene screen to gradually zoom in, and / or, controlling the position of the target scene component to return to the center position of the second scene screen.

[0106] In an optional embodiment, the above-mentioned image adjustment operation includes at least one of the following: zooming in on the second scene image, zooming out on the second scene image, and adjusting the viewpoint of the virtual camera.

[0107] In an optional embodiment, the target scene component includes multiple faces; the step of responding to a second editing operation on the game editing scene and editing the game editing scene with the target scene component as the reference subject includes: responding to a first triggering operation on the target scene component and determining the face corresponding to the touch point of the first triggering operation as the target face; responding to a setting operation on the target face and determining the target face as the facing reference face; responding to a dragging operation on a third scene component in the game editing scene and attaching the third scene component to the facing reference face.

[0108] In an optional embodiment, the method further includes: responding to a drag operation on a third scene component in a game editing scene, determining the distance between the third scene component and a target scene component, and the default orientation of the third scene component in the game editing scene; responding to a distance between the third scene component and the target scene component being less than a preset distance threshold, adjusting the orientation of the third scene component according to the orientation of an orientation reference plane, so that the third scene component faces the aforementioned orientation reference plane; and responding to a distance between the third scene component and the target scene component being not less than the preset distance threshold, adjusting the orientation of the third scene component to the default orientation.

[0109] In an optional embodiment, the method further includes: in response to a specified trigger operation, displaying editable options in focus mode at a specified location in the graphical user interface; wherein the editable options include: a first editable option for selecting a face in the target scene component. The step of determining the target face as facing a reference face in response to a setting operation on the target face includes: in response to a selection operation on the first editable option, selecting the first editable option; in response to a selection operation on the target face in the target scene component, displaying operable options for the target face in the graphical user interface; and in response to a selection operation on the operable options, determining the target face as facing a reference face.

[0110] In an optional embodiment, the editable options above further include a second editing option for selecting a target scene component as the reference subject.

[0111] Furthermore, Figure 8 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.

[0112] The memory 100 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 8 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0113] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. Processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0114] This invention also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are called and executed by a processor, they cause the processor to implement the interactive control method in the game described above. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0115] Specifically, the interactive control method in the aforementioned game includes: displaying a graphical user interface by running the game program, the graphical user interface displaying a first scene image formed by capturing a game editing scene through a virtual camera, the game editing scene including multiple scene components, the scene components being components set in the game editing scene in response to the first editing operation; responding to a selection operation for multiple scene components, determining the selected target scene component; responding to a specified trigger operation, controlling the game editing scene to enter a focus mode, in focus mode, displaying a second scene image formed by capturing the game editing scene through a virtual camera with the target scene component as the focus center through the graphical user interface; in focus mode, responding to a second editing operation for the game editing scene, editing the game editing scene with the target scene component as the reference subject.

[0116] In the interactive control methods described above, players can control the game editing scene to enter focus mode by specifying a trigger operation. This eliminates the need to adjust the camera lens focus multiple times to focus on scene components, simplifying the operation of focusing on scene components and improving the player's gaming experience.

[0117] In an optional embodiment, the scene component is generated in the following manner: an editing window is displayed in a graphical user interface; wherein the editing window includes multiple editable components; in response to an editing operation on a target editable component among the multiple editable components, a scene component corresponding to the target editable component is generated in the game editing scene.

[0118] In an optional embodiment, the specified triggering operation includes at least one of the following: a triggering operation for a function control displayed in a graphical user interface, and a preset gesture operation.

[0119] In an optional embodiment, the method further includes: displaying the target scene component in a first display format in a graphical user interface in response to a specified triggering operation.

[0120] In an optional embodiment, when the virtual camera captures the game editing scene with the target scene component as the focus center, the virtual camera rotates with the target scene as the focus center.

[0121] In an optional embodiment, the target scene component includes at least two first scene components among a plurality of scene components, and the focal center is the midpoint of the positions of the at least two first scene components in the game editing scene.

[0122] In an optional embodiment, the display size of the target scene component in the second scene screen displayed in the graphical user interface is larger than the display size of the target scene component in the first scene screen.

[0123] In an optional embodiment, the above-mentioned response to the second editing operation of the game editing scene, the step of editing the game editing scene with the target scene component as the reference subject, includes: responding to the movement operation of the second scene component in the game editing scene, displaying a distance auxiliary line between the target scene component and the second scene component, and / or, displaying the projection of the second scene component on the target scene component.

[0124] In an optional embodiment, the method further includes: displaying a projection of the second scene component on the target scene component in response to the second scene component being a specified distance from the target scene component.

[0125] In an optional embodiment, the step of displaying the projection of the second scene component on the target scene component includes: in response to the second scene component facing the first side of the target scene component and the first side being displayed in the graphical user interface, displaying the projection of the second scene component on the first side of the target scene component through the graphical user interface; or, in response to the second scene component facing the second side of the target scene component and the second side not being displayed in the second scene image, displaying the second side of the second scene component facing the target scene component through the graphical user interface; in response to a camera view adjustment operation, controlling the graphical user interface to display the second side of the target scene component, and displaying the projection of the second scene component on the second side of the target scene component through the graphical user interface.

[0126] In an optional embodiment, the method further includes: in focus mode, in response to a screen adjustment operation for the second scene screen, controlling the display of a second scene component in the game editing scene in the second scene screen; in response to a movement operation of the second scene component toward the target scene component, adjusting the camera parameters of the virtual camera according to the distance between the second scene component and the target scene component, so as to control the second scene screen to gradually zoom in, and / or, controlling the position of the target scene component to return to the center position of the second scene screen.

[0127] In an optional embodiment, the above-mentioned image adjustment operation includes at least one of the following: zooming in on the second scene image, zooming out on the second scene image, and adjusting the viewpoint of the virtual camera.

[0128] In an optional embodiment, the target scene component includes multiple faces; the step of responding to a second editing operation on the game editing scene and editing the game editing scene with the target scene component as the reference subject includes: responding to a first triggering operation on the target scene component and determining the face corresponding to the touch point of the first triggering operation as the target face; responding to a setting operation on the target face and determining the target face as the facing reference face; responding to a dragging operation on a third scene component in the game editing scene and attaching the third scene component to the facing reference face.

[0129] In an optional embodiment, the method further includes: responding to a drag operation on a third scene component in a game editing scene, determining the distance between the third scene component and a target scene component, and the default orientation of the third scene component in the game editing scene; responding to a distance between the third scene component and the target scene component being less than a preset distance threshold, adjusting the orientation of the third scene component according to the orientation of an orientation reference plane, so that the third scene component faces the aforementioned orientation reference plane; and responding to a distance between the third scene component and the target scene component being not less than the preset distance threshold, adjusting the orientation of the third scene component to the default orientation.

[0130] In an optional embodiment, the method further includes: in response to a specified trigger operation, displaying editable options in focus mode at a specified location in the graphical user interface; wherein the editable options include: a first editable option for selecting a face in the target scene component. The step of determining the target face as facing a reference face in response to a setting operation on the target face includes: in response to a selection operation on the first editable option, selecting the first editable option; in response to a selection operation on the target face in the target scene component, displaying operable options for the target face in the graphical user interface; and in response to a selection operation on the operable options, determining the target face as facing a reference face.

[0131] In an optional embodiment, the editable options above further include a second editing option for selecting a target scene component as the reference subject.

[0132] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0133] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0134] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention 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 still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. An interactive control method in a game, characterized in that, The method includes: A graphical user interface is displayed by running the game program. The graphical user interface displays a first scene image formed by capturing the game editing scene through a virtual camera. The game editing scene includes multiple scene components, which are components set in the game editing scene in response to the first editing operation. In response to a selection operation on the plurality of scene components, the selected target scene component is determined; wherein, the target scene component includes multiple faces; In response to a specified trigger operation, the game editing scene is controlled to enter a focus mode. In the focus mode, a second scene image formed by capturing the game editing scene through the virtual camera with the target scene component as the focus center is displayed through the graphical user interface. In the focus mode, in response to a second editing operation for the game editing scene, the game editing scene is edited with the target scene component as the reference subject; The step of responding to a second editing operation on the game editing scene and editing the game editing scene with the target scene component as the reference subject includes: responding to a setting operation on a target surface in the target scene component, determining the target surface as an orientation reference surface; and responding to a drag operation on a third scene component in the game editing scene, attaching the third scene component to the orientation reference surface.

2. The interactive control method in a game according to claim 1, characterized in that, The scene components are generated in the following manner: An editing window is displayed in the graphical user interface; wherein the editing window includes multiple editable components; In response to an editing operation on a target editable component among the plurality of editable components, control the generation of a scene component corresponding to the target editable component in the game editing scene.

3. The interactive control method in a game according to claim 1, characterized in that, The specified trigger operation includes at least one of the following: a trigger operation for a function control displayed in the graphical user interface, and a preset gesture operation.

4. The interactive control method in a game according to claim 1, characterized in that, The method further includes: In response to a specified triggering operation, the target scene component is displayed in the graphical user interface in a first display format.

5. The interactive control method in a game according to claim 1, characterized in that, When the virtual camera captures the game editing scene with the target scene component as the focus center, the virtual camera rotates with the target scene as the focus center.

6. The interactive control method in a game according to claim 5, characterized in that, The target scene component includes at least two first scene components among the plurality of scene components, and the focus center is the midpoint of the location of the at least two first scene components in the game editing scene.

7. The interactive control method in a game according to claim 1, characterized in that, The display size of the target scene component in the second scene screen displayed in the graphical user interface is larger than the display size of the target scene component in the first scene screen.

8. The interactive control method in a game according to claim 1, characterized in that, The response to the second editing operation of the game editing scene, the steps of editing the game editing scene with the target scene component as the reference subject, include: In response to a movement operation on a second scene component in the game editing scene, a distance guide line is displayed between the target scene component and the second scene component, and / or a projection of the second scene component is displayed on the target scene component.

9. The interactive control method in a game according to claim 8, characterized in that, The method further includes: In response to the second scene component being a specified distance from the target scene component, a projection of the second scene component is displayed on the target scene component.

10. The interactive control method in a game according to claim 8 or 9, characterized in that, The step of displaying the projection of the second scene component on the target scene component includes: In response to the second scene component facing the first surface of the target scene component, and the first surface being displayed in the graphical user interface, the projection of the second scene component onto the first surface of the target scene component is displayed through the graphical user interface; Alternatively, in response to the second scene component facing the second side of the target scene component, and the second side not being displayed in the second scene screen, the second side of the second scene component facing the target scene component is displayed via the graphical user interface; In response to a camera viewpoint adjustment operation, the graphical user interface is controlled to display the second side of the target scene component, and the projection of the second scene component onto the second side of the target scene component is displayed through the graphical user interface.

11. The interactive control method in a game according to claim 8, characterized in that, The method further includes: In the focus mode, in response to a screen adjustment operation on the second scene screen, the display of the second scene component in the game editing scene is controlled in the second scene screen; In response to the movement of the second scene component toward the target scene component, the camera parameters of the virtual camera are adjusted according to the distance between the second scene component and the target scene component to control the second scene image to gradually zoom in, and / or to control the position of the target scene component to return to the center position of the second scene image.

12. The interactive control method in a game according to claim 11, characterized in that, The image adjustment operation includes at least one of the following: zooming in on the second scene image, zooming out on the second scene image, and adjusting the viewpoint of the virtual camera.

13. The method according to claim 1, characterized in that, The target surface in the target scene component is determined in the following manner: In response to a first trigger operation on the target scene component, the surface corresponding to the touch point position of the first trigger operation is determined as the target surface.

14. The interactive control method in a game according to claim 1, characterized in that, The method further includes: In response to a drag operation on a third scene component in the game editing scene, determine the distance between the third scene component and the target scene component, as well as the default orientation of the third scene component in the game editing scene; In response to the distance between the third scene component and the target scene component being less than a preset distance threshold, the orientation of the third scene component is adjusted according to the orientation of the orientation reference surface, so that the third scene component is oriented toward the orientation reference surface; In response to the fact that the distance between the third scene component and the target scene component is not less than the preset distance threshold, the orientation of the third scene component is adjusted to the default orientation.

15. The interactive control method in a game according to claim 1, characterized in that, The method further includes: in response to a specified trigger operation, displaying editable options in the focus mode at a specified location in the graphical user interface; wherein the editable options include: a first editing option for selecting a face in a target scene component; The response to the setting operation of the target surface, the step of determining the target surface as facing the reference surface, includes: In response to a selection operation on the first editing option, the first editing option is selected; In response to a selection operation on the target surface, operable options for the target surface are displayed in the graphical user interface; In response to the selection operation of the operable option, the target surface is determined to be facing the reference surface.

16. The interactive control method in a game according to claim 15, characterized in that, The editable options also include a second editing option for selecting a target scene component as the reference subject.

17. An interactive control device for a game, characterized in that, The device includes: The first screen display module is used to display a graphical user interface by running a game program. The graphical user interface displays a first scene image formed by capturing a game editing scene through a virtual camera. The game editing scene includes multiple scene components, which are components set in the game editing scene in response to the first editing operation. A component selection module is used to respond to selection operations for the multiple scene components and determine the selected target scene component; wherein, the target scene component includes multiple faces; The second screen display module is used to respond to a specified trigger operation and control the game editing scene to enter the focus mode. In the focus mode, the second scene image formed by the virtual camera capturing the game editing scene with the target scene component as the focus center is displayed through the graphical user interface. A focus module is used in the focus mode to respond to a second editing operation for the game editing scene, and to edit the game editing scene with the target scene component as the reference subject; The focusing module is further configured to: in response to a setting operation for a target surface in the target scene component, determine the target surface as an orientation reference surface; and in response to a drag operation for a third scene component in the game editing scene, attach the third scene component to the orientation reference surface.

18. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the interactive control method in the game according to any one of claims 1 to 16.

19. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method in the game as described in any one of claims 1 to 16.

Citation Information

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