A method and device for editing a game scene component, an electronic device and a medium

CN117414584BActive Publication Date: 2026-09-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311378481.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-10-20
Publication Date
2026-09-25
Estimated Expiration
2043-10-20

AI Technical Summary

Technical Problem

[0004]现在市面上移动端的UGC编辑器对物品进行编辑的方式,无论从用户的交互操作上,还是对物品的编辑方式上,都存在操作复杂,编辑效率低且无法满足用户整体调控需求的问题

Benefits of technology

[0010]本申请实施例中提供一种游戏中场景组件的编辑方法,通过响应针对待编辑游戏场景中第一场景组件的第一选择操作,确定第一选择操作所选择的、待编辑的第二场景组件;通过响应针对第二场景组件的编辑指令,在图形用户界面上显示第二场景组件对应的三维轴向标识和三维轴向参数设置控件,其中,三维轴向参数设置控件包括与三维轴向标识的数量相对应个数的三维轴向参数;然后,通过响应针对三维轴向参数设置控件中三维轴向参数的编辑操作,显示编辑后的三维轴向参数,同时基于编辑后的三维轴向参数更新第二场景组件;由于本申请支持展示选中的第二场景组件的对应编辑的多个轴向参数,用户仅通过一次选择物件、查看参数的流程,即可在不旋转视角、定位场景中的组件的情况下,辅助对组件在场景中的各个轴向表现进行判断;同时,支持对多个物件批量输入空间参数,大量减少用户重复操作。

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Abstract

The application provides a game scene component editing method and device, electronic equipment and medium. The method provides a graphical user interface through a terminal device, displays a to-be-edited game scene on the graphical user interface, and the to-be-edited game scene includes a first scene component. In response to a first selection operation on the first scene component, a second scene component is determined. In response to an editing instruction on the second scene component, a three-dimensional axial identifier and a three-dimensional axial parameter setting control corresponding to the second scene component are displayed. The three-dimensional axial parameter setting control includes a number of three-dimensional axial parameters corresponding to the number of three-dimensional axial identifiers. In response to an editing operation on a three-dimensional axial parameter in the three-dimensional axial parameter setting control, the edited three-dimensional axial parameter is displayed and the second scene component is updated. The application simplifies the editing interaction operation of the user and improves the editing efficiency.
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Description

Technical Field

[0001] This application relates to the field of games, and more particularly to a method, apparatus, electronic device, and medium for editing scene components in games. Background Technology

[0002] User-generated content (UGC) refers to content in various forms created, uploaded, shared, and displayed by ordinary users.

[0003] Users can edit items in the UGC editor. For example, UGC is used for game scenes, and users can edit in-game items in the UGC editor. Under the high degree of editing freedom of the UGC editor, users often need to configure and adjust the spatial parameters of items to build the game scene they want when building complex scenes.

[0004] Currently, mobile UGC editors on the market suffer from problems such as complex operation, low editing efficiency, and inability to meet users' overall control needs, both in terms of user interaction and editing methods. Summary of the Invention

[0005] In view of this, the embodiments of this application provide a method, apparatus, electronic device and medium for editing scene components in a game, which provides a more convenient editing method, simplifies the user's editing interaction operation, improves editing efficiency and meets the user's overall control needs.

[0006] The technical solution of this application embodiment is implemented as follows: In a first aspect, embodiments of this application provide a method for editing scene components in a game, the editing method comprising: A graphical user interface is provided through a terminal device, on which a game scene to be edited is displayed. The game scene to be edited includes a first scene component, which is configured to generate corresponding virtual objects during the game's running phase. In response to a first selection operation on a first scene component in the game scene to be edited, determine the second scene component to be edited selected by the first selection operation; In response to an editing command for the second scene component, a three-dimensional axis identifier and a three-dimensional axis parameter setting control corresponding to the second scene component are displayed on the graphical user interface. The three-dimensional axis parameter setting control includes a number of three-dimensional axis parameters corresponding to the number of the three-dimensional axis identifiers. In response to the editing operation of the three-dimensional axial parameters in the three-dimensional axial parameter setting control, the edited three-dimensional axial parameters are displayed, and the second scene component is updated based on the edited three-dimensional axial parameters.

[0007] Secondly, embodiments of this application also provide an editing device for scene components in a game, the device comprising: The first display module is used to provide a graphical user interface through a terminal device, and to display a game scene to be edited on the graphical user interface. The game scene to be edited includes a first scene component, which is configured to generate corresponding virtual objects during the game running phase. The determination module is used to respond to a first selection operation on a first scene component in the game scene to be edited, and to determine the second scene component to be edited selected by the first selection operation; The second display module is used to respond to editing instructions for the second scene component and display three-dimensional axis markers and three-dimensional axis parameter setting controls corresponding to the second scene component on the graphical user interface. The three-dimensional axis parameter setting controls include a number of three-dimensional axis parameters corresponding to the number of three-dimensional axis markers. The first update module is used to respond to the editing operation of the three-dimensional axial parameters in the three-dimensional axial parameter setting control, display the edited three-dimensional axial parameters, and update the second scene component based on the edited three-dimensional axial parameters.

[0008] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the editing method for game scene components as described in any of the first aspects.

[0009] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the method for editing scene components in a game as described in any of the first aspects.

[0010] This application provides a method for editing scene components in a game. By responding to a first selection operation on a first scene component in the game scene to be edited, a second scene component selected by the first selection operation is determined. By responding to an editing command on the second scene component, a three-dimensional axis identifier and a three-dimensional axis parameter setting control corresponding to the second scene component are displayed on a graphical user interface. The three-dimensional axis parameter setting control includes a number of three-dimensional axis parameters corresponding to the number of three-dimensional axis identifiers. Then, by responding to an editing operation on the three-dimensional axis parameters in the three-dimensional axis parameter setting control, the edited three-dimensional axis parameters are displayed, and the second scene component is updated based on the edited three-dimensional axis parameters. Since this application supports displaying multiple edited axis parameters corresponding to the selected second scene component, users can judge the component's axial behavior in the scene without rotating the viewpoint or locating the component in the scene by selecting the object and viewing the parameters only once. Simultaneously, it supports batch input of spatial parameters for multiple objects, greatly reducing repetitive user operations. Attached Figure Description

[0011] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0012] Figure 1 This is a flowchart illustrating a method for editing scene components in a game, as provided in an embodiment of this application. Figure 2 This is a flowchart of another method for editing scene components in a game, provided in an embodiment of this application; Figure 3 This is a schematic diagram of the axial function control provided in an embodiment of this application; Figure 4 This is a schematic diagram of the three-dimensional axial parameter setting control corresponding to the axial scaling function provided in the embodiments of this application; Figure 5 This is a schematic diagram of the three-dimensional axial parameter setting control corresponding to the axial rotation function provided in the embodiments of this application; Figure 6 This is a schematic diagram of the three-dimensional axial parameter setting control corresponding to the axial movement function provided in the embodiments of this application; Figure 7 This is a schematic diagram of a three-dimensional axial marker for world axial movement provided in an embodiment of this application; Figure 8 This application provides a flowchart of a method for displaying edited three-dimensional axial parameters in an embodiment; Figure 9 This is a schematic diagram of a virtual keyboard for three-dimensional axial parameters provided in an embodiment of this application; Figure 10 This is a schematic diagram of the second drag-and-drop operation provided in an embodiment of this application; Figure 11 This is a schematic diagram of the structure of the editing device for game scene components provided in the embodiments of this application; Figure 12 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation

[0013] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the accompanying drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0014] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0015] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0016] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0017] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0018] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application and is not intended to limit this application.

[0019] User-generated content (UGC) refers to content in various forms created, uploaded, shared, and displayed by ordinary users.

[0020] Users can create and edit content in digital environments through UGC editors, especially in three-dimensional and virtual environments. For example, UGC can be used for game scenes, where users can edit game scenes, add, modify, or delete elements such as items, characters, terrain, and levels, thereby building, customizing, and adjusting game scenes to create unique gaming experiences.

[0021] With the high degree of editing freedom in UGC editors, users often need to configure and adjust the spatial parameters of items to create complex game scenes. Spatial parameter configuration and adjustment refers to the user adjusting and configuring parameters such as the position (coordinates), size (dimensions), and orientation (angle) of items in the UGC editor to precisely control the position and posture of items in three-dimensional space, so as to present the desired visual effects and interactive experience.

[0022] Currently, mobile UGC editors on the market suffer from problems such as complex operation, low editing efficiency, and inability to meet users' overall control needs, both in terms of user interaction and editing methods.

[0023] To address the aforementioned shortcomings, this application provides a method for editing scene components in a game. A graphical user interface (GUI) is provided via a terminal device, displaying the game scene to be edited. When editing scene components within the game scene, the method supports displaying multiple axial parameters corresponding to the selected scene component. Users can determine the axial behavior of components in the scene without rotating the viewpoint or locating the component, simply by selecting the object and viewing the parameters once. Simultaneously, the method supports batch input of spatial parameters for multiple objects, significantly reducing repetitive user operations, thereby simplifying the editing of the game scene and improving editing efficiency.

[0024] Please refer to Figure 1This application provides a method for editing scene components in a game. Specifically, the editing method includes the following steps S101-S104: S101. A graphical user interface is provided through a terminal device, and a game scene to be edited is displayed on the graphical user interface. The game scene to be edited includes a first scene component, which is configured to generate a corresponding virtual object during the game running phase. S102, In response to a first selection operation on a first scene component in the game scene to be edited, determine the second scene component to be edited selected by the first selection operation; S103. In response to the editing command for the second scene component, display the three-dimensional axis identifier and the three-dimensional axis parameter setting control corresponding to the second scene component on the graphical user interface. The three-dimensional axis parameter setting control includes a number of three-dimensional axis parameters corresponding to the number of the three-dimensional axis identifiers. S104. In response to the editing operation of the three-dimensional axial parameters in the three-dimensional axial parameter setting control, display the edited three-dimensional axial parameters, and update the second scene component based on the edited three-dimensional axial parameters.

[0025] The game scene component editing method provided in this application embodiment supports displaying multiple axial parameters corresponding to the selected second scene component. Users can judge the performance of the component in each axis of the scene without rotating the view or locating the component in the scene by selecting the object and viewing the parameters only once. At the same time, it supports batch input of spatial parameters for multiple objects, greatly reducing repetitive operations for users.

[0026] The method for editing game scene components in this embodiment can run on a terminal device or a server. The terminal device can be a local terminal device. When the method for editing game scene components runs on a server, it can be a cloud game, and the aforementioned method for editing the first scene component runs on the server based on the interaction between the server and the terminal device.

[0027] In one optional implementation, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program and the game scene presentation are separate. The storage and execution of game scene information are completed on a server, while the terminal device is used for data reception, transmission, and game scene presentation. For example, the terminal 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 terminal device processing the game scene information is the cloud gaming server in the cloud. When editing a game scene, the target user operates the terminal device to generate game scene information and sends it to the cloud gaming server. The cloud gaming server encodes and compresses the game scene data, returns it to the terminal device via the network, and finally, the terminal device receives the processed game scene information and outputs the game scene.

[0028] In an alternative implementation, the terminal device can be a local terminal device. The local terminal device stores the game program and is used to present the game scene. The local terminal device is used to interact with the target player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the target player in various ways, such as rendering it on the terminal device's display screen or providing it to the target player through holographic projection. For example, the local terminal device can include a display screen for presenting the GUI, which includes a portion of the game scene, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0029] It should be noted that the game provides an editing mode. When entering this mode, players (or users) can edit scene components in the game. This editing function is supported by a UGC editor, enabling players to edit scene components within the game. The following description uses the above editing method running on a terminal device to illustrate the exemplary steps of this application embodiment; the terminal device is an electronic device with touch functionality, such as a smartphone.

[0030] In addition to the gaming industry, the above editing methods can also be applied to other fields such as social media and online shopping platforms.

[0031] In step S101 above, a graphical user interface is provided through a terminal device, and a game scene to be edited is displayed on the graphical user interface. The game scene to be edited includes a first scene component, which is configured to generate corresponding virtual objects during the game running phase.

[0032] A graphical user interface (GUI) is an interface rendered on the display screen of a terminal device for human-computer interaction. In a GUI, human-computer interaction between the target player and the terminal device is realized through an operation area, and the player can operate through actions such as clicking and dragging.

[0033] In this embodiment, the graphical user interface displays the game scene to be edited. That is, while the terminal device is running the game program and displaying the game scene, a player editing mode is also provided to the user. When entering the player editing mode (also called a function), the player can edit the game scene, and the game scene to be edited is displayed on the graphical user interface.

[0034] The game scene to be edited refers to a game environment that has not yet been edited or modified. This environment can contain various first scene components, which not only enrich the game content but also provide players with a more realistic gaming experience. For example, the first scene components may include, for instance, terrain, buildings, props, and game characters. For example, terrain may include elements such as forests, hills, and villages; buildings may include forms such as houses, walls, and floors; and props may include sofas and beds.

[0035] The specific editing technology for the game scene to be edited is supported by a UGC editor, which enables players to edit scene components within the game scene.

[0036] In this embodiment of the application, some attributes (position, size, direction) of the first scene component are constrained by corresponding three-axis axial parameters. The first scene component can be edited by the UGC editor. That is, the user can adjust and configure the position (coordinates), size (dimension), direction (angle) and other parameters of the first scene component in the UGC editor to precisely control the position and posture of the first scene component in three-dimensional space and present the visual effect and interactive experience that the user wants to achieve.

[0037] In step S102 above, in response to a first selection operation on a first scene component in the game scene to be edited, the second scene component to be edited selected by the first selection operation is determined.

[0038] The first selection operation for the first scene component in the game scene to be edited can be an operation such as clicking, touching, or dragging the first scene component in the graphical user interface.

[0039] The second scene component to be edited is determined by the first selection operation. That is, the user selects one or more second scene components to be edited from the first scene components in the game scene to be edited through the first selection operation.

[0040] In the embodiments of this application, the first selection operation can be a single second scene component or a batch selection of multiple second scene components.

[0041] It should be noted that in some embodiments, when displaying the game scene to be edited on the graphical user interface, only a portion of the game scene is typically shown. Users can use various controls within the game scene, such as scaling, rotation, and translation, or through dragging or specified gestures within the graphical user interface, to scale, rotate, and translate the game scene, displaying more game scenes and selecting a second scene component to be edited from different game scenes.

[0042] Based on this, in the embodiments of this application, the first selection operation can select a second scene component in the current game scene, or switch, move or expand the displayed game scene and select multiple second scene components.

[0043] When there are multiple second scene components to be edited, all, some, or one second scene components can be displayed in the currently displayed game scene.

[0044] In step S103 above, in response to the editing command for the second scene component, the three-dimensional axis markers and three-dimensional axis parameter setting controls corresponding to the second scene component are displayed on the graphical user interface. The three-dimensional axis parameter setting controls include a number of three-dimensional axis parameters corresponding to the number of the three-dimensional axis markers.

[0045] The editing instructions for the second scene component can be editing instructions triggered by operations such as mouse clicks, keyboard input, touch, dragging, or specific operations of the graphical user interface.

[0046] For details, please refer to Figure 2 , Figure 2 A flowchart illustrating another method for editing scene components in a game is provided; in this embodiment, before responding to an editing instruction for the second scene component, the editing method further includes the following steps S201-S203: S201. Display an axial function control in the graphical user interface, and configure the corresponding axial editing function in the axial function control. S202, In response to the second selection operation for the axial function control, determine the target axial editing function; S203. Based on the target axis editing function, trigger the editing command for the second scene component.

[0047] The aforementioned axial function controls refer to controls used to determine axial editing functions. An axial editing function refers to the function of controlling the changes of an object along a specific axis. These changes can be movement, rotation, or scaling. The axial function controls shown display icons corresponding to the axial editing functions; different axial editing functions have different icons.

[0048] Please refer to Figure 3 In this embodiment, the axial editing functions corresponding to the axial function control include axial movement, axial scaling, and axial rotation. Axial movement refers to moving the position of the second scene component along a certain axis. Axial scaling refers to changing the size of the second scene component along a certain axis. Axial rotation refers to the second scene component being able to rotate around a certain axis.

[0049] When the second selection operation selects an axis function control, the icon of that axis function control displays a selection indicator to represent the current target axis editing function. As an example only, the icon color of this axis function control is changed to distinguish it from other unselected axis function controls.

[0050] The three-dimensional axis parameter setting control includes a number of three-dimensional axis parameters corresponding to the number of three-dimensional axis identifiers. In this way, it supports displaying multiple axis parameters corresponding to the selected component for editing. Users can select the object and view the parameters in one process, without rotating the view or locating the component in the scene, to help judge the performance of the component in each axis in the scene, achieve quick inspection, and also modify the attributes of three axes at the same time in one modification process.

[0051] Based on the target axis editing function, editing instructions are generated for the second scene component, and the three-dimensional axis parameter setting control is displayed on the graphical user interface; the three-dimensional axis parameter setting control corresponds to the axis function control selected by the second selection operation, and the three-dimensional axis parameter is the parameter of the target axis editing function corresponding to the selected axis function control.

[0052] Please refer to Figure 4 , Figure 5 and Figure 6 , Figure 4 This shows the 3D axial parameter setting control corresponding to the axial scaling function. Figure 5 This shows the three-dimensional axial parameter setting control corresponding to the axial rotation function. Figure 6 The three-dimensional axial parameter setting control corresponding to the axial movement function is shown. Figure 4 and Figure 6Each input box is set up for each three-dimensional axial parameter. Each input box responds independently to the input of the corresponding three-dimensional axial parameter value. In other words, each input box can be selected independently and edited to adjust the parameters in the input box.

[0053] like Figure 4 As shown, the parameters corresponding to the axial scaling function are the length, width, and height attribute values ​​of the second functional component; for example, they can be the ratio between the length, width, and height. Figure 5 As shown, the parameters corresponding to the axial rotation function are the rotation angles of three axes.

[0054] The parameters corresponding to the axial movement function are the coordinates of three axes.

[0055] It should be noted that, as Figure 6 As shown, the three-dimensional axial parameter setting control corresponding to the axial movement function can hide the parameters. The position of the second scene component can usually be determined more intuitively by dragging. When needed, it can respond to a specified operation and display the coordinates of the three axes corresponding to the axial movement function.

[0056] Based on the target axis editing function, after triggering the edit command for the second scene component, the system responds to the editing command for the second scene component and displays the three-dimensional axis identifier corresponding to the second scene component on the graphical user interface.

[0057] In some embodiments, the three-dimensional axial markers include the x-axis, y-axis, and z-axis. These three axes can be used to determine the coordinate position, rotation angle, and scaling of an object in three-dimensional space. Please refer to [link / reference needed] for details. Figure 4 and Figure 6 .

[0058] In some embodiments, the three-dimensional axial designation, in addition to the standard three-dimensional coordinate axes (x, y, z axes), can also be a coordinate system that rotates at any angle around any axis, where both the rotation angle and the rotation axis need to be explicitly defined. Alternatively, it can be a spherical coordinate system, another type of three-dimensional coordinate system where position is defined by longitude, latitude, and altitude, typically used to describe spheres or partial spheres in three-dimensional space. Or it can be a projected coordinate system, a way of describing three-dimensional space on a two-dimensional plane, where points in three-dimensional space are projected onto the two-dimensional plane. Common projected coordinate systems include polar coordinate systems and Cartesian coordinate systems.

[0059] For example, please refer to Figure 5 , Figure 5 The three-dimensional axial markers are specifically composed of three different arc-shaped marker lines, each corresponding to a rotation in one dimension.

[0060] In this embodiment of the application, the identifier color of each axial parameter in the three-dimensional axial parameter setting control is the same as the identifier color of the identifier axis associated with that axial parameter; In the three-dimensional axial markings, the marking colors of different marking axes are different.

[0061] Specifically, such as Figure 4 , Figure 6 As shown, the text colors of the numbers in the three input boxes correspond to the x, y, and z axes in the three-dimensional axis labels, making it easy for users to associate them with the corresponding axes.

[0062] When the color of the axial parameter is the same as the color of the axis, the correspondence between each axial parameter and the axis can be understood intuitively, improving the speed and efficiency of understanding and enhancing the visualization effect and user experience.

[0063] Please refer to Figure 6 The method for editing scene components in a game as described in this application embodiment further includes the following steps S601-S603: S601. Display the positioning information control of the second scene component on the graphical user interface; the positioning information control displays the component identifier and positioning button of the second scene component; S602. In response to the first trigger operation of the positioning button in the positioning information control, determine the center point of the second scene component; S603. Move the virtual camera in the game so that the center point of the virtual camera is aligned with the center point of the second scene component.

[0064] Specifically, the component identifier refers to an identifier used to identify the type and characteristics of a specific component. The component identifier can be text, symbols, numbers, patterns, or a combination thereof.

[0065] Generally, a virtual camera is set up in the game scene, and the game screen displayed on the graphical user interface is a portion of the game scene content captured by the virtual camera. For example, in a first-person game, the virtual camera can be positioned at the head (e.g., eye position) of the target virtual character controlled by the player. The virtual camera moves with the target virtual character, and its orientation rotates with the virtual character's rotation. Therefore, the game screen presented on the graphical user interface is a portion of the game scene within a preset range in front of the target virtual character. Similarly, in a third-person game, the virtual camera can be positioned directly above or slightly above and behind the target virtual character controlled by the player. Therefore, the game screen presented on the graphical user interface includes a portion of the game scene, including the target virtual character. The virtual object can be a virtual character, virtual animal, anime character, etc. The target virtual character is a character controlled by the player through a terminal device, or an artificial intelligence (AI) trained and set up in a virtual environment for combat, or a non-player character (NPC) set up in a virtual scene for combat. The target observation camera mentioned in this application can be a virtual camera that rotates with the virtual character, or it can be any other virtual camera besides those mentioned above that rotate with the virtual character.

[0066] When editing the second scene component, place it in the center of the graphical user interface so that it becomes the focus of the user's attention. This ensures that the user can quickly and accurately view the status of the second scene object during the editing process, improving its visualization effect.

[0067] The first trigger operation for the positioning button in the positioning information control can be a click, touch, or other operation on the positioning button.

[0068] The center point of the second scene component can be determined based on the geometric center point of the second scene component. It can be the center point itself, or it can be any point in the central region determined based on the geometric center point, so that the second scene component is roughly located in the center of the graphical user interface.

[0069] In some embodiments, the center point of the virtual camera in the game can be manually adjusted so that its center point is aligned with the center point of the second scene component. In contrast, the positioning button enables automated positioning of the second scene component, automatically placing it in the center of the screen without requiring manual dragging by the user, reducing user steps and difficulty, and improving efficiency and user experience.

[0070] In some embodiments, the second scene component is one or more; when there are multiple second scene components, the component identifier in the positioning information control is generated based on the component identifier of the last second scene component in the multiple second scene components; the center point of the second scene component is determined based on the center point of the last second scene component in the multiple second scene components.

[0071] Please refer to Figures 4-6 The component identifier in the positioning information control is the name of the last selected second scene component, and the last selected second scene component is placed in the center of the graphical user interface.

[0072] In this embodiment, the graphical user interface includes a positioning information control and an axis function control; specifically, the positioning information control is displayed in a first area of ​​the graphical user interface; the axis function control is displayed in a second area of ​​the graphical user interface; wherein, the axis function control is used to switch between different axis editing functions.

[0073] Please refer to Figures 4-6 The axial function control shown is located on the right side of the graphical user interface, while the positioning information control is located at the top of the graphical user interface. The axial function control and the positioning information control have different functions, and there is a corresponding relationship between the positioning information control and the second scene. Placing different controls in different areas can better meet the functional requirements of the controls, and can also provide different styles and themes. This avoids setting them in the same area and causing excessive occlusion of the same part of the scene, thus providing a better visual effect and user experience.

[0074] In this embodiment of the application, the method for editing game scene components further includes: The center point of the three-dimensional axis marker is located at the center point of the second scene component; the three axes of the three-dimensional axis marker are respectively associated with the three-dimensional axis parameters of the three-dimensional axis parameter setting control.

[0075] In other words, in terms of position, at least a portion of the three-dimensional axial marker overlaps with the second scene component, thereby clearly indicating that the second scene component is in an editing state, and indicating the size, angle, and other states of the second scene component.

[0076] It should be noted that the center point of the second scene component can be the bottom center point of the second scene component (or any point in the bottom center area), or the geometric center point of the second scene component (or any point in the center area of ​​the second scene component).

[0077] The three axes of the three-dimensional axis marker are respectively associated with the three-dimensional axis parameters of the three-dimensional axis parameter setting control. The three-dimensional axis parameters change with the changes of the associated axis marker, so that users can more conveniently set and adjust the three-dimensional axis parameters of the second scene component.

[0078] In some embodiments, the method for editing game scene components further includes: In response to the first drag operation on the axis of the three-dimensional axis marker, the three-dimensional axis parameter is edited based on the first mode information displayed in the three-dimensional axis parameter setting control; wherein, the mode information is used to characterize the constraint relationship of different three-dimensional axis parameters when editing the three-dimensional axis parameter based on the three-dimensional axis marker; The second scene component is updated based on the edited three-dimensional axial parameters.

[0079] Here, the first mode information displayed in the three-dimensional axis parameter setting control is used to characterize the constraint relationship between the scaling ratios of the three-dimensional axis parameters when scaling the second scene component based on the three-dimensional axis identifier.

[0080] Based on this, in this embodiment of the application, the positioning information control is displayed in the first area of ​​the graphical user interface; and the first area includes three sub-areas arranged in sequence, wherein the positioning information control, the three-dimensional axial parameters and the first mode information are respectively displayed in the three sub-areas; wherein, the first mode information is used to characterize the constraint relationship of different three-dimensional axial parameters when editing the three-dimensional axial parameters based on the three-dimensional axial identifier.

[0081] In some embodiments, the positioning information control, the three-dimensional axial parameters, and the first mode information can all be displayed in the three-dimensional axial parameter setting control, thereby integrating the operation controls corresponding to the second scene component, making it easier for users to edit the second scene component.

[0082] This application integrates the basic information of the selected second scene component and the corresponding UI component for operation into a display area, and associates them with xyz axis colors to increase functionality without reducing the amount of information in the interface.

[0083] Please refer to Figures 4-6 , Figures 4-6 The 3D axial parameter setting control displays mode information corresponding to different axial scaling functions.

[0084] like Figure 4As shown in the embodiments of this application, when scaling along the axis, the mode information includes free scaling, XY proportional scaling, XZ proportional scaling, and YZ proportional scaling. Free scaling allows for arbitrary scaling of the size of the second scene component. XY proportional scaling scales proportionally on the X and Y axes, maintaining the length-to-width ratio of the second scene component while changing its size. XZ proportional scaling scales proportionally on the X and Z axes, maintaining the length-to-height ratio of the second scene component while changing its size. YZ proportional scaling scales proportionally on the Y and Z axes, maintaining the width-to-height (or depth-to-thickness) ratio of the second scene component while changing its size.

[0085] like Figure 5 In the embodiments of this application, when rotating axially, the mode information is free rotation, that is, there are no specific restrictions or constraints between different axial rotation parameters.

[0086] like Figure 6 In the embodiments of this application, when moving axially, the mode information shown is self-axial movement and world axial movement.

[0087] Please refer to Figure 6 and Figure 7 , Figure 6 The three-dimensional axial identification is shown in its own axial movement mode. Figure 7 It shows the three-dimensional axial identification of the world's axial movement.

[0088] The self-axis refers to the three-dimensional axis markers displayed in the directions of the X, Y, and Z axes of the second scene component itself; the world axis refers to the three-dimensional axis markers displayed in the directions of the X, Y, and Z axes of the game scene.

[0089] Self-axial movement is relative to the X, Y, and Z axes of the second scene component itself; in other words, it moves along the X, Y, or Z axis of the second scene component itself. World-axial movement is relative to the coordinate axes of the entire game scene; that is, regardless of the position of the second scene component in the scene, it will move or rotate along the X, Y, or Z axis of the entire game scene.

[0090] Self-axis movement allows users to control the movement of objects more intuitively and precisely control the position of each object. World-axis movement enables objects to better coordinate with other objects or the entire game scene, aligning with or synchronizing with other objects. The two axis movement modes can be switched at any time as needed, providing users with greater flexibility and convenience, and achieving better operation and visual presentation.

[0091] The method for editing game scene components described in this application embodiment further includes: While displaying the three-dimensional axial parameters of the second scene component under the adjustable axial function on the graphical user interface, the graphical user interface also displays the first mode information of the second scene component under the adjustable axial function. In response to a switching operation on the mode information, the system determines the second mode information determined by the switching operation and updates the first mode information based on the second mode information determined by the switching operation.

[0092] In other words, the mode information for each axis editing function can be switched by switching operations.

[0093] Please refer to Figure 4 and Figure 6 The three-dimensional axial parameter setting control displays the three-dimensional axial parameters of the second scene component. Specifically, if only one second scene component is selected, then the three-dimensional axial parameters of that second scene component are displayed.

[0094] However, if multiple second scene components are selected in batches, the 3D axis parameter setting control cannot display the 3D axis parameters of each second scene.

[0095] Based on this, in the game scene component editing method described in the embodiments of this application, displaying the three-dimensional axial parameter setting control corresponding to the second scene component on the graphical user interface includes: When there are multiple second scene components, for any three-dimensional axial parameter in the three-dimensional axial parameter setting control, it is determined whether the axial values ​​of the three-dimensional axial parameter of the multiple second scene components are the same. If they are different, obtain the specified sign of the three-dimensional axial parameter; if they are the same, obtain the axial value of the three-dimensional axial parameter. The three-dimensional axial parameters of the second scene component displayed in the three-dimensional axial parameter setting control are determined based on the specified symbol and / or the axial value.

[0096] Please refer to Figure 4 The three-dimensional axial parameters of the second scene component displayed in the three-dimensional axial parameter setting control are 1.5, 2, and 1, respectively.

[0097] In some embodiments, the specified symbol [--] is used to indicate that if the parameters of the selected second scene components are inconsistent during batch input and display, after the input is completed, the three-dimensional axial parameters of the selected multiple second scene components can be modified to the input values ​​in batches.

[0098] In step S104, in response to the editing operation of the three-dimensional axial parameters in the three-dimensional axial parameter setting control, the edited three-dimensional axial parameters are displayed, and the second scene component is updated based on the edited three-dimensional axial parameters.

[0099] Please refer to Figure 8 In response to an editing operation on the three-dimensional axial parameters in the three-dimensional axial parameter setting control, the edited three-dimensional axial parameters are displayed, including the following steps S801-S802: S801. In response to a second trigger operation for any of the three-dimensional axial parameters, display an operation keyboard on the graphical user interface; S802, In response to an input operation on the operation keyboard, replace the original parameter of the axial parameter with the new parameter input based on the input operation.

[0100] In other words, in this embodiment of the application, the parameter values ​​are input based on the keyboard.

[0101] The second trigger operation for any of the three-dimensional axial parameters can be to select an input box in the three-dimensional axial parameter setting control; when any input box is selected, the operation keyboard can be displayed, and the three-dimensional axial parameters in the three input boxes can be input through the operation keyboard.

[0102] In the method for editing game scene components described in the embodiments of this application, The operation keyboard is the device keyboard of the terminal device; or; The operation keyboard is a virtual keyboard for three-dimensional axial parameters, and the virtual keyboard is displayed in the third area of ​​the graphical user interface, which is adjacent to the first area of ​​the graphical user interface.

[0103] The device keyboard of the terminal device can be the system keyboard built into the terminal device, or the keyboard provided by the input method software installed on the terminal device. The virtual keyboard for the three-dimensional axial parameters can be the keyboard provided by the UGC editor, or the keyboard provided by the game program.

[0104] The device keyboard of the terminal device has relatively low customizability. Its input keys, layout, functions, and display area and size on the graphical user interface are all fixed. It does not make targeted modifications for the editing functions of the game scene and often includes redundant input keys. As a result, the device keyboard may obscure the game scene, and users may need to switch its interface to switch to the desired interface, such as switching from the letter interface to the number interface.

[0105] The virtual keyboard for three-dimensional axial parameters is customized according to the specific requirements for inputting three-dimensional axial parameters. It does not include extra keys, and its layout and display area can be customized to facilitate user operation and viewing of game scenes and editing effects.

[0106] Please refer to Figure 9 , Figure 9 A schematic diagram of a virtual keyboard for three-dimensional axial parameters as shown in an embodiment of this application is illustrated. Figure 9 The virtual keyboard in the game only includes input keys, number keys, decimal point keys, and a back key.

[0107] The third area where the virtual keyboard is located is adjacent to the first area of ​​the graphical user interface, which is the input box of the virtual keyboard following the three-dimensional axial parameters, further facilitating user input operations.

[0108] In some embodiments, the method for editing scene components in a game includes an input box corresponding to each three-dimensional axial parameter; the editing method further includes: In response to a second drag operation on the input box for any three-dimensional axial parameter, the three-dimensional axial parameter is adjusted according to the drag direction and drag speed of the drag operation.

[0109] Please refer to Figure 10 , Figure 10 A schematic diagram of the second drag-and-drop operation in an embodiment of this application is shown; as follows: Figure 10 As shown, you can drag to the left to decrease the parameter value, or drag to the right to increase the parameter value.

[0110] For the second drag operation, the start time and touch position of the drag are recorded. During the drag, the distance moved and the time difference are recorded. Based on the recorded data, the drag direction (up, down, left, right) and speed are determined. Speed ​​is determined by comparing the difference between two adjacent movement distances and the time difference; a larger difference indicates a faster speed, and vice versa. The parameters in the input box are dynamically adjusted based on the drag direction and speed. For example, if the user drags to the right at a moderate speed, the parameter value in the input box is increased by 1; if the user drags to the right at a faster speed, the parameter value is increased by 2. Conversely, if the user drags to the left, the parameter value is decreased.

[0111] Alternatively, in some embodiments, if the user drags to the right for a short distance, the parameter value in the input box can be increased by 1; if the distance is long, the parameter value in the input box can be increased by 2.

[0112] The above gesture operations further enhance the functionality of editing game scenes while maintaining a clean graphical user interface.

[0113] In some embodiments, in the game scene component editing method described in this application, each three-dimensional axial parameter corresponds to an input box; the terminal device is connected to an external keyboard; the editing method further includes: In response to a third trigger operation of a directional key associated with an input box for any three-dimensional axial parameter in the external keyboard, the axial parameter is adjusted according to the direction indicated by the directional key and a preset control logic.

[0114] If the terminal device is a computer, an external keyboard can be used for input, and the axial parameter value can be adjusted using the arrow keys. Specifically, the up and down arrow keys on the external keyboard can be grouped together; clicking the up arrow key increments the value by 1, and clicking the down arrow key decrements the value by 1. Alternatively, the left and right arrow keys on the external keyboard can be grouped together; clicking the right arrow key increments the value by 1, and clicking the left arrow key decrements the value by 1.

[0115] The method for editing game scene components according to the embodiments of this application includes a first interactive control in the graphical user interface; the method further includes: In response to a trigger operation on the first interactive control, control generates game scene information corresponding to the game scene to be edited; wherein, the game scene information includes component information of the edited components in the game scene to be edited, and the edited components are second scene components that respond to the editing operation; The system controls the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server and generate a corresponding game scene based on the game scene information through the game program.

[0116] In practical applications, the graphical user interface includes a first interactive control. Triggering this control via a terminal device generates game scene information corresponding to the editable game scene. This game scene information can be saved in a preset location, which may be a map file. This map file can save not only the game scene information but also other map information (including but not limited to screenshots, map names, logs, etc.). After saving the game scene information, the map file is uploaded to a server. Once approved by the server, the generated game scene is published to a preset map pool. Terminal devices connected to the server can then download the corresponding game scene information from the server and generate the corresponding game scene based on that information through the game program, allowing them to experience the game within that scene. This method allows game scene information from the game editor to be published and experienced by other players, thus achieving rapid UGC functionality.

[0117] The game scene component editing method provided in this application embodiment supports displaying multiple axial parameters of the selected second scene component. Users can judge the performance of the component in each axis of the scene without rotating the view or locating the component in the scene by selecting the object and viewing the parameters only once. At the same time, it supports batch input of spatial parameters for multiple objects, greatly reducing repetitive operations for users.

[0118] Based on the same inventive concept, this application also provides an editing device for game scene components corresponding to the editing method of game scene components. Since the principle of the device in this application is similar to the editing method of game scene components described above in this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0119] Please refer to Figure 11 , Figure 11 This illustration shows a structural schematic diagram of an editing device for game scene components according to an embodiment of this application; specifically, the editing device includes: The first display module 1101 is used to provide a graphical user interface through a terminal device, and to display a game scene to be edited on the graphical user interface. The game scene to be edited includes a first scene component, which is configured to generate a corresponding virtual object during the game running phase. The determining module 1102 is used to respond to a first selection operation on a first scene component in the game scene to be edited, and to determine the second scene component to be edited selected by the first selection operation; The second display module 1103 is used to respond to editing instructions for the second scene component and display three-dimensional axis markers and three-dimensional axis parameter setting controls corresponding to the second scene component on the graphical user interface. The three-dimensional axis parameter setting controls include a number of three-dimensional axis parameters corresponding to the number of three-dimensional axis markers. The first update module 1104 is used to respond to the editing operation of the three-dimensional axial parameters in the three-dimensional axial parameter setting control, display the edited three-dimensional axial parameters, and update the second scene component based on the edited three-dimensional axial parameters.

[0120] The editing device supports displaying multiple axial parameters corresponding to the selected second scene component for editing. Users can judge the performance of the component in each axis of the scene without rotating the view or locating the component in the scene by selecting the object and viewing the parameters only once. At the same time, it supports batch input of spatial parameters for multiple objects, greatly reducing repetitive operations for users.

[0121] In some embodiments, the editing device for game scene components further includes: A triggering module is configured to display an axial function control in the graphical user interface before responding to an editing instruction for the second scene component, the axial function control being configured with a corresponding axial editing function; In response to a second selection operation for the axial function control, the target axial editing function is determined; Based on the target axis editing function, an editing instruction is triggered for the second scene component.

[0122] In some embodiments, in the game scene component editing device, the three-dimensional axial parameter setting control corresponds to the axial function control selected by the second selection operation, and the three-dimensional axial parameter is the parameter of the target axial editing function corresponding to the selected axial function control.

[0123] In some embodiments, the editing device for game scene components further includes: A translation module is used to display a positioning information control for the second scene component on the graphical user interface; the positioning information control displays the component identifier and positioning button of the second scene component; In response to a first trigger operation on the positioning button in the positioning information control, the center point of the second scene component is determined; The virtual camera in the game is shifted so that its center point is aligned with the center point of the second scene component.

[0124] In some embodiments, in the game scene component editing device, the second scene component is one or more; when there are multiple second scene components, the component identifier in the positioning information control is generated based on the component identifier of the last second scene component in the multiple second scene components; the center point of the second scene component is determined based on the center point of the last second scene component in the multiple second scene components.

[0125] In some embodiments, the editing device for game scene components further includes: The third display module is used to display the positioning information control in the first area of ​​the graphical user interface; The axis function control is displayed in the second area of ​​the graphical user interface; wherein the axis function control is used to switch between different axis editing functions.

[0126] In some embodiments, in the editing device for game scene components, the first region includes three sub-regions arranged sequentially, and the positioning information control, three-dimensional axial parameters and first mode information are respectively displayed in the three sub-regions; wherein, the first mode information is used to characterize the constraint relationship of different three-dimensional axial parameters when editing three-dimensional axial parameters based on three-dimensional axial identifiers.

[0127] In some embodiments, in the game scene component editing device, the center point of the three-dimensional axis marker is located at the center point of the second scene component; the three marker axes of the three-dimensional axis marker are respectively associated with the three-dimensional axis parameters of the three-dimensional axis parameter setting control.

[0128] In some embodiments, the editing device for game scene components further includes: The second update module is used to respond to the first drag operation on the identifier axis in the three-dimensional axis identifier, and edit the three-dimensional axis parameter based on the first mode information displayed in the three-dimensional axis parameter setting control; wherein, the mode information is used to characterize the constraint relationship of different three-dimensional axis parameters when editing the three-dimensional axis parameter based on the three-dimensional axis identifier; The second scene component is updated based on the edited three-dimensional axial parameters.

[0129] In some embodiments, in the editing device for game scene components, the identifier color of each axial parameter in the three-dimensional axial parameters is the same as the identifier color of the identifier axis associated with that axial parameter. In the three-dimensional axial markings, the marking colors of different marking axes are different.

[0130] In some embodiments, the editing device for game scene components further includes: The third update module is used to display the three-dimensional axial parameters of the second scene component under the target axis editing function on the graphical user interface, and at the same time, also display the first mode information of the second scene component under the target axis editing function on the graphical user interface. In response to a switching operation on the mode information, the system determines the second mode information determined by the switching operation and updates the first mode information based on the second mode information determined by the switching operation.

[0131] In some embodiments, the editing device for game scene components further includes: The replacement module, used to respond to editing operations on the three-dimensional axial parameters in the three-dimensional axial parameter setting control, displays the edited three-dimensional axial parameters, including: In response to a second trigger operation for any of the three-dimensional axial parameters, an operation keyboard is displayed on the graphical user interface; In response to an input operation on the keyboard, the original parameter of the axial parameter is replaced with a new parameter input based on the input operation.

[0132] In some embodiments, in the editing device for game scene components, the operation keyboard is the device keyboard of the terminal device; or; The operation keyboard is a virtual keyboard for three-dimensional axial parameters, and the virtual keyboard is displayed in the third area of ​​the graphical user interface, which is adjacent to the first area of ​​the graphical user interface.

[0133] In some embodiments, in the game scene component editing device, when the second display module displays the three-dimensional axial parameter setting control corresponding to the second scene component on the graphical user interface, it is specifically used for: When there are multiple second scene components, for any three-dimensional axis parameter in the three-dimensional axis parameter setting control, it is determined whether the axis values ​​of the three-dimensional axis parameter of the multiple second scene components are the same. If they are different, obtain the specified sign of the three-dimensional axial parameter; if they are the same, obtain the axial value of the three-dimensional axial parameter. The three-dimensional axial parameters of the second scene component displayed in the three-dimensional axial parameter setting control are determined based on the specified symbol and / or the axial value.

[0134] In some embodiments, in the game scene component editing device, each three-dimensional axial parameter corresponds to an input box; the device further includes: The first adjustment module is used to respond to a second drag operation of an input box for any three-dimensional axial parameter, and adjust the three-dimensional axial parameter according to the drag direction and drag speed of the drag operation.

[0135] In some embodiments, in the editing device for game scene components, each three-dimensional axial parameter corresponds to an input box; the terminal device is connected to an external keyboard; the editing device further includes: The second adjustment module is used to respond to a third trigger operation of the directional key associated with the input box of any three-dimensional axial parameter in the external keyboard, and adjust the axial parameter according to the indicated direction of the directional key and the preset control logic.

[0136] In some embodiments, in the game scene component editing device, the graphical user interface includes a first interactive control; the editing device further includes: The control module is used to respond to the trigger operation of the first interactive control and control the generation of game scene information corresponding to the game scene to be edited; wherein, the game scene information includes the component information of the edited component in the game scene to be edited, and the edited component is a second scene component that responds to the editing operation; The system controls the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server and generate a corresponding game scene based on the game scene information through the game program.

[0137] Based on the same inventive concept, this application also provides an electronic device corresponding to the editing method of scene components in the game. Since the principle of solving the problem by the electronic device in this application is similar to the editing method of scene components in the game described above in this application, the implementation of the electronic device can refer to the implementation of the method, and the repeated parts will not be described again.

[0138] Please refer to Figure 12 , Figure 12 This diagram illustrates the structure of the electronic device 1200 according to an embodiment of this application. The electronic device 1200 includes a processor 1202, a storage medium 1201, and a bus. The storage medium 1201 stores machine-readable instructions executable by the processor 1202. When the electronic device 1200 is running, the processor 1202 communicates with the storage medium 1201 via the bus. When the processor 1202 executes the machine-readable instructions, it performs the following steps of the game scene component editing method: A graphical user interface is provided through a terminal device, on which a game scene to be edited is displayed. The game scene to be edited includes a first scene component, which is configured to generate corresponding virtual objects during the game's running phase. In response to a first selection operation on a first scene component in the game scene to be edited, determine the second scene component to be edited selected by the first selection operation; In response to an editing command for the second scene component, a three-dimensional axis identifier and a three-dimensional axis parameter setting control corresponding to the second scene component are displayed on the graphical user interface. The three-dimensional axis parameter setting control includes a number of three-dimensional axis parameters corresponding to the number of the three-dimensional axis identifiers. In response to the editing operation of the three-dimensional axial parameters in the three-dimensional axial parameter setting control, the edited three-dimensional axial parameters are displayed, and the second scene component is updated based on the edited three-dimensional axial parameters.

[0139] In some embodiments, the processor further executes the following steps of the editing method before responding to an editing instruction for the second scene component, specifically, The graphical user interface displays an axial function control, which is configured with corresponding axial editing functions. In response to a second selection operation for the axial function control, the target axial editing function is determined; Based on the target axis editing function, an editing instruction is triggered for the second scene component.

[0140] In some embodiments, the three-dimensional axial parameter setting control corresponds to the axial function control selected by the second selection operation, and the three-dimensional axial parameter is the parameter of the target axial editing function corresponding to the selected axial function control.

[0141] In some embodiments, the processor further performs the following steps of the editing method, specifically: The location information control of the second scene component is displayed on the graphical user interface; the location information control displays the component identifier and location button of the second scene component; In response to a first trigger operation on the positioning button in the positioning information control, the center point of the second scene component is determined; The virtual camera in the game is shifted so that its center point is aligned with the center point of the second scene component.

[0142] In some embodiments, in the game scene component editing device, the second scene component is one or more; when there are multiple second scene components, the component identifier in the positioning information control is generated based on the component identifier of the last second scene component in the multiple second scene components; the center point of the second scene component is determined based on the center point of the last second scene component in the multiple second scene components.

[0143] In some embodiments, the processor further performs the following steps of the editing method, specifically: The positioning information control is displayed in the first area of ​​the graphical user interface; The axis function control is displayed in the second area of ​​the graphical user interface; wherein the axis function control is used to switch between different axis editing functions.

[0144] In some embodiments, the first region includes three sub-regions arranged sequentially, and the positioning information control, the three-dimensional axial parameters and the first mode information are respectively displayed in the three sub-regions; wherein, the first mode information is used to characterize the constraint relationship of different three-dimensional axial parameters when editing the three-dimensional axial parameters based on the three-dimensional axial identifier.

[0145] In some embodiments, the center point of the three-dimensional axis marker is located at the center point of the second scene component; the three marker axes of the three-dimensional axis marker are respectively associated with the three-dimensional axis parameters of the three-dimensional axis parameter setting control.

[0146] In some embodiments, the processor further performs the following steps of the editing method, specifically: In response to the first drag operation on the axis of the three-dimensional axis marker, the three-dimensional axis parameter is edited based on the first mode information displayed in the three-dimensional axis parameter setting control; wherein, the mode information is used to characterize the constraint relationship of different three-dimensional axis parameters when editing the three-dimensional axis parameter based on the three-dimensional axis marker; The second scene component is updated based on the edited three-dimensional axial parameters.

[0147] In some embodiments, in the editing device for game scene components, the identifier color of each axial parameter in the three-dimensional axial parameters is the same as the identifier color of the identifier axis associated with that axial parameter. In the three-dimensional axial markings, the marking colors of different marking axes are different.

[0148] In some embodiments, the processor further performs the following steps of the editing method, specifically: While displaying the three-dimensional axial parameters of the second scene component under the target axis editing function on the graphical user interface, the graphical user interface also displays the first mode information of the second scene component under the target axis editing function; In response to a switching operation on the mode information, the system determines the second mode information determined by the switching operation and updates the first mode information based on the second mode information determined by the switching operation.

[0149] In some embodiments, the processor further performs the following steps of the editing method, specifically: In response to an editing operation on the three-dimensional axial parameters in the three-dimensional axial parameter setting control, the edited three-dimensional axial parameters are displayed, including: In response to a second trigger operation for any of the three-dimensional axial parameters, an operation keyboard is displayed on the graphical user interface; In response to an input operation on the keyboard, the original parameter of the axial parameter is replaced with a new parameter input based on the input operation.

[0150] In some embodiments, the operation keyboard is the device keyboard of the terminal device; or; The operation keyboard is a virtual keyboard for three-dimensional axial parameters, and the virtual keyboard is displayed in the third area of ​​the graphical user interface, which is adjacent to the first area of ​​the graphical user interface.

[0151] In some embodiments, when the processor executes the three-dimensional axial parameter setting control corresponding to the second scene component displayed on the graphical user interface, it specifically performs the following steps: When there are multiple second scene components, for any three-dimensional axial parameter in the three-dimensional axial parameter setting control, it is determined whether the axial values ​​of the three-dimensional axial parameter of the multiple second scene components are the same. If they are different, obtain the specified sign of the three-dimensional axial parameter; if they are the same, obtain the axial value of the three-dimensional axial parameter. The three-dimensional axial parameters of the second scene component displayed in the three-dimensional axial parameter setting control are determined based on the specified symbol and / or the axial value.

[0152] In some embodiments, each three-dimensional axial parameter corresponds to an input box; the processor also executes the following steps of the editing method: In response to a second drag operation on the input box for any three-dimensional axial parameter, the three-dimensional axial parameter is adjusted according to the drag direction and drag speed of the drag operation.

[0153] In some embodiments, each three-dimensional axial parameter corresponds to an input box; the terminal device is connected to an external keyboard; the processor further executes the following steps of the editing method: In response to a third trigger operation of a directional key associated with an input box for any three-dimensional axial parameter in the external keyboard, the axial parameter is adjusted according to the direction indicated by the directional key and a preset control logic.

[0154] In some embodiments, the graphical user interface includes a first interactive control; the processor further performs the following steps of the editing method: In response to a trigger operation on the first interactive control, control generates game scene information corresponding to the game scene to be edited; wherein, the game scene information includes component information of the edited components in the game scene to be edited, and the edited components are second scene components that respond to the editing operation; The system controls the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server and generate a corresponding game scene based on the game scene information through the game program.

[0155] The electronic device provided in this application, which is capable of executing the editing method of scene components in a game, supports displaying multiple axial parameters corresponding to the editing of the selected second scene component. Users can judge the performance of the component in each axis of the scene without rotating the view or locating the component in the scene by selecting the object and viewing the parameters only once. At the same time, it supports batch input of spatial parameters for multiple objects, greatly reducing repetitive operations for users.

[0156] Based on the same inventive concept, this application also provides a computer-readable storage medium corresponding to the editing method of scene components in the game. Since the principle of the computer-readable storage medium in this application is similar to the editing method of scene components in the game described above in this application, the implementation of the computer-readable storage medium can refer to the implementation of the method, and the repeated parts will not be described again.

[0157] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following steps: A graphical user interface is provided through a terminal device, on which a game scene to be edited is displayed. The game scene to be edited includes a first scene component, which is configured to generate corresponding virtual objects during the game's running phase. In response to a first selection operation on a first scene component in the game scene to be edited, determine the second scene component to be edited selected by the first selection operation; In response to an editing command for the second scene component, a three-dimensional axis identifier and a three-dimensional axis parameter setting control corresponding to the second scene component are displayed on the graphical user interface. The three-dimensional axis parameter setting control includes a number of three-dimensional axis parameters corresponding to the number of the three-dimensional axis identifiers. In response to the editing operation of the three-dimensional axial parameters in the three-dimensional axial parameter setting control, the edited three-dimensional axial parameters are displayed, and the second scene component is updated based on the edited three-dimensional axial parameters.

[0158] In some embodiments, the processor further executes the following steps of the editing method before responding to an editing instruction for the second scene component, specifically, The graphical user interface displays an axial function control, which is configured with corresponding axial editing functions. In response to a second selection operation for the axial function control, the target axial editing function is determined; Based on the target axis editing function, an editing instruction is triggered for the second scene component.

[0159] In some embodiments, the three-dimensional axial parameter setting control corresponds to the axial function control selected by the second selection operation, and the three-dimensional axial parameter is the parameter of the target axial editing function corresponding to the selected axial function control.

[0160] In some embodiments, the processor further performs the following steps of the editing method, specifically: The location information control of the second scene component is displayed on the graphical user interface; the location information control displays the component identifier and location button of the second scene component; In response to a first trigger operation on the positioning button in the positioning information control, the center point of the second scene component is determined; The virtual camera in the game is shifted so that its center point is aligned with the center point of the second scene component.

[0161] In some embodiments, in the game scene component editing device, the second scene component is one or more; when there are multiple second scene components, the component identifier in the positioning information control is generated based on the component identifier of the last second scene component in the multiple second scene components; the center point of the second scene component is determined based on the center point of the last second scene component in the multiple second scene components.

[0162] In some embodiments, the processor further performs the following steps of the editing method, specifically: The positioning information control is displayed in the first area of ​​the graphical user interface; The axis function control is displayed in the second area of ​​the graphical user interface; wherein the axis function control is used to switch between different axis editing functions.

[0163] In some embodiments, the first region includes three sub-regions arranged sequentially, and the positioning information control, the three-dimensional axial parameters and the first mode information are respectively displayed in the three sub-regions; wherein, the first mode information is used to characterize the constraint relationship of different three-dimensional axial parameters when editing the three-dimensional axial parameters based on the three-dimensional axial identifier.

[0164] In some embodiments, the center point of the three-dimensional axis marker is located at the center point of the second scene component; the three marker axes of the three-dimensional axis marker are respectively associated with the three-dimensional axis parameters of the three-dimensional axis parameter setting control.

[0165] In some embodiments, the processor further performs the following steps of the editing method, specifically: In response to the first drag operation on the axis of the three-dimensional axis marker, the three-dimensional axis parameter is edited based on the first mode information displayed in the three-dimensional axis parameter setting control; wherein, the mode information is used to characterize the constraint relationship of different three-dimensional axis parameters when editing the three-dimensional axis parameter based on the three-dimensional axis marker; The second scene component is updated based on the edited three-dimensional axial parameters.

[0166] In some embodiments, in the editing device for game scene components, the identifier color of each axial parameter in the three-dimensional axial parameters is the same as the identifier color of the identifier axis associated with that axial parameter. In the three-dimensional axial markings, the marking colors of different marking axes are different.

[0167] In some embodiments, the processor further performs the following steps of the editing method, specifically: While displaying the three-dimensional axial parameters of the second scene component under the target axis editing function on the graphical user interface, the graphical user interface also displays the first mode information of the second scene component under the target axis editing function; In response to a switching operation on the mode information, the system determines the second mode information determined by the switching operation and updates the first mode information based on the second mode information determined by the switching operation.

[0168] In some embodiments, the processor further performs the following steps of the editing method, specifically: In response to an editing operation on the three-dimensional axial parameters in the three-dimensional axial parameter setting control, the edited three-dimensional axial parameters are displayed, including: In response to a second trigger operation for any of the three-dimensional axial parameters, an operation keyboard is displayed on the graphical user interface; In response to an input operation on the keyboard, the original parameter of the axial parameter is replaced with a new parameter input based on the input operation.

[0169] In some embodiments, the operation keyboard is the device keyboard of the terminal device; or; The operation keyboard is a virtual keyboard for three-dimensional axial parameters, and the virtual keyboard is displayed in the third area of ​​the graphical user interface, which is adjacent to the first area of ​​the graphical user interface.

[0170] In some embodiments, when the processor executes the three-dimensional axial parameter setting control corresponding to the second scene component displayed on the graphical user interface, it specifically performs the following steps: When there are multiple second scene components, for any three-dimensional axis parameter in the three-dimensional axis parameter setting control, it is determined whether the axis values ​​of the three-dimensional axis parameter of the multiple second scene components are the same. If they are different, obtain the specified sign of the three-dimensional axial parameter; if they are the same, obtain the axial value of the three-dimensional axial parameter. The three-dimensional axial parameters of the second scene component displayed in the three-dimensional axial parameter setting control are determined based on the specified symbol and / or the axial value.

[0171] In some embodiments, each three-dimensional axial parameter corresponds to an input box; the processor also executes the following steps of the editing method: In response to a second drag operation on the input box for any three-dimensional axial parameter, the three-dimensional axial parameter is adjusted according to the drag direction and drag speed of the drag operation.

[0172] In some embodiments, each three-dimensional axial parameter corresponds to an input box; the terminal device is connected to an external keyboard; the processor further executes the following steps of the editing method: In response to a third trigger operation of a directional key associated with an input box for any three-dimensional axial parameter in the external keyboard, the axial parameter is adjusted according to the direction indicated by the directional key and a preset control logic.

[0173] In some embodiments, the graphical user interface includes a first interactive control; the processor further performs the following steps of the editing method: In response to a trigger operation on the first interactive control, control generates game scene information corresponding to the game scene to be edited; wherein, the game scene information includes component information of the edited components in the game scene to be edited, and the edited components are second scene components that respond to the editing operation; The system controls the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server and generate a corresponding game scene based on the game scene information through the game program.

[0174] The computer-readable storage medium provided in this application, which is capable of executing the editing method of scene components in a game, supports displaying multiple axial parameters corresponding to the editing of the selected second scene component. Users can judge the performance of the component in each axis of the scene without rotating the view or locating the component in the scene by selecting the object and viewing the parameters only once. At the same time, it supports batch input of spatial parameters for multiple objects, greatly reducing repetitive operations for users.

[0175] In the several embodiments provided in this application, it should be understood that the disclosed methods and electronic devices can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods, such as: multiple units or components may be combined, or integrated into another system, or some features may be ignored or not executed. In addition, the coupling, direct coupling, or communication connection between the various components shown or discussed may be through some interfaces, and the indirect coupling or communication connection between devices or units may be electrical, mechanical, or other forms.

[0176] The modules described as separate components may or may not be physically separate. The components shown as modules may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0177] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0178] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, 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, platform server, or network device, etc.) to execute all or part of the steps of the editing methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, ROM, RAM, magnetic disks, or optical disks.

[0179] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A method for editing scene components in a game, characterized in that, The editing method includes: A graphical user interface is provided through a terminal device, on which a game scene to be edited is displayed. The game scene to be edited includes a first scene component, which is configured to generate corresponding virtual objects during the game's running phase. In response to a first selection operation on a first scene component in the game scene to be edited, determine the second scene component to be edited selected by the first selection operation; In response to an editing command for the second scene component, a three-dimensional axis identifier and a three-dimensional axis parameter setting control corresponding to the second scene component are displayed on the graphical user interface. The three-dimensional axis parameter setting control includes a number of three-dimensional axis parameters corresponding to the number of the three-dimensional axis identifiers. The editing command is triggered by operating the axis function controls on the graphical user interface. In response to the editing operation of the three-dimensional axial parameters in the three-dimensional axial parameter setting control, the edited three-dimensional axial parameters are displayed, and the second scene component is updated based on the edited three-dimensional axial parameters; The first area of ​​the graphical user interface displays three-dimensional axial parameters and first mode information, and the three-dimensional axial parameters and first mode information are respectively displayed in sub-areas set sequentially in the first area; wherein, the first mode information is used to characterize the constraint relationship of different three-dimensional axial parameters when editing three-dimensional axial parameters based on three-dimensional axial identifiers.

2. The method for editing scene components in a game according to claim 1, characterized in that: Before responding to an editing instruction for the second scene component, the editing method further includes: The graphical user interface displays an axial function control, which is configured with corresponding axial editing functions. In response to a second selection operation for the axial function control, the target axial editing function is determined; Based on the target axis editing function, an editing instruction is triggered for the second scene component.

3. The method for editing scene components in a game according to claim 2, characterized in that: The three-dimensional axial parameter setting control corresponds to the axial function control selected by the second selection operation, and the three-dimensional axial parameter is the parameter of the target axial editing function corresponding to the selected axial function control.

4. The method for editing scene components in a game according to claim 3, characterized in that, The editing method also includes: The location information control of the second scene component is displayed on the graphical user interface; the location information control displays the component identifier and location button of the second scene component; In response to a first trigger operation on the positioning button in the positioning information control, the center point of the second scene component is determined; The virtual camera in the game is shifted so that its center point is aligned with the center point of the second scene component.

5. The method for editing scene components in a game according to claim 4, characterized in that, The second scene component can be one or more; When there are multiple second scene components, the component identifier in the positioning information control is generated based on the component identifier of the last second scene component in the sorted order among the multiple second scene components; the center point of the second scene component is determined based on the center point of the last second scene component in the sorted order among the multiple second scene components.

6. The method for editing scene components in a game according to claim 4, characterized in that, The editing method also includes: The positioning information control is displayed in the first area of ​​the graphical user interface; The axis function control is displayed in the second area of ​​the graphical user interface; wherein the axis function control is used to switch between different axis editing functions.

7. The method for editing scene components in a game according to claim 6, characterized in that, The first area includes three sub-areas arranged sequentially, with positioning information controls, three-dimensional axial parameters, and first mode information displayed in the three sub-areas respectively.

8. The method for editing scene components in a game according to claim 2, characterized in that, The editing method also includes: The center point of the three-dimensional axis marker is located at the center point of the second scene component; the three axes of the three-dimensional axis marker are respectively associated with the three-dimensional axis parameters of the three-dimensional axis parameter setting control.

9. The method for editing scene components in a game according to claim 8, characterized in that: The editing method also includes: In response to the first drag operation on the axis of the three-dimensional axis marker, the three-dimensional axis parameter is edited based on the first mode information displayed in the three-dimensional axis parameter setting control; wherein, the mode information is used to characterize the constraint relationship of different three-dimensional axis parameters when editing the three-dimensional axis parameter based on the three-dimensional axis marker; The second scene component is updated based on the edited three-dimensional axial parameters.

10. The method for editing scene components in a game according to claim 8, characterized in that, The identifier color of each axial parameter in the three-dimensional axial parameters is the same as the identifier color of the identifier axis associated with that axial parameter. In the three-dimensional axial markings, the marking colors of different marking axes are different.

11. The method for editing scene components in a game according to claim 9, characterized in that, The editing method also includes: While displaying the three-dimensional axial parameters of the second scene component under the target axis editing function on the graphical user interface, the graphical user interface also displays the first mode information of the second scene component under the target axis editing function; In response to a switching operation on the mode information, the system determines the second mode information determined by the switching operation and updates the first mode information based on the second mode information determined by the switching operation.

12. The method for editing scene components in a game according to claim 1, characterized in that, In response to an editing operation on the three-dimensional axial parameters in the three-dimensional axial parameter setting control, the edited three-dimensional axial parameters are displayed, including: In response to a second trigger operation for any of the three-dimensional axial parameters, an operation keyboard is displayed on the graphical user interface; In response to an input operation on the keyboard, the original parameter of the axial parameter is replaced with a new parameter input based on the input operation.

13. The method for editing scene components in a game according to claim 12, characterized in that, The operation keyboard is the device keyboard of the terminal device; or; The operation keyboard is a virtual keyboard for three-dimensional axial parameters, and the virtual keyboard is displayed in the third area of ​​the graphical user interface, which is adjacent to the first area of ​​the graphical user interface.

14. The method for editing scene components in a game according to claim 1, characterized in that, The graphical user interface displays a three-dimensional axial parameter setting control corresponding to the second scene component, including: When there are multiple second scene components, for any three-dimensional axial parameter in the three-dimensional axial parameter setting control, it is determined whether the axial values ​​of the three-dimensional axial parameter of the multiple second scene components are the same. If they are different, obtain the specified sign of the three-dimensional axial parameter; if they are the same, obtain the axial value of the three-dimensional axial parameter. The three-dimensional axial parameters of the second scene component displayed in the three-dimensional axial parameter setting control are determined based on the specified symbol and / or the axial value.

15. The method for editing scene components in a game according to claim 1 or 12, characterized in that, Each three-dimensional axial parameter corresponds to an input box; the editing method further includes: In response to a second drag operation on the input box for any three-dimensional axial parameter, the three-dimensional axial parameter is adjusted according to the drag direction and drag speed of the drag operation.

16. The method for editing scene components in a game according to claim 1 or 12, characterized in that, Each three-dimensional axial parameter corresponds to an input box; the terminal device is connected to an external keyboard; The editing method also includes: In response to a third trigger operation of a directional key associated with an input box for any three-dimensional axial parameter in the external keyboard, the axial parameter is adjusted according to the direction indicated by the directional key and a preset control logic.

17. The method for editing scene components in a game according to claim 1, characterized in that, The graphical user interface includes a first interactive control; the method further includes: In response to a trigger operation on the first interactive control, control generates game scene information corresponding to the game scene to be edited; wherein, the game scene information includes component information of the edited components in the game scene to be edited, and the edited components are second scene components that respond to the editing operation; The system controls the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server and generate a corresponding game scene based on the game scene information through the game program.

18. An editing device for scene components in a game, characterized in that: The editing device includes: The first display module is used to provide a graphical user interface through a terminal device, and to display a game scene to be edited on the graphical user interface. The game scene to be edited includes a first scene component, which is configured to generate corresponding virtual objects during the game running phase. The determination module is used to respond to a first selection operation on a first scene component in the game scene to be edited, and to determine the second scene component to be edited selected by the first selection operation; The second display module is used to respond to editing instructions for the second scene component and display three-dimensional axis markers and three-dimensional axis parameter setting controls corresponding to the second scene component on the graphical user interface. The three-dimensional axis parameter setting controls include a number of three-dimensional axis parameters corresponding to the number of three-dimensional axis markers. The editing instructions are triggered by operating the axis function controls on the graphical user interface. The first update module is used to respond to the editing operation of the three-dimensional axial parameters in the three-dimensional axial parameter setting control, display the edited three-dimensional axial parameters, and update the second scene component based on the edited three-dimensional axial parameters. The third display module is used to display three-dimensional axial parameters and first mode information in the first area of ​​the graphical user interface, and the three-dimensional axial parameters and the first mode information are respectively displayed in sub-areas set sequentially in the first area; wherein, the first mode information is used to characterize the constraint relationship of different three-dimensional axial parameters when editing three-dimensional axial parameters based on three-dimensional axial identifiers.

19. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform a method for editing scene components in a game as described in any one of claims 1 to 17.

20. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the method for editing scene components in a game as described in any one of claims 1 to 17.

Citation Information

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