Game scene component editing method and device, program product and electronic equipment
By saving part of the edit status information of the scene component in the game editor and restoring the scene component when undoing, the problem of large amount of calculations in the existing technology is solved, and a more efficient and flexible user editing experience is achieved.
Patent Information
- Application Number
- CN202411162776.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-08-21
- Publication Date
- 2024-12-13
AI Technical Summary
When the existing game editor undoes the operation of deleting scene components, the calculation amount is large, which leads to increased pressure on the terminal device or server, and users are inconvenient to operate, so they cannot flexibly choose to undo specific deleting operations.
By saving part of its editing status information when deleting a scene component and restoring the scene component based on this information when undoing the deletion, avoiding the entire game scene, simplifying the operation process, and improving user editing flexibility.
Reduces the calculation cost and data storage of undo deletion operations, reduces the pressure on equipment or servers, improves the efficiency and flexibility of user editing, and allows users to choose to undo specific deletion operations without affecting subsequent edits.
Smart Images

Figure CN119113522A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of computer and game technology, and in particular to a method for editing a game scene component, an editing device for a game scene component, a computer program product, and an electronic device. Background Art
[0002] With the development of computers and games, some games provide editors to support users to edit game maps or scenes. For example, users can create or delete scene components in the game scene. However, in current game editors, if users want to undo the deletion operation after deleting a scene component, they usually need to roll back the game scene to the node before the deletion. This process involves a high amount of data calculation, which may cause great pressure on the terminal device or server. Summary of the invention
[0003] The present disclosure provides a method for editing a game scene component, an editing device for a game scene component, a computer program product and an electronic device, so as to at least to some extent solve the problem of high computational complexity of undoing and deleting operations in a game editor.
[0004] According to a first aspect of the present disclosure, there is provided a method for editing a game scene component, the method comprising: displaying a first game scene in a graphical user interface; the first game scene comprising a scene component; in response to an editing instruction for the first scene component, determining editing information of the first scene component, and determining editing status information of the first scene component based on preset information and / or editing information of the first scene component; the first scene component is a scene component in the first game scene; in response to a deletion instruction for the first scene component, deleting the first scene component from the first game scene, and saving at least part of the editing status information of the first scene component; in response to an undo deletion instruction for the first scene component, restoring the first scene component in the first game scene based on the at least part of the editing status information.
[0005] According to a second aspect of the present disclosure, there is provided an editing device for a game scene component, the device comprising: a scene display processing module, configured to display a first game scene in a graphical user interface; the first game scene comprises a scene component; an editing processing module, configured to respond to an editing instruction for the first scene component, determine editing information of the first scene component, and determine editing status information of the first scene component according to preset information and / or editing information of the first scene component; the first scene component is a scene component in the first game scene; a deletion processing module, configured to respond to a deletion instruction for the first scene component, delete the first scene component from the first game scene, and save at least part of the editing status information of the first scene component; an undo deletion processing module, configured to respond to an undo deletion instruction for the first scene component, and restore the first scene component in the first game scene according to the at least part of the editing status information.
[0006] According to a third aspect of the present disclosure, a computer program product is provided, including a computer program, wherein when the computer program is executed by a processor, the method of the first aspect and possible implementations thereof are implemented.
[0007] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the above-mentioned first aspect and its possible implementation methods by executing the executable instructions.
[0008] The technical solution disclosed in this disclosure has the following beneficial effects:
[0009] When deleting the first scene component from the first game scene, at least part of the editing status information of the first scene component is saved. If the user cancels the deletion of the first scene component, the first scene component is restored in the first game scene according to the saved editing status information. On the one hand, compared with saving historical snapshots and other methods, saving at least part of the editing status information of the first scene component reduces the amount of data storage. When canceling the deletion, only the editing status information of the first scene component is restored without rolling back the entire first game scene, thereby reducing the amount of calculation, thereby reducing the implementation cost of the undo deletion operation and alleviating the pressure on the terminal device or server. On the other hand, the user can choose to cancel the deletion of a deleted first scene component without canceling the editing operation performed after deleting the first scene component, which simplifies the operation process, improves the user's editing flexibility, and is conducive to improving editing efficiency. BRIEF DESCRIPTION OF THE DRAWINGS
[0010] Figure 1 A system architecture diagram in this exemplary embodiment is shown;
[0011] Figure 2 A flowchart showing a method for editing a game scene component in this exemplary embodiment;
[0012] Figure 3 A schematic diagram showing the relationship between the three modes in this exemplary embodiment;
[0013] Figure 4 A schematic diagram showing a game editing scene in this exemplary embodiment;
[0014] Figure 5A A schematic diagram showing a first game running scene and a first preset state in this exemplary embodiment;
[0015] Figure 5B A schematic diagram showing a first game running scene and a second preset state in this exemplary embodiment;
[0016] Fig. 6A A schematic diagram showing a component recycling bar in this exemplary embodiment;
[0017] Figure 6B A schematic diagram showing a component control bar in this exemplary embodiment;
[0018] Figure 7 A schematic diagram showing a merge edit instruction in this exemplary embodiment;
[0019] Figure 8 A schematic diagram showing a reset prompt message in this exemplary embodiment;
[0020] Fig. 9 A schematic diagram showing the structure of an editing device for a game scene component in this exemplary embodiment;
[0021] Fig.10 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION
[0022] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0023] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art should appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or one or more specific details may be replaced by other methods, components, devices, steps, etc.
[0024] In current game editors, historical snapshots of game scenes are usually saved to support undo operations. If a user accidentally deletes a scene component and wants to restore the scene component, the game program will roll back the entire game scene to the node corresponding to the historical snapshot according to the historical snapshot before deleting the scene component. In this way, multiple historical snapshots need to be saved during the editing process, involving a large amount of data, and the operation of rolling back the entire game scene requires a high amount of calculation. This puts a lot of pressure on the terminal device or server. In addition, when undoing a deletion operation, the user usually needs to click the undo control and undo forward one by one in the order of the completed editing operations. This operation process is inconvenient and cannot flexibly choose to undo a deletion operation. For example, after the user accidentally deletes scene component A, he also performs a correct editing operation on scene component B. If you undo the deletion of scene component A, you need to undo the editing operation of scene component B first, which greatly reduces the editing efficiency.
[0025] In addition, in some game editing scenes, the edited content takes effect in real time, and even misoperations (such as accidental deletion) will be retained and cannot be undone or corrected. In this way, once a misoperation occurs, the user's repair cost is very high. For example, if a scene component is accidentally deleted, the user needs to recreate the scene component and re-edit the properties, which is a cumbersome operation process.
[0026] In view of one or more of the above problems, an exemplary embodiment of the present disclosure provides a method for editing a game scene component.
[0027] Figure 1The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device 110 may be a mobile phone, a tablet computer, a personal computer, an intelligent wearable device, a game console, etc., which has a display function and can display a graphical user interface. The graphical user interface may include an operating system interface or an application interface, etc. A game program is installed on the terminal device 110, such as a client program of an online game. When the terminal device 110 runs the game program, an interface such as a first game scene may be displayed in the graphical user interface. The server 120 generally refers to a background system that provides game services in this exemplary embodiment, which may be a server or a cluster of multiple servers. A game server program is deployed on the server 120 for executing game data processing on the server side. The terminal device 110 and the server 120 may be connected via a wired or wireless communication link to perform data transmission. The method in this exemplary embodiment may be executed by any one or more of the terminal device 110 and the server 120.
[0028] In one embodiment, the editing method of the game scene component can be implemented and executed based on the cloud interaction system. The cloud interaction system can be the above-mentioned system architecture. Various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operation subject of the game program and the game screen presentation subject are separated, and the storage and operation of the control and interaction methods in the game are completed on the cloud game server (such as the above-mentioned server 120), and the cloud game client (such as the above-mentioned terminal device 110) is used for receiving and sending data and presenting the game screen. For example, the cloud game client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; and the cloud game server in the cloud performs information processing. When playing games or editing games, the user operates the cloud game client to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud game client through the network. Finally, the cloud game client decodes and outputs the game screen.
[0029] In one embodiment, the game map (or scene) edited by the terminal device 110 can be uploaded to the server 120 for storage. For example, the currently edited game map can be automatically saved at regular intervals during the editing process, or the currently edited game map can be saved according to a manual save operation performed by the user, or the currently edited game map can be automatically saved when exiting the editing. When saving the game map, the terminal device 110 can upload the game map data to the server 120, and the server 120 can save it.
[0030] In one embodiment, the server 120 may maintain a game map pool, such as deploying a database for storing game maps on the server side. In response to an instruction to publish a game map on the terminal device 110, the server 120 may add game map data to the game map pool, so that other players can download the game map data from the game map pool and use the game map to play the game. This enables a fast UGC (User Generated Content) function.
[0031] In one embodiment, the editing method of the game scene component can be implemented in a stand-alone game. It is not necessary to deploy a server, and the terminal device 110 can install all game programs and execute the editing method of the game scene component.
[0032] Figure 2 The schematic flow of the method for editing a game scene component is shown, which may include the following steps:
[0033] Step S210, displaying a first game scene in a graphical user interface; the first game scene includes a scene component;
[0034] Step S220, responding to the editing instruction for the first scene component, determining the editing information of the first scene component, and determining the editing state information of the first scene component according to the preset information and / or the editing information of the first scene component; the first scene component is a scene component in the first game scene;
[0035] Step S230, in response to the deletion instruction for the first scene component, deleting the first scene component from the first game scene, and saving at least part of the editing state information of the first scene component;
[0036] Step S240, in response to the undo delete instruction for the first scene component, the first scene component is restored in the first game scene according to at least part of the editing state information.
[0037] based on Figure 2A method is provided, wherein when deleting a first scene component from a first game scene, at least part of the editing status information of the first scene component is saved, and if the user revokes the deletion of the first scene component, the first scene component is restored in the first game scene according to the saved editing status information. On the one hand, compared with methods such as saving historical snapshots, saving at least part of the editing status information of the first scene component reduces the amount of data storage, and when undoing the deletion, only the editing status information of the first scene component is restored, without rolling back the entire first game scene, thereby reducing the amount of calculation, thereby reducing the implementation cost of the undo deletion operation and alleviating the pressure on the terminal device or server. On the other hand, the user can choose to revoke the deletion for a deleted first scene component, without having to revoke the editing operations performed after deleting the first scene component, thereby simplifying the operation process, improving the user's editing flexibility, and facilitating improving editing efficiency.
[0038] Below Figure 2 Provide detailed instructions for each step.
[0039] refer to Figure 2 In step S210, a first game scene is displayed in a graphical user interface; the first game scene includes a scene component.
[0040] A game scene refers to a virtual space in a game. The first game scene is a game scene that supports user editing, and may be a scene formed by loading a target game map in a mode that supports user editing. The target game map is a game map that the user needs to edit, including but not limited to virtual spaces such as game levels, dungeons, towns, and homes. Exemplarily, a user may select a game map for editing in the interface of the game editing function, and the game map is the target game map, which may be a game map that comes with the game program, or a game map that has been edited by the user, or a downloaded game map that has been edited by other users, or a newly created game map, etc.
[0041] The first game scene may include one or more scene components. A scene component is a person, object, or local person or object in a scene, such as a building, a vehicle, a plant, a mechanism, an NPC (non-player character), etc. The first game scene may include scene components that come with the scene, such as the first game scene initially comes with scene components that match its scene style, and these scene components can be edited and configured by the game developer when making the first game scene. The first game scene may also include scene components added based on the user's previous editing operations, such as when the user last edited the first game scene (i.e., edited the target game map), the scene components can be added to the first game scene by custom modeling or using scene component controls.
[0042] The game program may provide a templated scene component and a corresponding scene component control, so that the user can edit and generate the templated scene component in the first game scene through the scene component control. For example, scene component controls may be provided for different categories of scene components, such as providing scene component controls such as "log coffee table", "round low table", "small wooden table", and "European table". The user may generate the corresponding scene component in the first game scene by clicking or dragging the scene component control. For example, if the user drags the "round low table" scene component control to a certain position in the first game scene, it may trigger the generation of a round low table scene component at that position.
[0043] The scene component control is configured with corresponding preset information, which can be preset values of one or more scene component properties, such as preset values of one or more properties including shape, color, texture, transparency, material, size, direction, physical properties, etc. If a scene component is generated through a scene component control, the preset information corresponding to the scene component control can be called to quickly generate the scene component in the first game scene without the user having to set each property of the scene component from scratch, which is equivalent to applying the template of the scene component, thereby improving editing efficiency. Of course, after the scene component is generated, its properties can be modified, such as changing its size through a scaling operation, changing its direction through a rotation operation, changing its color and transparency through a color setting operation, etc., to form a more diverse scene component.
[0044] The game program may have its own scene component control, such as a game developer pre-editing the preset information of the scene component and configuring it as a scene component control for user use. In addition, the user may also be allowed to configure the scene component control. For example, the user may be allowed to model a non-templated scene component, save it as a scene component control, and save the corresponding preset information. In one embodiment, the user may be allowed to edit and update the scene component control, such as modifying the preset information corresponding to the scene component control and saving it. When the scene component is subsequently generated through the scene component control, the updated preset information may be called to generate the scene component.
[0045] In one embodiment, the user can edit and generate a custom scene component. For example, the user can create a new scene component by modeling, which can be a non-templated scene component, thereby increasing the flexibility of user editing.
[0046] Several loading modes of the game map involved in this exemplary embodiment are described below.
[0047] Edit mode: refers to the mode in which the user can edit the game map. For example, the first game scene can be a game editing scene, which is a scene formed by loading the target game map in the editing mode. In the editing mode, the user can edit the scene components and scene background in the game editing scene, such as the color, size and other properties of the scene components.
[0048] In one embodiment, the editing mode may be referred to as a static mode that supports editing, indicating that the game editing scene is in a static state and does not execute operation instructions. Operation instructions refer to instructions with dynamic effects such as movement, appearance change, and morphological change based on pre-set game logic. The game logic may be a preset logic in the game program (such as logic written by a game developer) or a logic edited by a user. Operation instructions may include, but are not limited to, at least one of the following: environmental change instructions; operation instructions of scene components, such as movement instructions, appearance change instructions of at least one scene component in the scene, or instructions made in response to the interactive behavior of a player character, etc. Exemplarily, the game editing scene includes a gear component, which can rotate in the running mode, and in the editing mode, the gear component can be set not to rotate. Setting the game editing scene not to execute the operation instruction is conducive to the user's editing operation. For example, when a user edits a static scene component, the operation is simpler than editing a scene component in motion, and there is no need to process data related to the operation instruction, thereby reducing overhead.
[0049] In one embodiment, the editing mode does not support the user to perform game operation, such as the user cannot control the virtual object in the game editing scene to attack, cast skills and other game operation operations, such as the user cannot control the virtual object to attack the scene component. Exemplarily, in the editing mode, the player character is not set in the game editing scene, and the user cannot control the player character to perform game operation. Alternatively, the player character is set, but the role of the player character is to control the perspective in the game editing scene. The user can control the perspective by moving the player character, but cannot perform game operation operations such as attacking and casting skills.
[0050] Run mode: a mode for playing with a game map. The run mode may include a trial run mode (or test mode), which refers to a mode for playing for the purpose of testing. Exemplarily, the first game scene may be the second game run scene, which is a scene formed by loading the target game map in the run mode. In the run mode, the second game run scene supports game run operations, but does not support user editing. For example, the user can control virtual objects to perform game run operations such as attacking and casting skills, but cannot edit the color, size and other properties of the scene components.
[0051] In one embodiment, the second game running scene can execute operation instructions, such as automatically changing the scene environment and automatically operating the scene components based on pre-set game logic.
[0052] The operation mode supporting editing may include a trial operation mode supporting editing, which is a special operation or trial operation mode. Exemplarily, the first game scene may be a first game operation scene, which is a scene formed by loading a target game map in the operation mode supporting editing.
[0053] In one embodiment, the first game running scene supports both game running operations and user editing. For example, the user can control virtual objects to perform game running operations such as attacking and casting skills, and can also edit the color, size and other properties of the scene components.
[0054] In one embodiment, the first game running scene supports user editing and can execute running instructions, such as automatically changing the scene environment based on pre-set game logic, automatically running the scene components, etc. Therefore, the running mode supporting editing can be called a dynamic mode supporting editing.
[0055] In one embodiment, the first game running scene supports both game running operations and user editing, and further executes operation instructions to present dynamic effects.
[0056] In one embodiment, a controlled virtual object is provided in the first game scene, and the controlled virtual object is a virtual object controlled by the terminal device 110, such as a player character or a virtual object. In addition, the number of controlled virtual objects can be one or more. The present disclosure does not limit the appearance, form, and number of controlled virtual objects.
[0057] In one embodiment, in response to a game operation in the first game scene, the controlled virtual object is controlled to execute a game operation process instruction. The game operation operation refers to an operation related to play (including play during the test process), and the game operation process instruction is a game instruction generated in response to the game operation operation, which is an instruction that can be executed during the game operation process (including the test process), such as an instruction to attack or cast a skill. In the process of the controlled virtual object executing the game operation process instruction, it may interact with the scene components in the first game scene, such as collision, so that the scene components execute operation instructions such as movement under the interaction.
[0058] In one embodiment, reference Figure 3 As shown, the target game map can be freely switched between edit mode, run mode, and run mode that supports editing.
[0059] In one embodiment, the displaying of the first game scene in the graphical user interface may include: displaying a game editing scene through the graphical user interface. The game editing scene is a target game map loaded in an editing mode. Exemplarily, after the user selects and confirms the target game map in the interface of the game editing function, the loading of the target game map in the editing mode is triggered, and the scene presented is the game editing scene. Figure 4 A schematic diagram of a game editing scene 401 is shown. In the game editing scene 401, the user can perform editing operations, such as moving, scaling, rotating scene components, or setting attribute values of scene components, but cannot perform game running operations, such as controlling virtual objects to attack, cast skills, etc.
[0060] In one embodiment, the above-mentioned displaying the first game scene in the graphical user interface may include: responding to the first running trigger instruction, loading the target game map to display the first game running scene in the graphical user interface.
[0061] The first game running scene may be a target game map loaded in a running mode supporting editing. The first running trigger instruction is an operation instruction that triggers loading of the target game map in a running mode supporting editing.
[0062] In one embodiment, reference Figure 4 As shown, when the game editing scene 401 is displayed, a first run trigger control 402 can be provided in the graphical user interface. The first run trigger instruction can be an operation instruction for the first run trigger control 402. For example, when the user clicks or long presses the first run trigger control 402, the first run trigger instruction is generated. The first run trigger instruction can trigger the entry from the edit mode into the run mode supporting editing, and the target game map is loaded in the run mode supporting editing. Thus, the game editing scene 401 displayed in the graphical user interface is switched to Figure 5A The first game running scene 501 shown enables the user to conveniently switch from the editing mode to the running mode supporting editing. Figure 5A It is also shown that a controlled virtual object 502 is set in the first game running scene 501.
[0063] In one embodiment, when the second game running scene is displayed, a first running trigger control may also be provided in the graphical user interface. The user may trigger the entry from the running mode into the running mode supporting editing by operating the first running trigger control, and load the target game map in the running mode supporting editing. Thus, the second game running scene displayed in the graphical user interface is switched to the first game running scene. This enables the user to conveniently switch from the running mode to the running mode supporting editing.
[0064] In one embodiment, the editing method of the game scene component may further include: responding to a second run trigger instruction, controlling the display of a second game run scene in a graphical user interface. The second game run scene is a target game map loaded in run mode. Among them, the second run trigger instruction is an operation instruction that triggers the loading of the target game map in run mode. For example, in the case of displaying a game editing scene or a first game run scene, a second run trigger control may be provided in the graphical user interface, and the second run trigger instruction may be an operation instruction for the second run trigger control, such as when a user clicks or long presses the second run trigger control, a second run trigger instruction is generated. The second run trigger instruction may trigger entry into run mode from an edit mode or a run mode that supports editing, and load the target game map in run mode. Thereby, the game editing scene or the first game run scene displayed in the graphical user interface is switched to the second game run scene. It enables the user to conveniently switch from an edit mode or a run mode that supports editing to a run mode.
[0065] Exemplarily, the operation mode can be selected in the setting interface, for example, two operation mode options are provided, including an operation mode and an operation mode that supports editing, from which the user can choose. The present disclosure does not limit the specific names of the two operation modes, such as the operation mode can be a normal trial mode, and the operation mode that supports editing can be a sandbox trial mode. In the case of selecting the operation mode that supports editing, the operation trigger instruction in the target game map or game editing scene is a first operation trigger instruction, which can trigger switching to the operation mode that supports editing and enter the first game operation scene. In the case of selecting the operation mode, the operation trigger instruction in the target game map or game editing scene is a second operation trigger instruction, which can trigger switching to the operation mode and enter the second game operation scene. The first game operation scene and the second game operation scene can provide different controls. For example, the first game operation scene provides switching controls between different preset states, editing operation controls, scene component controls, game operation controls, etc. Only game operation controls can be provided in the second game operation scene.
[0066] In one embodiment, in response to the first stop operation instruction, the control switches the first game operation scene displayed in the graphical user interface to the game editing scene or the second game operation scene. The first stop operation instruction is an operation instruction to end the operation mode supporting editing. In one embodiment, when the first game operation scene is displayed, an exit control may be provided in the graphical user interface, and the first stop operation instruction may be an operation instruction for the exit control. Figure 5AAs shown, when the first game running scene 501 is displayed, an exit control 506 is provided. When the user clicks or long presses the exit control 506, a first running stop instruction is generated, triggering the exit from the first game running scene 501 and returning to the game editing scene or the second game running scene, such as exiting the running mode that supports editing and returning to the editing mode or the running mode.
[0067] In one embodiment, in response to the second operation stop instruction, the second game operation scene displayed in the graphical user interface is controlled to be switched to the game editing scene or the first game operation scene.
[0068] The above provides a switching operation method between different modes. The user can switch from the editing mode or the running mode to the running mode supporting editing, thereby displaying the first game running scene.
[0069] In one embodiment, the target game map can be directly loaded in the game program in the operation mode supporting editing, without first entering the editing mode or the operation mode. Exemplarily, the user can enter the operation function interface supporting editing from the main interface of the game, select a game scene as the target game map in the interface, trigger the display of basic information of the target game map, and generate a first operation trigger instruction when performing a confirmation operation, triggering the loading of the target game map in the operation mode supporting editing, so as to display the first game operation scene in the graphical user interface.
[0070] Scene components can be different program objects in different loading modes. For example, the target game map is loaded in the editing mode to form a game editing scene, and the game editing scene includes one or more scene components. The target game map is loaded in the running mode that supports editing to form a first game running scene, and the first game running scene includes one or more scene component models. The target game map is loaded in the running mode to form a second game running scene, and the second game running scene can also include one or more scene component models. The scene component model is a virtual model generated corresponding to the scene component in the running mode that supports editing or the running mode, and it corresponds one to one with the scene component. Exemplarily, Figure 4 The game editing scene 401 shown includes two scene components, namely a block component 403 and a switch component 404. Figure 5AThe first game running scene 501 shown includes two scene component models, namely a block component model 503 and a switch component model 504, wherein the block component model 503 corresponds to the block component 403, and the switch component model 504 corresponds to the switch component 404. The corresponding scene components and scene component models usually have the same appearance, but the two can be different program objects in the program. For example, in the editing mode, the scene component does not execute the operation instruction and can be a static object. In the operation mode that supports editing, the scene component model executes the operation instruction and can be a dynamic object. In this article, unless otherwise specified, no special distinction is made between the scene component and the scene component model. For example, the scene component in step S210 can include a scene component model.
[0071] Continue to refer Figure 2 In step S220, in response to an editing instruction for a first scene component, editing information of the first scene component is determined, and editing status information of the first scene component is determined based on preset information and / or editing information of the first scene component; the first scene component is a scene component in a first game scene.
[0072] The first scene component may be any one or more scene components in the first game scene. The editing instruction for the first scene component may be an operation instruction for the user to edit the first scene component. The editing information may be an edited attribute value or attribute change value determined according to the editing instruction. Exemplarily, the editing instruction may include an instruction for generating the first scene component. When the user generates the first scene component, the user usually specifies the location of the first scene component, and the editing information may include the location information of the first scene component. The editing instruction may include an instruction for adjusting the attributes of the first scene component, and the editing information may include attribute adjustment information.
[0073] In one implementation, the above-mentioned editing instruction does not include a deletion instruction.
[0074] The editing state information refers to the state information generated by the scene component based on the editing instruction, which may include the editing values corresponding to different attributes, and the editing value corresponding to each attribute may be the attribute value after the last editing. Exemplarily, if the user has not performed editing operations on some attributes of the first scene component, the editing values corresponding to these attributes may be the attribute values in the preset information. For example, if the user has not edited the size of the first scene component after the operation to generate the first scene component, the editing value corresponding to the size may be the preset size value. If the user has performed editing operations on some attributes of the first scene component, the editing values corresponding to these attributes may be determined according to the preset information and the editing information. For example, if the user enlarges the size of the first scene component to 2 times after the operation to generate the first scene component, the editing value corresponding to the size may be the preset size value multiplied by 2. The first scene component may also include some attributes that do not have preset information, and the editing values corresponding to these attributes may be determined according to the editing information. For example, if the preset information of the first scene component does not include position information, the user needs to specify the position of the first scene component when operating to generate the first scene component, thereby determining the editing value corresponding to the position.
[0075] In contrast to the editing state information, the scene component may also have running state information, which refers to the state information generated by the scene component due to the execution of the game running process instructions and / or operation instructions. In one embodiment, if the first game scene is the first game running scene, the first scene component has running state information.
[0076] For example, when the user generates the first scene component, the position of the first scene component can be specified, and the position of the first scene component can be adjusted through editing operations later. These operations affect the editing state information but not the running state information. The first scene component has motion information, and can move along a certain path during the game, or can be displaced by collisions with other virtual objects during the game. These situations will also change the position of the first scene component, but affect its running state information but not the editing state information.
[0077] In one implementation, when saving the map data of the target game map, the editing state information of the scene component may be saved, but the running state information is not saved.
[0078] In one implementation, the editing state information determines the initial state of the scene component during the game running process, and the running state information is the state information of the scene component after the state changes during the game running process.
[0079] In one embodiment, the editing instructions include real-time editing instructions. Accordingly, the editing method of the game scene component also includes: responding to the real-time editing instructions for the first scene component, and displaying the edited first scene component according to the real-time editing instructions. Among them, the real-time editing instructions refer to the editing instructions that have real-time editing effects in the first game scene. For example, the editing instructions for the user to move, rotate, and scale the first scene component are real-time editing instructions. When the user generates these editing instructions, the results of the first scene component being moved, rotated, and scaled can be immediately displayed in the first scene component. In this way, the user can immediately see the editing effect.
[0080] In one embodiment, the editing instruction includes a non-real-time editing instruction. Accordingly, the editing method of the game scene component also includes: in the case where a non-real-time editing instruction has been generated for the first scene component, in response to satisfying the first preset condition, the edited first scene component is displayed according to the non-real-time editing instruction. Among them, the non-real-time editing instruction refers to an editing instruction that does not have an editing effect in real time in the first game scene, and the occurrence of its editing effect is delayed compared to the generation time of the editing instruction. For example, the first scene component can be a birth point (referring to the area where the player character is initially located), and the user's operation instruction for editing and modifying the birth point is a non-real-time editing instruction, or the user's operation instruction for editing the motion trigger event of the first scene component is a real-time editing instruction. The non-real-time editing instruction is not suitable for editing the first game scene immediately when the user is editing, but rather for editing at a suitable time later.
[0081] The game developer or user may determine which editing instructions are non-real-time editing instructions, or the game program may automatically determine which editing instructions are non-real-time editing instructions.
[0082] The first preset condition is a condition for the non-real-time editing instruction to take effect, and different non-real-time editing instructions may correspond to the same or different first preset conditions.
[0083] Exemplarily, the first preset condition may include but is not limited to at least one of the following:
[0084] A non-real-time update instruction is received. The non-real-time update instruction may be a non-real-time update operation instruction for the first game scene or the first scene component triggered by a user, such as the first game scene providing an update control, and the user may operate the control to trigger the non-real-time update instruction. Alternatively, the non-real-time update instruction may be an instruction triggered by a specific event, such as the end of the operation instruction of the first game scene triggering the non-real-time update instruction. In response to the non-real-time update instruction, the edited first scene component may be displayed according to the non-real-time editing instruction.
[0085] Reset the first game scene. Reset means initializing the first game scene, which can be to destroy the current first game scene and then reload the first game scene, or to reset the scene components and other virtual elements of the first game scene to the initial state. For example, a reset control is provided in the first game scene, such as Figure 5A The "reset" control 507 shown, the user can operate the control to trigger the reset of the first game scene. Alternatively, when exiting the first game scene and re-entering the first game scene, the reset of the first game scene is triggered. When resetting the first game scene, the edited first game scene can be displayed according to the non-real-time editing instruction, including the edited first scene components. For example, the birth point position in the first game scene is edited according to the non-real-time editing instruction of the user to modify the birth point. After resetting the first game scene, the player character can be born at the edited birth point.
[0086] Arrival of a first preset time. The first preset time may be a time determined by a game developer, a user, or a game program, for example, a single test time of the first game scene (e.g., 30 seconds). The first preset time may be determined by a timer in the first game scene. In the first game scene, when the first preset time is reached, the edited first game scene may be displayed according to the non-real-time editing instruction, including the edited first scene component, to achieve a time-driven editing effect.
[0087] In one embodiment, the editing method of the game scene component also includes: responding to receiving a synchronous editing instruction about the first scene component, displaying the edited first scene component according to the synchronous editing instruction. Wherein, the first game scene supports co-editing of multiple clients. For example, the client logged in on the above-mentioned terminal device 110 is called the first client. When editing the first game scene, the first client can invite other clients (i.e., invite other users) to join the co-editing. After the other clients accept the invitation, they enter the first game scene. At this time, it is a mode for multiple people to co-edit the first game scene. For example, multiple clients jointly edit the game editing scene, and one of the clients triggers the first run trigger instruction, then all clients enter the first game run scene. In the case of co-editing, the editing instructions performed on each client need to be synchronized to other clients, thereby generating synchronous editing instructions. Exemplarily, the synchronous editing instruction can be an instruction sent by the server to other clients in response to the editing instruction on a client to indicate synchronous editing.
[0088] In one embodiment, the synchronous editing instruction is generated by:
[0089] In response to the second client currently co-editing the first game scene generating a real-time editing instruction for the first scene component, the second client or the server generates a corresponding synchronous editing instruction according to the real-time editing instruction. Wherein, the second client can be any client participating in the co-editing except the first client. For example, a real-time editing instruction for the first scene component is performed on a second client. After confirming the edit (such as the user clicking the confirmation button after performing the editing operation), the second client can generate a corresponding synchronous editing instruction according to the real-time editing instruction, and send it to the first client and other clients other than the first client and the second client. Alternatively, the server can respond to the real-time editing instruction of the second client, generate a corresponding synchronous editing instruction, and send it to the first client and other clients.
[0090] Alternatively, in response to the second client currently co-editing the first game scene generating a non-real-time editing instruction for the first scene component and satisfying the first preset condition, the second client or the server generates a corresponding synchronous editing instruction based on the non-real-time editing instruction. For example, a non-real-time editing instruction for the first scene component is performed on a second client, and after the editing is confirmed, the synchronous editing instruction is not immediately generated. When the first preset condition is met, the second client can generate a corresponding synchronous editing instruction based on the non-real-time editing instruction, and send it to the first client and other clients other than the first client and the second client. Alternatively, the server can generate a corresponding synchronous editing instruction based on the non-real-time editing instruction of the second client when the first preset condition is met, and send it to the first client and other clients.
[0091] In one embodiment, after the second client currently co-editing the first game scene generates a non-real-time editing instruction for the first scene component, the first client responds to satisfying the first preset condition and displays the edited first scene component according to the synchronous editing instruction. If other clients do not satisfy the first preset condition, the edited first scene component is not displayed. For example, after the second client issues a non-real-time editing instruction for the first scene component, if the first client performs a reset operation of the first game scene, the edited first scene component is displayed after the reset. If other clients do not perform a reset operation, the edited first scene component is not displayed.
[0092] In one embodiment, after the second client currently co-editing the first game scene generates a non-real-time editing instruction for the first scene component, in response to any client satisfying the first preset condition, the clients participating in the co-editing of the first game scene all display the edited first scene component. For example, after the second client issues a non-real-time editing instruction for the first scene component, if the first client and any one of the other clients (including the second client) perform a reset operation of the first game scene, the first client and the other clients all reset the first game scene and display the edited first scene component after the reset.
[0093] The first client and other clients execute synchronous editing instructions to display the edited first scene component, so that the editing effect on the second client can be synchronously presented.
[0094] In one embodiment, the first game scene is a first game running scene formed by loading the target game map in a running mode that supports editing. In the first game running scene, the user is required to perform two different types of operations, namely, editing operations and game running operations, to realize the editing function and the play or test function. In order to avoid confusion or mutual interference between different types of operations, or different game functions, or different types of game instructions, the first game running scene can be set to have different states, and different states can be used to distinguish them.
[0095] In one embodiment, when the first game running scene is in the first preset state, in response to the editing instruction of the first scene component, the editing information of the first scene component is determined. Among them, the first preset state may be a state in which editing operations are allowed. In one embodiment, when the first game running scene is not in the first preset state, editing operations may not be allowed in the first game running scene. In this way, when the user needs to perform editing operations in the first game running scene, the first game running scene can be switched to the first preset state and the editing operations can be performed. When the editing operation is not required, the first game running scene can be switched to other states. In this way, users can use different types of operations more freely and flexibly to achieve different game functions.
[0096] In one embodiment, when the first game running scene is in a first preset state, an edit operation control is displayed in the graphical user interface, so that the user can perform an edit operation through the edit operation control. Further, when the first game running scene is in other states, the edit operation control is not displayed in the graphical user interface. The graphical user interface space thus reserved can be used to display other controls, such as game running controls, or to display relevant game information, so that the graphical user interface can flexibly implement different functions.
[0097] In one embodiment, the first game running scene may also have a second preset state, and the second preset state may be a state in which editing operations are not allowed. Exemplarily, in the first preset state, editing operation controls may be provided so that the user can perform editing operations through the editing operation controls. In the second preset state, editing operation controls may not be provided, so that the user cannot perform editing operations. Alternatively, in the second preset state, when the user performs an editing operation, the editing operation is invalidated, such as when the user moves the scene component model, the effect that the scene component model cannot be moved is displayed, and a prompt message "This operation cannot be performed, please switch to the first preset state first" may be presented. In this way, in the second preset state, the user can better perform operations other than editing, such as performing game running operations, without the occurrence of erroneous editing when performing game running operations.
[0098] In one embodiment, the first game running scene can be set to always be in one of a first preset state and a second preset state. For example, the first preset state can be a scene pause state, and the second preset state can be a scene running state. When the state of the first game running scene is switched, it can be switched from the scene pause state to the scene running state, or from the scene running state to the scene pause state, and there is no third state.
[0099] In one embodiment, in response to a state switching instruction in the first game running scene, the first game running scene is controlled to switch between different states. Exemplarily, if the state is currently in the first preset state, the state switching instruction is responded to and switched to the second preset state; if the state is currently in the second preset state, the state switching instruction is responded to and switched to the first preset state. Figure 5A The first game running scene 501 is currently in the scene pause state (reflected by the text message "World Paused"), and the user can operate the first state switching control 505 to switch the first game running scene 501 to the scene running state. Figure 5B As shown in the screen, the first game running scene 501 is in the scene running state (reflected by the text information of "world running"). If the user clicks the second state switching control 511, the first game running scene 501 can be returned to the scene pause state again.
[0100] In one embodiment, when entering the first game running scene, the first game running scene is set to be in a first preset state. For example, when switching from an edit mode or a running mode to a running mode supporting editing to enter the first game running scene, the first preset state can be initially defaulted, which is convenient for users to perform editing operations.
[0101] Figure 3The relationship between three modes and two preset states is shown. Among them, the target game map can be switched between the edit mode, the run mode, and the run mode supporting editing. The three modes can be three different run or edit environments. In the run mode supporting editing, a first game run scene is presented, which has a first preset state and a second preset state, and can be switched between the two preset states.
[0102] In one embodiment, in response to the edit save instruction, the map data of the target game map is updated according to the edit status information. In this way, when the target game map is subsequently loaded, the edited first game scene is displayed according to the updated map data. The edit save instruction is an instruction to instruct to save the edit status information persistently. The edit save instruction can be triggered by the first run stop instruction, such as automatically triggering the edit save instruction when exiting the first game run scene or exiting the run mode that supports editing. The edit save instruction can also be manually triggered by the user, such as Figure 5A As shown, a save control 508 is provided in the first game running scene 501, and the edit save instruction is triggered when the user operates the save control 508. It can also respond to specific conditions, such as triggering the edit save instruction when a specific time is reached. The specific time can be a periodic time, such as 5 minutes. In the first game running scene, the edit save instruction is automatically triggered every 5 minutes.
[0103] The map data of the target game map may be updated according to the editing state information. According to the sequence of different operation records in the editing state information (which may be the sequence of corresponding editing operations), the map data of the target game map may be added, deleted, modified, etc., thereby updating the map data of the target game map.
[0104] By using the above-mentioned method of updating map data, the target game map can be edited, and the overhead of the update process is low.
[0105] Continue to refer Figure 2 In step S230, in response to the deletion instruction of the first scene component, the first scene component is deleted from the first game scene, and at least part of the editing status information of the first scene component is saved.
[0106] The deletion instruction may be an instruction for a user to delete the first scene component, such as an instruction for a user to click a deletion control when the user selects the first scene component. When deleting the first scene component from the first game scene, the information of the first scene component is not completely deleted, but at least part of its editing state information is retained. If the deletion of the first scene component is subsequently undone, the saved editing state information can be used to quickly undone it.
[0107] The at least part of the editing state information is the editing state information required to undo a deletion, and may include all the editing state information, or may only include the editing state information of some attributes. Which editing state information to retain may be automatically determined by the game program (generally preset by the game developer), or may be specified by the user. For example, according to the game editing habits, all attributes of the scene component need to be restored when undoing a deletion, then the at least part of the editing state information includes all the editing state information. Alternatively, the basic attributes and physical attributes of the scene component are required when undoing a deletion, and the performance attributes do not need to be restored, then the at least part of the editing state information includes the editing state information of the basic attributes and physical attributes, but does not include the editing state information of the performance attributes.
[0108] In one embodiment, the editing status information of the first scene component can be stored in an entity. An entity is a basic unit in a game program and is a data set of a scene component. For example, each scene component in the first game scene can correspond to an entity. When a user generates a scene component in the first game scene, the game program will create a corresponding entity. The entity includes data such as the entity identifier and attributes of the scene component. The scene component displayed in the first game scene is the result of loading data in the entity and is a visual object mapped by the entity in the graphical user interface. When deleting the first scene component from the first game scene, its corresponding entity can be temporarily retained, thereby retaining the editing status information of the first scene component.
[0109] In one embodiment, the first game scene may be a first game running scene. The first game running scene is configured to execute running instructions. Running instructions refer to instructions with dynamic effects such as movement, appearance change, and form change based on pre-set game logic.
[0110] In one embodiment, the operation instruction may include but is not limited to at least one of the following:
[0111] (1) Environmental change instructions, such as instructions for changes in the background, weather, lighting, terrain, and other environmental factors of the first game running scene, such as when the environment changes from day to night at a certain time, or controlling the weather changes of the first game running scene based on the weather in the user's current area (provided that the user has authorized the game program to use his or her geographic location information).
[0112] (2) Operation instructions of scene components, such as movement instructions, appearance change instructions, etc. of scene components. In one embodiment, the operation instructions of scene components may further include non-physical drive operation instructions and inherent operation instructions.
[0113] Non-physical driven operation instructions refer to operation instructions driven by factors other than physical effects, and may include non-physical driven motion instructions and non-physical driven appearance change instructions. For example, a user may edit motion information for a scene component or a scene component, set the start condition of the motion information to a specific event or to a specific time, and set parameters such as motion path and motion speed. Then, in the first game running scene, when the specific event occurs or the specific event is reached, the scene component may move according to the set motion information. The motion process is not driven by physical effects, so it belongs to non-physical driven motion instructions. For another example, a user may edit appearance change information for a scene component or a scene component, set the condition of appearance change to a specific event or to a specific time, and set the appearance change method, the color after the change, and other information. Then, in the first game running scene, when the specific event occurs or the specific event is reached, the scene component may change in appearance according to the set appearance change information. The appearance change process is not driven by physical effects, so it belongs to non-physical driven appearance change instructions.
[0114] Some scene components in the game program have inherent operation instructions, and the scene components corresponding to these scene components also have inherent operation instructions. The inherent operation instructions of the scene components have the same meaning as the inherent operation instructions of the scene components, and are not specifically distinguished in this article. The inherent operation instructions are operation instructions set in the templated parameters of the scene components, and can be operation instructions pre-edited by game developers. For example, the gear component generated by the "gear" scene component control initially has the templated parameters corresponding to the "gear" scene component control, including the inherent operation instructions of rotation. Therefore, all gear components generated by the "gear" scene component control have the inherent operation instructions of rotation. The conveyor belt component generated by the "conveyor belt" scene component control initially has the templated parameters corresponding to the "conveyor belt" scene component control, including the inherent operation instructions of conveying motion. Therefore, all conveyor belt components generated by the "conveyor belt" scene component control have the inherent operation instructions of conveying motion. In one embodiment, the inherent operation instructions can be operation instructions that are not edited by the user, such as the user cannot edit new inherent operation instructions for the scene component, nor can the user delete or modify the inherent operation instructions of the scene component.
[0115] (3) Response instructions of scene components to interactive behaviors. Interactive behaviors may refer to direct or indirect contact between different scene components, or between scene components and controlled virtual objects, such as collisions, which produce certain effects. The instructions made by scene components under the drive of these effects are response instructions to interactive behaviors, such as instructions to move or deform due to collision, and to move due to being lifted. In one embodiment, it can be considered that the interactive behaviors produce physical effects on the scene components, and the response instructions to the interactive behaviors may be physical drive operation instructions, which do not belong to the motion attributes of the scene components.
[0116] In one embodiment, when the first game running scene is in the second preset state, the first game running scene is controlled to execute the first operation instruction. When the first game running scene is in the first preset state, the first game running scene is controlled not to execute the first operation instruction.
[0117] As mentioned above, the operation instruction refers to an instruction with dynamic effects such as movement, appearance change, and form change based on the preset game logic. In one embodiment, the operation instruction can be an operation instruction executed by the target game map in the running mode.
[0118] The first operation instruction is an operation instruction that is executed in the second preset state and not executed in the first preset state in the first game running scene. In the first preset state, the user needs to perform editing operations. If the first game running scene executes certain operation instructions, it may be inconvenient for the user to perform editing operations. Therefore, these operation instructions that are not suitable for execution in the first preset state are used as the first operation instructions, and the execution of the first operation instructions is suspended in the first preset state, so that the user can perform editing operations in a relatively static scene, which provides convenience for user operations. For example, in the first preset state, the scene components in the first game running scene are stationary, and it is easier for the user to select and perform editing operations such as moving and rotating. The first operation instruction can be specified by the user or automatically determined by the game program.
[0119] In one embodiment, when the first game running scene is in a first preset state and in a second preset state, the first game running scene is controlled to execute a second operation instruction.
[0120] Among them, the second operation instruction is an operation instruction executed by the first game running scene in both the first preset state and the second preset state. That is to say, in the first preset state, some operation instructions in the first game running scene can be maintained, and these operation instructions, namely the second operation instructions, usually do not have an adverse effect on the user's editing operation. In addition, maintaining the second operation instruction can make the first game running scene maintain a certain dynamic effect in the first preset state, so that the user can more intuitively see the actual operation effect of part of the target game map while performing editing operations.
[0121] For example, the second operation instruction may include an instruction for the environmental change of the first game running scene, such as an instruction for the change from day to night, an instruction for the change from sunny to rainy, etc. In the first preset state, the environmental change of the first game running scene can be maintained, which has almost no adverse effect on the user's editing operation. When the user performs the editing operation, he can see the actual environmental change effect of the target game map, which is conducive to the user to perform more accurate and high-quality editing. For example, the user can edit the state change of the light component model (such as from the light-off state to the light-on state) in a targeted manner according to the environmental change effect from day to night in the first game running scene.
[0122] The second operation instruction may be specified by the user or automatically determined by the game program. In one embodiment, the second operation instruction may be an operation instruction other than the first operation instruction. In other words, the first operation instruction plus the second operation instruction is equivalent to all operation instructions. In the second preset state, the first game running scene executes the first operation instruction and the second operation instruction, which is equivalent to executing all operation instructions.
[0123] In one embodiment, the first operation instruction includes at least one of the following: an operation instruction determined according to editing information of the target game map, and a non-specified operation instruction.
[0124] Among them, the editing information of the target game map may include historical editing information and / or current editing information. The historical editing information is the editing information determined by the editing operation on the target game map before entering the first game running scene this time. For example, before entering the running mode that supports editing, the user can edit the target game map in the editing mode (i.e., in the game editing scene) and obtain the corresponding historical editing information. The current editing information is the editing information determined according to the editing operation in the first game running scene after entering the first game running scene this time. In other words, the first operation instruction may include the operation instruction edited by the user. The operation instructions edited by the user include but are not limited to: environmental change instructions, non-physical drive operation instructions, such as non-physical drive motion instructions and non-physical drive appearance change instructions added by the user to the scene component through editing operations.
[0125] The non-specified operation instructions are operation instructions other than the specified operation instructions. For example, a user or a game developer can specify some operation instructions as the second operation instructions. Therefore, the second operation instructions usually account for a relatively low proportion of all the operation instructions, and it is more convenient to specify the second operation instructions. Correspondingly, the other operation instructions are the first operation instructions.
[0126] In one embodiment, the second operation instruction includes at least one of the following: an inherent operation instruction of a scene component in the first game running scene, and a specified operation instruction. Exemplarily, a user or a game developer can specify the inherent operation instructions of some scene components as the second operation instruction, and the unspecified inherent operation instructions and other types of operation instructions are the first operation instructions. For example, a whitelist can be set, and the user adds the operation instructions that he wants to maintain in the first preset state to the whitelist, and the operation instructions in the whitelist are the second operation instructions, and the operation instructions outside the whitelist are the first operation instructions.
[0127] The first operation instruction and the second operation instruction are described above. In the first preset state, the first game running scene executes the second operation instruction and does not execute the first operation instruction, which retains some dynamic effects of the target game map, which is conducive to users completing editing operations conveniently, accurately and with high quality. In the second preset state, the first game running scene executes the first operation instruction and the second operation instruction, realizing all dynamic effects of the target game map.
[0128] In one embodiment, the method for editing a game scene component further includes the following steps:
[0129] Determine the operation status information of the first scene component according to the operation instruction executed by the first scene component;
[0130] In response to the deletion instruction of the first scene component, the running status information of the first scene component is deleted.
[0131] For example, in the process of the first scene component executing the operation instruction, its operation status information, such as the position and angle of movement, is recorded. It should be understood that the operation status information is different from the editing status information, and the editing status information and the operation status information can be saved as two sets of data respectively. In response to the deletion instruction of the first scene component, the operation status information of the first scene component is deleted, so that there is no need to restore its operation status information when the deletion is subsequently undone. This can reduce the amount of data in the first game scene and avoid game logic errors and confusion perceived by users.
[0132] Continue to refer Figure 2 In step S240, in response to the undo delete instruction for the first scene component, the first scene component is restored in the first game scene according to at least part of the editing state information.
[0133] For example, when deleting the first scene component, all editing state information of the first scene component is saved, including properties such as position, size, color, motion information, etc. When undoing the deletion of the first scene component, the first scene component can be restored in the first game scene according to the saved editing state information, and the above-mentioned properties such as position, size, color, motion information, etc. can be restored, so that the first scene component is equivalent to the editing state before it was deleted.
[0134] In one embodiment, the method for editing a game scene component further includes:
[0135] In response to deleting the first scene component from the first game scene, a restoration control corresponding to the first scene component is provided.
[0136] The above-mentioned undo deletion instruction for the first scene component may include: an instruction triggered by a recovery control.
[0137] Among them, corresponding n restore controls may be provided for the n scene components that were recently deleted, where n represents the maximum number of undo operations. The user uses the restore control to undo the deletion operation of the corresponding scene component. Alternatively, only one restore control may be provided, through which the user can restore each scene component in the order of deletion.
[0138] In one embodiment, the above-mentioned providing a restoration control corresponding to the first scene component includes:
[0139] An identifier of the first scene component is added to the component recycling bar to serve as a recovery control corresponding to the first scene component.
[0140] The component recycling bar is a control bar that contains the recovery control. The identifier of the first scene component may include but is not limited to: the icon, name, and number of the first scene component. Fig. 6A As shown, in the component recycling bar 512 (i.e., the "temporary storage package"), multiple identifiers of recently deleted scene components are shown, including icons and names. For example, the first scene component is a floor. After deletion, the icon and name of the floor are added to the component recycling bar 512 as a recovery control corresponding to the first scene component. When the user clicks the icon of the floor in the component recycling bar 512, an undo deletion instruction for the first scene component can be triggered, so that the first scene component is restored to the first game scene.
[0141] In one embodiment, the method for editing a game scene component further includes:
[0142] If the component recycle bar is already full before the identifier of the first scene component is added, in response to adding the identifier of the first scene component in the component recycle bar, the identifier of at least one other scene component is removed from the component recycle bar, and at least part of the editing status information of at least one other scene component that has been saved is deleted.
[0143] Among them, there is an upper limit on the number of recovery controls that the component recycling bar can accommodate, such as Fig. 6A The component recycling bar 512 can accommodate up to 5 recovery controls. If there are already 5 recovery controls in the component recycling bar 512, it is in a full capacity state. When the user deletes the first scene component, it is necessary to remove the identifier of a scene component from the component recycling bar 512 to leave space for adding the identifier of the first scene component. Exemplarily, the identifier of the scene component on the left side of the component recycling bar 512 represents the most recently deleted scene component, and the identifier of the scene component on the right side represents the scene component deleted earlier. The identifier of the scene component with the earliest deletion time can be removed from the component recycling bar 512 each time, that is, the identifier of the rightmost scene component can be removed.
[0144] After removing the mark of a scene component from the component recycling bar, at least part of the previously saved editing status information of the scene component can be deleted, indicating that the scene component is completely deleted from the first game scene and cannot be restored by undoing the deletion.
[0145] In one embodiment, the above-mentioned instruction to delete the first scene component includes: an instruction to perform a deletion operation on multiple first scene components. Correspondingly, the above-mentioned adding an identifier of the first scene component in the component recycling bar may include: adding a preset identifier in the component recycling bar as an identifier of multiple first scene components.
[0146] Among them, the above-mentioned deletion instruction can be an instruction to delete multiple first scene components at one time, such as an operation instruction to select multiple first scene components and click the deletion control. If multiple first scene components are deleted at one time, these first scene components can be merged into one logo and added to the component recycling bar. For example, a preset logo (such as a preset icon) can be used, which is different from the logo of a single scene component and can indicate the situation of multiple first scene components. In addition, corresponding text can be added, such as "floor scene component, etc." to indicate that there are multiple first scene components.
[0147] The above preset identifier is used as a recovery control corresponding to multiple first scene components. The user can use the recovery control to undo the deletion of multiple first scene components at one time and quickly restore the multiple first scene components in the first game scene.
[0148] In one embodiment, the method for editing a game scene component further includes:
[0149] In response to a control switching instruction, a component control bar displayed in a graphical user interface is switched to a component recycling bar, or a component recycling bar displayed in a graphical user interface is switched to a component control bar; the component control bar includes one or more preset scene component controls; the scene component control is configured to generate a corresponding scene component in a first game scene in response to a trigger operation.
[0150] The component control bar and the component recycling bar can share the space in the graphical user interface to reduce space occupation. The user can switch between the component control bar and the component recycling bar through the control switching command. For example, refer to Fig. 6A and Figure 6B As shown, the component recycling bar 512 is currently displayed, and the user drags the component recycling bar 512 to the right to switch it to the component control bar 510. Alternatively, the component control bar 510 is currently displayed, and the user drags the component control bar 510 to the left to switch it to the component recycling bar 512.
[0151] In one embodiment, the method for editing a game scene component further includes:
[0152] If the multiple editing instructions are continuous editing instructions for the same scene component in the first game scene, the multiple editing instructions are merged into one revocable instruction; wherein the continuous editing instructions refer to editing instructions performed without changing the editing object;
[0153] In response to an undo edit command, undo an undoable command.
[0154] refer to Figure 7 As shown in the figure, during the editing process, the user first performs three editing operations X1, X2, and X3 on scene component A, then performs two editing operations Y1 and Y2 on scene component B, and then performs three editing operations Z1, Z2, and Z3 on scene component A. X1, X2, and X3 can be merged into a revocable instruction 1, Y1 and Y2 can be merged into a revocable instruction 2, and Z1, Z2, and Z3 can be merged into a revocable instruction 3. When revoking, if the user performs an undo editing operation, a revocable instruction will be correspondingly revoked. For example, if the user clicks the undo control once, the revocable instruction 3 merged by Z1, Z2, and Z3 can be revoked, which is equivalent to revoking three editing operations at one time, thereby improving editing efficiency, reducing the burden of real-time data refresh, and reducing the cost of correcting erroneous operations.
[0155] In one embodiment, in response to an undo edit instruction, undoing a revocable instruction includes:
[0156] In response to an undo edit command, the most recent undoable command is undone.
[0157] The editing time of the revocable instruction may be the latest editing time among the corresponding multiple consecutive editing instructions, that is, the editing time of the latest editing instruction. Figure 7 As shown in the figure, the revocable commands can be revoked in the order of the editing time of the revocable commands from the latest to the earliest. Fig. 6A or Figure 6B The undo control 509 in the figure cancels the undoable instruction 3, and clicking it again cancels the undoable instruction 2, and so on.
[0158] In one embodiment, two ways of undoing editing instructions are provided in the first game scene. In the first way, when deleting the first scene component, a corresponding recovery control is provided, such as adding an identification of the first scene component in the component recycling bar. The user can flexibly choose to restore a recently deleted scene component through the recovery control to realize the undo deletion instruction and quickly restore the editing status information of the scene component. When undoing the deletion, there is no need to undo other editing instructions after the deletion instruction. For example, after deleting scene component A, the user also edits scene component B. When restoring scene component A through the recovery control corresponding to scene component A, there is no need to undo the editing operation on scene component B. This greatly improves the editing flexibility. In the second way, an undo control is provided, and the user can undo the continuous editing instructions for the same scene component at one time through the undo control, and can undo the control through multiple operations, so that the first game scene can quickly rewind to the previous time node. By combining the two ways of undoing editing instructions, the user's editing and undoing editing operation process can be further simplified, and the editing efficiency can be improved.
[0159] In one embodiment, the method for editing a game scene component further includes: responding to an undo editing instruction for the first scene component, and displaying the first scene component after undoing the editing according to the undo editing instruction.
[0160] For example, after the user performs an editing instruction on the first scene component, the user can click the undo control to undo the previous editing instruction, thereby rolling back the first scene component to its previous state, and the first scene component after the undo editing can be displayed in the first game scene, that is, the first scene component rolled back to its previous state.
[0161] In one embodiment, the above-mentioned displaying the first scene component after undoing editing according to the undo editing instruction may include: determining the editing instruction to be undone according to the undo editing instruction, and displaying the first scene component of the target node; the target node is: the time node before the first scene component is edited according to the editing instruction to be undone.
[0162] For example, the user can choose which editing instruction to cancel, and does not need to cancel one by one in chronological order. For example, the user can select editing instruction T in the historical editing instruction list, and then determine that the editing instruction to be canceled is editing instruction T, and roll back the first scene component to the time node before editing by editing instruction T. This simplifies user operations and improves editing efficiency.
[0163] In one embodiment, the method for editing a game scene component further includes:
[0164] In response to receiving a synchronous undo edit instruction about the first scene component, the first scene component after undo edit is displayed according to the synchronous undo edit instruction. Wherein, the first game scene supports joint editing of multiple clients. In this case, the undo edit instruction performed on each client needs to be synchronized to other clients, thereby generating a synchronous undo edit instruction. Exemplarily, the synchronous undo edit instruction can be an instruction sent by the server to other clients instructing synchronous undo edit in response to the undo edit instruction on one client.
[0165] In one embodiment, the synchronous undo edit instruction is generated in the following manner:
[0166] In response to the second client currently co-editing the first game scene generating an undo edit instruction for the first scene component and satisfying a second preset condition, the second client or server generates a corresponding synchronous undo edit instruction according to the undo edit instruction.
[0167] For example, a second client issues an undo edit instruction for a first scene component. When a second preset condition is met, the second client may generate a corresponding synchronous undo edit instruction based on the undo edit instruction and send it to the first client and other clients other than the first client and the second client. Alternatively, the server may respond to the undo edit instruction of the second client, generate a corresponding synchronous undo edit instruction, and send it to the first client and other clients.
[0168] The second preset condition is a condition for the undo edit instruction to take effect, which may include but is not limited to at least one of the following: receiving a non-real-time update instruction; resetting the first game scene; reaching a second preset time, which may be a time determined by a game developer, user, or game program, such as a single test time of the first game scene (such as 30 seconds). The second preset time may be determined by a timer in the first game scene. In the first game scene, when the second preset time is reached, the synchronous undo edit instruction may be executed so that all clients participating in the joint editing can see the undo edit effect.
[0169] Exemplary, reference Figure 8As shown, after the undo editing command takes effect, a reset prompt message can be displayed, such as "Undo successful, reset map can take effect globally" as shown in the figure, to prompt the user to reset the first game scene, so that the undo editing command can be synchronized to all clients and take effect.
[0170] The exemplary embodiment of the present disclosure also provides an editing device for a game scene component. Fig. 9 As shown, the device 900 includes:
[0171] The scene display processing module 910 is configured to display a first game scene in a graphical user interface; the first game scene includes a scene component;
[0172] The editing processing module 920 is configured to respond to an editing instruction for a first scene component, determine editing information of the first scene component, and determine editing state information of the first scene component according to preset information and / or editing information of the first scene component; the first scene component is a scene component in the first game scene;
[0173] The deletion processing module 930 is configured to respond to a deletion instruction for the first scene component, delete the first scene component from the first game scene, and save at least part of the editing state information of the first scene component;
[0174] The undo delete processing module 940 is configured to respond to an undo delete instruction for the first scene component and restore the first scene component in the first game scene according to at least part of the editing state information.
[0175] In one embodiment, the device is further configured to: in response to deleting the first scene component from the first game scene, provide a recovery control corresponding to the first scene component; the undo deletion instruction for the first scene component includes: an instruction triggered by the recovery control.
[0176] In one embodiment, providing a recovery control corresponding to the first scene component includes: adding an identifier of the first scene component in a component recycling bar as a recovery control corresponding to the first scene component.
[0177] In one embodiment, the device is further configured to: if the component recycling bar is in a full capacity state before the identifier of the first scene component is added, then in response to adding the identifier of the first scene component in the component recycling bar, delete the identifier of at least one other scene component from the component recycling bar, and delete at least part of the saved editing status information of the at least one other scene component.
[0178] In one embodiment, the deletion instruction for the first scene component includes: an instruction to perform a deletion operation on multiple first scene components; adding an identifier of the first scene component in the component recycling bar includes: adding a preset identifier in the component recycling bar to serve as an identifier of the multiple first scene components.
[0179] In one embodiment, the device is also configured to: respond to a control switching instruction, switch the component control bar displayed in the graphical user interface to the component recycling bar, or switch the component recycling bar displayed in the graphical user interface to the component control bar; the component control bar includes one or more preset scene component controls; the scene component control is configured to generate a corresponding scene component in the first game scene in response to a trigger operation.
[0180] In one embodiment, the device is further configured to: if multiple editing instructions are continuous editing instructions for the same scene component in the first game scene, merge the multiple editing instructions into one revocable instruction; wherein, continuous editing instructions refer to editing instructions performed without changing the editing object; in response to one undo editing instruction, revoke one of the revocable instructions.
[0181] In one embodiment, responding to an undo edit instruction and undoing one of the revocable instructions includes: responding to an undo edit instruction and undoing the revocable instruction with the most recent editing time.
[0182] In one embodiment, the editing instruction includes a real-time editing instruction; the device is further configured to: respond to the real-time editing instruction for the first scene component, and display the edited first scene component according to the real-time editing instruction.
[0183] In one embodiment, the editing instructions include non-real-time editing instructions; the device is also configured to: in a case where a non-real-time editing instruction has been generated for the first scene component, in response to satisfying a first preset condition, display the edited first scene component according to the non-real-time editing instruction.
[0184] In one embodiment, the device is further configured to: in response to receiving a synchronous editing instruction regarding the first scene component, display the edited first scene component according to the synchronous editing instruction; the synchronous editing instruction is generated in the following manner: in response to a second client currently co-editing the first game scene generating a real-time editing instruction for the first scene component, the second client or server generates a corresponding synchronous editing instruction according to the real-time editing instruction; or in response to a second client currently co-editing the first game scene generating a non-real-time editing instruction for the first scene component and satisfying the first preset condition, the second client or server generates a corresponding synchronous editing instruction according to the non-real-time editing instruction.
[0185] In one embodiment, the device is further configured to: respond to an undo editing instruction for the first scene component, and display the first scene component after the editing is undone according to the undo editing instruction.
[0186] In one embodiment, displaying the first scene component after undoing editing according to the undo editing instruction includes: determining the editing instruction to be undone according to the undo editing instruction, and displaying the first scene component of the target node; the target node is: the time node before the first scene component is edited according to the editing instruction to be undone.
[0187] In one embodiment, the device is further configured to: in response to receiving a synchronous undo editing instruction regarding the first scene component, display the first scene component after undo editing according to the synchronous undo editing instruction; the synchronous undo editing instruction is generated in the following manner: in response to the second client currently co-editing the first game scene generating an undo editing instruction for the first scene component and satisfying a second preset condition, the second client or server generates a corresponding synchronous undo editing instruction according to the undo editing instruction.
[0188] In one embodiment, the first game scene is: a first game running scene formed by loading a target game map.
[0189] In one embodiment, the first game running scene is configured to execute operation instructions; the operation instructions include at least one of the following: environment change instructions of the first game running scene, operation instructions of at least one scene component in the first game running scene, and response instructions of at least one scene component in the first game running scene to interactive behaviors.
[0190] In one embodiment, the device is further configured to: determine the running status information of the first scene component according to the operation instruction executed by the first scene component; and delete the running status information of the first scene component in response to the deletion instruction of the first scene component.
[0191] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.
[0192] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.
[0193] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and when the computer program is executed by a processor, the method for editing the game scene component is implemented.
[0194] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing a computer program. The readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory, and the like.
[0195] In one embodiment, the computer program product may be an intangible product including a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as a digital file storing an executable file, an installation package, etc. of the computer program.
[0196] The code of the computer program can be written in one or more programming languages. Programming languages such as C language, Java, C++, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).
[0197] The computer program can be carried or transmitted by electrical, magnetic, optical, electromagnetic, infrared and other signals. The electronic device can convert the signal carrying the computer program into a digital signal, and then run the computer program. When the computer program is running on the electronic device, its code is used to make the electronic device execute (more specifically, the processor of the electronic device can be executed) the method steps of various exemplary embodiments of the present disclosure, such as the editing method of the above-mentioned game scene component, which includes the following steps: step S210, displaying the first game scene in the graphical user interface; the first game scene includes a scene component; step S220, responding to the editing instruction of the first scene component, determining the editing information of the first scene component, and determining the editing state information of the first scene component according to the preset information and / or editing information of the first scene component; the first scene component is a scene component in the first game scene; step S230, responding to the deletion instruction of the first scene component, deleting the first scene component from the first game scene, and saving at least part of the editing state information of the first scene component; step S240, responding to the undo deletion instruction of the first scene component, restoring the first scene component in the first game scene according to the above-mentioned at least part of the editing state information.
[0198] The above method steps are implemented by a computer program. When deleting the first scene component from the first game scene, at least part of the editing status information of the first scene component is saved. If the user cancels the deletion of the first scene component, the first scene component is restored in the first game scene according to the saved editing status information. On the one hand, compared with saving historical snapshots and other methods, saving at least part of the editing status information of the first scene component reduces the amount of data storage. When canceling the deletion, only the editing status information of the first scene component is restored without rolling back the entire first game scene, which reduces the amount of calculation, thereby reducing the implementation cost of the undo deletion operation and alleviating the pressure on the terminal device or server. On the other hand, the user can choose to cancel the deletion for a deleted first scene component without canceling the editing operation performed after deleting the first scene component, which simplifies the operation process, improves the user's editing flexibility, and is conducive to improving editing efficiency.
[0199] The exemplary embodiments of the present disclosure also provide an electronic device, such as the terminal device 110 or the server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as a computer program. The processor executes the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.
[0200] Reference below Fig.10 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Fig.10 The electronic device 1000 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0201] like Fig.10 As shown, the electronic device 1000 may include: a processor 1010 , a memory 1020 , a bus 1030 , an I / O (input / output) interface 1040 , a network adapter 1050 , and a display 1060 .
[0202] The memory 1020 may include a volatile memory, such as a RAM 1021, a cache unit 1022, and may also include a non-volatile memory, such as a ROM 1023. The memory 1020 may also include one or more program modules 1024, such program modules 1024 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 1024 may include each module in the above-mentioned device.
[0203] The processor 1010 may include one or more processing units. For example, the processor 1010 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.
[0204] Processor 1010 can be used to execute executable instructions stored in memory 1020, such as the above-mentioned method for editing game scene components, which includes the following steps: step S210, displaying a first game scene in a graphical user interface; the first game scene includes a scene component; step S220, responding to an editing instruction for the first scene component, determining editing information of the first scene component, and determining editing status information of the first scene component based on preset information and / or editing information of the first scene component; the first scene component is a scene component in the first game scene; step S230, responding to a deletion instruction for the first scene component, deleting the first scene component from the first game scene, and saving at least part of the editing status information of the first scene component; step S240, responding to an undo deletion instruction for the first scene component, restoring the first scene component in the first game scene based on the above-mentioned at least part of the editing status information.
[0205] The above method steps are executed by processor 1010. When deleting the first scene component from the first game scene, at least part of the editing status information of the first scene component is saved. If the user cancels the deletion of the first scene component, the first scene component is restored in the first game scene according to the saved editing status information. On the one hand, compared with saving historical snapshots and other methods, saving at least part of the editing status information of the first scene component reduces the amount of data storage. When canceling the deletion, only the editing status information of the first scene component is restored, and there is no need to roll back the entire first game scene, which reduces the amount of calculation, thereby reducing the implementation cost of the undo deletion operation and alleviating the pressure on the terminal device or server. On the other hand, the user can choose to cancel the deletion for a deleted first scene component without canceling the editing operation performed after deleting the first scene component, which simplifies the operation process, improves the flexibility of user editing, and is conducive to improving editing efficiency.
[0206] The bus 1030 is used to realize the connection between different components of the electronic device 1000, and may include a data bus, an address bus, and a control bus.
[0207] The electronic device 1000 can communicate with one or more external devices 1100 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 1040 .
[0208] The electronic device 1000 can communicate with one or more networks through the network adapter 1050. For example, the network adapter 1050 can provide mobile communication solutions such as 3G / 4G / 5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 1050 can communicate with other modules of the electronic device 1000 through the bus 1030.
[0209] The electronic device 1000 may display a graphical user interface through the display 1060 , such as displaying a first game scene.
[0210] although Fig.10 Not shown, other hardware and / or software modules may also be provided in the electronic device 1000, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0211] As can be seen from the above, the technical solution of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software, such as being respectively referred to as a "circuit", "module" or "system".
[0212] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and any variations, uses or adaptive changes of the present disclosure should be covered, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the technical field that are not disclosed in the present disclosure.
Claims
1. A method for editing a game scene component, characterized in that: The method comprises: Displaying a first game scene in a graphical user interface; the first game scene includes a scene component; In response to an editing instruction for a first scene component, determining editing information of the first scene component, and determining editing state information of the first scene component according to preset information and / or editing information of the first scene component; the first scene component is a scene component in the first game scene; In response to a deletion instruction for the first scene component, the first scene component is deleted from the first game scene, and at least part of the editing state information of the first scene component is saved; In response to an undo delete instruction for the first scene component, the first scene component is restored in the first game scene based on the at least partial editing state information.
2. The method according to claim 1, characterized in that The method further comprises: In response to deleting the first scene component from the first game scene, providing a restoration control corresponding to the first scene component; The undo deletion instruction for the first scene component includes: an instruction triggered by the restore control.
3. The method according to claim 2, characterized in that The providing a restoration control corresponding to the first scene component includes: An identifier of the first scene component is added to the component recycling column to serve as a recovery control corresponding to the first scene component.
4. The method according to claim 3, characterized in that The method further comprises: If the component recycling bar is already in a full capacity state before the identifier of the first scene component is added, in response to adding the identifier of the first scene component in the component recycling bar, the identifier of at least one other scene component is deleted from the component recycling bar, and at least part of the saved editing status information of the at least one other scene component is deleted.
5. The method according to claim 3, characterized in that: The instruction to delete the first scene component includes: an instruction to perform a deletion operation on multiple first scene components; The step of adding the identifier of the first scene component in the component recycling column includes: A preset identifier is added to the component recycling column to serve as an identifier of the multiple first scene components.
6. The method according to claim 3, characterized in that: The method further comprises: In response to a control switching instruction, the component control bar displayed in the graphical user interface is switched to the component recycling bar, or the component recycling bar displayed in the graphical user interface is switched to the component control bar; the component control bar includes one or more preset scene component controls; the scene component control is configured to generate a corresponding scene component in the first game scene in response to a trigger operation.
7. The method according to claim 1, characterized in that The method further comprises: If the multiple editing instructions are continuous editing instructions for the same scene component in the first game scene, the multiple editing instructions are merged into one revocable instruction; wherein the continuous editing instructions refer to editing instructions performed without changing the editing object; In response to an undo edit instruction, one of the undoable instructions is undoed.
8. The method according to claim 7, characterized in that The responding to an undo edit instruction once, undoing one of the undoable instructions, comprises: In response to an undo edit instruction, the undoable instruction with the most recent editing time is undoed.
9. The method according to claim 1, characterized in that: The editing instruction includes a real-time editing instruction; the method further includes: In response to a real-time editing instruction for the first scene component, the edited first scene component is displayed according to the real-time editing instruction.
10. The method according to claim 1, characterized in that The editing instruction includes a non-real-time editing instruction; the method further includes: In a case where a non-real-time editing instruction has been generated for the first scene component, in response to satisfying a first preset condition, the edited first scene component is displayed according to the non-real-time editing instruction.
11. The method according to claim 9 or 10, characterized in that: The method further comprises: In response to receiving a synchronous editing instruction regarding the first scene component, displaying the edited first scene component according to the synchronous editing instruction; The synchronous editing instruction is generated in the following manner: In response to a second client currently co-editing the first game scene generating a real-time editing instruction for the first scene component, the second client or server generates a corresponding synchronous editing instruction according to the real-time editing instruction; or In response to the second client currently co-editing the first game scene generating a non-real-time editing instruction for the first scene component and satisfying the first preset condition, the second client or server generates a corresponding synchronous editing instruction based on the non-real-time editing instruction.
12. The method according to claim 1, characterized in that The method further comprises: In response to an undo editing instruction for the first scene component, the first scene component after the editing is undone is displayed according to the undo editing instruction.
13. The method according to claim 12, characterized in that The step of displaying the first scene component after undoing the editing according to the undo editing instruction comprises: The editing instruction to be undone is determined according to the undo editing instruction, and the first scene component of the target node is displayed; the target node is: a time node before the first scene component is edited according to the editing instruction to be undone.
14. The method according to claim 12, characterized in that The method further comprises: In response to receiving a synchronous undo editing instruction regarding the first scene component, displaying the first scene component after undoing editing according to the synchronous undo editing instruction; The synchronous undo editing instruction is generated in the following manner: In response to the second client currently co-editing the first game scene generating an undo edit instruction for the first scene component and satisfying a second preset condition, the second client or server generates a corresponding synchronous undo edit instruction according to the undo edit instruction.
15. The method according to claim 1, characterized in that The first game scene is: a first game running scene formed by loading a target game map.
16. The method according to claim 15, characterized in that The first game running scene is configured to execute operation instructions; the operation instructions include at least one of the following: environment change instructions of the first game running scene, operation instructions of at least one scene component in the first game running scene, and response instructions of at least one scene component in the first game running scene to interactive behaviors.
17. The method according to claim 16, characterized in that The method further comprises: Determining the operation status information of the first scene component according to the operation instruction executed by the first scene component; In response to the deletion instruction for the first scene component, the running status information of the first scene component is deleted.
18. A device for editing a game scene component, characterized in that: The device comprises: A scene display processing module is configured to display a first game scene in a graphical user interface; the first game scene includes a scene component; The editing processing module is configured to respond to an editing instruction for a first scene component, determine editing information of the first scene component, and determine editing state information of the first scene component according to preset information and / or editing information of the first scene component; the first scene component is a scene component in the first game scene; A deletion processing module, configured to respond to a deletion instruction for the first scene component, delete the first scene component from the first game scene, and save at least part of the editing state information of the first scene component; The undo delete processing module is configured to respond to the undo delete instruction of the first scene component and restore the first scene component in the first game scene according to the at least part of the editing state information.
19. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 17 is implemented.
20. An electronic device, characterized in that: include: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 17 by executing the executable instructions.
