Game scene component editing method and device, program product and electronic equipment

By providing a graphical user interface in the game scene, allowing users to quickly switch and edit scene components and motion nodes, the complexity of editing motion information in the existing technology is solved, efficient and intuitive motion information editing is achieved, and diverse effects are supported.

CN119113523APending Publication Date: 2024-12-13NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411440375.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-15
Publication Date
2024-12-13

AI Technical Summary

Technical Problem

In the existing game editing functions, the motion information operation process of editing scene components is complex and not intuitive, making it difficult for users to achieve diversified motion effects.

Method used

By providing a graphical user interface, it allows users to quickly switch between the target scene component and their motion nodes in the game scene, and obtain and update motion information in response to editing instructions, simplifying the editing process and improving editing intuitiveness and freedom.

Benefits of technology

It realizes rapid editing object switching between the target scene component and the motion node, simplifies the operation process, improves editing efficiency, enhances editing intuitiveness and freedom, and can achieve ideal results with fewer editing times, and supports variety. .

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Abstract

The invention provides a game scene component editing method and device, a program product and electronic equipment, and relates to the technical field of computers and games. The method comprises the following steps: displaying a first game scene in a graphical user interface; the first game scene comprises a scene component; under the condition that a target scene component in the first game scene is taken as a current editing object, responding to the condition that a first preset condition is met, and switching the current editing object from the target scene component to at least one target motion node in motion nodes of the target scene component; the motion node comprises at least one of the following: a first motion node in a motion path of the target scene component; a second motion node in the displacement triggering function of the target scene component; responding to a first editing instruction for the target motion node, and obtaining first editing information; and updating the motion information of the target scene component according to the first editing information. The operation process of editing the motion information is simplified, and the editing efficiency is improved.
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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 editing functions to support users to edit game maps or scenes. For example, users can edit the properties of scene components in the game scene. However, in the current game editing function, if the user wants to edit the motion information of the scene component, the related operation process is relatively complicated. 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 that the operation process of editing motion information in a game is relatively complicated.

[0004] According to a first aspect of the present disclosure, a method for editing a game scene component is provided, and a graphical user interface is provided through a terminal device; the method comprises: displaying a first game scene in the graphical user interface; the first game scene comprises a scene component; in a case where a target scene component in the first game scene is a current editing object, in response to satisfying a first preset condition, switching the current editing object from the target scene component to at least one target motion node among the motion nodes of the target scene component; the motion node comprises at least one of the following: a first motion node in a motion path of the target scene component; a second motion node in a displacement trigger function of the target scene component, the displacement trigger function being used to trigger displacement of a virtual object other than the target scene component; acquiring first editing information in response to a first editing instruction to the target motion node; and updating the motion information of the target scene component according to the first editing information.

[0005] According to a second aspect of the present disclosure, there is provided an editing device for a game scene component, which provides a graphical user interface through a terminal device; the device comprises: a game scene display processing module, configured to display a first game scene in the graphical user interface; the first game scene comprises a scene component; an editing object switching processing module, configured to, in a case where a target scene component in the first game scene is the current editing object, switch the current editing object from the target scene component to at least one target motion node among the motion nodes of the target scene component in response to satisfying a first preset condition; the motion node comprises at least one of the following: a first motion node in the motion path of the target scene component; a second motion node in a displacement trigger function of the target scene component, the displacement trigger function being used to trigger displacement of a virtual object other than the target scene component; a motion node editing processing module, configured to obtain first editing information in response to a first editing instruction to the target motion node; and a component information updating processing module, configured to update the motion information of the target scene component according to the first editing 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] On the one hand, the effect of quickly switching the editing object between the target scene component and its motion node is achieved. When the user is currently editing the target scene component, he can easily switch to the state of editing the target motion node and edit the target motion node, which simplifies the operation process of editing motion information and improves editing efficiency. On the other hand, the way of editing motion nodes is more intuitive, and the user can see the state of the edited intermediate motion node or the motion end point, which is conducive to obtaining the ideal result with fewer editing times, and the editing freedom is high, which is conducive to achieving diversified motion effects. 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 scene in a scene pause state in this exemplary embodiment;

[0015] Figure 5B A schematic diagram showing a first game scene in a scene running state in this exemplary embodiment;

[0016] Figure 5C A schematic diagram showing another first game scene in the present exemplary embodiment in a scene pause state;

[0017] Fig. 6A A schematic diagram showing a method of editing a first component model in this exemplary embodiment;

[0018] Figure 6B A schematic diagram showing a method of switching a currently edited object in this exemplary embodiment is shown;

[0019] Fig. 7A A schematic diagram showing a method of selecting a target scene component by selecting a marker in this exemplary embodiment;

[0020] Figure 7B A schematic diagram showing a method of editing a second component model in this exemplary embodiment;

[0021] Figure 7C Another schematic diagram showing switching of the currently edited object in this exemplary embodiment;

[0022] Fig.7D A schematic diagram showing a property setting interface in this exemplary embodiment;

[0023] Fig. 8A Another schematic diagram showing selecting a target scene component by selecting an identifier in this exemplary embodiment;

[0024] Figure 8B A schematic diagram showing a motion path display control in this exemplary embodiment;

[0025] Figure 8C A schematic diagram showing a method of adding a new motion path in this exemplary embodiment is shown;

[0026] Fig.8DA schematic diagram showing a motion path and a first motion node in this exemplary embodiment is shown;

[0027] Fig. 8E A schematic diagram showing a method of selecting a target motion node through a motion node selection control in this exemplary embodiment;

[0028] Fig.8F Another schematic diagram showing selecting a target motion node through a motion node selection control in this exemplary embodiment is shown;

[0029] Fig. 9 A schematic diagram showing the structure of an editing device for a game scene component in this exemplary embodiment;

[0030] Fig.10 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION

[0031] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0032] 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.

[0033] In the current game editing function, if you want to edit the motion information of a scene component, you generally need to enter the property interface of the scene component and modify the relevant motion parameters to achieve the effect of editing the motion information. The operation process is relatively complicated, and the method of modifying parameters is not intuitive enough. Users often need to modify parameters repeatedly to achieve the desired results. In addition, the editing freedom is low, and it is impossible to achieve a variety of motion effects.

[0034] 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.

[0035] 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.

[0036] 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.

[0037] 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.

[0038] 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.

[0039] 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.

[0040] Figure 2 The schematic flow of the method for editing a game scene component is shown, which may include the following steps:

[0041] Step S210, displaying a first game scene in a graphical user interface; the first game scene includes a scene component;

[0042] Step S220, in the case where the target scene component in the first game scene is the current editing object, in response to satisfying the first preset condition, the current editing object is switched from the target scene component to at least one target motion node in the motion nodes of the target scene component; the motion node includes at least one of the following: a first motion node in the motion path of the target scene component; a second motion node in the displacement trigger function of the target scene component, the displacement trigger function being used to trigger the displacement of a virtual object other than the target scene component;

[0043] Step S230, responding to a first editing instruction for the target motion node, obtaining first editing information;

[0044] Step S240: updating the motion information of the target scene component according to the first editing information.

[0045] exist Figure 2 In the method shown, on the one hand, the effect of quickly switching the editing object between the target scene component and its motion node is achieved. When the user is currently editing the target scene component, he can easily switch to the state of editing the target motion node and edit the target motion node, which simplifies the operation process of editing motion information and improves editing efficiency. On the other hand, the way of editing motion nodes is more intuitive, and the user can see the state of the edited intermediate motion node or the motion end point, which is conducive to obtaining the ideal result with fewer editing times, and the editing freedom is high, which is conducive to achieving diversified motion effects.

[0046] Below Figure 2 Provide detailed instructions for each step.

[0047] 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.

[0048] 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.

[0049] 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.

[0050] 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 component at that position.

[0051] The scene component control is configured with corresponding preset component parameters, and the preset information can be preset values ​​of one or more scene component parameters (or attributes), such as preset values ​​of one or more parameters including shape, color, texture, transparency, material, size, direction, physical properties, etc. If a scene component is generated through a scene component control, the preset component parameters 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 parameter 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 parameters can be modified, such as changing its size through a scaling operation, changing its direction through a rotation operation, and changing its color and transparency through a color setting operation, so as to form a more diverse scene component.

[0052] The game program may come with a scene component control, such as a game developer pre-editing the preset component parameters 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 model a non-templated scene component, save it as a scene component control, and save the corresponding preset component parameters. In one embodiment, the user may be allowed to edit and update the scene component control, such as modifying the preset component parameters corresponding to the scene component control and saving them. When the scene component is subsequently generated through the scene component control, the updated preset component parameters may be called to generate the scene component.

[0053] 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.

[0054] Several loading modes of the game map involved in this exemplary embodiment are described below.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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, a second game run scene may be displayed in the game program, which is a scene formed by loading the target game map in run mode. In run mode, the second game run scene supports game run operations, but does not support user editing. For example, users 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 scene components.

[0059] 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.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] 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.

[0065] 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.

[0066] 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.

[0067] 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 4A 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.

[0068] 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.

[0069] 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.

[0070] 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 scene 501 (i.e., the first game running scene) 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 scene 501.

[0071] 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.

[0072] 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.

[0073] 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.

[0074] 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 scene 501 is displayed, an exit control is provided. When the user clicks or long presses the exit control, a first run stop instruction is generated, triggering the exit from the first game 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.

[0075] 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. For example, in the second game operation scene, a corresponding exit control can also be provided, and when the user clicks or long presses, the second operation stop instruction is generated, triggering the exit from the second game operation scene and returning to the game editing scene or the first game operation scene, such as exiting the operation mode and returning to the editing mode or the operation mode supporting editing.

[0076] 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.

[0077] 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.

[0078] 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 and a switch component. Figure 5A The first game scene 501 shown includes two scene component models, namely a block component model and a switch component model. Figure 5A The block component model in Figure 4 Corresponding to the block components in, Figure 5AThe switch component model in Figure 4 Corresponding to the switch component in. 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 instructions and can be a static object. In the operation mode that supports editing, the scene component model executes the operation instructions and can be a dynamic object. In this article, unless otherwise specified, no special distinction is made between scene components and scene component models. For example, the scene component in step S210 may include a scene component model.

[0079] Continue to refer Figure 2 In step S220, when the target scene component in the first game scene is the current editing object, in response to satisfying the first preset condition, the current editing object is switched from the target scene component to at least one target motion node in the motion nodes of the target scene component; the motion node includes at least one of the following: a first motion node in the motion path of the target scene component; a second motion node in the displacement trigger function of the target scene component, and the displacement trigger function is used to trigger the displacement of virtual objects other than the target scene component.

[0080] As mentioned above, the first game scene supports user editing. The user can edit any one or more editable virtual elements (including scene components or parts of scene components) in the first game scene as the current editing object. For example, the user can select one or more virtual elements by clicking, long pressing, box selection, etc., and use them as the current editing object. When the current editing object is determined, the user can edit the current editing object. For example, when the current editing object is determined, an editing control for the current editing object is provided, and the user can edit the current editing object through the editing control. In one embodiment, the user cannot edit virtual elements other than the current editing object. In other words, if you want to edit a virtual element, you need to first determine the virtual element as the current editing object.

[0081] In one implementation, the current editing object may be highlighted, such as by highlighting, to distinguish it from other virtual elements, so that the user can intuitively see the current editing object.

[0082] The target scene component may be an existing scene component in the first game scene, or may be a scene component edited and generated in the first game scene during the current editing process. The target scene component may have one or more motion nodes, and the motion node is used to represent the initial, intermediate or final position or state in the motion information of the target scene component.

[0083] In one embodiment, the target scene component can have a motion path, and the motion path is the path of the target scene component's own motion. Exemplary, in response to the trigger event corresponding to the motion path, the target scene component is controlled to move according to the motion path. The motion node in the motion path is called the first motion node, which can be an intermediate node or a terminal point in the motion path, etc. For example, when the user edits the motion path of the target scene component, the motion path can be set to a mode of motion along a waypoint (waypoint is a motion node), and one or more first motion nodes can be added, and the game program can generate a motion path according to these first motion nodes, such as two adjacent first motion nodes can be connected by a straight line to form a motion path. Or, the user can edit the motion path of the target scene component in a non-waypoint manner, and the game program can automatically determine one or more first motion nodes in the motion path.

[0084] In one embodiment, the target scene component may have a displacement triggering function, which is used to trigger the displacement of virtual objects other than the target scene component. The motion node in the displacement triggering function is called the second motion node, which can be an intermediate node or end point of the displacement process triggered by the displacement triggering function. Exemplarily, the target scene component can be a portal component, which has a displacement triggering function. When other virtual objects (such as controlled virtual objects, or other player characters) contact the portal component, they will be transmitted to the corresponding end point, which is the second motion node. Alternatively, the target scene component can be a mechanism component, which has a displacement triggering function. When the mechanism component is turned on, it can trigger the vehicle bound to the mechanism component to start driving, and the intermediate node or end point of the driving process is the second motion node. It should be understood that the displacement process triggered by the displacement triggering function can be completed gradually or instantly. For example, when the portal component transmits other virtual objects, other virtual objects can gradually move to the transmission end point or instantly move to the transmission end point.

[0085] As can be seen from the above, the motion node is essentially position information or state information. In one embodiment, one or more motion nodes of the target scene component can be displayed in a visual manner in the first game scene. The motion node displayed in the first game scene can be a virtual model with a specific appearance. For example, the motion node displayed in the first game scene can be a first visualization node object, which is used to represent the position information, such as a virtual model that can be a point or a sphere. Or, the motion node displayed in the first game scene can be a second visualization node object, which is used to represent the position information and the state information. It should be noted that during the motion process of the virtual object, it is not only a change in position, but also a certain state change can occur at the same time, such as rotating while moving to produce a change in direction, or scaling to produce a change in size, or deforming to produce a change in shape, or changing color to produce a color change. The state information can include the direction, size, shape, color and other states of the virtual object when it moves to the motion node. In one embodiment, the second visualization node object corresponding to the first motion node of the target scene component displayed in the first game scene may be a virtual model generated according to the attribute parameters of the target scene component, which may have the same or similar appearance as the target scene component. For example, the second visualization node object is a virtual model formed by adding a certain degree of transparency based on the appearance attribute parameters such as shape and size of the target scene component. Its shape and size are the same as those of the target scene component, but it is more transparent.

[0086] In one implementation, the first game scene may have different states.

[0087] In one embodiment, when the first game scene is in the first preset state, in response to the second editing instruction of the target scene component, the second editing information of the target scene component is determined. Wherein, the second editing instruction is an instruction for the user to perform an editing operation on the scene component, and the second editing information is the corresponding editing information determined according to the second editing instruction. For example, the second editing instruction is an instruction to move, rotate, and scale the target scene component, and the second editing information is the corresponding edited position, angle, and size information. The first preset state may be a state in which editing operations are allowed. In one embodiment, when the first game scene is not in the first preset state, editing operations may not be allowed in the first game scene. In this way, when the user needs to perform editing operations in the first game scene, the first game 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 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.

[0088] In one embodiment, when the first game 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 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.

[0089] In one embodiment, the first game 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, an editing operation control may be provided so that the user can perform editing operations through the editing operation control. In the second preset state, the editing operation control 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 target scene component, the effect that the target scene component 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.

[0090] In one embodiment, the first game 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 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.

[0091] In one embodiment, in response to a state switching instruction in the first game scene, the first game 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 scene 501 shown is currently in the scene pause state (reflected as the text information of "initial state"). The user can click the control next to "initial state" (in the scene pause state, the control is a play control, and in the scene running state, the control is a pause control) to switch the first game scene 501 to the scene running state. Figure 5B (The scene running status is reflected as the text information of "running mode"). The user can then switch to the scene pause state, such as Figure 5CAs shown (the scene pause state is reflected as the text information of "pause mode", and both "initial state" and "pause mode" belong to the scene pause state).

[0092] In one embodiment, when entering the first game scene, the first game scene is set to be in a first preset state. For example, when switching from the edit mode or the run mode to the run mode supporting editing to enter the first game scene, the first preset state (such as Figure 5A The “initial state” shown in the figure makes it easier for users to perform editing operations.

[0093] Figure 3 The 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 scene is presented, which has a first preset state and a second preset state, and can be switched between the two preset states.

[0094] In one embodiment, when the first game scene is in the first preset state, the target scene component can be selected as the current editing object, and steps S220 and S230 are executed.

[0095] In one embodiment, when the first game scene is not in the first preset state, the target scene component cannot be selected as the current editing object, and it is also impossible to switch to the target motion node as the current editing object, so steps S220 and S230 cannot be performed.

[0096] The first preset condition is a condition for triggering the switching of the current editing object. When the target scene component is the current editing object, the response to satisfying the first preset condition can quickly switch to the target motion node as the current editing object, so that the user can conveniently switch between editing the scene component and editing its motion node, simplifying the operation process. The target motion node can be any one or more motion nodes of the target scene component, and can be determined according to the specific operation in the process of switching the current editing object, the motion information of the target scene component, etc. For example, if the target scene component has only one motion node, the motion node is used as the target motion node.

[0097] In one implementation, the first preset condition includes: receiving a first preset instruction, wherein the first preset instruction may be a user operation instruction or an instruction automatically generated by a game program.

[0098] In one embodiment, the first preset instruction may be an instruction generated by a user operation. For example, when the target scene component is the current editing object, an edit switch control is provided, and the first preset instruction may be an instruction generated by the user operating the edit switch control (such as clicking the edit switch control). In this way, the user can switch the current editing object to the target motion node through one operation, which is very convenient.

[0099] In one embodiment, the first preset instruction includes: an editing completion instruction for the target scene component. For example, when the editing operation for the target scene component is completed (such as when the user's finger leaves the touch screen), the editing completion instruction can be triggered. Alternatively, after editing the target scene component, if a confirmation operation is performed, the editing completion instruction can be triggered.

[0100] In one embodiment, the editing completion instruction includes: a component generation completion instruction. In the above case where the target scene component in the first game scene is the current editing object, in response to satisfying the first preset condition, switching the current editing object from the target scene component to at least one target motion node among the motion nodes of the target scene component may include: in the process of generating the target scene component in the first game scene according to the component generation instruction, in response to the component generation completion instruction, switching the current editing object from the target scene component to at least one target motion node among the motion nodes of the target scene component.

[0101] Wherein, the component generation instruction is an operation instruction for generating a scene component in the first game scene. The editing process of generating the target scene component according to the component generation instruction can be regarded as an editing process with the target scene component as the current editing object, and the editing process satisfies the condition of taking the target scene component as the current editing object. When the editing process is completed, if the user performs an operation to confirm the generation of the target scene component, a component generation completion instruction is generated, triggering the current editing object to be switched from the target scene component to the target motion node. In this way, after the target scene component is generated, the editing link of the motion node for the target scene component can be quickly entered, so that the user can easily edit the motion node.

[0102] In one embodiment, the above-mentioned generating a target scene component in the first game scene according to a component generation instruction may include: responding to a component generation instruction triggered by a target scene component control among multiple scene component controls, generating a target scene component in the first game scene, and setting a displacement trigger function of the target scene component according to preset component parameters corresponding to the target scene component control.

[0103] As mentioned above, the scene component control is a control for quickly generating a scene component. In the case of displaying the first game scene, multiple scene component controls may be provided. Exemplarily, a scene component control bar may be displayed in the graphical user interface, and the scene component control bar includes multiple scene component controls. Fig. 6A The scene component control bar 505 (i.e., "component package") in the game includes multiple scene component controls, such as "block", "floor", "table", "ring", "portal" and other scene component controls. The user can generate the corresponding scene component by using one or more of the scene component controls. The scene component used by the user is the target scene component control, and the user's operation process can trigger the component generation instruction. For example, the user can click or drag the "portal" control to determine that the "portal" control is the target scene component control, and the click or drag operation triggers the component generation instruction. In this way, a portal component, i.e., the target scene component, is generated in the first game scene.

[0104] In one embodiment, the above-mentioned response to the component generation instruction triggered by the target scene component control in the multiple scene component controls to generate the target scene component in the first game scene may include the following steps:

[0105] In response to a trigger instruction for a target scene component control, a first component model is displayed in a first game scene; the first component model is a virtual model generated according to preset component parameters corresponding to the target scene component control;

[0106] edit the first component model according to a second editing instruction for the first component model;

[0107] In response to the component generation completion instruction, a target scene component is generated according to the edited first component model.

[0108] Among them, the first component model is a temporary virtual object that replaces the target scene component in the process of generating the target scene component. The first component model may only have appearance attributes, but not other attributes such as physics. When the user operates to generate the target scene component, the operation may eventually be canceled, that is, the target scene component may not be generated in the end. During the operation, the game program can use the first component model to represent the target scene component to be generated. Compared with the target scene component, its data is simpler, which is conducive to reducing the amount of data during the operation, and if the user eventually cancels the operation, the process of destroying the first component model is also relatively simple.

[0109] As mentioned above, the scene component control is configured with preset component parameters, which may include preset appearance attribute parameters, such as shape, color, size and other parameters. These appearance attribute parameters determine the initial appearance of the scene component generated using the scene component control. The appearance attributes of the first component model can be determined according to the preset component parameters corresponding to the target scene component control, or more specifically, according to the appearance attribute parameters in the preset component parameters. The first component model and the target scene component may have the same or similar appearance, such as the same shape and size but different colors. For example, an overall blue color effect can be applied on the basis of the appearance of the target scene component to obtain the first component model. For the user, operating the first component model is equivalent to operating the target scene component. Therefore, the process of operating the first component model can be regarded as taking the target scene component as the current editing object.

[0110] The trigger instruction for the target scene component control can be generated by a click or long press operation, triggering the display of the first component model in the first game scene. The second editing instruction is an editing instruction for the first component model. The user can edit the target scene component to be generated by editing the first component model.

[0111] In one embodiment, the second editing instruction for the first component model may be an operation instruction directly acting on the first component model. For example, the user may drag the first component model to move, rotate or scale, thereby editing the position, angle or size of the first component model.

[0112] In one embodiment, a controlled virtual object is provided in the first game scene, and the controlled virtual object is configured to be controlled by a terminal device. The above-mentioned editing of the first component model according to the second editing instruction for the first component model may include: controlling the first component model to move according to the control instruction for the controlled virtual object. In other words, the user may not directly operate the first component model, but indirectly operate the first component model by controlling the controlled virtual object. Exemplarily, the first component model is controlled to move according to the movement instruction for the controlled virtual object, and the first component model is controlled to move or rotate according to the rotation instruction for the controlled virtual object. In addition, the distance between the controlled virtual object and the first component model may be adjusted, and the first component model may be controlled to move thereby.

[0113] For example, in the process of editing the first component model and generating the target scene component by controlling the controlled virtual object, the controlled virtual object and the first component model can be bound so that the orientation relationship between the two is fixed. The controlled virtual object can be controlled to move according to the movement instruction for the controlled virtual object, thereby indirectly controlling the movement of the first component model; the controlled virtual object can be controlled to rotate according to the rotation instruction for the controlled virtual object, thereby indirectly controlling the first component model to perform a circular motion with the controlled virtual object as the center. In addition, the distance between the controlled virtual object and the first component model can also be adjusted, such as setting a distance adjustment control, and the user operates the control to make the first component model move closer or farther relative to the controlled virtual object. The angle of the first component model itself can also be adjusted, such as setting an angle adjustment control, and the user operates the control to make the first component model rotate relative to its own axis. The size of the first component model can also be adjusted, such as setting a size adjustment control, and the user operates the control to make the size of the first component model change. Therefore, in the process of generating the target scene component, the initial state of the target scene component is adjusted by adjusting the first component model to generate a scene component that meets the user's expectations.

[0114] After the editing operation on the first component model is completed, a component generation completion instruction can be generated. The instruction can be an instruction generated by the confirmation operation performed by the user during the second editing instruction, or an instruction automatically generated when the user ends the second editing instruction. For example, when the user drags the first component model to move or rotate, if the finger leaves the touch screen, it indicates that the operation is completed, and the component generation completion instruction is triggered.

[0115] The component generation completion instruction can trigger the generation of the target scene component according to the edited first component model. For example, the target scene component is generated at the position of the first component model, and the target scene component is generated according to the angle and size of the first component model, so that the angle and size of the target scene component are the same as those of the first component model. When generating the target scene component, the first component model can be hidden or destroyed, indicating that the target scene component is finally successfully generated.

[0116] refer to Fig. 6AAs shown, the user clicks the "portal" control to generate a trigger instruction, triggering the display of the portal model 5031 in the first game scene 501, which is the first component model. The portal model 5031 can be displayed at the center of the current screen, and the controlled virtual object 502 can automatically align with the portal model 5031. Then, the user can move or rotate the controlled virtual object 502 so that the portal model 5031 moves or rotates synchronously. For example, when the controlled virtual object 502 is moved to the right, the portal model 5031 moves to the right synchronously. In addition, the user can click the "distance" control and further adjust the distance value, so that the distance between the portal model 5031 and the controlled virtual object 502 is adjusted while the position of the controlled virtual object 502 is fixed; the user can click the "rotation" control and further adjust the angle value so that the portal model 5031 rotates around its own axis; the user can click the "zoom" control and further adjust the zoom value so that the size of the portal model 5031 changes. After the operation is completed, you can click the "Confirm" control to generate a component generation completion instruction. At this time, the portal model 5031 is replaced with the portal component (ie, the target scene component).

[0117] In one embodiment, the displacement trigger function of the target scene component is set according to the preset component parameters corresponding to the target scene component control. As mentioned above, the scene component control is configured with preset component parameters, which may include a preset displacement trigger function. For example, the "portal" control is configured with preset component parameters, including a displacement trigger function that can transmit other virtual objects, which is an inherent displacement trigger function of the portal component. The portal components generated using the "portal" control initially have this displacement trigger function. Therefore, when generating the target scene component using the target scene component control, the displacement trigger function of the target scene component can be set according to the preset component parameters corresponding to the target scene component control.

[0118] In one embodiment, the preset component parameters corresponding to the target scene component control include displacement parameters of the displacement trigger function. According to the preset component parameters corresponding to the target scene component control, the displacement parameters of the displacement trigger function of the target scene component can be set, such as setting the displacement end position, thereby determining the second motion node in the displacement trigger function.

[0119] The above describes the process of generating a target scene component. In this process, the response component generates a completion instruction, and switches the current editing object from the target scene component to at least one target motion node among the motion nodes of the target scene component. For example, referring to Fig. 6A and Figure 6BAs shown, if the user clicks the "Confirm" control during the operation of the portal model 5031, a component generation completion instruction is generated, then the portal component 503 is generated, and the current editing object is automatically switched to the transmission destination 504, which is the target motion node. Figure 6B It is shown that the transmission destination 504 is the current editing object, and controls such as "distance", "rotation", and "zoom" are provided. The user can directly use these controls to edit the transmission destination 504, or control the transmission destination 504 by controlling the controlled virtual object 502.

[0120] Through the above method, you can quickly jump to edit the motion node of the target scene component after generating the target scene component, which is very convenient.

[0121] In one embodiment, the first preset instruction includes: an edit switching instruction. The edit switching instruction can be an operation instruction for the user to actively switch the current editing object. The user can specify one or more motion nodes during the operation, and the motion node specified by the user is used as the target motion node, and the current editing object is switched from the target scene component to the target motion node. Alternatively, the user does not specify the motion node, and the game program determines the target motion node according to preset rules, such as randomly determining the target motion node in the motion node of the target scene component, or determining the target motion node in the motion path of the target scene component in order from the starting point to the end point, and so on.

[0122] In one embodiment, the above response satisfies the first preset condition, and the current editing object is switched from the target scene component to at least one target motion node among the motion nodes of the target scene component, which may include: providing an edit switch control; the edit switch control is used to determine the current editing object in at least some of the motion nodes of the target scene component; responding to an edit switch instruction triggered by the edit switch control, determining the target motion node according to the edit switch instruction, and switching the current editing object from the target scene component to the target motion node.

[0123] In one embodiment, the edit switch control can be a switch control for a single motion node, that is, when the user uses the edit switch control, there is no need to select the current editing object from multiple motion nodes. For example, if the target scene component has only one motion node, then when the user uses the edit switch control, the motion node is used as the target motion node by default, and the current editing object is switched to the motion node. Alternatively, the edit switch control is used to switch the current editing object to a specific motion node. For example, refer to Fig. 7A and Figure 7BAs shown, the transmission gate component 503 has a transmission function (i.e., displacement triggering function), which can transmit other virtual objects to the transmission destination, which is the second motion node. It should be noted that the selection of the target scene component and the editing of the target scene component are both cases where the target scene component is the current editing object. For example, Fig. 7A The situation where the portal component 503 is selected by selecting the indicator 506 is shown. Fig. 7A , the Edit control in Figure 7B The screen is the screen for editing the portal component 503. Fig. 7A and Figure 7B All of them belong to the case where the portal component 503 is the current editing object. When the portal component 503 is the current editing object, an edit switching control 507 is provided for switching the current editing object to the transmission destination, and not switching to other motion nodes of the portal component 503. When the portal component 503 is the current editing object, in response to the user clicking the edit switching control 507, reference Figure 7C As shown, the trigger switches the current editing object from the transmission gate component 503 to the transmission destination 504. This realizes a one-key switch from the target scene component to the motion node, which is very convenient. Figure 7C As shown, when the transmission destination 504 is the current editing object, the edit switch control 507 provides the function of switching back to the target scene component. When the user clicks the edit switch control 507, it triggers the current editing object to be switched from the transmission destination 504 back to the transmission portal component 503.

[0124] In one embodiment, the above response satisfies the first preset condition, and switches the current editing object from the target scene component to at least one target motion node among the motion nodes of the target scene component, which may include: responding to a property setting trigger instruction for the target scene component, displaying the property setting interface of the target scene component; responding to an editing object selection instruction in the property setting interface, switching the current editing object from the target scene component to at least one target motion node among the motion nodes of the target scene component.

[0125] For example, in the process of editing the portal component 503, an editing control 508 is provided, including a "settings" control. Clicking the "settings" control can trigger the display of the property setting interface of the portal component 503. Fig.7D As shown, the user can select an editing object in the interface, such as selecting to edit a “transmission destination”, which can trigger switching of the currently edited object to the transmission destination of the transmission gate component 503 .

[0126] In one embodiment, the edit switch control may be a switch control for multiple motion nodes. When the user uses the edit switch control, the user may select the current edit object from the multiple motion nodes. For example, if the target scene component has five motion nodes, when the user clicks the edit switch control, options corresponding to the five motion nodes are displayed, and the user may select from them, which triggers the current edit object to be switched to the motion node selected by the user. This makes it convenient for the user to flexibly select the current edit object from the motion node.

[0127] In one embodiment, the edit switching instruction includes a first edit switching instruction. The above response satisfies the first preset condition, and the current edit object is switched from the target scene component to at least one target motion node in the motion node of the target scene component, which may include: responding to the first edit switching instruction, switching the current edit object from the target scene component to at least one first motion node in the motion path of the target scene component.

[0128] The first edit switching instruction is an instruction to switch the current edit object to the first motion node. For example, when the target scene component is the current edit object, an edit switching control for one or more first motion nodes can be provided. When the user clicks the edit switching control, it triggers the current edit object to be switched from the target scene component to the first motion node, or when the user clicks the edit switching control and selects a first motion node from it, it triggers the first motion node selected by the user to be the target motion node, and switches the current edit object from the target scene component to the target motion node.

[0129] In one embodiment, the method further comprises the following steps: when the target scene component in the first game scene is the current editing object, in response to satisfying the second preset condition, displaying the first motion path of the target scene component. Accordingly, in response to the first editing switching instruction, switching the current editing object from the target scene component to at least one first motion node in the motion path of the target scene component may include: in response to the first editing switching instruction for the first motion node in the first motion path, switching the current editing object from the target scene component to at least one first motion node in the first motion path.

[0130] Among them, the first motion path is any or specified one or more motion paths of the target scene component. The second preset condition is a condition for triggering the display of the first motion path. Exemplarily, the second preset condition may include any one or more of the following: receiving a motion path display instruction, the motion path display instruction may be an operation instruction that the user can click the motion path display control, or the user clicks the motion path display control and selects an operation instruction for a motion path as the first motion path. Receive an edit completion instruction for the target scene component, the edit completion instruction may be an operation instruction for the user to confirm after editing the target scene component. A start trigger event for the first motion path occurs, such as the start trigger event set for a certain motion path of the target scene component is event A, indicating that when event A occurs, the target scene component is triggered to start moving according to the motion path. In the case where the target scene component is the current editing object, if event A occurs, the motion path is taken as the first motion path and the first motion path is displayed.

[0131] In the case of displaying the first motion path, the first motion node on the first motion path may be displayed or not displayed. In the present exemplary embodiment, the method of displaying the motion node includes but is not limited to one or more of the following methods: displaying the motion node as a preset virtual object, such as a point-shaped or spherical virtual object, the appearance of the preset virtual object is independent of the target scene component, so that the motion nodes of any scene component can be uniformly displayed as preset virtual objects. Displaying the motion node as a virtual object that is identical or similar to the appearance of the target scene component, such as the target scene component is a block component, the motion nodes of the target scene component can all be displayed as virtual objects in the shape of a block, to characterize the state when the target scene component moves to the motion node, which is more intuitive. Displaying some motion nodes as preset virtual objects, displaying some motion nodes as virtual objects that are identical or similar to the appearance of the target scene component, such as displaying the motion node in the current editing as a virtual object that is identical or similar to the appearance of the target scene component, and displaying other motion nodes as preset virtual objects. Indicating the motion node on the motion path by a specific mark (such as an arrow).

[0132] The user can make a selection switch in the first motion node in the first motion path, thereby triggering the first edit switch instruction. For example, the user can directly click to select the first motion node in the first motion path, or select by aligning the selection mark with the first motion node in the first motion path, or provide an edit switch control corresponding to the first motion path, and the user can click the edit switch control, or click the edit switch control and select from the options corresponding to the first motion node in the pop-up first motion path. According to the first edit switch instruction, the target motion node is determined from the first motion node in the first motion path, and the current editing object is triggered to switch to the target motion node.

[0133] Thus, when the first motion path is displayed, the user can switch to the first motion node in the first motion path for editing through the first editing switching instruction, so that the user can more accurately find the motion node he wants to edit.

[0134] In one embodiment, the edit switching instruction includes a second edit switching instruction. The above response satisfies the first preset condition, and the current edit object is switched from the target scene component to at least one target motion node in the motion node of the target scene component, which may include: responding to the second edit switching instruction, switching the current edit object from the target scene component to at least one second motion node in the displacement trigger function of the target scene component.

[0135] Among them, the second edit switching instruction is an instruction to switch the current editing object to the second motion node. For example, when the target scene component is the current editing object, an edit switching control for one or more second motion nodes can be provided. When the user clicks the edit switching control, it triggers the current editing object to be switched from the target scene component to the second motion node, or when the user clicks the edit switching control and selects a second motion node from it, it triggers the second motion node selected by the user as the target motion node, and switches the current editing object from the target scene component to the target motion node. For example, in Fig. 7A or Figure 7B When the user clicks the edit switch control 507, a second edit switch instruction is generated, triggering the current editing object to be switched from the transmission gate component 503 to the transmission destination 504.

[0136] In one implementation, the first preset instruction may include: a motion path adding instruction. The motion path adding instruction is an instruction for adding a new motion path for the target scene component.

[0137] In one embodiment, the above response satisfies the first preset condition, and switches the current editing object from the target scene component to at least one target motion node among the motion nodes of the target scene component, which may include: responding to a motion path adding instruction, adding a second motion path to the target scene component, and switching the current editing object from the target scene component to at least one first motion node in the second motion path.

[0138] In one embodiment, the method further includes: when the target scene component is the current editing object, if the target scene component does not have a motion path, providing a motion path adding control; the motion path adding control is used to trigger the motion path adding instruction. Fig. 8AAs shown, when the block component 509 (ie, the target scene component) is the current editing object, since the block component 509 does not have a motion path, a motion path adding control 510 is provided, and the user clicks the control to trigger a motion path adding instruction.

[0139] Of course, you can also trigger the motion path adding instruction in other ways. For example, refer to Figure 8B As shown, if the block component 509 already has a motion path, a motion path display control 511 is provided, which includes an option of “adding a new path”, so that the user can trigger a motion path adding instruction through the motion path display control 511 .

[0140] In response to the motion path adding instruction, a second motion path is added to the target scene component. The second motion path refers to the new motion path currently generated, which can be a motion path that moves along the waypoints. A preset first motion node can be generated for the second motion path. For example, in the preset direction of the target scene component (such as the positive direction of the Z axis), a first motion node is generated at a preset distance from the target scene component, and the first motion node is set as the end point of the current second motion path. Alternatively, multiple first motion nodes can be generated according to preset rules. Then, the current editing object is switched from the target scene component to at least one first motion node in the second motion path. If the second motion path currently includes only one first motion node, the first motion node is used as the target motion node; if the second motion path currently includes multiple first motion nodes, each first motion node can be used as the target motion node in turn along the direction from the starting point to the end point of the second motion path. When the target motion node is determined, the current editing object is switched to the target motion node.

[0141] If the user is Fig. 8A Click the motion path add control 510 in Figure 8B Click the motion path display control 511 and select "Add New Path", refer to Figure 8C As shown, a new motion path can be added for the block component 509, and a motion node 512 on the motion path can be generated. At this time, the selection mark 506 is automatically aligned with the motion node 512, indicating that the motion node 512 is the current editing object.

[0142] Through the above method, you can quickly add a second motion path to the target scene component and quickly switch to the state of editing the first motion node in the second motion path. Very convenient.

[0143] In one embodiment, the method further comprises at least one of the following steps:

[0144] When the target scene component in the first game scene is the current editing object, at least part of the motion nodes of the target scene component are displayed. For example, when the target scene component is the current editing object, all of its motion nodes can be displayed, and all of its second motion nodes or all of its first motion nodes can also be displayed.

[0145] In the case where the target scene component in the first game scene is the current editing object, in response to satisfying the third preset condition, at least part of the motion nodes of the target scene component are displayed. Among them, the third preset condition is a condition for triggering the display of the motion node. Exemplarily, the third preset condition may include any one or more of the following: receiving a motion node display instruction, the motion node display instruction may be an operation instruction in which the user can click the motion node display control, or the user clicks the motion node display control and selects one or more motion nodes to be displayed. For example, if the target scene component is a portal component, the user clicks the "display end point" control to trigger the display of the portal component's transmission end point (i.e., the second motion node). Receiving a motion path display instruction may trigger the display of the first motion node on the motion path. Receiving an edit completion instruction for the target scene component may trigger the display of the first motion node on the motion path. Receiving an edit completion instruction for the target scene component may be an operation instruction for the user to confirm after editing the target scene component. A start trigger event for the motion path occurs, such as a start trigger event set for a certain motion path of the target scene component as event A, indicating that when event A occurs, the target scene component is triggered to start moving along the motion path. In the case where the target scene component is the current editing object, if event A occurs, the first motion node on the motion path is displayed. Reference Figure 8B As shown, when the block component 509 is the current editing object, if the user clicks the motion path display control 511 and selects "Path 1", the third preset condition is met, and the first motion node on the motion path 1 of the block component 509 is displayed. Fig.8D As shown, it includes motion node 513 and motion node 514.

[0146] In one embodiment, the above response satisfies the first preset condition, and the current editing object is switched from the target scene component to at least one target motion node among the motion nodes of the target scene component, which may include: when displaying at least part of the motion nodes of the target scene component, responding to a motion node selection instruction, determining the target motion node among the above at least part of the motion nodes, and switching the current editing object from the target scene component to the target motion node.

[0147] The motion node selection instruction is used to select a target motion node from the displayed motion nodes. In one embodiment, a selection mark is set in the screen of the first game scene. In response to the motion node selection instruction, determining the target motion node from at least some of the motion nodes may include: determining the motion node that the selection mark is aligned with as the target motion node according to the screen perspective adjustment instruction. For example, referring to Fig.8D As shown, the user can control the movement or rotation of the screen perspective through the screen perspective adjustment instruction, such as moving the screen perspective by moving the controlled virtual object 502, thereby adjusting the alignment position of the selection mark 506 in the first game scene 501. For example, the selection mark 506 is aligned with the motion node 513, and the motion node 513 is determined as the target motion node, and the current editing object is switched from the target scene component to the target motion node.

[0148] In addition, the motion node selection instruction may be triggered in other ways. For example, when at least some of the motion nodes are displayed, a selection control for these motion nodes may be provided, and the user may select one or more of the motion nodes as target motion nodes through the selection control, and trigger the current editing object to be switched to the target motion node. Fig. 8E or Fig.8F As shown, in the case of displaying the motion path 1 of the block component 509 and the first motion node on the motion path 1, a motion node selection control 515 is provided, and the user can click the motion node selection control 515 and select the target motion node from it. If the user selects "waypoint 1", it means that the motion node 513 is the target motion node, which triggers the current editing object to be switched to the motion node 513. The user selects "waypoint 2", which means that the motion node 514 is the target motion node, which triggers the current editing object to be switched to the motion node 514. In one embodiment, the motion node selection control can also be used to switch the current editing object to the target scene component, such as when "subject" is selected through the motion node selection control 515, it triggers the current editing object to be switched to the block component 509.

[0149] Through the above method, the target motion node can be selected more freely and intuitively, and the current editing object can be quickly switched to the target motion node.

[0150] Continue to refer Figure 2 In step S230, in response to a first editing instruction to the target motion node, first editing information is obtained.

[0151] The first editing instruction is an editing instruction for the target motion node, such as an operation instruction for moving or rotating the target motion node, or an operation instruction for setting the motion parameters of the target motion node (such as motion time and motion speed, indicating the motion time and motion speed from the previous motion node to the target motion node, or indicating the motion time and motion speed from the target motion node to the next motion node), etc. The first editing information is the corresponding editing information determined according to the first editing instruction, such as information including the position, angle, motion parameters, etc. of the edited target motion node.

[0152] In one embodiment, a visualization node object corresponding to the target motion node (such as the first visualization node object or the second visualization node object mentioned above) is displayed in the first game scene, and the user can edit the visualization node object, which is equivalent to editing the target motion node, thereby generating a first editing instruction and obtaining first editing information.

[0153] In one embodiment, in response to the first editing instruction for the target motion node, the edited target motion node can be displayed in the first game scene. Alternatively, in response to the first editing instruction for the target motion node, the edited target motion node is not displayed immediately, but at an appropriate time (such as by Figure 5A After the "Reset" control shown in the accompanying drawings resets the first game scene, the edited target motion node is displayed when the target motion node is displayed again.

[0154] In one embodiment, the first editing instruction may be an editing instruction acting on a target motion node (or a visualization node object corresponding to the target motion node. Since the visualization node object represents the target motion node, no special distinction is made between the two unless otherwise specified in this document). For example, a user may directly drag the target motion node to move to change the position of the target motion node, or set the position coordinates of the target motion node to change the position of the target motion node, or perform other editing operations such as rotating and scaling the target motion node. The first editing information may be determined based on the position information and / or status information of the edited target motion node.

[0155] In one embodiment, the first editing instruction may be a control instruction for the controlled virtual object. That is, the user may not directly operate the target motion node, but may indirectly operate the target motion node by controlling the controlled virtual object to implement the first editing instruction. Exemplarily, the target motion node is controlled to move according to the movement instruction for the controlled virtual object, and the target motion node is controlled to move or rotate according to the rotation instruction for the controlled virtual object. In addition, the distance between the controlled virtual object and the target motion node may be adjusted, thereby controlling the target motion node to move.

[0156] For example, in the process of editing the target motion node by controlling the controlled virtual object, the controlled virtual object and the target motion node can be bound so that the orientation relationship between the two is fixed. The controlled virtual object can be controlled to move according to the movement instruction for the controlled virtual object, thereby indirectly controlling the movement of the target motion node; the controlled virtual object can be controlled to rotate according to the rotation instruction for the controlled virtual object, thereby indirectly controlling the target motion node to perform a circular motion with the controlled virtual object as the center. In addition, the distance between the controlled virtual object and the target motion node can also be adjusted, such as setting a distance adjustment control, and the user operates the control to make the target motion node move closer or farther relative to the controlled virtual object. The angle of the target motion node itself can also be adjusted, such as setting an angle adjustment control, and the user operates the control to make the target motion node rotate relative to its own axis. The size of the target motion node can also be adjusted, such as setting a size adjustment control, and the user operates the control to make the target motion node change in size. Thus, the editing of the target motion node is realized through the controlled virtual object, and the first editing information is obtained.

[0157] Continue to refer Figure 2 , in step S240, the motion information of the target scene component is updated according to the first editing information.

[0158] In response to the first editing instruction, when obtaining the first editing information, the motion information of the target scene component can be updated immediately according to the first editing information, or the motion information of the target scene component can be updated at an appropriate time. Figure 5A When the "Save" control shown in the figure saves the current editing information, the motion information of the target scene component is updated according to the first editing information, which is equivalent to persisting the first editing information in the map data of the first game scene. Or, after obtaining the first editing information, respond to the Figure 5A When the "Reset" control shown in the accompanying drawings resets the first game scene, the motion information of the target scene component is updated according to the first editing information.

[0159] If the first editing information includes the user's editing information for the first motion node, the motion path of the target scene component is updated according to the first editing information, such as updating the path position, motion time, motion speed, etc. of the motion path. If the first editing information includes the user's editing information for the second motion node, the displacement trigger function of the target scene component is updated according to the first editing information, such as updating the displacement end point, motion time, motion speed, etc.

[0160] The above describes the editing method of the target motion node. The following is a supplementary description of the editing method of the target scene component.

[0161] In one embodiment, a controlled virtual object is provided in the first game scene, and the controlled virtual object is configured to be controlled by a terminal device. The method further includes the following steps:

[0162] In the first editing mode, the second component model corresponding to the target scene component is controlled to move according to the control instruction for the controlled virtual object; the second component model is a virtual model generated according to the attribute parameters of the target scene component;

[0163] In response to the editing completion instruction, the edited target scene component is determined according to the moved second component model.

[0164] Among them, the first editing mode refers to an editing method that indirectly controls the target scene component by controlling the controlled virtual object to achieve the editing purpose. The second component model is a temporary virtual object in the process of editing the target scene component. It has the same or similar appearance as the target scene component, such as the same shape and size as the target scene component, different color, or higher transparency than the target scene component. The second component model can only have appearance attributes and does not have other attributes such as physics, so the data is relatively simple, and the amount of data processing during the user editing the second component model is less.

[0165] In the first editing mode, in the process of editing the second component model and finally editing the target scene component by controlling the controlled virtual object, the controlled virtual object and the second component model can be bound so that the orientation relationship between the two is fixed. The controlled virtual object can be controlled to move according to the movement instruction for the controlled virtual object, thereby indirectly controlling the movement of the second component model; the controlled virtual object can be controlled to rotate according to the rotation instruction for the controlled virtual object, thereby indirectly controlling the second component model to perform a circular motion with the controlled virtual object as the center. In addition, the distance between the controlled virtual object and the second component model can also be adjusted, such as setting a distance adjustment control, and the user operates the control to make the second component model move closer or farther relative to the controlled virtual object. The angle of the second component model itself can also be adjusted, such as setting an angle adjustment control, and the user operates the control to rotate the second component model relative to its own axis. The size of the second component model can also be adjusted, such as setting a size adjustment control, and the user operates the control to change the size of the second component model.

[0166] After the editing operation on the second component model is completed, an editing completion instruction can be generated, which can be an instruction generated by the confirmation operation performed by the user during the control instruction process of the controlled virtual object, or it can be an instruction automatically generated when the user ends the control instruction. For example, when the user drags the second component model to move or rotate, if the finger leaves the touch screen, it means that the operation is completed, and the editing completion instruction is triggered.

[0167] The edit completion instruction can trigger the determination of the edited target scene component according to the edited second component model. For example, the second component model is replaced with the target scene component in situ, so that the position, angle, size, etc. of the target scene component and the second component model are the same. At this time, the second component model can also be hidden or destroyed, indicating that the target scene component is finally successfully edited.

[0168] For example, in the first editing mode, the controlled virtual object can face the second component model corresponding to the target scene component, so that the orientation relationship of the front direction is fixed. Figure 7B As shown, the portal model 5032 is the second component model, and the user can move or rotate the controlled virtual object 502 to indirectly control the portal model 5032 to move or rotate. In addition, the distance between the portal model 5032 and the controlled virtual object 502 can be adjusted to adjust the position of the portal model 5032, the portal model 5032 can be rotated to adjust the angle of the portal model 5032 itself, the portal model 5032 can be scaled to adjust the size of the portal model 5032, and other editing operations can be performed. After the editing is completed, the user clicks the "Confirm" control to generate an editing completion instruction, and at this time, the edited portal component 503 is determined according to the moved portal model 5032. For example, if the user moves the portal model 5032, after the editing is completed, the portal component 503 is displayed at the position of the moved portal model 5032. In the user's perspective, when the target scene component starts to be edited, the target scene component is replaced and displayed with the second component model, and when the editing is completed, the second component model is replaced and displayed with the target scene component.

[0169] In one embodiment, the method further includes: in the first editing mode, in response to switching the current editing object, adjusting the posture of the controlled virtual object according to the position of the current editing object after switching. Wherein, switching the current editing object includes at least one of the following situations: switching the current editing object from the target scene component to the target motion node; switching the current editing object from the target motion node to other motion nodes of the target scene component; switching the current editing object from the motion node of the target scene component to the target scene component. For example, Fig. 8E The motion node selection control 515 in the image is used to switch the current editing object between the target scene component and different motion nodes. In the first editing mode, if the current editing object is switched, the position and posture of the controlled virtual object can be adjusted so that it always faces the current editing object. Fig. 8E and Fig.8FAs shown, if the current editing object is switched from motion node 513 to motion node 514, the original controlled virtual object 502 faces the motion node 513, and in response to the current editing object being switched, the controlled virtual object 502 is adjusted to face the motion node 514. This facilitates the user to flexibly switch and edit different objects.

[0170] In one embodiment, the method further includes: in the second editing mode, editing the third component model according to the second editing instruction for the third component model corresponding to the target scene component; the third component model is a virtual model generated according to the attribute parameters of the target scene component; in response to the editing completion instruction, determining the edited target scene component according to the edited third component model. Wherein, the third component model is a temporary virtual object in the process of editing the target scene component, which has the same or similar appearance as the target scene component, such as the same shape and size as the target scene component, different color, or higher transparency than the target scene component. The third component model may only have appearance attributes and does not have other attributes such as physics, so the data is relatively simple, and the amount of data processing during the user editing the third component model is small. The appearance of the third component model and the above-mentioned second component model may be the same or different. The second editing mode refers to an editing method of directly operating the third component model (since the third component model represents the target scene component, directly operating the third component model is equivalent to directly operating the target scene component) for editing, such as the user can directly drag the third component model to move, rotate or scale, respond to the editing completion instruction, and determine to perform the same editing operation on the target scene component. Exemplarily, in the user's perspective, when the target scene component begins to be edited, the target scene component is replaced with the third component model, and when the editing is completed, the third component model is replaced with the target scene component. The second editing mode can make the user's editing operation more convenient.

[0171] In one embodiment, the method further includes: in the second editing mode, in response to switching the current editing object, adjusting the screen perspective of the first game scene according to the position of the current editing object after switching. Wherein, switching the current editing object includes at least one of the following situations: switching the current editing object from the target scene component to the target motion node; switching the current editing object from the target motion node to other motion nodes of the target scene component; switching the current editing object from the motion node of the target scene component to the target scene component. That is to say, in the second editing mode, in response to switching the current editing object, the center of the screen can be aligned with the current editing object after switching by adjusting the screen perspective, and the posture of the controlled virtual object can be kept unchanged.

[0172] Based on the above, this exemplary embodiment supports users to edit target scene components in different editing modes, and can realize fast editing jump between target scene components and their motion nodes, which is convenient for users to continuously edit target scene components and motion nodes, and convenient for users to flexibly select editing objects, thereby improving editing efficiency.

[0173] In one embodiment, the first game scene can be a game editing scene. In the case where the target scene component in the first game scene is the current editing object, the above response satisfies the first preset condition, and the current editing object is switched from the target scene component to at least one target motion node in the motion nodes of the target scene component, which may include: responding to the motion path editing trigger instruction of the target scene component, determining the motion path to be edited; responding to the editing trigger instruction of the motion node of the motion path to be edited, determining the target motion node in the motion node of the motion path to be edited, and switching the current editing object from the target scene component to the target motion node. For example, the user can open the relevant interface of the target scene component (such as the property interface showing the motion information) when the target scene component is selected as the current editing object, and the editing entry corresponding to the motion path of the target scene component can be displayed in the interface, and the user can select one of the motion paths for editing, such as clicking the editing control of a certain motion path, thereby generating a motion path editing trigger instruction, triggering the motion path as the motion path to be edited, and all the motion nodes of the motion path to be edited can be displayed in the game editing scene, and the details interface of the motion path to be edited can also be displayed, and the information of the motion nodes of the motion path to be edited can be shown in the interface. The user can further select a certain motion node, such as clicking to select it in the game editing scene, or clicking an icon of a certain motion node in the details interface to select the motion node, thereby generating an edit trigger instruction, and using the motion node selected by the user as the target motion node. If there is only one motion node in the motion path to be edited, then in response to the motion path edit trigger instruction, when the motion path to be edited is determined, this motion node can be automatically used as the target motion node. When the target motion node is determined, the current editing object is switched from the target scene component to the target motion node, so that the user can currently perform editing operations such as moving the target motion node.

[0174] In one embodiment, the first game scene can be a game editing scene. In the case where the target scene component in the first game scene is the current editing object, the above response satisfies the first preset condition, and the current editing object is switched from the target scene component to at least one target motion node in the motion node of the target scene component, which may include: responding to the editing trigger instruction of the displacement trigger function of the target scene component, displaying the information of the displacement trigger function of the target scene component; responding to the editing trigger instruction of the motion node of the displacement trigger function, determining the target motion node in the motion node of the displacement trigger function, and switching the current editing object from the target scene component to the target motion node. For example, the user can open the relevant interface of the target scene component (such as the property interface showing the displacement trigger function) when the target scene component is selected as the current editing object, and the interface can display the editing entry corresponding to the displacement trigger function of the target scene component, and the user can select the displacement trigger function for editing, such as clicking the editing control of the displacement trigger function, thereby generating the editing trigger instruction of the displacement trigger function, triggering the display of the displacement path of the displacement trigger function (such as displaying the displacement end point) in the game editing scene, or displaying the details interface of the displacement trigger function, and the information of the motion node of the displacement trigger function can be shown in the interface. The user can further select a certain motion node, such as clicking to select it in the game editing scene, or clicking an icon of a certain motion node in the details interface to select the motion node, thereby generating an edit trigger instruction, and using the motion node selected by the user as the target motion node. If the displacement trigger function has only one motion node (such as the displacement trigger function of the portal component has only one motion node, which is the end point of the transmission), then in response to the displacement trigger function edit trigger instruction, when the information of the displacement trigger function is displayed, this motion node can be automatically used as the target motion node. When the target motion node is determined, the current editing object is switched from the target scene component to the target motion node, so that the user can currently perform editing operations such as moving the target motion node.

[0175] Through the above method of switching the current editing object from the target scene component to the target motion node in the game editing scene, and the method of switching the current editing object from the target scene component to the target motion node in the first game running scene, the combination of these two methods allows the user to choose the appropriate method to switch the current editing object in different modes, which provides convenience for user operation.

[0176] The exemplary embodiment of the present disclosure also provides an editing device for a game scene component, which provides a graphical user interface through a terminal device. Fig. 9 As shown, the editing device 900 of the game scene component may include the following program modules:

[0177] The game 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;

[0178] The editing object switching processing module 920 is configured to switch the current editing object from the target scene component to at least one target motion node among the motion nodes of the target scene component in response to satisfying a first preset condition when the target scene component in the first game scene is the current editing object; the motion node includes at least one of the following: a first motion node in the motion path of the target scene component; a second motion node in the displacement trigger function of the target scene component, the displacement trigger function being used to trigger the displacement of a virtual object other than the target scene component;

[0179] The motion node editing processing module 930 is configured to obtain first editing information in response to a first editing instruction for a target motion node;

[0180] The component information update processing module 940 is configured to update the motion information of the target scene component according to the first editing information.

[0181] In one implementation, the first preset condition includes: receiving a first preset instruction.

[0182] In one embodiment, the first preset instruction includes: an editing completion instruction for the target scene component.

[0183] In one embodiment, the editing completion instruction includes: a component generation completion instruction; when the target scene component in the first game scene is the current editing object, in response to satisfying the first preset condition, the current editing object is switched from the target scene component to at least one target motion node among the motion nodes of the target scene component, including: in the process of generating the target scene component in the first game scene according to the component generation instruction, in response to the component generation completion instruction, the current editing object is switched from the target scene component to at least one target motion node among the motion nodes of the target scene component.

[0184] In one embodiment, a target scene component is generated in a first game scene according to a component generation instruction, including: responding to a component generation instruction triggered by a target scene component control among multiple scene component controls, generating a target scene component in the first game scene, and setting a displacement trigger function of the target scene component according to preset component parameters corresponding to the target scene component control.

[0185] In one embodiment, in response to a component generation instruction triggered by a target scene component control among multiple scene component controls, a target scene component is generated in a first game scene, including: in response to a trigger instruction for the target scene component control, a first component model is displayed in the first game scene; the first component model is a virtual model generated according to preset component parameters corresponding to the target scene component control; the first component model is edited according to a second editing instruction for the first component model; in response to a component generation completion instruction, the target scene component is generated according to the edited first component model.

[0186] In one implementation, the first preset instruction includes: an edit switching instruction.

[0187] In one embodiment, in response to satisfying a first preset condition, the current editing object is switched from a target scene component to at least one target motion node among the motion nodes of the target scene component, including: providing an edit switch control; the edit switch control is used to determine the current editing object among at least some of the motion nodes of the target scene component; in response to an edit switch instruction triggered by the edit switch control, the target motion node is determined according to the edit switch instruction, and the current editing object is switched from the target scene component to the target motion node.

[0188] In one embodiment, the editing switch instruction includes a first editing switch instruction; in response to satisfying a first preset condition, the current editing object is switched from the target scene component to at least one target motion node in the motion node of the target scene component, including: in response to the first editing switch instruction, the current editing object is switched from the target scene component to at least one first motion node in the motion path of the target scene component.

[0189] In one embodiment, the editing device 900 of the game scene component is also used to: when the target scene component in the first game scene is the current editing object, in response to satisfying a second preset condition, display the first motion path of the target scene component; in response to a first editing switching instruction, switch the current editing object from the target scene component to at least one first motion node in the motion path of the target scene component, including: in response to a first editing switching instruction for a first motion node in the first motion path, switch the current editing object from the target scene component to at least one first motion node in the first motion path.

[0190] In one embodiment, the editing switch instruction includes a second editing switch instruction; in response to satisfying the first preset condition, the current editing object is switched from the target scene component to at least one target motion node among the motion nodes of the target scene component, including: in response to the second editing switch instruction, the current editing object is switched from the target scene component to at least one second motion node in the displacement trigger function of the target scene component.

[0191] In one implementation, the first preset instruction includes: a motion path adding instruction.

[0192] In one embodiment, in response to satisfying a first preset condition, the current editing object is switched from a target scene component to at least one target motion node among the motion nodes of the target scene component, including: responding to a motion path adding instruction, adding a second motion path to the target scene component, and switching the current editing object from the target scene component to at least one first motion node in the second motion path.

[0193] In one embodiment, the editing device 900 of the game scene component is also used for: when the target scene component is the current editing object, if the target scene component does not have a motion path, providing a motion path adding control; the motion path adding control is used to trigger the motion path adding instruction.

[0194] In one embodiment, the editing device 900 of the game scene component is also used to perform at least one of the following steps: when the target scene component in the first game scene is the current editing object, display at least part of the motion nodes of the target scene component; when the target scene component in the first game scene is the current editing object, in response to satisfying a third preset condition, display at least part of the motion nodes of the target scene component.

[0195] In one embodiment, in response to satisfying a first preset condition, the current editing object is switched from a target scene component to at least one target motion node among the motion nodes of the target scene component, including: when displaying at least some of the motion nodes of the target scene component, responding to a motion node selection instruction, determining the target motion node among at least some of the motion nodes, and switching the current editing object from the target scene component to the target motion node.

[0196] In one embodiment, a selection mark is set in the screen of the first game scene; in response to the motion node selection instruction, the target motion node is determined among at least some of the motion nodes, including: according to the screen perspective adjustment instruction, the motion node aimed at by the selection mark is determined as the target motion node.

[0197] In one embodiment, a controlled virtual object is provided in the first game scene, and the controlled virtual object is configured to be controlled by a terminal device; the editing device 900 of the game scene component is also used for: in a first editing mode, controlling the second component model corresponding to the target scene component to move according to the control instruction for the controlled virtual object; the second component model is a virtual model generated according to the attribute parameters of the target scene component; in response to the editing completion instruction, determining the edited target scene component according to the second component model after movement.

[0198] In one embodiment, the editing device 900 of the game scene component is also used to: in a first editing mode, respond to switching the current editing object, and adjust the posture of the controlled virtual object according to the position of the switched current editing object; wherein, switching the current editing object includes at least one of the following situations: switching the current editing object from the target scene component to the target motion node; switching the current editing object from the target motion node to other motion nodes of the target scene component; switching the current editing object from the motion node of the target scene component to the target scene component.

[0199] In one embodiment, the editing device 900 of the game scene component is also used to: in a second editing mode, edit the third component model according to a second editing instruction for the third component model corresponding to the target scene component; the third component model is a virtual model generated according to the attribute parameters of the target scene component; in response to the editing completion instruction, determine the edited target scene component according to the edited third component model.

[0200] In one embodiment, the editing device 900 of the game scene component is also used to: in the second editing mode, respond to switching the current editing object, and adjust the screen perspective of the first game scene according to the position of the switched current editing object; wherein, switching the current editing object includes at least one of the following situations: switching the current editing object from the target scene component to the target motion node; switching the current editing object from the target motion node to other motion nodes of the target scene component; switching the current editing object from the motion node of the target scene component to the target scene component.

[0201] In one embodiment, in response to satisfying a first preset condition, the current editing object is switched from a target scene component to at least one target motion node among the motion nodes of the target scene component, including: in a second editing mode, in response to a property setting trigger instruction for the target scene component, displaying a property setting interface of the target scene component; in response to an editing object selection instruction in the property setting interface, switching the current editing object from the target scene component to at least one target motion node among the motion nodes of the target scene component.

[0202] 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.

[0203] 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.

[0204] 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.

[0205] 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.

[0206] 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.

[0207] 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).

[0208] 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 can be executed, 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, in the case of taking the target scene component in the first game scene as the current editing object, in response to satisfying the first preset condition, the current editing object is switched from the target scene component to at least one target motion node in the motion node of the target scene component; the motion node includes at least one of the following: the first motion node in the motion path of the target scene component; the second motion node in the displacement trigger function of the target scene component, the displacement trigger function is used to trigger the displacement of virtual objects other than the target scene component; step S230, in response to the first editing instruction of the target motion node, obtain the first editing information; step S240, update the motion information of the target scene component according to the first editing information.

[0209] By implementing the above method steps through a computer program, on the one hand, the effect of quickly switching the editing object between the target scene component and its motion node is achieved. When the user is currently editing the target scene component, he can easily switch to the state of editing the target motion node and edit the target motion node, which simplifies the operation process of editing motion information and improves editing efficiency. On the other hand, the way of editing motion nodes is more intuitive, and the user can see the state of the edited intermediate motion node or the motion end point, which is conducive to obtaining the ideal result with fewer editing times, and the editing freedom is high, which is conducive to achieving diversified motion effects.

[0210] 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.

[0211] 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.

[0212] 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 .

[0213] 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.

[0214] 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.

[0215] 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, in a case where a target scene component in the first game scene is the current editing object, in response to satisfying a first preset condition, switching the current editing object from the target scene component to at least one target motion node in the motion nodes of the target scene component; the motion node includes at least one of the following: a first motion node in the motion path of the target scene component; a second motion node in the displacement trigger function of the target scene component, the displacement trigger function being used to trigger the displacement of virtual objects other than the target scene component; step S230, in response to a first editing instruction for the target motion node, obtaining first editing information; step S240, updating the motion information of the target scene component according to the first editing information.

[0216] By executing the above method steps by the processor 1010, on the one hand, the effect of quickly switching the editing object between the target scene component and its motion node is achieved. When the user is currently editing the target scene component, the user can easily switch to the state of editing the target motion node and edit the target motion node, which simplifies the operation process of editing motion information and improves editing efficiency. On the other hand, the way of editing motion nodes is more intuitive, and the user can see the state of the edited intermediate motion node or the motion end point, which is conducive to obtaining the ideal result with fewer editing times, and the editing freedom is high, which is conducive to achieving diversified motion effects.

[0217] 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.

[0218] 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 .

[0219] 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.

[0220] The electronic device 1000 may display a graphical user interface through the display 1060 , such as displaying a first game scene.

[0221] 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.

[0222] 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".

[0223] 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: Providing a graphical user interface through a terminal device; the method comprises: Displaying a first game scene in the graphical user interface; the first game scene includes a scene component; In the case where the target scene component in the first game scene is the current editing object, in response to satisfying a first preset condition, the current editing object is switched from the target scene component to at least one target motion node among the motion nodes of the target scene component; the motion node includes at least one of the following: a first motion node in the motion path of the target scene component; a second motion node in the displacement trigger function of the target scene component, the displacement trigger function being used to trigger the displacement of a virtual object other than the target scene component; In response to a first editing instruction for the target motion node, obtaining first editing information; The motion information of the target scene component is updated according to the first editing information.

2. The method according to claim 1, characterized in that: The first preset condition includes: receiving a first preset instruction.

3. The method according to claim 2, characterized in that The first preset instruction includes: an editing completion instruction for the target scene component.

4. The method according to claim 3, characterized in that The editing completion instruction includes: a component generation completion instruction; in the case where the target scene component in the first game scene is the current editing object, in response to satisfying a first preset condition, switching the current editing object from the target scene component to at least one target motion node among the motion nodes of the target scene component, including: In the process of generating the target scene component in the first game scene according to the component generation instruction, in response to the component generation completion instruction, the current editing object is switched from the target scene component to at least one target motion node among the motion nodes of the target scene component.

5. The method according to claim 4, characterized in that Generating the target scene component in the first game scene according to the component generation instruction includes: In response to a component generation instruction triggered by a target scene component control among multiple scene component controls, the target scene component is generated in the first game scene, and a displacement trigger function of the target scene component is set according to preset component parameters corresponding to the target scene component control.

6. The method according to claim 5, characterized in that The step of generating the target scene component in the first game scene in response to a component generation instruction triggered by a target scene component control among the plurality of scene component controls comprises: In response to a trigger instruction of the target scene component control, a first component model is displayed in the first game scene; the first component model is a virtual model generated according to preset component parameters corresponding to the target scene component control; Edit the first component model according to a second editing instruction for the first component model; In response to the component generation completion instruction, the target scene component is generated according to the edited first component model.

7. The method according to claim 2, characterized in that The first preset instruction includes: an edit switching instruction.

8. The method according to claim 7, characterized in that The response satisfies a first preset condition, and the current editing object is switched from the target scene component to at least one target motion node among the motion nodes of the target scene component, including: Providing an edit switching control; the edit switching control is used to determine a current editing object in at least part of the motion nodes of the target scene component; In response to an edit switching instruction triggered by the edit switching control, a target motion node is determined according to the edit switching instruction, and the current editing object is switched from the target scene component to the target motion node.

9. The method according to claim 7, characterized in that: The edit switching instruction includes a first edit switching instruction; the response satisfies a first preset condition, and switches the current editing object from the target scene component to at least one target motion node among the motion nodes of the target scene component, including: In response to the first editing switching instruction, the current editing object is switched from the target scene component to at least one first motion node in the motion path of the target scene component.

10. The method according to claim 9, characterized in that The method further comprises: In a case where a target scene component in the first game scene is a current editing object, in response to satisfying a second preset condition, displaying a first motion path of the target scene component; The step of responding to the first editing switching instruction and switching the current editing object from the target scene component to at least one first motion node in the motion path of the target scene component comprises: In response to a first edit switching instruction for a first motion node in the first motion path, the current editing object is switched from the target scene component to at least one first motion node in the first motion path.

11. The method according to claim 7, characterized in that The edit switching instruction includes a second edit switching instruction; the response satisfies a first preset condition, and switches the current editing object from the target scene component to at least one target motion node among the motion nodes of the target scene component, including: In response to the second editing switching instruction, the current editing object is switched from the target scene component to at least one second motion node in the displacement triggering function of the target scene component.

12. The method according to claim 2, characterized in that: The first preset instruction includes: a motion path adding instruction.

13. The method according to claim 12, characterized in that The response satisfies a first preset condition, and the current editing object is switched from the target scene component to at least one target motion node among the motion nodes of the target scene component, including: In response to the motion path adding instruction, a second motion path is added for the target scene component, and the current editing object is switched from the target scene component to at least one first motion node in the second motion path.

14. The method according to claim 12, characterized in that The method further comprises: In the case where the target scene component is the current editing object, if the target scene component does not have a motion path, a motion path adding control is provided; the motion path adding control is used to trigger the motion path adding instruction.

15. The method according to claim 1, characterized in that The method further comprises at least one of the following steps: In a case where a target scene component in the first game scene is a current editing object, displaying at least part of the motion nodes of the target scene component; In a case where a target scene component in the first game scene is a current editing object, in response to satisfying a third preset condition, at least part of the motion nodes of the target scene component are displayed.

16. The method according to claim 15, characterized in that The response satisfies a first preset condition, and the current editing object is switched from the target scene component to at least one target motion node among the motion nodes of the target scene component, including: When at least some of the motion nodes of the target scene component are displayed, in response to a motion node selection instruction, a target motion node is determined from the at least some of the motion nodes, and the current editing object is switched from the target scene component to the target motion node.

17. The method according to claim 16, characterized in that A selection mark is set in the screen of the first game scene; the responding to the motion node selection instruction and determining the target motion node from at least part of the motion nodes include: According to the picture viewing angle adjustment instruction, the motion node to which the selection mark is aimed is determined as the target motion node.

18. The method according to claim 1, characterized in that A controlled virtual object is provided in the first game scene, and the controlled virtual object is configured to be controlled by the terminal device; The method further comprises: In the first editing mode, the second component model corresponding to the target scene component is controlled to move according to the control instruction for the controlled virtual object; the second component model is a virtual model generated according to the attribute parameters of the target scene component; In response to the editing completion instruction, the edited target scene component is determined according to the second component model after the movement.

19. The method according to claim 18, characterized in that The method further comprises: In the first editing mode, in response to switching the current editing object, adjusting the posture of the controlled virtual object according to the position of the current editing object after switching; The switching of the current editing object includes at least one of the following situations: Switching the current editing object from the target scene component to the target motion node; Switching the current editing object from the target motion node to another motion node of the target scene component; The current editing object is switched from the motion node of the target scene component to the target scene component.

20. The method according to claim 1, characterized in that The method further comprises: In the second editing mode, the third component model is edited according to a second editing instruction for the third component model corresponding to the target scene component; the third component model is a virtual model generated according to the attribute parameters of the target scene component; In response to the editing completion instruction, the edited target scene component is determined according to the edited third component model.

21. The method according to claim 20, characterized in that The method further comprises: In the second editing mode, in response to switching the current editing object, adjusting the screen viewing angle of the first game scene according to the position of the current editing object after switching; The switching of the current editing object includes at least one of the following situations: Switching the current editing object from the target scene component to the target motion node; Switching the current editing object from the target motion node to another motion node of the target scene component; The current editing object is switched from the motion node of the target scene component to the target scene component.

22. The method according to claim 1, characterized in that The response satisfies a first preset condition, and the current editing object is switched from the target scene component to at least one target motion node among the motion nodes of the target scene component, including: In response to a property setting trigger instruction for the target scene component, a property setting interface of the target scene component is displayed; In response to an editing object selection instruction in the property setting interface, the current editing object is switched from the target scene component to at least one target motion node among the motion nodes of the target scene component.

23. A device for editing a game scene component, characterized in that: Providing a graphical user interface through a terminal device; the device comprises: A game scene display processing module is configured to display a first game scene in the graphical user interface; the first game scene includes a scene component; The editing object switching processing module is configured to, in the case where the target scene component in the first game scene is the current editing object, switch the current editing object from the target scene component to at least one target motion node among the motion nodes of the target scene component in response to satisfying a first preset condition; the motion node includes at least one of the following: a first motion node in the motion path of the target scene component; a second motion node in the displacement trigger function of the target scene component, the displacement trigger function being used to trigger the displacement of a virtual object other than the target scene component; A motion node editing processing module is configured to obtain first editing information in response to a first editing instruction for the target motion node; The component information update processing module is configured to update the motion information of the target scene component according to the first editing information.

24. 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 22 is implemented.

25. 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 22 by executing the executable instructions.