Game editing preview method and device, program product and electronic equipment
By providing game editing preview methods in the UGC editor, users are allowed to select and preview multiple dynamic objects in the game map, solving the problem of single preview method in the existing technology, achieving a preview effect closer to the actual game operation, and improving user editing efficiency.
Patent Information
- Application Number
- CN202411876099.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-18
- Publication Date
- 2025-04-11
AI Technical Summary
The preview method of the existing UGC editor is relatively single, and cannot effectively reflect the actual game operation effect, affecting the user's editing effect and editing efficiency.
It provides a game editing preview method, by displaying the game editing scene in the graphical user interface, determining the editing information of the preview object in response to the editing instructions, determining the preview object from the candidate preview object in response to the preview setting instructions, and presenting the preview effect according to the editing information of the preview object.
Allows users to select the object to be previewed, breaking through the limitations of a single preview method, and displaying the situations of multiple dynamic processes at the same time. The preview effect is closer to the actual game operation, improving the user's editing effect and editing efficiency.
Smart Images

Figure CN119792939A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of computer and game technology, and in particular to a game editing and previewing method, a game editing and previewing device, a computer program product, and an electronic device. Background Art
[0002] With the development of computer technology, UGC (User Generated Content) editors for games have emerged, and users can use UGC editors to edit custom game maps. In related technologies, users can preview the current editing situation during the editing process, such as previewing the dynamic effect of a game scene component. However, the current preview method is relatively simple, and the preview process cannot well reflect the actual game running effect, thereby affecting the user's editing effect and editing efficiency. Summary of the invention
[0003] The present disclosure provides a game editing preview method, a game editing preview device, a computer program product and an electronic device, so as to at least to some extent solve the problem that the preview mode of the UGC editor is relatively single.
[0004] According to a first aspect of the present disclosure, a game editing preview method is provided, the method comprising: displaying a game editing scene in a graphical user interface; in response to a first editing instruction in the game editing scene, determining editing information of a previewable object of the game editing scene; in response to a preview setting instruction in the game editing scene, determining one or more first preview objects from candidate preview objects; the candidate preview objects include all or part of the previewable objects; in response to the first preview instruction in the game editing scene, presenting a preview effect of the first preview object according to the editing information of the first preview object.
[0005] According to a second aspect of the present disclosure, a game editing preview device is provided, the device comprising: a game editing scene display module, configured to display a game editing scene in a graphical user interface; an editing module, configured to determine editing information of a previewable object of the game editing scene in response to a first editing instruction in the game editing scene; a preview setting module, configured to determine one or more first preview objects from candidate preview objects in response to a preview setting instruction in the game editing scene; the candidate preview objects include all or part of the previewable objects; and a preview effect presentation module, configured to present a preview effect of the first preview object according to the editing information of the first preview object in response to the first preview instruction in the game editing scene.
[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] A new preview method is provided, allowing users to select the object to be previewed, rather than only being able to preview the currently edited scene component, thereby breaking through the limitations of the single preview method in related technologies, and especially allowing users to choose to preview multiple objects at a time, such as previewing the sky lighting, sky background, fog effect, and color filter in the game map that change dynamically at the same time, and showing the effects after multiple dynamic processes are completed, so that the preview effect is closer to the actual game running effect, meeting the user's editing and preview needs, and facilitating users to accurately adjust the editing information according to the preview effect, thereby improving the editing effect and editing efficiency. BRIEF DESCRIPTION OF THE DRAWINGS
[0010] Figure 1 A system architecture diagram in this exemplary embodiment is shown;
[0011] Figure 2 A flowchart showing a method for game editing and previewing in this exemplary embodiment is shown;
[0012] Figure 3 A schematic diagram showing a game editing scene and scene component controls in this exemplary embodiment;
[0013] Figure 4 A schematic diagram showing a setting interface of an effect control component in this exemplary embodiment;
[0014] Figure 5 A schematic diagram showing a preview setting interface in this exemplary embodiment;
[0015] Figure 6 A schematic diagram showing a selection preview effect in this exemplary embodiment;
[0016] Figure 7 A schematic diagram showing another preview setting interface in this exemplary embodiment;
[0017] Figure 8 A schematic diagram showing another preview setting interface in this exemplary embodiment;
[0018] Fig. 9 A schematic diagram showing the structure of a game editing and previewing device in this exemplary embodiment is shown;
[0019] Fig.10 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION
[0020] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0021] 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.
[0022] In the UGC editor of the game, the preview function can usually be used to preview the dynamic effects in the game map, such as the effect of environmental changes. The inventors have found that in the related art, the preview method of the UGC editor is relatively simple. For example, a user can only preview a scene component in the game map when the scene component is selected, and the preview screen only displays the dynamic effects of the scene component, but not other scene components or other aspects of the dynamic effects. However, in the actual game operation process, there are usually multiple dynamic processes in the game map, and the preview process obviously cannot show the scene situation after multiple dynamic processes have occurred, or the situation where multiple dynamic processes occur at the same time. Therefore, the preview process cannot well reflect the effect of the actual game operation, and it is difficult for users to accurately adjust the editing information according to the preview situation, thereby affecting the user's editing effect and editing efficiency.
[0023] In view of one or more of the above problems, an exemplary embodiment of the present disclosure provides a game editing preview method.
[0024] 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, and the like. An application program, such as a game program, is installed on the terminal device 110. The terminal device 110 has a display function and can display a graphical user interface, which may include an operating system interface or an application program interface, etc. The server 120 generally refers to a background system that provides game editing, previewing, and running related services, and may be a server or a cluster of multiple servers. For example, the server 120 may include two clusters, one of which provides game editing and previewing services, and the other provides game running services. In one embodiment, 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.
[0025] In one embodiment, the above method can be implemented and executed based on a cloud interactive system. The cloud interactive system can be the above system architecture. Various cloud applications can be run under the cloud interactive 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, the storage and operation of the control and interaction methods in the game are completed on the cloud game server (such as the above server 120), and the cloud game client (such as the above 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.
[0026] In one embodiment, the game map 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.
[0027] 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 the 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 function.
[0028] In one implementation, the above method can be implemented by the terminal device 110 without deploying the server 120. For example, in a stand-alone game or editing environment, a stand-alone application is installed on the terminal device 110 to execute the above method.
[0029] Figure 2 The schematic flow of the game editing preview method is shown, which may include the following steps S210 to S240:
[0030] Step S210, displaying the game editing scene in the graphical user interface;
[0031] Step S220, responding to the first editing instruction in the game editing scene, determining the editing information of the previewable object in the game editing scene;
[0032] Step S230, in response to the preview setting instruction in the game editing scene, determining one or more first preview objects from the candidate preview objects; the candidate preview objects include all or part of the previewable objects;
[0033] Step S240, responding to the first preview instruction in the game editing scene, presenting a preview effect of the first preview object according to the editing information of the first preview object.
[0034] based on Figure 2The method provides a new preview mode, allowing users to select the object to be previewed instead of only being able to preview the currently edited scene component, thereby breaking through the limitation of the single preview mode in the related technology, especially allowing users to choose to preview multiple objects at one time, such as previewing the sky lighting, sky background, fog effect, and color filter in the game map that change dynamically at the same time, and showing the effects after multiple dynamic processes are completed, so that the preview effect is closer to the actual game running effect, meeting the user's editing and preview needs, and facilitating the user to accurately adjust the editing information according to the preview effect, thereby improving the editing effect and editing efficiency.
[0035] Below Figure 2 Provide detailed instructions for each step.
[0036] refer to Figure 2 , in step S210, the game editing scene is displayed in the graphical user interface.
[0037] The game process may include at least two stages: a game editing stage, i.e., the stage in which the user uses the editing function to edit the game map, and can preview the edited information; and a game running stage, i.e., the stage in which the user plays the game. In the game running stage, the user can use the game map edited in the game editing stage to play the game.
[0038] This exemplary embodiment provides an editing function through an application. In one embodiment, the application may be a game program, which has an editing function. When the game program is running, the user can select a specific option to enter the editing interface and use the editing function. In another embodiment, the application may be an editing program, which is not a game program. It provides editing functions but cannot be used to play games. Exemplarily, the editing program may be an editing program that is compatible with the game program, which may run separately outside the game program, or may be an editing program that is independent of the game and is universal for different games, such as DCC (Digital Content Creation) software, game engines, etc. When the editing program is running, the user can use the editing function. In addition, a preview function may also be provided by the above-mentioned application. Alternatively, the editing function and the preview function may be provided by different programs.
[0039] Users can use the editing function to edit the game map. They can choose to create a new game map and edit it, or they can choose to edit an existing game map (which can be a game map that comes with the program, a game map that the user has previously edited, or a game map that other users have edited and shared). The game editing scene is a scene formed by loading the game map in the editing mode. The game editing scene can include one or more scene components, which can be built-in (such as the program can provide preset game maps of various styles, and the user can choose a preset game map to edit, which initially comes with scene components), or it can be generated by user editing. The scene component is a person or object (or a partial person or object) in the game map, such as a building, a mechanism, a vehicle, furniture, an NPC (Non-Player Character), etc. in the game map. The scene component can be an object generated, used or edited in the game editing stage, and is configured to generate a corresponding virtual model in the game running stage. In the game, the scene component and the corresponding virtual model usually have the same appearance and use the same model resources, so the two can be considered to be the same object, and no special distinction is made in this article. In the program, the scene component and the virtual model can be stored as different types of program objects. The virtual model is configured with the following performance effects: visual performance effects, and non-visual performance effects. That is to say, during the game running stage, the virtual model corresponding to the scene component can be a visible object with a specific appearance, or it can be an invisible object (such as the "birth point", that is, the initial area where the player character is located in the game, which is a scene component with size and shape, but is invisible during the game running stage). In this exemplary embodiment, multiple scene components can be combined into a scene component combination. For example, the block component can be combined onto the circular surface of the cylindrical component to form a mechanism component in the form of a roller. In this way, complex and diverse components of people or objects can be formed in the game. Unless otherwise specified, the scene component mentioned in this article may refer to a basic scene component (i.e., an indivisible single scene component) or a scene component combination.
[0040] In the game editing scene, the user can edit the environment of the game scene, such as background, weather, lighting, etc., and can also edit the scene components, such as adding, deleting a scene component, setting the properties of the scene component, etc. In the case of displaying the game editing scene, multiple scene component controls can be provided to respond to and generate corresponding scene components in the game editing scene according to the trigger instruction. The scene component control is a control for generating the scene component preset in the program. In addition, the scene component control can be divided into different component categories. Figure 3 A schematic diagram showing the game editing scene and scene component controls. Figure 3 As shown, it can be in a list (including one or more levels of lists, Figure 3The scene component controls are provided in the form of a two-level list (as shown), and the list shows one or more levels of component categories. For example, "structure", "item", "environment", "mechanism", "organism", "combination" and so on are first-level component categories, and each first-level component category includes one or more second-level component categories. For example, the first-level component category "item" includes second-level component categories such as "furniture", "interior decoration", and "lamps". Each second-level component category includes one or more scene component controls. For example, the second-level component category "furniture" includes scene component controls such as "log coffee table", "round low table", "wooden small table", and "European table". Users can generate corresponding scene components in the game editing scene by clicking, dragging, and other operations of the scene component controls. For example, in Figure 3 In the example, the user drags the "round low table" scene component control to a certain position in the game editing scene, which can trigger the generation of the round low table scene component at that position. The present disclosure does not limit the form and appearance of the scene component control. The scene component control can display the name of the scene component or the icon of the scene component.
[0041] In one embodiment, the scene component control is configured with a corresponding scene component template, and the scene component template includes pre-edited scene component parameters. The scene component parameters may include, but are not limited to, one or more parameters of shape, color, texture, transparency, material, size, and direction. When a user edits a scene component in a game editing scene, it is necessary to set the scene component parameters for the scene component. If a scene component is generated in a game editing scene through a scene component control, the scene component parameters in the scene component template corresponding to the scene component control can be called to quickly generate the scene component according to these parameters. It can be understood that the scene component control is a pre-edited templated scene component, and the scene component parameters are configured in the form of a template and provided to the user in the form of a scene component control. When the user uses the scene component control, it is equivalent to applying the scene component template. This improves editing efficiency. Of course, after the scene component is generated, it is allowed to change its scene component parameters, 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.
[0042] The game program may have its own scene component control, such as the game developer pre-editing the scene component template and configuring it as a scene component control for the player to use. In addition, the user may be allowed to configure the scene component control. For example, the user may model the scene component in the game editing scene or other editing interface and save the scene component parameters to form a scene component template and configure it as a scene component control.
[0043] In one embodiment, the user may be allowed to edit and update the scene component control, such as modifying the scene component template corresponding to the scene component control, modifying the scene component parameters therein, and updating the scene component template corresponding to the scene component control after saving. When subsequently generating a scene component in a game editing scene through the scene component control, the scene component parameters in the updated scene component template may be called to generate the scene component.
[0044] In one embodiment, for a scene component combination, a corresponding scene component control can also be configured. For example, a user can combine a block component onto the circular surface of a cylinder component to form a mechanism component in the form of a roller, and a new scene component control can be configured based on the scene component parameters of the mechanism component. Subsequent users can generate a mechanism component in the game editing scene through the scene component control. This enables one-click generation of a scene component combination, which is very convenient.
[0045] Continue to refer Figure 2 In step S220, in response to a first editing instruction in the game editing scene, editing information of a previewable object in the game editing scene is determined.
[0046] Previewable objects are provided in the game editing scene. Previewable objects are objects whose editing effects cannot be fully displayed in the game editing scene. Exemplarily, previewable objects are objects with dynamic information. Dynamic information includes, but is not limited to, motion information, state change information, appearance change information, etc. Since the game editing scene is usually a static scene, the static information of the previewable object (such as initial information, i.e., information before the dynamic process occurs) can be seen in the game editing scene, but the dynamic information cannot be seen, so the editing effect of the previewable object cannot be fully displayed through the game editing scene. The preview function can display the dynamic information of the previewable object. For objects other than the previewable object, since they do not have dynamic information, the editing effects of these objects can be fully displayed in the static game editing scene, so there is no need to preview these objects, which can be called non-previewable objects.
[0047] Dynamic information may include information that changes dynamically, such as its own motion information, state change information, and appearance change information; it may also include information that causes other objects to change dynamically, such as information that triggers movement, state change, or appearance change in people, objects, or environments other than itself. In one embodiment, the previewable object may include a scene component with dynamic information.
[0048] In one embodiment, the previewable object may include one or more environmental elements, such as lighting, background, fog effect, color filter (the effect is equivalent to adding a color filter to the entire game map or a local area therein, which can change the color of the entire game map or the local area), etc. These environmental elements can be dynamically changed, and their dynamic effects can be displayed in a preview manner.
[0049] The first editing instruction is an instruction for editing a previewable object. For example, when any previewable object is the current editing object, the user can edit its dynamic change parameters in the setting interface of the previewable object, such as the change parameters of the light intensity and light angle, the change duration, etc., or can adjust its dynamic change parameters in a visual manner in the game editing scene, such as visually displaying the light angle in the game editing scene, and the user can drag to adjust the light angle. The editing information of the previewable object obtained according to the first editing instruction may include the dynamic information of the previewable object after editing, which may represent the dynamic change process of the previewable object (i.e., how it changes) and the state after the change.
[0050] In one embodiment, the above-mentioned response to the first editing instruction in the game editing scene to determine the editing information of the previewable object in the game editing scene may include the following steps:
[0051] In response to a component generation instruction in a game editing scene, an effect control component is generated in the game editing scene; the effect control component is a scene component for controlling the dynamic effect of a corresponding previewable object;
[0052] In response to a second editing instruction for the effect control component, editing information of the previewable object corresponding to the effect control component is determined.
[0053] Exemplarily, the effect control component has dynamic information, which is not the information that changes dynamically itself, but the information that causes the corresponding previewable object to change dynamically. For example, in the game editing scene, it is allowed to set up effect control components such as sky lighting switcher, sky background switcher, fog effect switcher, color filter switcher, etc. These effect control components themselves are not carriers of dynamic effects, cannot directly display dynamic effects, and are not even visible during the game running stage. Instead, they are used to control the corresponding dynamic effect carriers to achieve dynamic effects. Among them, the sky lighting switcher is used to control the dynamic changes of sky lighting, the sky background switcher is used to control the dynamic changes of sky background, the fog effect switcher is used to control the dynamic changes of fogging effects, and the color filter switcher is used to control the dynamic changes of color filters.
[0054] The first editing instruction may include a component generation instruction and a second editing instruction. The component generation instruction is an instruction for generating an effect control component, and the second editing instruction is an instruction for editing an effect control component. The user can use the scene component control corresponding to the effect control component to generate the effect control component at a specified position in the game editing scene, and of course, the effect control component can also be generated by other operation methods. And the effect control component can be edited in the setting interface of the effect control component, or edited in a visual manner in the game editing scene.
[0055] Figure 4 A schematic diagram of the setting interface of the sky light switcher is shown, in which the user can edit the dynamically changing parameters of the sky light, thereby determining the editing information of the sky light, a previewable object.
[0056] Through the effect control component, intangible environmental elements such as sky lighting and sky background are presented in the game editing scene in a physical way, making it easier for users to understand and perform editing operations.
[0057] In one embodiment, it is allowed to set multiple effect control components of the same type in the game editing scene. For example, multiple sky lighting switchers can be set to control the sky lighting in different areas, or trigger dynamic changes in sky lighting at different times or under different conditions, or have different dynamic effects.
[0058] In one implementation, the effect control component itself may also be used as a previewable object.
[0059] Continue to refer Figure 2 In step S230, in response to the preview setting instruction in the game editing scene, one or more first preview objects are determined from the candidate preview objects; the candidate preview objects include all or part of the previewable objects.
[0060] Among them, the candidate preview objects may include all previewable objects, such as each previewable object in the game editing scene may be used as a candidate preview object. Alternatively, the candidate preview objects may include some previewable objects. Exemplarily, each environmental element may be used as a candidate preview object, such as the candidate preview objects may include sky lighting, sky background, fog effect, and color filter. Alternatively, each effect control component may be used as a candidate preview object, such as a sky lighting switcher, a sky background switcher, three fog effect switches, and a color filter switcher are provided in the game editing scene, and these effect control components are all used as candidate preview objects, and the number of candidate preview objects is 6. Alternatively, each scene component with dynamic information (which may include an effect control component) may be used as a candidate preview object.
[0061] This exemplary embodiment provides a first preview mode (or overall preview mode), which is a preview mode in which preview objects can be selected. Users can selectively preview one or more objects through the first preview mode to meet their own needs. The preview setting instruction is an instruction for setting relevant information of the first preview mode (such as setting the preview object). The object selected by the user from the candidate preview objects is the first preview object, which represents the object to be previewed in the first preview mode.
[0062] In one embodiment, the above-mentioned step of responding to the preview setting instruction in the game editing scene and determining one or more first preview objects from the candidate preview objects may include the following steps:
[0063] In response to a first preview setting instruction in the game editing scene, providing a first setting control;
[0064] In response to the second preview setting instruction for the first setting control, one or more first preview objects are determined from the candidate preview objects.
[0065] The first preview setting instruction is an instruction that triggers the start of preview setting. In response to the first preview setting instruction, a first setting control is provided, and the first setting control is an instruction for setting a preview object. The user can generate a second preview setting instruction and determine the first preview object by operating the first setting control.
[0066] In one embodiment, the above-mentioned providing a first setting control in response to the first preview setting instruction in the game editing scene may include the following steps:
[0067] When any candidate preview object is a current editing object, providing a first preview control;
[0068] In response to a trigger instruction for the first preview control, a first setting control is provided.
[0069] The first preview setting instruction may be a trigger instruction for the first preview control. Figure 4 As shown, when the user selects the sky light switcher, it means that the sky light switcher is the current editing object, or the sky light is the current editing object, and a first preview control 401 is provided. When the user clicks or long presses the first preview control 401, a first preview setting instruction is generated, triggering the provision of the first setting control. For example, in response to the trigger instruction of the first preview control, a preview setting interface is displayed, and a first setting control is provided in the preview setting interface. The first setting control can be in the form of a selection control, etc., and the user can select from the options corresponding to the candidate preview objects, thereby determining the first preview object.
[0070] In one embodiment, the first setting control includes a second setting control corresponding to each candidate preview object. Figure 5 A schematic diagram of a preview setting interface is shown, in which a second setting control 501 corresponding to each candidate preview object (such as sky lighting, fog effect, color filter) is provided.
[0071] The above-mentioned step of responding to the second preview setting instruction for the first setting control and determining one or more first preview objects from the previewable objects may include the following steps:
[0072] In response to a second preview setting instruction for a second setting control, a first preview object is determined according to a setting state of each second setting control; wherein the setting state includes a first state and a second state, and the setting state of the setting control corresponding to the first preview object is the first state.
[0073] refer to Figure 5 As shown, the second setting control 501 can be switched between an on state (with a black dot in the middle) and an off state (without a black dot in the middle), the on state being the first state, and the off state being the second state. The user can switch settings for each second setting control 501, such as setting the second setting control 501 corresponding to the sky lighting and the second setting control 501 corresponding to the fog effect to the first state, and setting the second setting control 501 corresponding to the color filter to the second state, then the sky lighting and the fog effect are determined to be the first preview objects, and the color filter is not the first preview object.
[0074] It should be noted that the reference Figure 5 As shown, the setting items of the sky background are shown in the preview setting interface. However, since the sky background switcher is not set in the game editing scene, that is, the sky background in the game editing scene does not have a dynamic effect, the sky background cannot be previewed. Therefore, it can be understood that the game editing scene does not have a previewable object of the sky background at this time, and the candidate preview objects do not include the sky background object. The setting items of the sky background in the preview setting interface cannot be operated, such as the sky background cannot be used as the first preview object, and the dynamic effect of the sky background is not displayed during the preview process.
[0075] Continue to refer Figure 2 In step S240, in response to the first preview instruction in the game editing scene, the preview effect of the first preview object is presented according to the editing information of the first preview object.
[0076] The first preview instruction is an instruction to confirm previewing in the first preview mode. Figure 5The preview setting interface shown provides a preview confirmation control 502, and the user clicks or long presses the preview confirmation control 502 to trigger the first preview instruction. In response to the first preview instruction, the preview effect of the first preview object is presented according to the editing information of the first preview object. For example, in the case where the sky lighting and fog effect are determined to be the first preview object, in response to the first preview instruction, the preview effect of the sky lighting and fog effect is displayed according to the dynamic information of the sky lighting and fog effect currently edited by the user.
[0077] During the preview process, the game editing scene can be displayed in a preview state, and dynamic information can be loaded according to the editing information of the first preview object to present a dynamic preview effect. Alternatively, a game preview scene can be set separately, such as a scene formed by loading a game map in a preview state, and a dynamic preview effect can be displayed in the game preview scene.
[0078] In one embodiment, the game editing preview method may further include the following steps:
[0079] In response to a third preview setting instruction for a first preview object, a first preview effect and a second preview effect of the first preview object are determined; wherein one of the first preview effect and the second preview effect is an initial effect, and the other is an edit preview effect determined according to edit information of the first preview object; or, the first preview information and the second preview information are different edit preview effects determined according to different edit information of the first preview object; and the different edit information of the first preview object is information edited by different effect control components corresponding to the first preview object.
[0080] Accordingly, presenting the preview effect of the first preview object according to the editing information of the first preview object may include the following steps:
[0081] According to the editing information of the first preview object, the first preview object is presented to change from a first preview effect to a second preview effect.
[0082] It should be understood that for the same previewable object, multiple effects may be set for it during the editing process. For example, multiple sky lighting switchers can be set for the previewable object of sky lighting, and edited separately. The editing information of each sky lighting switcher can correspond to a dynamic effect, so that the sky lighting can present a variety of dynamic effects during the game. The effect set by the user can be called an editing effect, which is different from the initial effect in the game map (that is, the effect at the beginning of the game running process, or the default effect without setting any dynamic effect). During the preview process, you can choose to preview the changes between any two editing effects, or preview the changes between the initial effect and any editing effect.
[0083] The first preview effect refers to the effect before the dynamic change during the preview process, and the second preview effect refers to the effect after the dynamic change during the preview process. Figure 5 As shown, in the setting items of each candidate preview object, the left side of the arrow indicates the first preview effect, and the right side of the arrow indicates the second preview effect. The user can set the first preview effect and the second preview effect respectively. For example, a third setting control 503 is provided, and the user can implement the third preview setting instruction through the third setting control to set the first preview effect and the second preview effect. Exemplarily, according to the user's editing information for sky lighting, the sky lighting has two editing effects, recorded as editing effect 1 and editing effect 2. The user can set the first preview effect and the second preview effect to the following situations:
[0084] The first preview effect is the initial effect, and the second preview effect is the edited effect 1;
[0085] The first preview effect is the initial effect, and the second preview effect is the edited effect 2;
[0086] The first preview effect is the editing effect 1, and the second preview effect is the initial effect;
[0087] The first preview effect is editing effect 1, and the second preview effect is editing effect 2;
[0088] The first preview effect is the edit effect 2, and the second preview effect is the initial effect;
[0089] The first preview effect is editing effect 2, and the second preview effect is editing effect 1.
[0090] Thus, the user can freely and flexibly set the first preview effect and the second preview effect. Accordingly, during the preview process, the screen showing the first preview object changing from the first preview effect to the second preview effect is displayed, which can meet the user's diverse preview needs.
[0091] In one implementation, the determining the first preview effect and the second preview effect of the first preview object in response to the third preview setting instruction for the first preview object may include the following steps:
[0092] In response to a third preview setting instruction for the first preview object, a first preview effect and a second preview effect for the first preview object are determined according to selection results in the initial effect and the effect control component corresponding to the first preview object.
[0093] For example, three fog effect switches are set in the game editing scene, namely fog effect switch 1, fog effect switch 2, and fog effect switch 3. Figure 6As shown, if the fog effect is determined to be the first preview object, when setting the first preview effect and the second preview effect for the fog effect, the options provided include the initial effect (i.e., "scene default effect"), fog effect switcher 1, fog effect switcher 2, and fog effect switcher 3. If the user sets the first preview effect to be fog effect switch 1, it means that the first preview effect is the preview effect determined according to the editing information of fog effect switcher 1. Further, the editing information of fog effect switcher 1 includes: process parameter 1, state 1, indicating that the state changes to state 1 according to process parameter 1; the editing information of fog effect switcher 2 includes: process parameter 2, state 2, indicating that the state changes to state 2 according to process parameter 2; the editing information of fog effect switcher 3 includes: process parameter 3, state 3, indicating that the state changes to state 3 according to process parameter 3. Figure 7 A schematic diagram of setting the first preview effect and the second preview effect is shown. The first preview effect of the fog effect can be set to fog effect switch 1, and the second preview effect can be set to fog effect switch 3. During the preview process, the fog effect is initially displayed as state 1, and the process of its change to state 3 according to process parameter 3 is displayed.
[0094] Through the above first preview mode, users can flexibly choose which objects to preview, can preview multiple objects at a time, and can set different preview effects, which is very convenient.
[0095] In one embodiment, the game editing preview method may further include the following steps:
[0096] In the case where the second preview object among the previewable objects is the current editing object, in response to the second preview instruction, a preview effect of the second preview object is presented according to the editing information of the second preview object.
[0097] Among them, in addition to the first preview mode, a second preview mode (or called a separate preview mode) can also be provided, which is a mode for separately previewing the current editing object. The second preview object can be any previewable object. The second preview instruction is an instruction to trigger previewing in the second preview mode. Exemplarily, when the second preview object in the previewable object is the current editing object, a second preview control corresponding to the second preview object can be provided, and in response to the trigger instruction of the second preview control, the preview effect of the second preview object is presented according to the editing information of the second preview object. For example, when the user selects the sky lighting switcher, a second preview control 402 can be provided in the setting interface of the sky lighting switcher. When the user clicks or long presses the second preview control 402, it triggers entering the preview state, and only the preview effect of the sky lighting switcher is displayed, and the preview effects of other scene components or environmental elements are not displayed.
[0098] Compared with the first preview mode, the operation process of the second preview mode is simpler. For example, the user can directly enter the second preview mode by triggering the second preview control to preview the current editing object. When the user needs to preview the current editing object separately, it is more convenient to use the second preview mode.
[0099] By providing the above-mentioned at least two preview modes, the editing and previewing operation process of the user is made freer and more flexible.
[0100] In one embodiment, the preview effect of the first preview object includes a dynamic effect. The above-mentioned presenting the preview effect of the first preview object according to the editing information of the first preview object may include the following steps:
[0101] According to the editing information of the first preview object, the dynamic effect of the first preview object is presented from the preview start time.
[0102] Among them, during the running of the game, the dynamic effects of the previewable objects can have certain trigger conditions. During the preview process, in order to allow users to see the dynamic effects immediately, there is no need to wait until the trigger conditions are met before starting to present the dynamic effects, but the dynamic effects of the first preview object are presented from the start of the preview. The program can be set to always meet the trigger conditions during the preview process, or only execute the instructions of the dynamic effects part in the dynamic information (or editing information) of the first preview object without determining the trigger conditions. This can reduce the preview time and improve the preview efficiency.
[0103] In one embodiment, the game editing preview method may further include the following steps:
[0104] The preview duration is determined according to the duration of the effect of the first preview object.
[0105] In the process of presenting the preview effect of the first preview object, if the preview time is reached, the preview is stopped.
[0106] The duration of the effect of the first preview object can be set when editing the first preview object, such as in Figure 4 In the setting interface of the effect control component shown, the user can set the duration of the lighting change, which indicates the duration of the dynamic effect, that is, the duration of the process from one state to another. If the first preview effect and the second preview effect are set for the first preview object, the preview duration is determined according to the duration of the second preview effect. Figure 7 In the preview setting interface shown, the first preview effect of the fog effect is set to fog effect switcher 1, and the second preview effect of the fog effect is set to fog effect switcher 3. The effect duration (i.e. 3s) set in fog effect switcher 3 can be used as the preview duration of the first preview object.
[0107] During the preview process, the dynamic change process can be mainly presented, such as presenting the dynamic effect of the first preview object from the start of the preview, so that the duration of the effect of the first preview object is the preview duration. During the preview process, the preview is stopped after the preview duration is reached. After the preview is stopped, you can exit and return to the game editing scene, return to the editing state, or stay in the preview state and display the state of the first preview object after the dynamic change.
[0108] In one embodiment, if there are multiple first preview objects, the preview duration is determined according to the maximum value of the effect durations of the multiple first preview objects. Figure 5 As shown, two first preview objects are set, where the duration of the sky lighting effect is 1 second, and the duration of the fog effect is 5 seconds. The preview duration is determined to be the maximum value, i.e., 5 seconds. The preview duration can be displayed in the preview setting interface, such as displaying the information "5 seconds" in the preview confirmation control 502.
[0109] In one implementation, a countdown of the preview duration may be displayed during the preview process. Figure 8 A schematic diagram of a preview setting interface during a preview process is shown, in which the original preview confirmation control 502 is changed to a stop preview control 504, and a countdown of the preview duration can be displayed in the stop preview control 504. For example, if the preview duration is 5 seconds, 5 seconds can be displayed at the start of the preview, and as the preview process proceeds, the remaining duration of the preview process is displayed, such as 5 seconds gradually decreasing to 4.5 seconds, 4 seconds, and 3.5 seconds, until the preview process ends and the time becomes 0. The user can also end the preview process in advance by clicking the stop preview control 504 before the preview ends.
[0110] Through the above methods, users can more clearly understand the preview process and control the preview process. For example, they can control the preview duration according to their own needs, and end the preview process in advance after seeing the required preview information.
[0111] The exemplary embodiment of the present disclosure also provides a game editing preview device. Fig. 9 As shown, the game editing preview device 900 may include the following program modules:
[0112] A game editing scene display module 910 is configured to display the game editing scene in a graphical user interface;
[0113] The editing module 920 is configured to determine the editing information of the previewable object of the game editing scene in response to the first editing instruction in the game editing scene;
[0114] The preview setting module 930 is configured to respond to the preview setting instruction in the game editing scene and determine one or more first preview objects from the candidate preview objects; the candidate preview objects include all or part of the previewable objects;
[0115] The preview effect presenting module 940 is configured to respond to a first preview instruction in the game editing scene and present a preview effect of the first preview object according to the editing information of the first preview object.
[0116] In one embodiment, the responding to the preview setting instruction in the game editing scene and determining one or more first preview objects from the candidate preview objects includes: responding to the first preview setting instruction in the game editing scene and providing a first setting control; responding to the second preview setting instruction for the first setting control and determining one or more first preview objects from the candidate preview objects.
[0117] In one embodiment, the response to the first preview setting instruction in the game editing scene provides a first setting control, including: providing a first preview control when any candidate preview object is the current editing object; and providing the first setting control in response to a triggering instruction for the first preview control.
[0118] In one embodiment, the first setting control includes a second setting control corresponding to each candidate preview object; the determining one or more first preview objects from the previewable objects in response to the second preview setting instruction for the first setting control includes: in response to the second preview setting instruction for the second setting control, determining the first preview object according to the setting state of each second setting control; wherein the setting state includes a first state and a second state, and the setting state of the setting control corresponding to the first preview object is the first state.
[0119] In one embodiment, responding to a first editing instruction in the game editing scene to determine editing information of a previewable object in the game editing scene includes: responding to a component generation instruction in the game editing scene to generate an effect control component in the game editing scene; the effect control component is a scene component for controlling dynamic effects of a corresponding previewable object; responding to a second editing instruction for the effect control component to determine editing information of the previewable object corresponding to the effect control component.
[0120] In one embodiment, the preview setting module 930 is further configured to: determine a first preview effect and a second preview effect of the first preview object in response to a third preview setting instruction for the first preview object; wherein one of the first preview effect and the second preview effect is an initial effect, and the other is an edited preview effect determined according to the editing information of the first preview object; or, the first preview information and the second preview information are different edited preview effects determined according to different editing information of the first preview object; the different editing information of the first preview object is information edited by different effect control components corresponding to the first preview object; presenting the preview effect of the first preview object according to the editing information of the first preview object includes: presenting the first preview object changing from the first preview effect to the second preview effect according to the editing information of the first preview object.
[0121] In one embodiment, the responding to the third preview setting instruction for the first preview object and determining the first preview effect and the second preview effect of the first preview object includes: responding to the third preview setting instruction for the first preview object, and determining the first preview effect and the second preview effect of the first preview object according to the selection result in the initial effect and the effect control component corresponding to the first preview object.
[0122] In one embodiment, the preview effect presentation module 940 is further configured to: determine the preview duration according to the duration of the effect of the first preview object; and stop the preview if the preview duration is reached during the presentation of the preview effect of the first preview object.
[0123] In one implementation, determining the preview duration according to the effect duration of the first preview object includes: if there are multiple first preview objects, determining the preview duration according to a maximum value among the effect durations of the multiple first preview objects.
[0124] In one implementation, the preview effect of the first preview object includes a dynamic effect; and presenting the preview effect of the first preview object according to the editing information of the first preview object includes: presenting the dynamic effect of the first preview object starting from a preview start time according to the editing information of the first preview object.
[0125] In one implementation, the preview effect presenting module 940 is further configured to: when a second preview object among the previewable objects is the current editing object, respond to a second preview instruction and present a preview effect of the second preview object according to the editing information of the second preview object.
[0126] 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.
[0127] 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.
[0128] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and the computer program implements the above method when executed by a processor.
[0129] 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.
[0130] 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.
[0131] 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).
[0132] 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 execute) the method steps of various exemplary embodiments of the present disclosure, such as the following steps: step S210, displaying the game editing scene in the graphical user interface; step S220, responding to the first editing instruction in the game editing scene, determining the editing information of the previewable object of the game editing scene; step S230, responding to the preview setting instruction in the game editing scene, determining one or more first preview objects from the candidate preview objects; the candidate preview objects include all or part of the previewable objects; step S240, responding to the first preview instruction in the game editing scene, presenting the preview effect of the first preview object according to the editing information of the first preview object.
[0133] By implementing the above method steps through a computer program, a new preview method is provided, allowing the user to select the object to be previewed, rather than only being able to preview the currently edited scene component, thereby breaking through the limitation of the single preview method in the related art, and especially allowing the user to choose to preview multiple objects at one time, such as by previewing the sky lighting, sky background, fog effect, and color filter in the game map that change dynamically at the same time, and showing the effects after multiple dynamic processes are completed, so that the preview effect is closer to the effect of the actual game operation, meeting the user's editing and preview needs, and facilitating the user to accurately adjust the editing information according to the preview effect, thereby improving the editing effect and editing efficiency.
[0134] The exemplary embodiments of the present disclosure also provide an electronic device. 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.
[0135] In one embodiment, the electronic device may further include a display for displaying a graphical user interface.
[0136] 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.
[0137] 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 .
[0138] 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.
[0139] 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) and other processing units.
[0140] Processor 1010 may be used to execute executable instructions stored in memory 1020, such as executing the following steps: step S210, displaying a game editing scene in a graphical user interface; step S220, responding to a first editing instruction in the game editing scene, determining editing information of a previewable object of the game editing scene; step S230, responding to a preview setting instruction in the game editing scene, determining one or more first preview objects from candidate preview objects; the candidate preview objects include all or part of the previewable objects; step S240, responding to the first preview instruction in the game editing scene, presenting a preview effect of the first preview object according to the editing information of the first preview object.
[0141] By executing the above method steps through processor 1010, a new preview method is provided, allowing the user to select the object to be previewed, rather than only being able to preview the currently edited scene component, thereby breaking through the limitation of the single preview method in the related art, and especially allowing the user to choose to preview multiple objects at one time, such as by previewing the sky lighting, sky background, fog effect, and color filter in the game map that change dynamically at the same time, and showing the effects after multiple dynamic processes are completed, so that the preview effect is closer to the actual game running effect, meeting the user's editing and preview needs, and facilitating the user to accurately adjust the editing information according to the preview effect, thereby improving the editing effect and editing efficiency.
[0142] 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.
[0143] 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 .
[0144] 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.
[0145] The electronic device 1000 can display a graphical user interface through the display 1060, such as displaying a game editing scene.
[0146] 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, tape drives, and data backup storage systems.
[0147] 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".
[0148] 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 game editing and previewing method, characterized in that: The method comprises: Displaying the game editing scene in the graphical user interface; In response to a first editing instruction in the game editing scene, determining editing information of a previewable object in the game editing scene; In response to a preview setting instruction in the game editing scene, one or more first preview objects are determined from candidate preview objects; the candidate preview objects include all or part of the previewable objects; In response to a first preview instruction in the game editing scene, a preview effect of the first preview object is presented according to the editing information of the first preview object.
2. The method according to claim 1, characterized in that The step of responding to the preview setting instruction in the game editing scene and determining one or more first preview objects from the candidate preview objects comprises: In response to a first preview setting instruction in the game editing scene, providing a first setting control; In response to a second preview setting instruction for the first setting control, one or more first preview objects are determined from the candidate preview objects.
3. The method according to claim 2, characterized in that The step of providing a first setting control in response to a first preview setting instruction in the game editing scene includes: When any candidate preview object is a current editing object, providing a first preview control; In response to a trigger instruction for the first preview control, the first setting control is provided.
4. The method according to claim 2, characterized in that: The first setting control includes a second setting control corresponding to each candidate preview object; and the step of responding to the second preview setting instruction for the first setting control and determining one or more first preview objects from the previewable objects includes: In response to a second preview setting instruction for the second setting control, the first preview object is determined according to a setting state of each second setting control; wherein the setting state includes a first state and a second state, and the setting state of the setting control corresponding to the first preview object is the first state.
5. The method according to claim 1, characterized in that The step of responding to a first editing instruction in the game editing scene and determining editing information of a previewable object in the game editing scene comprises: In response to a component generation instruction in the game editing scene, an effect control component is generated in the game editing scene; the effect control component is a scene component for controlling the dynamic effect of a corresponding previewable object; In response to a second editing instruction for the effect control component, editing information of a previewable object corresponding to the effect control component is determined.
6. The method according to claim 5, characterized in that The method further comprises: In response to a third preview setting instruction for the first preview object, determining a first preview effect and a second preview effect of the first preview object; wherein one of the first preview effect and the second preview effect is an initial effect, and the other is an edit preview effect determined according to the edit information of the first preview object; or, the first preview information and the second preview information are different edit preview effects determined according to different edit information of the first preview object; and the different edit information of the first preview object is information edited by different effect control components corresponding to the first preview object; The presenting the preview effect of the first preview object according to the editing information of the first preview object includes: According to the editing information of the first preview object, the presentation of the first preview object changes from the first preview effect to the second preview effect.
7. The method according to claim 6, characterized in that The step of determining a first preview effect and a second preview effect of the first preview object in response to a third preview setting instruction for the first preview object includes: In response to a third preview setting instruction for the first preview object, a first preview effect and a second preview effect of the first preview object are determined according to selection results in an initial effect and an effect control component corresponding to the first preview object.
8. The method according to claim 1, characterized in that The method further comprises: Determining the preview duration according to the duration of the effect of the first preview object; In the process of presenting the preview effect of the first preview object, if the preview time is reached, the preview is stopped.
9. The method according to claim 8, characterized in that The determining the preview duration according to the duration of the effect of the first preview object includes: If there are multiple first preview objects, the preview duration is determined according to a maximum value of the effect durations of the multiple first preview objects.
10. The method according to claim 1, characterized in that The preview effect of the first preview object includes a dynamic effect; and presenting the preview effect of the first preview object according to the editing information of the first preview object includes: The dynamic effect of the first preview object is presented starting from the preview start time according to the editing information of the first preview object.
11. The method according to claim 1, characterized in that: The method further comprises: In the case where a second preview object among the previewable objects is the current editing object, in response to a second preview instruction, a preview effect of the second preview object is presented according to the editing information of the second preview object.
12. A game editing and previewing device, characterized in that: The device comprises: A game editing scene display module, configured to display the game editing scene in a graphical user interface; An editing module, configured to determine editing information of a previewable object of the game editing scene in response to a first editing instruction in the game editing scene; A preview setting module, configured to respond to a preview setting instruction in the game editing scene and determine one or more first preview objects from candidate preview objects; the candidate preview objects include all or part of the previewable objects; The preview effect presentation module is configured to respond to a first preview instruction in the game editing scene and present a preview effect of the first preview object according to the editing information of the first preview object.
13. 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 11 is implemented.
14. 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 11 by executing the executable instructions.