Component editing method and device and electronic equipment

By adding presenters to the game editing scene and editing performance parameters and trigger events, the problem of replacing virtual character skins and sound effects in online games and mobile games is solved, realizing personalized editing and improving the game experience.

CN119925940APending Publication Date: 2025-05-06NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 4 Cites 0 Cited by

Patent Information

Application Number
CN202311459113.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-11-02
Publication Date
2025-05-06

AI Technical Summary

Technical Problem

The prior art is difficult to achieve personalized replacement of virtual character skins and sound effects in online games and mobile games, resulting in poor player experience.

Method used

By adding a presenter to the game editing scene, players can edit the performance parameters and trigger events of the target scene component in the graphical user interface, thereby achieving dynamic changes in skin, special effects and audio performance.

Benefits of technology

Without the intervention of third-party software, players can freely set the dynamic performance effect of scene components to improve personalized editing needs and game experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119925940A_ABST
    Figure CN119925940A_ABST
Patent Text Reader

Abstract

The invention provides a component editing method and device and electronic equipment, and is characterized in that a performance creation operation for a target scene component displayed in a game editing scene is responded, a performance device is added on the target scene component, and the performance device is used for adding dynamic performance for the target scene component. The expression type of the dynamic expression comprises at least one of skin expression, special effect expression and audio expression; in response to a parameter setting operation for the performance device, determining a performance parameter and a trigger event corresponding to the performance device based on the parameter setting operation; and in response to a trigger event in the game editing scene or the game operation scene, displaying the target scene component in the corresponding game scene and presenting a dynamic presentation effect generated based on the presentation parameters on the target scene component. In the mode, the player can freely set the dynamic performance effect which can be presented by the scene component by editing the performance parameter corresponding to the performance device configured by the scene component in the game editing scene, so that the personalized editing requirement of the player can be improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present disclosure relates to the technical field of game editing, and in particular to a component editing method, device and electronic device. Background Art

[0002] In the game, players can replace the skin of virtual characters through third-party tools, and can also replace the game sound effects by editing game files. However, the above-mentioned skin replacement method is only applicable to stand-alone games on open servers, and most online games do not support third-party tools to modify game performance. At the same time, the above-mentioned sound effect replacement method requires editing game files, but the files of mobile games have been packaged and integrated and do not support modification, which makes it impossible for players to replace sound effects and skins, making it difficult to meet the personalized needs of players, resulting in a poor gaming experience for players. Summary of the invention

[0003] The purpose of the present disclosure is to provide a component editing method, device and electronic device, so that players can make environmental components produce skin, special effects or sound effects changes through in-game behaviors, and the change results are achieved through parameter editing, thereby enhancing the player's personalized editing needs.

[0004] In a first aspect, the present disclosure provides a component editing method, the method comprising: displaying a graphical user interface by running a game program, the graphical user interface including a game editing scene; wherein the game editing scene includes a target scene component; in response to a performance creation operation for the target scene component, adding a presenter to the target scene component; the presenter is used to add dynamic performance to the target scene component, and the performance type of the dynamic performance includes at least one of the following: skin performance, special effect performance and audio performance; in response to a parameter setting operation for the presenter, determining the performance parameters and triggering events corresponding to the presenter based on the parameter setting operation; wherein the performance parameters include at least: the performance type and performance duration corresponding to the presenter; in response to a triggering event in the game editing scene or the game running scene, displaying the target scene component in the game editing scene or the game running scene and presenting the dynamic performance effect generated based on the performance parameters on the target scene component.

[0005] In a second aspect, the present disclosure provides a component editing device, which includes: an interface display module, which is used to display a graphical user interface by running a game program, and the graphical user interface includes a game editing scene; wherein the game editing scene includes a target scene component; a performance creation module, which is used to respond to a performance creation operation for the target scene component and add a performer to the target scene component; the performer is used to add dynamic performance to the target scene component, and the performance type of the dynamic performance includes at least one of the following: skin performance, special effect performance and audio performance; a parameter setting module, which is used to respond to a parameter setting operation for the performer, and determine the performance parameters and trigger events corresponding to the performer based on the parameter setting operation; wherein the performance parameters include at least: the performance type and performance duration corresponding to the performer; a performance presentation module, which is used to respond to the triggering of the above-mentioned triggering event in the game editing scene or the game running scene, display the target scene component in the game editing scene or the game running scene and present the dynamic performance effect generated based on the performance parameters on the target scene component.

[0006] In a third aspect, the present disclosure provides an electronic device, which includes a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned component editing method.

[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned component editing method.

[0008] The embodiments of the present disclosure bring the following beneficial effects:

[0009] The present disclosure provides a component editing method, device and electronic device, which first responds to a performance creation operation for a target scene component displayed in a game editing scene, adds a renderer to the target scene component, and the renderer is used to add dynamic performance to the target scene component. The performance type of the dynamic performance includes at least one of skin performance, special effect performance and audio performance; then responds to a parameter setting operation for the renderer, and determines the performance parameters and trigger events corresponding to the renderer based on the parameter setting operation; then responds to the triggering event in the game editing scene or the game running scene, displays the target scene component in the corresponding game scene and presents the dynamic performance effect generated based on the performance parameters on the target scene component. In this method, the player can freely set the dynamic performance effect that the scene component can present by editing the performance parameters corresponding to the renderer configured in the game editing scene. This method can set the dynamic performance of the scene component without the intervention of third-party software, thereby simplifying the setting method of the dynamic performance, which helps to improve the player's personalized editing needs and the player's gaming experience.

[0010] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by implementing the above-mentioned technology of the present disclosure.

[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, the following specifically cites preferred implementation modes and describes them in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0013] Figure 1 A flowchart of a component editing method provided by an embodiment of the present disclosure;

[0014] Figure 2 A schematic diagram of a display management interface of a target scene component provided in an embodiment of the present disclosure;

[0015] Figure 3 A schematic diagram of a parameter setting panel corresponding to skin performance provided by an embodiment of the present disclosure;

[0016] Figure 4 A schematic diagram of a parameter setting panel corresponding to a special effect performance provided in an embodiment of the present disclosure;

[0017] Figure 5 A schematic diagram of a parameter setting panel corresponding to the sound effect performance provided in an embodiment of the present disclosure;

[0018] Figure 6 A schematic diagram of a display device being triggered provided by an embodiment of the present disclosure;

[0019] Figure 7 A schematic diagram of the structure of a component editing device provided by an embodiment of the present disclosure;

[0020] Figure 8 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0021] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all the embodiments. The components of the embodiments of the present disclosure described and shown in the drawings here can be arranged and designed in various different configurations.

[0022] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure claimed for protection, but merely represents selected embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present disclosure.

[0023] In the game, players can use third-party tools to replace the skin of virtual characters, and can also replace the game sound effects by editing game files. However, the above-mentioned skin replacement method is only applicable to stand-alone games on open servers, and most online games do not support third-party tools to modify game performance. At the same time, the above-mentioned sound effect replacement method requires editing game files, and most online games do not support modifying game files. In addition, the files of mobile games have been packaged and integrated and do not support modification, which results in players being unable to replace sound effects and skins, making it difficult to meet the personalized needs of players, resulting in a poor gaming experience for players.

[0024] The component editing method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the component editing method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0025] In an optional implementation, 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 mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated, the storage and operation of the component editing method are completed on the cloud game server, and the role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0026] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0027] In a possible implementation, the present disclosure provides a component editing method; Figure 1 As shown, the method comprises the following specific steps:

[0028] Step S102, displaying a graphical user interface by running the game program, wherein the graphical user interface includes a game editing scene; wherein the game editing scene includes a target scene component.

[0029] In a specific implementation, the above-mentioned graphical user interface is displayed when a game program is run on a terminal device. The game program can be a program of any game, and the terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interaction system mentioned above. For example, the terminal device can be a mobile phone, a tablet computer, or a personal computer. The above-mentioned game editing scene is a scene provided by running the game program, and can also be understood as a scene of the game editing stage provided by the game editor. In the game editing scene, editable components can be edited, and the edited editable components are determined as scene components and set in the game editing scene. In actual applications, when a player triggers a game editing instruction, the game editing scene can be displayed in the graphical user interface, and the game editing instruction can be determined according to the rules of the game. For example, the editing instruction can be an operation to enter the game editor; it can also be an operation to select a scene map for editing, etc.

[0030] In a specific embodiment, after the game editing scene is displayed in the graphical user interface, the target scene component can be set in the game editing scene in the following manner: a component generation window is displayed in the graphical user interface, and the component generation window includes multiple editable components; in response to a trigger operation on a target editable component among the multiple editable components, a target scene component corresponding to the target editable component is controlled to be generated in the game editing scene. The above-mentioned target editable component can be any editable component included in the component generation window. The specific operation of the above-mentioned trigger operation on the target editable component can be determined according to the research and development requirements, and can also be determined according to the user's setting operation. For example, the trigger operation can be an operation of dragging the target editable component into the game editing scene, or it can be an operation of clicking or long pressing the target editing component in the editing window, etc.

[0031] Specifically, the component type and component form of the editable components included in the above component generation window can be set according to the research and development requirements. For example, the editing window can include multiple different types of editable components, including: structural components, item components, environmental components, mechanism components, biological components and combination components, etc., and each type of editable component also contains multiple editable components; for example, item components also include furniture components, interior decoration components, lamp components, kitchen and bathroom components and daily necessities components, etc., among which furniture components can also include: coffee table components, round table components and round stool components, etc.

[0032] Step S104, in response to the performance creation operation for the target scene component, a renderer is added to the target scene component; the renderer is used to add dynamic performance to the target scene component, and the performance type of the dynamic performance includes at least one of the following: skin performance, special effect performance and audio performance.

[0033] In specific implementation, the specific operation of the above-mentioned performance creation operation can be determined according to the game rules and the player operation. For example, the performance creation operation can be a trigger operation of the add renderer control displayed in the graphical user interface, or a copy operation of the existing renderer of the target scene component, etc. Specifically, before adding a renderer to the target scene component, it is necessary to select the target scene component in the game editing scene, and then trigger the setting control displayed in the graphical user interface to display the editing window corresponding to the target scene component in the graphical user interface. The edit window can display the add renderer control and the existing renderer list of the target scene component.

[0034] In actual applications, the renderer is mainly used to add dynamic performance to the target scene component. The performance types of the dynamic performance include at least one of the following: skin performance, special effect performance and audio performance. Among them, skin performance refers to switching the current skin of the target scene component to the skin corresponding to the renderer, special effect performance refers to dynamically presenting the special effect corresponding to the renderer on the target scene component, and audio performance refers to playing audio on the target scene component.

[0035] In a specific embodiment, the target scene component can be configured with at least one display; at the same time, each display can only be configured with one dynamic display. It can also be understood that the player can add multiple displays to the target scene component, and the target scene component can also present multiple dynamic displays at the same time or at different times according to the dynamic displays configured by each display.

[0036] Step S106, responding to the parameter setting operation for the renderer, determining the rendering parameters and triggering events corresponding to the renderer based on the parameter setting operation; wherein the rendering parameters at least include: the rendering type and rendering duration corresponding to the renderer.

[0037] In a specific implementation, the above parameter setting operation may be a configuration operation for preset parameters in a parameter setting panel corresponding to the renderer, wherein the preset parameters include performance parameters and trigger events, wherein the performance parameters include at least the performance type and performance duration corresponding to the renderer, and at the same time, according to different performance types, the performance parameters may also include other parameters, which may be specifically determined according to R&D requirements. For example, corresponding to skin performance, the performance parameters may also include skin color, skin switching mode, etc.; corresponding to special effect performance, the performance parameters may also include special effect type and special effect position. Specifically, the above trigger event is used to indicate the trigger condition or display timing of the dynamic performance corresponding to the renderer on the target scene component.

[0038] Step S108, in response to the triggering event in the game editing scene or the game running scene, the target scene component is displayed in the game editing scene or the game running scene and a dynamic performance effect generated based on the performance parameters is presented on the target scene component.

[0039] In a specific implementation, the game running scene is a scene in which a player experiences the game content generated by the game editing scene. The scene components included in the game running scene are the same as the game editing scene, and the component functions of the scene components included in the game running scene are determined by the component parameters edited in the game editing scene. Specifically, the terminal device can present the game running scene in response to the game running instruction. The game running instruction can be a trigger instruction for the trial play control displayed in the graphical user interface, or an instruction to directly enter the game scene generated by the game editing scene, etc.

[0040] In actual applications, when a trigger event corresponding to a renderer is triggered in a game editing scene or a game running scene, a dynamic rendering effect generated based on the rendering parameters will be presented on the target scene component displayed in the game editing scene or the game running scene. Specifically, the trigger event corresponding to the renderer includes at least one of the following: the target virtual character enters or leaves a designated scene area in the game editing scene or the game running scene, the behavior performed by the target virtual character meets a preset condition, and a trigger operation for a target button switch configured in the graphical user interface.

[0041] The target virtual character is a virtual object controlled by the player through the terminal device; the designated scene area can be any area in the game scene (including the game editing scene or the game running scene), which is specifically determined according to the player's editing operation; the preset conditions satisfied by the behavior of the target virtual character can also be based on the player's editing operation, for example, the preset condition can be that the duration of a certain behavior of the target virtual character is a preset duration, or the number of times the target virtual character performs a certain behavior is a preset number of times, etc. The target button switch can be a button set by the player's editing operation, and the triggering operation for the target button control can be a pressing operation, a lifting operation, or a long pressing operation, etc.

[0042] In an optional embodiment, the above-mentioned trigger event is determined by performing a logic editing operation on a preset logic component; the preset logic component includes at least one of an event trigger, a counter, a timer and a button switch; when the trigger event includes multiple sub-events, a trigger association logic is set between the multiple sub-events, and the trigger association logic is used to indicate the impact on the work of the logic component corresponding to the second sub-event when the first sub-event is triggered; wherein the first sub-event and the second sub-event are sub-events among the multiple sub-events included in the trigger event.

[0043] Specifically, the above event trigger is used to delimit a designated scene area in the game editing scene, and detect whether the target virtual character enters the designated scene area. The counter can record the number of times the target virtual character enters the designated scene area, or the number of times the target virtual character performs a designated action, etc. The behavior that the counter can record can be determined according to the editing operation. The timer can record the duration of the target virtual character entering the designated scene area, or the duration of the game, etc., so that a certain event is completed when the duration corresponding to the timer is reached. The button switch can be pressed or lifted, and pressing the button switch can be used as a trigger event, or lifting the button switch can be used as a trigger event.

[0044] Players can design more complex trigger events by performing logical editing operations on multiple preset logic components. That is, the trigger event can be completed by the cooperation of multiple preset logic components. For example, the event trigger detects whether the target virtual character enters the designated scene area, and the counter detects the number of times the target virtual character enters the designated scene area. The trigger event is the target virtual character entering the target scene area 10 times.

[0045] An embodiment of the present invention provides a component editing method. Players can freely set the dynamic performance effects that can be presented by scene components by editing the performance parameters corresponding to the display device configured by the scene component in the game editing scene. This method can set the dynamic performance of the scene component without the intervention of third-party software, thereby simplifying the setting method of the dynamic performance, which helps to improve the player's personalized editing needs and the player's gaming experience.

[0046] The following preferred embodiments are used to describe the manner of configuring a renderer on a target scene component.

[0047] Specifically, in response to a copy operation of a first display configured for a target scene component, a second display is added to the target scene component; wherein the display parameters and trigger events corresponding to the second display are the same as the display parameters and trigger events corresponding to the first display; in response to a parameter adjustment operation for the second display, the display parameters and / or trigger events corresponding to the second display are adjusted based on the parameter adjustment operation.

[0048] In specific implementation, the first display can be any display set on the target scene component, and the player's copy operation on the first display can be determined according to R&D requirements or player operations. For example, the copy operation can be a click operation on the pop-up copy control after selecting the first display; it can also be a click operation on the copy control displayed in the interface after selecting the first display, etc. After the player completes copying the first display, a second display will be added to the target scene component, and the initial corresponding performance parameters and trigger events of the second display are the same as those of the first display; the player can adjust the corresponding performance parameters and trigger events of the second display according to the requirements, so that the dynamic performance corresponding to the second display meets the player's requirements.

[0049] In an optional embodiment, the player can also delete the display on the target scene component to reduce the dynamic display of the target scene component corresponding to the deleted display. Specifically, in response to the deletion operation of the target display configured for the target scene component, the target display is deleted on the target scene component. The above-mentioned target display can be any display configured on the target scene component, and the specific operation of the above-mentioned deletion operation can be determined according to the research and development requirements. For example, the deletion operation can be a click operation on the pop-up deletion control after selecting the target display.

[0050] To understand how to configure the renderer on the target scene component, Figure 2 A schematic diagram of the target scene component's display management interface is shown. After the target scene component is selected, the setting control displayed in the graphical user interface is triggered, and an editing window corresponding to the target scene component is displayed in the graphical user interface. Figure 2 The display management interface shown, Figure 2 The target scene component in the example has two displays: Display 1 and Display 2. Figure 2 The circle in front of the middle display is used to select the display. When the player clicks the circle in front of Display 2, the circle changes from white to gray, thus selecting Display 2. After Display 2 is selected, a copy control and a delete control will appear near the display. When the player clicks the delete control, Display 2 will be deleted. When the player clicks the copy control, Display 2 will be copied. Clicking the paste control will display Display 2 as Display 3 below Display 2. At this time, the display parameters and trigger events corresponding to Display 3 are exactly the same as those of Display 2. The player clicks separately Figure 2 Add a control in the target scene component, and a new display will be added to the target scene component. The initial parameters of the display may be empty and need to be edited by the player. If the player clicks on the Copy All control separately, Display 1 and Display 2 will be copied. Then click on the Paste control, and two displays will be added to the target scene component.

[0051] In the above method, players can add displays to the target scene components as needed, and the displays on the target scene components can also be copied and deleted, etc., to meet the players' personalized editing needs.

[0052] The following preferred embodiments are used to describe the parameter setting method of the display.

[0053] Specifically, the above-mentioned response to the parameter setting operation of the display, and the specific process of determining the performance parameters and trigger events corresponding to the display based on the parameter setting operation may include: responding to the parameter editing operation of the display, displaying a type selection control in the graphical user interface; responding to the trigger operation of the type selection control, displaying a type selection list in the graphical user interface, the type selection list including multiple preset performance types; the multiple preset performance types include: skin performance, special effect performance and audio performance; responding to the selection operation of a target preset performance type among the multiple preset performance types, determining the target preset performance type as the performance type corresponding to the display, and displaying a parameter setting panel matching the target preset performance type in the graphical user interface; responding to the setting operation on the parameter setting panel, determining the performance parameters and trigger events corresponding to the display based on the setting operation.

[0054] In specific implementation, the above-mentioned display can be any display added to the target scene component, that is, when the player triggers a display in the editor management interface corresponding to the target scene component, the graphical user interface will display the editing interface corresponding to the display, and the editing interface will display a type selection control, which is used to determine the display type of the display corresponding to the current editing interface. When the player triggers the type selection control, a type selection list will be displayed in the graphical user interface. The player can select any preset display type in the type selection list as the display type corresponding to the display, and based on the display type selected by the player, a matching parameter setting panel will be displayed in the graphical user interface. The parameter setting panel includes multiple editing controls, which are used to configure the display parameters and trigger events corresponding to the display. The player can configure the editing controls in the parameter setting panel according to the needs, so as to obtain the display parameters and trigger events corresponding to the display.

[0055] In actual applications, the parameter setting panel also includes a performance preview control; based on this, in response to a trigger operation on the performance preview control, a dynamic performance effect generated based on the performance parameters set on the parameter setting surface is presented on the target scene component in the game editing scene. In this method, since the dynamic performance effect is presented in the game editing scene, there is no need to trigger the trigger event corresponding to the renderer, and the dynamic performance generated by the renderer based on the performance parameters can be directly presented in the game editing scene.

[0056] In another optional embodiment, a performance preview control is also displayed in the display management interface corresponding to the target scene component. The player can select any one or more displays in the target scene component, and then click the performance preview control to present the dynamic performance corresponding to the selected display on the target scene component.

[0057] In a specific implementation, when the presentation type corresponding to the above-mentioned display is a skin presentation, the parameter setting panel corresponding to the display includes a first editing control for setting the skin type and a second editing control for setting the trigger event; the above-mentioned response to the setting operation on the parameter setting panel, and the specific process of determining the presentation parameters and trigger events corresponding to the display based on the setting operation may include: responding to the trigger operation on the first editing control, displaying a skin type list in a graphical user interface, the skin type list including at least one preset skin type; responding to the selection operation on the target skin type in the skin type list, configuring the target skin type as the skin type of the display; responding to the input operation on the second editing control, and determining the trigger event of switching the skin of the target scene component to the skin corresponding to the display based on the input operation.

[0058] The control form and operation mode of the first edit control and the second edit control can be determined according to research and development requirements. The trigger operation for the first edit control can be a click operation or a long press operation on the first edit control. Specifically, when the player triggers the first edit control, a skin type list will be displayed near the first edit control. The preset skin types contained in the skin type list can be determined according to research and development requirements. For example, the preset skin type can be mud skin, stone skin, grass skin or metal skin. The player can select any preset skin type in the skin type list as the skin type of the skin corresponding to the display.

[0059] The input operation for the second edit control may be an operation of inputting text in the second edit control, or a method of selecting a preset event presented by the second edit control, etc. Specifically, according to the input content of the input operation for the second edit control, a trigger event for switching the skin of the target scene component to the skin corresponding to the presenter may be determined.

[0060] Furthermore, when the expression type of the display is skin expression, the expression parameters of the display also include skin color, skin surface roughness and skin surface metallicity; the above-mentioned response to the setting operation of the parameter setting panel, and the specific process of determining the corresponding expression parameters of the display based on the setting operation may also include: responding to the color editing operation acting on the parameter setting panel, and determining the skin color corresponding to the display based on the color editing operation; responding to the material editing operation acting on the parameter setting panel, and determining the skin surface roughness and skin surface metallicity corresponding to the display based on the material editing operation.

[0061] The specific operation of the above color editing operation can be determined according to the research and development needs. For example, the color configuration operation can be: after triggering the color palette selection control displayed in the parameter setting panel, a color scheme list is displayed in the parameter setting panel, and the color scheme list includes multiple preset color combinations, and then the target color combination in the color list is selected, so that the color of the skin corresponding to the display can be determined based on the target color combination. The above color configuration operation can also be: triggering the color block displayed in the parameter setting panel, displaying a color panel containing multiple colors, and the player selects a color in the color panel. Among them, the color block is used to display the current color of the skin corresponding to the display; the number of color blocks displayed in the specific parameter setting panel matches the skin type. If the skin type corresponds to multiple component areas of the component, then each component area applies a color block, and different color blocks are used to display the current colors corresponding to different component areas.

[0062] The specific operation corresponding to the above-mentioned material editing operation can also be determined according to research and development needs. Specifically, the parameter setting panel may include a roughness value bar and a first slider set on the roughness value bar. By sliding the first slider, the player can adjust the position of the first slider on the roughness value bar, and determine the roughness value corresponding to the position of the first slider as the skin surface roughness corresponding to the display; the parameter setting panel may include a metalness value bar and a second slider set on the metalness value bar. By sliding the second slider, the player can adjust the position of the second slider on the metalness value bar, and determine the metalness value corresponding to the position of the second slider as the skin surface metalness corresponding to the display; wherein, the value range corresponding to the roughness value bar and the metalness value bar can be determined according to research and development needs. In an optional embodiment, the above-mentioned material editing operation can also be an operation of inputting specific values ​​corresponding to the skin surface roughness and metal surface roughness in the parameter setting panel.

[0063] Furthermore, when the presentation type of the display is skin presentation, the presentation parameters corresponding to the display may also include skin switching duration and skin switching mode; the skin switching duration is used to indicate the time required for the target scene component to switch from the current skin to the skin corresponding to the display; the skin switching mode is used to indicate the switching mode when the target scene component switches from the current skin to the skin corresponding to the display. Based on this, the above-mentioned response to the setting operation on the parameter setting panel and the specific process of determining the presentation parameters corresponding to the display based on the setting operation may include: responding to the time input operation on the parameter setting panel, determining the time value input by the time input operation as the skin switching duration corresponding to the display; responding to the switching mode selection operation on the parameter setting panel, determining the target switching mode from multiple preset switching modes based on the switching mode selection operation, and determining the target switching mode as the skin switching mode corresponding to the display.

[0064] In the specific implementation, the multiple preset switching modes displayed in the parameter setting panel can be displayed after triggering the switching mode control displayed in the parameter setting panel. The specific switching mode corresponding to each preset switching mode can be set according to R&D needs. For example, the preset switching mode can be gradual fade-out or direct switching.

[0065] like Figure 3The figure shows a schematic diagram of the parameter setting panel corresponding to the skin performance provided by an embodiment of the present invention. The name of the display device can be set in the parameter setting panel corresponding to the skin performance. When the player triggers the skin type, the corresponding control (equivalent to the first editing control) will display a list of skin types. When the player clicks the control below the color palette selection, multiple preset color schemes will be displayed. The color value corresponds to the color block. The material parameter setting control is used to set the skin surface roughness and the skin surface metallicity; the control corresponding to the skin switching mode is used to set the skin switching mode corresponding to the display device, the control corresponding to the skin switching duration is used to set the skin switching duration corresponding to the display device, and the time to trigger the performance is used to set the trigger event that triggers the display device to present the corresponding dynamic performance on the target scene component.

[0066] In an optional embodiment, when the performance type corresponding to the renderer is a special effect performance; the parameter setting panel includes a third editing control for setting the special effect type and a fourth editing control for setting the trigger event; the above-mentioned response to the setting operation on the parameter setting panel, and the specific process of determining the performance parameters and trigger events corresponding to the renderer based on the setting operation may include: responding to the trigger operation on the third editing control, displaying a special effect type list in the graphical user interface, the special effect type list including at least one preset special effect type; responding to the selection operation of the target special effect type in the special effect type list, configuring the target special effect type as the special effect type corresponding to the renderer; responding to the input operation on the fourth editing control, and determining the trigger event for displaying the special effect corresponding to the renderer on the target scene component based on the input operation.

[0067] The control form and operation mode of the third edit control and the fourth edit control can be determined according to research and development requirements. The trigger operation for the third edit control can be a click operation or a long press operation on the third edit control. Specifically, when the player triggers the third edit control, a special effect type list will be displayed near the third edit control. The preset special effect types contained in the special effect type list can be determined according to research and development requirements. For example, the preset special effect type can be a water special effect, a star special effect, a box special effect, or a flame special effect. The player can select any preset special effect type in the special effect type list as the special effect type of the special effect corresponding to the display.

[0068] The input operation for the fourth edit control may be an operation of inputting text in the fourth edit control, or a method of selecting a preset event presented by the fourth edit control, etc. Specifically, according to the input content of the input operation for the fourth edit control, a triggering event for presenting a special effect corresponding to the presenter on the target scene component may be determined.

[0069] Furthermore, when the performance type of the display device is special effect performance, the performance parameters of the display device also include the duration of the special effect and the display position of the special effect; the above-mentioned response to the setting operation of the parameter setting panel, and the specific process of determining the corresponding performance parameters of the display device based on the setting operation may include: responding to the time input operation acting on the parameter setting panel, and determining the duration of the special effect corresponding to the display device based on the time input operation; responding to the position setting operation acting on the parameter setting panel, and determining the display position of the special effect corresponding to the display device based on the position setting operation; wherein the special effect display position is used to indicate: when the display device is triggered, the display position of the special effect corresponding to the display device on the target scene component.

[0070] In the specific implementation, the parameter setting panel for the special effect performance type includes a time input control. The player can enter the time value in the time input control, and the input time value is determined as the duration of the special effect corresponding to the display; the player can enter the position coordinates of the special effect corresponding to the display in the parameter setting panel, and can also enter the hanging point position of the special effect corresponding to the display, etc. Usually, one or more hanging points can be set on the target scene component. The position of the hanging point is set in advance. The hanging point can be used to mount accessories or objects, etc., and can also be used to mount special effects.

[0071] like Figure 4 FIG. 1 is a schematic diagram of a parameter setting panel corresponding to a special effect performance provided by an embodiment of the present invention. Figure 4 The control corresponding to the special effect preset in the special effect type list can display the special effect type list. Players can select any preset special effect type in the special effect type list as the special effect type corresponding to the display, and display the special effect type corresponding to the display in the parameter setting panel. Figure 4 It also includes a hanging point selection control. Players can click the hanging point selection control to display a hanging point list. The hanging point list shows multiple preset hanging points included in the target scene component. Players can select any of the multiple preset hanging points to mount the special effects corresponding to the display. Players can also select "empty". If you select empty, it means that the special effects are not mounted on the hanging point, and you can select any position. Figure 4 When selecting a hanging point, you can set the offset position of the special effect corresponding to the display relative to the hanging point. When not selecting Empty, you can set the actual position of the special effect corresponding to the display.

[0072] Furthermore, when the performance type is special effect performance, the performance parameters of the renderer also include: special effect size and special effect inheritance relationship; wherein the special effect inheritance relationship is used to indicate: whether the attribute parameters of the special effect corresponding to the renderer change with the change of the attribute parameters of the target scene component; the attribute parameters include at least one of the following: position parameter, rotation parameter and scaling parameter. In specific implementation, the parameter setting panel also includes a control for setting the special effect size corresponding to the renderer, and the player can enter the special effect size value on the control.

[0073] For example, Figure 4 The "Scaling Size" in the function is used to set the scaling ratio of the special effect size corresponding to the display relative to the initial size designed when the special effect was created. Figure 4 In the example, setting the scaling size to 1 means that the special effect size corresponding to the display is the initial size. Setting the scaling size to 2 means that the special effect size corresponding to the display is twice the initial size. Figure 4 The control corresponding to the duration is used to set the duration of the special effect corresponding to the display device from the start to the end of the presentation on the target scene component. When the control corresponding to the duration is set to a negative number, it means that the special effect corresponding to the display device will not disappear as long as it is presented in the target scene component; when the control corresponding to the duration is set to a positive number, the size of the positive number indicates the duration of the special effect. Figure 4 Whether to mount refers to whether to use the mounting point. If not selected, the mounting point has no effect, which is the same as leaving the mounting point blank. The binding mounting point inheritance property is used to set the special effect inheritance relationship, which refers to whether the special effect inherits the properties of the component, that is, whether the special effect will change with the change of the target scene component. For example, if the size of the target scene component increases, the size of the special effect will also increase; if the target scene component moves, the special effect will also move with it, similar to the binding of the special effect to the target scene component. Figure 4 It also includes a switch for setting whether to trigger the special effects corresponding to the display when the game starts. If it is turned on, the special effects corresponding to the display will be presented on the target scene component when the game starts, without the need to trigger the corresponding trigger event of the display. In actual applications, the parameter setting panel also includes a performance preview control for previewing the dynamic performance presented based on the performance parameters set in the parameter setting panel in the game editing scene.

[0074] In an optional embodiment, when the performance type corresponding to the renderer is sound effect performance, the parameter setting panel corresponding to the renderer includes a fifth editing control for setting the sound effect to be played and a sixth editing control for setting the trigger event; the above-mentioned response to the setting operation on the parameter setting panel, and the specific process of determining the performance parameters and trigger events corresponding to the renderer based on the setting operation may include: responding to the trigger operation on the fifth editing control, displaying a sound effect list in a graphical user interface, the sound effect list including at least one preset sound effect; responding to the selection operation on the target sound effect in the sound effect list, configuring the target sound effect as the sound effect to be played corresponding to the renderer; responding to the input operation on the sixth editing control, and determining the trigger event for playing the sound effect to be played corresponding to the renderer on the target scene component based on the input operation.

[0075] The control form and operation mode of the fifth editing control and the sixth editing control can be determined according to research and development requirements. The trigger operation for the fifth editing control can be a click operation or a long press operation on the fifth editing control. Specifically, when the player triggers the fifth editing control, a sound effect list will be displayed near the fifth editing control. The preset sound effects contained in the sound effect list can be determined according to research and development requirements, and each preset sound effect corresponds to its own sound effect duration. For example, the preset sound effect can be an explosion sound effect, a thunder sound effect, a shattering sound effect, etc. The player can select any preset sound effect in the sound effect list as the sound effect to be played corresponding to the display.

[0076] The above-mentioned input operation for the sixth editing control may be an operation of inputting text in the sixth editing control, or a method of selecting a preset event presented by the sixth editing control, etc. Specifically, according to the input content of the input operation for the sixth editing control, the triggering event of the sound effect to be played corresponding to the playback display in the target scene component may be determined.

[0077] Furthermore, when the performance type is a sound effect type, the performance parameter corresponding to the performer also includes the duration of the sound effect; wherein the duration of the sound effect is used to indicate: when the performer is triggered, the duration of the sound effect to be played corresponding to the performer; the above-mentioned specific process of responding to the setting operation on the parameter setting panel and determining the performance parameter corresponding to the performer based on the setting operation may also include: responding to the time input operation acting on the parameter setting panel and determining the duration of the sound effect corresponding to the performer based on the time input operation. Specifically, since each sound effect has its own sound effect duration, when the sound effect duration set in the performer is a negative number, the duration of the sound effect corresponding to the performer is the sound effect duration of the sound effect itself; if the sound effect duration set is less than the sound effect duration of the sound effect itself, the sound effect will stop playing when the sound effect duration is reached; if the sound effect duration set is greater than the sound effect duration of the sound effect itself, the sound effect will be idle after its own sound effect duration is played until the sound effect duration ends.

[0078] like Figure 5 The figure shows a schematic diagram of the parameter setting panel corresponding to the sound effect performance provided by the embodiment of the present invention. The name of the performer can be set in the parameter setting panel corresponding to the sound effect performance. When the player triggers the sound effect preset, the corresponding control (equivalent to the fifth editing control) will appear in the sound effect list. The player can select any preset sound effect in the sound effect list as the sound effect to be played corresponding to the performer, and the identification of the sound effect to be played corresponding to the performer is displayed in the parameter setting panel. The player can also choose whether there is background music while playing the sound effect. The control corresponding to the duration is used to set the duration of the sound effect. "Stop with unit destruction" is used to indicate whether the sound effect corresponding to the performer played on the target scene component stops playing with the destruction of the target scene component. The event that triggers the performance is used to set the trigger event that triggers the performer to play the sound effect on the target scene component. The event that closes the performance is used to set the trigger event that triggers the performer to stop playing the sound effect on the target scene component. In actual applications, the parameter setting panel also includes a performance preview control for previewing the dynamic performance presented based on the performance parameters set in the parameter setting panel in the game editing scene.

[0079] In the above method, multiple renderers can be added to the same target scene component, supporting the editing of various dynamic rendering effects. At the same time, the display parameter editing process is interface-based, and parameter editing can be completed by clicking, sliding, etc., which has a low threshold, reduces the learning cost of players, and also helps to improve the player's gaming experience.

[0080] The following preferred embodiments are used to describe the method of presenting the dynamic performance corresponding to the display device in the game running scene.

[0081] Specifically, the graphical user interface includes a first interactive control; in response to a trigger operation on the first interactive control, the game scene information corresponding to the game editing scene is controlled to be generated; wherein the game scene information includes component information of the scene components in the game editing scene; the game scene information is controlled to be transmitted to the server; wherein the server is configured to communicate with the terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game running scene according to the game scene information through the game program.

[0082] After the first interactive control is triggered by the terminal device, the game scene information corresponding to the game editing scene can be generated, and the game scene information can be saved in a preset location, which can be a map file. The map file can not only save the game scene information, but also save other map information (including but not limited to screenshots, map names, logs, etc.). After the map file saves the game scene information, it will be uploaded to the server. After the server reviews it, the game scene generated by the game scene information can be published in the preset map pool, so that the terminal device connected to the server can download the corresponding game scene information from the server, and generate the corresponding game running scene according to the game scene information through the game program, and then experience the game in the game running scene. This method can publish the game scene information in the game editor and be experienced by other players, thereby realizing a fast UGC (User Generated Content) function.

[0083] In specific implementation, players can have a game experience through the game scene information. Specifically, the game experience can be performed through the following steps 10-11:

[0084] Step 10, in response to the game running instruction, displaying the game running scene of the game running stage through the graphical user interface, the game running scene includes the target scene component generated according to the component information in the game scene information.

[0085] Step 11, in response to a trigger event corresponding to the third renderer on the target scene component being triggered, presenting a dynamic rendering effect generated based on the rendering parameters corresponding to the third renderer on the target scene component.

[0086] The third display device can be any display device set on the target scene component. In actual applications, the target scene component can be provided with multiple displays, and the trigger events corresponding to each display device can be the same or different. When there are two displays corresponding to the same trigger events, when the trigger events corresponding to the two displays occur in the game running scene, the dynamic displays corresponding to the two displays will be presented on the target scene component at the same time.

[0087] like Figure 6 FIG. 1 is a schematic diagram showing a display device being triggered according to an embodiment of the present invention. Figure 6 The stool model in is the target scene component. Figure 6 The character model in is the target virtual character. Figure 6The area within the rectangle is the designated scene area in the game running scene. The rectangle is set through an event trigger. The trigger event corresponding to the display configured by the target scene component is that the target virtual character enters the designated scene area. The display type corresponding to the display configured by the target scene component is skin display, and the skin color corresponding to the display is color 1. Figure 6 The left image in is the game running scene when the trigger event corresponding to the display configured by the target scene component has not occurred. At this time, the color of the target scene component is color 2, and the target character is outside the specified scene area. Figure 6 The right image in the figure is the game running scene when the trigger event corresponding to the display is triggered, that is, the target virtual character enters the specified scene area, the target scene component is skinned, and the color of the target scene component changes to color 1. In actual applications, Figure 6 The cuboid shown may not be displayed in the game running scene, but the function of setting the designated scene area for the cuboid still exists, but the cuboid is set not to be displayed. Whether the cuboid is displayed in the game running scene can be determined by setting operations.

[0088] In the above method, the change effect presented by the target scene component can be triggered by obtaining the behavior of the game character and the player. This process does not require the intervention of other software, keeping the player experience process smooth and immersive.

[0089] Corresponding to the above method embodiment, the embodiment of the present invention provides a component editing device, such as Figure 7 As shown, the device comprises:

[0090] The interface display module 60 is used to display a graphical user interface by running the game program, and the graphical user interface includes a game editing scene; wherein the game editing scene includes a target scene component.

[0091] The expression creation module 61 is used to respond to the expression creation operation for the target scene component and add a renderer to the target scene component; the renderer is used to add dynamic expression to the target scene component, and the expression type of the dynamic expression includes at least one of the following: skin expression, special effect expression and audio expression.

[0092] The parameter setting module 62 is used to respond to the parameter setting operation for the renderer and determine the rendering parameters and triggering events corresponding to the renderer based on the parameter setting operation; wherein the rendering parameters at least include: the rendering type and rendering duration corresponding to the renderer.

[0093] The performance presentation module 63 is used to respond to a triggering event in the game editing scene or the game running scene, display the target scene component in the game editing scene or the game running scene and present a dynamic performance effect generated based on the performance parameters on the target scene component.

[0094] With the above-mentioned component editing device, players can freely set the dynamic performance effects that can be presented by scene components by editing the performance parameters corresponding to the display device configured by the scene component in the game editing scene. This method can set the dynamic performance of the scene component without the intervention of third-party software, thereby simplifying the setting method of dynamic performance, which helps to improve the player's personalized editing needs and the player's gaming experience.

[0095] Specifically, the trigger events include at least one of the following: the target virtual character enters or leaves a designated scene area in a game editing scene or a game running scene, the behavior of the target virtual character meets preset conditions, and a trigger operation on a target button switch configured in a graphical user interface.

[0096] Furthermore, the above-mentioned trigger event is determined by performing a logic editing operation on a preset logic component; the preset logic component includes at least one of an event trigger, a counter, a timer and a button switch; when the trigger event includes multiple sub-events, a trigger association logic is set between the multiple sub-events, and the trigger association logic is used to indicate the impact on the work of the logic component corresponding to the second sub-event when the first sub-event is triggered; wherein the first sub-event and the second sub-event are sub-events among the multiple sub-events included in the trigger event.

[0097] In an optional embodiment, the target scene component is configured with at least one renderer; one renderer is configured with one dynamic representation.

[0098] Furthermore, the above-mentioned device also includes a display device copying module, which is used to: respond to the copy operation of the first display device configured for the target scene component, and add a second display device to the target scene component; wherein the performance parameters and trigger events corresponding to the second display device are the same as the performance parameters and trigger events corresponding to the first display device; respond to the parameter adjustment operation for the second display device, and adjust the performance parameters and / or trigger events corresponding to the second display device based on the parameter adjustment operation.

[0099] Furthermore, the above-mentioned device also includes a display deleting module, which is used to respond to the deletion operation of the target display configured for the target scene component and delete the target display on the target scene component.

[0100] In a specific implementation, the parameter setting module 62 is used to: respond to a parameter editing operation on a display, and display a type selection control in a graphical user interface; respond to a trigger operation on the type selection control, and display a type selection list in the graphical user interface, wherein the type selection list includes multiple preset display types; the multiple preset display types include: skin display, special effect display, and audio display; respond to a selection operation on a target preset display type from multiple preset display types, and determine the target preset display type as the display type corresponding to the display, and display a parameter setting panel matching the target preset display type in the graphical user interface; respond to a setting operation on the parameter setting panel, and determine the display parameters and trigger events corresponding to the display based on the setting operation.

[0101] In an optional embodiment, the expression type corresponding to the above-mentioned renderer is skin expression; the parameter setting panel includes a first editing control for setting the skin type and a second editing control for setting the trigger event; the above-mentioned parameter setting module 62 is also used to: respond to a trigger operation on the first editing control, display a skin type list in the graphical user interface, and the skin type list includes at least one preset skin type; respond to a selection operation on a target skin type in the skin type list, configure the target skin type as the skin type of the skin corresponding to the renderer; respond to an input operation on the second editing control, and determine, based on the input operation, a trigger event for switching the skin of the target scene component to the skin corresponding to the renderer.

[0102] Furthermore, the above-mentioned expression parameters also include skin color, skin surface roughness and skin surface metallicity; the above-mentioned parameter setting module 62 is used to: respond to the color editing operation acting on the parameter setting panel, and determine the skin color corresponding to the display based on the color editing operation; respond to the material editing operation acting on the parameter setting panel, and determine the skin surface roughness and skin surface metallicity corresponding to the display based on the material editing operation.

[0103] Furthermore, the above-mentioned performance parameters also include skin switching duration and skin switching mode; the skin switching duration is used to indicate the time required for the target scene component to switch from the current skin to the skin corresponding to the display; the skin switching mode is used to indicate the switching mode when the target scene component switches from the current skin to the skin corresponding to the display; the above-mentioned parameter setting module 62 is also used to: respond to the time input operation acting on the parameter setting panel, and determine the time value input by the time input operation as the skin switching duration corresponding to the display; respond to the switching mode selection operation acting on the parameter setting panel, determine the target switching mode from multiple preset switching modes based on the switching mode selection operation, and determine the target switching mode as the skin switching mode corresponding to the display.

[0104] In an optional embodiment, the performance type corresponding to the above-mentioned renderer is special effect performance; the parameter setting panel includes a third editing control for setting the special effect type and a fourth editing control for setting the trigger event; the above-mentioned parameter setting module 62 is also used to: respond to a trigger operation on the third editing control, display a special effect type list in the graphical user interface, the special effect type list includes at least one preset special effect type; respond to a selection operation on a target special effect type in the special effect type list, configure the target special effect type as the special effect type of the special effect corresponding to the renderer; respond to an input operation on the fourth editing control, and determine a trigger event for displaying the special effect corresponding to the renderer on the target scene component based on the input operation.

[0105] Furthermore, the above-mentioned performance parameters also include the duration of special effects and the display position of special effects; the above-mentioned parameter setting module 62 is also used to: respond to the time input operation acting on the parameter setting panel, and determine the duration of the special effects corresponding to the display device based on the time input operation; respond to the position setting operation acting on the parameter setting panel, and determine the display position of the special effects corresponding to the display device based on the position setting operation; wherein the special effects display position is used to indicate: when the display device is triggered, the display position of the special effects corresponding to the display device on the target scene component.

[0106] Furthermore, the above-mentioned performance parameters also include: special effect size and special effect inheritance relationship; wherein, the special effect inheritance relationship is used to indicate: whether the attribute parameters of the special effect corresponding to the display device change with the changes in the attribute parameters of the target scene component; the attribute parameters include at least one of the following: position parameters, rotation parameters and scaling parameters.

[0107] In an optional embodiment, the performance type corresponding to the above-mentioned renderer is sound effect performance; the parameter setting panel includes a fifth editing control for setting the sound effect to be played and a sixth editing control for setting the trigger event; the above-mentioned parameter setting module 62 is also used to: respond to a trigger operation on the fifth editing control, display a sound effect list in the graphical user interface, the sound effect list includes at least one preset sound effect; respond to a selection operation on a target sound effect in the sound effect list, configure the target sound effect as the sound effect to be played corresponding to the renderer; respond to an input operation on the sixth editing control, and determine a trigger event for playing the sound effect to be played corresponding to the renderer on the target scene component based on the input operation.

[0108] Furthermore, the above-mentioned performance parameters also include the duration of the sound effect; wherein, the duration of the sound effect is used to indicate: when the performer is triggered, the duration of the sound effect to be played corresponding to the performer; the above-mentioned parameter setting module 62 is also used to: respond to the time input operation acting on the parameter setting panel, and determine the duration of the sound effect corresponding to the performer based on the time input operation.

[0109] Furthermore, the parameter setting panel also includes a performance preview control; the device also includes a preview module, which is used to: respond to a trigger operation on the performance preview control, and present a dynamic performance effect generated based on the performance parameters set on the parameter setting surface on a target scene component in the game editing scene.

[0110] Furthermore, the above-mentioned graphical user interface includes a first interactive control; the above-mentioned device also includes an information generation module, which is used to: respond to a trigger operation on the first interactive control, control the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of the scene components in the game editing scene; control the transmission of the game scene information to the server; wherein the server is configured to communicate with the terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game running scene according to the game scene information through the game program.

[0111] Furthermore, the above-mentioned device also includes a game running module, which is used to: respond to game running instructions, display a game running scene of the game running stage through a graphical user interface, and the game running scene includes a target scene component generated according to component information in the game scene information; in response to a trigger event corresponding to a target display on the target scene component being triggered, present a dynamic performance effect generated based on the performance parameters corresponding to the target display on the target scene component.

[0112] The component editing device provided in the embodiment of the present invention has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding contents in the aforementioned method embodiment.

[0113] The embodiment of the present invention further provides an electronic device, such as Figure 8 As shown, the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned component editing method.

[0114] Specifically, the above-mentioned component editing method includes: displaying a graphical user interface by running a game program, wherein the graphical user interface includes a game editing scene; wherein the game editing scene includes a target scene component; in response to a performance creation operation for the target scene component, adding a presenter to the target scene component; the presenter is used to add dynamic performance to the target scene component, and the performance type of the dynamic performance includes at least one of the following: skin performance, special effect performance and audio performance; in response to a parameter setting operation for the presenter, determining the performance parameters and triggering events corresponding to the presenter based on the parameter setting operation; wherein the performance parameters include at least: the performance type and performance duration corresponding to the presenter; in response to a triggering event in the game editing scene or the game running scene, displaying the target scene component in the game editing scene or the game running scene and presenting the dynamic performance effect generated based on the performance parameters on the target scene component.

[0115] In the above-mentioned component editing method, players can freely set the dynamic performance effects that scene components can present by editing the performance parameters corresponding to the display device configured by the scene component in the game editing scene. This method can set the dynamic performance of scene components without the intervention of third-party software, thereby simplifying the setting method of dynamic performance, which helps to improve players' personalized editing needs and players' gaming experience.

[0116] In an optional embodiment, the trigger event includes at least one of the following: the target virtual character enters or leaves a designated scene area in a game editing scene or a game running scene, the behavior performed by the target virtual character meets preset conditions, and a trigger operation on a target button switch configured in a graphical user interface.

[0117] In an optional embodiment, the above-mentioned trigger event is determined by performing a logic editing operation on a preset logic component; the preset logic component includes at least one of an event trigger, a counter, a timer and a button switch; when the trigger event includes multiple sub-events, a trigger association logic is set between the multiple sub-events, and the trigger association logic is used to indicate the impact on the work of the logic component corresponding to the second sub-event when the first sub-event is triggered; wherein the first sub-event and the second sub-event are sub-events among the multiple sub-events included in the trigger event.

[0118] In an optional embodiment, the target scene component is configured with at least one renderer; one renderer is configured with one dynamic representation.

[0119] In an optional embodiment, the above method also includes: in response to a copy operation of a first display configured for a target scene component, adding a second display to the target scene component; wherein the performance parameters and trigger events corresponding to the second display are the same as the performance parameters and trigger events corresponding to the first display; in response to a parameter adjustment operation for the second display, adjusting the performance parameters and / or trigger events corresponding to the second display based on the parameter adjustment operation.

[0120] In an optional embodiment, the above method further includes: in response to a deletion operation of the target presenter configured for the target scene component, deleting the target presenter on the target scene component.

[0121] In an optional embodiment, the above-mentioned step of responding to a parameter setting operation on a renderer and determining performance parameters and trigger events corresponding to the renderer based on the parameter setting operation includes: responding to a parameter editing operation on the renderer, displaying a type selection control in a graphical user interface; responding to a trigger operation on the type selection control, displaying a type selection list in the graphical user interface, the type selection list including a plurality of preset performance types; the plurality of preset performance types include: skin performance, special effect performance and audio performance; responding to a selection operation on a target preset performance type from the plurality of preset performance types, determining the target preset performance type as the performance type corresponding to the renderer, and displaying a parameter setting panel matching the target preset performance type in the graphical user interface; responding to a setting operation on the parameter setting panel, determining the performance parameters and trigger events corresponding to the renderer based on the setting operation.

[0122] In an optional embodiment, the expression type corresponding to the above-mentioned display is skin expression; the parameter setting panel includes a first editing control for setting the skin type and a second editing control for setting the trigger event; the above-mentioned step of responding to the setting operation on the parameter setting panel and determining the expression parameters and trigger events corresponding to the display based on the setting operation includes: responding to the trigger operation on the first editing control, displaying a skin type list in the graphical user interface, the skin type list including at least one preset skin type; responding to the selection operation on the target skin type in the skin type list, configuring the target skin type as the skin type of the skin corresponding to the display; responding to the input operation on the second editing control, determining the trigger event of switching the skin of the target scene component to the skin corresponding to the display based on the input operation.

[0123] In an optional embodiment, the above-mentioned performance parameters also include skin color, skin surface roughness and skin surface metallicity; the above-mentioned step of responding to the setting operation on the parameter setting panel and determining the performance parameters corresponding to the display based on the setting operation includes: responding to the color editing operation on the parameter setting panel and determining the skin color corresponding to the display based on the color editing operation; responding to the material editing operation on the parameter setting panel and determining the skin surface roughness and skin surface metallicity corresponding to the display based on the material editing operation.

[0124] In an optional embodiment, the above-mentioned performance parameters also include skin switching duration and skin switching mode; the skin switching duration is used to indicate the time required for the target scene component to switch from the current skin to the skin corresponding to the display; the skin switching mode is used to indicate the switching mode when the target scene component switches from the current skin to the skin corresponding to the display; the above-mentioned response to the setting operation on the parameter setting panel, the step of determining the performance parameters corresponding to the display based on the setting operation, includes: responding to the time input operation acting on the parameter setting panel, determining the time value input by the time input operation as the skin switching duration corresponding to the display; responding to the switching mode selection operation acting on the parameter setting panel, determining the target switching mode from multiple preset switching modes based on the switching mode selection operation, and determining the target switching mode as the skin switching mode corresponding to the display.

[0125] In an optional embodiment, the performance type corresponding to the above-mentioned display is special effect performance; the parameter setting panel includes a third editing control for setting the special effect type and a fourth editing control for setting the trigger event; the above-mentioned response to the setting operation on the parameter setting panel, the step of determining the performance parameters and trigger events corresponding to the display based on the setting operation, includes: responding to the trigger operation on the third editing control, displaying a special effect type list in the graphical user interface, the special effect type list including at least one preset special effect type; responding to the selection operation of the target special effect type in the special effect type list, configuring the target special effect type as the special effect type of the special effect corresponding to the display; responding to the input operation on the fourth editing control, determining the trigger event for displaying the special effect corresponding to the display on the target scene component based on the input operation.

[0126] In an optional embodiment, the above-mentioned performance parameters also include the duration of special effects and the display position of special effects; the above-mentioned step of responding to the setting operation on the parameter setting panel and determining the performance parameters corresponding to the performer based on the setting operation includes: responding to the time input operation on the parameter setting panel, and determining the duration of the special effects corresponding to the performer based on the time input operation; responding to the position setting operation on the parameter setting panel, and determining the display position of the special effects corresponding to the performer based on the position setting operation; wherein the special effect display position is used to indicate: when the performer is triggered, the display position of the special effect corresponding to the performer on the target scene component.

[0127] In an optional embodiment, the above-mentioned presentation parameters also include: special effect size and special effect inheritance relationship; wherein, the special effect inheritance relationship is used to indicate: whether the attribute parameters of the special effect corresponding to the presenter change with the changes in the attribute parameters of the target scene component; the attribute parameters include at least one of the following: position parameters, rotation parameters and scaling parameters.

[0128] In an optional embodiment, the performance type corresponding to the above-mentioned renderer is sound effect performance; the parameter setting panel includes a fifth editing control for setting the sound effect to be played and a sixth editing control for setting the trigger event; the above-mentioned response to the setting operation on the parameter setting panel, the step of determining the performance parameters and trigger event corresponding to the renderer based on the setting operation, includes: responding to the trigger operation on the fifth editing control, displaying a sound effect list in the graphical user interface, the sound effect list including at least one preset sound effect; responding to the selection operation on the target sound effect in the sound effect list, configuring the target sound effect as the sound effect to be played corresponding to the renderer; responding to the input operation on the sixth editing control, determining the trigger event for playing the sound effect to be played corresponding to the renderer on the target scene component based on the input operation.

[0129] In an optional embodiment, the above-mentioned performance parameters also include the duration of the sound effect; wherein the duration of the sound effect is used to indicate: when the performer is triggered, the duration of the sound effect to be played corresponding to the performer; the above-mentioned response to the setting operation on the parameter setting panel, the step of determining the performance parameters corresponding to the performer based on the setting operation, includes: responding to the time input operation acting on the parameter setting panel, and determining the duration of the sound effect corresponding to the performer based on the time input operation.

[0130] In an optional embodiment, the parameter setting panel also includes a performance preview control; the method also includes: responding to a trigger operation on the performance preview control, presenting a dynamic performance effect generated based on the performance parameters set on the parameter setting surface on a target scene component in the game editing scene.

[0131] In an optional embodiment, the above-mentioned graphical user interface includes a first interactive control; the above-mentioned method also includes: responding to a trigger operation on the first interactive control, controlling the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of the scene components in the game editing scene; controlling the transmission of the game scene information to the server; wherein the server is configured to communicate with the terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game running scene according to the game scene information through the game program.

[0132] In an optional embodiment, the above method also includes: in response to a game running instruction, displaying a game running scene of the game running stage through a graphical user interface, the game running scene including a target scene component generated according to component information in the game scene information; in response to a trigger event corresponding to a target display on the target scene component being triggered, presenting a dynamic presentation effect generated based on presentation parameters corresponding to the target display on the target scene component.

[0133] Further, Figure 8 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .

[0134] The memory 100 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 8 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0135] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit in the processor 101 or the instruction in the form of software. The above processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and completes the steps of the method of the above embodiment in combination with its hardware.

[0136] An embodiment of the present invention also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned component editing method. The specific implementation can be found in the method embodiment, which will not be repeated here.

[0137] Specifically, the above-mentioned component editing method includes: displaying a graphical user interface by running a game program, wherein the graphical user interface includes a game editing scene; wherein the game editing scene includes a target scene component; in response to a performance creation operation for the target scene component, adding a presenter to the target scene component; the presenter is used to add dynamic performance to the target scene component, and the performance type of the dynamic performance includes at least one of the following: skin performance, special effect performance and audio performance; in response to a parameter setting operation for the presenter, determining the performance parameters and triggering events corresponding to the presenter based on the parameter setting operation; wherein the performance parameters include at least: the performance type and performance duration corresponding to the presenter; in response to a triggering event in the game editing scene or the game running scene, displaying the target scene component in the game editing scene or the game running scene and presenting the dynamic performance effect generated based on the performance parameters on the target scene component.

[0138] In the above-mentioned component editing method, players can freely set the dynamic performance effects that scene components can present by editing the performance parameters corresponding to the display device configured by the scene component in the game editing scene. This method can set the dynamic performance of scene components without the intervention of third-party software, thereby simplifying the setting method of dynamic performance, which helps to improve players' personalized editing needs and players' gaming experience.

[0139] In an optional embodiment, the trigger event includes at least one of the following: the target virtual character enters or leaves a designated scene area in a game editing scene or a game running scene, the behavior performed by the target virtual character meets preset conditions, and a trigger operation on a target button switch configured in a graphical user interface.

[0140] In an optional embodiment, the above-mentioned trigger event is determined by performing a logic editing operation on a preset logic component; the preset logic component includes at least one of an event trigger, a counter, a timer and a button switch; when the trigger event includes multiple sub-events, a trigger association logic is set between the multiple sub-events, and the trigger association logic is used to indicate the impact on the work of the logic component corresponding to the second sub-event when the first sub-event is triggered; wherein the first sub-event and the second sub-event are sub-events among the multiple sub-events included in the trigger event.

[0141] In an optional embodiment, the target scene component is configured with at least one renderer; one renderer is configured with one dynamic representation.

[0142] In an optional embodiment, the above method also includes: in response to a copy operation of a first display configured for a target scene component, adding a second display to the target scene component; wherein the performance parameters and trigger events corresponding to the second display are the same as the performance parameters and trigger events corresponding to the first display; in response to a parameter adjustment operation for the second display, adjusting the performance parameters and / or trigger events corresponding to the second display based on the parameter adjustment operation.

[0143] In an optional embodiment, the above method further includes: in response to a deletion operation of the target presenter configured for the target scene component, deleting the target presenter on the target scene component.

[0144] In an optional embodiment, the above-mentioned step of responding to a parameter setting operation on a renderer and determining performance parameters and trigger events corresponding to the renderer based on the parameter setting operation includes: responding to a parameter editing operation on the renderer, displaying a type selection control in a graphical user interface; responding to a trigger operation on the type selection control, displaying a type selection list in the graphical user interface, the type selection list including a plurality of preset performance types; the plurality of preset performance types include: skin performance, special effect performance and audio performance; responding to a selection operation on a target preset performance type from the plurality of preset performance types, determining the target preset performance type as the performance type corresponding to the renderer, and displaying a parameter setting panel matching the target preset performance type in the graphical user interface; responding to a setting operation on the parameter setting panel, determining the performance parameters and trigger events corresponding to the renderer based on the setting operation.

[0145] In an optional embodiment, the expression type corresponding to the above-mentioned display is skin expression; the parameter setting panel includes a first editing control for setting the skin type and a second editing control for setting the trigger event; the above-mentioned step of responding to the setting operation on the parameter setting panel and determining the expression parameters and trigger events corresponding to the display based on the setting operation includes: responding to the trigger operation on the first editing control, displaying a skin type list in the graphical user interface, the skin type list including at least one preset skin type; responding to the selection operation on the target skin type in the skin type list, configuring the target skin type as the skin type of the skin corresponding to the display; responding to the input operation on the second editing control, determining the trigger event of switching the skin of the target scene component to the skin corresponding to the display based on the input operation.

[0146] In an optional embodiment, the above-mentioned performance parameters also include skin color, skin surface roughness and skin surface metallicity; the above-mentioned step of responding to the setting operation on the parameter setting panel and determining the performance parameters corresponding to the display based on the setting operation includes: responding to the color editing operation on the parameter setting panel and determining the skin color corresponding to the display based on the color editing operation; responding to the material editing operation on the parameter setting panel and determining the skin surface roughness and skin surface metallicity corresponding to the display based on the material editing operation.

[0147] In an optional embodiment, the above-mentioned performance parameters also include skin switching duration and skin switching mode; the skin switching duration is used to indicate the time required for the target scene component to switch from the current skin to the skin corresponding to the display; the skin switching mode is used to indicate the switching mode when the target scene component switches from the current skin to the skin corresponding to the display; the above-mentioned response to the setting operation on the parameter setting panel, the step of determining the performance parameters corresponding to the display based on the setting operation, includes: responding to the time input operation acting on the parameter setting panel, determining the time value input by the time input operation as the skin switching duration corresponding to the display; responding to the switching mode selection operation acting on the parameter setting panel, determining the target switching mode from multiple preset switching modes based on the switching mode selection operation, and determining the target switching mode as the skin switching mode corresponding to the display.

[0148] In an optional embodiment, the performance type corresponding to the above-mentioned display is special effect performance; the parameter setting panel includes a third editing control for setting the special effect type and a fourth editing control for setting the trigger event; the above-mentioned response to the setting operation on the parameter setting panel, the step of determining the performance parameters and trigger events corresponding to the display based on the setting operation, includes: responding to the trigger operation on the third editing control, displaying a special effect type list in the graphical user interface, the special effect type list including at least one preset special effect type; responding to the selection operation of the target special effect type in the special effect type list, configuring the target special effect type as the special effect type of the special effect corresponding to the display; responding to the input operation on the fourth editing control, determining the trigger event for displaying the special effect corresponding to the display on the target scene component based on the input operation.

[0149] In an optional embodiment, the above-mentioned performance parameters also include the duration of special effects and the display position of special effects; the above-mentioned step of responding to the setting operation on the parameter setting panel and determining the performance parameters corresponding to the performer based on the setting operation includes: responding to the time input operation on the parameter setting panel, and determining the duration of the special effects corresponding to the performer based on the time input operation; responding to the position setting operation on the parameter setting panel, and determining the display position of the special effects corresponding to the performer based on the position setting operation; wherein the special effect display position is used to indicate: when the performer is triggered, the display position of the special effect corresponding to the performer on the target scene component.

[0150] In an optional embodiment, the above-mentioned presentation parameters also include: special effect size and special effect inheritance relationship; wherein, the special effect inheritance relationship is used to indicate: whether the attribute parameters of the special effect corresponding to the presenter change with the changes in the attribute parameters of the target scene component; the attribute parameters include at least one of the following: position parameters, rotation parameters and scaling parameters.

[0151] In an optional embodiment, the performance type corresponding to the above-mentioned renderer is sound effect performance; the parameter setting panel includes a fifth editing control for setting the sound effect to be played and a sixth editing control for setting the trigger event; the above-mentioned response to the setting operation on the parameter setting panel, the step of determining the performance parameters and trigger event corresponding to the renderer based on the setting operation, includes: responding to the trigger operation on the fifth editing control, displaying a sound effect list in the graphical user interface, the sound effect list including at least one preset sound effect; responding to the selection operation on the target sound effect in the sound effect list, configuring the target sound effect as the sound effect to be played corresponding to the renderer; responding to the input operation on the sixth editing control, determining the trigger event for playing the sound effect to be played corresponding to the renderer on the target scene component based on the input operation.

[0152] In an optional embodiment, the above-mentioned performance parameters also include the duration of the sound effect; wherein the duration of the sound effect is used to indicate: when the performer is triggered, the duration of the sound effect to be played corresponding to the performer; the above-mentioned response to the setting operation on the parameter setting panel, the step of determining the performance parameters corresponding to the performer based on the setting operation, includes: responding to the time input operation acting on the parameter setting panel, and determining the duration of the sound effect corresponding to the performer based on the time input operation.

[0153] In an optional embodiment, the parameter setting panel also includes a performance preview control; the method also includes: responding to a trigger operation on the performance preview control, presenting a dynamic performance effect generated based on the performance parameters set on the parameter setting surface on a target scene component in the game editing scene.

[0154] In an optional embodiment, the above-mentioned graphical user interface includes a first interactive control; the above-mentioned method also includes: responding to a trigger operation on the first interactive control, controlling the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of the scene components in the game editing scene; controlling the transmission of the game scene information to the server; wherein the server is configured to communicate with the terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game running scene according to the game scene information through the game program.

[0155] In an optional embodiment, the above method also includes: in response to a game running instruction, displaying a game running scene of the game running stage through a graphical user interface, the game running scene including a target scene component generated according to component information in the game scene information; in response to a trigger event corresponding to a target display on the target scene component being triggered, presenting a dynamic presentation effect generated based on presentation parameters corresponding to the target display on the target scene component.

[0156] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk and other media that can store program codes.

[0157] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0158] Finally, it should be noted that the above-described embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims

1. A component editing method, characterized in that: The method comprises: Displaying a graphical user interface by running the game program, wherein the graphical user interface includes a game editing scene; wherein the game editing scene includes a target scene component; In response to a performance creation operation for the target scene component, a renderer is added to the target scene component; the renderer is used to add a dynamic performance to the target scene component, and the performance type of the dynamic performance includes at least one of the following: skin performance, special effect performance and audio performance; In response to a parameter setting operation for the renderer, determining a rendering parameter and a trigger event corresponding to the renderer based on the parameter setting operation; wherein the rendering parameter at least includes: a rendering type and a rendering duration corresponding to the renderer; In response to the triggering event being triggered in the game editing scene or the game running scene, the target scene component is displayed in the game editing scene or the game running scene and a dynamic performance effect generated based on the performance parameters is presented on the target scene component.

2. The method according to claim 1, characterized in that: The trigger event includes at least one of the following: the target virtual character enters or leaves the designated scene area in the game editing scene or the game running scene, the behavior performed by the target virtual character meets a preset condition, and a trigger operation on a target button switch configured in the graphical user interface.

3. The method according to claim 2, characterized in that The trigger event is determined by performing a logic editing operation on a preset logic component; the preset logic component includes at least one of an event trigger, a counter, a timer and a button switch; when the trigger event includes multiple sub-events, a trigger association logic is set between the multiple sub-events, and the trigger association logic is used to indicate the impact on the work of the logic component corresponding to the second sub-event when the first sub-event is triggered; wherein the first sub-event and the second sub-event are sub-events among the multiple sub-events included in the trigger event.

4. The method according to claim 1, characterized in that: The target scene component is configured with at least one renderer; one renderer is configured with one of the dynamic renders.

5. The method according to claim 4, characterized in that The method further comprises: In response to a copy operation of a first renderer configured for the target scene component, adding a second renderer to the target scene component; wherein the rendering parameters and triggering events corresponding to the second renderer are the same as the rendering parameters and triggering events corresponding to the first renderer; In response to a parameter adjustment operation on the second renderer, a rendering parameter and / or a trigger event corresponding to the second renderer is adjusted based on the parameter adjustment operation.

6. The method according to claim 4, characterized in that The method further comprises: In response to a deletion operation of a target presenter configured for the target scene component, the target presenter is deleted on the target scene component.

7. The method according to claim 1, characterized in that The step of responding to the parameter setting operation of the renderer and determining the rendering parameters and triggering events corresponding to the renderer based on the parameter setting operation comprises: In response to a parameter editing operation on the renderer, displaying a type selection control in the graphical user interface; In response to a trigger operation on the type selection control, a type selection list is displayed in the graphical user interface, wherein the type selection list includes a plurality of preset performance types; the plurality of preset performance types include: the skin performance, the special effect performance, and the audio performance; In response to a selection operation of a target preset expression type among the plurality of preset expression types, determining the target preset expression type as the expression type corresponding to the renderer, and displaying a parameter setting panel matching the target preset expression type in the graphical user interface; In response to a setting operation on the parameter setting panel, a presentation parameter and a trigger event corresponding to the presenter are determined based on the setting operation.

8. The method according to claim 7, characterized in that The expression type corresponding to the expressor is the skin expression; the parameter setting panel includes a first editing control for setting the skin type and a second editing control for setting the trigger event; The step of responding to a setting operation on the parameter setting panel and determining the presentation parameter and trigger event corresponding to the presenter based on the setting operation comprises: In response to a trigger operation on the first editing control, displaying a skin type list in the graphical user interface, the skin type list including at least one preset skin type; In response to a selection operation on a target skin type in the skin type list, configuring the target skin type as a skin type corresponding to the display; In response to an input operation to the second editing control, a triggering event for switching the skin of the target scene component to a skin corresponding to the presenter is determined based on the input operation.

9. The method according to claim 8, characterized in that The performance parameters also include skin color, skin surface roughness and skin surface metallicity; The step of responding to a setting operation on the parameter setting panel and determining the performance parameter corresponding to the presenter based on the setting operation comprises: In response to a color editing operation applied to the parameter setting panel, determining a skin color corresponding to the display based on the color editing operation; In response to a material editing operation performed on the parameter setting panel, the skin surface roughness and the skin surface metallicity corresponding to the renderer are determined based on the material editing operation.

10. The method according to claim 9, characterized in that The performance parameters also include skin switching duration and skin switching mode; the skin switching duration is used to indicate the time required for the target scene component to switch from the current skin to the skin corresponding to the display; the skin switching mode is used to indicate the switching mode when the target scene component switches from the current skin to the skin corresponding to the display; The step of responding to a setting operation on the parameter setting panel and determining the performance parameter corresponding to the presenter based on the setting operation comprises: In response to a time input operation on the parameter setting panel, the time value input by the time input operation is determined as the skin switching duration corresponding to the display; In response to a switching mode selection operation on the parameter setting panel, a target switching mode is determined from a plurality of preset switching modes based on the switching mode selection operation, and the target switching mode is determined as a skin switching mode corresponding to the display.

11. The method according to claim 7, characterized in that The performance type corresponding to the presenter is the special effect performance; the parameter setting panel includes a third editing control for setting the special effect type and a fourth editing control for setting the trigger event; The step of responding to a setting operation on the parameter setting panel and determining the presentation parameter and trigger event corresponding to the presenter based on the setting operation comprises: In response to a trigger operation on the third editing control, displaying a special effect type list in the graphical user interface, wherein the special effect type list includes at least one preset special effect type; In response to a selection operation on a target special effect type in the special effect type list, configuring the target special effect type as a special effect type corresponding to the renderer; In response to an input operation to the fourth editing control, a triggering event for displaying a special effect corresponding to the presenter on the target scene component is determined based on the input operation.

12. The method according to claim 11, characterized in that The performance parameters also include the duration of the special effect and the special effect display position; The step of responding to a setting operation on the parameter setting panel and determining the performance parameter corresponding to the presenter based on the setting operation comprises: In response to a time input operation on the parameter setting panel, determining a duration of the special effect corresponding to the renderer based on the time input operation; In response to a position setting operation applied to the parameter setting panel, a special effect display position corresponding to the renderer is determined based on the position setting operation; wherein the special effect display position is used to indicate: when the renderer is triggered, the display position of the special effect corresponding to the renderer on the target scene component.

13. The method according to claim 11, characterized in that The presentation parameters also include: special effect size and special effect inheritance relationship; wherein, the special effect inheritance relationship is used to indicate: whether the attribute parameters of the special effect corresponding to the presenter change with the change of the attribute parameters of the target scene component; the attribute parameters include at least one of the following: position parameters, rotation parameters and scaling parameters.

14. The method according to claim 7, characterized in that The performance type corresponding to the presenter is sound effect performance; the parameter setting panel includes a fifth editing control for setting the sound effect to be played and a sixth editing control for setting the trigger event; The step of responding to a setting operation on the parameter setting panel and determining the presentation parameter and trigger event corresponding to the presenter based on the setting operation comprises: In response to a trigger operation on the fifth editing control, displaying a sound effect list in the graphical user interface, wherein the sound effect list includes at least one preset sound effect; In response to a selection operation on a target sound effect in the sound effect list, configuring the target sound effect as a to-be-played sound effect corresponding to the renderer; In response to an input operation to the sixth editing control, a triggering event for playing the sound effect to be played corresponding to the renderer on the target scene component is determined based on the input operation.

15. The method according to claim 14, characterized in that The performance parameters also include the duration of the sound effect; wherein the duration of the sound effect is used to indicate: when the performer is triggered, the duration of the sound effect to be played corresponding to the performer; The step of responding to a setting operation on the parameter setting panel and determining the performance parameter corresponding to the presenter based on the setting operation comprises: In response to a time input operation on the parameter setting panel, a duration of the sound effect corresponding to the renderer is determined based on the time input operation.

16. The method according to claim 7, characterized in that The parameter setting panel also includes a performance preview control; the method also includes: In response to a triggering operation on the performance preview control, a dynamic performance effect generated based on the performance parameters set on the parameter setting surface is presented on the target scene component in the game editing scene.

17. The method according to claim 1, characterized in that The graphical user interface includes a first interactive control; the method further includes: In response to a trigger operation on the first interactive control, control the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of scene components in the game editing scene; Control the transmission of the game scene information to a server; wherein the server is configured to be connected to a terminal device for communication, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game running scene according to the game scene information through the game program.

18. The method according to claim 17, characterized in that The method further comprises: In response to a game running instruction, displaying a game running scene of a game running phase through the graphical user interface, wherein the game running scene includes the target scene component generated according to the component information in the game scene information; In response to a trigger event corresponding to the target renderer on the target scene component being triggered, a dynamic rendering effect generated based on the rendering parameters corresponding to the target renderer is presented on the target scene component.

19. A component editing device, characterized in that: The device comprises: An interface display module, used to display a graphical user interface by running a game program, wherein the graphical user interface includes a game editing scene; wherein the game editing scene includes a target scene component; A performance creation module, configured to respond to a performance creation operation for the target scene component and add a performer to the target scene component; the performer is configured to add a dynamic performance to the target scene component, wherein the performance type of the dynamic performance includes at least one of the following: skin performance, special effect performance, and audio performance; A parameter setting module, for responding to a parameter setting operation for the renderer, and determining a performance parameter and a trigger event corresponding to the renderer based on the parameter setting operation; wherein the performance parameter at least includes: a performance type and a performance duration corresponding to the renderer; A performance presentation module is used to respond to the triggering event in the game editing scene or the game running scene, display the target scene component in the game editing scene or the game running scene and present the dynamic performance effect generated based on the performance parameters on the target scene component.

20. An electronic device, characterized in that: The electronic device includes a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the component editing method according to any one of claims 1 to 18.

21. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the component editing method described in any one of claims 1 to 18.

Citation Information

Patent Citations

  • Game scene editing method and device, equipment and medium

    CN115430142A

  • Scene element interaction method and device, electronic equipment and storage medium

    CN116510311A

  • Sky background switching method and device in game and electronic equipment

    CN116850581A

  • Information Processing Method and Apparatus, Storage Medium, and Electronic Device

    US20200316476A1