An editing method, device and equipment of a game scene component and a storage medium

By displaying a target reference plane on the game editing interface and responding to trigger commands to edit scene components, the problem of low freedom of placement caused by the reliance on floors and walls in existing technologies is solved, and more efficient placement and editing of scene components is achieved.

CN119951139BActive Publication Date: 2026-01-30NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311499831.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-11-09
Publication Date
2026-01-30
Estimated Expiration
2043-11-09

AI Technical Summary

Technical Problem

In existing game scene editing, the placement of scene components depends on the floor and walls, which means that moving or deleting them affects all components, resulting in low freedom of choice, inability to meet actual needs, and low editing efficiency.

Method used

By displaying a target reference plane on the graphical user interface and responding to trigger commands to edit scene components, free placement without relying on placement carriers can be achieved, thus expanding the placement range.

Benefits of technology

It improves the freedom of scene component placement and editing efficiency, expands the placement range, and enhances the flexibility and efficiency of scene editing.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application provides a method, apparatus, device, and storage medium for editing scene components in a game. The method includes: displaying a game scene to be edited in an editing stage on a graphical user interface, wherein the scene components included in the game scene to be edited are configured to generate corresponding virtual objects in a game running scene provided by a game program in the game running stage; responding to a first trigger command, determining at least one target reference plane in the game scene to be edited; responding to a second trigger command, determining a first target reference plane corresponding to the second trigger command from the at least one target reference plane, and performing an editing operation on a first target scene component associated with the first target reference plane; the first target scene component is a scene component that satisfies a preset positional relationship with the first target reference plane. This application improves the freedom of scene component placement and expands the placement range of scene components, further improving the editing efficiency of scene components.
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Description

Technical Field

[0001] This application relates to the field of game editing technology, and in particular to a method, apparatus, device and storage medium for editing scene components in a game. Background Technology

[0002] In games, including game scene editing, some current game scene editors do not support floating scene components. They typically create higher floors by placing room components (such as floors and walls) on top of the floors and walls, stacking the rooms vertically. The floor height is the same as the wall height. However, this method requires placing scene components on the floor. Moving or deleting these room components will simultaneously affect all scene components within the space. Furthermore, the freedom of placement is significantly limited, failing to meet actual game requirements and resulting in low editing efficiency. Summary of the Invention

[0003] This application provides a method, apparatus, electronic device, and storage medium for editing scene components in a game. It enables the free placement of scene components without relying on a placement carrier, thereby increasing the freedom of scene component placement, expanding the placement range of scene components, and further improving the editing efficiency of scene components.

[0004] The technical solution of this application embodiment is implemented as follows:

[0005] In a first aspect, embodiments of this application provide a method for editing scene components in a game, the editing method comprising:

[0006] The graphical user interface provided by the game program is displayed on the terminal device. The graphical user interface displays a game scene to be edited in the editing stage. The game scene to be edited includes a scene component, wherein the scene component is configured to generate corresponding virtual objects in the game running scene provided by the game program in the game running stage.

[0007] In response to the first trigger command, at least one target reference plane is determined in the game scene to be edited;

[0008] In response to the second trigger command, a first target reference plane corresponding to the second trigger command is determined from the at least one target reference plane, and an editing operation is performed on the first target scene component associated with the first target reference plane, wherein the first target scene component is a scene component among the scene components that satisfies a preset positional relationship with the first target reference plane.

[0009] Secondly, embodiments of this application also provide an editing device for scene components in a game, the editing device comprising:

[0010] The first display module is used to display a graphical user interface provided by the running game program through a terminal device. The graphical user interface displays a game scene to be edited in the editing stage. The game scene to be edited includes a scene component, wherein the scene component is configured to generate a corresponding virtual object in the game running scene provided by the game program in the game running stage.

[0011] The first determining module is used to determine at least one target reference plane in the game scene to be edited in response to the first triggering command.

[0012] The first editing module is configured to respond to a second triggering command, determine a first target reference plane corresponding to the second triggering command from the at least one target reference plane, and perform an editing operation on a first target scene component associated with the first target reference plane, wherein the first target scene component is a scene component among the scene components that satisfies a preset positional relationship with the first target reference plane.

[0013] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the editing method for game scene components as described in any of the first aspects.

[0014] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the method for editing scene components in a game as described in any of the first aspects.

[0015] The embodiments of this application have the following beneficial effects:

[0016] The application displays a graphical user interface (GUI) provided by a game program on a terminal device. The GUI displays a game scene to be edited, which includes scene components. These scene components are configured to generate corresponding virtual objects within the game scene provided by the game program. In response to a first trigger command, at least one target reference plane is determined within the game scene to be edited. In response to a second trigger command, a first target reference plane corresponding to the second trigger command is determined from the at least one target reference plane, and an editing operation is performed on the first target scene component associated with the first target reference plane. This application uses target reference planes to create scene components, enabling free placement of scene components without relying on a placement carrier, thus increasing the freedom of scene component placement, expanding the placement range of scene components, and further improving the editing efficiency of scene components. Attached Figure Description

[0017] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0018] Figure 1 This is a schematic diagram of the editing process of a scene component in a game according to the first embodiment of this application;

[0019] Figure 2a A schematic diagram of the editor's settings interface is shown;

[0020] Figure 2b This diagram illustrates the interface for triggering the spatial layer height editing command in the editor.

[0021] Figure 2c The diagram shows the view adjustment interface in the editor, which includes a first-view switching control 201 and a second-view switching control 202.

[0022] Figure 3 This is a schematic diagram of the editing process for a second type of game scene component provided in the embodiments of this application;

[0023] Figure 4 This is a schematic diagram of the editing process of a third type of game scene component provided in the embodiments of this application;

[0024] Figure 5 This is a flowchart illustrating the editing process of a fourth type of game scene component provided in this application embodiment;

[0025] Figure 6a This is a flowchart illustrating the editing process of a fifth type of game scene component provided in this application embodiment;

[0026] Figure 6b This is the interface provided in this application embodiment for disabling the high-floor (high-space layer) hiding function;

[0027] Figure 6c This is an interface diagram showing the enabled high-floor (high-space layer) hiding function provided in an embodiment of this application;

[0028] Figure 7a This is a schematic diagram of the editing process for a sixth type of game scene component provided in the embodiments of this application;

[0029] Figure 7b This is a schematic diagram of the editing process for a sixth type of game scene component provided in the embodiments of this application;

[0030] Figure 8a This is a flowchart illustrating the editing process of the seventh type of game scene component provided in this application embodiment;

[0031] Figure 8b The diagram shows the interface for deleting the target reference interface and its associated target scene components when the spatial layer height editing function is enabled;

[0032] Figure 9 This is a schematic diagram of the structure of an editing device for scene components in a game, provided in an embodiment of this application;

[0033] Figure 10 This is a schematic diagram of the composition structure of the electronic device provided in the embodiments of this application. Detailed Implementation

[0034] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the accompanying drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0035] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0036] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0037] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0038] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0039] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application and is not intended to limit this application.

[0040] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0041] In games, commercially available user-generated content (UGC) editors typically create floor heights based on the placement of room components. In this approach, the floor of a room component is the floor plan, and the height of the room component is the floor height. However, moving or deleting a room component will simultaneously affect all objects within the space, and there are significant limitations on the freedom of placement, leading to low editing efficiency and failing to meet actual game requirements. Therefore, this application provides a method, apparatus, electronic device, and storage medium for editing scene components in games. This allows for the free placement of scene components without relying on a placement carrier, increasing the freedom of scene component placement, expanding the placement range, and further improving the editing efficiency of scene components.

[0042] The above editing method can be applied to multiple fields, such as the gaming field or the shopping platform field; correspondingly, the above editing scenario can be a game scene in the gaming field or an activity scene in the shopping platform; here, regardless of the editing scenario, the editing scenario includes the game scene to be edited in the corresponding field (specifically a specified scene map).

[0043] like Figure 1 As shown, this is a method for editing scene components in a game according to the first embodiment of this application. The editing method includes:

[0044] S101. A graphical user interface provided by the game program is displayed on a terminal device. A game scene to be edited in the editing stage is displayed on the graphical user interface. The game scene to be edited includes a scene component, wherein the scene component is configured to generate a corresponding virtual object in the game running scene provided by the game program in the game running stage.

[0045] S102. In response to the first trigger command, determine at least one target reference plane in the game scene to be edited.

[0046] S103. In response to the second triggering command, determine the first target reference plane corresponding to the second triggering command from the at least one target reference plane, and perform an editing operation on the first target scene component associated with the first target reference plane, wherein the first target scene component is a scene component among the scene components that satisfies a preset positional relationship with the first target reference plane.

[0047] The method for editing scene components in a game provided in this application determines at least one target reference plane in the game scene to be edited through a first trigger command, determines the first target reference plane corresponding to the second trigger command from the at least one target reference plane through a second trigger command, and performs an editing operation on the first target scene component associated with the first target reference plane. In this application, scene component editing through a target reference plane can freely place scene components without relying on a placement carrier, which improves the placement freedom of scene components, expands the placement range of scene components, and further improves the editing efficiency of scene components.

[0048] The method for editing game scene components in this embodiment can run on a terminal device or a server. The terminal device can be a local terminal device. When the method for editing game scene components runs on a server, it can be a cloud game, and the aforementioned method for editing the first scene component is implemented based on the interaction between the server and the terminal device.

[0049] In an alternative implementation, the local terminal device (i.e., the client) stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on a terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device may include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0050] In another alternative implementation, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program and the game scene presentation are separate. The storage and execution of game scene information are completed on the server, while the terminal device is used for data reception, transmission, and game scene presentation. For example, the terminal device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device processing the game scene information is the cloud gaming server in the cloud. When editing a game scene, the target user operates the terminal device to generate game scene information and sends it to the cloud gaming server. The cloud gaming server encodes and compresses the game scene data, returns it to the terminal device via the network, and finally, the terminal device receives the processed game scene information and outputs the game scene.

[0051] It should be noted that the game provides an editing mode. When entering this mode, players (or users) can edit scene components in the game. This editing function is supported by a UGC editor, enabling players to edit scene components within the game. The following description uses the above editing method running on a terminal device to illustrate the exemplary steps of this application embodiment; wherein the terminal device is an electronic device with touch functionality, such as a smartphone.

[0052] In this application embodiment, the above exemplary steps of this application embodiment will be described respectively.

[0053] S101. A graphical user interface provided by the game program is displayed on a terminal device. A game scene to be edited in the editing stage is displayed on the graphical user interface. The game scene to be edited includes a scene component, wherein the scene component is configured to generate a corresponding virtual object in the game running scene provided by the game program in the game running stage.

[0054] In some embodiments, an edit mode is provided in the game. When players enter this edit mode, they can edit scene components in the game. Specifically, in the above edit mode, the game scene to be edited is displayed through the graphical user interface of the terminal device. Specifically, the game scene to be edited is displayed based on the User-Generated Content (UGC) editor. The game scene to be edited contains a specified scene map. The specified scene map can be the main game map, a specific map in the edit mode, or other maps in the game (such as a dungeon map). Players can edit the above game scene to be edited, which can also be understood as editing the specified scene map.

[0055] Furthermore, in the aforementioned editing mode, users can edit the game scene in various ways, specifically by editing scene components. These scene components can be terrain, buildings, game characters, or other game elements within a specified scene map; for example, adding or deleting terrain, buildings, game characters, or other game elements. Correspondingly, the graphical user interface provides various tools and functions to help users create and modify game scenes, enabling players to easily edit game scenes.

[0056] In normal mode, that is, when the user does not trigger any trigger command (including the first trigger command, the second trigger command, or the third trigger command below) to enable the "spatial layer editing function (also known as the floor editing function)," a specific reference plane associated with the game scene to be edited is displayed on the graphical user interface. This specific reference plane is a virtual plane (specifically a grid plane). This specific reference plane is a virtual plane with grid lines located at fixed positions in world coordinates as visual aids. Each time the player triggers, a new scene component is created in the game scene to be edited. The newly created scene component is on the aforementioned specific reference plane by default. The newly created scene component can float, but the aforementioned specific reference plane has nothing to do with spatial division and is intended to serve as an aid for placing scene components.

[0057] In this normal mode, in addition to editing the scene components in the game scene to be edited, players can also float and place scene components based on the aforementioned specific reference plane, but spatial layer division in the game scene to be edited is not supported.

[0058] S102. In response to the first trigger command, determine at least one target reference plane in the game scene to be edited.

[0059] In one implementation, the first trigger instruction is generated at least through an operation to enable a multi-space layer control, which is displayed through the settings window of the game scene to be edited; the first trigger instruction can be understood as an instruction to enable the multi-space layer control; the space layer can also be understood as a virtual floor or a floor.

[0060] like Figure 2aAs shown, the player opens the "Editor Settings (also known as Settings Control)" control in the game, displaying a settings window (i.e., the editor settings window) in the game scene to be edited. The settings window also displays a "Map Settings" function bar, which includes a "Multi-layer Map" switch, a "Number of Map Floors" switch, and an "Automatically Hide High-Floor Layout" switch. In one implementation, the first trigger instruction includes at least the instruction to open the "Multi-layer Map". When the first trigger instruction only includes the instruction to open the "Multi-layer Map", the corresponding spatial layer (i.e., the virtual floor in the game scene to be edited) has a default number (usually 1, but can also be 2 or 3). Then, at least one target reference plane is determined based on the default number. Here, the number of determined target reference planes is the same as the default number of the spatial layers.

[0061] In another implementation, the first trigger command is also generated through a setting operation for the number of spatial layers. The current number of the target reference plane is determined based on the first number of spatial layers set in the setting operation. The spatial layer number configuration option is displayed through the settings window of the game scene to be edited. Figure 2a As shown, the first trigger command mentioned above includes not only the command to open the "multi-layer map", but also the command to set the "number of map floors". For example, the above setting command sets the "number of map floors" to 4, and determines 4 target reference planes.

[0062] It should be noted that determining at least one target reference plane includes generating at least one target reference plane. Accordingly, after determining the at least one target reference plane, the at least one target reference plane is displayed on the graphical user interface; wherein, each target reference plane is the ground plane of the corresponding target scene component, and the game scene to be edited is spatially divided vertically based on the target reference plane.

[0063] In this embodiment of the application, at least one target reference plane is displayed on the graphical user interface in a first display mode; after the first target reference plane is determined, the first target reference plane is displayed in a second display mode that is different from the first display mode.

[0064] Here, the first display mode is the conventional display mode, and the second display mode is the highlighted display mode; for example, the first display mode is white display, and the second display mode is green bold display. The target reference plane is displayed in white using the first display mode, and after the first target reference plane is determined, the second target reference plane is displayed in green bold using the second display mode.

[0065] like Figure 2aAs shown, 1. In the editor's global settings window, such as the location marked 1, if the player has not turned on the "Multi-layer Map" switch, the game scene to be edited only has a specific reference plane with fixed world coordinates, which is used to assist in placing scene components and does not perform spatial division functions; 2. After the player turns on "Multi-layer Map", the player can freely adjust the number of target reference planes (i.e., floors); 3. After turning on "Multi-layer Map", target reference planes equal to the number of target reference planes (i.e., floors) are generated. Each target reference plane is used as the ground plane of the corresponding floor, and the game scene to be edited is divided into upper and lower spaces based on the above target reference planes.

[0066] Optionally, the floor height between the target reference planes is a preset value, which is usually greater than the height of the game character controlled by the player.

[0067] Specifically, a specific reference plane is used as the first grid plane, and a target reference plane is used as the second grid plane. Each second grid plane is associated with a spatial layer in the game scene to be edited. Taking a floor as an example: In response to the activation of the floor editing function for the game scene to be edited, the number of first floors to be built is determined, and a second grid plane equal to the number of the first floors is generated, with each second grid plane associated with a floor; and each second grid plane is the ground plane of its associated floor, and the game scene to be edited is divided into spaces vertically based on the second grid plane.

[0068] In this embodiment, the user enables the "Editor Settings Function" in the UGC editor, which displays a settings window (also known as a global settings window) on the graphical user interface. Figure 2a As shown, when the user does not enable "Multi-layer Map," the graphical user interface only displays an auxiliary plane with fixed world coordinates, used for placing scene components, without spatial division functionality. When the user turns on the "Multi-layer Map Switch Option" in the settings window, the multi-layer editing function for the specified scene map is activated, allowing players to build layers within the game scene to be edited. Additionally, the editor also has a "Map Floor Quantity Option." When this option is followed by a configuration value, which defaults to 1, the value can be increased or decreased using the "+" and "-" signs on either side. Figure 2a As shown in icon 2, specifically, clicking the "+" sign increases the configuration value by 1, and clicking the "-" sign decreases the configuration value by 1. Based on the above "Map Floor Quantity Options," players can freely adjust the number of floors. Regardless of whether the player configures it or not, the configuration value under "Map Floor Quantity Options" is obtained, and the number of the first floor is determined according to the above configuration value.

[0069] After determining the number of the first floors, a second grid plane equal to the number of the first floors can be generated. Here, each generated second grid plane is associated with a floor; or, each floor corresponds to a second grid plane, with each second grid plane as the ground level of its associated floor. The game scene to be edited is divided into spaces vertically based on the generated second grid planes, thus building the floors.

[0070] In the embodiments of this application, the aforementioned "target reference plane" may be visible or invisible; it should be noted that no corresponding virtual model is generated for the aforementioned "target reference plane" during the game operation phase.

[0071] S103. In response to the second triggering command, determine the first target reference plane corresponding to the second triggering command from the at least one target reference plane, and perform an editing operation on the first target scene component associated with the first target reference plane, wherein the first target scene component is a scene component among the scene components that satisfies a preset positional relationship with the first target reference plane.

[0072] In this embodiment, the second triggering instruction can be a high spatial layer hiding instruction or a spatial layer height editing instruction; for example... Figure 2a As shown, the settings window also displays an "Auto Hide High-Floor Layout" button, as indicated by mark 3. Clicking this button triggers the high-floor hiding command. Additionally, as shown... Figure 2b As shown, the game scene to be edited also includes a "toolbox". When the player opens the "toolbox", a "floor height" button is displayed on the graphical user interface. When the player clicks the "floor height" button, the spatial layer height editing command (i.e., the second trigger command) is triggered.

[0073] Accordingly, based on the aforementioned second triggering instruction, a first target reference plane matching the second triggering instruction is determined. Then, by operating on at least one of the first target reference plane, the first target scene component, the third target reference plane above the first target reference plane, and the third target scene component associated with the third target reference plane, an editing operation is performed on the first target scene component associated with the first target reference plane.

[0074] In one implementation, when the second triggering instruction is a high spatial layer hiding instruction, the first target reference plane corresponding to the high spatial layer hiding instruction is first determined. Then, the third target reference plane above the first target reference plane (i.e., the target reference plane whose y-axis coordinate value is greater than the y-axis coordinate value of the first target reference plane) is determined. After that, the third target scene component associated with the third target reference plane is determined. Then, the third target reference plane and the third target scene component associated with the third target reference plane are hidden, thereby enabling the execution of an editing operation on the first target scene component associated with the first target reference plane.

[0075] In another implementation, when the second triggering instruction is a spatial layer height editing instruction, the first target reference plane corresponding to the spatial layer height editing instruction is first determined. Then, by moving the first target reference plane or simultaneously moving the first target reference plane and its associated first target scene component, the editing operation of the first target scene component associated with the first target reference plane is performed.

[0076] In this embodiment of the application, the second triggering instruction can be triggered by a triggering operation, thereby achieving operational consistency for each target reference plane and its associated target scene components. That is, we can execute a certain instruction on all target reference planes and their associated target scene components through a single operation, such as moving them together or hiding them together.

[0077] In this embodiment, when editing scene components in the game, the perspective can be switched between different target reference planes. For example, if the player's current perspective is on the first target reference plane (which also corresponds to the virtual camera being at a specified position associated with the first target reference plane), it can be quickly switched to the second target reference plane. Furthermore, as... Figure 3 As shown in the embodiments of this application, the method for editing game scene components further includes:

[0078] S301. In response to the third trigger command, determine a second target reference plane from the at least one target reference plane, and determine the first movement information of the virtual camera associated with the game scene to be edited based on the second target reference plane.

[0079] S302. Control the virtual camera to move according to the first movement information.

[0080] In conjunction with S301-S302, the aforementioned third trigger instruction is obtained from the first trigger operation of the view adjustment control displayed on the graphical user interface. The aforementioned view adjustment control is a control displayed on the graphical user interface when the number of target reference planes is greater than a set threshold. The aforementioned second target reference plane is determined according to the adjustment direction and adjustment value associated with the view adjustment control.

[0081] In this embodiment of the application, when the number of target reference planes is greater than a set threshold (the set threshold is usually 1, but can also be 2), in response to the number of target reference planes being greater than the target number, a view adjustment control is displayed on the graphical user interface; in response to the first trigger operation for the view adjustment control, a third trigger instruction is triggered.

[0082] Specifically, when the number of floors associated with the target reference plane is greater than 1, that is, when the game scene to be edited includes more than one floor, a view adjustment control is displayed on the graphical user interface so that the user can adjust the view by operating the view adjustment control to view different floors.

[0083] like Figure 2c As shown, when the number of target reference planes exceeds a set threshold (e.g., 1), a first view switching control 201 and a second view switching control 202 are displayed on the graphical user interface. The first view switching control 201 and the second view switching control 202 indicate different view switching directions: the first view switching control 201 switches to an upward view (specifically, a view switching in the positive y-axis direction), and the second view switching control 202 switches to a downward view (specifically, a view switching in the negative y-axis direction). Specifically, when the user clicks the first view switching control 201, the previous target reference plane of the current target reference plane is designated as the second target reference plane, and this second target reference plane is used as the new current target reference plane. When the user clicks the first view switching control 201 again, the previous target reference plane of the new current target reference plane is designated as the second target reference plane, and so on.

[0084] After determining the second target reference plane, the first movement information of the virtual camera associated with the game scene to be edited is determined based on the second target reference plane and the current position information of the virtual camera. Here, the current position information of the virtual camera can be the coordinate position of the previous target reference plane of the second target reference plane, or it can be the coordinate position of the virtual camera itself. The first movement information includes: a first movement distance and a first movement direction. For example, if the current position information of the virtual camera is y1, the coordinate position of the second target reference plane is y2, and y2 > y1, then the first movement direction is upward, and the first movement distance is y2 - y1.

[0085] When the user performs the first trigger operation on the view adjustment control, such as clicking or dragging the view adjustment control, the height offset of the virtual camera associated with the game field to be edited (i.e. the first movement information mentioned above) is determined based on the adjustment direction of the view adjustment control and the spatial layer adjustment value. This height offset represents the distance that the virtual camera needs to move up and down in the target direction.

[0086] In this embodiment, the virtual camera is controlled to move a first moving distance according to the first moving direction in the first moving information, so that the viewpoint of the virtual camera is moved from the current target reference plane to the second target reference plane.

[0087] For example, see Figure 2c , Figure 2c This is a view adjustment interface diagram provided in an embodiment of this application, such as... Figure 2c As shown, when the number of floors is greater than 1, the first-view switching control 201 (up arrow) and the second-view switching control 202 (down arrow) are displayed. Clicking the up / down arrow increases or decreases the number of floors by 1. When switching floors, the center point of the view needs to be positioned at the corresponding floor height. This is achieved by providing the camera height offset for the user's viewpoint as: the longitudinal coordinate value of the floor grid plane before switching - the longitudinal coordinate value of the floor grid plane after switching. Except for the height, other camera parameters remain unchanged.

[0088] It should be noted that when the player switches the view of the target reference plane, after the second target reference plane is determined from at least one target reference plane based on the player's third trigger command, the parameters of the corresponding virtual camera are as follows: the x and z axis values ​​remain unchanged from the current game values, and the y axis value is set to the planar coordinate value of the second target reference plane plus a first fixed value. This first fixed value is set based on the player's visual experience when the player's view is on each target reference plane. For example, if the height of each target reference plane is 3m, the first fixed value can be ±0.2m, ±0.5m, etc.

[0089] In addition to controlling the switching of perspectives across different target reference planes via a third trigger command, the virtual camera can also be moved in real-time based on sliding operations. The movement of the virtual camera signifies a change in the player's viewing perspective. In this scenario, the focus is not on switching to the perspective of a specific target reference plane, but rather on how the virtual camera's perspective changes with the player's actions. Furthermore, such as... Figure 4 As shown in the embodiments of this application, the method for editing game scene components further includes:

[0090] S401. In response to a sliding operation on the graphical user interface, determine the second movement information of the virtual camera associated with the game field to be edited based on the sliding information of the sliding operation.

[0091] S402. Control the virtual camera to move according to the second movement information.

[0092] Combining the above S401-S402, the user triggers a swipe operation on the graphical user interface. Then, based on the swipe direction and swipe distance, the second movement direction and second movement distance of the virtual camera associated with the game scene to be edited are determined. Then, the virtual camera is controlled to move in real time according to the second movement direction and second movement distance in the second movement information. In this way, instead of directly switching between different target reference planes based on a third trigger instruction (such as the first trigger operation for the view switching control), the virtual camera is controlled to move in real time based on the swipe operation, allowing the player to adjust the view of the game scene to be edited as they control the swipe operation.

[0093] Additionally, when the player switches the view of the target reference plane (which can also be understood as switching floors), the player can still control the virtual camera to move in real time based on the swipe operation, but in this scenario, the switch of the view of the target reference plane will not be triggered.

[0094] Furthermore, the game scene component editing method provided in this application embodiment determines the first target scene component associated with the first target reference plane through the following method:

[0095] S501. Read the planar coordinates of each target reference plane.

[0096] S502. For each scene component included in the game scene to be edited, obtain the component coordinate value located at a preset position of the scene component, and determine the target reference plane associated with the scene component based on the positional relationship between the component coordinate value and the plane coordinate value.

[0097] S503. Determine the first target scene component associated with the first target reference plane based on the target reference plane associated with each scene component.

[0098] Combining S501~S503, after the target reference plane is built, each target reference plane has a plane coordinate value, specifically a vertical coordinate value (i.e., y-axis coordinate value) Y(n). This vertical coordinate value Y(n) represents the position of the corresponding target reference plane. Each scene component also has a component coordinate value. Specifically, the y-axis coordinate value of the preset position of each scene component (e.g., the bottom of the scene component) is the component coordinate value. Then, based on the positional relationship between each scene component in the game scene to be edited and the target reference plane, the target reference plane associated with each scene component can be determined, and based on the target reference plane associated with each scene component, the first target scene component associated with the first target reference plane can be determined.

[0099] Specifically: The longitudinal coordinate value of the target reference plane on the nth floor is read as Y(n), and the height intervals of all floors are [Y(1) < Y(2) < Y(3) <... < Y(n)]. The coordinate center of each scene component indicates the position of the scene component, and the coordinate center of each scene component is located at the bottom of the scene component. Each scene component corresponds to a component coordinate value, that is, the longitudinal coordinate y value at the bottom of the scene component; it is determined which height interval the longitudinal coordinate y value of the scene component is in, and then its position is associated with that floor. For example, if Y(1) < y < Y(2), then this scene component belongs to the 1st floor, so as to determine the target reference plane to which each scene component belongs. Finally, the target reference plane associated with each scene component can be obtained. Based on the target reference plane associated with each scene component above, the first target reference plane and its associated first target scene component can be determined from it.

[0100] Specifically, taking a specific reference plane as the first grid plane and the target reference plane as the second grid plane, and taking the space layer associated with each second grid plane in the game scene to be edited as a floor for example: For the second grid plane associated with the generated first floor, the system will read the y-axis coordinate value of each second grid plane, and this y-axis coordinate value is the position of this second grid plane, that is, the position of the floor associated with this second grid plane; then, for each scene component in the game scene to be edited, the system will also obtain the coordinate value of the scene component at the bottom of the scene component (which is also the y-axis coordinate value of the scene component). Then, by comparing the coordinate value of the scene component and the y-axis coordinate value of each second grid plane, the floor to which this scene component belongs can be determined; specifically, by comparing the coordinate value of the scene component and the y-axis coordinate value of each second grid plane, the floor interval range to which this scene component belongs is determined (the upper limit value and the lower limit value of this interval range are respectively the y-axis coordinate values of the second grid planes of the corresponding two floors), and then the floor corresponding to the lower limit value in the above interval range is determined as the floor to which this scene component belongs.

[0101] Here, the above system can be understood as the software of the game program, or can be understood as the terminal device or server running the game program; when the above game program is running, it can execute the method for editing the floor height in the above map.

[0102] In this way, the system can accurately determine the floor to which each scene component belongs, and finally obtain the target scene components included in each floor. Such a processing method can provide an accurate data basis for the subsequent floor editing in the map, making it more convenient for users to edit the floors in the game scene to be edited.

[0103] As an example, after the second grid plane of the floor is set up, each second grid plane has a longitudinal coordinate value Y(n), and this longitudinal coordinate value Y(n) represents the position of the corresponding second grid plane. Then, according to the positional relationship between each scene component in the game scene to be edited and the above-mentioned second grid plane, the floor scene components included in each floor can be determined;

[0104] Specifically: Read the longitudinal coordinate value of the second grid plane of the nth floor as Y(n). The height intervals of all floors are [Y(1) < Y(2) < Y(3) <... < Y(n)]. The coordinate center of each scene component identifies the position of the scene component and the coordinate center of each scene component is located at the bottom of the scene component. The coordinate center of the scene component corresponds to a longitudinal coordinate y value; Determine which two floor height intervals the longitudinal coordinate y value of the scene component is in. For example, the longitudinal coordinate y value of the scene component is in the height interval of floor 1 and floor 2, that is: Y(1) < y < Y(2), then this scene component belongs to floor 1; Through this method, the floor to which each scene component belongs can be determined. Finally, the floor scene components included in each floor can be obtained.

[0105] In addition, in the embodiments of the present application, the user can also adjust at least one target reference plane and the scene components associated with each target reference plane. This may include operations such as the layout of the target reference plane, adding or deleting scene components, changing the position or attributes of the scene components, etc.

[0106] Through such an editing method, the user can more precisely control the details and elements of the game scene to be edited to create a game scene that more meets the design requirements. This editing method based on grids and floor scene components can also improve the editing efficiency and accuracy, making game editing more efficient.

[0107] It should be noted that the newly created target reference plane may not include scene components. The editing of the target reference plane can also include the operation of adding scene components from the scene component library to the target reference plane. After adding the scene components, the editing can continue according to the above method; Specifically, when adding scene components, each target reference plane has associated target scene components, and the player can perform an overall operation on the target reference plane and its associated target scene components through one operation.

[0108] Specifically, in response to the modification operation for the number of the first floors in the game scene to be edited, determine the modified number of the second floors, determine the target floors in the game scene to be edited according to the number of the second floors, and update the floors in the specified scene map and the floor scene components of each floor based on the target floors.

[0109] Here, when a user modifies the number of the first floor in the game scene to be edited, the system determines the modified number of the second floor. Based on this second floor number, the system determines the target floor in the game scene to be edited. Once the target floor is determined, the system updates the floors in the game scene to be edited and the floor scene components for each floor based on this target floor. Specifically, for example: if the first floor number is 4 and the second floor number is 5, then the target floor is floor 4, and a floor 5 is added to floor 4. Another example: if the first floor number is 6 and the second floor number is 5, then the target floor is floor 6, and floor 6 is deleted. Yet another example: if the first floor number is 6 and the second floor number is 4, then the target floors are floors 6 and 5, and floors 6 and 5 are deleted.

[0110] When deleting a floor, players can choose to delete the target reference plane and the target scene components associated with the target reference plane together through configuration; or they can choose to delete only the target reference plane, and then the system will redetermine the association between the target scene components in the deleted target reference plane and the remaining target reference planes.

[0111] As mentioned above, the second triggering instruction is a high-space-layer hidden instruction; furthermore, as... Figure 6a As shown in the embodiment of this application, the method for editing scene components in a game includes performing an editing operation on the first target scene component associated with the first target reference plane, comprising:

[0112] S601. In response to the second triggering instruction being a high spatial layer hiding instruction, determine whether the first target reference plane meets the spatial layer switching conditions.

[0113] S602. If satisfied, based on the current plane coordinate value of the first target reference plane, determine a third target reference plane whose corresponding plane coordinate value is greater than the current plane coordinate value from the target reference plane, and determine the third target scene component associated with the third target reference plane.

[0114] S603, Hide the third target reference plane and the third target scene component.

[0115] Combining S601~S603, the aforementioned high-level spatial layer hiding command is generated by manipulating the high-level spatial layer hiding control; this control is displayed through the settings window of the game scene to be edited. Here, the high-level floor hiding function is enabled by manipulating the high-level floor hiding function control. This control may be displayed in the settings window of the game editing scene as a button, option, or other form. Users can enable the high-level floor hiding function by clicking or selecting this control, thereby triggering the aforementioned floor hiding process. This design allows users to control the display and hiding of floors during the map editing process in an intuitive and convenient way.

[0116] For example, see Figure 2a ,like Figure 2a As shown, the settings window also displays an "Automatically Hide High-Floor Layout" button, as indicated by mark 3. Clicking this button triggers the high-space layer hiding command. After triggering this command, it checks whether the currently determined first target reference plane meets the space layer switching conditions. Specifically, this can be done by checking if a switching command has been received; if so, it confirms that the currently determined first target reference plane meets the space layer switching conditions. This switching command can be either the activation command for the "Automatically Hide High-Floor Layout" button or a third trigger command.

[0117] If the currently determined first target reference plane does not meet the spatial layer switching conditions, the system will obtain the current plane coordinate value (i.e., y-axis coordinate value) of the currently determined first target reference plane. Then, the system will find a third target reference plane from the determined target reference planes whose corresponding plane coordinate value (i.e., y-axis coordinate value) is greater than the current plane coordinate value (i.e., the current y-axis coordinate value). These third target reference planes represent the floors located above the current floor. Next, the system will determine the third target scene components associated with the third target reference planes. These third target scene components are objects on the third target reference planes. Finally, the system will hide the third target reference planes and the aforementioned third target scene components, so that these floors and scene components will no longer be displayed in the game scene to be edited.

[0118] In this way, the high-floor hiding function can help users focus more on editing the current floor, improving editing efficiency and experience.

[0119] For example, see Figure 6b and Figure 6c , Figure 6b This is an interface diagram showing the disabled high-floor hiding function provided in an embodiment of this application. Figure 6c This is an interface diagram illustrating the enabled high-floor hiding function provided in an embodiment of this application. For example... Figure 6bAs shown, when a user switches to the first floor without enabling this feature, the second floor and its scene components will also be displayed on the interface. However, if the user only edits the first floor, the second floor will obstruct their view, hindering editing. Figure 6c As shown, when "Hide High-Floor Components" is enabled, the floor above the first floor and the scene components in the corresponding floor will be hidden, allowing users to focus on editing the first floor and improving the user's editing experience.

[0120] Furthermore, such as Figure 7a As shown in the embodiment of this application, the method for editing scene components in a game, wherein performing an editing operation on the first target scene component associated with the first target reference plane, further includes:

[0121] S701. In response to the second trigger command being a spatial layer height editing command, display the tilt-shift control on the first target reference plane;

[0122] S702, In response to a movement operation on the tilt control, control the first target reference plane to move according to the second movement information indicated by the movement operation.

[0123] In conjunction with S701~S702, such as Figure 2b As shown, the game scene to be edited also includes a "toolbox". When the player opens the "toolbox", a "floor height" button is displayed on the graphical user interface. When the player clicks the "floor height" button, the spatial layer height editing command is triggered.

[0124] In response to the activation of the spatial layer height editing function for the game scene to be edited, at least one first target reference plane is generated and displayed. Then, a tilt control in the y-axis direction is displayed on the first target reference plane. The player can adjust the movement of the first target reference plane by moving the tilt control, thereby realizing the adjustment of the height of the first target reference plane.

[0125] In the floor height editing function, the view of the virtual camera associated with the specified scene map is positioned at a preset height above the current first target reference plane. This is to allow the player's view to see the height adjustment space of the current first target reference plane.

[0126] For a specific example, when a user enables the floor height editing function for a specified scene map, the system will display the current second grid plane of the current floor on the graphical user interface, and display a tilt control in the y-axis direction on that grid plane. This tilt control can be used to adjust the floor height.

[0127] Under this editing function, the viewpoint of the virtual camera associated with the specified scene map will be positioned at a preset height above the current second grid plane, allowing users to observe and edit floors from a suitable height. For example, in the spatial layer height editing mode, after determining the first target reference plane from at least one target reference plane based on the player's second trigger command, the parameters of the corresponding virtual camera are as follows: the x-axis and z-axis values ​​remain unchanged from the current game values; the y-axis value is set to the plane coordinates of the first target reference plane plus a second fixed value; the tilt angle of the virtual camera is set to a third fixed value, which is usually such that the virtual camera is looking down at the first target reference plane; the second and third fixed values ​​are also set based on the player's visual experience when the player's viewpoint is on each target reference plane. The second fixed value can be the same as or different from the first fixed value; when the second fixed value is different from the first fixed value, for example, if the height of each target reference plane is 3m, the second fixed value can be ±0.3m, ±0.6m, etc.

[0128] When a user drags or moves the tilt-shift control, the system moves the current second grid plane according to the direction of the drag or move. This can be understood as the user being able to adjust the floor height and change the floor's position along the y-axis by dragging the tilt-shift control.

[0129] In this way, the floor height editing function allows users to more easily adjust the height and position of floors, improving the flexibility and efficiency of map editing.

[0130] As an example, see Figure 7b , Figure 7b This is a diagram of the highly editable interface provided in the embodiments of this application, such as... Figure 7b As shown, the game scene to be edited includes a first floor and a second floor. The current floor is the first floor. The second grid plane of the first floor can be highlighted with a different color (such as green), and the grid plane of the second floor will also be displayed simultaneously for the user's reference to the editing range. In this interface, a tilt control 700 (a combination of a sphere and an upward arrow) in the y-axis direction will be displayed on the first floor. The user can drag this tilt control to move the position of the first floor.

[0131] Furthermore, while controlling the movement of the first target reference plane according to the second movement information indicated by the movement operation, the editing method also includes:

[0132] When the height between the first target reference plane and the designated target reference plane reaches a set height value, the movement of the first target reference plane stops; the designated target reference plane is the previous target reference plane or the next target reference plane of the first target reference plane.

[0133] This is the process of limiting height when moving the first target reference plane. When the user drags or moves the tilt-shift control to move the first target reference plane, the system checks the height difference between the first target reference plane and the specified target reference plane. The specified target reference plane is either the previous or next target reference plane of the first target reference plane. Using it as a reference ensures that the height difference between different target reference planes (i.e., different floors) remains reasonable.

[0134] If the height difference between the first target reference plane and the specified target reference plane reaches the set height value, the system will stop moving the first target reference plane to avoid the height difference between different target reference planes (i.e., different floors) being too large or too small.

[0135] This design ensures that a suitable height difference is maintained between different floors when adjusting the floor height, improving the accuracy and rationality of map editing.

[0136] Furthermore, the method for editing game scene components provided in this application embodiment also includes:

[0137] a1. When the first target scene component associated with the first target reference plane meets the following condition, while controlling the first target reference plane to move, control the first target scene component to follow the first target reference plane to move.

[0138] Specifically, when it is detected that the component following the movement control is in the enabled state, it is determined that the first target scene component associated with the first target reference plane meets the following condition; wherein, the component following the movement control is displayed on the graphical user interface when responding to the second trigger instruction being a spatial layer height editing instruction; or, when responding to the second trigger operation for the spatial layer deletion control, it is displayed on the graphical user interface via a pop-up window.

[0139] a2. In response to the first target scene component associated with the first target reference plane not satisfying the following condition, while controlling the first target reference plane to move, the position of the first target scene component is kept unchanged.

[0140] When the component follow-move control is not enabled, the position of the first target scene component associated with the first target reference plane remains unchanged while the player moves the first target reference plane.

[0141] In conjunction with a1-a2 above, in this embodiment of the application, when the spatial layer height editing function of the game scene to be edited is enabled, in response to the enabling of the first target scene component following function, while the first target reference plane moves, the first target scene component is controlled to move synchronously with the first target reference plane.

[0142] This describes the process of enabling the floor height editing function and responding to the floor scene component follow function. When the floor height editing function is enabled, if the player enables the second target scene component follow function on the second grid plane, the system will determine the first target reference plane associated with the current floor, and the first target scene component associated with the first target reference plane. When the player moves the first target reference plane, the system will control these first target scene components to move along with the first target reference plane.

[0143] This design ensures that when adjusting floor height or moving the first target reference plane, the first target scene component within the first target reference plane moves accordingly, maintaining its relative position and relationship with the first target reference plane. This improves the efficiency and accuracy of game scene editing, making the editing process more intuitive and convenient.

[0144] In some embodiments, a component follow control is displayed on the graphical user interface, and the player can enable the component follow control by activating the component follow button.

[0145] Please continue reading here. Figure 7b ,like Figure 7b As shown, the graphical user interface includes a component-following movement control, which users can use to enable the first target scene component-following function. This control may be displayed on the interface as a button, option, or other form, and users can activate the first target scene component-following function by clicking or selecting this control.

[0146] After enabling the first target scene component follow function, when the user moves the first target reference plane, the first target scene component will move with the first target reference plane, maintaining its relative position and relationship with the first target reference plane.

[0147] Here, the aforementioned component-following movement control provides an intuitive and convenient way to enable the floor scene component-following function, improving the efficiency and accuracy of map editing.

[0148] In addition, in this embodiment of the application, while controlling the first target reference plane to move and keeping the position of the first target scene component unchanged, the association between the first target scene component and the first target reference plane is updated according to the updated association between each target reference plane and each scene component.

[0149] This is a process that occurs when the spatial layer height editing function is enabled and the scene component following function is disabled. When the spatial layer height editing function is enabled in the game scene to be edited, and the component following function is disabled, if the first target reference plane moves, the system will determine the first target scene components included in the first target reference plane. Then, based on the positional relationship between these first target scene components and all current target reference planes, the system will update the association between the first target scene components and the first target reference plane. After the first target reference plane moves, the first target scene components may still belong to the first target reference plane, or they may belong to other target reference planes.

[0150] This update process ensures that scene components in the game scene to be edited are correctly processed and updated when the first target reference plane is moved, maintaining the accuracy and integrity of the data.

[0151] Specifically, when the first target reference plane moves, if the first target scene component's follow function is disabled, the first target scene component will not move with the first target reference plane. However, when the first target reference plane is above or below the first target scene component, the first target scene component will become a scene component of the next or previous layer. The method for determining the position of scene components still follows the method of "determining the target reference plane associated with each scene component" described in the previous embodiment.

[0152] Furthermore, such as Figure 8a As shown in the embodiment of this application, the method for editing scene components in a game, wherein performing an editing operation on the first target scene component associated with the first target reference plane, further includes:

[0153] S801. In response to the second triggering instruction being a spatial layer deletion instruction, a spatial layer deletion control is displayed on the graphical user interface.

[0154] S802, responding to the second trigger operation for the spatial layer deletion control, determine whether the first target scene component associated with the first target reference plane satisfies the following condition;

[0155] S803. If satisfied, delete the first target reference plane and its associated first target scene component; if not satisfied, delete the first target reference plane.

[0156] In conjunction with S801-S803, in this embodiment of the application, when the second trigger command triggered by the player is a spatial layer deletion command, a spatial layer deletion control is displayed on the graphical user interface. At the same time, a component follow-movement control is also displayed on the graphical user interface through a pop-up window. The player deletes the spatial layer control through the second trigger operation (e.g., clicking). At this time, if the player enables the component follow-movement control, it is determined whether the first target scene component associated with the first target reference plane meets the follow condition. At this time, the first target reference plane and its associated first target scene component are deleted. If the player does not enable the follow-movement control, the first target reference plane is deleted, but the first target scene component is not deleted.

[0157] This design provides an intuitive and convenient way to delete floors or floor scene components, improving the flexibility and efficiency of map editing.

[0158] For an example, please see Figure 8b , Figure 8b This is a scene component association deletion interface diagram provided in the embodiments of this application, such as... Figure 8b As shown, when the spatial layer height editing function is enabled, if the player selects the first target reference plane corresponding to the second floor, a "Delete Current Floor" button will be displayed in the lower right corner of the interface. After the player clicks the "Delete Current Floor" button, a "Scene Component Follow Selection" control will be displayed in a pop-up window. The user can choose to follow. When the user chooses to follow the deletion, deleting the first target reference plane will also delete the first target scene component associated with the first target reference plane. If the user chooses not to follow, the first target reference plane will be deleted, but the first target scene component associated with the first target reference plane will not be deleted.

[0159] Furthermore, the method for editing game scene components provided in this application embodiment includes interactive controls in the graphical user interface; the editing method further includes:

[0160] b1. Responding to a third trigger operation on the interactive control, control the generation of game scene information corresponding to the game scene to be edited; wherein, the game scene information includes component information of the edited scene components in the game scene to be edited, and the edited scene components are the scene components after editing;

[0161] b2. 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 scene based on the game scene information through the game program.

[0162] In practical applications, the graphical user interface includes interactive controls. Triggering these controls via a terminal device generates game scene information corresponding to the editable game scene. This game scene information can be saved in a preset location, such as a map file. This map file can save not only the game scene information but also other map information (including but not limited to screenshots, map names, logs, etc.). After saving the game scene information, the map file is uploaded to a server. Once approved by the server, the generated game scene is published to a preset map pool. Terminal devices connected to the server can then download the corresponding game scene information from the server and generate the corresponding game scene based on that information through the game program, allowing them to experience the game within that scene. This method allows game scene information from the game editor to be published and experienced by other players, thus achieving rapid UGC functionality.

[0163] Here, the first, second, and third trigger operations mentioned above can be the same, for example, all of them are click operations, or they can be different; this application embodiment does not impose specific restrictions on this.

[0164] The embodiments of this application have the following beneficial effects:

[0165] The application displays a graphical user interface (GUI) provided by a game program on a terminal device. The GUI displays a game scene to be edited, which includes scene components. These scene components are configured to generate corresponding virtual objects within the game scene provided by the game program. In response to a first trigger command, at least one target reference plane is determined within the game scene to be edited. In response to a second trigger command, a first target reference plane corresponding to the second trigger command is determined from the at least one target reference plane, and an editing operation is performed on the first target scene component associated with the first target reference plane. This application uses target reference planes to create scene components, enabling free placement of scene components without relying on a placement carrier, thus increasing the freedom of scene component placement, expanding the placement range of scene components, and further improving the editing efficiency of scene components.

[0166] Based on the same inventive concept, the second embodiment of this application also provides a device for editing game scene components corresponding to the editing method of game scene components in the first embodiment. Since the principle of the device in this embodiment solves the problem is similar to the editing method of game scene components described above in this embodiment, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0167] Reference Figure 9 As shown, this is a second embodiment of an editing device for game scene components, the editing device comprising:

[0168] The first display module 901 is used to display a graphical user interface provided by a running game program through a terminal device. The graphical user interface displays a game scene to be edited in the editing stage. The game scene to be edited includes a scene component, wherein the scene component is configured to generate a corresponding virtual object in the game running scene provided by the game program in the game running stage.

[0169] The first determining module 902 is used to determine at least one target reference plane in the game scene to be edited in response to the first triggering command.

[0170] The first editing module 903 is used to respond to the second trigger command, determine the first target reference plane corresponding to the second trigger command from the at least one target reference plane, and perform an editing operation on the first target scene component associated with the first target reference plane, wherein the first target scene component is a scene component among the scene components that satisfies a preset positional relationship with the first target reference plane.

[0171] In one possible implementation, the editing device further includes:

[0172] The second display module is used to display the at least one target reference plane on the graphical user interface after determining the at least one target reference plane; wherein each target reference plane is the ground plane of the corresponding target scene component and the game scene to be edited is divided into spaces based on the target reference plane.

[0173] In one possible implementation, the editing device further includes:

[0174] A third display module is used to display the at least one target reference plane on the graphical user interface in a first display mode;

[0175] The fourth display module is used to display the first target reference plane in a second display mode that is different from the first display mode after the first target reference plane is determined.

[0176] In one possible implementation, the first triggering instruction is generated at least through an opening operation of a multi-space layer control, which is displayed through the settings window of the game scene to be edited;

[0177] The first trigger command is also generated through a setting operation for the spatial layer number setting option. The current number of the target reference plane is determined according to the first spatial layer number set by the setting operation. The spatial layer number configuration option is displayed through the setting window of the game scene to be edited.

[0178] In one possible implementation, the editing device further includes:

[0179] The second determining module is used to respond to the third triggering command, determine the second target reference plane from the at least one target reference plane, and determine the first movement information of the virtual camera associated with the game scene to be edited based on the second target reference plane;

[0180] The first movement module is used to control the movement of the virtual camera according to the first movement information.

[0181] In one possible implementation, the second determining module determines, based on the second target reference plane, the first motion information of the virtual camera associated with the game scene to be edited, including:

[0182] Based on the second target reference plane and the current position information of the virtual camera, the first movement information of the virtual camera associated with the game scene to be edited is determined.

[0183] In one possible implementation, the editing device further includes:

[0184] The third determining module is used to respond to a sliding operation on the graphical user interface and determine the second movement information of the virtual camera associated with the game field to be edited based on the sliding information of the sliding operation.

[0185] The second movement module is used to control the movement of the virtual camera according to the second movement information.

[0186] In one possible implementation, the third trigger instruction is obtained by triggering a view adjustment control displayed on the graphical user interface, the view adjustment control being a control displayed on the graphical user interface in response to the number of target reference planes being greater than a set threshold; wherein, the second target reference plane is determined according to the adjustment direction and adjustment value associated with the view adjustment control.

[0187] In one possible implementation, the editing device further includes:

[0188] The reading module is used to read the planar coordinate values ​​of each target reference plane;

[0189] The fourth determining module is used to obtain the component coordinate value located at a preset position of each scene component included in the game scene to be edited, and determine the target reference plane associated with the scene component based on the positional relationship between the component coordinate value and the plane coordinate value.

[0190] The fifth determining module is used to determine the first target scene component associated with the first target reference plane based on the target reference plane associated with each scene component.

[0191] In one possible implementation, the first editing module performs an editing operation on a first target scene component associated with the first target reference plane, including:

[0192] In response to the second trigger command being a high spatial layer hiding command, determine whether the first target reference plane meets the spatial layer switching conditions;

[0193] If satisfied, based on the current plane coordinate value of the first target reference plane, determine a third target reference plane whose corresponding plane coordinate value is greater than the current plane coordinate value from the target reference plane, and determine the third target scene component associated with the third target reference plane;

[0194] Hide the third target reference plane and the third target scene component.

[0195] In one possible implementation, the high spatial layer hiding instruction is generated by manipulating a high spatial layer hiding control; the high spatial layer hiding control is displayed through the settings window of the game scene to be edited.

[0196] In one possible implementation, the first editing module performs an editing operation on a first target scene component associated with the first target reference plane, further comprising:

[0197] In response to the second trigger command being a spatial layer height editing command, a tilt-shift control is displayed on the first target reference plane;

[0198] In response to a movement operation of the tilt-shift control, the first target reference plane is moved according to the second movement information indicated by the movement operation.

[0199] In one possible implementation, the editing device further includes:

[0200] The first control module is configured to control the first target reference plane to move according to the second movement information of the movement operation instruction, and to stop moving the first target reference plane when the height between the first target reference plane and the designated target reference plane reaches a set height value; the designated target reference plane is the previous target reference plane or the next target reference plane of the first target reference plane.

[0201] In one possible implementation, the editing device further includes:

[0202] The second control module is used to respond to the first target scene component associated with the first target reference plane meeting the following condition, and control the first target scene component to follow the first target reference plane while controlling the first target reference plane to move.

[0203] The second control module is further configured to respond to the first target scene component associated with the first target reference plane not meeting the following condition, and to maintain the position of the first target scene component unchanged while controlling the first target reference plane to move.

[0204] In one possible implementation, the editing device further includes:

[0205] The update module is used to update the association between the first target scene component and the first target reference plane according to the updated association between each target reference plane and each scene component while controlling the first target reference plane to move and keeping the position of the first target scene component unchanged.

[0206] In one possible implementation, the first editing module performs an editing operation on a first target scene component associated with the first target reference plane, further comprising:

[0207] In response to the second trigger command being a spatial layer deletion command, a spatial layer deletion control is displayed on the graphical user interface;

[0208] In response to the second trigger operation for the spatial layer deletion control, determine whether the first target scene component associated with the first target reference plane satisfies the following condition;

[0209] If the conditions are met, the first target reference plane and its associated first target scene component are deleted; if the conditions are not met, the first target reference plane is deleted.

[0210] In one possible implementation, the editing device further includes:

[0211] The sixth determining module is used to determine that the first target scene component associated with the first target reference plane meets the following condition when the component following movement control is detected to be in the enabled state; wherein the component following movement control is displayed on the graphical user interface when the second trigger instruction is a spatial layer height editing instruction; or, when the component following movement control is displayed on the graphical user interface via a pop-up window in response to the second trigger operation for the spatial layer deletion control.

[0212] In one possible implementation, the graphical user interface includes interactive controls; the editing device further includes:

[0213] The third control module is used to respond to the trigger operation of the interactive control and control the generation of game scene information corresponding to the game scene to be edited; wherein, the game scene information includes the component information of the edited scene components in the game scene to be edited, and the edited scene components are the scene components after editing;

[0214] The third control module is also used to 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 to have a game program, and the terminal device is configured to obtain the game scene information from the server and generate a corresponding game scene based on the game scene information through the game program.

[0215] The scene component editing device in the game provided in this application embodiment edits scene components through a target reference plane, which enables the scene components to be freely placed without relying on a placement carrier, thereby improving the freedom of scene component placement and expanding the placement range of scene components, and further improving the editing efficiency of scene components.

[0216] like Figure 10 As shown, a third embodiment of this application provides an electronic device 1000, including: a processor 1001, a memory 1002, and a bus. The memory 1002 stores machine-readable instructions executable by the processor 1001. When the electronic device 1000 is running, the processor 1001 communicates with the memory 1002 via the bus. When the processor 1001 executes the machine-readable instructions, it performs the following steps:

[0217] The graphical user interface provided by the game program is displayed on the terminal device. The graphical user interface displays a game scene to be edited in the editing stage. The game scene to be edited includes a scene component, wherein the scene component is configured to generate corresponding virtual objects in the game running scene provided by the game program in the game running stage.

[0218] In response to the first trigger command, at least one target reference plane is determined in the game scene to be edited;

[0219] In response to the second trigger command, a first target reference plane corresponding to the second trigger command is determined from the at least one target reference plane, and an editing operation is performed on the first target scene component associated with the first target reference plane, wherein the first target scene component is a scene component among the scene components that satisfies a preset positional relationship with the first target reference plane.

[0220] When the processor 1001 executes the machine-readable instructions, it also performs the following steps:

[0221] After determining the at least one target reference plane, the at least one target reference plane is displayed on the graphical user interface; wherein each target reference plane is the ground plane of the corresponding target scene component and the game scene to be edited is divided into spaces vertically based on the target reference plane.

[0222] When the processor 1001 executes the machine-readable instructions, it also performs the following steps:

[0223] The at least one target reference plane is displayed on the graphical user interface in a first display mode;

[0224] After determining the first target reference plane, the first target reference plane is displayed in a second display mode that is different from the first display mode.

[0225] In one alternative implementation, the first triggering instruction is generated at least through an opening operation of a multi-space layer control, which is displayed through the settings window of the game scene to be edited;

[0226] The first trigger command is also generated through a setting operation for the spatial layer number setting option. The current number of the target reference plane is determined according to the first spatial layer number set by the setting operation. The spatial layer number configuration option is displayed through the setting window of the game scene to be edited.

[0227] When the processor 1001 executes the machine-readable instructions, it also performs the following steps:

[0228] In response to a third trigger command, a second target reference plane is determined from the at least one target reference plane, and based on the second target reference plane, the first movement information of the virtual camera associated with the game scene to be edited is determined;

[0229] The virtual camera is moved according to the first movement information.

[0230] In one optional implementation, determining the first motion information of the virtual camera associated with the game scene to be edited, based on the second target reference plane, includes:

[0231] Based on the second target reference plane and the current position information of the virtual camera, the first movement information of the virtual camera associated with the game scene to be edited is determined.

[0232] When the processor 1001 executes the machine-readable instructions, it also performs the following steps:

[0233] In response to a swipe operation on the graphical user interface, the second movement information of the virtual camera associated with the game field to be edited is determined based on the swipe information of the swipe operation.

[0234] The virtual camera is moved according to the second movement information.

[0235] In one optional implementation, the third trigger instruction is obtained from a first trigger operation on a view adjustment control displayed on a graphical user interface, the view adjustment control being a control displayed on the graphical user interface in response to the number of target reference planes being greater than a set threshold; wherein, the second target reference plane is determined according to the adjustment direction and adjustment value associated with the view adjustment control.

[0236] In one optional implementation, the first target scene component associated with the first target reference plane is determined by the following method:

[0237] Read the planar coordinates of each target reference plane;

[0238] For each scene component included in the game scene to be edited, obtain the component coordinate value located at a preset position of the scene component, and determine the target reference plane associated with the scene component based on the positional relationship between the component coordinate value and the plane coordinate value;

[0239] Based on the target reference plane associated with each scene component, determine the first target scene component associated with the first target reference plane.

[0240] In one optional implementation, performing an editing operation on the first target scene component associated with the first target reference plane includes:

[0241] In response to the second trigger command being a high spatial layer hiding command, determine whether the first target reference plane meets the spatial layer switching conditions;

[0242] If satisfied, based on the current plane coordinate value of the first target reference plane, determine a third target reference plane whose corresponding plane coordinate value is greater than the current plane coordinate value from the target reference plane, and determine the third target scene component associated with the third target reference plane;

[0243] Hide the third target reference plane and the third target scene component.

[0244] In one alternative implementation, the high spatial layer hiding instruction is generated by manipulating a high spatial layer hiding control; the high spatial layer hiding control is displayed through the settings window of the game scene to be edited.

[0245] In an optional implementation, the step of performing an editing operation on the first target scene component associated with the first target reference plane further includes:

[0246] In response to the second trigger command being a spatial layer height editing command, a tilt-shift control is displayed on the first target reference plane;

[0247] In response to a movement operation of the tilt-shift control, the first target reference plane is moved according to the second movement information indicated by the movement operation.

[0248] When the processor 1001 executes the machine-readable instructions, it also performs the following steps:

[0249] While controlling the first target reference plane to move according to the second movement information of the movement operation instruction, the movement of the first target reference plane is stopped when the height between the first target reference plane and the designated target reference plane reaches a set height value; the designated target reference plane is the previous target reference plane or the next target reference plane of the first target reference plane.

[0250] When the processor 1001 executes the machine-readable instructions, it also performs the following steps:

[0251] When the first target scene component associated with the first target reference plane meets the following condition, while controlling the first target reference plane to move, the first target scene component is controlled to follow the first target reference plane to move.

[0252] If the first target scene component associated with the first target reference plane does not meet the following condition, the position of the first target scene component is kept unchanged while the first target reference plane is moved.

[0253] When the processor 1001 executes the machine-readable instructions, it also performs the following steps:

[0254] While controlling the first target reference plane to move and keeping the position of the first target scene component unchanged, the association between the first target scene component and the first target reference plane is updated according to the updated association between each target reference plane and each scene component.

[0255] In an optional implementation, the step of performing an editing operation on the first target scene component associated with the first target reference plane further includes:

[0256] In response to the second trigger command being a spatial layer deletion command, a spatial layer deletion control is displayed on the graphical user interface;

[0257] In response to the second trigger operation for the spatial layer deletion control, determine whether the first target scene component associated with the first target reference plane satisfies the following condition;

[0258] If the conditions are met, the first target reference plane and its associated first target scene component are deleted; if the conditions are not met, the first target reference plane is deleted.

[0259] In one alternative implementation, the first target scene component associated with the first target reference plane is determined to satisfy the following following method:

[0260] When it is detected that the component following the movement control is in the enabled state, it is determined that the first target scene component associated with the first target reference plane meets the following condition; wherein, the component following the movement control is displayed on the graphical user interface when responding to the second trigger instruction being a spatial layer height editing instruction; or, when responding to the second trigger operation for the spatial layer deletion control, it is displayed on the graphical user interface via a pop-up window.

[0261] The graphical user interface includes interactive controls; when the processor 1001 executes the machine-readable instructions, it also performs the following steps:

[0262] In response to a third trigger operation on the interactive control, control the generation of game scene information corresponding to the game scene to be edited; wherein, the game scene information includes component information of the edited scene components in the game scene to be edited, and the edited scene components are the scene components after editing;

[0263] The system controls the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server and generate a corresponding game scene based on the game scene information through the game program.

[0264] The electronic device provided in this application embodiment determines at least one target reference plane in the game scene to be edited through a first trigger command, and determines the first target reference plane corresponding to the second trigger command from the at least one target reference plane through a second trigger command, and performs an editing operation on the first target scene component associated with the first target reference plane. In this application, scene component editing is performed through the target reference plane, which enables the scene components to be placed freely without relying on the placement carrier, thereby improving the degree of freedom of scene component placement, expanding the placement range of scene components, and further improving the editing efficiency of scene components.

[0265] The fourth embodiment of this application also provides a computer-readable storage medium on which a computer program is stored. When the computer program is run by a processor, it performs the following steps:

[0266] The graphical user interface provided by the game program is displayed on the terminal device. The graphical user interface displays a game scene to be edited in the editing stage. The game scene to be edited includes a scene component, wherein the scene component is configured to generate corresponding virtual objects in the game running scene provided by the game program in the game running stage.

[0267] In response to the first trigger command, at least one target reference plane is determined in the game scene to be edited;

[0268] In response to the second trigger command, a first target reference plane corresponding to the second trigger command is determined from the at least one target reference plane, and an editing operation is performed on the first target scene component associated with the first target reference plane, wherein the first target scene component is a scene component among the scene components that satisfies a preset positional relationship with the first target reference plane.

[0269] When the computer program is run by the processor, it also performs the following steps:

[0270] After determining the at least one target reference plane, the at least one target reference plane is displayed on the graphical user interface; wherein each target reference plane is the ground plane of the corresponding target scene component and the game scene to be edited is divided into spaces vertically based on the target reference plane.

[0271] When the computer program is run by the processor, it also performs the following steps:

[0272] The at least one target reference plane is displayed on the graphical user interface in a first display mode;

[0273] After determining the first target reference plane, the first target reference plane is displayed in a second display mode that is different from the first display mode.

[0274] In one alternative implementation, the first triggering instruction is generated at least through an opening operation of a multi-space layer control, which is displayed through the settings window of the game scene to be edited;

[0275] The first trigger command is also generated through a setting operation for the spatial layer number setting option. The current number of the target reference plane is determined according to the first spatial layer number set by the setting operation. The spatial layer number configuration option is displayed through the setting window of the game scene to be edited.

[0276] When the computer program is run by the processor, it also performs the following steps:

[0277] In response to a third trigger command, a second target reference plane is determined from the at least one target reference plane, and based on the second target reference plane, the first movement information of the virtual camera associated with the game scene to be edited is determined;

[0278] The virtual camera is moved according to the first movement information.

[0279] In one optional implementation, determining the first motion information of the virtual camera associated with the game scene to be edited, based on the second target reference plane, includes:

[0280] Based on the second target reference plane and the current position information of the virtual camera, the first movement information of the virtual camera associated with the game scene to be edited is determined.

[0281] When the computer program is run by the processor, it also performs the following steps:

[0282] In response to a swipe operation on the graphical user interface, the second movement information of the virtual camera associated with the game field to be edited is determined based on the swipe information of the swipe operation.

[0283] The virtual camera is moved according to the second movement information.

[0284] In one optional implementation, the third trigger instruction is obtained from a first trigger operation on a view adjustment control displayed on a graphical user interface, the view adjustment control being a control displayed on the graphical user interface in response to the number of target reference planes being greater than a set threshold; wherein, the second target reference plane is determined according to the adjustment direction and adjustment value associated with the view adjustment control.

[0285] In one optional implementation, the first target scene component associated with the first target reference plane is determined by the following method:

[0286] Read the planar coordinates of each target reference plane;

[0287] For each scene component included in the game scene to be edited, obtain the component coordinate value located at a preset position of the scene component, and determine the target reference plane associated with the scene component based on the positional relationship between the component coordinate value and the plane coordinate value;

[0288] Based on the target reference plane associated with each scene component, determine the first target scene component associated with the first target reference plane.

[0289] In one optional implementation, performing an editing operation on the first target scene component associated with the first target reference plane includes:

[0290] In response to the second trigger command being a high spatial layer hiding command, determine whether the first target reference plane meets the spatial layer switching conditions;

[0291] If satisfied, based on the current plane coordinate value of the first target reference plane, determine a third target reference plane whose corresponding plane coordinate value is greater than the current plane coordinate value from the target reference plane, and determine the third target scene component associated with the third target reference plane;

[0292] Hide the third target reference plane and the third target scene component.

[0293] In one alternative implementation, the high spatial layer hiding instruction is generated by manipulating a high spatial layer hiding control; the high spatial layer hiding control is displayed through the settings window of the game scene to be edited.

[0294] In an optional implementation, the step of performing an editing operation on the first target scene component associated with the first target reference plane further includes:

[0295] In response to the second trigger command being a spatial layer height editing command, a tilt-shift control is displayed on the first target reference plane;

[0296] In response to a movement operation of the tilt-shift control, the first target reference plane is moved according to the second movement information indicated by the movement operation.

[0297] When the computer program is run by the processor, it also performs the following steps:

[0298] While controlling the first target reference plane to move according to the second movement information of the movement operation instruction, the movement of the first target reference plane is stopped when the height between the first target reference plane and the designated target reference plane reaches a set height value; the designated target reference plane is the previous target reference plane or the next target reference plane of the first target reference plane.

[0299] When the computer program is run by the processor, it also performs the following steps:

[0300] When the first target scene component associated with the first target reference plane meets the following condition, while controlling the first target reference plane to move, the first target scene component is controlled to follow the first target reference plane to move.

[0301] If the first target scene component associated with the first target reference plane does not meet the following condition, the position of the first target scene component is kept unchanged while the first target reference plane is moved.

[0302] When the computer program is run by the processor, it also performs the following steps:

[0303] While controlling the first target reference plane to move and keeping the position of the first target scene component unchanged, the association between the first target scene component and the first target reference plane is updated according to the updated association between each target reference plane and each scene component.

[0304] In an optional implementation, the step of performing an editing operation on the first target scene component associated with the first target reference plane further includes:

[0305] In response to the second trigger command being a spatial layer deletion command, a spatial layer deletion control is displayed on the graphical user interface;

[0306] In response to the second trigger operation for the spatial layer deletion control, determine whether the first target scene component associated with the first target reference plane satisfies the following condition;

[0307] If the conditions are met, the first target reference plane and its associated first target scene component are deleted; if the conditions are not met, the first target reference plane is deleted.

[0308] In one alternative implementation, the first target scene component associated with the first target reference plane is determined to satisfy the following following method:

[0309] When it is detected that the component following the movement control is in the enabled state, it is determined that the first target scene component associated with the first target reference plane meets the following condition; wherein, the component following the movement control is displayed on the graphical user interface when responding to the second trigger instruction being a spatial layer height editing instruction; or, when responding to the second trigger operation for the spatial layer deletion control, it is displayed on the graphical user interface via a pop-up window.

[0310] The graphical user interface includes interactive controls; when the computer program is run by the processor, it also performs the following steps:

[0311] In response to a third trigger operation on the interactive control, control the generation of game scene information corresponding to the game scene to be edited; wherein, the game scene information includes component information of the edited scene components in the game scene to be edited, and the edited scene components are the scene components after editing;

[0312] The system controls the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server and generate a corresponding game scene based on the game scene information through the game program.

[0313] The computer-readable storage medium provided in this application embodiment allows the computer program therein to edit scene components by running the processor through a target reference plane. This enables the scene components to be freely placed without relying on a placement carrier, thereby increasing the freedom of scene component placement, expanding the placement range of scene components, and further improving the editing efficiency of scene components.

[0314] In this embodiment, the computer program, when run by the processor, can also execute other machine-readable instructions to perform other methods as described in the embodiments. For details on the specific execution steps and principles, please refer to the description of the embodiments, which will not be repeated here.

[0315] In some embodiments, the storage medium may be a magnetic random access memory (FRAM), a read-only memory (ROM), or a programmable read-only memory (PROM). Erasable Programmable Read-Only Memory (EPROM) Electrically Erasable Programmable Read-Only Memory (EEPROM) Read-only memory, flash memory, magnetic surface storage, optical disc, or CD-ROM ROM, Compact Disc Read It can be a memory such as a memory only; or it can be a device that includes one or any combination of the above-mentioned memories.

[0316] In some embodiments, executable instructions may take the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a standalone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0317] As an example, executable instructions may, but do not necessarily, correspond to files in the file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple collaborating files (e.g., a file that stores one or more modules, subroutines, or code sections).

[0318] As an example, executable instructions can be deployed to execute on a single computing device, or on multiple computing devices located in one location, or on multiple computing devices distributed across multiple locations and interconnected via a communication network.

[0319] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the method embodiments, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of modules is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple modules or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection can be through some communication interfaces; the indirect coupling or communication connection of devices or modules can be electrical, mechanical, or other forms.

[0320] The modules described as separate components may or may not be physically separate. The components shown as modules may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0321] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0322] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the flight control method described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, ROM, RAM, magnetic disks, or optical disks.

[0323] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A method of editing a game scene component, characterized by, The editing method comprises: displaying a graphical user interface provided by a running game program through a terminal device, and displaying a to-be-edited game scene in an editing stage on the graphical user interface, wherein the to-be-edited game scene comprises scene components, and the scene components are configured to generate corresponding virtual objects in a game running scene provided by the game program in a game running stage; determining at least one target reference plane in the to-be-edited game scene in response to a first trigger instruction, wherein the first trigger instruction is generated at least by an opening operation of a multi-space layer control, and each target reference plane is a ground plane of a corresponding target scene component, and the to-be-edited game scene is divided into spaces based on the target reference plane; determining a first target reference plane corresponding to a second trigger instruction from the at least one target reference plane, and performing an editing operation on a first target scene component associated with the first target reference plane in response to the second trigger instruction, wherein the first target scene component is a scene component in the scene components that satisfies a preset positional relationship with the first target reference plane, and the second trigger instruction is a high-space layer hiding instruction or a space layer height editing instruction.

2. The editing method of a scenario component in a game according to claim 1, wherein, The editing method further comprises: displaying the at least one target reference plane on the graphical user interface after determining the at least one target reference plane.

3. The method of claim 2, wherein, The editing method comprises: displaying the at least one target reference plane on the graphical user interface in a first display mode; displaying the first target reference plane in a second display mode different from the first display mode after determining the first target reference plane.

4. The editing method of scene components in a game according to claim 1, wherein the multi-space layer control is displayed through a setting window of the to-be-edited game scene, the first trigger instruction is further generated by a setting operation of a space layer number setting option, a current number of the target reference planes is determined according to a first space layer number set by the setting operation, and the space layer number setting option is displayed through the setting window of the to-be-edited game scene.

5. The method of claim 1, wherein, The editing method further comprises: determining a second target reference plane from the at least one target reference plane in response to a third trigger instruction, and determining first movement information of a virtual camera associated with the to-be-edited game scene according to the second target reference plane, wherein the third trigger instruction is obtained by a first trigger operation of a view angle adjustment control displayed on the graphical user interface; controlling the virtual camera to move according to the first movement information.

6. The method of claim 5, wherein, The determining of the first movement information of the virtual camera associated with the to-be-edited game scene according to the second target reference plane comprises: determining the first movement information of the virtual camera associated with the to-be-edited game scene according to the second target reference plane and current position information of the virtual camera.

7. The method of claim 6, wherein, The editing method further comprises: determining second movement information of a virtual camera associated with the to-be-edited game scene according to sliding information of a sliding operation of the graphical user interface in response to the sliding operation of the graphical user interface; Controlling the virtual camera to move according to the second movement information.

8. The method of claim 5, wherein, The third trigger instruction is obtained through a first trigger operation on a perspective adjustment control displayed on the graphical user interface, and the perspective adjustment control is a control displayed on the graphical user interface in response to the number of target reference planes being greater than a set threshold; wherein the second target reference plane is determined according to a regulation direction and a regulation value associated with the perspective adjustment control.

9. The method of claim 1, wherein, The first target scene component associated with the first target reference plane is determined by the following method, comprising: reading the plane coordinate value of each target reference plane; for each scene component included in the game scene to be edited, obtaining the component coordinate value at the preset position of the scene component, and determining the target reference plane associated with the scene component according to the position relationship between the component coordinate value and the plane coordinate value; determining the first target scene component associated with the first target reference plane according to the target reference plane associated with each scene component.

10. The method of claim 1, wherein, The editing operation on the first target scene component associated with the first target reference plane comprises: in response to the second trigger instruction being a high space layer hiding instruction, determining whether the first target reference plane meets the space layer switching condition; if it meets, determining a third target reference plane corresponding to the third target reference plane with a plane coordinate value greater than the current plane coordinate value of the first target reference plane from the target reference plane according to the current plane coordinate value of the first target reference plane, and determining the third target scene component associated with the third target reference plane; hiding the third target reference plane and the third target scene component.

11. The method of claim 10, wherein, The high space layer hiding instruction is generated by operating a high space layer hiding control; the high space layer hiding control is displayed through the setting window of the game scene to be edited.

12. The method of claim 2, wherein, The editing operation on the first target scene component associated with the first target reference plane further comprises: in response to the second trigger instruction being a space layer height editing instruction, displaying a shift axis control on the first target reference plane; in response to the movement operation on the shift axis control, controlling the first target reference plane to move according to the second movement information indicated by the movement operation.

13. The method of claim 12, wherein, The editing method further comprises: while controlling the first target reference plane to move according to the second movement information indicated by the movement operation, in response to the height of the first target reference plane and a specified target reference plane reaching a set height value, stopping moving the first target reference plane; the specified target reference plane is the previous target reference plane or the next target reference plane of the first target reference plane.

14. The method of claim 12, wherein, The editing method further comprises: in response to the first target scene component associated with the first target reference plane meeting the following condition, while controlling the first target reference plane to move, controlling the first target scene component to move following the first target reference plane; in response to the first target scene component associated with the first target reference plane not meeting the following condition, while controlling the first target reference plane to move, keeping the position of the first target scene component unchanged.

15. The method of claim 12, wherein, The editing method further comprises: updating the association between the first target scene component and the first target reference plane according to the updated association between each target reference plane and each scene component while keeping the first target scene component stationary and the first target reference plane moving.

16. The method of claim 12, wherein, The editing operation performed on the first target scene component associated with the first target reference plane further includes: in response to the second trigger instruction being a space layer deletion instruction, displaying a space layer deletion control on the graphical user interface; in response to a second trigger operation on the space layer deletion control, determining whether the first target scene component associated with the first target reference plane meets a following condition; if yes, deleting the first target reference plane and the first target scene component associated therewith; and if no, deleting the first target reference plane.

17. The editing method of a scenario component in a game according to claim 14 or 16, wherein, The first target scene component associated with the first target reference plane meets the following condition is determined by: when detecting that a component following movement control is in an open state, determining that the first target scene component associated with the first target reference plane meets the following condition; wherein the component following movement control is displayed on the graphical user interface in response to the second trigger instruction being a space layer height editing instruction; or is displayed on the graphical user interface through a pop-up window in response to a second trigger operation on the space layer deletion control.

18. The method of claim 1, wherein, The graphical user interface includes an interaction control; and the editing method further includes: in response to a third trigger operation on the interaction control, controlling generation of game scene information corresponding to the to-be-edited game scene; wherein the game scene information includes component information of an edited scene component in the to-be-edited game scene, and the edited scene component is a scene component after editing; controlling transmission of the game scene information to a server; wherein the server is in communication connection 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 scene through the game program according to the game scene information.

19. An editing apparatus for a game scene component, characterized by comprising: The editing device includes: a first display module configured to display, through a terminal device, a graphical user interface provided by a game program, and display a to-be-edited game scene in an editing stage on the graphical user interface, the to-be-edited game scene including scene components, wherein the scene components are configured to generate corresponding virtual objects in a game running scene in a game running stage provided by the game program; a first determination module configured to determine at least one target reference plane in the to-be-edited game scene in response to a first trigger instruction; the first trigger instruction is generated at least by an opening operation on a multi-space layer control; each target reference plane is a ground plane of a corresponding target scene component, and the to-be-edited game scene is divided into spaces based on the target reference planes; and The first editing module is configured to, in response to a second trigger instruction, determine a first target reference plane corresponding to the second trigger instruction from the at least one target reference plane, and perform an editing operation on a first target scene component associated with the first target reference plane, wherein the first target scene component is a scene component in the scene components that satisfies a preset positional relationship with the first target reference plane; and the second trigger instruction is a high spatial layer hiding instruction or a spatial layer height editing instruction.

20. An electronic device, comprising: The game scene component editing method comprises the following steps: A processor, a storage medium and a bus, wherein the storage medium stores machine readable instructions executable by the processor, the processor and the storage medium communicate through the bus when the electronic device is running, and the processor executes the machine readable instructions to perform the game scene 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 a computer program, and the computer program is executed by the processor to perform the game scene component editing method according to any one of claims 1 to 18.

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