Game control editing method and device, storage medium and electronic equipment
By associating scene components and controls in the game editor and determining the conditions for taking effect, the problem of limited number and types of controls in the game is solved, and richer player interaction methods and game logic are achieved, and the technical threshold is lowered.
Patent Information
- Application Number
- CN202311778701.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-21
- Publication Date
- 2025-06-24
AI Technical Summary
The number and types of controls in the game are very limited, limiting the diversity of player interaction methods and game logic.
It provides a game control editing method. By displaying the editing interface in the editor of the game program, it allows users to associate scene components and controls, and determine the effective conditions of the control based on the scene components, so as to dynamically display or hide the controls during the game running stage.
The number and type of controls have been increased, the player's interaction methods and game logic have been enriched, the game diversity has been improved, and the technical threshold for users to edit controls has been lowered.
Smart Images

Figure CN120189715A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the fields of computer and game technologies, and in particular, to a game control editing method, a game control editing device, a computer-readable storage medium, and an electronic device. Background Art
[0002] With the development of computer and human-computer interaction technologies, games have become one of the important ways of people's daily entertainment. Generally, controls such as virtual joystick controls and mini-map controls are set in games, enabling players to perform interactive operations through the controls or view game information.
[0003] However, most of the controls in current games are pre-made by game developers and set in the game interface, resulting in a very limited number and types of controls that players can use, and the game play and logic are also limited. Summary of the Invention
[0004] The present disclosure provides a game control editing method, a game control editing device, a computer-readable storage medium, and an electronic device to at least to some extent solve the problem that the number and types of controls in games are very limited.
[0005] According to a first aspect of the present disclosure, there is provided a game control editing method, the method including: displaying an editing interface in a graphical user interface corresponding to an editor of a game program; the editor providing an editable game editing scene and one or more editable controls; the game editing scene including one or more scene components, the scene components being configured to generate corresponding scene component models during a game running stage; in response to a first editing operation in the editing interface, associating a target scene component with a target control according to the first editing operation, and determining an activation condition of the target control based on the target scene component; the target scene component being a scene component in the game editing scene; the target control being a control among the one or more editable controls; during the game running stage, in response to triggering the activation condition of the target control, controlling to display the target control.
[0006] According to a second aspect of the present disclosure, there is provided a game control editing device, the device comprising: an editing interface display processing module configured to display an editing interface in a graphical user interface corresponding to an editor of a game program; the editor providing an editable game editing scene and one or more editable controls; the game editing scene including one or more scene components configured to generate corresponding scene component models during a game running stage; a component and control association processing module, which, in response to a first editing operation in the editing interface, associates a target scene component with a target control according to the first editing operation and determines an activation condition of the target control based on the target scene component; the target scene component being a scene component in the game editing scene; the target control being a control among the one or more editable controls; a control interaction processing module configured to, during a game running stage, in response to triggering the activation condition of the target control, control to display the target control.
[0007] According to a third aspect of the present disclosure, there is provided a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, it implements the game control editing method according to the first aspect and its possible implementation manners.
[0008] According to a fourth aspect of the present disclosure, there is provided an electronic device, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game control editing method according to the first aspect and its possible implementation manners by executing the executable instructions.
[0009] The technical solution of the present disclosure has the following beneficial effects:
[0010] On the one hand, a solution for users to edit game controls is provided, which supports associating a target control with a target scene component and determining the activation condition of the target control according to the target scene component, and displaying the target control when the activation condition is triggered during the game running stage, so that players can further use the target control for interaction operations or understand game information through the target control. Compared with only game developers making controls, the way of users editing controls is conducive to increasing the quantity and variety of controls. Moreover, the target controls edited by users can be non-intrinsic controls in the game interface, and it can be realized that when a virtual object controlled by a player has a specific interaction with a target scene component, the target control is displayed, thus enriching the interaction methods and gameplay logics of players using controls and enhancing game diversity. On the other hand, users do not need to master professional scripting tools, etc., and can complete control editing through a visual editor, which reduces the technical threshold for users to edit controls, is conducive to users understanding the editing content, and improves the accuracy and efficiency of editing. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] Figure 1 Shows a system architecture diagram in this exemplary embodiment;
[0012] Figure 2 Shows a flowchart of a game control editing method in this exemplary embodiment;
[0013] Figure 3 Shows a schematic diagram of a game editing scene and scene component controls in this exemplary embodiment;
[0014] Figure 4 Shows a schematic diagram of the setting interface of the game editing scene in this exemplary embodiment;
[0015] Figure 5 Shows a schematic diagram of an interface editing interface in this exemplary embodiment;
[0016] Figure 6 Shows a flowchart of associating scene components with controls in this exemplary embodiment;
[0017] Figure 7A Shows a schematic diagram of a control trigger type selection interface in this exemplary embodiment;
[0018] Figure 7B Shows a schematic diagram of a control association setting interface in this exemplary embodiment;
[0019] Figure 7C Shows a schematic diagram of a control selection interface in this exemplary embodiment;
[0020] Figure 8 Shows a schematic diagram of the control editing interface of a target control in this exemplary embodiment;
[0021] Figure 9 Shows a schematic diagram of the structure of a game control editing device in this exemplary embodiment;
[0022] Figure 10 Shows a schematic diagram of the structure of an electronic device in this exemplary embodiment. Detailed implementation manners
[0023] The following will more comprehensively describe the exemplary embodiments of the present disclosure in conjunction with the accompanying drawings.
[0024] The accompanying drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the following description, numerous specific details are provided to give a full understanding of the embodiments of the present disclosure. However, those skilled in the art should be aware that one or more specific details may be omitted when implementing the technical solutions of the present disclosure, or other methods, components, devices, steps, etc. may be used to replace one or more specific details.
[0025] Game controls are interface elements used for player interaction in a game interface, such as button controls, sliding controls, text information controls, etc., enabling players to perform interactive operations through the controls or view game information. Since the controls are related to game logic, the editing and production of the controls require certain professional knowledge and skills, such as using specialized scripting tools to write the controls. In the related art, most game controls are pre-made by game developers and set in the game interface. Thus, the number and types of the controls are very limited. Moreover, these controls are generally fixedly displayed. For example, in a racing mobile game, virtual joystick controls, acceleration or deceleration controls, character status controls, mini-map controls, etc. are all inherent controls in the game interface. For the above reasons, the interactive methods and gameplay logics for players to use the controls are relatively fixed and single, affecting the game experience.
[0026] In view of the above problems, an exemplary embodiment of the present disclosure provides a method for editing game controls.
[0027] Figure 1The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device may be a mobile phone, a tablet computer, a personal computer, a smart wearable device, a game console, etc., which has a display function and can display a graphical user interface. The graphical user interface may include the interface of the operating system or the interface of an application program, etc. A game program is installed on the terminal device 110, such as a client program of an online game. When the terminal device 110 runs the game program, an editing interface, a game editing scene, etc. can be displayed in the graphical user interface, and the user can perform editing operations. The server 120 generally refers to the background system that provides the game services in this exemplary embodiment, which may be a single server or a cluster of multiple servers. A game server program is deployed on the server 120 to perform game data processing on the server side. A connection can be formed between the terminal device 110 and the server 120 through a wired or wireless communication link for data transmission. The game control editing method in this exemplary embodiment can be executed by any one or more of the terminal device 110 and the server 120.
[0028] In one embodiment, the game control editing method can be implemented and executed based on a cloud interaction system. The cloud interaction system may be the above system architecture. Various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operating mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the control and interaction methods in the game are completed on the cloud game server (such as the above server 120), and the role of the cloud game client (such as the above terminal device 110) is to receive and send data and present the game screen. For example, the cloud game client may be a display device with a data transmission function close to the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; and the cloud game server in the cloud performs information processing. When playing a game or editing a game scene, the user operates the cloud game client to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the cloud game client through the network, and finally, the game screen is decoded and output through the cloud game client.
[0029] In one embodiment, the game control editing method can be implemented in a single-player game. There is no need to deploy a server. The terminal device 110 can install all the game programs and execute the game control editing method.
[0030] In one embodiment, referring to Figure 2 as shown, the game control editing method may include the following steps S210 to S230:
[0031] Step S210: Display an editing interface in the graphical user interface corresponding to the editor of the game program; the editor provides an editable game editing scene and one or more editable controls; the game editing scene includes one or more scene components, and the scene components are configured to generate corresponding scene component models during the game running stage.
[0032] Step S220: Respond to a first editing operation in the editing interface, associate a target scene component with a target control according to the first editing operation, and determine the activation condition of the target control based on the target scene component; the target scene component is a scene component in the game editing scene; the target control is a control among one or more editable controls.
[0033] Step S230: During the game running stage, respond to the activation condition of the target control being triggered, and control the display of the target control.
[0034] In Figure 2 the method shown above, on the one hand, a solution for users to edit game controls is provided, which supports associating a target control with a target scene component and determining the activation condition of the target control based on the target scene component, and displaying the target control when the activation condition is triggered during the game running stage, enabling players to further use the target control for interactive operations or understand game information through the target control. Compared with only game developers making controls, the way of users editing controls is conducive to increasing the quantity and variety of controls. Moreover, the target controls edited by users can be non-intrinsic controls within the game interface, enabling the display of the target control when a specific interaction occurs between the virtual object controlled by the player and the target scene component, thus enriching the interactive methods and gameplay logics of players using controls and enhancing game diversity. On the other hand, users do not need to master professional scripting tools, etc., and can complete control editing through a visual editor, reducing the technical threshold for users to edit controls, facilitating users to understand the editing content, and improving the accuracy and efficiency of editing.
[0035] The following makes a specific description of Figure 2 each step.
[0036] Referring to Figure 2 in Step S210, an editing interface is displayed in the graphical user interface corresponding to the editor of the game program; the editor provides an editable game editing scene and one or more editable controls; the game editing scene includes one or more scene components, and the scene components are configured to generate corresponding scene component models during the game running stage.
[0037] In this exemplary embodiment, the game program provides an editing function for players, and players can use this editing function in the editor. Therefore, the users in this article can refer to players or game developers.
[0038] The editor may be a tool in the main game program, and when the main game program is running, the user may select a specific option to enter the editor. Alternatively, the editor may be an editing program that is provided with the main game program and can be run independently outside the main game program.
[0039] The graphical user interface corresponding to the editor includes one or more interfaces, and the editing interface of step S210 may be one of them. For example, the editor may be used to edit scene components and controls, and the graphical user interface corresponding to the editor includes a scene component editing interface and a control editing interface, and the editing interface of step S210 may be a scene component editing interface and / or a control editing interface.
[0040] In one embodiment, the editor may include a game scene (or game map) editor for editing the game scene, such as being used to edit scene components in the game scene. Accordingly, the graphical user interface corresponding to the editor includes an interface for editing the game scene, and the editing interface of step S210 may be an interface for editing the game scene. In the game scene editor, the user may choose to create a new game scene and edit it, or may choose to edit an existing game scene. The game editing scene is a game scene displayed in an edited state.
[0041] The game editing scene includes one or more scene components, which can be self-contained (such as the game program can provide a variety of preset game scenes of different styles, and the user can choose a preset game scene for editing, which initially comes with a scene component), or can be generated by user editing. A scene component is a person or object (or a partial person or object) in the game editing scene. A scene component can be an object generated, used or edited in the game editing stage, and is configured to generate a corresponding scene component model in the game running stage. The scene component model is configured with the following performance effects: visual performance effects and non-visual performance effects. That is, in the game running stage, the scene component corresponding to the scene component model can be a visible object with a specific appearance, or it can be an invisible object (such as the "birth point", that is, the initial location of the player character in the game, which is a scene component with size and shape, but is invisible in the game). In the game, the scene component and the corresponding scene component model usually have the same appearance, so the two can be considered to be the same object, and no special distinction is made in this article. In the program, the scene component and the scene component model can be stored as different types of program objects.
[0042] In the game editing scene, the user can edit the environment of the game scene, such as the background, weather, lighting, etc., and can also edit the scene components, such as adding or deleting a certain scene component, setting the properties of the scene component, etc. When the game editing scene is displayed, multiple scene component controls can also be displayed in the graphical user interface, which are used to respond to the user's trigger operation and generate corresponding scene components in the game editing scene. The scene component controls are divided into different component types. Figure 3 A schematic diagram of the game editing scene and the scene component controls is shown. Refer to Figure 3 As shown, the scene component controls can be provided in the form of a list (including a one-level or multi-level list, Figure 3 shown as a two-level list), and the one-level or multi-level component types are shown in the list. Such as "structure", "item", "environment", "mechanism", "creature", "combination", etc. are one-level component types, and each one-level component type includes one or more two-level component types. For example, under the one-level component type "item", there are two-level component types such as "furniture", "interior decoration", "lamp", etc. Each two-level component type includes one or more scene component controls. For example, under the two-level component type "furniture", there are scene component controls such as "chair", "square table", "round table", "tea table", "desk", etc. The user can perform trigger operations on the scene component controls, such as click operations, drag operations, etc., to generate corresponding scene components in the game editing scene. For example, in Figure 3 , the user drags the "chair" scene component control to a certain position in the game editing scene, triggering the generation of a chair component at that position.
[0043] In one implementation, the scene component control is configured with a corresponding scene component template, and the scene component template includes pre-edited scene component parameters. The scene component parameters can include one or more parameters such as shape, color, texture, transparency, material, size, direction, and can also include other types of parameters. When the user edits the scene component in the game editing scene, the scene component parameters need to be set for the scene component. If a scene component is generated in the game editing scene through the scene component control, the scene component parameters in the corresponding scene component template of the scene component control can be called, and the scene component can be quickly generated according to these parameters. It can be understood that the scene component control is a pre-edited templatized scene component, the scene component parameters are configured in the form of a template, and provided to the user in the form of a scene component control. When the user uses the scene component control, it is equivalent to applying the scene component template. Thereby improving the editing efficiency. Of course, after the scene component is generated, it is allowed to change its scene component parameters. For example, its size can be changed through a scaling operation, its direction can be changed through a rotation operation, and its color, transparency, etc. can be changed through a color setting operation.
[0044] The game program can come with scene component controls. For example, game developers can pre-edit scene component templates and configure them as scene component controls for players to use. In addition, players can also be allowed to configure scene component controls. For example, players can model scene components in the game editing scene or other editing interfaces and save the scene component parameters to form a scene component template and configure it as a scene component control.
[0045] In one implementation, users can be allowed to edit and update scene component controls. For example, they can modify the scene component template corresponding to the scene component control, modify the scene component parameters therein, and after saving, update the scene component template corresponding to the scene component control. When generating scene components in the game editing scene through the scene component control later, the scene component parameters in the updated scene component template can be called to generate scene components.
[0046] In one implementation, multiple scene components can be combined into a scene component combination. In this way, complex and diverse components of people or objects can be formed in the game. For the scene component combination, a corresponding scene component control can also be configured. For example, users can combine a square component onto the circular surface of a cylindrical component to form a mechanism component in the form of a roller, and a new scene component control can be configured based on the scene component parameters of this mechanism component. Subsequently, users can generate the mechanism component in the game editing scene through this scene component control. Thus, it is very convenient to generate a scene component combination with one key.
[0047] For ease of distinction, a single scene component can be referred to as a basic scene component, which is not splittable and can be regarded as the smallest constituent unit in the game editing scene. Unless otherwise specified, the scene components mentioned in this article can refer to basic scene components or scene component combinations.
[0048] In one implementation, a virtual camera can be set in the game editing scene. The virtual camera is a tool in the game program that simulates a real camera to capture game scene images. It can be set at any position in the game editing scene and capture the game scene from any perspective, that is, the virtual camera can have any pose in the game scene, and its pose can be fixed or dynamically changing. Moreover, any number of virtual cameras can be set in the game editing scene, and different virtual cameras can capture different game scene images. For example, a first virtual camera and a second virtual camera are set in the game editing scene. The first virtual camera is used to capture the main image in the game editing scene, and the second virtual camera is used to capture the auxiliary image in the game editing scene. When the main image shows the front of a certain scene component, the auxiliary image can show the side or back of this scene component, etc., to help users see more comprehensive information.
[0049] The game editing scene can present two different perspectives, namely the observation perspective and the game perspective. The user can set which perspective to use in the game editing scene. For example, Figure 4 The setting interface of the game editing scene is shown, and the option control of the perspective is provided in the interface, and the user can choose to use the observation perspective or the game perspective. The observation perspective refers to observing the game editing scene from a third-person perspective. Under the observation perspective, the user can not manipulate the game character in the game editing scene, but directly manipulate the virtual camera to move the perspective (the virtual camera is not displayed). The game perspective refers to observing the game editing scene from a first-person perspective. Under the game perspective, the user can manipulate a game character in the game editing scene. The game character can be bound to a virtual camera, that is, the positional relationship between the game character and the virtual camera is fixed, for example, the game character can be located at the focus of the virtual camera, and when the user manipulates the game character to move, the virtual camera moves synchronously, thereby moving the perspective. Of course, under the observation perspective, an invisible game character can also be set in the game editing scene, which is equivalent to hiding the game character under the game perspective. When the user moves the perspective, the virtual camera can be moved by moving the game character. Under the observation perspective or the game perspective, a virtual rocker, an up or down control, etc. can be set in the game editing scene, and the user can move the virtual camera or move the game character by operating these controls.
[0050] In addition, other setting controls may be provided in the setting interface of the game editing scene, such as a "grid display" setting control for setting the grid display mode in the game editing scene, a "lens speed" setting control for setting the movement speed of the virtual camera or the movement speed of the virtual object controlled by the player in the game running scene, etc. This disclosure is not particularly limited.
[0051] In one embodiment, the editor may include an interface editor for editing the display interface of the game control, such as for editing HUD (Head-Up Display, which refers to the control that is fixedly displayed in the game interface in the game). Accordingly, the graphical user interface corresponding to the editor includes an interface editing interface, and the editing interface of step S210 may be an interface editing interface. Figure 5 It should be understood that the interface editing interface can show all editable controls, including the controls that come with the game program, and the controls edited and generated by the player. Figure 5 The interface editing interface shows a virtual joystick control, a jump control, a button control 501, an information display control 502 (the text content of the control is ABC), a teammate information control (the control located in the upper right corner), and a mini-map control (the control located in the upper left corner).
[0052] In one embodiment, the game control editing method may further include the following steps:
[0053] Respond to a control creation operation in the interface editing interface to create a new editable control.
[0054] Exemplarily, Figure 5 In the shown interface editing interface, there are controls provided for creating controls, such as a "New Text" control and a "New Button" control. When the "New Text" control is clicked, a new information display control is created to display specific information. When the "New Button" control is clicked, a new button control is created for interaction operations. Of course, the user can also be allowed to create other types of controls, such as a timer control, a progress bar control, etc. Controls for creating these types of controls can be set in the interface editing interface, or the user can be allowed to select the control type when creating a control, thereby achieving the creation of different types of controls in the interface editing interface.
[0055] In one embodiment, when the game editing scene is displayed in the graphical user interface corresponding to the editor of the game program, the game control editing method may further include the following steps:
[0056] Respond to an interface editing trigger operation to jump from the game editing scene to the interface editing interface.
[0057] Among them, the interface editing trigger operation is an operation to trigger the start of editing the interface. Exemplarily, in the game editing scene, there may be an editing jump control for jumping to other interfaces in the editor. The editing jump control includes an interface editing jump control. When the user performs a trigger operation (such as clicking) on the interface editing jump control, this operation is the interface editing trigger operation, triggering the jump from the game editing scene to the interface editing interface. In one embodiment, respond to an interface editing exit operation in the interface editing interface to jump from the interface editing interface to the game editing scene. For example, when clicking the close icon in the interface editing interface, return to the game editing scene. Thus, a quick and convenient switch between the game editing scene and the interface editing interface is achieved.
[0058] Continue to refer to Figure 2 , in step S220, respond to a first editing operation in the editing interface, associate the target scene component with the target control according to the first editing operation, and determine the effective condition of the target control based on the target scene component; the target scene component is a scene component in the game editing scene; the target control is a control among one or more editable controls.
[0059] Among them, the target scene component can be any one or more scene components specified in the game editing scene. The target control can be any one or more specified controls. The first editing operation is an operation of associating a scene component and a control, which can be an operation on the target scene component or an operation on the target control.
[0060] In one implementation, the editing interface includes the interface of the game editing scene or the interface editing interface. The first editing operation can include: an operation of associating a control with a target scene component in the game editing scene, or an operation of associating a scene component with a target control in the interface editing interface. For example, in the game editing scene, a scene component can be selected as the target scene component, and a related control can be added to the target scene component. The operation of adding the related control is the first editing operation. Specifically, when adding a related control to the target scene component, options corresponding to the optional controls can be provided. For example, it can jump to the interface editing interface, so that the user can select one or more controls as the target control in the interface editing interface, or a list or control selection interface containing the optional controls can be provided, so that the user can select one or more controls as the target control from it. After determining the target control, the target scene component is associated with the target control. Another example is that in the interface editing interface, a control can be selected as the target control, and a related scene component can be added to the target control. The operation of adding the related scene component is the first editing operation. Specifically, when adding a related scene component to the target control, options corresponding to the optional scene components can be provided. For example, it can jump to the game editing scene, so that the user can select one or more scene components as the target scene component in the game editing scene, or a list or scene component selection interface containing the optional scene components can be provided, so that the user can select one or more scene components as the target scene component from it. After selecting the target scene component, the target control is associated with the target scene component. It should be understood that multiple related controls can be added to the same target scene component, and multiple related scene components can also be added to the same target control.
[0061] In the case of associating the target scene component with the target control, the effective condition of the target control can be determined based on the target scene component. The effective condition of the target control can be the condition for triggering the display of the target control during the game running stage. In one implementation, in the case of associating the target scene component with the target control according to the first editing operation, the invalidation condition of the target control can also be determined based on the target scene component. The function of the invalidation condition can be opposite to that of the effective condition, such as the condition for triggering the hiding of the target control during the game running stage.
[0062] The association between the target scene component and the target control can be reflected as: the target scene component is the owner of the target control, and the virtual object controlled by the player can use the target control when performing a specific interaction with the target scene component. Therefore, the enabling condition and / or disabling condition of the target control can be set on the target scene component, or the enabling condition and / or disabling condition of the target control can be determined according to the attributes or characteristics of the target scene component.
[0063] In one implementation, referring to Figure 6 as shown, the above response to the first editing operation in the editing interface, and associating the target scene component with the target control according to the first editing operation, may include the following steps S610 and S620:
[0064] Step S610, in response to the first control association operation for the target scene component, provide one or more candidate controls; the one or more candidate controls include the target control;
[0065] Step S620, in response to the operation of selecting the target control from the candidate controls, associate the target scene component with the target control.
[0066] Among them, the first control association operation is an operation for adding an associated control to the target scene component. For example, in the editing interface (or setting interface) of the target scene component, such as when editing the attributes of the target scene component, its editing interface or setting interface can be displayed, and a control for adding an associated control can be provided, and the triggering operation of the user on this control is the first control association operation. The first control association operation can trigger the provision of candidate controls. The candidate controls are controls that can be associated with the target scene component, and can include all game controls, or include game controls that match the type of the target scene component. For example, if the target scene component is an immovable component, the candidate controls can include controls other than the movement control. The user can further select a control associated with the target scene component from the candidate controls, such as selecting the target control, and then associate the target scene component with the target control. Thus, the user can set which control to associate with the target scene component, improving the user's editing freedom and facilitating the implementation of diverse game control logics.
[0067] In one implementation, the above response to the first control association operation for the target scene component, providing one or more candidate controls, may include the following steps:
[0068] Display the control association setting interface of the target scene component;
[0069] In response to the first control association operation in the control association setting interface, provide one or more candidate controls.
[0070] Among them, the control association setting interface of the target scenario component can be the editing interface of the target scenario component, or a sub-interface in the editing interface of the target scenario component, or the interface of the control trigger bound to the target scenario component. A control trigger is a tool that can be bound to a scenario component. In the interface of the control trigger, the controls to be triggered (such as target controls) can be selected, and then the scenario component and the control are associated through the control trigger. The control association setting interface is used to specifically set the association relationship between the target scenario component and the target control.
[0071] In one implementation, in response to a second control association operation for the target scenario component, the control association setting interface of the target scenario component is displayed. The second control association operation is an operation that triggers the display of the control association setting interface, such as an operation of clicking on the "property editing" control of the target scenario component, or an operation of adding a control trigger to the target scenario component, etc. Exemplarily, in response to the second control association operation, control association setting options or controls are added to the editing interface of the target scenario component, and the editing interface at this time is the control association setting interface. In the control association setting interface, the user can perform a first control association operation, such as clicking on the "add control" or "select control" control to trigger the display of one or more candidate controls.
[0072] In one implementation, the above-mentioned display of the control association setting interface of the target scenario component may include the following steps:
[0073] In response to a second control association operation for the target scenario component, determine a target trigger type from multiple control trigger types according to the second control association operation;
[0074] Based on the target trigger type, display the control association setting interface of the target scenario component; condition setting controls corresponding to the target trigger type are provided in the control association setting interface.
[0075] Correspondingly, the above-mentioned determination of the effective conditions of the target control based on the target scenario component may include the following steps:
[0076] In response to a condition setting operation performed through the condition setting control, determine the effective conditions of the target control according to the condition setting operation; the effective conditions are the conditions under the target trigger type.
[0077] Among them, the control trigger type refers to the type of the effective condition of the control, indicating the way to trigger the effective condition of the control to present the information to be displayed. For example, the control trigger type may include one or more of the following types: area trigger type, indicating that the effective condition of the control is triggered by entering or leaving a specific area; event trigger type, indicating that when a specific event occurs, the effective condition of the control is triggered; timing trigger type, indicating that when a specific time is reached, the effective condition of the control is triggered; count trigger type, indicating that when a specific count value is reached, the effective condition of the control is triggered. The user can determine the target trigger type among multiple control trigger types through the first control association operation. The target trigger type is the trigger type set for the effective condition of the target control.
[0078] In the control association setting interface displayed based on the target trigger type, condition setting controls corresponding to the target trigger type are provided. For example, if the target trigger type is the area trigger type, the condition setting control corresponding to the target trigger type may be an area setting control; if the target trigger type is the event trigger type, the condition setting control corresponding to the target trigger type may be an event setting control; if the target trigger type is the timing trigger type, the condition setting control corresponding to the target trigger type may be a time setting control; if the target trigger type is the count trigger type, the condition setting control corresponding to the target trigger type may be a count setting control. In this way, the user can use the condition setting control to set the effective condition under the target trigger type.
[0079] For example, the target trigger type is the area trigger type, the condition setting control corresponding to the target trigger type includes an area setting control, and the condition setting operation is an area setting operation. The above response to the condition setting operation performed through the condition setting control to determine the effective condition of the target control may include the following steps:
[0080] Respond to the area setting operation performed through the area setting control, determine the trigger area according to the area setting operation, and determine that the effective condition of the target control is: the virtual object controlled by the player enters the trigger area.
[0081] Among them, the trigger area refers to the area where the effective condition is triggered. The area setting operation can be used to set the shape, size, position, etc. of the trigger area. Exemplarily, the area setting operation can be used to set a distance, record the set distance as a preset distance, and thus determine the trigger area as: the area where the distance from the target scene component does not exceed the preset distance. In the case of determining the trigger area, the effective condition of the target control can be further determined as: the virtual object controlled by the player enters the trigger area.
[0082] In one implementation, the trigger area can be an area centered on (or with) the target scene component. For example, the above area setting control can be a distance setting control, and the area setting operation can be a distance setting operation. It is possible to respond to the distance setting operation performed through the distance setting control, determine a preset distance according to the distance setting operation, and further determine the trigger area as a spherical area centered on the target scene component and with the preset distance as the radius. Correspondingly, the effective condition of the target control is actually that the distance between the virtual object controlled by the player and the target scene component is less than or equal to the preset distance (i.e., the virtual object controlled by the player approaches the target scene component).
[0083] In one implementation, the target trigger type is an event trigger type. The condition setting control corresponding to the target trigger type includes an event setting control, and the condition setting operation is an event setting operation. Respond to the event setting operation performed through the event setting control, determine a first preset event according to the event setting operation, and determine the effective condition of the target control as: a first preset event occurs in the game scene. In addition, it is also possible to determine a second preset event according to the event setting operation, and determine the invalidation condition of the target control as: a second preset event occurs in the game scene. It should be understood that the first preset event and the second preset event can be related to the target scene component or not related to the target scene component, and can be specifically set by the user. For example, the first preset event can be that the virtual object controlled by the player impacts the target scene component, and this event is related to the target scene component. Or, the first preset event can be that at least one virtual object controlled by the player completes a game round, and this event is not related to the target scene component.
[0084] In one implementation, it is also possible to determine the invalidation condition of the target control based on the target scene component. Exemplarily, the invalidation condition can be set in the control association setting interface of the target scene component, or the invalidation condition can be determined as the opposite condition of the effective condition. For example, if the effective condition is that the virtual object controlled by the player enters the trigger area, the invalidation condition can be that the virtual object controlled by the player leaves the trigger area. If the effective condition is the start of a certain continuous game event, the invalidation condition can be the end of this game event.
[0085] In one implementation, the above response to the second control association operation for the target scene component, determining the target trigger type from multiple control trigger types according to the second control association operation, and displaying the control association setting interface for the target scene component based on the target trigger type can include the following steps:
[0086] Respond to the control addition trigger operation for the target scene component, and display a control trigger type selection interface; options corresponding to multiple control trigger types are provided in the control trigger type selection interface;
[0087] In response to a selection operation made among options corresponding to multiple control trigger types, determine a target trigger type, and display a control association setting interface for a target scenario component based on the target trigger type.
[0088] Among them, the control addition trigger operation is an operation to start adding an associated control or a control trigger for a target scenario component. For example, in the editing interface of a target scenario component, there is a button for adding a control or a control trigger. The operation of a user clicking this button is a control addition trigger operation, which can trigger the display of a control trigger type selection interface. The user can select a type as the target trigger type in the control trigger type selection interface.
[0089] Figure 7A A schematic diagram of the control trigger type selection interface is shown, in which there are options corresponding to multiple control trigger types, such as options for area trigger, event trigger, timing trigger, count trigger, etc. The user can perform a selection operation from them, and the selected control trigger type is the target trigger type. After determining the target trigger type, the corresponding control association setting interface is displayed.
[0090] Figure 7B A schematic diagram of the control association setting interface is shown. Taking the NPC 701 in the game editing scenario as the target scenario component, in the case of selecting the area trigger type as the target trigger type (such as selecting "area trigger" in Figure 7A ), the Figure 7B shown control association setting interface is displayed. In this interface, there is an area setting control, and the user can set the shape, position, size, etc. of the trigger area. In the game editing scenario, the currently set trigger area can be synchronously displayed, such as Figure 7B shows that the trigger area is a circular area centered on the NPC 701 with a radius of 5. In addition, it is also possible to set to display a control when entering the area or when leaving the area. If "select control" is clicked in the "display control when entering the area" column, then it triggers the display of one or more candidate controls. After the user selects the target control, its effective condition is determined as: the virtual object controlled by the player enters the trigger area.
[0091] In one implementation manner, providing one or more candidate controls as described above may include the following steps:
[0092] Display a control selection interface, and one or more candidate controls are provided in the control selection interface.
[0093] Among them, the control selection interface can be an interface in the game editing scenario, or an interface editing interface or its sub-interface. Since the number of candidate controls may be relatively large, there is relatively sufficient space in the control selection interface to display the candidate controls.
[0094] In one embodiment, the control selection interface includes a control list and a control canvas; the control list includes the identifiers of candidate controls; the control canvas includes visual candidate controls. Refer to Figure 7C As shown, the control selection interface may be an interface editing interface, which includes a control list 702 and a control canvas 703. The control list 702 may be a window interface located on the right side of the interface editing interface, where the identifiers of candidate controls (such as candidate control names) are listed. The control canvas 703 is used to simulate the control display interface, such as simulating the interface layer where the HUD is located, and includes visual candidate controls. The operation of selecting a target control from the candidate controls may include: the operation of selecting the identifier of the target control in the control list, or the operation of selecting the visual target control in the control canvas. For example, the user can select the identifier of control A (i.e., the target control) in the control list 702, or select the visual control A in the control canvas 703, thereby completing the operation of selecting the target control.
[0095] In one embodiment, the game control editing method may further include the following steps:
[0096] When the identifier of the target control is selected in the control list, the visual target control in the control canvas is displayed as a selected state; and / or when the visual target control is selected in the control canvas, the identifier of the target control in the control list is displayed as a selected state.
[0097] Refer to Figure 7C For example, if the user selects the identifier of control A in the control list 702, the visual control A (i.e., the button control 501) in the control canvas 703 can be displayed as a selected state (such as a highlighted state, etc.). If the user selects the visual control A in the control canvas 703, the identifier of control A in the control list 702 can be displayed as a selected state. Thus, the display synchronization between the control list 702 and the control canvas 703 is achieved, enabling the user to simultaneously see the identifier of control A and the visual control A, facilitating the accurate selection of the desired target control.
[0098] Continue to refer to Figure 2 , in step S230, during the game running stage, in response to triggering the activation condition of the target control, control the display of the target control.
[0099] Among them, the game running stage refers to the stage of playing the game, such as the stage of playing the game using the game editing scene. During the game running stage, in response to triggering the activation condition of the information display control to be edited, such as the virtual object controlled by the player entering the trigger area, or a preset game event occurring, etc., the display of the target control can be triggered.
[0100] In one implementation, if the failure condition of the target control is determined, during the game running stage, when the target control is already displayed, in response to triggering the failure condition of the target control, the target control is controlled to be hidden. For example, during the game running stage, when the virtual object controlled by the player enters the trigger area, the target control is displayed, and when the virtual object controlled by the player leaves the trigger area, the target control is hidden. Or, when a preset game event occurs, the target control is displayed, and when the preset game event ends, the target control is hidden.
[0101] In one implementation, the target control can be an operation trigger control, that is, the target control is an operable control, such as a button control, etc. The game control editing method may further include the following steps:
[0102] In response to a second editing operation on the target control, determine the operation effect of the target control according to the second editing operation.
[0103] Correspondingly, during the game running stage, after controlling the display of the target control, the game control editing method may further include the following steps:
[0104] In response to a trigger operation on the target control, control the execution of the operation effect of the target control.
[0105] Among them, the operation effect of the target control may include but is not limited to: causing a certain impact on a specific one or more virtual objects, such as deducting health points, controlling the displacement of virtual objects, starting a mechanism, etc.; generating a specific game signal, such as generating a transmissible game event, or generating and displaying a displayable game information; causing a change in the game scene environment, such as weather change, etc. In this exemplary implementation, it supports the user to customize and edit the operation effect of the target control, and can be edited through the second editing operation.
[0106] In one implementation, the above determining the operation effect of the target control according to the second editing operation may include the following steps:
[0107] Determine the game event corresponding to the target control and the event sending object according to the second editing operation, and determine the operation effect of the target control as: sending the game event corresponding to the target control to the event sending object.
[0108] Among them, the game event corresponding to the target control is the game event generated when the target control is triggered. A setting control for the game event and the event sending object may be provided, and the user edits the game event corresponding to the target control and the event sending object through this control. After the second editing operation is completed, the operation effect of the target control can be automatically determined as sending the game event corresponding to the target control to the event sending object. In this way, the user can edit the game event logic through visual editing operations.
[0109] In one implementation, the operations for controlling the operation effects of the target control may include the following steps:
[0110] If the event sending object is the control trigger, then control the game event corresponding to the target control to be sent to the virtual object that triggers the effective condition of the target control.
[0111] If the event sending object is the control owner, then control the game event corresponding to the target control to be sent to the target scene component.
[0112] Among them, the control trigger refers to the virtual object that triggers the effective condition of the target control. In other words, if the event sending object is set as the control trigger, during the game running stage, whoever triggers the effective condition of the target control will receive the operation effects of the target control. For example, the target scene component is a teleport point, the target control is the "Teleport" button control, and the effective condition of the target control is to enter the trigger area. During the game running stage, when the virtual object controlled by the player enters the trigger area, the "Teleport" button control is displayed, and the player can further trigger the control (such as clicking), and then send the game event corresponding to the target control to the virtual object controlled by the player, which can cause effects such as displacement of the virtual object. The control owner refers to the target scene component. If the event sending object is set as the control owner, then effects can be produced on the target scene component. In addition, the event sending object can also be set as other objects, such as all scene components, all player characters, etc. The user can set a suitable event sending object according to their own needs to implement diverse control interaction logics.
[0113] In one implementation, the operations for setting the operation effects of the target control according to the second editing operation may include the following steps:
[0114] Set the operation effects corresponding to one or more specified operation methods for the target control according to the second editing operation.
[0115] Correspondingly, for the game control editing method of controlling the execution of the operation effects of the target control in response to the trigger operation on the target control, it may further include the following steps:
[0116] If a trigger operation on the target control is detected and the operation method of the trigger operation belongs to the specified operation method, then control the execution of the operation effects corresponding to the operation method of the trigger operation.
[0117] For example, for a target control, different operation methods such as click, press, and release can be set, and corresponding operation effects can be set for each operation method. For example, it can be set that when clicked, event X is sent to the control owner, when pressed, event Y is sent to the control trigger, and when released, event Z is sent to all player characters. During the game running stage, according to the detected operation method of the trigger operation on the target control, the corresponding operation effect is executed. In this way, multiple operation effects can be achieved through one target control, which is beneficial to enriching the game play.
[0118] In one implementation, the target control is an information display control. The information display control is used to display information to the player, such as it can be a text display control, a pattern display control, a video display control, etc. In one implementation, the information display control is a non-operable control. The game control editing method may further include the following steps:
[0119] In response to a third editing operation on the target control, set the information to be displayed corresponding to the target control according to the third editing operation;
[0120] When controlling the display of the target control, the information to be displayed can be displayed in the target control, and / or the target voice corresponding to the information to be displayed can be played.
[0121] Among them, the information to be displayed is the information that the target control is to display. The target voice is a voice with the same content as the information to be displayed generated based on the information to be displayed. For example, the information to be displayed can be processed by a text-to-speech conversion model to generate the target voice. The third editing operation is used to edit the information to be displayed, such as it can be a text input operation, a text selection operation, etc. The target control can be displayed in the form of an information display interface, in which information to be displayed such as text, images, videos, etc. can be shown. For example, the target scene component is a dashboard. When the user triggers the activation condition of the target control, a pop-up window can be displayed in the graphical user interface, and a meter interface can be displayed in the pop-up window. The meter interface is the target control. The information to be displayed can be displayed in the target control surface. Or, the target voice can be played. Or, the target voice can be played synchronously when the information to be displayed is displayed, so that the user can receive information from both the visual and auditory aspects to more clearly understand the game information.
[0122] In one implementation, the sound source position of the target voice can be set to the position of the target scene component, and the target voice is played. Setting the sound source position of the target voice to the position of the target scene component, in the perception of the user, the target voice is emitted from the target scene component, presenting the effect that the target scene component "speaks", so as to enhance the game expressiveness.
[0123] In one embodiment, when playing the target voice, the playing progress information of the target voice can be displayed on the target control. For example, a progress bar of the target voice can be displayed on the target control, and the playing progress information of the target voice can be shown through an identifier or color difference on the progress bar, or digital or text information of the playing progress can be displayed on the target control, etc., so that the user can see the playing situation of the target voice.
[0124] In one embodiment, the game control editing method may further include the following steps:
[0125] In response to a fourth editing operation on the target control, set the visualization attributes of the target control according to the fourth editing operation; the visualization attributes include one or more of the following attributes: shape, size, angle, position, color, texture, material, transparency.
[0126] Correspondingly, the above control to display the target control may include the following steps:
[0127] Control the display of the target control according to the visualization attributes.
[0128] Exemplarily, the user can perform one or more of the following adjustments through the fourth editing operation: adjusting the shape of the target control, such as selecting from shapes such as a circle, a square, a rectangle, a triangle, etc.; adjusting the size of the target control, such as scaling the target control or setting its size value; adjusting the angle of the target control, such as rotating the target control or setting its angle value; adjusting the position of the target control, such as moving the target control or setting its coordinate value; adjusting the color of the target control, such as selecting a color in a color palette or setting color values such as RGB, HSL, etc.; adjusting the texture of the target control, such as selecting from multiple candidate textures; adjusting the material of the target control, such as selecting from multiple candidate materials; adjusting the transparency of the target control, such as setting the transparency value of the target control. Thus, the user can edit an ideal appearance for the target control. During the game running stage, when the activation condition is triggered, the target control can be displayed according to the set visualization attributes.
[0129] In one embodiment, when the target scene component and the target control are associated, the position of the target control can be related to the position of the target scene component. For example, the user can set the relative position of the target control with respect to the target scene component, or set the target control to be located at a certain part of the target scene component. Then, during the game running stage, when the target scene component moves, the target control can move synchronously and maintain a fixed relative position with the target scene component.
[0130] In one embodiment, before the above second editing operation, third editing operation or fourth editing operation, the game control editing method may further include the following steps:
[0131] In response to an operation of selecting a target control as a control to be edited in an editing interface, display a control editing interface of the target control;
[0132] The second editing operation, the third editing operation, or the fourth editing operation is an operation performed in the control editing interface of the target control.
[0133] Among them, the editing interface can be an interface of a control editor or an interface editing interface, etc. One or more editable controls are provided in this editing interface, and the user can select a control from them for editing. In the case of selecting a target control, the control editing interface of the target control can be displayed. The control editing interface of the target control supports editing one or more of the operation effects, information to be displayed, and visualization information of the target control, that is, the user can perform one or more of the second editing operation, the third editing operation, and the fourth editing operation in the control editing interface of the target control. Thus, comprehensive and convenient editing operations on the target control are realized.
[0134] It should be understood that one or more of the above-mentioned second editing operation, third editing operation, and fourth editing operation can be performed before associating the target scene component and the target control, or can be performed after associating the target scene component and the target control. Exemplarily, before associating the target scene component and the target control through the first editing operation, the target control can be created first, and the operation effects and visualization information of the target control can be edited through the second editing operation and the fourth editing operation. After associating the target scene component and the target control through the first editing operation, the operation effects and visualization information of the target control can be further adjusted and changed through the second editing operation and the fourth editing operation.
[0135] Figure 8 A schematic diagram of the control editing interface of the target control is shown. Taking control A (i.e., button control 501) as the target control, its control editing interface includes tabs such as "Base", "Arrangement", "Logic", etc. Under different tabs, different aspects of the target control can be edited. For example, under the "Base" tab, information to be displayed, color, transparency, etc. can be edited; under the "Arrangement" tab, the position, angle, etc. of the target control can be edited; under the "Logic" tab, the operation effects of the target control can be edited. Specifically, three editing controls for specifying operation methods are provided under the "Logic" tab. For each specified operation method, the event sending object and the game event can be set respectively. For example, it can be set to send event X (such as making the target scene component glow) to the control owner when clicked, send event Y (such as making the target scene component start to move) to the control owner when pressed, and send event Z (such as making the target scene component stop moving) to the control owner when released. Of course, different event sending objects can also be set for different specified operation methods.
[0136] In one implementation, the game control editing method may further include the following steps:
[0137] During the game running stage, in response to triggering the activation condition of the target control, control the target scene component to play a preset target animation.
[0138] Among them, the preset target animation may be an action animation of the target scene component. The target animation may also be matched with the playback of the target voice. For example, if the target scene component is an NPC, the target animation may be the action of the NPC speaking or the action of lifting an information board, etc., presenting the effect of the target scene component conveying the target voice. Or, the target animation may also be irrelevant to the content of the target voice or the action of voice playback, such as an animation of the NPC dancing, etc., to enhance the game performance.
[0139] In one implementation, the game control editing method may further include the following steps:
[0140] In response to the fifth editing operation in the editing interface, set the target control corresponding to the fifth editing operation as the basic control; the basic control is configured to be fixedly displayed in the game interface during the game running stage.
[0141] Among them, the basic control may refer to the HUD control. The user can perform the fifth editing operation in the game editing scene, interface editing interface or other editing interfaces to set the target control as the basic control. Exemplarily, in the editing interface of the target control, an option control for whether to set it as the basic control may be provided. If the user selects "yes", the target control is set as the basic control. Or, a team editor may be provided in the game editing scene. If the user adds the target control in the team editor, the target control is set as the basic control.
[0142] The basic control does not need to be associated with the scene component. In this way, during the game running stage, the basic control can be fixedly displayed in the game interface. Of course, fixedly displaying does not mean always displaying. The display and hiding conditions of the basic control can be set. For example, when a touch operation in a certain area of the touch interface is detected, the basic control is displayed in that area, and if no operation is detected within a certain period of time, the basic control is hidden.
[0143] In one implementation, the editor includes a control editor which consists of a control manager and a control trigger. The control manager is used to set the control attributes of a control. For example, a second editing operation can be performed in the control manager to set the operation effect of the control, a third editing operation can be performed to set the information to be displayed (both the information to be displayed and the operation effect can be regarded as control attributes), and a fourth editing operation can be performed to set the visualization attributes. When saving the control, the control attributes are saved as part of the control data in the data structure of the control together with other control information (such as control identifier, type, editing time, etc.). The control manager can also be used to create or delete controls. In one implementation, the control manager can be a tool in the interface editing interface. When editing a certain control, the control manager is called to implement relevant control editing functions. The control trigger is used to associate the control with a scene component and control the activation of the control during the game running stage. For example, different types of control triggers (such as referring to Figure 7A as shown) can be bound to the scene component, and the control is added to the control trigger. Thus, the control is associated with the scene component through the control trigger, and by setting the activation condition (or deactivation condition) according to the trigger type in the control trigger, the control can be controlled to be activated according to the activation condition (or deactivated according to the deactivation condition) during the game running stage.
[0144] In one implementation, when the target scene component and the target control are associated, the information of the target control and the activation condition (or deactivation condition) of the target control are saved in the data structure of the target scene component. During the game running stage, according to the scene components in the game scene, the activation conditions (or deactivation conditions) saved in these scene components are monitored. When the activation condition is met, the corresponding control is activated and displayed according to the control information saved in the scene component. When the deactivation condition is met, the corresponding control is hidden.
[0145] In one implementation, when the target scene component and the target control are associated, the target scene component is set as the control owner of the target control, and the information of the control owner can be saved in the data structure of the target control. During the game running stage, if the target control triggers an instruction for the control owner, such as performing an operation effect on the control owner when the user operates the target control, the corresponding behavior of the target scene component can be found and controlled according to the information of the control owner saved in the target control.
[0146] Through the above methods, the data association between the scene component and the control is established, and the game logic of triggering the control by the scene component or associating the operation of the control with the scene component is realized, enriching the game play.
[0147] In one implementation, relevant operations for establishing or publishing a game scene are performed through a terminal device (such as clickingFigure 4 After the "publish map" control in Figure 4 is used, game scene information corresponding to the game editing scene can be generated. This game scene information can be saved at a preset location, which can be in a map file. The map file can not only save game scene information but also other map information (including but not limited to screenshots, map names, logs, etc.). After the map file saves the game scene information, it can be uploaded to the server. After the server's review and approval, the game scene generated from the game scene information can be published to a preset map pool. Thus, the terminal device connected to the server can download the corresponding game scene information from the server and generate a corresponding game scene through the game program according to the downloaded game scene information, and then have a game experience in this game scene. This method can publish the game scene information in the editor of the game program and let other players experience it, thus realizing the fast UGC (User Generated Content) function.
[0148] An exemplary embodiment of the present disclosure also provides a game control editing device. Refer to Figure 9 As shown in Figure 9 , the game control editing device 900 may include the following program modules:
[0149] An editing interface display processing module 910, configured to display an editing interface in the graphical user interface corresponding to the editor of the game program; the editor provides an editable game editing scene and one or more editable controls; the game editing scene includes one or more scene components, and the scene components are configured to generate corresponding scene component models during the game running stage;
[0150] A component and control association processing module 920, configured to respond to a first editing operation in the editing interface, associate a target scene component with a target control according to the first editing operation, and determine the activation condition of the target control based on the target scene component; the target scene component is a scene component in the game editing scene; the target control is a control among the one or more editable controls;
[0151] A control interaction processing module 930, configured to control the display of the target control in response to triggering the activation condition of the target control during the game running stage.
[0152] In one embodiment, the editing interface includes an interface of the game editing scene or an interface editing interface; the first editing operation includes: an operation of associating a control with a target scene component in the game editing scene, or an operation of associating a scene component with a target control in the interface editing interface.
[0153] In one embodiment, the editing interface display processing module 910 is further configured to: when a game editing scene is displayed in the graphical user interface corresponding to the editor of the game program, in response to an interface editing trigger operation, jump from the game editing scene to the interface editing interface.
[0154] In one embodiment, the editing interface display processing module 910 is further configured to: in response to a control creation operation in the interface editing interface, create a new editable control.
[0155] In one embodiment, the target control is an operation trigger control; the editing interface display processing module 910 is further configured to: in response to a second editing operation on the target control, determine the operation effect of the target control according to the second editing operation; the control interaction processing module 930 is further configured to: during the game running stage, after the target control is controlled to be displayed, in response to a trigger operation on the target control, control the execution of the operation effect of the target control.
[0156] In one embodiment, determining the operation effect of the target control according to the second editing operation includes: determining the game event corresponding to the target control and the event sending object according to the second editing operation, and determining the operation effect of the target control as: sending the game event corresponding to the target control to the event sending object.
[0157] In one embodiment, controlling the execution of the operation effect of the target control includes: if the event sending object is the control triggerer, controlling to send the game event corresponding to the target control to the virtual object that triggers the effective condition of the target control; if the event sending object is the control owner, controlling to send the game event corresponding to the target control to the target scene component.
[0158] In one embodiment, setting the operation effect of the target control according to the second editing operation includes: setting the operation effect corresponding to one or more specified operation methods for the target control according to the second editing operation; controlling the execution of the operation effect of the target control in response to a trigger operation on the target control includes: if it is detected that there is a trigger operation on the target control and the operation method of the trigger operation belongs to the specified operation method, controlling the execution of the operation effect corresponding to the operation method of the trigger operation.
[0159] In one embodiment, the target control is an information display control; the editing interface display processing module 910 is further configured to: in response to a third editing operation on the target control, set the information to be displayed corresponding to the target control according to the third editing operation; the control interaction processing module 930 is further configured to: when the target control is controlled to be displayed, display the information to be displayed in the target control and / or play the target voice corresponding to the information to be displayed.
[0160] In one embodiment, the editing interface display processing module 910 is further configured to: in response to a fourth editing operation on a target control, set the visualization attributes of the target control according to the fourth editing operation; the visualization attributes include one or more of the following attributes: shape, size, angle, position, color, texture, material, transparency; and control the display of the target control, including: controlling the display of the target control according to the visualization attributes.
[0161] In one embodiment, the editing interface display processing module 910 is further configured to: before the second editing operation, the third editing operation or the fourth editing operation, in response to an operation of selecting a target control as a control to be edited in the editing interface, display a control editing interface of the target control; the second editing operation, the third editing operation or the fourth editing operation is an operation performed in the control editing interface of the target control.
[0162] In one embodiment, the control interaction processing module 930 is further configured to: during the game running stage, in response to triggering the activation condition of a target control, control a target scene component to play a preset target animation.
[0163] In one embodiment, in response to a first editing operation in the editing interface, associating a target scene component with a target control according to the first editing operation includes: in response to a first control association operation on the target scene component, providing one or more candidate controls; the one or more candidate controls include the target control; and in response to an operation of selecting the target control from the candidate controls, associating the target scene component with the target control.
[0164] In one embodiment, providing one or more candidate controls in response to a first control association operation on a target scene component includes: displaying a control association setting interface of the target scene component; and in response to a first control association operation in the control association setting interface, providing one or more candidate controls.
[0165] In one embodiment, displaying a control association setting interface of a target scene component includes: in response to a second control association operation on the target scene component, determining a target trigger type from multiple control trigger types according to the second control association operation; displaying the control association setting interface of the target scene component based on the target trigger type; providing a condition setting control corresponding to the target trigger type in the control association setting interface; determining the activation condition of a target control based on the target scene component includes: in response to a condition setting operation performed through the condition setting control, determining the activation condition of the target control according to the condition setting operation; the activation condition is a condition under the target trigger type.
[0166] In one implementation, the target trigger type is an area trigger type. The condition setting control corresponding to the target trigger type includes an area setting control, and the condition setting operation is an area setting operation. Responding to the condition setting operation performed through the condition setting control, determining the activation condition of the target control according to the condition setting operation includes: responding to the area setting operation performed through the area setting control, determining the trigger area according to the area setting operation, and determining the activation condition of the target control as: the virtual object controlled by the player enters the trigger area.
[0167] In one implementation, responding to the second control association operation for the target scene component, determining the target trigger type from multiple control trigger types according to the second control association operation, and displaying the control association setting interface of the target scene component based on the target trigger type includes: responding to the control addition trigger operation for the target scene component, displaying the control trigger type selection interface; providing options corresponding to multiple control trigger types in the control trigger type selection interface; responding to the selection operation performed among the options corresponding to multiple control trigger types, determining the target trigger type, and displaying the control association setting interface of the target scene component based on the target trigger type.
[0168] In one implementation, providing one or more candidate controls includes: displaying a control selection interface, and providing one or more candidate controls in the control selection interface.
[0169] In one implementation, the control selection interface includes a control list and a control canvas; the control list includes the identifiers of the candidate controls; the control canvas includes the visual candidate controls; the operation of selecting the target control in the control selection interface includes: the operation of selecting the identifier of the target control in the control list, or the operation of selecting the visual target control in the control canvas.
[0170] In one implementation, the component and control association processing module 920 is further configured to: when the identifier of the target control is selected in the control list, display the visual target control in the control canvas as the selected state; and / or when the visual target control is selected in the control canvas, display the identifier of the target control in the control list as the selected state.
[0171] In one implementation, the component and control association processing module 920 is further configured to: when the target scene component is associated with the target control according to the first editing operation, determine the invalidation condition of the target control based on the target scene component; the control interaction processing module 930 is further configured to: during the game running stage, when the target control has been displayed, respond to the triggering of the invalidation condition of the target control, and control to hide the target control.
[0172] In one embodiment, the editing interface displays a processing module 910, which is further configured to: in response to a fifth editing operation in the editing interface, set the target control corresponding to the fifth editing operation as a basic control; the basic control is configured to be fixedly displayed in the game interface during the game running stage.
[0173] The specific details of each part in the above device have been described in detail in the embodiments of the method part. For the details not disclosed, please refer to the content of the embodiments in the method part, so they will not be elaborated here.
[0174] The exemplary embodiments of the present disclosure further provide a computer-readable storage medium, which can be implemented in the form of a program product. It includes program code. When the program product runs on an electronic device, the program code is used to cause the electronic device to execute (more specifically, cause the processor of the electronic device to execute) the steps according to various exemplary embodiments of the present disclosure described in the above "Exemplary Method" part of this specification. For example, it can execute the game control editing method in this exemplary embodiment, which includes the following steps: display an editing interface in the graphical user interface corresponding to the editor of the game program; the editor provides an editable game editing scene and one or more editable controls; the game editing scene includes one or more scene components, and the scene components are configured to generate corresponding scene component models during the game running stage; in response to a first editing operation in the editing interface, associate the target scene component with the target control according to the first editing operation, and determine the activation condition of the target control based on the target scene component; the target scene component is a scene component in the game editing scene; the target control is a control among the one or more editable controls; during the game running stage, in response to triggering the activation condition of the target control, control the display of the target control.
[0175] In one embodiment, the editing interface includes the interface of the game editing scene or an interface editing interface; the first editing operation includes: an operation of associating a control with a target scene component in the game editing scene, or an operation of associating a scene component with a target control in the interface editing interface.
[0176] In one embodiment, when the game editing scene is displayed in the graphical user interface corresponding to the editor of the game program, the method further includes: in response to an interface editing trigger operation, jump from the game editing scene to the interface editing interface.
[0177] In one embodiment, the method further includes: in response to a control creation operation in the interface editing interface, create a new editable control.
[0178] In one embodiment, the target control is an operation trigger control; the method further includes: responding to a second editing operation on the target control, determining the operation effect of the target control according to the second editing operation; during the game running stage, after controlling to display the target control, the method further includes: responding to a trigger operation on the target control, controlling to execute the operation effect of the target control.
[0179] In one embodiment, determining the operation effect of the target control according to the second editing operation includes: determining the game event corresponding to the target control and the event sending object according to the second editing operation, and determining the operation effect of the target control as: sending the game event corresponding to the target control to the event sending object.
[0180] In one embodiment, controlling to execute the operation effect of the target control includes: if the event sending object is the control triggerer, controlling to send the game event corresponding to the target control to the virtual object that triggers the effective condition of the target control; if the event sending object is the control owner, controlling to send the game event corresponding to the target control to the target scene component.
[0181] In one embodiment, setting the operation effect of the target control according to the second editing operation includes: setting the operation effects corresponding to one or more specified operation methods for the target control according to the second editing operation; responding to a trigger operation on the target control, controlling to execute the operation effect of the target control includes: if a trigger operation on the target control is detected and the operation method of the trigger operation belongs to the specified operation method, controlling to execute the operation effect corresponding to the operation method of the trigger operation.
[0182] In one embodiment, the target control is an information display control; the method further includes: responding to a third editing operation on the target control, setting the information to be displayed corresponding to the target control according to the third editing operation; when controlling to display the target control, the method further includes: displaying the information to be displayed in the target control and / or playing the target voice corresponding to the information to be displayed.
[0183] In one embodiment, the method further includes: responding to a fourth editing operation on the target control, setting the visualization attributes of the target control according to the fourth editing operation; the visualization attributes include one or more of the following attributes: shape, size, angle, position, color, texture, material, transparency; controlling to display the target control includes: controlling to display the target control according to the visualization attributes.
[0184] In one embodiment, before the second editing operation, the third editing operation or the fourth editing operation, the method further includes: responding to the operation of selecting the target control as the control to be edited in the editing interface, and displaying the control editing interface of the target control; the second editing operation, the third editing operation or the fourth editing operation is an operation performed in the control editing interface of the target control.
[0185] In one implementation, the method further includes: during the game running stage, in response to triggering the activation condition of the target control, controlling the target scene component to play a preset target animation.
[0186] In one implementation, in response to a first editing operation in the editing interface, associating the target scene component with the target control according to the first editing operation includes: in response to a first control association operation for the target scene component, providing one or more candidate controls; the one or more candidate controls include the target control; in response to an operation of selecting the target control from the candidate controls, associating the target scene component with the target control.
[0187] In one implementation, providing one or more candidate controls in response to a first control association operation for the target scene component includes: displaying a control association setting interface for the target scene component; in response to a first control association operation in the control association setting interface, providing one or more candidate controls.
[0188] In one implementation, displaying a control association setting interface for the target scene component includes: in response to a second control association operation for the target scene component, determining a target trigger type from multiple control trigger types according to the second control association operation; displaying a control association setting interface for the target scene component based on the target trigger type; providing a condition setting control corresponding to the target trigger type in the control association setting interface; determining the activation condition of the target control based on the target scene component includes: in response to a condition setting operation performed through the condition setting control, determining the activation condition of the target control according to the condition setting operation; the activation condition is a condition under the target trigger type.
[0189] In one implementation, the target trigger type is an area trigger type, the condition setting control corresponding to the target trigger type includes an area setting control, and the condition setting operation is an area setting operation; determining the activation condition of the target control in response to a condition setting operation performed through the condition setting control according to the condition setting operation includes: in response to an area setting operation performed through the area setting control, determining a trigger area according to the area setting operation, and determining the activation condition of the target control as: the virtual object controlled by the player enters the trigger area.
[0190] In one embodiment, in response to a second control association operation for a target scenario component, determine a target trigger type among multiple control trigger types according to the second control association operation, and display a control association setting interface for the target scenario component based on the target trigger type, including: in response to a control addition trigger operation for the target scenario component, display a control trigger type selection interface; provide options corresponding to multiple control trigger types in the control trigger type selection interface; in response to a selection operation performed among the options corresponding to the multiple control trigger types, determine the target trigger type, and display a control association setting interface for the target scenario component based on the target trigger type.
[0191] In one embodiment, provide one or more candidate controls, including: display a control selection interface, and provide one or more candidate controls in the control selection interface.
[0192] In one embodiment, the control selection interface includes a control list and a control canvas; the control list includes the identifiers of the candidate controls; the control canvas includes visual candidate controls; the operation of selecting a target control in the control selection interface includes: the operation of selecting the identifier of the target control in the control list, or the operation of selecting the visual target control in the control canvas.
[0193] In one embodiment, the method further includes: when the identifier of the target control is selected in the control list, display the visual target control in the control canvas as the selected state; and / or when the visual target control is selected in the control canvas, display the identifier of the target control in the control list as the selected state.
[0194] In one embodiment, in the case where the target scenario component is associated with the target control according to a first editing operation, the method further includes: determine a failure condition for the target control based on the target scenario component; during the game running stage, in the case where the target control is already displayed, in response to triggering the failure condition of the target control, control to hide the target control.
[0195] In one embodiment, the method further includes: in response to a fifth editing operation in the editing interface, set the target control corresponding to the fifth editing operation as a basic control; the basic control is configured to be fixedly displayed in the game interface during the game running stage.
[0196] Implementing the above method based on a computer-readable storage medium, on the one hand, provides a solution that allows users to edit game controls. It supports associating a target control with a target scene component and determining the activation condition of the target control according to the target scene component. When the activation condition is triggered during the game running stage, the target control is displayed, enabling players to further use the target control for interactive operations or to obtain game information through the target control. Compared with only game developers making controls, the way of users editing controls is conducive to increasing the quantity and variety of controls. Moreover, the target controls edited by users can be non-intrinsic controls within the game interface, and can be displayed when a specific interaction occurs between the virtual object controlled by the player and the target scene component, thus enriching the interactive methods and gameplay logics for players to use controls and enhancing game diversity. On the other hand, without the need for users to master professional scripting tools, etc., control editing can be completed through a visual editor, reducing the technical threshold for users to edit controls, facilitating users to understand the edited content, and improving the accuracy and efficiency of editing.
[0197] In an alternative embodiment, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) and includes program code, and can run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited thereto. In this document, the readable storage medium can be any tangible medium that contains or stores a program, and the program can be used by or in conjunction with an instruction execution system, apparatus, or device.
[0198] The program product can adopt any combination of one or more readable media. The readable media can be a readable signal medium or a readable storage medium. The readable storage medium can be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the above. More specific examples (non-exhaustive list) of the readable storage medium include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.
[0199] The computer-readable signal medium can include a data signal propagated in a baseband or as part of a carrier wave, which carries the readable program code. Such a propagated data signal can take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. The readable signal medium can also be any readable medium other than the readable storage medium, and the readable medium can send, propagate, or transmit a program for use by or in conjunction with an instruction execution system, apparatus, or device.
[0200] The program code contained on a readable medium can be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
[0201] The program code for performing the operations of the present disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, etc., and also including conventional procedural programming languages such as the "C" language or similar programming languages. The program code can be executed entirely on the user's computing device, partially on the user's device, executed as a stand-alone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device can be connected to the user's computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or, alternatively, can be connected to an external computing device (e.g., by using an Internet service provider to connect through the Internet).
[0202] Exemplary embodiments of the present disclosure also provide an electronic device, which can be, for example, the above terminal device 110 or server 120. The electronic device can include a processor and a memory. The memory stores executable instructions of the processor, which can be, for example, program code. The processor executes the method in this exemplary embodiment by executing the executable instructions. In addition, the electronic device can further include a display for displaying a graphical user interface.
[0203] Reference is made below Figure 10 , and the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 10 the electronic device 1000 shown is merely an example and should not impose limitations on the functions and usage scope of the embodiments of the present disclosure.
[0204] As Figure 10 shown, the electronic device 1000 can include: a processor 1010, a memory 1020, a bus 1030, an I / O (input / output) interface 1040, a network adapter 1050, and a display 1060.
[0205] The memory 1020 can include volatile memory, such as RAM 1021 and a cache unit 1022, and can also include non-volatile memory, such as ROM 1023. The memory 1020 can further include one or more program modules 1024, and such program modules 1024 include but are not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include the implementation of a network environment. For example, the program module 1024 can include the respective program modules in the above device.
[0206] The processor 1010 may include one or more processing units. For example, the processor 1010 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit), etc.
[0207] The processor 1010 can be used to execute executable instructions stored in the memory 1020. For example, it can execute the game control editing method in this exemplary embodiment, which includes the following steps: displaying an editing interface in the graphical user interface corresponding to the editor of the game program; the editor provides an editable game editing scene and one or more editable controls; the game editing scene includes one or more scene components, and the scene components are configured to generate corresponding scene component models during the game running stage; in response to a first editing operation in the editing interface, associating a target scene component with a target control according to the first editing operation, and determining the activation condition of the target control based on the target scene component; the target scene component is a scene component in the game editing scene; the target control is a control among one or more editable controls; during the game running stage, in response to triggering the activation condition of the target control, controlling the display of the target control.
[0208] In one embodiment, the editing interface includes the interface of the game editing scene or the interface editing interface; the first editing operation includes: an operation of associating a control with a target scene component in the game editing scene, or an operation of associating a scene component with a target control in the interface editing interface.
[0209] In one embodiment, when the game editing scene is displayed in the graphical user interface corresponding to the editor of the game program, the method further includes: in response to an interface editing trigger operation, jumping from the game editing scene to the interface editing interface.
[0210] In one embodiment, the method further includes: in response to a control creation operation in the interface editing interface, creating a new editable control.
[0211] In one embodiment, the target control is an operation trigger control; the method further includes: responding to a second editing operation on the target control, determining the operation effect of the target control according to the second editing operation; during the game running stage, after controlling the display of the target control, the method further includes: responding to a trigger operation on the target control, controlling the execution of the operation effect of the target control.
[0212] In one embodiment, determining the operation effect of the target control according to the second editing operation includes: determining the game event corresponding to the target control and the event sending object according to the second editing operation, and determining the operation effect of the target control as: sending the game event corresponding to the target control to the event sending object.
[0213] In one embodiment, controlling the execution of the operation effect of the target control includes: if the event sending object is the control triggerer, controlling to send the game event corresponding to the target control to the virtual object that triggers the effective condition of the target control; if the event sending object is the control owner, controlling to send the game event corresponding to the target control to the target scene component.
[0214] In one embodiment, setting the operation effect of the target control according to the second editing operation includes: setting the operation effects corresponding to one or more specified operation methods for the target control according to the second editing operation; responding to a trigger operation on the target control, controlling the execution of the operation effect of the target control includes: if a trigger operation on the target control is detected and the operation method of the trigger operation belongs to the specified operation method, controlling the execution of the operation effect corresponding to the operation method of the trigger operation.
[0215] In one embodiment, the target control is an information display control; the method further includes: responding to a third editing operation on the target control, setting the information to be displayed corresponding to the target control according to the third editing operation; when controlling the display of the target control, the method further includes: displaying the information to be displayed in the target control, and / or playing the target voice corresponding to the information to be displayed.
[0216] In one embodiment, the method further includes: responding to a fourth editing operation on the target control, setting the visualization attributes of the target control according to the fourth editing operation; the visualization attributes include one or more of the following attributes: shape, size, angle, position, color, texture, material, transparency; controlling the display of the target control includes: controlling the display of the target control according to the visualization attributes.
[0217] In one embodiment, before the second editing operation, the third editing operation or the fourth editing operation, the method further includes: responding to the operation of selecting the target control as the control to be edited in the editing interface, displaying the control editing interface of the target control; the second editing operation, the third editing operation or the fourth editing operation is an operation performed in the control editing interface of the target control.
[0218] In one implementation, the method further includes: during the game running stage, in response to triggering the activation condition of the target control, controlling the target scene component to play a preset target animation.
[0219] In one implementation, in response to a first editing operation in the editing interface, associating the target scene component with the target control according to the first editing operation includes: in response to a first control association operation for the target scene component, providing one or more candidate controls; the one or more candidate controls include the target control; in response to an operation of selecting the target control from the candidate controls, associating the target scene component with the target control.
[0220] In one implementation, providing one or more candidate controls in response to a first control association operation for the target scene component includes: displaying a control association setting interface for the target scene component; in response to a first control association operation in the control association setting interface, providing one or more candidate controls.
[0221] In one implementation, displaying a control association setting interface for the target scene component includes: in response to a second control association operation for the target scene component, determining a target trigger type from multiple control trigger types according to the second control association operation; displaying the control association setting interface for the target scene component based on the target trigger type; providing a condition setting control corresponding to the target trigger type in the control association setting interface; determining the activation condition of the target control based on the target scene component includes: in response to a condition setting operation performed through the condition setting control, determining the activation condition of the target control according to the condition setting operation; the activation condition is a condition under the target trigger type.
[0222] In one implementation, the target trigger type is an area trigger type, the condition setting control corresponding to the target trigger type includes an area setting control, and the condition setting operation is an area setting operation; determining the activation condition of the target control in response to a condition setting operation performed through the condition setting control according to the condition setting operation includes: in response to an area setting operation performed through the area setting control, determining a trigger area according to the area setting operation, and determining the activation condition of the target control as: the virtual object controlled by the player enters the trigger area.
[0223] In one embodiment, in response to a second control association operation for a target scenario component, determine a target trigger type among multiple control trigger types according to the second control association operation, and display a control association setting interface for the target scenario component based on the target trigger type, including: in response to a control addition trigger operation for the target scenario component, display a control trigger type selection interface; provide options corresponding to multiple control trigger types in the control trigger type selection interface; in response to a selection operation performed among the options corresponding to the multiple control trigger types, determine the target trigger type, and display a control association setting interface for the target scenario component based on the target trigger type.
[0224] In one embodiment, provide one or more candidate controls, including: display a control selection interface, and provide one or more candidate controls in the control selection interface.
[0225] In one embodiment, the control selection interface includes a control list and a control canvas; the control list includes identifiers of candidate controls; the control canvas includes visual candidate controls; the operation of selecting a target control in the control selection interface includes: the operation of selecting the identifier of the target control in the control list, or the operation of selecting the visual target control in the control canvas.
[0226] In one embodiment, the method further includes: when the identifier of the target control is selected in the control list, display the visual target control in the control canvas as a selected state; and / or when the visual target control is selected in the control canvas, display the identifier of the target control in the control list as a selected state.
[0227] In one embodiment, in the case where the target scenario component is associated with the target control according to a first editing operation, the method further includes: determine a failure condition of the target control based on the target scenario component; during the game running stage, in the case where the target control is displayed, in response to triggering the failure condition of the target control, control to hide the target control.
[0228] In one embodiment, the method further includes: in response to a fifth editing operation in the editing interface, set the target control corresponding to the fifth editing operation as a basic control; the basic control is configured to be fixedly displayed in the game interface during the game running stage.
[0229] Implementing the above method based on the electronic device 1000, on the one hand, a solution that allows users to edit game controls is provided. It supports associating a target control with a target scene component and determining the activation condition of the target control based on the target scene component. When the activation condition is triggered during the game running stage, the target control is displayed, enabling players to further use the target control for interactive operations or to understand game information through the target control. Compared with only game developers making controls, the way of users editing controls is conducive to increasing the quantity and variety of controls. Moreover, the target controls edited by users can be non-intrinsic controls within the game interface, and can be displayed when a specific interaction occurs between the virtual object controlled by the player and the target scene component, thus enriching the interactive methods and gameplay logics for players to use controls and enhancing game diversity. On the other hand, without the need for users to master specialized scripting tools, etc., control editing can be completed through a visual editor, reducing the technical threshold for users to edit controls, facilitating users to understand the edited content, and improving the accuracy and efficiency of editing.
[0230] The bus 1030 is used to implement the connection between different components of the electronic device 1000, and may include a data bus, an address bus, and a control bus.
[0231] The electronic device 1000 can communicate with one or more external devices 1100 (such as a keyboard, a mouse, an external controller, etc.) through the I / O interface 1040.
[0232] The electronic device 1000 can communicate with one or more networks through the network adapter 1050. For example, the network adapter 1050 can provide mobile communication solutions such as 3G / 4G / 5G, or provide wireless communication solutions such as wireless local area network, Bluetooth, near field communication, etc. The network adapter 1050 can communicate with other modules of the electronic device 1000 through the bus 1030.
[0233] The electronic device 1000 can display a graphical user interface through the display 1060, such as displaying a game editing scene, an editing interface, etc.
[0234] Although Figure 10 not shown in the figure, other hardware and / or software modules can also be set in the electronic device 1000, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.
[0235] It should be noted that although several modules or units of a device for action execution are mentioned in the above detailed description, such a division is not mandatory. In fact, according to an exemplary embodiment of the present disclosure, the features and functions of two or more of the above-described modules or units can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0236] Those skilled in the art can understand that various aspects of the present disclosure can be implemented as a system, a method, or a program product. Therefore, various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which can be collectively referred to as "circuitry", "module", or "system" here. After considering the specification and practicing the invention disclosed herein, those skilled in the art will readily think of other embodiments of the present disclosure. This application is intended to cover any variations, uses, or adaptations of the present disclosure, which follow the general principles of the present disclosure and include known common knowledge or conventional technical means in the technical field not disclosed in the present disclosure. The specification and embodiments are only regarded as exemplary, and the true scope and spirit of the present disclosure are pointed out by the claims. It should be understood that the present disclosure is not limited to the exact structures described above and shown in the drawings, and various modifications and changes can be made without departing from its scope.
Claims
1. A game control editing method, characterized in that, The method includes: displaying an editing interface in a graphical user interface corresponding to an editor of a game program; the editor provides an editable game editing scene and one or more editable controls; the game editing scene includes one or more scene components, and the scene components are configured to generate corresponding scene component models during the game running stage; responding to a first editing operation in the editing interface, associating a target scene component with a target control according to the first editing operation, and determining an effective condition of the target control based on the target scene component; the target scene component is a scene component in the game editing scene; the target control is a control among the one or more editable controls; during the game running stage, in response to triggering the effective condition of the target control, controlling to display the target control.
2. The method according to claim 1, wherein The editing interface includes an interface of the game editing scene or an interface editing interface; The first editing operation includes: an operation of associating a control for the target scene component in the game editing scene, or an operation of associating a scene component for the target control in the interface editing interface.
3. The method according to claim 2, wherein When displaying the game editing scene in a graphical user interface corresponding to an editor of a game program, the method further includes: responding to an interface editing trigger operation, and jumping from the game editing scene to the interface editing interface.
4. The method according to claim 2, wherein The method further includes: responding to a control creation operation in the interface editing interface, and creating a new editable control.
5. The method according to claim 1, wherein The target control is an operation trigger control; the method further includes: responding to a second editing operation for the target control, and determining an operation effect of the target control according to the second editing operation; during the game running stage, after controlling to display the target control, the method further includes: responding to a trigger operation for the target control, and controlling to execute the operation effect of the target control.
6. The method according to claim 5, wherein The determining the operation effect of the target control according to the second editing operation includes: determining a game event corresponding to the target control and an event sending object according to the second editing operation, and determining the operation effect of the target control as: sending the game event corresponding to the target control to the event sending object.
7. The method according to claim 6, characterized in that, The controlling to execute the operation effect of the target control includes: if the event sending object is a control triggerer, controlling to send the game event corresponding to the target control to a virtual object that triggers the effective condition of the target control; if the event sending object is a control owner, controlling to send the game event corresponding to the target control to the target scene component.
8. The method according to claim 5, characterized in that, The setting the operation effect of the target control according to the second editing operation includes: setting operation effects corresponding to one or more specified operation methods for the target control according to the second editing operation; The responding to a trigger operation for the target control, and controlling to execute the operation effect of the target control includes: if it is detected that there is a trigger operation for the target control, and the operation method of the trigger operation belongs to the specified operation method, controlling to execute the operation effect corresponding to the operation method of the trigger operation.
9. The method according to claim 1, wherein The target control is an information display control; the method further includes: Responding to a third editing operation on the target control, and setting the information to be displayed corresponding to the target control according to the third editing operation; When controlling the display of the target control, the method further includes: Displaying the information to be displayed in the target control, and / or playing the target voice corresponding to the information to be displayed.
10. The method according to claim 1, wherein The method further includes: Responding to a fourth editing operation on the target control, and setting the visualization attributes of the target control according to the fourth editing operation; the visualization attributes include one or more of the following attributes: shape, size, angle, position, color, texture, material, transparency; The controlling the display of the target control includes: Controlling the display of the target control according to the visualization attributes.
11. The method according to any one of claims 5 to 10, characterized in that, Before the second editing operation, the third editing operation or the fourth editing operation, the method further includes: Responding to an operation of selecting the target control as the control to be edited in the editing interface, and displaying the control editing interface of the target control; The second editing operation, the third editing operation or the fourth editing operation is an operation performed in the control editing interface of the target control.
12. The method according to claim 1, characterized in that, The method further includes: During the game running stage, responding to the activation condition of the target control being triggered, and controlling the target scene component to play a preset target animation.
13. The method according to claim 1, wherein The responding to the first editing operation in the editing interface and associating the target scene component with the target control according to the first editing operation includes: Responding to a first control association operation on the target scene component, and providing one or more candidate controls; the one or more candidate controls include the target control; Responding to an operation of selecting the target control from the candidate controls, and associating the target scene component with the target control.
14. The method according to claim 13, characterized in that The responding to the first control association operation on the target scene component and providing one or more candidate controls includes: Displaying the control association setting interface of the target scene component; Responding to a first control association operation in the control association setting interface, and providing one or more candidate controls.
15. The method according to claim 14, wherein The displaying the control association setting interface of the target scene component includes: Responding to a second control association operation on the target scene component, and determining a target trigger type from multiple control trigger types according to the second control association operation; Displaying the control association setting interface of the target scene component based on the target trigger type; the control association setting interface provides condition setting controls corresponding to the target trigger type; The determining the activation condition of the target control based on the target scene component includes: Responding to a condition setting operation performed through the condition setting control, and determining the activation condition of the target control according to the condition setting operation; the activation condition is the condition under the target trigger type.
16. The method according to claim 15, wherein The target trigger type is an area trigger type, the condition setting control corresponding to the target trigger type includes an area setting control, and the condition setting operation is an area setting operation. The response performs a conditional setting operation through the conditional setting control, and determines the effective condition of the target control according to the conditional setting operation, including: Respond to the area setting operation performed through the area setting control, determine the trigger area according to the area setting operation, and determine the effective condition of the target control as: the virtual object controlled by the player enters the trigger area.
17. The method according to claim 15, characterized in that, The response to the second control association operation for the target scene component determines the target trigger type among multiple control trigger types according to the second control association operation, and displays the control association setting interface of the target scene component based on the target trigger type, including: Respond to the control addition trigger operation for the target scene component, and display the control trigger type selection interface; options corresponding to the multiple control trigger types are provided in the control trigger type selection interface; Respond to the selection operation performed among the options corresponding to the multiple control trigger types, determine the target trigger type, and display the control association setting interface of the target scene component based on the target trigger type.
18. The method according to claim 13, characterized in that The providing one or more candidate controls includes: Display a control selection interface, and the one or more candidate controls are provided in the control selection interface.
19. The method according to claim 18, characterized in that, The control selection interface includes a control list and a control canvas; the control list includes the identifiers of the candidate controls; the control canvas includes the visual candidate controls; the operation of selecting the target control in the control selection interface includes: the operation of selecting the identifier of the target control in the control list, or the operation of selecting the visual target control in the control canvas.
20. The method according to claim 19, wherein The method further includes: When the identifier of the target control is selected in the control list, display the visual target control in the control canvas as the selected state; and / or when the visual target control is selected in the control canvas, display the identifier of the target control in the control list as the selected state.
21. The method according to claim 1, characterized in that, In the case of associating the target scene component with the target control according to the first editing operation, the method further includes: Determine the invalidation condition of the target control based on the target scene component; During the game running stage, when the target control has been displayed, respond to the triggering of the invalidation condition of the target control, and control to hide the target control.
22. The method according to claim 1, wherein The method further includes: Respond to the fifth editing operation in the editing interface, and set the target control corresponding to the fifth editing operation as the basic control; the basic control is configured to be fixedly displayed in the game interface during the game running stage.
23. A game control editing device, characterized in that, The device includes: An editing interface display processing module, configured to display an editing interface in the graphical user interface corresponding to the editor of the game program; the editor provides an editable game editing scene and one or more editable controls; the game editing scene includes one or more scene components, and the scene components are configured to generate corresponding scene component models during the game running stage; Component and control association processing module, which responds to a first editing operation in the editing interface, associates a target scene component with a target control according to the first editing operation, and determines the activation condition of the target control based on the target scene component; the target scene component is a scene component in the game editing scene; the target control is a control among the one or more editable controls; Control interaction processing module, configured to control the display of the target control in response to triggering the activation condition of the target control during the game running phase.
24. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 22.
25. An electronic device, characterized in that, Comprising: Processor; Memory, for storing the executable instructions of the processor; Wherein, the processor is configured to execute the method according to any one of claims 1 to 22 by executing the executable instructions.