Component editing method, storage medium and electronic equipment

By displaying the values ​​of preset attributes with visual objects in the game editing scene and synchronously adjusting their status information, the problem of overly data-oriented attribute editing methods in the existing technology is solved, and users can achieve intuitive editing that meets their expectations.

CN120643918APending Publication Date: 2025-09-16NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510948694.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-08-17
Publication Date
2025-09-16

AI Technical Summary

Technical Problem

The existing method for editing game scene component properties is too data-based, making it difficult for users to understand the effects corresponding to the numerical values, resulting in difficulty in editing to obtain expected results, and the interaction method is inconvenient.

Method used

In the game editing scene, the preset properties are displayed in the form of visual objects, the state information of the visual objects is associated with the values ​​of the preset properties, the values ​​of the preset properties are displayed through the state information of the visual objects, and the state information of the visual objects is synchronously adjusted when the values ​​of the preset properties are adjusted.

Benefits of technology

It enables users to intuitively see and understand the numerical effects after editing, improves the convenience and accuracy of editing, and solves the problem of overly data-oriented attribute editing methods.

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Abstract

The invention provides a component editing method, a storage medium and electronic equipment, and relates to the technical field of computers and human-computer interaction. The method comprises the following steps: displaying a game editing scene in a graphical user interface provided by running a game program; the game editing scene comprises one or more scene components; in response to an editing trigger instruction for a preset attribute of the to-be-edited scene component, displaying a visual object corresponding to the preset attribute in the game editing scene; the scene component to be edited is a component in the one or more scene components; the state information of the visual object is configured to be associated with the numerical value of the preset attribute; and in response to the state information editing operation for the visual object or the numerical value editing operation for the preset attribute, controlling the state information of the visual object and the numerical value of the preset attribute to be synchronously adjusted, and displaying the visual object based on the adjusted state information. According to the invention, the user can visually see the effect of scene component attribute editing.
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Description

Technical Field

[0001] The present disclosure relates to the technical field of games and human-computer interaction, and in particular to a component editing method, a storage medium, and an electronic device. Background Art

[0002] With the development of computer and human-computer interaction technology, games have become an important form of daily entertainment. Some games allow for editing the properties of scene components within the game. For example, users can edit properties such as the range or force of a mechanism component within the game scene. This allows them to trigger the mechanism during gameplay to achieve the desired effect.

[0003] In related technologies, scene component properties are typically edited numerically, such as by providing a numeric field in the editing interface, allowing users to directly enter the value to edit the property. However, this property editing method is too data-based, making it difficult for users to understand the effects of different values, making it difficult to achieve the desired editing results. Summary of the Invention

[0004] The present disclosure provides a component editing method in a game, a component editing device in a game, a computer-readable storage medium, and an electronic device, so as to at least to some extent solve the problem that the attribute editing method in the related art is too data-oriented.

[0005] According to a first aspect of the present disclosure, a method for editing components in a game is provided, comprising: displaying a game editing scene in a graphical user interface provided by a running game program; the game editing scene comprising one or more scene components; in response to an edit trigger instruction for a preset attribute of a scene component to be edited, displaying a visual object corresponding to the preset attribute in the game editing scene; the scene component to be edited is a component among the one or more scene components; state information of the visual object is configured to be associated with a numerical value of the preset attribute; in response to an editing operation on the state information of the visual object or an editing operation on the numerical value of the preset attribute, controlling the state information of the visual object to be synchronously adjusted with the numerical value of the preset attribute, and displaying the visual object based on the adjusted state information.

[0006] According to a second aspect of the present disclosure, a component editing device in a game is provided, comprising: a game editing scene display module, configured to display a game editing scene in a graphical user interface provided by running a game program; the game editing scene comprises one or more scene components; a visual object display module, configured to respond to an edit trigger instruction for a preset attribute of the scene component to be edited, and display a visual object corresponding to the preset attribute in the game editing scene; the scene component to be edited is a component among the one or more scene components; the state information of the visual object is configured to be associated with the numerical value of the preset attribute; an editing operation response module, configured to respond to an editing operation on the state information of the visual object or an editing operation on the numerical value of the preset attribute, control the state information of the visual object to be synchronously adjusted with the numerical value of the preset attribute, and display the visual object based on the adjusted state information.

[0007] According to a third aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the component editing method in the game of the first aspect and its possible implementation methods are implemented.

[0008] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the component editing method in the game of the above-mentioned first aspect and its possible implementation method by executing the executable instructions.

[0009] The technical solution disclosed in this disclosure has the following beneficial effects: On the one hand, the preset properties of the scene components to be edited are displayed in the game editing scene in the form of visual objects, and the state information of the visual objects is associated with the numerical values ​​of the preset properties, so that the numerical values ​​of the preset properties are displayed through the state information of the visual objects. When the numerical values ​​of the preset properties are adjusted, the state information of the visual objects is synchronously adjusted, and the visual objects are displayed based on the adjusted state information. When the user edits the preset properties of the scene components, they can intuitively see and understand the effects corresponding to the edited numerical values. This solves the problem of over-dataization of property editing methods in related technologies, and helps users edit to obtain expected results. On the other hand, this solution has a low implementation cost and high applicability. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] Figure 1 A system architecture diagram according to this exemplary embodiment is shown; Figure 2 A flowchart showing a method for editing components in a game according to this exemplary embodiment is shown; Figure 3A schematic diagram showing a game editing scene in this exemplary embodiment; Figure 4A A schematic diagram of an interface for setting a viewing angle in this exemplary embodiment is shown; Figure 4B A schematic diagram showing a God's perspective in this exemplary embodiment; Figure 4C A schematic diagram illustrating a game perspective in this exemplary embodiment; Figure 5 A flowchart showing a visualization object in this exemplary embodiment is shown; Figure 6 A schematic diagram showing a display of a visual object in this exemplary embodiment is shown; Figure 7A A schematic diagram showing a visual object of a point or the same component type and its editable state information in this exemplary embodiment; Figure 7B A schematic diagram showing a region-type visual object and editable state information thereof in this exemplary embodiment; Figure 7C A schematic diagram showing a curve-type visualization object and editable state information thereof in this exemplary embodiment; Figure 7D A schematic diagram showing a vector-type visual object and editable state information thereof in this exemplary embodiment; Figure 8 A schematic diagram showing an operation control in this exemplary embodiment; Figure 9 A schematic structural diagram of a component editing device in a game according to this exemplary embodiment is shown; Figure 10 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION

[0011] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0012] 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 can 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 being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art will appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or that other methods, components, devices, steps, etc. may be used to replace one or more specific details.

[0013] Scene components refer to the people or objects that make up the game scene. The properties of scene components may affect the interaction between game characters and scene components. For example, a game scene may contain a mechanism component with two properties: range and force. When a game character enters its range, the mechanism component is triggered to activate, and the force applied by the mechanism component produces effects such as knockback or repulsion. Users can edit the properties of scene components to achieve different levels or types of effects during gameplay.

[0014] However, the attribute editing methods used in related technologies are overly data-driven, making it difficult for users to understand the effects of different values. For example, if a user adjusts the range of a mechanism component to 2 or the force to 3, they cannot intuitively perceive the range or force in the corresponding editing interface. This makes it difficult to achieve the desired results. Furthermore, the editing interaction method is not very convenient.

[0015] In view of the above problems, exemplary embodiments of the present disclosure provide a method for editing components in a game.

[0016] Figure 1A system architecture diagram is shown. System architecture 100 may include a terminal device 110 and a server 120. Terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other device. It has a display function and is capable of displaying a graphical user interface (GUI). The GUI may include an operating system interface or an application interface, etc. A game program, such as an online game client program, is installed on terminal device 110. When the game program runs on terminal device 110, a game editing scene may be displayed in the GUI, where the user can edit scene components. Server 120 generally refers to the backend system that provides the game service in this exemplary embodiment and may be a single server or a cluster of multiple servers. Server 120 is deployed with an online game server program for processing game data on the server side. Terminal device 110 and server 120 may be connected via a wired or wireless communication link for data transmission. The method for editing game components may be executed independently by terminal device 110 or jointly by terminal device 110 and server 120.

[0017] In one embodiment, the component editing method in a game can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the aforementioned system architecture 100. Various cloud applications, such as cloud gaming, can be run within the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program execution and the game screen presentation are separate. The storage and execution of in-game control and interaction methods are performed on a cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) receives and sends data and presents the game screen. For example, a cloud gaming client can be a display device with data transmission capabilities located near the user, such as a mobile terminal, television, computer, or PDA. The cloud gaming server in the cloud performs information processing. During game play, the user operates the cloud gaming client to send operational instructions to the cloud gaming server. The cloud gaming server runs the game according to the operational instructions, encodes and compresses the game screen and other data, and returns it to the cloud gaming client via the network. Finally, the cloud gaming client decodes and outputs the game screen.

[0018] In one embodiment, the component editing method can be implemented in a stand-alone game. No server deployment is required, and the entire game program can be installed on a terminal device, and the component editing method in the game can be executed.

[0019] In one embodiment, reference Figure 2 As shown, the component editing method in the game may include the following steps S210 to S230: Step S210: displaying a game editing scene in a graphical user interface provided by the running game program; the game editing scene includes one or more scene components; Step S220: In response to an edit trigger instruction for a preset attribute of a scene component to be edited, displaying a visual object corresponding to the preset attribute in the game editing scene; the scene component to be edited is a component among the one or more scene components; and the state information of the visual object is configured to be associated with a value of the preset attribute. Step S230 , in response to an edit operation on the state information of the visual object or an edit operation on the value of a preset attribute, controlling the state information of the visual object and the value of the preset attribute to be synchronously adjusted, and displaying the visual object based on the adjusted state information.

[0020] exist Figure 2 In the method shown, on the one hand, the preset properties of the scene component to be edited are displayed in the game editing scene in the form of a visual object, and the state information of the visual object is associated with the value of the preset property, so that the value of the preset property is displayed through the state information of the visual object. When the value of the preset property is adjusted, the state information of the visual object is synchronously adjusted, and the visual object is displayed based on the adjusted state information. When the user edits the preset properties of the scene component, he can intuitively see and understand the effect corresponding to the edited value. This solves the problem of the attribute editing method in the related art being too data-oriented, and is conducive to the user editing to obtain the expected results. On the other hand, this solution has a low implementation cost and high applicability.

[0021] Below Figure 2 Provide detailed instructions for each step.

[0022] refer to Figure 2 In step S210, a game editing scene is displayed in a graphical user interface provided by running the game program; the game editing scene includes one or more scene components.

[0023] When a terminal device is running a game program, a game editing scene can be displayed in a graphical user interface. The game program can be a main game program that provides a game scene editing function (e.g., a built-in game editor). When a user uses this function, the game editing scene can be displayed within the main game program. Alternatively, the game program can be an editing program that runs independently of the main game program. When the editing program is used to edit a game scene, the game editing scene is displayed.

[0024] This exemplary embodiment supports players to customize editing scenes. Therefore, the user in this article can refer to the game production staff (such as artists) of the game manufacturer, or the player.

[0025] Users can choose to create a new game scene and edit it, or they can choose to edit an existing game scene. A game editing scene is the game scene currently being edited. A game editing scene can include the scene's background and one or more generated scene components. These scene components can be built-in scene components (for example, a game program may provide preset game scenes of various styles, and users can select a preset game scene for editing, which initially comes with built-in scene components) or user-generated scene components. Scene components can be characters, objects, or parts of characters or objects in the game, such as NPCs (non-player characters).

[0026] In one embodiment, when displaying a game editing scene, one or more scene component selection controls may also be displayed in the graphical user interface. Figure 3 As shown, the scene component selection controls may include controls such as "block component", "cylinder component", "semi-cylinder component", etc., which are used to generate corresponding scene components in the game editing scene in response to user operations on the controls. For example, if the user clicks the "block component" control, a block component can be generated in the game editing scene.

[0027] In one embodiment, the game program may come with one or more scene components, such as scene components pre-configured by artists and stored in the game program, and may provide corresponding scene component selection controls so that players can conveniently use these scene components to edit scenes, such as adding scene components in the game editing scene with one click.

[0028] In one embodiment, scene components can be pre-configured by the player. Players can obtain scene components that are not originally in the game program by modeling in the game editing scene or other editing interface. Corresponding scene component selection controls can also be provided for scene components pre-configured by the player. When pre-configuring scene components, one or more information such as the size, position, orientation, color, texture, and shape of the scene components can be configured. In this way, when the user uses these scene components in the game editing scene, they can directly call the configured information, which is very convenient and efficient. Of course, the user can also adjust the configured information in the scene components, such as adjusting one or more of the above information to make it more in line with their needs and preferences.

[0029] In one embodiment, a virtual camera can be set up in the game editing scene. A virtual camera is a tool within the game program that simulates a real camera to capture the game scene. It can be set up anywhere in the game editing scene and capture the game scene from any perspective. In other words, the virtual camera can have any position within the game scene, and its position can be fixed or dynamically changing. Furthermore, any number of virtual cameras can be set up in the game editing scene, and different virtual cameras can capture different game scene images.

[0030] refer to Figure 4A As shown, the game editing scene can present two different perspectives, namely the God's perspective and the game perspective. Users can choose which perspective to use in the relevant setting interface of the game editing scene. The God's perspective refers to observing the game editing scene from a third-person perspective. Figure 4B As shown, in the God's perspective, the user can directly control the virtual camera to move the perspective (the virtual camera is not displayed) instead of controlling the game character in the game editing scene. The game perspective refers to observing the game editing scene from a first-person perspective. Figure 4C As shown, in the game perspective, the user can control 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. When the user controls the game character to move, the virtual camera moves synchronously, thereby changing the perspective. In the top-down perspective or game perspective, the game editing scene can be set up with a virtual joystick, up and down controls, etc., and the user can use these controls to move the virtual camera or the game character.

[0031] Continue to refer Figure 2 In step S220, in response to an editing trigger instruction for a preset attribute of a scene component to be edited, a visual object corresponding to the preset attribute is displayed in the game editing scene; the scene component to be edited is a component among the one or more scene components mentioned above; and the state information of the visual object is configured to be associated with the numerical value of the preset attribute.

[0032] The scene component to be edited can be any scene component in the game editing scene. For example, a user can select any scene component in the game editing scene and use it as the scene component to be edited. Alternatively, a user can generate a scene component in the game editing scene by operating a scene component selection control, etc. After the scene component is generated, the scene component is set as the scene component to be edited by default.

[0033] Preset attributes are one or more properties that can be visualized, such as position, speed, range, and force. Game developers can pre-define and configure which attributes are preset. Different types of scene components can have different preset attributes.

[0034] An editing trigger instruction refers to an instruction that triggers the start of editing of a preset property, and may include but is not limited to the following instructions: an operating instruction to display the editing interface of the preset property, such as when the user selects the scene component to be edited, the editing interface of the scene component to be edited is displayed in the graphical user interface, and the user can further select a preset property, indicating that the preset property needs to be edited, triggering entry into the editing interface of the preset property, and generating an editing trigger instruction for the preset property; or, an operating instruction to start adjusting the value of the preset property, such as when the user selects the scene component to be edited, the editing interface of the scene component to be edited is displayed in the graphical user interface, in which various numerical adjustment controls of the preset properties (such as controls in the form of numerical bars or numerical sliders) can be displayed. When the user operates the numerical adjustment control of a preset property, the value of the preset property starts to be adjusted, and an editing trigger instruction for the preset property is generated.

[0035] A visualization object is a virtual object that represents a preset attribute and can be in the form of a point, line (e.g., a straight line or curve), or area (e.g., a two-dimensional area or a three-dimensional area). The state information of the visualization object may include, but is not limited to, one or more of position, direction, and size. In this exemplary embodiment, an association between the state information of the visualization object and the numerical value of the preset attribute is preconfigured. When an edit trigger instruction is detected, indicating that the user has begun editing the preset attributes of the scene component to be edited, the visualization object is displayed in the game editing scene, and the numerical value of the preset attribute is represented by the state information of the visualization object, so that the user can intuitively see the effect corresponding to the numerical value of the preset attribute.

[0036] In one embodiment, in response to an edit trigger instruction for a preset attribute of a scene component to be edited, displaying a visual object corresponding to the preset attribute in the game editing scene may include the following steps: In response to an edit trigger instruction for a preset attribute of a scene component to be edited, a visual object corresponding to the preset attribute is displayed in the game editing scene according to the type of the preset attribute.

[0037] Among them, visual objects corresponding to different types of preset attributes can be pre-configured, so that after the preset attribute to be edited by the user is determined, the corresponding visual object can be quickly determined and displayed according to the type of the preset attribute.

[0038] For example, a virtual model can be pre-built for each type of preset attribute, assigned an identifier, and a corresponding relationship with the preset attribute can be established, thereby obtaining a visual object corresponding to each type of preset attribute. In response to an edit trigger instruction for a preset attribute, the corresponding visual object is determined based on the type of preset attribute, and the virtual model is loaded using the identifier to be displayed in the game editing scene.

[0039] In one embodiment, reference Figure 5 As shown, the above-mentioned displaying the visual object corresponding to the preset attribute in the game editing scene according to the type of the preset attribute may include the following steps S510 and S520: Step S510, determining the type of the visual object corresponding to the preset attribute according to the type of the preset attribute; Step S520: Display the visual object in the game editing scene according to the type of the visual object.

[0040] The same type of preset attributes may correspond to the same type of visual objects, and the corresponding relationship may be pre-configured. This may be exemplified by the following scenarios.

[0041] If the type of the preset attribute is position or speed, then the type of the visual object corresponding to the preset attribute is determined to be the first type. Speed ​​represents the speed at which the scene component to be edited moves itself or drives other virtual objects to move, and the speed can be represented by the end position of the movement. The first type of visual object is a visual object that can display position information, such as a point, an arrow (can be one or more arrows, and the arrow can point to a certain position), an identical component (referring to a component that is the same as the scene component to be edited), etc. For example, the scene component to be edited is a movable object, and its speed can be edited as a preset attribute. By generating and displaying a visual object of a point, arrow or identical component, the position of the scene component to be edited after moving at a certain speed can be represented.

[0042] If the preset attribute type is range (or area), the type of visualization object corresponding to the preset attribute is determined to be the second type. A second type of visualization object is one that can display range information, such as an area. For example, if the scene component to be edited is a sound emitter, its sound propagation range is a preset attribute that can be edited. By generating and displaying a visualization object for the area, the sound propagation range of the scene component to be edited can be represented.

[0043] If the type of the preset attribute is path or interaction, then the type of the visual object corresponding to the preset attribute is determined to be the third type. The path represents the path of movement of the scene component to be edited itself, or the path of driving other virtual objects to move through forces, etc. Interaction represents the effect exerted by other virtual objects when the scene component to be edited interacts with other virtual objects. The third type of visual object is a visual object that can display path or interaction information, such as a curve. The curve has a certain trajectory, which represents the trajectory of the path or interaction. For example, the scene component to be edited is a spring board, which can bounce other virtual objects and make them move along a certain path. The path length is a preset attribute that can be edited. By generating and displaying a curve visual object, the curved trajectory of the scene component to be edited that bounces other virtual objects can be represented to reflect the length of the path of the bounce.

[0044] It should be understood that the above classification of the types of preset attributes and the corresponding relationship between them and the types of visual objects are only for illustrative purposes. The types of corresponding preset attributes and the corresponding relationship between them and the types of visual objects can be set according to the specific circumstances of the preset attributes in the game. For example, the speed type can be further divided into two more specific types: self-moving speed and driving external speed. The self-moving speed represents the speed at which the scene component moves itself, and the driving external speed represents the speed at which the scene component acts on other virtual objects to drive them to move. The type of visual object corresponding to the preset attribute of the self-moving speed type can be set to the first type (indicating the terminal position that can be reached after a certain self-moving speed, a unit time or a fixed time), and the type of visual object corresponding to the preset attribute of the driving external speed type can be set to the fourth type such as vector, and so on.

[0045] In one embodiment, if the type of the preset attribute is force or speed, the type of the visual object corresponding to the preset attribute is determined to be the fourth type. Force represents the force applied by the scene component to be edited to other virtual objects (other virtual objects may be other scene components or game characters, etc.), and speed represents the speed at which the scene component to be edited moves itself or drives other virtual objects to move. The fourth type of visual object is a visual object that can display force or speed information, such as a vector. A vector has a certain direction and length, which represents the direction and magnitude of the force or speed. For example, the scene component to be edited is a trampoline component, which can produce an elastic impact on other virtual objects. The impact force or impact speed is a preset attribute that can be edited. By generating and displaying a vector visual object, the direction and magnitude of the impact force or impact speed of the scene component to be edited can be represented.

[0046] When the type of the visualization object is determined, the visualization object of this type is displayed, thereby realizing the concretization of the preset attributes.

[0047] refer to Figure 6 For example, in a game editing scene, the user selects trampoline component 601 as the scene component to be edited. Trampoline component 601 has its impact force or impact velocity as preset attributes that can be edited. When the user selects impact velocity to begin editing, the corresponding visualization object type is determined to be a vector based on the impact velocity preset attribute type. A vector visualization object 602 is then generated and displayed, representing the direction and magnitude of the impact velocity of the scene component to be edited.

[0048] In one embodiment, the display position of the visual object can be determined based on the position of the scene component to be edited in the game editing scene and / or the current value of the preset attribute. For example, if the preset attribute type is position and the visual object is a point, the current value of the preset attribute represents the current position (such as the currently set movement end position of the scene component to be edited, etc.), and this current position can be used as the display position of the visual object. If the preset attribute type is range and the visual object is an area, etc., the position of the scene component to be edited can be used as the center point position of the visual object. If the preset attribute type is force or speed and the visual object is a vector, etc., the position of the scene component to be edited can be used as the starting position of the visual object, and the end position of the visual object can be determined based on the current value of the preset attribute, with a straight line between the starting position and the end position. If the preset attribute type is path or interaction and the visual object is a curve, etc., the position of the scene component to be edited can be used as the starting position or end position of the visual object, and the end position or starting position of the visual object can be determined based on the current value of the preset attribute, with a curve between the starting position and the end position.

[0049] In one embodiment, in response to an edit trigger instruction for a preset attribute of a scene component to be edited, before displaying a visual object corresponding to the preset attribute in the game editing scene, the component editing method in the game may further include the following steps: In the case of triggering the editing of the scene component to be edited, if the scene component to be edited has preset attributes, an editing trigger instruction for the preset attributes is generated.

[0050] Among them, triggering the editing of the scene component to be edited can be to put the scene component to be edited into an editing state. For example, when the scene component to be edited is determined in the one or more scene components (for example, the user selects a scene component as the scene component to be edited), or a scene component is generated as the scene component to be edited, the editing of the scene component to be edited can be automatically triggered. Alternatively, operation options related to the scene component to be edited can be provided. If the user further chooses to open the editing interface (setting interface, advanced setting interface, etc.) of the scene component to be edited, the editing of the scene component to be edited is triggered.

[0051] When triggering the editing of a scene component to be edited, if the scene component to be edited has preset attributes, that is, the scene to be edited has visualizable attributes, an edit trigger instruction for the preset attributes can be generated. For example, if a user operates to open the editing interface of the scene component to be edited, the preset attributes are displayed in the editing interface of the scene component to be edited. When the editing interface of the scene component to be edited is displayed, the generation of an edit trigger instruction for the preset attributes can be triggered. When the edit trigger instruction is generated, step S220 can be further executed to display the visual object. This can reduce user operations, quickly enter the editing state of the preset attributes, and improve efficiency.

[0052] Furthermore, if the scene component to be edited has a preset attribute, an edit trigger instruction for the preset attribute can be generated, and then a visual object corresponding to the preset attribute can be displayed. If the scene component to be edited has multiple preset attributes, edit trigger instructions for multiple preset attributes can be generated, and then multiple visual objects corresponding to the multiple preset attributes can be displayed, providing richer visual information.

[0053] In one embodiment, in response to an edit trigger instruction for a preset attribute of a scene component to be edited, before displaying a visual object corresponding to the preset attribute in the game editing scene, the component editing method in the game may further include the following steps: In the case of triggering the editing of the scene component to be edited, in response to the operation of selecting the preset attribute to be edited from the preset attributes of the scene component to be edited, an editing trigger instruction for the preset attribute to be edited is generated.

[0054] Among them, the conditions for triggering the editing of the scene component to be edited can refer to the above. The operation of selecting the preset attribute to be edited can be an operation in which the user selects in the preset attributes of the scene component to be edited by clicking, double-clicking, long pressing, etc., such as the operation in which the user selects a preset attribute in the editing interface of the scene component to be edited. Regardless of whether the scene component to be edited has one or more preset attributes, an edit trigger instruction for the preset attribute to be edited can be generated in response to the operation of selecting the preset attribute to be edited in the preset attributes of the scene component to be edited. Then, step S220 is executed, and in response to the edit trigger instruction for the preset attribute to be edited, the visual object corresponding to the preset attribute to be edited is displayed in the game editing scene. In other words, for unselected preset attributes, their corresponding visual objects may not be displayed. This allows the user to only see the required attribute value visualization effect.

[0055] Furthermore, if the user selects a preset attribute to be edited, an edit trigger instruction for the preset attribute to be edited can be generated, and a visual object corresponding to the preset attribute to be edited can be displayed. If the user selects multiple preset attributes to be edited, edit trigger instructions for multiple preset attributes to be edited can be generated, and multiple visual objects corresponding to the multiple preset attributes to be edited can be displayed, thereby providing richer visual information.

[0056] Of course, there can be no limit on the number of preset attributes that a user can select to be edited, allowing the user to select any number of preset attributes to be edited. Alternatively, there can be a limit on the number of preset attributes to be edited, such as allowing the user to select only one or a maximum of two preset attributes to be edited. This avoids an excessive number of visual objects being displayed later, thereby ensuring the simplicity of the game editing scene interface.

[0057] In one embodiment, in response to an edit trigger instruction for a preset attribute of a scene component to be edited, before displaying a visual object corresponding to the preset attribute in the game editing scene, the component editing method in the game may further include the following steps: In the case of triggering the editing of the scene component to be edited, if the scene component to be edited has only one preset attribute, an editing trigger instruction for the preset attribute is generated; if the scene component to be edited has multiple preset attributes, in response to the operation of selecting the preset attribute to be edited from these preset attributes, an editing trigger instruction for the preset attribute to be edited is generated.

[0058] If the scene component to be edited has only one preset attribute, it can be assumed that the user needs to edit the preset attribute, and an edit trigger instruction for the preset attribute can be generated. For example, when the user opens the editing interface of the scene component to be edited, the editing interface of the scene component to be edited only displays one attribute with an editable value. This is the preset attribute, and the generation of an edit trigger instruction for the preset attribute can be triggered when the editing interface of the scene component to be edited is displayed.

[0059] If the scene component to be edited has multiple preset attributes, the user needs to select from them to determine the preset attribute to be edited, triggering the generation of an edit trigger instruction for the preset attribute to be edited. There may be no limit on the number of preset attributes to be edited that the user can select, or there may be specific restrictions. Exemplarily, the setting allows the user to only select one preset attribute to be edited. In this way, when the scene component to be edited has only one preset attribute, an edit trigger instruction for the preset attribute is generated by default to display a visual object corresponding to the preset attribute. When the scene component to be edited has only multiple preset attributes, the user selects one of the preset attributes as the preset attribute to be edited, and an edit trigger instruction for the preset attribute to be edited is generated to display a visual object corresponding to the preset attribute to be edited. This ensures that at most one visual object is displayed in the game editing scene.

[0060] In one embodiment, the component editing method in the game may further include the following steps: In response to the editing trigger instruction, an editing interface of the preset attribute is displayed in the graphical user interface.

[0061] The preset attribute editing interface is used to edit the preset attribute information (including the value). For example, subsequent editing operations on the preset attribute value can be performed in the preset attribute editing interface. As described above, the edit trigger instruction can be an operation instruction to display the preset attribute editing interface. In response to this instruction, the preset attribute editing interface can be displayed in the graphical user interface. Alternatively, the edit trigger instruction can be an operation instruction to start adjusting the preset attribute value. In response to the edit trigger instruction, the preset attribute editing interface can also be triggered to display.

[0062] Continue to refer Figure 2 In step S230, in response to an editing operation on the state information of the visualization object or an editing operation on the value of a preset attribute, the state information of the visualization object and the value of the preset attribute are controlled to be synchronously adjusted, and the visualization object is displayed based on the adjusted state information.

[0063] Among them, the status information editing operation can act on the visual object, such as the operation of moving, scaling or rotating the visual object, which will change the status information of the visual object. The numerical editing operation can act on the numerical value of the preset attribute, such as the operation of entering a numerical value in the numerical column of the preset attribute, the operation of adjusting the numerical slider, etc., which will change the numerical value of the preset attribute. In this exemplary embodiment, only the editing of the status information of the visual object can be opened, that is, the user can only adjust the numerical value of the preset attribute through the status information editing operation. It is also possible to only open the editing of the numerical value of the preset attribute, that is, the user can only adjust the numerical value of the preset attribute through the numerical editing operation. It is also possible to start editing the status information of the visual object and editing the numerical value of the preset attribute at the same time, that is, the user can adjust the numerical value of the preset attribute through the status information editing operation or the numerical editing operation, thus providing users with a variety of different adjustment operation methods and improving the convenience of operation.

[0064] Because the state information of the visual object is associated with the numerical value of the preset attribute, when one changes, the other can be controlled to change synchronously. For example, as the user adjusts the state information of the visual object, the game program controls the numerical value of the preset attribute to adjust synchronously. Alternatively, as the user adjusts the numerical value of the preset attribute, the game program controls the state information of the visual object to adjust synchronously. When the state information is adjusted, the visual object is displayed based on the adjusted state information, such as a picture after the position, direction, or size of the visual object has changed. The gradual change of the state information of the visual object can be displayed during the adjustment process, or the visual object before adjustment can be directly changed to the visual object after adjustment without displaying the intermediate change process. Thus, a variety of different adjustment operation methods are provided to the user, and the user can adjust the visual object or the numerical value of the preset attribute, which is relatively convenient. It also allows the user to intuitively see the corresponding effect of the numerical adjustment of the preset attribute through the visual object, making it easier to edit and obtain the expected results.

[0065] In one embodiment, the visual object may be a child component of the scene component to be edited, that is, the scene component to be edited is the parent component of the visual object. Accordingly, the above-mentioned control of synchronously adjusting the state information of the visual object and the value of the preset attribute may include the following steps: When the state information of the visual object is controlled for adjustment, the property adjustment parameters of the scene component to be edited are determined according to the state information of the visual object, and the values ​​of the preset properties are adjusted according to the property adjustment parameters.

[0066] A subcomponent is a scene component. In a game editing scene, a scene component has a specific appearance. Therefore, a visual object, as a scene component, also has a specific appearance and can be displayed visually. A subcomponent is associated with its parent component. For example, you can bind the subcomponent's state information to the value of a parent component's preset properties, thus associating the two.

[0067] In one embodiment, the state information of the child component can be the same as the value of the preset attribute of the parent component. For example, the parent component (i.e., the scene component to be edited) is a sound-emitting body in the game, and its preset attribute is the sound propagation range. The value of the preset attribute represents the propagation radius of the sound of the sound-emitting body in the game. The child component (i.e., the visual object) is a circular area, and its state information includes a radius, which is equal to the radius of the sound propagation range. When controlling the radius adjustment of the circular area, such as when the user zooms in and out of the circular area to adjust the radius size, the adjusted radius value or the change in radius can be used as a property adjustment parameter to adjust the radius of the sound propagation range, so that the values ​​of the two are always kept synchronized. Furthermore, if the state information of the child component is the same as the value of the preset attribute of the parent component, when the state information of the child component changes, based on the relationship between the child component and the parent component, the state information can be written back to the parent component to update the value of the preset attribute of the parent component, thereby achieving synchronous adjustment of the state information of the visual object and the value of the preset attribute of the scene component to be edited.

[0068] In one embodiment, the state information of a child component may differ from the numerical value of the preset attribute of the parent component, and the two may be associated through a certain functional relationship (e.g., a linear functional relationship). For example, a parent component (i.e., a scene component to be edited) is a movable object in a game, and its preset attribute is its own movement speed, which may further include movement speeds along the X, Y, and Z axes. A child component (i.e., a visual object) is a component with the same appearance as the parent component, and its state information includes a position, which represents the position reached by the parent component after moving at its own movement speed for a fixed time (which can be a unit time or a periodic movement time set for the scene component to be edited, representing the time it takes for the scene component to be edited to move once). The position of the child component and the parent component's own movement speed are linearly related. For example, the ratio of the child component's relative position relative to the parent component (i.e., representing the movement distance) to the fixed time is the parent component's own movement speed. The parent component's own movement speed is then multiplied by the proportional value in each axis direction (the proportional value can be the cosine value of the angle between the movement direction and each axis) to obtain the movement speed along the X, Y, and Z axes. When controlling the position adjustment of a child component, such as when the user moves the child component to adjust its position, the property adjustment parameters for the parent component's own moving speed can be calculated based on the adjusted position and combined with the above-mentioned linear relationship. For example, the adjusted speed value can be used, and then the parent component's own moving speed can be adjusted according to the property adjustment parameters, including adjusting the moving speeds of the X, Y, and Z axes.

[0069] It should be understood that when the status information of a child component changes, the property adjustment parameters can be calculated at a certain frequency (such as 50Hz) and the values ​​of the preset properties of the parent component can be updated to achieve real-time updating and synchronous adjustment of the two to a certain extent.

[0070] In one embodiment, when adjusting the value of a preset attribute of a parent component, a state information adjustment parameter for the child component is determined based on the value of the preset attribute, and the state information of the child component is adjusted based on the state information adjustment parameter. In other words, changes in the parent component can be linked to the child component, causing the child component to change synchronously. Based on the relationship between the component's state information and the value of the parent component's preset attribute, the state information adjustment parameter for the child component can be calculated from the value of the parent component's preset attribute. This calculation relationship is the opposite of the calculation of the attribute adjustment parameter described above, but the calculation principle remains the same and will not be further described here.

[0071] In one embodiment, the component editing method in the game may further include the following steps: Editable state information of the visualization object corresponding to the type of the preset property is determined; the state information includes editable state information, and the editable state information is configured to be associated with a value of the preset property.

[0072] Among them, editable state information refers to state information that can be edited by the user. In addition, the visual object can also have non-editable state information. Of course, the present disclosure does not limit this, and the state information of the visual object can also be editable state information. In the state information of the visual object, the editable state information is configured to be associated with the numerical value of the preset attribute. Accordingly, the above-mentioned state information editing operation for the visual object may include: editing operation for the editable state information. That is to say, the editable state information of the visual object is associated with the numerical value of the preset attribute, and the game program only allows the editing and adjustment of the editable state information of the visual object. The user's editing operation on the visual object is limited to changing the editable state information associated with the numerical value of the preset attribute, and cannot change the non-editable state information. This reduces the difficulty of the user performing editing operations and reduces the situation of user misoperation.

[0073] Since the editable state information is used to represent the preset attribute, the editable state information of the visual object can be determined based on the type of the preset attribute. Alternatively, if the preset attribute type corresponds to the type of the visual object, the editable state information of the visual object can also be determined based on the type of the visual object.

[0074] In one embodiment, the above-mentioned determination of the editable state information of the visual object corresponding to the type of the preset attribute may include the following situations: If the preset attribute type is position or speed, the editable state information of the visual object is determined to be the position of the visual object. Figure 7A As shown, when editing the speed property of scene component 701 (chair component) to be edited, visual object 702 is a point or an identical component (i.e., a chair component with the same appearance as scene component 701 to be edited). The editable state information of visual object 702 is determined to be its position, allowing editing of the position of the point or identical component, while other state information of the point or identical component is not editable. When the position of the point or identical component changes, the speed property value of scene component 701 to be edited also changes synchronously.

[0075] If the preset property type is range (or area), the editable state information of the visual object is determined as the size of the visual object. Figure 7BAs shown, when editing the playback volume attribute of the scene component to be edited 703 (sound effect player component), the visual object 704 is a circular area, which represents the sound propagation range, and the editable state information of the visual object 704 is determined to be the size of the visual object 704, that is, the size of the circular area is allowed to be edited, while other state information of the circular area is not editable. When the size of the circular area changes, the value of the playback volume attribute of the scene component to be edited 703 also changes synchronously. In one embodiment, if the type of the preset attribute is a range (or area), the editable state information of the visual object is determined to be the position of one or more points of the visual object. These points can be the center point or boundary points of the visual object. For example, if the visual object is a circular area, its editable state information is a boundary point of the circular area, and the position of the boundary point of the circular area is allowed to be edited. For example, the user can operate to move the position of the boundary point, which is equivalent to editing the radius of the circular area, affecting the value of the preset attribute.

[0076] If the preset attribute type is path or interaction, the editable state information of the visual object is determined as the starting position or end position of the visual object. Figure 7C As shown, when editing the bounce force attribute (path type) of scene component 707 (a springboard component), visual object 708 is a curve. The editable state information of visual object 708 is determined to be the starting position or end position of visual object 708 (for a springboard component, the editable state information is the end position, indicating the end point of the bounce path). This means that the starting position or end position of the curve can be edited, while other state information of the curve cannot be edited. When the starting position or end position of the curve changes, the value of the bounce force attribute of scene component 707 changes synchronously.

[0077] In addition, if the type of the preset property is force, the editable state information of the visual object is determined to be the direction and size of the visual object. Figure 7D As shown, when editing the speed attribute of scene component 705 (a blender component), visual object 706 is a vector. The editable state information of visual object 706 is determined to be its size (and / or direction). This means that the size (and / or direction) of the vector can be edited, while other state information of the vector cannot be edited. When the size of the vector changes, the speed attribute value of scene component 705 also changes synchronously.

[0078] In one embodiment, after determining the editable state information of the visual object based on the type of the visual object, the component editing method in the game may further include the following steps: An operation control corresponding to the editable state information is provided in the graphical user interface, and the operation control is used to control an editing operation on the editable state information.

[0079] For example, if the editable state information is position, a move control is provided in the graphical user interface, and the move control can be used to adjust the position. If the editable state information is direction, a rotation control is provided in the graphical user interface, and the rotation control can be used to adjust the direction. If the editable state information is size, a zoom control is provided in the graphical user interface, and the zoom control can be used to adjust the size. Figure 8 As shown, when an edit trigger instruction for a preset attribute is detected, an operation control interface can be provided in the graphical user interface, which includes a variety of different operation controls, wherein the operation control corresponding to the editable state information can be displayed in an operable form, and other operation controls can be displayed in an inoperable form. Figure 8 It is shown that inoperable controls are displayed in gray. Of course, a lock icon or the like may be added to the inoperable controls so that the user can intuitively see which operation controls are available and thus understand which operations can be performed on the visual object.

[0080] In one embodiment, if the preset attribute type is self-moving position or self-moving speed, the visual object corresponding to the preset attribute is determined to be of the first type, such as a point, arrow, or identical component. The editable state information of the visual object is position, such as the position of a point, the position of an arrow, or the position of an identical component. The corresponding operation control includes a move operation control. If the preset attribute type is range, the visual object corresponding to the preset attribute is determined to be of the second type, such as a region, or an area. The editable state information of the visual object is size, such as the radius or area of ​​the region. The corresponding operation control includes a zoom operation control. If the preset attribute type is path or interaction, the visual object corresponding to the preset attribute is determined to be of the third type, such as a curve, or an object that can represent a trajectory. The editable state information of the visual object is the starting position or ending position, such as the starting position or ending position of a curve. The corresponding operation control includes a move operation control. If the preset attribute type is force or external driving velocity, the visual object corresponding to the preset attribute is determined to be of the fourth type, such as a vector, or an object that can represent direction and / or magnitude. The editable state information of the visual object is direction and / or size, such as the direction and / or length of a vector. The corresponding operation controls include a rotation operation control and / or a zoom operation control.

[0081] In one embodiment, if the preset attribute type is position, the visual object corresponding to the preset attribute is determined to be of a first type, such as a point, arrow, or identical component. The editable state information of the visual object is position, such as the position of a point, the position of an arrow, or the position of an identical component. The corresponding operation controls include a move control. If the preset attribute type is range, the visual object corresponding to the preset attribute is determined to be of a second type, such as a region, or other visual object that can represent a range. The editable state information of the visual object is size, such as the radius or area of ​​the region. The corresponding operation controls include a zoom control. If the preset attribute type is path or interaction, the visual object corresponding to the preset attribute is determined to be of a third type, such as a curve, or other visual object that can represent a trajectory. The editable state information of the visual object is the starting or ending position, such as the starting or ending position of a curve. The corresponding operation controls include a move control. If the preset attribute type is force or velocity, the visual object corresponding to the preset attribute is determined to be of a fourth type, such as a vector, or other visual object that can represent direction and / or magnitude. The editable state information of the visual object is direction and / or size, such as the direction and / or length of a vector. The corresponding operation controls include a rotation operation control and / or a zoom operation control.

[0082] In one embodiment, the component editing method in the game may further include the following steps: When you finish editing the preset properties, remove the visualization object from the game editing scene.

[0083] The termination of editing of the preset attributes is determined when the editing interface of the scene component to be edited is closed or the editing state of the scene component to be edited is ended (e.g., if the user selects another scene component as the scene component to be edited, the editing state of the original scene component to be edited is ended). Alternatively, if the editing interface of the preset attributes is already displayed, the termination of editing of the preset attributes is determined in response to the operation of closing the editing interface of the preset attributes. The function of the visualization object is to visually present the preset attributes. If the editing of the preset attributes is ended, the visualization object does not need to be displayed and can be removed from the game editing scene, for example, by directly deleting the visualization object or hiding the visualization object.

[0084] In one embodiment, if the visual object is a subcomponent, upon completion of editing the preset properties, the subcomponent can be deleted, removing the visual object from the game editing scene. This eliminates the need to retain the subcomponent while the preset properties are not being edited, reducing game editing scene overhead. If the preset properties need to be edited again later, the subcomponent can be regenerated in response to an edit trigger for the preset properties to display the visual object.

[0085] In one embodiment, after displaying the visual object in the game editing scene in response to an edit trigger instruction for a preset attribute of a scene component to be edited, the component editing method in the game may further include the following steps: In response to the attribute paste operation, if the type of the copied attribute is the same as the type of the preset attribute, information of the copied attribute is copied to the preset attribute.

[0086] Among them, the copied attribute is the attribute located on the clipboard. If the user has previously performed an attribute copy operation on a certain attribute, then the attribute is a copied attribute. When an edit trigger instruction for the preset attribute is detected, the preset attribute editing state is entered. At this time, the information of other attributes of the same type as the preset attribute can be copied to the preset attribute. Specifically, the user can perform an attribute paste operation, such as pasting in the editing interface of the preset attribute, or selecting the preset attribute and pasting in the editing interface of the scene component to be edited. The game program can detect whether the type of the copied attribute is the same as the type of the preset attribute. If the same, the information of the copied attribute is copied to the preset attribute. The copied information may include numerical values, etc., thereby realizing quick editing of the preset attribute. If the type of the copied attribute is different from the type of the preset attribute, the copying is not performed, and relevant prompt information can be presented, such as text information such as "The attribute type is different and cannot be copied."

[0087] In one embodiment, when controlling the state information of the visual object and the value of the preset attribute to be adjusted synchronously, the component editing method in the game may further include the following steps: Based on the relationship between the preset attribute and its associated attribute, the value of the associated attribute is controlled and adjusted according to the value adjustment information of the preset attribute; the associated attribute is an attribute of the scene component to be edited that is associated with the preset attribute.

[0088] For example, a certain scene component is movable, and its end position is a preset attribute, and the moving time and moving speed are associated attributes of the end position. When the user edits the end position of the scene component, the change in the value of the end position will also affect the change in at least one of the moving time and the moving speed. Therefore, based on the relationship between the three attributes of the end position, the moving time, and the moving speed, the value of at least one of the moving time and the moving speed can be adjusted according to the numerical adjustment information of the end position. If the moving time can be preset to remain unchanged, the moving speed can be adjusted accordingly according to the change in the value of the end position. Alternatively, the moving speed can be preset to remain unchanged, and the moving time can be adjusted accordingly according to the change in the value of the end position. This avoids the mismatch between the different attributes of the scene component to be edited due to editing the preset attributes, ensures the correctness of the game logic, and improves the efficiency of attribute editing.

[0089] In one embodiment, the terminal device is used to perform operations related to establishing or publishing a game scene. For example, after editing in a game editing scene is completed, the game scene can be opened in the terminal device. Figure 4A In the interface shown, by clicking the "Publish Map" control, game scene information corresponding to the game editing scene can be generated. This game scene information can be saved in a first preset location, which can be a map file. This map file can not only save the 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 reviews and approves it, the game scene generated by the game scene information can be published to the preset map pool, so that the terminal device connected to the server can download the corresponding game scene information from the server, and generate the corresponding game scene based on the downloaded game scene information through the game program, and then experience the game in the game scene. This method can publish the game scene information in the game editor and allow other players to experience it, thereby realizing a fast UGC (User Generated Content) function.

[0090] In one embodiment, after editing the attributes of a scene component via a terminal device, edited attribute information data can be generated and saved in a second preset location, which can be a scene component file (or map file). After the attribute information data is saved, the scene component file can be uploaded to a server. After the server reviews and approves the data, the preset attribute information corresponding to the attribute information data can be published to a preset attribute information pool. Terminal devices connected to the server can then download the corresponding attribute information data from the server, generate corresponding preset attribute information based on the downloaded attribute information data through the game program, and then set the preset attribute information for one or more scene components in the game. This method allows the attribute information data in the game editor to be published and experienced by other players, thereby realizing rapid user-generated content (UGC) functionality.

[0091] The exemplary embodiment of the present disclosure also provides a component editing device in a game. Figure 9 As shown, the component editing device 900 in the game may include the following program modules: The game editing scene display module 910 is configured to display the game editing scene in the graphical user interface provided by the running game program; the game editing scene includes one or more scene components; The visual object display module 920 is configured to, in response to an edit trigger instruction for a preset attribute of a scene component to be edited, display a visual object corresponding to the preset attribute in the game editing scene; the scene component to be edited is a component in one or more scene components; and the state information of the visual object is configured to be associated with the value of the preset attribute; The editing operation response module 930 is configured to control the synchronous adjustment of the state information of the visual object and the value of the preset attribute in response to the state information editing operation of the visual object or the value editing operation of the preset attribute, and display the visual object based on the adjusted state information.

[0092] In one embodiment, in response to an edit trigger instruction for a preset attribute of a scene component to be edited, displaying a visual object corresponding to the preset attribute in the game editing scene includes: In response to an edit trigger instruction for a preset attribute of a scene component to be edited, a visual object corresponding to the preset attribute is displayed in the game editing scene according to the type of the preset attribute.

[0093] In one embodiment, the displaying of the visual object corresponding to the preset attribute in the game editing scene according to the type of the preset attribute includes: Determine the type of the visual object corresponding to the preset attribute according to the type of the preset attribute; Display the visual object in the game editing scene according to the type of the visual object.

[0094] In one embodiment, determining the type of the visual object corresponding to the preset attribute according to the type of the preset attribute includes: If the type of the preset attribute is position or speed, determining that the type of the visual object corresponding to the preset attribute is the first type; If the type of the preset attribute is a range, determining that the type of the visual object corresponding to the preset attribute is a second type; If the type of the preset attribute is path or interaction, the type of the visual object corresponding to the preset attribute is determined to be the third type.

[0095] In one embodiment, the editing operation response module 930 is further configured to: Determining editable state information of the visualization object corresponding to a type of a preset attribute; the state information includes editable state information, and the editable state information is configured to be associated with a value of the preset attribute; The above-mentioned editing operation on the state information of the visual object includes: editing operation on editable state information.

[0096] In one embodiment, determining the editable state information of the visual object based on the type of the visual object includes: If the type of the preset attribute is position or speed, determining that the editable state information of the visual object is the position of the visual object; If the type of the preset attribute is range, determining the editable state information of the visual object to be the size of the visual object; If the type of the preset attribute is path or interaction, the editable state information of the visual object is determined to be the starting position or the ending position of the visual object.

[0097] In one embodiment, the editing operation response module 930 is further configured to: After the editable state information of the visual object is determined based on the type of the visual object, an operation control corresponding to the editable state information is provided in the graphical user interface, where the operation control is used to control an editing operation on the editable state information.

[0098] In one embodiment, the operation control corresponding to the editable status information provided in the graphical user interface includes: If the editable state information is a position, a move operation control is provided in the graphical user interface; If the editable state information is direction, a rotation operation control is provided in the graphical user interface; If the editable state information is size, a zoom operation control is provided in the graphical user interface.

[0099] In one embodiment, the visual object is a subcomponent of the scene component to be edited; and the state information of the control visual object is synchronously adjusted with the value of the preset attribute, including: When the state information of the visual object is controlled for adjustment, the property adjustment parameters of the scene component to be edited are determined according to the state information of the visual object, and the values ​​of the preset properties are adjusted according to the property adjustment parameters.

[0100] In one embodiment, the editing operation response module 930 is further configured to: When you are finished editing the preset properties, delete the subcomponent to remove the visualization object from the game editing scene.

[0101] In one embodiment, the visual object display module 920 is further configured to: In response to an edit trigger instruction for a preset property of a scene component to be edited, after displaying a visual object corresponding to the preset property in the game editing scene, in response to a property paste operation, if the type of the copied property is the same as the type of the preset property, the information of the copied property is copied to the preset property.

[0102] In one embodiment, the editing operation response module 930 is further configured to: When controlling the status information of a visualization object and the numerical value of a preset property to be adjusted synchronously, based on the relationship between the preset property and its associated property, the numerical value of the associated property is controlled to be adjusted according to the numerical adjustment information of the preset property; the associated property is a property of the scene component to be edited that is associated with the preset property.

[0103] In one embodiment, the visual object display module 920 is further configured to: In response to an editing trigger instruction for a preset property of a scene component to be edited, before displaying a visual object corresponding to the preset property in the game editing scene, when triggering the editing of the scene component to be edited, if the scene component to be edited has the preset property, an editing trigger instruction for the preset property is generated.

[0104] In one embodiment, the visual object display module 920 is further configured to: In response to an editing trigger instruction for the preset property of the scene component to be edited, before displaying a visual object corresponding to the preset property in the game editing scene, when the editing of the scene component to be edited is triggered, in response to the operation of selecting the preset property to be edited in the preset properties of the scene component to be edited, an editing trigger instruction for the preset property to be edited is generated.

[0105] In one embodiment, the visual object display module 920 is further configured to: In response to an editing trigger instruction for a preset attribute of a scene component to be edited, before displaying a visual object corresponding to the preset attribute in the game editing scene, when triggering the editing of the scene component to be edited, if the scene component to be edited has only one preset attribute, an editing trigger instruction for the preset attribute is generated; if the scene component to be edited has multiple preset attributes, then in response to the operation of selecting the preset attribute to be edited from these preset attributes, an editing trigger instruction for the preset attribute to be edited is generated.

[0106] In one embodiment, the state information includes one or more of position, direction, and size.

[0107] The specific details of each part of the above-mentioned device have been described in detail in the implementation method part. The undisclosed details can be found in the implementation method part, so they will not be repeated here.

[0108] The exemplary embodiments of the present disclosure also provide a computer-readable storage medium that can be implemented in the form of a program product, including program code. When the program product is executed on an electronic device, the program code is used to cause the electronic device to perform the steps described in the "Exemplary Methods" section above according to the various exemplary embodiments of the present disclosure. In an alternative embodiment, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) and include the program code, and can be executed on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited to this. In this document, a readable storage medium can be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.

[0109] The program product may utilize any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or component, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: an electrical connection having 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 disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.

[0110] A computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, which carries readable program code. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium that can transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.

[0111] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.

[0112] 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++, and conventional procedural programming languages ​​such as "C" or similar programming languages. The program code can be executed entirely on the user computing device, partially on the user device, as a stand-alone software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0113] The exemplary embodiments of the present disclosure further provide an electronic device, such as the terminal device 110 or the server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as program code. The processor executes the executable instructions to perform the method of the exemplary embodiment. The electronic device may also include a display for displaying a graphical user interface.

[0114] Reference below Figure 10 , 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 limit the functions and scope of use of the embodiments of the present disclosure.

[0115] like Figure 10 As shown, the electronic device 1000 may include a processor 1010 , a memory 1020 , a bus 1030 , an I / O (input / output) interface 1040 , a network adapter 1050 , and a display 1060 .

[0116] Memory 1020 may include volatile memory, such as RAM 1021 and cache unit 1022, and non-volatile memory, such as ROM 1023. Memory 1020 may also include one or more program modules 1024. Such program modules 1024 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program modules 1024 may include the modules described above.

[0117] 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.

[0118] The processor 1010 may be configured to execute the executable instructions stored in the memory 1020, such as executing any one or more method steps in this exemplary embodiment. For example, the processor 1010 may execute Figure 2The method shown includes: step S210, displaying a game editing scene in a graphical user interface provided by running a game program; the game editing scene includes one or more scene components; step S220, in response to an edit trigger instruction for a preset attribute of the scene component to be edited, displaying a visual object corresponding to the preset attribute in the game editing scene; the scene component to be edited is a component among the one or more scene components mentioned above; the state information of the visual object is configured to be associated with the numerical value of the preset attribute; step S230, in response to an editing operation on the state information of the visual object or an editing operation on the numerical value of the preset attribute, controlling the state information of the visual object to be synchronously adjusted with the numerical value of the preset attribute, and displaying the visual object based on the adjusted state information.

[0119] The bus 1030 is used to realize the connection between different components of the electronic device 1000 and may include a data bus, an address bus, and a control bus.

[0120] The electronic device 1000 can communicate with one or more external devices 1100 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 1040 .

[0121] The electronic device 1000 can communicate with one or more networks via the network adapter 1050. For example, the network adapter 1050 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. The network adapter 1050 can communicate with other modules of the electronic device 1000 via the bus 1030.

[0122] The electronic device 1000 can display a graphical user interface through the display 1060, such as displaying a game editing scene, a related editing interface or a setting interface, etc.

[0123] although Figure 10 Not shown, other hardware and / or software modules may also be provided in the electronic device 1000, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0124] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be concretized in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.

[0125] Those skilled in the art will appreciate that various aspects of the present disclosure may be implemented as systems, methods, or program products. Therefore, various aspects of the present disclosure may 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 may be collectively referred to herein as a "circuit," "module," or "system." Those skilled in the art will readily conceive of other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the present disclosure that follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The specification and implementations are to be regarded as exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims.

[0126] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims

1. A component editing method in a game, characterized in that: include: Displaying the game editing scene in the graphical user interface; The game editing scene includes one or more scene components; Displaying a visual object corresponding to a scene component to be edited in the game editing scene; The scene component to be edited is a component in the one or more scene components; In response to an editing operation on the state information of the visual object or an editing operation on the numerical value of the target attribute, the state information of the visual object and the numerical value of the target attribute are controlled to be synchronously adjusted, and the visual object is displayed based on the adjusted state information, wherein the target attribute is a preset attribute corresponding to the visual object or an indirectly associated associated attribute, and the target attribute includes position, speed, range, path, interaction, and force.

2. The method according to claim 1, characterized in that The step of controlling the state information of the visual object and the value of the target attribute to be adjusted synchronously includes: Based on the relationship between the preset attribute and its associated attribute, the value of the associated attribute is controlled and adjusted according to the value adjustment information of the preset attribute; the associated attribute is an attribute of the scene component to be edited that is associated with the preset attribute.

3. The method according to claim 2, characterized in that When the scene component to be edited is a movable component, the preset attribute is the moving position, and the moving speed and moving time are associated attributes; The step of controlling the value of the associated attribute to adjust according to the value adjustment information of the preset attribute based on the relationship between the preset attribute and its associated attribute is: based on the relationship between the moving position, the moving time, and the moving speed, adjusting the value of at least one of the moving time and the moving speed according to the change of the moving position.

4. The method according to claim 3, characterized in that The step of adjusting the value of at least one of the moving time and the moving speed according to the change of the moving position based on the relationship among the moving position, the moving time, and the moving speed comprises at least one of the following: In the case where a value of the moving time is preset, based on the relationship among the moving position, the moving time and the moving speed, the moving speed is adjusted according to the moving position and the moving time; In the case where a numerical value of the moving speed is preset, the moving time is adjusted according to the moving position and the moving speed based on the relationship among the moving position, the moving time, and the moving speed.

5. The method according to claim 1, wherein The preset attribute is the movement speed, and the visual object corresponds to the movement speed. When the movement time is pre-set, the movement speed is represented by the position of the visual object in the game editing scene, wherein the movement speed represents the speed at which the scene component to be edited moves itself or drives other virtual objects to move.

6. The method according to claim 1, wherein The step of displaying a visual object corresponding to a scene component to be edited in the game editing scene includes: In response to the triggering operation for editing the scene component to be edited, if the scene component to be edited has a preset attribute, a visual object corresponding to the scene component to be edited is displayed in the game editing scene.

7. The method according to claim 1, characterized in that The state information editing operation includes at least one of the following: moving, scaling, and rotating the visual object.

8. The method according to claim 1, characterized in that The preset attribute configuration is at least one of the following: Adjustment is performed through the state information editing operation; Adjustment is performed by editing the numerical value of the preset attribute.

9. The method according to claim 1, characterized in that The method of visualizing the object and the preset attribute further includes: Determining editable state information of the visual object corresponding to the target attribute; the state information includes the editable state information, and the editable state information is configured to be associated with a value of the target attribute; The editing operation on the state information of the visual object includes: an editing operation on the editable state information.

10. The method according to claim 9, characterized in that The determining of the editable state information of the visual object corresponding to the target attribute includes: If the preset attribute is position or speed, determining that the editable state information of the visual object is the position of the visual object; If the preset attribute is a range, determining that the editable state information of the visual object is a size of the visual object; If the preset attribute is a path or an interaction, the editable state information of the visual object is determined to be a starting position or an end position of the visual object.

11. The method according to claim 9, characterized in that After determining the editable state information of the visual object corresponding to the type of the preset attribute, the method further includes: An operation control corresponding to the editable state information is provided in the graphical user interface, and the operation control is used to control an editing operation on the editable state information.

12. The method according to claim 11, characterized in that Providing an operation control corresponding to the editable status information in the graphical user interface includes: If the editable status information is a location, providing a movement operation control in the graphical user interface; If the editable state information is direction, providing a rotation operation control in the graphical user interface; If the editable status information is size, a zoom operation control is provided in the graphical user interface.

13. The method according to claim 1, wherein The visual object is a subcomponent of the scene component to be edited; and the state information of the visual object is controlled to be synchronously adjusted with the value of the target attribute, including: When the state information of the visual object is controlled to be adjusted, the property adjustment parameter of the scene component to be edited is determined according to the state information of the visual object, and the value of the preset property is adjusted according to the property adjustment parameter.

14. The method according to claim 13, characterized in that The method further comprises: When the editing of the target attribute is finished, the subcomponent is deleted to remove the visual object from the game editing scene.

15. The method according to claim 14, characterized in that The step of ending the editing of the target attribute includes at least one of the following: When closing the editing interface of the scene component to be edited; End the editing state of the scene component to be edited.

16. The method according to any one of claims 1 to 15, characterized in that The state information includes one or more of position, direction, and size.

17. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the method according to any one of claims 1 to 16 is implemented.

18. An electronic device, characterized in that: include: processor; a memory for storing executable instructions of the processor; a display for displaying a graphical user interface; The processor is configured to perform the method according to any one of claims 1 to 16 by executing the executable instructions.