Component editing method and device, electronic equipment and storage medium

CN122806079APending Publication Date: 2026-09-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510357697.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-24
Publication Date
2026-09-25

AI Technical Summary

Technical Problem

部分编辑工具提供预配置的组件模板库,但这些模板需由用户主动选择匹配类型,且在场景环境特征与预设模板不匹配时仍依赖人工调整

Benefits of technology

[0016]本公开提供了一种组件编辑方法、装置、电子设备和存储介质,通过响应于目标场景组件的移动操作确定识别区域,提取场景环境信息,并基于环境信息动态更新组件的几何参数、可视化参数和方位参数,实现组件属性与场景环境的自动适配,减少用户手动调整操作,显著提升游戏编辑效率。

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure provides an assembly editing method and device, electronic equipment and storage medium. In response to moving a target scene assembly to a target position in a game editing scene, a recognition area is determined according to the target position. Environment information corresponding to the target position in the game editing scene is determined according to the recognition area. The environment information includes at least one of the following: geometric information of a region assembly corresponding to the recognition area, visual information of the region assembly, and layout information of the region assembly. According to the environment information, the component attribute information of the target scene assembly is updated. The component attribute information includes at least one of the following: geometric parameters, visual parameters, and orientation parameters. The updated target scene assembly is displayed in the game editing scene. This method can automatically adapt the component attributes to the scene environment, reduce manual adjustment operations, and significantly improve game editing efficiency.
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Description

Technical Field

[0001] This disclosure relates to the field of gaming, and in particular to a method, apparatus, electronic device, and storage medium for editing components. Background Technology

[0002] In user-generated content (UGC) game editors, users typically build scenes by dragging and dropping scene components to target locations. In related technologies, after placing components in the scene, users need to individually adjust their attributes to fit the scene environment. For example, users may need to manually modify the component's size using a tool panel to match an area in the scene, or adjust the component's rotation angle to fit the direction. Some editing tools provide pre-configured component template libraries, but these templates require users to actively select the matching type, and manual adjustments are still needed when scene environment characteristics do not match the preset templates. For example, when there are irregularly shaped layout areas in the scene, the preset templates cannot automatically adapt to environmental changes. Summary of the Invention

[0003] The purpose of this disclosure is to provide a component editing method to enable automatic attribute adaptation of scene components during drag-and-drop, reduce manual adjustment operations, and improve editing efficiency.

[0004] In a first aspect, this disclosure provides a component editing method, which provides a graphical user interface through a terminal device. The graphical user interface displays a game editing scene, and the game editing scene includes at least one scene component. The method includes:

[0005] In response to moving the target scene component to the target position in the game editing scene, the recognition area is determined based on the target position;

[0006] The environmental information corresponding to the target location in the game editing scene is determined based on the identified region. The environmental information includes at least one of the following: geometric information of the region component corresponding to the identified region, visual information of the region component, and layout information of the region component.

[0007] Based on the environmental information, update the component attribute information of the target scene component. The component attribute information includes at least one of the following: geometric parameters, visualization parameters, and orientation parameters.

[0008] Controls the display of updated target scene components in the game editing scene.

[0009] Secondly, this disclosure provides a component editing apparatus, the apparatus comprising:

[0010] The recognition region determination module is configured to determine the recognition region based on the target position in response to moving the target scene component to the target position in the game editing scene;

[0011] The environmental information detection module is configured to determine the environmental information corresponding to the target location in the game editing scene based on the recognition area;

[0012] The component attribute information update module is configured to update the component attribute information of the target scene component based on the environment information;

[0013] The display module is configured to control the display of updated target scene components in the game editing scene.

[0014] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the component editing method as described in the first aspect.

[0015] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the component editing method as described in the first aspect.

[0016] This disclosure provides a component editing method, apparatus, electronic device, and storage medium. By responding to the movement operation of a target scene component, the method determines the recognition area, extracts scene environment information, and dynamically updates the component's geometric parameters, visualization parameters, and orientation parameters based on the environment information. This achieves automatic adaptation of component attributes to the scene environment, reduces manual adjustment operations by the user, and significantly improves game editing efficiency.

[0017] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.

[0018] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0019] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0020] Figure 1 A flowchart illustrating a component editing method provided in this embodiment of the disclosure;

[0021] Figure 2A schematic diagram of a moving target scene component provided in an embodiment of this disclosure;

[0022] Figure 3 A schematic diagram of an identification region component provided in an embodiment of this disclosure;

[0023] Figure 4 A schematic diagram illustrating a component for displaying an updated target scene, provided in an embodiment of this disclosure;

[0024] Figure 5 This is a schematic diagram of the structure of a component editing device provided in an embodiment of the present disclosure;

[0025] Figure 6 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0026] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0027] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.

[0028] Existing UGC (User Generated Content) editors, design software, or editing tools typically offer a function to copy object attributes, allowing users to copy the attributes of one object to another. However, this method has the following drawbacks: the function to copy object attributes can usually only copy the attribute values ​​of a single object, and cannot copy the relative positions and arrangement information between multiple objects. This can cause inconvenience when it is necessary to copy specific positions or specific arrangements of objects, requiring users to manually adjust the positions and arrangements.

[0029] To address the aforementioned issues, embodiments of the present invention provide a component editing method, apparatus, and electronic device. This technology can be applied to game editing scenarios, particularly in scenarios involving the copying of component information within a game.

[0030] The component editing method in one embodiment of this disclosure can run on a local terminal device or a server. When the component editing method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0031] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of component editing methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0032] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0033] In one possible implementation, embodiments of this disclosure provide a component editing method, such as... Figure 1 As shown, the method includes the following specific steps:

[0034] Step S101: In response to moving the target scene component to the target position in the game editing scene, determine the recognition area based on the target position;

[0035] Step S102: Determine the environmental information corresponding to the target position in the game editing scene based on the identified area. The environmental information includes at least one of the following: geometric information of the area component corresponding to the identified area, visualization information of the area component, and layout information of the area component.

[0036] Step S103: Update the component attribute information of the target scene component based on the environmental information. The component attribute information includes at least one of the following: geometric parameters, visualization parameters, and orientation parameters.

[0037] Step S104: Control the display of the updated target scene components in the game editing scene.

[0038] The method provided in this embodiment allows users to adaptively adjust the component properties of the currently edited component based on the environmental conditions of the game editing scene, such as style and layout, after dragging and dropping components into the scene. By automatically recognizing environmental information and adjusting component properties, manual operations are reduced, editing efficiency is improved, and the intelligent adaptability of components is enhanced.

[0039] Optionally, in step S101, the graphical user interface provided by the terminal device is the core medium for user interaction with the system, and its design must balance intuitiveness and functionality. The game editing scene, as the main area for user operation, contains various scene components, which can be static elements (such as walls and floors) or dynamic elements (such as characters and props). When the user drags a target scene component to the target location, the system generates a recognition area based on that location. The extent of this area can be dynamically adjusted according to the complexity of the scene. Figure 2 As shown, when the player drags the curtain (target scene component) to its current position (target position) in the game scene, a circular transparent marker (recognition area) is displayed. Optionally, the target position can be any position in the game editing scene. For example, the target position can be determined by the touch point in the graphical user interface triggered by moving the target scene component. Optionally, the target position can also be a position that meets preset conditions, such as the existence of placement positions in the scene, the existence of interconnected components in the scene, etc. The setting of the recognition area is the basis for environmental information extraction, and its size and shape directly affect the accuracy of subsequent analysis. Specifically, when generating a recognition area based on this position, a recognition area can be generated with this position as the center. In an optional implementation, the system can dynamically adjust the size and shape of the recognition area according to historical operation data to adapt to the needs of different scenes. In addition, the recognition area can support multi-level division, performing layered analysis for complex scenes and improving the accuracy of environmental information extraction.

[0040] In one optional implementation, the extent of the recognition region is dynamically adjusted based on the geometric parameters of the target scene component and the layout parameters of the game editing scene. Optionally, the geometric parameters of the target scene component determine the basic size of the recognition region, while the layout parameters of the game editing scene determine the shape and orientation of the recognition region.

[0041] Optionally, in step S102, the environmental information refers to the overall situation around the target location, reflecting factors such as style, color, layout, and size in the current game editing scene. These factors typically constitute the overall visual effect of the user-built game scene, and the coordination and consistency between these factors are something the user needs to pay special attention to during scene editing. Geometric information typically includes one or more of the following: the size, shape, and positional relationship of the regional components, used to determine the size and / or orientation of the target scene components. Visualization information typically includes one or more of the color, material, and texture of the regional components, used to adjust the visual style of the target scene components. Layout information includes the arrangement and / or overall structure of the regional components in the scene, used to optimize the placement of the target scene components. By comprehensively analyzing this information, the system can provide precise attribute adjustment suggestions for the target scene components. Here, a regional component refers to a scene component in the game editing scene defined by an identified region, such as a component located within the identified region or a component intersecting with the identified region. Figure 3 As shown, the components that cover or intersect the circular recognition area include walls (area component 1), cabinets (area component 2), and windows (area component 3).

[0042] Optionally, the arrangement method refers to the relative positional relationship and layout rules between the target scene component and other components in the game editing scene. The arrangement method can include component alignment, spacing rules, hierarchical relationships, etc., aiming to optimize the overall visual effect and functionality of the scene. The overall structure typically refers to the spatial relationships and layout framework of all or part of the components in the game editing scene, reflecting the overall form and logical relationships of the scene. The overall structure usually includes the partitioning, hierarchy, functional division, and relative positional relationships between components in the game editing scene. By analyzing the overall structure, the system can determine the appropriate position and functional role of the target scene component within the scene.

[0043] Optionally, in step S103, the scene component is configured with various types of attribute information. By setting the attribute information, components with different effects can be built in the game editing scene. The attribute information may include appearance attributes, motion attributes, etc. For example, appearance attributes include the component's color, size, skin, etc., while motion attributes include motion mode and speed, events that trigger the component's movement, etc. In this embodiment, by automatically setting the component attribute information of the target scene component, the target scene component that the user is currently editing can automatically adapt to the surrounding area components. In an optional embodiment, geometric parameters may include one or more of the target scene component's size, shape, and angle to ensure seamless integration with surrounding components; visual parameters may include one or more of the target scene component's color, material, and texture to maintain consistency with the scene style; and orientation parameters may include the target scene component's position and orientation to optimize its layout in the scene. By automatically updating these parameters, the system significantly reduces manual operations by the user and improves editing efficiency.

[0044] In one optional implementation, component attribute information updates can be personalized by incorporating user preferences. For example, the system can analyze a user's historical operation records to determine their preferred styles and frequently used parameters, providing personalized attribute adjustment suggestions for components in the target scenario. Furthermore, the system can support user-defined attribute adjustment rules to optimize adaptation effects according to specific needs. By combining user preferences, the system can provide adaptation solutions that better meet user needs, thereby improving the user experience.

[0045] In an optional implementation, step S103 can be achieved through the following steps:

[0046] S201, Adjust the geometric parameters of the target scene component based on the geometric information of the region component;

[0047] S202, Adjust the visualization parameters of the target scene component based on the visualization information of the regional component;

[0048] S203, adjust the orientation parameters of the target scene components based on the layout information of the regional components.

[0049] The method provided in this embodiment ensures seamless matching between the target scene components and the surrounding environment by adjusting the geometric parameters, visualization parameters, and orientation parameters respectively, thereby improving the level of intelligence in editing.

[0050] Optionally, in step S201, the geometric information of the region component includes parameters such as size and shape. The geometric parameters of the target scene component typically correspond to the geometric information of the region component. In an optional implementation, when setting the geometric parameters of the target scene component based on the geometric information of the region component, both may be set to the same parameters or proportionally scaled up or down. When determining specific values, it is necessary to consider other environmental information for comprehensive determination. By analyzing the geometric information of the region component, the optimal size and shape of the target scene component are calculated, and these parameters are automatically applied to ensure that the component can perfectly integrate into the scene. In an optional implementation, the adjustment of geometric parameters may introduce a multi-scale matching function. For example, the system can dynamically adjust the matching accuracy of geometric parameters according to the complexity of the scene to ensure the best matching effect in both simple and complex scenes. In addition, the adjustment of geometric parameters can be user-defined, allowing users to manually adjust the size and shape of the component according to actual needs.

[0051] Optionally, in step S202, adjusting the visualization parameters ensures that the target scene components are visually consistent with the surrounding environment. The visualization parameters of the area components include color and style. Style can be represented by combinations of colors, patterns, etc. During implementation, the color scheme and visual style of the area components are identified to determine the color and style of the created components. The visualization parameters of the target scene components include the component's color, skin, effects, etc. The system analyzes the visualization information of the area components to determine the visual attributes of the target scene components, such as color and material, and automatically applies these parameters to ensure visual harmony between the components and the surrounding environment.

[0052] Optionally, in step S203, the layout information characterizes the relative relationships between regional components, such as relative positional relationships, relative orientation relationships, and relative size relationships. Optionally, layout information refers to the spatial relationships manifested in the design or editing of a scene through the position, size, orientation, and arrangement of each component. The orientation parameters of the target scene components include, but are not limited to, position, orientation, and posture. By analyzing the layout information of the regional components, the optimal position and angle of the target scene components are determined, and these parameters are automatically applied to ensure that the components conform to the overall layout of the scene. For example, the chair needs to be positioned to one side of the table, the chair needs to face the table, and the chair's size requires the seat to be lower than the tabletop.

[0053] Through the above implementation methods, natural connections and spatial harmony between objects in the scene are achieved. For example, in a game scene, the alignment of roads and buildings ensures that the player's movement path is smooth and logical, avoiding a sense of visual disjointedness. At the same time, the size and orientation parameters of objects are precisely adjusted to ensure the reasonable proportions and visual consistency of the scene, thereby enhancing the overall realism and immersion of the scene.

[0054] Optionally, in step S104, the display of the updated target scene components serves as the final feedback to the user's actions. The system uses real-time rendering technology to present the adjusted components in the game editing scene, ensuring that the user can intuitively view the adaptation effect. Combined with... Figure 2 and Figure 4 As shown, after determining the color, size, orientation, and position of the curtain (target scene component) according to step S103, the curtain is updated based on this attribute information and moved to one side of the window component. In an optional implementation, after displaying the updated target scene component, the system can further respond to user adjustments based on the automatic adjustment results to meet personalized needs. This combination of automation and manual adjustment improves efficiency while preserving the user's operational freedom.

[0055] Through the above implementation methods, the system can significantly improve the efficiency and accuracy of scene editing. First, by analyzing the overall structure of the scene, the system quickly determines the macroscopic position of the target scene components, ensuring they conform to the scene's functional requirements and logical relationships. Second, the system automatically adjusts the microscopic layout of the target scene components and surrounding components according to their arrangement, seamlessly matching them with the scene environment and avoiding the tedious process of manual adjustment. This intelligent editing method not only reduces the user's operational burden but also enhances the aesthetics and harmony of the scene layout. Furthermore, the system can adapt to various scene types and component combinations, providing users with a more flexible and efficient editing experience. Ultimately, this method significantly improves editing efficiency and user satisfaction while ensuring the scene's logical coherence.

[0056] In one possible implementation, this disclosure provides a component editing method, further comprising:

[0057] S301, in response to the target position setting operation in the game editing scene, matches the corresponding scene component from the component library or generates a new scene component based on the environment information;

[0058] S302 displays the matched or generated scene components in the game editing scene.

[0059] Through the above implementation method, after players select the target location in the scene, suitable components can be automatically matched or generated according to the scene environment, reducing the user's manual selection and adjustment operations and improving editing efficiency.

[0060] Optionally, in step S301, the target location setting operation can be performed by the user specifying a location in the game editing scene through dragging, clicking, or other interactive methods. The system will analyze the environmental information of that location (such as the geometric, visual, and layout information of surrounding components) to determine the type of component to be matched or generated. For example, if there is a window component around the target location, the system may match or generate a curtain component to adapt to the size and style of the window. Optionally, the component library can contain various types of scene components, each with its specific attributes and adaptation rules. The system will select the most suitable component from the component library based on the environmental information, or generate a new component according to scene requirements. For example, if there is a wall component around the target location, the system may generate a mural component that matches the style of the wall.

[0061] Optionally, in step S302, the matched or generated component can automatically adjust its attributes (such as size, color, and orientation) to adapt to the environmental information of the target location. For example, if a table component exists around the target location, the system may adjust the size and orientation of the generated chair component to fit the table layout.

[0062] In an optional implementation, step S302 may include the following steps:

[0063] S3021, Generate multiple candidate versions containing matching scene components or generated scene components;

[0064] S3022, Displays a comparison preview view of multiple candidate versions in the graphical user interface;

[0065] S3023, in response to the selection command, determines the target version from multiple candidate versions and generates the scene component corresponding to the target version in the game editing scene.

[0066] Through the above implementation methods, users can select the most suitable components from multiple candidate versions, improving the flexibility and accuracy of editing.

[0067] Optionally, in step S3021, multiple candidate versions can be generated or matched based on different environmental information, and each version has its specific attributes and adaptation rules. For example, if there is a window component around the target location, the system may generate multiple curtain components of different styles and sizes as candidate versions. Optionally, multiple candidate versions can support multiple styles and themes to meet the needs of different scenarios. For example, if there is a modern-style sofa component around the target location, the system may generate multiple coffee table components of different styles as candidate versions. Optionally, multiple candidate versions can support multiple materials and colors to adapt to the environmental information of the target location. For example, if there is a wooden table component around the target location, the system may generate multiple chair components of different materials as candidate versions. Optionally, multiple candidate versions can support multiple sizes and shapes to adapt to the environmental information of the target location. For example, if there is a round table component around the target location, the system may generate multiple chair components of different shapes as candidate versions. Optionally, multiple candidate versions can support multiple layouts and orientations to adapt to the environmental information of the target location. For example, if there is a sofa component against a wall around the target location, the system may generate multiple coffee table components facing different directions as candidate versions.

[0068] Optionally, in step S3022, the comparison preview view can display the attributes and adaptation effects of multiple candidate versions, allowing the user to select the most suitable component through comparison. For example, the comparison preview view can display the adaptation effects of curtain components of different styles and sizes on a window. Optionally, the comparison preview view can support multiple interaction methods, allowing the user to adjust the candidate versions through dragging or clicking. For example, the user can adjust the size or orientation of the candidate version by dragging. Optionally, the comparison preview view can support multiple display modes, allowing the user to select different display modes to view the attributes and adaptation effects of the candidate versions. For example, the user can select grid mode or list mode to view the attributes and adaptation effects of the candidate versions. Optionally, the comparison preview view can support multiple filtering conditions, allowing the user to select the most suitable component based on different filtering conditions. For example, the user can filter candidate versions by style, size, or color.

[0069] For example, in a game editing scene, players can edit and build scene components through the graphical user interface of their terminal device. When a player drags a target scene component to a specific location in the game editing scene, the system automatically defines a recognition area centered on that location. By analyzing the environmental information within the recognition area, the system can obtain the geometric, visual, and layout information of the components surrounding the target location. Based on this environmental information, the system dynamically adjusts the attributes of the target scene component, such as its size, color, and orientation, to seamlessly match its surroundings. Once the adjustments are complete, the updated target scene component is displayed in real-time in the game editing scene for the player to view and further manipulate.

[0070] Furthermore, when a player sets a target location in the game's editing scene, the system can automatically match the most suitable scene component from the component library based on the environmental information of that location, or generate a completely new component to fill that location. For example, if the player sets a location near a window in the scene, the system might match a curtain component from the component library, or generate a curtain component that matches the style of the window. The matched or generated component will be directly displayed at the target location, eliminating the need for the player to manually adjust its attributes, thus greatly simplifying the editing process and improving operational efficiency. This intelligent editing method not only reduces repetitive operations for players but also ensures that the component maintains consistency with the overall style and layout of the scene, providing players with a smoother and more intuitive editing experience.

[0071] In one possible implementation, this disclosure provides a component editing method, further comprising:

[0072] S401, In response to the adjustment operation on the target scene component, update the component attribute information based on the adjustment operation;

[0073] S402, Update the environmental information corresponding to the recognition area based on the updated component attribute information;

[0074] S403 adjusts component attribute information based on updated environment information.

[0075] Through the above implementation method, after automatically adjusting the attributes of the target scene components, the component attribute information is dynamically adjusted to ensure continuous adaptation between the components and the scene environment, thereby improving editing efficiency and user experience.

[0076] Optionally, in step S401, the adjustment operation is an adjustment operation targeting the attributes of the target scene component, such as rotating, scaling, or translating the target scene component. In this embodiment, the graphical user interface provides an attribute interface for the target scene component, which includes different component attribute controls. Users can trigger these controls to set the attributes. Specifically, when the user performs an adjustment operation on the target scene component, the system captures these operations in real time and updates the component's attribute information. For example, if the user adjusts the size or orientation of the component, the system immediately reflects these changes in the component's geometric or orientation parameters. This real-time update mechanism ensures the consistency between component attributes and user operations, avoiding editing errors caused by delays or mistakes.

[0077] Optionally, in step S402, changes in component attribute information include, but are not limited to, the component's geometric parameters, visual parameters, and orientation parameters. After adjusting the component attribute information, the range, shape, and hierarchy of the recognition area need to be updated to match the adjusted target scene components. Optionally, when a component's attributes (such as size, position, and orientation) change, the range of the recognition area needs to be recalculated. For example, if the component's size increases, the range of the recognition area also needs to be expanded accordingly to cover more surrounding components. Optionally, when updating the recognition range, the range of the recognition area can be adjusted more precisely by prioritizing and hierarchically classifying the regions. Optionally, the system can dynamically adjust the priority of the recognition area based on changes in component attributes. For example, if the orientation of a component changes, the system can prioritize recognizing region components related to orientation (such as walls and floors). Optionally, for complex scenes, the system can employ multi-level recognition regions. For example, the first level recognizes adjacent components, the second level recognizes the overall scene layout, and the third level recognizes style and color scheme.

[0078] After updating the recognition area, the corresponding regional components need to be determined based on the updated recognition area, and the environmental information needs to be updated based on the geometric, visual, and layout information of the regional components. Specifically, based on the updated component attributes, the system needs to re-extract the geometric information within the recognition area. For example, if the size or position of a component changes, the system needs to recalculate the geometric parameters such as the spacing and alignment of surrounding components. Based on the updated component attributes, the system needs to re-extract the visual information within the recognition area. For example, if the color or material of a component changes, the system needs to re-analyze the color scheme and style of surrounding components. Based on the updated component attributes, the system needs to re-extract the layout information within the recognition area. For example, if the position or orientation of a component changes, the system needs to re-analyze the overall layout structure of the scene.

[0079] According to the method provided in this embodiment, in a game editing scene, the user operates through a graphical user interface provided by a terminal device. The interface displays the game editing scene, which includes at least one scene component. When the user moves the target scene component to a target position in the game editing scene, the system determines a recognition area based on the target position and determines the corresponding environmental information based on the recognition area. The environmental information includes the geometric information, visual information, and layout information of the area component corresponding to the recognition area. Based on this environmental information, the system updates the component attribute information of the target scene component, including geometric parameters, visual parameters, and orientation parameters, and displays the updated target scene component in the game editing scene. Furthermore, when the user adjusts the target scene component, the system updates the component attribute information based on the adjustment operation, updates the environmental information corresponding to the recognition area based on the updated component attribute information, and finally adjusts the component attribute information based on the updated environmental information. In this way, by dynamically adjusting the matching relationship between component attributes and environmental information, the adaptability of components and scenes can be further improved, the frequency of manual adjustments by users can be reduced, and editing efficiency can be improved.

[0080] In one possible implementation, this disclosure provides a component editing method, further comprising: in response to an adjustment operation on a target scene component, controlling the display of prompt information in a game editing scene, the prompt information indicating the degree of adaptation between the adjusted component attribute information and environmental information. In this way, users can intuitively understand the adaptation status of the adjusted component through the prompt information, thereby completing scene editing more efficiently.

[0081] In this implementation, when a user adjusts a component in a target scene, the system displays a prompt indicating the degree of compatibility between the adjusted component attributes and the environmental information. This allows users to not only achieve automatic component attribute adaptation but also intuitively understand the adaptation status through the prompt, thus enabling more efficient scene editing.

[0082] Optionally, the adjustment operation is an adjustment operation targeting the properties of the target scene component, such as rotating, scaling, or translating the target scene component. In this embodiment, the graphical user interface provides a property interface for the target scene component, which includes different component property controls. Users can trigger these controls to set the properties. Specifically, when a user performs an adjustment operation on the target scene component, the system captures these operations in real time and updates the component's property information. For example, if the user adjusts the size or orientation of the component, the system immediately reflects these changes in the component's geometric or orientation parameters. This real-time update mechanism ensures the consistency between component properties and user operations, avoiding editing errors caused by delays or mistakes.

[0083] The prompts can be displayed as text near the component, or they can visually indicate the degree of adaptation through color changes or icons. Text prompts can include specific parameter comparisons, such as "Current size matches the scene gap by 60%", while color changes can quickly convey information by using green to indicate high adaptation, yellow to indicate partial adaptation, and red to indicate mismatch.

[0084] In one possible implementation, this disclosure provides a component editing method, which further includes: after updating component attribute information, controlling the display of a preview of the adjustment effect of the target scene component in the game editing scene. This allows users to immediately view the adjustment effect after adjusting component attributes, ensuring that the adjustment result meets expectations, reducing repeated modifications, and improving editing efficiency.

[0085] In this embodiment, after a user selects a target scene component from the component library, the initial effect of the target scene component is typically displayed in the game editing scene with default display parameters. In other embodiments, if the user moves a component that has already been created in the scene, the component's attribute parameters before the move will be displayed during the movement, such as its size, color, and orientation, following the user's movement. In this embodiment, after the user moves the target scene component to a preset position and determines the updated attribute parameters of the target scene component, the updated scene component is displayed in preview form. The preview includes multiple preview modes, such as wireframe mode, material mode, or lighting mode, to meet the preview needs of different scenes. In addition, the system can also support zooming in, zooming out, and rotating the preview effect to help users view the adjustment results more comprehensively.

[0086] For example, when a user drags a curtain component near a window component, the system automatically recognizes the window's position, size, and color information, and adjusts the curtain's size, color, and hanging position accordingly. Once adjusted, the system immediately displays the adjusted curtain effect in the scene and allows the user to further fine-tune it through a preview interface. This feature not only reduces manual operation but also ensures the accuracy and consistency of the adjustments, significantly improving editing efficiency.

[0087] In one possible implementation, this disclosure provides a component editing method, further comprising: generating a recognition region corresponding to the shape customization operation in response to a shape customization operation on a recognition region. This allows users to flexibly adjust the shape of the recognition region according to actual needs, thereby more accurately controlling the recognition range of environmental information and improving the flexibility and adaptability of component editing.

[0088] Optionally, shape customization can be achieved through interactive controls in the graphical user interface. Users can define the boundaries of the recognition area by dragging, drawing, or using polygonal point manipulation. For example, after dragging a target scene component to the target location, the system can pop up a shape editing toolbar, providing three basic modes: circle, rectangle, and free drawing. When the user selects the free drawing mode, the stylus or mouse trajectory will generate a closed curve in real time, forming a custom recognition area. The range of this area is not limited to regular shapes such as rectangles or circles, but can also include complex polygons or irregular curve boundaries, thereby more accurately covering the environmental elements that need to be recognized. Specifically, the generation process of the custom recognition area requires the combination of coordinate mapping and graphics rendering technology. When the user performs shape customization operations in the screen coordinate system, the system converts the operation trajectory into world coordinate system data of the game editing scene. For example, if the user draws a pentagonal area on the touch screen with their finger, the system maps it to a three-dimensional space range in the scene through a coordinate transformation algorithm. At the same time, the system renders a preview of the custom area in real time through a semi-transparent overlay layer, helping the user to intuitively confirm the accuracy of the recognition range.

[0089] During component editing, when a user drags a target scene component to its target location within the game editing scene, an initial recognition area is first generated based on the component's release position. At this point, the user can activate the shape customization interface by long-pressing, and draw an irregular polygonal area around the target location with their finger. The system converts the drawing trajectory into a recognition area in the scene coordinate system in real time and analyzes the geometric features and color distribution of all components within that area.

[0090] In one possible implementation, this disclosure provides a component editing method, further comprising: controlling the display of a visual boundary outline of a recognition area in a graphical user interface; and updating the display state of the boundary outline in real time according to adjustments in the target position. This allows users to intuitively see the range and changes of the recognition area, thereby enabling more precise control over component placement and attribute adjustments, improving the accuracy and efficiency of editing.

[0091] Optionally, the display of the visual boundary outline can be achieved in several ways. For example, the system can use highlighted lines or semi-transparent filled areas in the graphical user interface to identify the boundary of the recognition area, ensuring it is distinguishable from other components in the scene. Furthermore, the color, thickness, and transparency of the boundary outline can be customized according to user preferences to suit different visual needs. This approach not only enhances the visualization of the recognition area but also provides users with a more intuitive editing reference.

[0092] Optionally, when updating the display status of the boundary contour in real time based on the adjustment of the target position, the system dynamically calculates the range of the recognition area and updates its boundary contour synchronously. For example, when the user drags the target scene component, the system calculates the new recognition area in real time and displays its contour change in the graphical user interface. This method ensures that the user can understand the range of the recognition area in real time when placing components, thereby controlling the component's attribute adjustments more accurately. Simultaneously, the system can also provide animation effects for the boundary contour, such as smooth transitions or gradient changes, further enhancing the user experience.

[0093] For example, during component editing, when a user drags a target scene component to the target location in the game editing scene, the system generates an initial recognition area. At this time, a semi-transparent blue boundary outline is displayed in the graphical user interface, and the outline shrinks or expands in real time as the component moves. For example, when arranging an interior scene, the user can drag a sofa component to the gap next to the TV cabinet and draw an L-shaped recognition area to completely cover the target space using gestures. As the sofa position is slightly adjusted, the boundary outline updates its shape synchronously and displays the current area value.

[0094] In one possible implementation, this disclosure provides a component editing method that, after updating the component attribute information of a target scene component, further includes: recording the current adjustment parameter combination and its corresponding environmental information features; and when similar environmental information features are detected, preferentially calling historical adjustment parameter combinations for component adjustment. In this way, by recording and reusing historical adjustment parameter combinations, the efficiency and consistency of component adjustment can be significantly improved, and repetitive operations can be reduced.

[0095] Optionally, the current combination of adjustment parameters can be a combination of adjustment parameters determined based on the user's adjustment operation, or it can be a combination of component attribute parameters of the target scene component after the environmental information has been updated. For example, when the user adjusts the size and color of a component, the system will associate and store these parameter combinations with the current environmental information features (such as the size, color style, etc. of surrounding components). Optionally, when similar environmental information features are detected, it can be determined whether the current target scene component has the same or similar attributes as the target scene component when the environmental information feature was previously determined. If so, the historical combination of adjustment parameters can be called to adjust the component. In other embodiments, the target scene component can be determined without detecting it.

[0096] In specific implementation scenarios, when a user drags a target scene component to the target location in the game editing area, the system first generates a dynamically recognized area based on the component's landing point. AI analysis is then used to obtain the geometric features, visual style, and layout relationships of this area. For example, when setting up a virtual exhibition hall, dragging a display case component to a wall position triggers analysis of the wall material's reflectivity, measurement of the distance between adjacent exhibits, and calculation of the incident angle of the lighting source. This automatically adjusts the display case's mirror parameters, base height, and glass transparency. When the user makes minor angle adjustments to an already placed display case, the system simultaneously updates the shadow projection range of surrounding exhibits and records the rotation angle, position offset, and corresponding environmental characteristic parameters of this adjustment. When the user encounters an exhibit with similar wall materials and lighting conditions in other areas of the exhibition hall, the system prioritizes using historical adjustment parameters, automatically generating a component configuration consistent with the existing display case style, while proportionally scaling the display case size according to the area difference of the new area. This method ensures aesthetic consistency and spatial rationality among multiple components.

[0097] Corresponding to the above method embodiments, this embodiment of the invention also provides a component editing device 500, such as... Figure 5 As shown, the device includes:

[0098] The recognition region determination module 510 is configured to determine the recognition region based on the target position in response to moving the target scene component to the target position in the game editing scene;

[0099] The environmental information detection module 520 is configured to determine the environmental information corresponding to the target position in the game editing scene based on the recognition area. The environmental information includes at least one of the following: geometric information of the region component corresponding to the recognition area, visual information of the region component, and layout information of the region component.

[0100] The component attribute information update module 530 is configured to update the component attribute information of the target scene component based on the environment information. The component attribute information includes at least one of the following: geometric parameters, visualization parameters, and orientation parameters.

[0101] Display module 540 is configured to control the display of updated target scene components in the game editing scene.

[0102] The aforementioned component editing device reduces manual operation by automatically recognizing environmental information and adjusting component attributes, thereby improving editing efficiency and enhancing the intelligent adaptability of components.

[0103] The component editing device provided in this disclosure has the same implementation principle and technical effects as the aforementioned method embodiments. For the sake of brevity, any parts not mentioned in the device embodiments can be referred to the corresponding content in the aforementioned method embodiments.

[0104] This disclosure also provides an electronic device, such as... Figure 6 As shown, the electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, which executes the machine-executable instructions to implement the aforementioned component editing method.

[0105] Specifically, the specific process of the above component editing method may include: in response to moving the target scene component to the target position in the game editing scene, determining the recognition area based on the target position;

[0106] The environmental information corresponding to the target location in the game editing scene is determined based on the identified region. The environmental information includes at least one of the following: geometric information of the region component corresponding to the identified region, visual information of the region component, and layout information of the region component.

[0107] Based on the environmental information, update the component attribute information of the target scene component. The component attribute information includes at least one of the following: geometric parameters, visualization parameters, and orientation parameters.

[0108] Controls the display of updated target scene components in the game editing scene.

[0109] Optionally, updating the component attribute information of the target scene component based on the environmental information includes:

[0110] Adjust the geometric parameters of the target scene components based on the geometric information of the region components;

[0111] Adjust the visualization parameters of the target scene components based on the visualization information of the regional components;

[0112] Adjust the orientation parameters of the target scene components based on the layout information of the regional components.

[0113] Optionally, it also includes:

[0114] In response to the target position setting operation in the game editing scene, the system matches the corresponding scene component from the component library or generates a new scene component based on the environment information.

[0115] Display the matched or generated scene components in the game editing scene.

[0116] Optionally, the range of the identified region is dynamically adjusted based on the geometric parameters of the target scene components and the layout parameters of the game editing scene.

[0117] Optionally, it also includes:

[0118] In response to adjustment operations on the target scene components, update the component attribute information based on the adjustment operations;

[0119] Update the environmental information corresponding to the identified area based on the updated component attribute information;

[0120] Adjust component property information based on the updated environment information.

[0121] Optionally, it also includes:

[0122] After updating the component property information, control the display of the adjusted effect preview of the target scene component in the game editing scene.

[0123] Optionally, it also includes:

[0124] In response to adjustments made to the target scene components, the system controls the display of prompts in the game editing scene. These prompts indicate the degree to which the component attributes of the adjusted target scene components are adapted to the environment.

[0125] Optionally, the method further includes:

[0126] In response to the shape customization operation of the recognition area, a recognition area corresponding to the shape customization operation is generated.

[0127] Optionally, the method further includes:

[0128] Controls the display of the visual boundary outline of the recognition area in the graphical user interface;

[0129] The display status of the boundary contour is updated in real time according to the adjustment of the target position.

[0130] Optionally, displaying the matched or generated scene components in the game editing scene includes:

[0131] Generate multiple candidate versions of the scene component, either matching or generated.

[0132] Displays a comparative preview view of multiple candidate versions in the graphical user interface;

[0133] In response to the selection command, the target version is determined from multiple candidate versions, and the scene components corresponding to the target version are generated in the game editing scene.

[0134] Optionally, after updating the component property information of the target scene component, the process also includes:

[0135] Record the current combination of adjusted parameters and the corresponding environmental information characteristics;

[0136] When similar environmental information features are detected, historical adjustment parameter combinations are used to adjust components first.

[0137] The electronic device provided by the above embodiments allows users to adaptively adjust the component attributes of the currently edited component based on the environmental conditions of the game editing scene, such as style and layout, after dragging components into the scene. This automatic identification of environmental information and adjustment of component attributes reduces manual operation, improves editing efficiency, and enhances the intelligent adaptability of components.

[0138] Furthermore, Figure 6 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.

[0139] The memory 100 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 6 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0140] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. The processor 101 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0141] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned component editing method. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0142] Specifically, the process of the above component editing method may include:

[0143] In response to moving the target scene component to the target position in the game editing scene, the recognition area is determined based on the target position;

[0144] The environmental information corresponding to the target location in the game editing scene is determined based on the identified region. The environmental information includes at least one of the following: geometric information of the region component corresponding to the identified region, visual information of the region component, and layout information of the region component.

[0145] Based on the environmental information, update the component attribute information of the target scene component. The component attribute information includes at least one of the following: geometric parameters, visualization parameters, and orientation parameters.

[0146] Controls the display of updated target scene components in the game editing scene.

[0147] Optionally, updating the component attribute information of the target scene component based on the environmental information includes:

[0148] Adjust the geometric parameters of the target scene components based on the geometric information of the region components;

[0149] Adjust the visualization parameters of the target scene components based on the visualization information of the regional components;

[0150] Adjust the orientation parameters of the target scene components based on the layout information of the regional components.

[0151] Optionally, it also includes:

[0152] In response to the target position setting operation in the game editing scene, the system matches the corresponding scene component from the component library or generates a new scene component based on the environment information.

[0153] Display the matched or generated scene components in the game editing scene.

[0154] Optionally, the range of the identified region is dynamically adjusted based on the geometric parameters of the target scene components and the layout parameters of the game editing scene.

[0155] Optionally, it also includes:

[0156] In response to adjustment operations on the target scene components, update the component attribute information based on the adjustment operations;

[0157] Update the environmental information corresponding to the identified area based on the updated component attribute information;

[0158] Adjust component property information based on the updated environment information.

[0159] Optionally, it also includes:

[0160] After updating the component property information, control the display of the adjusted effect preview of the target scene component in the game editing scene.

[0161] Optionally, it also includes:

[0162] In response to adjustments made to the target scene components, the system controls the display of prompts in the game editing scene. These prompts indicate the degree to which the component attributes of the adjusted target scene components are adapted to the environment.

[0163] Optionally, the method further includes:

[0164] In response to the shape customization operation of the recognition area, a recognition area corresponding to the shape customization operation is generated.

[0165] Optionally, the method further includes:

[0166] Controls the display of the visual boundary outline of the recognition area in the graphical user interface;

[0167] The display status of the boundary contour is updated in real time according to the adjustment of the target position.

[0168] Optionally, displaying the matched or generated scene components in the game editing scene includes:

[0169] Generate multiple candidate versions of the scene component, either matching or generated.

[0170] Displays a comparative preview view of multiple candidate versions in the graphical user interface;

[0171] In response to the selection command, the target version is determined from multiple candidate versions, and the scene components corresponding to the target version are generated in the game editing scene.

[0172] Optionally, after updating the component property information of the target scene component, the process also includes:

[0173] Record the current combination of adjusted parameters and the corresponding environmental information characteristics;

[0174] When similar environmental information features are detected, historical adjustment parameter combinations are used to adjust components first.

[0175] If a function is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, a portable hard drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0176] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0177] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A component editing method, characterized in that, A graphical user interface is provided through a terminal device, which displays a game editing scene. The game editing scene includes at least one scene component. The method includes: In response to moving the target scene component to the target position in the game editing scene, the recognition area is determined based on the target position; The environmental information corresponding to the target location in the game editing scene is determined based on the identified region. The environmental information includes at least one of the following: geometric information of the region component corresponding to the identified region, visual information of the region component, and layout information of the region component. Based on the environmental information, update the component attribute information of the target scene component. The component attribute information includes at least one of the following: geometric parameters, visualization parameters, and orientation parameters. Controls the display of updated target scene components in the game editing scene.

2. The method according to claim 1, characterized in that, Based on the environmental information, the component attribute information of the target scene components is updated, including: Adjust the geometric parameters of the target scene components based on the geometric information of the region components; Adjust the visualization parameters of the target scene components based on the visualization information of the regional components; Adjust the orientation parameters of the target scene components based on the layout information of the regional components.

3. The method according to claim 1, characterized in that, Also includes: In response to the target position setting operation in the game editing scene, the system matches the corresponding scene component from the component library or generates a new scene component based on the environment information. Display the matched or generated scene components in the game editing scene.

4. The method according to claim 1, characterized in that, The range of the identified area is dynamically adjusted based on the geometric parameters of the target scene components and the layout parameters of the game editing scene.

5. The method according to claim 1, characterized in that, Also includes: In response to adjustment operations on the target scene components, update the component attribute information based on the adjustment operations; Update the environmental information corresponding to the identified area based on the updated component attribute information; Adjust component property information based on the updated environment information.

6. The method according to claim 1, characterized in that, Also includes: After updating the component property information, control the display of the adjusted effect preview of the target scene component in the game editing scene.

7. The method according to claim 1, characterized in that, Also includes: In response to adjustments made to the target scene components, the system controls the display of prompts in the game editing scene. These prompts indicate the degree to which the component attributes of the adjusted target scene components are adapted to the environment.

8. The method according to claim 1, characterized in that, The method also includes: In response to the shape customization operation of the recognition area, a recognition area corresponding to the shape customization operation is generated.

9. The method according to claim 1, characterized in that, The method also includes: Controls the display of the visual boundary outline of the recognition area in the graphical user interface; The display status of the boundary contour is updated in real time according to the adjustment of the target position.

10. The method according to claim 3, characterized in that, Displaying matched or generated scene components in the game editing scene includes: Generate multiple candidate versions of the scene component, either matching or generated. Displays a comparative preview view of multiple candidate versions in the graphical user interface; In response to the selection command, the target version is determined from multiple candidate versions, and the scene components corresponding to the target version are generated in the game editing scene.

11. The method according to claim 1, characterized in that, After updating the component property information of the target scene component, it also includes: Record the current combination of adjusted parameters and the corresponding environmental information characteristics; When similar environmental information features are detected, historical adjustment parameter combinations are used to adjust components first.

12. A component editing device, characterized in that, The device includes: The recognition region determination module is configured to determine the recognition region based on the target position in response to moving the target scene component to the target position in the game editing scene; The environmental information detection module is configured to determine the environmental information corresponding to the target location in the game editing scene based on the recognition area. The environmental information includes at least one of the following: geometric information of the region component corresponding to the recognition area, visual information of the region component, and layout information of the region component. The component attribute information update module is configured to update the component attribute information of the target scene component based on the environment information. The component attribute information includes at least one of the following: geometric parameters, visualization parameters, and orientation parameters. The display module is configured to control the display of updated target scene components in the game editing scene.

13. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the component editing method of any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the component editing method of any one of claims 1 to 11.