Component editing method and apparatus, and electronic device
By adding a manifester to the game editing scene and setting dynamic performance parameters, the problem that players cannot replace skins and sound effects in online games is solved, and personalized editing and improving the game experience is achieved.
Patent Information
- Application Number
- PCT/CN2024/124494
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-11-02
- Filing Date
- 2024-10-12
- Publication Date
- 2025-07-03
AI Technical Summary
In the prior art, players cannot replace the skin of virtual characters or replace the game sound effects through third-party tools in online games, resulting in difficult to meet personalized needs and poor game experience.
Provides a component editing method, which dynamically sets skin performance, special effects performance and audio performance by adding a presenter to the game editing scene, and determines the trigger event through parameter setting operations to achieve the presentation of dynamic performance effects.
Players can freely set the dynamic performance of scene components in the game editing scene without the intervention of third-party software, simplifying the setting process and improving personalized editing needs and game experience.
Smart Images

Figure CN2024124494_03072025_PF_FP_ABST
Abstract
Description
Component editing method, device and electronic device
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application number: 202311459113.3, filed on November 2, 2023, entitled “Component Editing Method, Device and Electronic Device”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the technical field of game editing, and in particular to a component editing method, device, and electronic device. Background Art
[0004] In the game, players can replace the skin of the virtual character through third-party tools, and replace the game sound effects by editing the game files. However, the above-mentioned skin replacement method is only applicable to stand-alone games with open servers. Most online games do not support third-party tools to modify the game performance. At the same time, the above-mentioned sound effect replacement method requires editing the game files, but the files of mobile games have been packaged and integrated and do not support modification, which makes it impossible for players to replace sound effects and skins, making it difficult to meet the personalized needs of players and resulting in a poor gaming experience for players.
[0005] Summary of the Invention
[0006] According to one aspect of the present disclosure, a component editing method is provided, which includes: displaying a graphical user interface by running a game program, the graphical user interface including a game editing scene; wherein the game editing scene includes a target scene component; in response to a performance creation operation for the target scene component, adding a presenter to the target scene component; the presenter is used to add dynamic performance to the target scene component, and the performance type of the dynamic performance includes at least one of the following: skin performance, special effect performance and audio performance; in response to a parameter setting operation for the presenter, determining the performance parameters and triggering events corresponding to the presenter based on the parameter setting operation; wherein the performance parameters include at least: the performance type and performance duration corresponding to the presenter; in response to a triggering event in the game editing scene or the game running scene, displaying the target scene component in the game editing scene or the game running scene and presenting the dynamic performance effect generated based on the performance parameters on the target scene component.
[0007] According to one aspect of the present disclosure, a component editing device is provided, which includes: an interface display module for displaying a graphical user interface by running a game program, wherein the graphical user interface includes a game editing scene; wherein the game editing scene includes a target scene component; a performance creation module for responding to a performance creation operation for the target scene component and adding a performer to the target scene component; the performer is used to add dynamic performance to the target scene component, and the performance type of the dynamic performance includes at least one of the following: skin performance, special effect performance and audio performance; a parameter setting module for responding to a parameter setting operation for the performer and determining the performance parameters and triggering events corresponding to the performer based on the parameter setting operation; wherein the performance parameters include at least: the performance type and performance duration corresponding to the performer; a performance presentation module for responding to the triggering event in the game editing scene or the game running scene, displaying the target scene component in the game editing scene or the game running scene and presenting the dynamic performance effect generated based on the performance parameters on the target scene component.
[0008] According to one aspect of the present disclosure, an electronic device is provided. The electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the above-mentioned component editing method.
[0009] According to one aspect of the present disclosure, a computer-readable storage medium is provided, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned component editing method.
[0010] The embodiments of the present disclosure bring the following beneficial effects:
[0011] The present disclosure provides a component editing method, device, and electronic device. First, in response to a performance creation operation for a target scene component displayed in a game editing scene, a display is added to the target scene component. The display is used to add dynamic performance to the target scene component. The performance type of the dynamic performance includes at least one of skin performance, special effect performance, and audio performance. Then, in response to a parameter setting operation for the display, the display determines the performance parameters and triggering events corresponding to the display based on the parameter setting operation. Then, in response to the triggering event in the game editing scene or the game running scene, the target scene component is displayed in the corresponding game scene and the dynamic performance effect generated based on the performance parameters is presented on the target scene component. In this method, players can freely set the dynamic performance effects that can be presented by the scene component by editing the performance parameters corresponding to the display configured for the scene component in the game editing scene. This method can set the dynamic performance of the scene component without the intervention of third-party software, thereby simplifying the setting method of the dynamic performance and helping to improve the player's personalized editing needs and the player's gaming experience.
[0012] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by practicing the above-mentioned technology of the present disclosure.
[0013] In order to make the above-mentioned objects, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0014] FIG1 is a flowchart of a component editing method provided by an embodiment of the present disclosure;
[0015] FIG2 is a schematic diagram of a display management interface of a target scene component provided by an embodiment of the present disclosure;
[0016] FIG3 is a schematic diagram of a parameter setting panel corresponding to one skin performance according to an embodiment of the present disclosure;
[0017] FIG4 is a schematic diagram of a parameter setting panel corresponding to one of the special effect performances provided in an embodiment of the present disclosure;
[0018] FIG5 is a schematic diagram of a parameter setting panel corresponding to one of the sound effect performances provided in an embodiment of the present disclosure;
[0019] FIG6 is a schematic diagram of one of the display devices being triggered according to an embodiment of the present disclosure;
[0020] FIG7 is a schematic structural diagram of a component editing device provided by an embodiment of the present disclosure;
[0021] FIG8 is a schematic structural diagram of one of the electronic devices provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0022] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all of them. Generally, the components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.
[0023] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.
[0024] In the game, players can replace the skin of the virtual character through third-party tools, and replace the game sound effects by editing the game files. However, the above-mentioned skin replacement method is only applicable to stand-alone games with open servers. Most online games do not support third-party tools to modify the game performance. At the same time, the above-mentioned sound effect replacement method requires editing the game files. Most online games do not support modifying game files, and the files of mobile games have been packaged and integrated and do not support modification. As a result, players are unable to replace sound effects and skins, making it difficult to meet the personalized needs of players, resulting in a poor gaming experience for players.
[0025] The component editing method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the component editing method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0026] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the component editing method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0027] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0028] In one possible implementation, the present disclosure provides a component editing method; as shown in FIG1 , the method includes the following specific steps:
[0029] Step S102: Display a graphical user interface by running the game program, wherein the graphical user interface includes a game editing scene; wherein the game editing scene includes a target scene component.
[0030] In a specific implementation, the above-mentioned graphical user interface is displayed when a game program is running on a terminal device. The game program can be a program of any game, and the terminal device can be the local terminal device mentioned above, or it can be the client device in the cloud interactive system mentioned above. For example, the terminal device can be a mobile phone, a tablet computer, or a personal computer. The above-mentioned game editing scene is a scene provided by running the game program, and can also be understood as a scene of the game editing stage provided by the game editor. In the game editing scene, editable components can be edited, and the edited editable components are determined as scene components and set in the game editing scene. In actual applications, when a player triggers a game editing instruction, the game editing scene can be displayed in the graphical user interface. The game editing instruction can be determined according to the rules of the game. For example, the editing instruction can be an operation to enter the game editor; it can also be an operation to select a scene map for editing, etc.
[0031] In a specific embodiment, after the game editing scene is displayed in the graphical user interface, the target scene component can be set in the game editing scene in the following manner: a component generation window is displayed in the graphical user interface, and the component generation window includes a plurality of editable components; in response to a trigger operation for a target editable component among the plurality of editable components, the target scene component corresponding to the target editable component is controlled to be generated in the game editing scene. The above-mentioned target editable component can be any editable component included in the component generation window. The specific operation of the above-mentioned trigger operation for the target editable component can be determined according to R&D requirements, and can also be determined according to the user's setting operation. For example, the trigger operation can be an operation of dragging the target editable component into the game editing scene, or an operation of clicking or long pressing the target editing component in the editing window, etc.
[0032] Specifically, the component types and forms of the editable components included in the component generation window can be set according to R&D requirements. For example, the editing window can include multiple different types of editable components, including: structural components, item components, environmental components, mechanism components, biological components, and combination components. Each type of editable component also contains multiple editable components. For example, item components also include furniture components, interior decoration components, lighting components, kitchen and bathroom components, and daily necessities components. Furniture components can also include: coffee table components, round table components, and round stool components.
[0033] Step S104, in response to the performance creation operation for the target scene component, a presenter is added to the target scene component; the presenter is used to add dynamic performance to the target scene component, and the performance type of the dynamic performance includes at least one of the following: skin performance, special effect performance and audio performance.
[0034] In a specific implementation, the specific operation of the above-mentioned performance creation operation can be determined according to the game rules and player operations. For example, the performance creation operation can be a triggering operation of the add presenter control displayed in the graphical user interface, or it can be a copying operation of the existing presenter of the target scene component. Specifically, before adding a presenter to the target scene component, it is necessary to select the target scene component in the game editing scene, and then trigger the setting control displayed in the graphical user interface to display the editing window corresponding to the target scene component in the graphical user interface. The editing window can display the add presenter control and the list of existing presenters of the target scene component.
[0035] In practical applications, a renderer is primarily used to add dynamic performance to a target scene component. This dynamic performance can be expressed as at least one of the following: skin, special effects, and audio. Skin refers to switching the target scene component's current skin to the skin corresponding to the renderer; special effects dynamically render the corresponding special effects on the target scene component; and audio refers to playing audio on the target scene component.
[0036] In one specific embodiment, the target scene component can be configured with at least one renderer; each renderer can only be configured with one dynamic representation. It can also be understood that players can add multiple renderers to the target scene component, and the target scene component can also present multiple dynamic representations simultaneously or at different times, depending on the dynamic representation configured for each renderer.
[0037] Step S106 , responding to the parameter setting operation for the renderer, determining the rendering parameters and triggering events corresponding to the renderer based on the parameter setting operation; wherein the rendering parameters at least include: the rendering type and rendering duration corresponding to the renderer.
[0038] In a specific implementation, the above-mentioned parameter setting operation may be a configuration operation for the preset parameters in the parameter setting panel corresponding to the renderer, and the preset parameters include performance parameters and trigger events, wherein the performance parameters include at least the performance type and performance duration corresponding to the renderer. At the same time, according to different performance types, the performance parameters may also include other parameters, which may be determined according to R&D needs. For example, corresponding to skin performance, the performance parameters may also include skin color, skin switching method, etc.; corresponding to special effect performance, the performance parameters may also include special effect type and special effect position. Specifically, the above-mentioned trigger event is used to indicate the trigger condition or display timing of the dynamic performance corresponding to the renderer on the target scene component.
[0039] Step S108, in response to the triggering event in the game editing scene or the game running scene, the target scene component is displayed in the game editing scene or the game running scene and a dynamic performance effect generated based on the performance parameters is presented on the target scene component.
[0040] In a specific implementation, the aforementioned game execution scenario is a scenario in which players experience the game content generated by the game editing scenario. The scenario components included in the game execution scenario are the same as those in the game editing scenario, and the component functions of the scenario components included in the game execution scenario are determined by the component parameters edited in the game editing scenario. Specifically, the terminal device can present the game execution scenario in response to a game execution instruction. The game execution instruction can be a trigger instruction for a trial play control displayed in a graphical user interface, or an instruction to directly enter a game scenario generated by the game editing scenario.
[0041] In actual applications, when a trigger event corresponding to a renderer is triggered in a game editing scene or a game running scene, a dynamic rendering effect generated based on the rendering parameters is presented on the target scene component displayed in the game editing scene or the game running scene. Specifically, the trigger event corresponding to the renderer includes at least one of the following: a target virtual character entering or leaving a designated scene area in the game editing scene or the game running scene, an action performed by the target virtual character meeting a preset condition, or a triggering operation on a target button switch configured in the graphical user interface.
[0042] The target virtual character is a virtual object controlled by the player through a terminal device. The designated scene area can be any area in the game scene (including the game editing scene or the game running scene), which is determined based on the player's editing operation. The preset conditions that the target virtual character's behavior meets can also be based on the player's editing operation. For example, the preset conditions can include the target virtual character performing a certain behavior for a preset duration or a preset number of times. The target button switch can be a button set by the player's editing operation, and the triggering operation for the target button control can be a press operation, a lift operation, or a long press operation.
[0043] In an optional embodiment, the above-mentioned trigger event is determined by performing a logic editing operation on a preset logic component; the preset logic component includes at least one of an event trigger, a counter, a timer and a button switch; when the trigger event includes multiple sub-events, a trigger association logic is set between the multiple sub-events, and the trigger association logic is used to indicate the impact on the operation of the logic component corresponding to the second sub-event when the first sub-event is triggered; wherein the first sub-event and the second sub-event are sub-events among the multiple sub-events included in the trigger event.
[0044] Specifically, the event trigger is used to demarcate a designated scene area in the game editing scene and detect whether the target virtual character enters the designated scene area. The counter can record the number of times the target virtual character enters the designated scene area, or the number of times the target virtual character performs a specified action, etc. The behavior that the counter can record can be determined based on the editing operation. The timer can record the duration of the target virtual character entering the designated scene area, or the duration of the game, etc., so that a certain event is completed when the timer reaches the corresponding duration. The button switch can be pressed or lifted, and pressing the button switch can be used as a trigger event, or lifting the button switch can be used as a trigger event.
[0045] Players can design more complex trigger events by performing logical editing operations on multiple preset logic components. That is, the trigger event can be completed by the cooperation of multiple preset logic components. For example, the event trigger detects whether the target virtual character enters the designated scene area, and the counter detects the number of times the target virtual character enters the designated scene area. The trigger event is when the target virtual character enters the target scene area 10 times.
[0046] An embodiment of the present invention provides a component editing method. Players can freely set the dynamic performance effects that can be presented by scene components by editing the performance parameters corresponding to the display of the scene component configuration in the game editing scene. This method can set the dynamic performance of the scene component without the intervention of third-party software, thereby simplifying the setting method of dynamic performance and helping to improve the player's personalized editing needs and player gaming experience.
[0047] The following preferred embodiments are used to describe how to configure a renderer on a target scene component.
[0048] Specifically, in response to a copy operation of a first display configured for a target scene component, a second display is added to the target scene component; wherein the performance parameters and trigger events corresponding to the second display are the same as the performance parameters and trigger events corresponding to the first display; in response to a parameter adjustment operation for the second display, the performance parameters and / or trigger events corresponding to the second display are adjusted based on the parameter adjustment operation.
[0049] In a specific implementation, the first display can be any display set on the target scene component. The player's copy operation on the first display can be determined based on R&D requirements or player operations. For example, the copy operation can be clicking a pop-up copy control after selecting the first display; it can also be clicking a copy control displayed in the interface after selecting the first display. After the player copies the first display, a second display is added to the target scene component. The initial display parameters and trigger events corresponding to the second display are the same as those corresponding to the first display. The player can adjust the display parameters and trigger events corresponding to the second display as needed to ensure that the dynamic display corresponding to the second display meets the player's needs.
[0050] In an optional embodiment, the player can also delete the display on the target scene component to reduce the dynamic display of the target scene component corresponding to the deleted display. Specifically, in response to the deletion operation of the target display configured for the target scene component, the target display is deleted from the target scene component. The target display can be any display configured on the target scene component. The specific operation of the deletion operation can be determined according to R&D requirements. For example, the deletion operation can be a click on the pop-up delete control after selecting the target display.
[0051] To facilitate understanding of how to configure a renderer on a target scene component, FIG2 shows a schematic diagram of the renderer management interface of the target scene component. After selecting the target scene component, triggering the setting control displayed in the graphical user interface will display the editing window corresponding to the target scene component in the graphical user interface. The editing window displays the renderer management interface shown in FIG2. The target scene component in FIG2 is provided with two renderers, renderer 1 and renderer 2. The circle in front of the renderer in FIG2 is used to select the renderer. The player clicks the circle in front of renderer 2, and the circle changes from white to gray, thus selecting renderer 2. After selecting renderer 2, a copy control and a delete control appear near the renderer. When the player clicks the delete control, renderer 2 is deleted. Clicking the copy control will copy renderer 2. Clicking the paste control will display renderer 2 as renderer 3 below renderer 2. At this time, the performance parameters and trigger events corresponding to renderer 3 are exactly the same as those of renderer 2. If the player clicks the add control in FIG2 alone, a new renderer will be added to the target scene component. The initial parameters of the renderer may be empty and need to be edited by the player. If the player clicks the Copy All control separately, Display 1 and Display 2 will be copied. Then, if the player clicks the Paste control again, two displays will be added to the target scene component.
[0052] In the above method, players can add displays to the target scene component according to their needs, and the displays on the target scene component can also be copied and deleted, etc., to meet the player's personalized editing needs.
[0053] The following preferred embodiments are used to describe the parameter setting method of the display.
[0054] Specifically, the above-mentioned response to the parameter setting operation of the display, and the specific process of determining the performance parameters and trigger events corresponding to the display based on the parameter setting operation may include: responding to the parameter editing operation of the display, displaying a type selection control in the graphical user interface; responding to the trigger operation of the type selection control, displaying a type selection list in the graphical user interface, the type selection list including multiple preset performance types; the multiple preset performance types include: skin performance, special effect performance and audio performance; responding to the selection operation of the target preset performance type among the multiple preset performance types, determining the target preset performance type as the performance type corresponding to the display, and displaying a parameter setting panel matching the target preset performance type in the graphical user interface; responding to the setting operation on the parameter setting panel, determining the performance parameters and trigger events corresponding to the display based on the setting operation.
[0055] In a specific implementation, the above-mentioned display can be any display added to the target scene component, that is, when the player triggers a display in the editor management interface corresponding to the target scene component, the graphical user interface will display the editing interface corresponding to the display, and the editing interface will display a type selection control, which is used to determine the display type of the display corresponding to the current editing interface. When the player triggers the type selection control, a type selection list will be displayed in the graphical user interface. The player can select any preset display type in the type selection list as the display type corresponding to the display, and based on the display type selected by the player, a matching parameter setting panel will be displayed in the graphical user interface. The parameter setting panel includes multiple editing controls, which are used to configure the display parameters and trigger events corresponding to the display. The player can configure the editing controls in the parameter setting panel according to their needs to obtain the display parameters and trigger events corresponding to the display.
[0056] In actual applications, the parameter setting panel also includes a performance preview control. Based on this, in response to a trigger operation on the performance preview control, a dynamic performance effect generated based on the performance parameters set on the parameter setting panel is presented on the target scene component in the game editing scene. In this method, since the dynamic performance effect is presented in the game editing scene, there is no need to trigger the corresponding trigger event of the presenter. The dynamic performance generated by the presenter based on the performance parameters can be directly presented in the game editing scene.
[0057] In another optional embodiment, a performance preview control is also displayed in the display management interface corresponding to the target scene component. The player can select any one or more displays in the target scene component, and then click the performance preview control to present the dynamic performance corresponding to the selected display on the target scene component.
[0058] In a specific implementation, when the presentation type corresponding to the above-mentioned display is skin presentation, the parameter setting panel corresponding to the display includes a first editing control for setting the skin type and a second editing control for setting the trigger event; the above-mentioned response to the setting operation on the parameter setting panel, and the specific process of determining the presentation parameters and trigger events corresponding to the display based on the setting operation may include: responding to the trigger operation on the first editing control, displaying a skin type list in the graphical user interface, the skin type list including at least one preset skin type; responding to the selection operation on the target skin type in the skin type list, configuring the target skin type as the skin type of the display; responding to the input operation on the second editing control, and determining the trigger event of switching the skin of the target scene component to the skin corresponding to the display based on the input operation.
[0059] The control form and operation method of the first edit control and the second edit control can be determined according to R&D requirements. The triggering operation for the first edit control can be a click operation or a long press operation on the first edit control. Specifically, when the player triggers the first edit control, a skin type list will be displayed near the first edit control. The preset skin types contained in the skin type list can be determined according to R&D requirements. For example, the preset skin type can be mud skin, stone skin, grass skin, or metal skin. The player can select any preset skin type in the skin type list as the skin type of the skin corresponding to the display.
[0060] The input operation on the second edit control may be an operation of entering text in the second edit control, or a method of selecting a preset event presented by the second edit control, etc. Specifically, based on the input content of the input operation on the second edit control, a trigger event for switching the skin of the target scene component to the skin corresponding to the presenter may be determined.
[0061] Furthermore, when the expression type of the display is skin expression, the expression parameters of the display also include skin color, skin surface roughness and skin surface metallicity; the above-mentioned response to the setting operation of the parameter setting panel, and the specific process of determining the corresponding expression parameters of the display based on the setting operation may also include: responding to the color editing operation acting on the parameter setting panel, and determining the corresponding skin color of the display based on the color editing operation; responding to the material editing operation acting on the parameter setting panel, and determining the corresponding skin surface roughness and skin surface metallicity of the display based on the material editing operation.
[0062] The specific operation of the above-mentioned color editing operation can be determined according to the research and development needs. For example, the color configuration operation can be: after triggering the color palette selection control displayed in the parameter setting panel, a color scheme list is displayed in the parameter setting panel, and the color scheme list includes multiple preset color combinations, and then the target color combination in the color list is selected, so that the color of the skin corresponding to the display can be determined based on the target color combination. The above-mentioned color configuration operation can also be: triggering the color block displayed in the parameter setting panel, displaying a color panel containing multiple colors, and the player selects the color in the color panel. Among them, the color block is used to display the current color of the skin corresponding to the display; the number of color blocks displayed in the specific parameter setting panel matches the skin type. If the skin type corresponds to multiple component areas of the component, then each component area applies a color block, and different color blocks are used to display the current colors corresponding to different component areas.
[0063] The specific operations corresponding to the above-mentioned material editing operations can also be determined according to research and development needs. Specifically, the parameter setting panel may include a roughness value bar and a first slider set on the roughness value bar. By sliding the first slider, the player can adjust the position of the first slider on the roughness value bar, and determine the roughness value corresponding to the position of the first slider as the skin surface roughness corresponding to the display; the parameter setting panel may include a metalness value bar and a second slider set on the metalness value bar. By sliding the second slider, the player can adjust the position of the second slider on the metalness value bar, and determine the metalness value corresponding to the position of the second slider as the skin surface metalness corresponding to the display; wherein, the numerical range corresponding to the roughness value bar and the metalness value bar can be determined according to research and development needs. In an optional embodiment, the above-mentioned material editing operation can also be an operation of inputting specific numerical values corresponding to the skin surface roughness and metal surface roughness in the parameter setting panel.
[0064] Furthermore, when the presentation type of the display is skin presentation, the presentation parameters corresponding to the display may also include skin switching duration and skin switching mode; the skin switching duration is used to indicate the time required for the target scene component to switch from the current skin to the skin corresponding to the display; the skin switching mode is used to indicate the switching mode when the target scene component switches from the current skin to the skin corresponding to the display. Based on this, the above-mentioned response to the setting operation of the parameter setting panel and the specific process of determining the presentation parameters corresponding to the display based on the setting operation may include: responding to the time input operation acting on the parameter setting panel, determining the time value input by the time input operation as the skin switching duration corresponding to the display; responding to the switching mode selection operation acting on the parameter setting panel, determining the target switching mode from multiple preset switching modes based on the switching mode selection operation, and determining the target switching mode as the skin switching mode corresponding to the display.
[0065] In specific implementation, the multiple preset switching modes displayed in the parameter setting panel can be displayed after triggering the switching mode control displayed in the parameter setting panel. The specific switching mode corresponding to each preset switching mode can be set according to R&D requirements. For example, the preset switching mode can be gradual fade-out or direct switching, etc.
[0066] Figure 3 shows a schematic diagram of the parameter setting panel corresponding to the skin performance provided by an embodiment of the present invention. The parameter setting panel corresponding to the skin performance can be used to set the name of the display. When the player triggers the skin type, the corresponding control (equivalent to the first editing control) will display a list of skin types. When the player clicks on the control below the color palette selection, multiple preset color schemes will be displayed, and the color value corresponds to the color block. The material parameter setting control is used to set the skin surface roughness and skin surface metallicity; the control corresponding to the skin switching mode is used to set the skin switching mode corresponding to the display, and the control corresponding to the skin switching duration is used to set the skin switching duration corresponding to the display. The time to trigger the display is used to set the trigger event that triggers the display to present the corresponding dynamic display on the target scene component.
[0067] In an optional embodiment, when the performance type corresponding to the renderer is a special effect performance; the parameter setting panel includes a third editing control for setting the special effect type and a fourth editing control for setting the trigger event; the above-mentioned response to the setting operation on the parameter setting panel, and the specific process of determining the performance parameters and trigger events corresponding to the renderer based on the setting operation may include: responding to the trigger operation on the third editing control, displaying a special effect type list in the graphical user interface, and the special effect type list includes at least one preset special effect type; responding to the selection operation of the target special effect type in the special effect type list, configuring the target special effect type as the special effect type corresponding to the renderer; responding to the input operation on the fourth editing control, and determining the trigger event for displaying the special effect corresponding to the renderer on the target scene component based on the input operation.
[0068] The control form and operation method of the third edit control and the fourth edit control can be determined according to R&D requirements. The trigger operation for the third edit control can be a click operation or a long press operation on the third edit control. Specifically, when the player triggers the third edit control, a special effect type list will be displayed near the third edit control. The preset special effect types contained in the special effect type list can be determined according to R&D requirements. For example, the preset special effect type can be a water special effect, a star special effect, a box special effect, or a flame special effect. The player can select any one of the preset special effect types in the special effect type list as the special effect type of the special effect corresponding to the display.
[0069] The input operation for the fourth edit control may be an operation of inputting text in the fourth edit control, or may be a method of selecting a preset event presented by the fourth edit control, etc. Specifically, based on the input content of the input operation for the fourth edit control, a triggering event for presenting a special effect corresponding to the presenter on the target scene component may be determined.
[0070] Furthermore, when the performance type of the display device is a special effect performance, the performance parameters of the display device also include the duration of the special effect and the display position of the special effect; the above-mentioned response to the setting operation of the parameter setting panel, and the specific process of determining the corresponding performance parameters of the display device based on the setting operation may include: responding to the time input operation acting on the parameter setting panel, and determining the duration of the special effect corresponding to the display device based on the time input operation; responding to the position setting operation acting on the parameter setting panel, and determining the display position of the special effect corresponding to the display device based on the position setting operation; wherein the special effect display position is used to indicate: when the display device is triggered, the display position of the special effect corresponding to the display device on the target scene component.
[0071] In the specific implementation, the parameter setting panel for the special effect performance type contains a time input control. Players can enter the time value in the time input control and determine the input time value as the duration of the special effect corresponding to the display; players can enter the position coordinates of the special effect corresponding to the display in the parameter setting panel, and can also enter the hanging point position of the special effect corresponding to the display, etc. Usually, one or more hanging points can be set on the target scene component. The position of the hanging point is set in advance. The hanging point can be used to mount accessories or objects, etc., and can also be used to mount special effects.
[0072] As shown in Figure 4, it is a schematic diagram of the parameter setting panel corresponding to the special effect performance provided by an embodiment of the present invention. The control corresponding to the special effect preset in Figure 4 can display a list of special effect types. The player can select any preset special effect type in the special effect type list as the special effect type corresponding to the display, and display the special effect type corresponding to the display in the parameter setting panel. Figure 4 also includes a hanging point selection control. The player clicks the hanging point selection control to display a hanging point list. The hanging point list displays multiple preset hanging points included in the target scene component. The player can select any one of the multiple preset hanging points to mount the special effect corresponding to the display. The player can also select "empty". If empty is selected, it means that the special effect is not mounted on the hanging point, and the position can be selected arbitrarily. When selecting a hanging point, the position offset in Figure 4 can set the offset position of the special effect corresponding to the display relative to the hanging point. When empty is not selected, the actual position of the special effect corresponding to the display can be set.
[0073] Furthermore, when the performance type is a special effect performance, the performance parameters of the renderer also include: special effect size and special effect inheritance relationship; the special effect inheritance relationship is used to indicate whether the attribute parameters of the special effect corresponding to the renderer change with the attribute parameters of the target scene component; the attribute parameters include at least one of the following: position parameter, rotation parameter, and scale parameter. In a specific implementation, the parameter setting panel also includes a control for setting the special effect size corresponding to the renderer, and the player can enter the special effect size value in this control.
[0074] For example, the "Scale Size" control in Figure 4 sets the scale ratio of the effect's size relative to the initial size designed when the effect was created. Setting the scale size to 1 in Figure 4 indicates that the effect's size is the initial size, while setting it to 2 means it's double the initial size. The Duration control in Figure 4 sets the duration of the effect's appearance on the target scene component. Setting the Duration control to a negative number means the effect will persist as long as it's present; setting the Duration control to a positive number indicates how long the effect lasts. The "Attach" control in Figure 4 indicates whether to use a mounting point. If unchecked, the mounting point has no effect, the same as leaving the mounting point blank. The "Binding Mounting Point Inheritance" property sets the effect's inheritance relationship. This determines whether the effect inherits the component's properties, meaning whether the effect changes with changes in the target scene component. For example, if the target scene component increases in size, the effect also increases in size; if the target scene component moves, the effect also moves, similar to binding the effect to the target scene component. Figure 4 also includes a switch for setting whether to trigger the special effects corresponding to the display when the game starts. If turned on, the special effects corresponding to the display will be displayed on the target scene component when the game starts, without the need for triggering the corresponding trigger event of the display. In actual application, the parameter setting panel also includes a performance preview control for previewing the dynamic performance based on the performance parameters set in the parameter setting panel in the game editing scene.
[0075] In an optional embodiment, when the performance type corresponding to the renderer is sound effect performance, the parameter setting panel corresponding to the renderer includes a fifth editing control for setting the sound effect to be played and a sixth editing control for setting the trigger event; the above-mentioned response to the setting operation on the parameter setting panel, and the specific process of determining the performance parameters and trigger events corresponding to the renderer based on the setting operation may include: responding to the trigger operation on the fifth editing control, displaying a sound effect list in the graphical user interface, the sound effect list including at least one preset sound effect; responding to the selection operation on the target sound effect in the sound effect list, configuring the target sound effect as the sound effect to be played corresponding to the renderer; responding to the input operation on the sixth editing control, and determining the trigger event for playing the sound effect to be played corresponding to the renderer on the target scene component based on the input operation.
[0076] The control form and operation method of the fifth editing control and the sixth editing control can be determined according to research and development requirements. The trigger operation for the fifth editing control can be a click operation or a long press operation on the fifth editing control. Specifically, when the player triggers the fifth editing control, a sound effect list will be displayed near the fifth editing control. The preset sound effects contained in the sound effect list can be determined according to research and development requirements, and each preset sound effect has its own corresponding sound effect duration. For example, the preset sound effect can be an explosion sound effect, a thunder sound effect, a shattering sound effect, etc. The player can select any preset sound effect in the sound effect list as the sound effect to be played corresponding to the display.
[0077] The input operation for the sixth edit control may be an operation of inputting text in the sixth edit control, or may be a method of selecting a preset event presented by the sixth edit control, etc. Specifically, based on the input content of the input operation for the sixth edit control, a triggering event for the to-be-played sound effect corresponding to the playback display in the target scene component may be determined.
[0078] Furthermore, when the performance type is a sound effect type, the performance parameter corresponding to the performer also includes the duration of the sound effect; wherein the duration of the sound effect is used to indicate: when the performer is triggered, the duration of the sound effect to be played corresponding to the performer; the above-mentioned specific process of responding to the setting operation of the parameter setting panel and determining the performance parameter corresponding to the performer based on the setting operation may also include: responding to the time input operation acting on the parameter setting panel and determining the duration of the sound effect corresponding to the performer based on the time input operation. Specifically, since each sound effect has its own sound effect duration, when the sound effect duration set in the performer is a negative number, the duration of the sound effect corresponding to the performer is the sound effect's own sound effect duration; if the set sound effect duration is less than the sound effect's own sound effect duration, the sound effect will stop playing when the sound effect duration is reached; if the set sound effect duration is greater than the sound effect's own sound effect duration, the sound effect will play blankly until the sound effect duration ends after its own sound effect duration is completed.
[0079] FIG5 is a schematic diagram of a parameter setting panel corresponding to a sound effect performance provided by an embodiment of the present invention. The parameter setting panel corresponding to the sound effect performance can be set to a performer name. When a player triggers a sound effect preset, a corresponding control (equivalent to the fifth editing control) appears in a sound effect list. The player can select any preset sound effect in the sound effect list as the sound effect to be played by the performer, and the identifier of the sound effect to be played by the performer is displayed in the parameter setting panel. The player can also choose whether to play background music while the sound effect is playing. The control corresponding to the duration is used to set the duration of the sound effect. "Stop with unit destruction" is used to indicate whether the sound effect corresponding to the performer playing on the target scene component will stop playing when the target scene component is destroyed. The event that triggers the performance is used to set the trigger event that triggers the performer to play the sound effect on the target scene component. The event that closes the performance is used to set the trigger event that triggers the performer to stop playing the sound effect on the target scene component. In actual applications, the parameter setting panel also includes a performance preview control for previewing the dynamic performance presented based on the performance parameters set in the parameter setting panel in the game editing scene.
[0080] In this method, multiple renderers can be added to the same target scene component, supporting the editing of various dynamic rendering effects. Furthermore, the renderer parameter editing process is streamlined, allowing for easy editing through simple clicks, swipes, and other operations. This approach lowers the learning curve for players and helps enhance their gaming experience.
[0081] The following preferred embodiments are used to describe the method of presenting the dynamic performance corresponding to the display device in the game running scene.
[0082] Specifically, the graphical user interface includes a first interactive control; in response to a trigger operation on the first interactive control, the game scene information corresponding to the game editing scene is controlled to be generated; wherein the game scene information includes component information of the scene components in the game editing scene; the game scene information is controlled to be transmitted to the server; wherein the server is configured to communicate with the terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game running scene according to the game scene information through the game program.
[0083] After the first interactive control is triggered by the terminal device, the game scene information corresponding to the game editing scene can be generated, and the game scene information can be saved in a preset location, which can be a map file. The map file can not only save the game scene information, but also save other map information (including but not limited to screenshots, map names, logs and other information). After the map file saves the game scene information, it will be uploaded to the server. After the server reviews and approves it, the game scene generated by the game scene information can be published in the preset map pool, so that the terminal device connected to the server can download the corresponding game scene information from the server, and generate the corresponding game running scene according to the game scene information through the game program, and then experience the game in the game running scene. This method can publish the game scene information in the game editor and be experienced by other players, thereby realizing a fast UGC (User Generated Content) function.
[0084] In a specific implementation, players can use the game scene information to experience the game. Specifically, the following steps 10-11 can be used to experience the game:
[0085] Step 10: In response to the game running instruction, a game running scene of the game running phase is displayed through a graphical user interface, where the game running scene includes a target scene component generated according to the component information in the game scene information.
[0086] Step 11: In response to a trigger event corresponding to the third renderer on the target scene component being triggered, a dynamic rendering effect generated based on the rendering parameters corresponding to the third renderer is presented on the target scene component.
[0087] The third display can be any display set on the target scene component. In actual applications, the target scene component can be set with multiple displays, and the trigger events corresponding to each display can be the same or different. If two displays have the same trigger event, when the trigger events corresponding to these two displays occur in the game running scene, the dynamic expressions corresponding to these two displays will be displayed simultaneously on the target scene component.
[0088] FIG6 is a schematic diagram of a triggering display provided by an embodiment of the present invention. The stool model in FIG6 is a target scene component, the character model in FIG6 is a target virtual character, and the area within the rectangular block in FIG6 is a designated scene area in the game running scene. The rectangular block is set by an event trigger. The triggering event corresponding to the display configured for the target scene component is the target virtual character entering the designated scene area. The display type corresponding to the display configured for the target scene component is a skin display, and the skin color corresponding to the display is color 1. The left image in FIG6 shows the game running scene when the triggering event corresponding to the display configured for the target scene component has not occurred. In this case, the color of the target scene component is color 2, and the target character is outside the designated scene area. The right image in FIG6 shows the game running scene when the triggering event corresponding to the display is triggered. That is, the target virtual character enters the designated scene area, and the target scene component undergoes a skin change, thereby changing the color of the target scene component to color 1. In actual applications, the rectangular block shown in FIG6 can be hidden from the game running scene. However, the designated scene area function of the rectangular block still exists, and the rectangular block is simply set to be hidden. Whether the rectangular block is displayed in the game running scene can be determined through a setting operation.
[0089] In the above method, the changes in the target scene components can be triggered by obtaining the behavior of the game characters and players. This process does not require the intervention of other software, keeping the player experience smooth and immersive.
[0090] Corresponding to the above method embodiment, an embodiment of the present invention provides a component editing device, as shown in FIG7 , which includes:
[0091] The interface display module 60 is used to display a graphical user interface by running the game program, and the graphical user interface includes a game editing scene; wherein the game editing scene includes a target scene component.
[0092] The performance creation module 61 is used to respond to the performance creation operation for the target scene component and add a presenter to the target scene component; the presenter is used to add dynamic performance to the target scene component, and the performance type of the dynamic performance includes at least one of the following: skin performance, special effect performance and audio performance.
[0093] The parameter setting module 62 is used to respond to the parameter setting operation for the presenter and determine the performance parameters and trigger events corresponding to the presenter based on the parameter setting operation; wherein the performance parameters include at least: the performance type and performance duration corresponding to the presenter.
[0094] The performance presentation module 63 is used to respond to a trigger event in the game editing scene or the game running scene, display the target scene component in the game editing scene or the game running scene and present a dynamic performance effect generated based on the performance parameters on the target scene component.
[0095] With the above-mentioned component editing device, players can freely set the dynamic performance effects that scene components can present by editing the performance parameters corresponding to the display of the scene component configuration in the game editing scene. This method can set the dynamic performance of the scene component without the intervention of third-party software, thereby simplifying the setting method of dynamic performance and helping to improve the player's personalized editing needs and player gaming experience.
[0096] Specifically, the above-mentioned triggering events include at least one of the following: the target virtual character enters or leaves the designated scene area in the game editing scene or the game running scene, the behavior performed by the target virtual character meets the preset conditions, and the triggering operation of the target button switch configured in the graphical user interface.
[0097] Furthermore, the trigger event is determined by performing a logic editing operation on a preset logic component; the preset logic component includes at least one of an event trigger, a counter, a timer, and a button switch; when the trigger event includes multiple sub-events, a trigger association logic is set between the multiple sub-events, and the trigger association logic is used to indicate the impact on the operation of the logic component corresponding to the second sub-event when the first sub-event is triggered; wherein the first sub-event and the second sub-event are sub-events among the multiple sub-events included in the trigger event. Through the above-mentioned device module, players can design more complex trigger events by performing logic editing operations on multiple preset logic components, that is, the trigger event can be completed by the cooperation of multiple preset logic components, and by editing the performance parameters corresponding to the display of the scene component configuration in the game editing scene, the dynamic performance effect that the scene component can present can be freely set. This method can set the dynamic performance of the scene component without the intervention of third-party software, thereby simplifying the setting method of the dynamic performance, which helps to improve the player's personalized editing needs and the player's gaming experience.
[0098] In an optional embodiment, the target scene component is configured with at least one presenter; one presenter is configured with one dynamic presentation.
[0099] Furthermore, the device also includes a renderer duplication module configured to: in response to a duplication operation on a first renderer configured for a target scene component, add a second renderer to the target scene component; wherein the performance parameters and trigger events corresponding to the second renderer are the same as those corresponding to the first renderer; and in response to a parameter adjustment operation on the second renderer, adjust the performance parameters and / or trigger events corresponding to the second renderer based on the parameter adjustment operation. Through the device module, a player can duplicate the first renderer and adjust the performance parameters and trigger events corresponding to the second renderer as needed, so that the dynamic performance corresponding to the second renderer meets the player's needs.
[0100] Furthermore, the device further includes a renderer deletion module configured to delete the target renderer from the target scene component in response to a deletion operation on the target renderer configured for the target scene component. Through the device module, a player can delete the renderer from the target scene component to reduce the dynamic performance of the target scene component corresponding to the deleted renderer.
[0101] In a specific implementation, the above-mentioned parameter setting module 62 is used to: respond to the parameter editing operation on the display, and display the type selection control in the graphical user interface; respond to the trigger operation on the type selection control, and display the type selection list in the graphical user interface, and the type selection list includes multiple preset display types; the multiple preset display types include: skin display, special effect display and audio display; respond to the selection operation on the target preset display type among the multiple preset display types, determine the target preset display type as the display type corresponding to the display, and display the parameter setting panel matching the target preset display type in the graphical user interface; respond to the setting operation on the parameter setting panel, and determine the display parameters and trigger events corresponding to the display based on the setting operation.
[0102] In an optional embodiment, the expression type corresponding to the above-mentioned renderer is skin expression; the parameter setting panel includes a first editing control for setting the skin type and a second editing control for setting the trigger event; the above-mentioned parameter setting module 62 is also used to: respond to the trigger operation for the first editing control, display a skin type list in the graphical user interface, and the skin type list includes at least one preset skin type; respond to the selection operation for the target skin type in the skin type list, configure the target skin type as the skin type of the skin corresponding to the renderer; respond to the input operation for the second editing control, and determine the trigger event of switching the skin of the target scene component to the skin corresponding to the renderer based on the input operation.
[0103] Furthermore, the above-mentioned performance parameters also include skin color, skin surface roughness and skin surface metallicity; the above-mentioned parameter setting module 62 is used to: respond to the color editing operation acting on the parameter setting panel, and determine the skin color corresponding to the display based on the color editing operation; respond to the material editing operation acting on the parameter setting panel, and determine the skin surface roughness and skin surface metallicity corresponding to the display based on the material editing operation.
[0104] Furthermore, the above-mentioned performance parameters also include skin switching duration and skin switching mode; the skin switching duration is used to indicate the time required for the target scene component to switch from the current skin to the skin corresponding to the display; the skin switching mode is used to indicate the switching mode when the target scene component switches from the current skin to the skin corresponding to the display; the above-mentioned parameter setting module 62 is also used to: respond to the time input operation acting on the parameter setting panel, and determine the time value input by the time input operation as the skin switching duration corresponding to the display; respond to the switching mode selection operation acting on the parameter setting panel, determine the target switching mode from multiple preset switching modes based on the switching mode selection operation, and determine the target switching mode as the skin switching mode corresponding to the display.
[0105] In an optional embodiment, the performance type corresponding to the above-mentioned display is a special effect performance; the parameter setting panel includes a third editing control for setting the special effect type and a fourth editing control for setting the trigger event; the above-mentioned parameter setting module 62 is also used to: respond to the trigger operation on the third editing control, display a special effect type list in the graphical user interface, and the special effect type list includes at least one preset special effect type; respond to the selection operation of the target special effect type in the special effect type list, configure the target special effect type as the special effect type of the special effect corresponding to the display; respond to the input operation on the fourth editing control, and determine the trigger event for displaying the special effect corresponding to the display on the target scene component based on the input operation.
[0106] Furthermore, the above-mentioned performance parameters also include the duration of the special effects and the display position of the special effects; the above-mentioned parameter setting module 62 is also used to: respond to the time input operation acting on the parameter setting panel, and determine the duration of the special effects corresponding to the display device based on the time input operation; respond to the position setting operation acting on the parameter setting panel, and determine the display position of the special effects corresponding to the display device based on the position setting operation; wherein, the special effect display position is used to indicate: when the display device is triggered, the display position of the special effect corresponding to the display device on the target scene component.
[0107] Furthermore, the above-mentioned performance parameters also include: special effect size and special effect inheritance relationship; wherein, the special effect inheritance relationship is used to indicate: whether the attribute parameters of the special effect corresponding to the display device change with the changes in the attribute parameters of the target scene component; the attribute parameters include at least one of the following: position parameters, rotation parameters and scaling parameters.
[0108] In an optional embodiment, the performance type corresponding to the above-mentioned renderer is sound effect performance; the parameter setting panel includes a fifth editing control for setting the sound effect to be played and a sixth editing control for setting the trigger event; the above-mentioned parameter setting module 62 is also used to: respond to the trigger operation on the fifth editing control, display a sound effect list in the graphical user interface, and the sound effect list includes at least one preset sound effect; respond to the selection operation on the target sound effect in the sound effect list, configure the target sound effect as the sound effect to be played corresponding to the renderer; respond to the input operation on the sixth editing control, and determine the trigger event for playing the sound effect to be played corresponding to the renderer on the target scene component based on the input operation.
[0109] Furthermore, the above-mentioned performance parameters also include the duration of the sound effect; wherein, the duration of the sound effect is used to indicate: when the performer is triggered, the duration of the sound effect to be played corresponding to the performer; the above-mentioned parameter setting module 62 is also used to: respond to the time input operation acting on the parameter setting panel, and determine the duration of the sound effect corresponding to the performer based on the time input operation.
[0110] Through this device, multiple display elements can be added to the same target scene component, supporting the editing of various dynamic display effects. Furthermore, the display parameter editing process is streamlined, allowing for easy editing through simple clicks and swipes. This lowers the learning curve for players and helps enhance their gaming experience.
[0111] Furthermore, the parameter setting panel also includes a performance preview control; the device also includes a preview module for, in response to a trigger operation on the performance preview control, presenting a dynamic performance effect generated based on the performance parameters set on the parameter setting panel on a target scene component in the game editing scene. With the device, since the dynamic performance effect is presented within the game editing scene, there is no need to trigger a corresponding trigger event for the renderer; the dynamic performance generated by the renderer based on the performance parameters can be directly presented within the game editing scene.
[0112] Furthermore, the graphical user interface includes a first interactive control; the device also includes an information generation module, which is used to: respond to a trigger operation on the first interactive control, control the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of the scene components in the game editing scene; control the transmission of the game scene information to the server; wherein the server is configured to communicate with the terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game running scene based on the game scene information through the game program. Through the above device, the game scene information in the game editor can be published and experienced by other players, thereby realizing a fast UGC (User Generated Content) function.
[0113] Furthermore, the device also includes a game running module, which is configured to: in response to a game running instruction, display a game running scene during the game running phase via a graphical user interface, wherein the game running scene includes a target scene component generated based on component information in the game scene information; and in response to a trigger event corresponding to a target display on the target scene component being triggered, present a dynamic performance effect generated based on the performance parameters corresponding to the target display on the target scene component. Through the device, the behavior of game characters and players can be used to trigger changes in the presentation of the target scene component. This process does not require the intervention of other software, maintaining a smooth and immersive player experience.
[0114] The component editing device provided in the embodiment of the present invention has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference can be made to the corresponding content in the aforementioned method embodiment.
[0115] An embodiment of the present invention further provides an electronic device, as shown in FIG8 , which includes a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned component editing method.
[0116] Specifically, the above-mentioned component editing method includes: displaying a graphical user interface by running a game program, the graphical user interface includes a game editing scene; wherein, the game editing scene includes a target scene component; in response to a performance creation operation for the target scene component, adding a presenter to the target scene component; the presenter is used to add dynamic performance to the target scene component, and the performance type of the dynamic performance includes at least one of the following: skin performance, special effect performance and audio performance; in response to a parameter setting operation for the presenter, determining the performance parameters and triggering events corresponding to the presenter based on the parameter setting operation; wherein, the performance parameters include at least: the performance type and performance duration corresponding to the presenter; in response to a triggering event triggered in the game editing scene or the game running scene, displaying the target scene component in the game editing scene or the game running scene and presenting the dynamic performance effect generated based on the performance parameters on the target scene component.
[0117] In the above-mentioned component editing method, players can freely set the dynamic performance effects that scene components can present by editing the performance parameters corresponding to the display of the scene component configuration in the game editing scene. This method can set the dynamic performance of scene components without the intervention of third-party software, thereby simplifying the setting method of dynamic performance and helping to improve players' personalized editing needs and player gaming experience.
[0118] In an optional embodiment, the above-mentioned triggering event includes at least one of the following: the target virtual character enters or leaves a designated scene area in the game editing scene or the game running scene, the behavior performed by the target virtual character meets preset conditions, and the triggering operation of the target button switch configured in the graphical user interface.
[0119] In an optional embodiment, the trigger event is determined by performing a logic editing operation on a preset logic component; the preset logic component includes at least one of an event trigger, a counter, a timer, and a button switch; when the trigger event includes multiple sub-events, a trigger association logic is set between the multiple sub-events, and the trigger association logic is used to indicate the impact on the operation of the logic component corresponding to the second sub-event when the first sub-event is triggered; wherein the first sub-event and the second sub-event are sub-events among the multiple sub-events included in the trigger event. In this embodiment, the player can design a more complex trigger event by performing a logic editing operation on multiple preset logic components, that is, the trigger event can be completed by the cooperation of multiple preset logic components, and by editing the performance parameters corresponding to the display of the scene component configuration in the game editing scene, the dynamic performance effect that the scene component can present can be freely set. This method can set the dynamic performance of the scene component without the intervention of third-party software, thereby simplifying the setting method of the dynamic performance, which helps to improve the player's personalized editing needs and the player's gaming experience.
[0120] In an optional embodiment, the target scene component is configured with at least one presenter; one presenter is configured with one dynamic presentation.
[0121] In an optional embodiment, the method further includes: in response to a copy operation on a first renderer configured for a target scene component, adding a second renderer to the target scene component; wherein the performance parameters and trigger events corresponding to the second renderer are the same as the performance parameters and trigger events corresponding to the first renderer; and in response to a parameter adjustment operation on the second renderer, adjusting the performance parameters and / or trigger events corresponding to the second renderer based on the parameter adjustment operation. In this embodiment, a player can copy the first renderer and adjust the performance parameters and trigger events corresponding to the second renderer as needed, so that the dynamic performance corresponding to the second renderer meets the player's needs.
[0122] In an optional embodiment, the method further includes: in response to a deletion operation of a target renderer configured for the target scene component, deleting the target renderer on the target scene component. In this embodiment, the player can delete the renderer on the target scene component to reduce the dynamic performance of the target scene component corresponding to the deleted renderer.
[0123] In an optional embodiment, the above-mentioned steps of responding to the parameter setting operation for the renderer and determining the performance parameters and trigger events corresponding to the renderer based on the parameter setting operation include: responding to the parameter editing operation for the renderer, displaying a type selection control in the graphical user interface; responding to the triggering operation on the type selection control, displaying a type selection list in the graphical user interface, the type selection list including multiple preset performance types; the multiple preset performance types include: skin performance, special effect performance and audio performance; responding to the selection operation for a target preset performance type among the multiple preset performance types, determining the target preset performance type as the performance type corresponding to the renderer, and displaying a parameter setting panel matching the target preset performance type in the graphical user interface; responding to the setting operation on the parameter setting panel, determining the performance parameters and trigger events corresponding to the renderer based on the setting operation.
[0124] In an optional embodiment, the presentation type corresponding to the above-mentioned display is skin presentation; the parameter setting panel includes a first editing control for setting the skin type and a second editing control for setting the trigger event; the above-mentioned response to the setting operation on the parameter setting panel, and the step of determining the presentation parameters and trigger event corresponding to the display based on the setting operation, include: responding to the trigger operation on the first editing control, displaying a skin type list in the graphical user interface, the skin type list including at least one preset skin type; responding to the selection operation on the target skin type in the skin type list, configuring the target skin type as the skin type corresponding to the display; responding to the input operation on the second editing control, determining the trigger event of switching the skin of the target scene component to the skin corresponding to the display based on the input operation.
[0125] In an optional embodiment, the above-mentioned performance parameters also include skin color, skin surface roughness and skin surface metallicity; the above-mentioned step of responding to the setting operation on the parameter setting panel and determining the performance parameters corresponding to the display based on the setting operation includes: responding to the color editing operation on the parameter setting panel and determining the skin color corresponding to the display based on the color editing operation; responding to the material editing operation on the parameter setting panel and determining the skin surface roughness and skin surface metallicity corresponding to the display based on the material editing operation.
[0126] In an optional embodiment, the above-mentioned performance parameters also include skin switching duration and skin switching mode; the skin switching duration is used to indicate the time required for the target scene component to switch from the current skin to the skin corresponding to the display; the skin switching mode is used to indicate the switching mode when the target scene component switches from the current skin to the skin corresponding to the display; the above-mentioned response to the setting operation on the parameter setting panel, the step of determining the performance parameters corresponding to the display based on the setting operation, includes: responding to the time input operation on the parameter setting panel, determining the time value input by the time input operation as the skin switching duration corresponding to the display; responding to the switching mode selection operation on the parameter setting panel, determining the target switching mode from multiple preset switching modes based on the switching mode selection operation, and determining the target switching mode as the skin switching mode corresponding to the display.
[0127] In an optional embodiment, the performance type corresponding to the above-mentioned display is special effect performance; the parameter setting panel includes a third editing control for setting the special effect type and a fourth editing control for setting the trigger event; the above-mentioned response to the setting operation on the parameter setting panel, and the step of determining the performance parameters and trigger event corresponding to the display based on the setting operation, include: responding to the trigger operation on the third editing control, displaying a special effect type list in the graphical user interface, the special effect type list including at least one preset special effect type; responding to the selection operation of the target special effect type in the special effect type list, configuring the target special effect type as the special effect type of the special effect corresponding to the display; responding to the input operation on the fourth editing control, determining the trigger event for displaying the special effect corresponding to the display on the target scene component based on the input operation.
[0128] In an optional embodiment, the above-mentioned performance parameters also include the duration of the special effect and the display position of the special effect; the above-mentioned step of responding to the setting operation on the parameter setting panel and determining the performance parameters corresponding to the performer based on the setting operation includes: responding to the time input operation on the parameter setting panel, and determining the duration of the special effect corresponding to the performer based on the time input operation; responding to the position setting operation on the parameter setting panel, and determining the display position of the special effect corresponding to the performer based on the position setting operation; wherein the special effect display position is used to indicate: when the performer is triggered, the display position of the special effect corresponding to the performer on the target scene component.
[0129] In an optional embodiment, the above-mentioned performance parameters also include: special effect size and special effect inheritance relationship; wherein, the special effect inheritance relationship is used to indicate: whether the attribute parameters of the special effect corresponding to the presenter change with the changes in the attribute parameters of the target scene component; the attribute parameters include at least one of the following: position parameters, rotation parameters and scaling parameters.
[0130] In an optional embodiment, the performance type corresponding to the above-mentioned renderer is sound effect performance; the parameter setting panel includes a fifth editing control for setting the sound effect to be played and a sixth editing control for setting the trigger event; the above-mentioned response to the setting operation on the parameter setting panel, and the step of determining the performance parameters and trigger event corresponding to the renderer based on the setting operation, include: responding to the trigger operation on the fifth editing control, displaying a sound effect list in the graphical user interface, the sound effect list including at least one preset sound effect; responding to the selection operation on the target sound effect in the sound effect list, configuring the target sound effect as the sound effect to be played corresponding to the renderer; responding to the input operation on the sixth editing control, and determining the trigger event for playing the sound effect to be played corresponding to the renderer on the target scene component based on the input operation.
[0131] In an optional embodiment, the above-mentioned performance parameters also include the duration of the sound effect; wherein, the duration of the sound effect is used to indicate: when the performer is triggered, the duration of the sound effect to be played corresponding to the performer; the above-mentioned response to the setting operation of the parameter setting panel, the step of determining the performance parameters corresponding to the performer based on the setting operation, includes: responding to the time input operation acting on the parameter setting panel, and determining the duration of the sound effect corresponding to the performer based on the time input operation.
[0132] In this method, multiple renderers can be added to the same target scene component, supporting the editing of various dynamic rendering effects. Furthermore, the renderer parameter editing process is streamlined, allowing for easy editing through simple clicks, swipes, and other operations. This approach lowers the learning curve for players and helps enhance their gaming experience.
[0133] In an optional embodiment, the parameter setting panel further includes a performance preview control; and the method further includes: in response to a trigger operation on the performance preview control, presenting a dynamic performance effect generated based on the performance parameters set on the parameter setting panel on a target scene component in the game editing scene. In this method, since the dynamic performance effect is presented in the game editing scene, there is no need to trigger a corresponding trigger event of the renderer; the dynamic performance generated by the renderer based on the performance parameters can be directly presented in the game editing scene.
[0134] In an optional embodiment, the graphical user interface includes a first interactive control; the method further includes: in response to a triggering operation on the first interactive control, controlling the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of scene components in the game editing scene; controlling the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game running scene based on the game scene information through the game program. This method allows the game scene information in the game editor to be published and experienced by other players, thereby realizing a rapid UGC (User Generated Content) function.
[0135] In an optional embodiment, the method further includes: in response to a game execution instruction, displaying a game execution scene of the game execution phase via a graphical user interface, wherein the game execution scene includes a target scene component generated based on component information in the game scene information; and in response to a trigger event corresponding to a target display on the target scene component being triggered, presenting a dynamic performance effect generated based on the performance parameters corresponding to the target display on the target scene component. In this manner, the behavior of game characters and players can be used to trigger changes in the presentation of the target scene component. This process does not require the intervention of other software, maintaining a smooth and immersive player experience.
[0136] Furthermore, the electronic device shown in FIG8 further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .
[0137] Memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and may utilize the Internet, a wide area network, a local area network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, or an EISA bus. Buses can be classified as address buses, data buses, control buses, etc. For ease of illustration, FIG8 uses only one bidirectional arrow, but this does not mean that there is only one bus or only one type of bus.
[0138] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 101 or by software instructions. The above 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 various methods, steps, and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly implemented and executed by a hardware decoding processor, or by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.
[0139] An embodiment of the present invention also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned component editing method. The specific implementation can be found in the method embodiment, which will not be repeated here.
[0140] Specifically, the above-mentioned component editing method includes: displaying a graphical user interface by running a game program, the graphical user interface includes a game editing scene; wherein, the game editing scene includes a target scene component; in response to a performance creation operation for the target scene component, adding a presenter to the target scene component; the presenter is used to add dynamic performance to the target scene component, and the performance type of the dynamic performance includes at least one of the following: skin performance, special effect performance and audio performance; in response to a parameter setting operation for the presenter, determining the performance parameters and triggering events corresponding to the presenter based on the parameter setting operation; wherein, the performance parameters include at least: the performance type and performance duration corresponding to the presenter; in response to a triggering event triggered in the game editing scene or the game running scene, displaying the target scene component in the game editing scene or the game running scene and presenting the dynamic performance effect generated based on the performance parameters on the target scene component.
[0141] In the above-mentioned component editing method, players can freely set the dynamic performance effects that scene components can present by editing the performance parameters corresponding to the display of the scene component configuration in the game editing scene. This method can set the dynamic performance of scene components without the intervention of third-party software, thereby simplifying the setting method of dynamic performance and helping to improve players' personalized editing needs and player gaming experience.
[0142] In an optional embodiment, the above-mentioned triggering event includes at least one of the following: the target virtual character enters or leaves a designated scene area in the game editing scene or the game running scene, the behavior performed by the target virtual character meets preset conditions, and the triggering operation of the target button switch configured in the graphical user interface.
[0143] In an optional embodiment, the trigger event is determined by performing a logic editing operation on a preset logic component; the preset logic component includes at least one of an event trigger, a counter, a timer, and a button switch; when the trigger event includes multiple sub-events, a trigger association logic is set between the multiple sub-events, and the trigger association logic is used to indicate the impact on the operation of the logic component corresponding to the second sub-event when the first sub-event is triggered; wherein the first sub-event and the second sub-event are sub-events among the multiple sub-events included in the trigger event. In this embodiment, the player can design a more complex trigger event by performing a logic editing operation on multiple preset logic components, that is, the trigger event can be completed by the cooperation of multiple preset logic components, and by editing the performance parameters corresponding to the display of the scene component configuration in the game editing scene, the dynamic performance effect that the scene component can present can be freely set. This method can set the dynamic performance of the scene component without the intervention of third-party software, thereby simplifying the setting method of the dynamic performance, which helps to improve the player's personalized editing needs and the player's gaming experience.
[0144] In an optional embodiment, the target scene component is configured with at least one presenter; one presenter is configured with one dynamic presentation.
[0145] In an optional embodiment, the method further includes: in response to a copy operation on a first renderer configured for a target scene component, adding a second renderer to the target scene component; wherein the performance parameters and trigger events corresponding to the second renderer are the same as the performance parameters and trigger events corresponding to the first renderer; and in response to a parameter adjustment operation on the second renderer, adjusting the performance parameters and / or trigger events corresponding to the second renderer based on the parameter adjustment operation. In this embodiment, a player can copy the first renderer and adjust the performance parameters and trigger events corresponding to the second renderer as needed, so that the dynamic performance corresponding to the second renderer meets the player's needs.
[0146] In an optional embodiment, the method further includes: in response to a deletion operation of a target renderer configured for the target scene component, deleting the target renderer on the target scene component. In this embodiment, the player can delete the renderer on the target scene component to reduce the dynamic performance of the target scene component corresponding to the deleted renderer.
[0147] In an optional embodiment, the above-mentioned steps of responding to the parameter setting operation for the renderer and determining the performance parameters and trigger events corresponding to the renderer based on the parameter setting operation include: responding to the parameter editing operation for the renderer, displaying a type selection control in the graphical user interface; responding to the triggering operation on the type selection control, displaying a type selection list in the graphical user interface, the type selection list including multiple preset performance types; the multiple preset performance types include: skin performance, special effect performance and audio performance; responding to the selection operation for a target preset performance type among the multiple preset performance types, determining the target preset performance type as the performance type corresponding to the renderer, and displaying a parameter setting panel matching the target preset performance type in the graphical user interface; responding to the setting operation on the parameter setting panel, determining the performance parameters and trigger events corresponding to the renderer based on the setting operation.
[0148] In an optional embodiment, the presentation type corresponding to the above-mentioned display is skin presentation; the parameter setting panel includes a first editing control for setting the skin type and a second editing control for setting the trigger event; the above-mentioned response to the setting operation on the parameter setting panel, and the step of determining the presentation parameters and trigger event corresponding to the display based on the setting operation, include: responding to the trigger operation on the first editing control, displaying a skin type list in the graphical user interface, the skin type list including at least one preset skin type; responding to the selection operation on the target skin type in the skin type list, configuring the target skin type as the skin type corresponding to the display; responding to the input operation on the second editing control, determining the trigger event of switching the skin of the target scene component to the skin corresponding to the display based on the input operation.
[0149] In an optional embodiment, the above-mentioned performance parameters also include skin color, skin surface roughness and skin surface metallicity; the above-mentioned step of responding to the setting operation on the parameter setting panel and determining the performance parameters corresponding to the display based on the setting operation includes: responding to the color editing operation on the parameter setting panel and determining the skin color corresponding to the display based on the color editing operation; responding to the material editing operation on the parameter setting panel and determining the skin surface roughness and skin surface metallicity corresponding to the display based on the material editing operation.
[0150] In an optional embodiment, the above-mentioned performance parameters also include skin switching duration and skin switching mode; the skin switching duration is used to indicate the time required for the target scene component to switch from the current skin to the skin corresponding to the display; the skin switching mode is used to indicate the switching mode when the target scene component switches from the current skin to the skin corresponding to the display; the above-mentioned response to the setting operation on the parameter setting panel, the step of determining the performance parameters corresponding to the display based on the setting operation, includes: responding to the time input operation on the parameter setting panel, determining the time value input by the time input operation as the skin switching duration corresponding to the display; responding to the switching mode selection operation on the parameter setting panel, determining the target switching mode from multiple preset switching modes based on the switching mode selection operation, and determining the target switching mode as the skin switching mode corresponding to the display.
[0151] In an optional embodiment, the performance type corresponding to the above-mentioned display is special effect performance; the parameter setting panel includes a third editing control for setting the special effect type and a fourth editing control for setting the trigger event; the above-mentioned response to the setting operation on the parameter setting panel, and the step of determining the performance parameters and trigger event corresponding to the display based on the setting operation, include: responding to the trigger operation on the third editing control, displaying a special effect type list in the graphical user interface, the special effect type list including at least one preset special effect type; responding to the selection operation of the target special effect type in the special effect type list, configuring the target special effect type as the special effect type of the special effect corresponding to the display; responding to the input operation on the fourth editing control, determining the trigger event for displaying the special effect corresponding to the display on the target scene component based on the input operation.
[0152] In an optional embodiment, the above-mentioned performance parameters also include the duration of the special effect and the display position of the special effect; the above-mentioned step of responding to the setting operation on the parameter setting panel and determining the performance parameters corresponding to the performer based on the setting operation includes: responding to the time input operation on the parameter setting panel, and determining the duration of the special effect corresponding to the performer based on the time input operation; responding to the position setting operation on the parameter setting panel, and determining the display position of the special effect corresponding to the performer based on the position setting operation; wherein the special effect display position is used to indicate: when the performer is triggered, the display position of the special effect corresponding to the performer on the target scene component.
[0153] In an optional embodiment, the above-mentioned performance parameters also include: special effect size and special effect inheritance relationship; wherein, the special effect inheritance relationship is used to indicate: whether the attribute parameters of the special effect corresponding to the presenter change with the changes in the attribute parameters of the target scene component; the attribute parameters include at least one of the following: position parameters, rotation parameters and scaling parameters.
[0154] In an optional embodiment, the performance type corresponding to the above-mentioned renderer is sound effect performance; the parameter setting panel includes a fifth editing control for setting the sound effect to be played and a sixth editing control for setting the trigger event; the above-mentioned response to the setting operation on the parameter setting panel, and the step of determining the performance parameters and trigger event corresponding to the renderer based on the setting operation, include: responding to the trigger operation on the fifth editing control, displaying a sound effect list in the graphical user interface, the sound effect list including at least one preset sound effect; responding to the selection operation on the target sound effect in the sound effect list, configuring the target sound effect as the sound effect to be played corresponding to the renderer; responding to the input operation on the sixth editing control, and determining the trigger event for playing the sound effect to be played corresponding to the renderer on the target scene component based on the input operation.
[0155] In an optional embodiment, the above-mentioned performance parameters also include the duration of the sound effect; wherein, the duration of the sound effect is used to indicate: when the performer is triggered, the duration of the sound effect to be played corresponding to the performer; the above-mentioned response to the setting operation of the parameter setting panel, the step of determining the performance parameters corresponding to the performer based on the setting operation, includes: responding to the time input operation acting on the parameter setting panel, and determining the duration of the sound effect corresponding to the performer based on the time input operation.
[0156] In this method, multiple renderers can be added to the same target scene component, supporting the editing of various dynamic rendering effects. Furthermore, the renderer parameter editing process is streamlined, allowing for easy editing through simple clicks, swipes, and other operations. This approach lowers the learning curve for players and helps enhance their gaming experience.
[0157] In an optional embodiment, the parameter setting panel further includes a performance preview control; and the method further includes: in response to a trigger operation on the performance preview control, presenting a dynamic performance effect generated based on the performance parameters set on the parameter setting panel on a target scene component in the game editing scene. In this method, since the dynamic performance effect is presented in the game editing scene, there is no need to trigger a corresponding trigger event of the renderer; the dynamic performance generated by the renderer based on the performance parameters can be directly presented in the game editing scene.
[0158] In an optional embodiment, the graphical user interface includes a first interactive control; the method further includes: in response to a triggering operation on the first interactive control, controlling the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of scene components in the game editing scene; controlling the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game running scene based on the game scene information through the game program. This method allows the game scene information in the game editor to be published and experienced by other players, thereby realizing a rapid UGC (User Generated Content) function.
[0159] In an optional embodiment, the method further includes: in response to a game execution instruction, displaying a game execution scene of the game execution phase via a graphical user interface, wherein the game execution scene includes a target scene component generated based on component information in the game scene information; and in response to a trigger event corresponding to a target display on the target scene component being triggered, presenting a dynamic performance effect generated based on the performance parameters corresponding to the target display on the target scene component. In this manner, the behavior of game characters and players can be used to trigger changes in the presentation of the target scene component. This process does not require the intervention of other software, maintaining a smooth and immersive player experience.
[0160] If the function is implemented in the form of 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 the present invention, or the part that contributes to the relevant technology, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, terminal device, or network device, etc.) to execute all or part of the steps of the various embodiments of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program code.
[0161] In the description of the present invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate and simplify the description of the present invention. They are not intended to indicate or imply that the devices or components referred to must have, be constructed, or operate in a specific orientation, and therefore should not be construed as limitations on the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0162] Finally, it should be noted that the above embodiments are only specific implementation methods of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed by the present invention, or replace some of the technical features therein with equivalents. Such modifications, changes or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be based on the scope of protection of the claims.
Claims
1. A component editing method, the method comprising: Displaying a graphical user interface by running a game program, the graphical user interface including a game editing scene; wherein, the game editing scene includes target scene components; Responding to a performance creation operation for the target scene component, adding a renderer to the target scene component; the renderer is used to add dynamic performance to the target scene component, and the performance types of the dynamic performance include at least one of the following: skin performance, special effect performance, and audio performance; Responding to a parameter setting operation for the renderer, determining the performance parameters and trigger events corresponding to the renderer based on the parameter setting operation; wherein, the performance parameters at least include: the performance type corresponding to the renderer and the performance duration; Responding to the trigger event being triggered in the game editing scene or the game running scene, displaying the target scene component in the game editing scene or the game running scene and presenting a dynamic performance effect generated based on the performance parameters on the target scene component.
2. The method according to claim 1, wherein, The trigger event includes at least one of the following: a target virtual character entering or leaving a specified scene area in the game editing scene or the game running scene, the behavior of the target virtual character meeting a preset condition, and a trigger operation for a target button switch configured in the graphical user interface.
3. The method according to claim 2, wherein, The trigger event is determined by performing a logical editing operation on a preset logic component; the preset logic component includes at least one of an event trigger, a counter, a timer, and a button switch; when the trigger event includes multiple sub-events, a trigger association logic is set between the multiple sub-events, and the trigger association logic is used to indicate the impact on the working of the logic component corresponding to the second sub-event when the first sub-event is triggered; wherein, the first sub-event and the second sub-event are sub-events among the multiple sub-events included in the trigger event.
4. The method according to claim 1, wherein The target scene component is configured with at least one renderer; one renderer configures one type of the dynamic performance.
5. The method according to claim 4, wherein The method further includes: Responding to a copy operation for a first renderer configured for the target scene component, adding a second renderer to the target scene component; wherein, the performance parameters and trigger events corresponding to the second renderer are the same as those corresponding to the first renderer; Responding to a parameter adjustment operation for the second renderer, adjusting the performance parameters and / or trigger events corresponding to the second renderer based on the parameter adjustment operation.
6. The method according to claim 4, wherein The method further includes: Responding to a deletion operation for a target renderer configured for the target scene component, deleting the target renderer from the target scene component.
7. The method according to claim 1, wherein The step of responding to the parameter setting operation for the renderer and determining the performance parameters and trigger events corresponding to the renderer based on the parameter setting operation includes: Responding to a parameter editing operation for the renderer, displaying a type selection control in the graphical user interface; In response to a triggering operation on the type selection control, a type selection list is displayed in the graphical user interface, and the type selection list includes multiple preset presentation types; the multiple preset presentation types include: the skin presentation, the special effect presentation, and the audio presentation; In response to a selection operation on a target preset presentation type among the multiple preset presentation types, the target preset presentation type is determined as the presentation type corresponding to the presenter, and a parameter setting panel matching the target preset presentation type is displayed in the graphical user interface; In response to a setting operation on the parameter setting panel, the presentation parameters and trigger events corresponding to the presenter are determined based on the setting operation.
8. The method according to claim 7, wherein, The presentation type corresponding to the presenter is the skin presentation; the parameter setting panel includes a first editing control for setting the skin type and a second editing control for setting the trigger event; The step of determining the presentation parameters and trigger events corresponding to the presenter based on the setting operation in response to the setting operation on the parameter setting panel includes: In response to a triggering operation on the first editing control, a skin type list is displayed in the graphical user interface, and the skin type list includes at least one preset skin type; In response to a selection operation on a target skin type in the skin type list, the target skin type is configured as the skin type of the skin corresponding to the presenter; In response to an input operation on the second editing control, the trigger event for switching the skin of the target scene component to the skin corresponding to the presenter is determined based on the input operation.
9. The method according to claim 8, wherein The presentation parameters further include skin color, skin surface roughness, and skin surface metallicity; The step of determining the presentation parameters corresponding to the presenter based on the setting operation in response to the setting operation on the parameter setting panel includes: In response to a color editing operation on the parameter setting panel, the skin color corresponding to the presenter is determined based on the color editing operation; In response to a material editing operation on the parameter setting panel, the skin surface roughness and skin surface metallicity corresponding to the presenter are determined based on the material editing operation.
10. The method according to claim 9, wherein, The presentation parameters further include skin switching duration and skin switching method; the skin switching duration is used to indicate the time required for the target scene component to switch from the current skin to the skin corresponding to the presenter; the skin switching method is used to indicate the switching method when the target scene component switches from the current skin to the skin corresponding to the presenter; The step of determining the presentation parameters corresponding to the presenter based on the setting operation in response to the setting operation on the parameter setting panel includes: In response to a time input operation on the parameter setting panel, the time value input by the time input operation is determined as the skin switching duration corresponding to the presenter; In response to a switching method selection operation on the parameter setting panel, a target switching method is determined from multiple preset switching methods based on the switching method selection operation, and the target switching method is determined as the skin switching method corresponding to the presenter.
11. The method according to claim 7, wherein The display type corresponding to the display is the special effect display; the parameter setting panel includes a third editing control for setting the special effect type and a fourth editing control for setting the trigger event; The step of determining the display parameters and trigger event corresponding to the display based on the setting operation in response to the setting operation on the parameter setting panel includes: In response to the trigger operation on the third editing control, a special effect type list is displayed in the graphical user interface, and the special effect type list includes at least one preset special effect type; In response to the selection operation on the target special effect type in the special effect type list, the target special effect type is configured as the special effect type of the special effect corresponding to the display; In response to the input operation on the fourth editing control, the trigger event for displaying the special effect corresponding to the display on the target scene component is determined based on the input operation.
12. The method according to claim 11, wherein, The display parameters further include the special effect duration and the special effect display position; The step of determining the display parameters corresponding to the display based on the setting operation in response to the setting operation on the parameter setting panel includes: In response to the time input operation on the parameter setting panel, the special effect duration corresponding to the display is determined based on the time input operation; In response to the position setting operation on the parameter setting panel, the special effect display position corresponding to the display is determined based on the position setting operation; wherein, the special effect display position is used to indicate: when the display is triggered, the display position of the special effect corresponding to the display on the target scene component.
13. The method according to claim 11, wherein, The display parameters further include: the special effect size and the special effect inheritance relationship; wherein, the special effect inheritance relationship is used to indicate: whether the attribute parameters of the special effect corresponding to the display change following the change of the attribute parameters of the target scene component; the attribute parameters include at least one of the following: position parameter, rotation parameter, and scaling parameter.
14. The method according to claim 7, wherein, The display type corresponding to the display is the sound effect display; the parameter setting panel includes a fifth editing control for setting the sound effect to be played and a sixth editing control for setting the trigger event; The step of determining the display parameters and trigger event corresponding to the display based on the setting operation in response to the setting operation on the parameter setting panel includes: In response to the trigger operation on the fifth editing control, a sound effect list is displayed in the graphical user interface, and the sound effect list includes at least one preset sound effect; In response to the selection operation on the target sound effect in the sound effect list, the target sound effect is configured as the sound effect to be played corresponding to the display; In response to the input operation on the sixth editing control, the trigger event for playing the sound effect to be played corresponding to the display on the target scene component is determined based on the input operation.
15. The method according to claim 14, wherein The display parameters further include the sound effect duration; wherein, the sound effect duration is used to indicate: when the display is triggered, the playing duration of the sound effect to be played corresponding to the display; The step of determining the display parameters corresponding to the display based on the setting operation in response to the setting operation on the parameter setting panel The steps include: Responding to a time input operation on the parameter setting panel, and determining the sound effect duration corresponding to the presenter based on the time input operation.
16. The method according to claim 7, wherein, The parameter setting panel further includes a performance preview control; the method further includes: Responding to a trigger operation on the performance preview control, presenting a dynamic performance effect generated based on the performance parameters set on the parameter setting surface on the target scene component in the game editing scene.
17. The method according to claim 1, wherein The graphical user interface includes a first interaction control; the method further includes: Responding to a trigger operation on the first interaction control, controlling the generation of game scene information corresponding to the game editing scene; wherein, the game scene information includes the component information of the scene components in the game editing scene. Controlling the transmission of the game scene information to the server; wherein, the server is configured to communicate with the terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server and generate a corresponding game running scene according to the game scene information through the game program.
18. The method according to claim 17, wherein, The method further includes: Responding to a game running instruction, displaying a game running scene in the game running stage through the graphical user interface, and the game running scene includes the target scene component generated according to the component information in the game scene information. Responding to the triggering of a trigger event corresponding to the target presenter on the target scene component, presenting a dynamic performance effect generated based on the performance parameters corresponding to the target presenter on the target scene component.
19. A component editing device, the device includes: An interface display module, configured to execute and display a graphical user interface by running a game program, and the graphical user interface includes a game editing scene; wherein, the game editing scene includes a target scene component. A performance creation module, configured to execute and respond to a performance creation operation on the target scene component, and add a presenter to the target scene component; the presenter is used to add dynamic performance to the target scene component, and the performance types of the dynamic performance include at least one of the following: skin performance, special effect performance, and audio performance. A parameter setting module, configured to execute and respond to a parameter setting operation on the presenter, and determine the performance parameters and trigger events corresponding to the presenter based on the parameter setting operation; wherein, the performance parameters at least include: the performance type corresponding to the presenter and the performance duration. A performance presentation module, configured to execute and respond to the triggering of the trigger event in the game editing scene or the game running scene, display the target scene component in the game editing scene or the game running scene, and present a dynamic performance effect generated based on the performance parameters on the target scene component.
20. An electronic device, the electronic device includes a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the component editing method according to any one of claims 1 to 18.
21. A computer-readable storage medium storing computer-executable instructions that, when called and executed by a processor, cause the processor to implement the component editing method according to any one of claims 1 to 18.