Component editing method and apparatus, and electronic device
By using target scene components and particle emitters in game editing scenes, the problem of inflexible special effects editing methods in the existing technology is solved, and personalized editing of special effects and rich special effects performance are achieved.
Patent Information
- Application Number
- PCT/CN2024/124498
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-11-02
- Filing Date
- 2024-10-12
- Publication Date
- 2025-05-08
AI Technical Summary
In the prior art, the editing method of special effects components can only adjust the overall tone and intensity, and cannot meet the personalized needs of players, making it difficult to freely edit special effects.
By introducing a target scene component in the game editing scene, the component includes multiple particle emitters configured with preset parameters, players can edit the parameters of these particle emitters in the graphical user interface to create different special effects performances.
It realizes fine-grained editing of special effects, meets the personalized needs of players, and can create richer and more diverse special effects performance.
Smart Images

Figure CN2024124498_08052025_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 202311460961.6 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 creation of user-generated content (UGC) for mobile games, the use of special effects can enhance the aesthetics of the game and increase the fun of the game. However, the editing methods for special effect components provided in related technologies typically only allow for adjustment of the overall hue and intensity of the special effect components, preventing players from freely editing the special effects and making it difficult to meet their personalized needs.
[0005] Summary of the Invention
[0006] According to one aspect of the present disclosure, a component editing method is provided, the method comprising: displaying a graphical user interface (GUI) by running a game program, the GUI including a game editing scene to be edited; wherein the game editing scene includes a target scene component, the target scene component including a plurality of particle emitters configured with preset parameters, the particle emitters being configured to emit particles according to the preset parameters during operation to obtain a first special effect expression corresponding to the particle emitters; in response to a special effect editing operation on the target particle emitters, displaying an editing window in the GUI, and displaying the preset parameters corresponding to the target particle emitters in the editing window; wherein the target particle emitters are at least some of the plurality of particle emitters included in the target scene component; in response to a configuration operation on the preset parameters corresponding to the target particle emitters, determining target parameters based on the configuration operation, for controlling the target particle emitters to emit particles according to the target parameters during operation to obtain a second special effect expression corresponding to the target particle emitters; and in response to a run instruction on the target scene component, controlling the plurality of particle emitters corresponding to the target scene component to emit particles to present a target special effect expression in the GUI, wherein the target special effect expression is determined based on the first special effect expression and / or the second special effect expression.
[0007] According to one aspect of the present disclosure, a component editing device is provided, the device comprising: an interface display module for displaying a graphical user interface (GUI) by running a game program, the GUI including a game editing scene to be edited; wherein the game editing scene includes a target scene component, the target scene component including a plurality of particle emitters configured with preset parameters, the particle emitters being configured to emit particles according to the preset parameters during operation to obtain a first special effect performance corresponding to the particle emitters; a parameter display module for displaying an editing window in the GUI in response to a special effect editing operation on the target particle emitter, and displaying the preset parameters corresponding to the target particle emitter in the editing window; Among them, the target particle emitter is at least part of the multiple particle emitters included in the target scene component; the parameter configuration module is used to respond to the configuration operation of the preset parameters corresponding to the target particle emitter, determine the target parameters based on the configuration operation, and control the target particle emitter to emit particles according to the target parameters during operation to obtain the second special effect performance corresponding to the target particle emitter; the special effect display module is used to respond to the operation instruction for the target scene component, control the multiple particle emitters corresponding to the target scene component to emit particles, so as to present the target special effect performance in the graphical user interface, wherein the target special effect performance is jointly determined based on the first special effect performance and / or the second special effect performance.
[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, apparatus, and electronic device. The method includes firstly displaying a graphical user interface (GUI) by running a game program. The GUI includes a game editing scene to be edited, the game editing scene includes a target scene component, and the target scene component includes multiple particle emitters configured with preset parameters. The particle emitters are configured to emit particles according to the preset parameters during operation to obtain a first special effect expression corresponding to the particle emitters. Then, in response to a special effect editing operation on the target particle emitters, an editing window is displayed in the GUI, and the preset parameters corresponding to the target particle emitters are displayed in the editing window. The target particle emitters are at least some of the multiple particle emitters included in the target scene component. Then, in response to a configuration operation on the preset parameters corresponding to the target particle emitters, target parameters are determined based on the configuration operation, and are used to control the target particle emitters to emit particles according to the target parameters during operation to obtain a second special effect expression corresponding to the target particle emitters. In response to a run instruction on the target scene component, the method controls the multiple particle emitters corresponding to the target scene component to emit particles, so as to present a target special effect expression in the GUI. The target special effect expression is determined based on the first special effect expression and / or the second special effect expression. This method splits the target scene components into different particle emitters, and players can edit the parameters of each particle emitter independently, thereby meeting the player's personalized editing needs and editing richer special effects.
[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 parameter setting panel provided in an embodiment of the present disclosure;
[0016] FIG3 is a schematic diagram of a component editing interface corresponding to one of the target scene components provided in an embodiment of the present disclosure;
[0017] FIG4 is a schematic diagram of a color editing window provided in an embodiment of the present disclosure;
[0018] FIG5 is a schematic structural diagram of a component editing device provided by an embodiment of the present disclosure;
[0019] FIG6 is a schematic structural diagram of one of the electronic devices provided in an embodiment of the present disclosure.
[0020] Reference numerals:
[0021] 1- Color bar; 2- Color palette area; 3- Frame deletion control; 4- Frame insertion control. 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 creation of mobile game UGC (User-generated Content), the use of special effects can enhance the aesthetics of the game and increase the fun of the game. The editing methods for special effect components provided in related technologies typically only allow for adjustment of the overall hue and intensity of the special effect components, preventing players from freely editing the special effects. Furthermore, related technologies provide editing methods that allow players to modify the color of each stage of the special effect, but this method does not support the modification of other parameters, making it difficult to meet the personalized needs of players.
[0025] Based on the above problems, embodiments of the present invention provide a component editing method, device, and electronic device. This technology can be applied to game editing scenarios, especially scenarios for editing game special effects.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] In a possible implementation, the present disclosure provides a component editing method, as shown in FIG1 , which includes the following specific steps:
[0030] Step S102: Display a graphical user interface by running the game program, wherein the graphical user interface includes a game editing scene to be edited; wherein the game editing scene includes a target scene component, and the target scene component includes a plurality of particle emitters configured with preset parameters, and the particle emitters are used to emit particles according to the preset parameters when working, to obtain a first special effect performance corresponding to the particle emitter.
[0031] In a specific implementation, the graphical user interface is displayed when a game program is running on a terminal device. The game program can be any game program, and the terminal device can be the local terminal device mentioned above or the client device in the cloud interaction system mentioned above. For example, the terminal device can be a mobile phone, tablet computer, or personal computer.
[0032] The aforementioned game editing scene is a scene provided by the running game program, and can also be understood as a scene provided by the game editor during the game editing phase. Within the game editing scene, editable components can be edited, and the edited editable components are then defined as scene components and set within the game editing scene. In actual applications, when a player triggers a game editing command, the game editing scene can be displayed in a graphical user interface. This game editing command can be determined based on the game rules. For example, the editing command can be an operation to enter the game editor, or an operation to select a scene map for editing, etc.
[0033] 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.
[0034] Specifically, the component type and component form of the editable components included in the above-mentioned 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: structure components, item components, environment components, mechanism components and combination components, etc., and each type of editable component also contains multiple editable components; for example, the environment component also includes landform components, tree components, vegetation components, building components, environment decoration components, special effect components and sticker components, among which the special effect components can also include: star special effects, flame special effects, lightning special effects, bubble special effects, smoke special effects, fallen leaves special effects, light ball special effects, do not disturb controls, evolution special effects, rain special effects, falling flowers special effects, firefly special effects, aurora special effects, magic circles and sound wave special effects, etc.
[0035] In an embodiment of the present invention, the target scene component included in the game editing scene is the above-mentioned special effect component, and the specific special effect performance of the special effect component is determined according to the player's operation. The target scene component includes a plurality of particle emitters configured with preset parameters, and the preset parameters are also the initial parameters of the particle emitters. Each particle emitter can emit particles according to its corresponding preset parameters when working, and obtain corresponding special effect performance. Among them, the preset parameters corresponding to different particle emitters can be the same or different. Specifically, each particle emitter will not be displayed in the game editing scene, but the special effect performance corresponding to each particle emitter when working will be displayed. At the same time, the display status of the target scene component in the game editing scene is determined according to the special effect performance corresponding to each particle emitter when working.
[0036] Step S104, in response to the special effect editing operation for the target particle emitter, an editing window is displayed in the graphical user interface, and preset parameters corresponding to the target particle emitter are displayed in the editing window; wherein the target particle emitter is at least part of the multiple particle emitters included in the target scene component.
[0037] In specific implementation, the specific operation of the above-mentioned special effect editing operation can usually be determined according to R&D requirements and player operations. For example, the special effect editing operation can be a triggering operation of the special effect editing option corresponding to a certain particle emitter in the target scene component after the target scene component is selected; the special effect editing operation can also be a selection operation of the special effect area corresponding to a certain particle emitter in the target scene component after the target scene component is selected, etc. Specifically, when the player performs a special effect editing operation on the target particle emitter included in the target scene component, the editing window corresponding to the target particle trigger will be displayed in the graphical user interface, and the preset parameters corresponding to the target particle emitter will be displayed in the editing window, so that the player can understand the current parameter settings of the target particle emitter and the adjustable parameters of the target particle emitter.
[0038] In actual applications, the target particle emitter can be at least one of the multiple particle emitters included in the target scene component. That is, players can edit one particle emitter in the target scene component as needed, or they can edit multiple or all particle emitters in the target scene component. The specific parameters included in the preset parameters can be set according to R&D requirements. For example, the preset parameters may include but are not limited to: the particle position, particle size, particle angle of the particle emitter, as well as the number of particles emitted by the particle emitter, duration, and color change parameters.
[0039] Step S106, responding to the configuration operation of the preset parameters corresponding to the target particle emitter, determining the target parameters based on the configuration operation, and controlling the target particle emitter to emit particles according to the target parameters during operation to obtain a second special effect performance corresponding to the target particle emitter.
[0040] In specific implementation, the above configuration operation is usually an operation in which the player modifies or adjusts the preset parameters corresponding to the target particle emitter in the editing window according to needs. After the player completes the configuration of the preset parameters, the configured parameters displayed in the editing window can be determined as the target parameters, so that the target particle emitter can obtain a second special effect performance according to the target parameters when working. Usually, the second special effect performance is different from the first special effect performance, but if the preset parameters are the same as the target parameters, the second special effect performance is the same as the first special effect performance.
[0041] Step S108, in response to the running instruction for the target scene component, control the multiple particle emitters corresponding to the target scene component to emit particles to present the target special effect performance in the graphical user interface, wherein the target special effect performance is jointly determined based on the first special effect performance and / or the second special effect performance.
[0042] In specific implementation, the running instruction of the above-mentioned target scene component can be an instruction issued by the trial play control displayed in the graphical user interface, or an instruction to perform the game running scene, or an instruction to complete the parameter configuration, etc., which is determined according to the research and development needs and is not specifically limited here. After receiving the running instruction of the target scene component, the multiple particle emitters corresponding to the target scene component will be controlled to emit particles, and the target special effect performance will be presented in the graphical user interface. The target particle special effect performance is based on the first special effect performance or the second special effect performance obtained by emitting particles when the respective particle emitters corresponding to the target scene component are working. Among them, if the preset parameters of the particle emitter are not reconfigured, then the particle emitter emits particles based on the preset parameters when working, and the first special effect performance corresponding to the particle emitter is obtained; if the preset parameters of the particle emitter are reconfigured to obtain the target parameters, then the particle emitter emits particles based on the target parameters when working, and the second special effect performance corresponding to the particle emitter is obtained.
[0043] An embodiment of the present invention provides a component editing method that splits the target scene component into different particle emitters. Players can independently edit the parameters of each particle emitter, thereby meeting the player's personalized editing needs and editing richer special effects.
[0044] The following preferred embodiments are used to describe the method of editing the target scene component as a whole.
[0045] Specifically, in response to a parameter editing operation on a target scene component, the component parameters of the target scene component are determined based on the parameter editing operation, and the target scene component is controlled to present corresponding special effects based on the component parameters; wherein the component parameters include at least component position, component size and component angle.
[0046] In specific implementation, the specific operation of the above-mentioned parameter editing operation can be determined according to R&D requirements and player operations. For example, the parameter editing operation can be a drag operation, a stretching operation or a rotation operation on the target scene component. The component parameters of the target scene component can be determined based on the parameter editing operation performed by the player, and the special effects performance of the target scene component based on the component parameters will be displayed in the game editing scene. Specifically, the component parameters of the target scene component may include but are not limited to: component position, component size and component angle; wherein the component position is used to indicate the position coordinates of the target scene component in the game editing scene (usually the coordinates in the world coordinate system), the component size is used to indicate the size of the target scene component, and the component angle is used to indicate the rotation angle of the target scene component on each axis of the preset coordinate system.
[0047] In a specific embodiment, the specific process of responding to the parameter editing operation of the target scene component and determining the component parameters of the target scene component based on the parameter editing operation can be implemented in any one of the following two ways:
[0048] Method 1: After selecting a target scene component, in response to an edit control operation of a component edit control displayed in a graphical user interface, component parameters of the target scene component are determined based on the edit control operation.
[0049] In actual applications, a component editing control is displayed in the graphical user interface corresponding to the game editing scene, and players can use the component editing control to edit the component parameters of the target scene component. Typically, the graphical user interface displays multiple component editing controls, and different component editing controls can edit different component parameters of the target scene component.
[0050] For example, the target scene component displayed in the game editing scene has an initial position, initial size, and initial angle, and a movement control, a zoom control, and a rotation control are displayed in the graphical user interface. After the player selects the target scene component, triggering the movement control will display a preset coordinate system centered on the initial position of the target scene component on the target scene component. The player drags an axis in the preset coordinate system, and the target scene component moves in the direction of the axis, thereby adjusting the position of the target scene component. After the player selects the target scene component, triggering the zoom control will also display a preset coordinate system on the target scene component. The player drags an axis in the preset coordinate system, and the size of the target scene component will be stretched in the direction of the axis, thereby adjusting the size of the target scene component. After the player selects the target scene component, triggering the rotation control will display three axial rotation icons in the graphical user interface. The player clicks on the rotation icon of an axis to display a 360-degree rotation ring on the axis in the graphical user interface. The player can adjust the rotation angle of the target scene component on the axis on the rotation ring.
[0051] Method 2: After selecting the target scene component, in response to the triggering operation of the setting control displayed in the graphical user interface, a parameter setting panel is displayed in the graphical user interface; in response to the setting operation on the parameter setting panel, the component parameters of the target scene component are determined based on the setting operation.
[0052] In actual implementation, editing the target scene component through the component editing control only allows for rough parameter editing of the target scene component. In method 2, the parameter setting panel allows for fine-grained editing of the target scene component's component parameters. In actual implementation, the parameter setting panel displays the editable control corresponding to each component parameter. Players can input operations on each editable control to determine the component parameters of the target scene component.
[0053] As shown in Figure 2, a schematic diagram of a parameter setting panel provided by an embodiment of the present invention, the parameter setting panel in Figure 2 includes editable controls corresponding to multiple component parameters, each editable control includes input controls corresponding to three axes (X axis, Y axis and Z axis), and players can enter corresponding values in the input controls to adjust the component parameters of the target scene component. Among them, "world coordinates" is used to indicate the coordinate position of the bottom center point of the target scene component in the world coordinate system (that is, the component position), "rotation" is used to indicate the rotation angle of the target scene component in each axis, "scaling" is used to indicate the ratio of the target scene component in each axis relative to the initial size, and "size" is used to indicate the size length of the target scene component in each axis.
[0054] In actual applications, in response to parameter editing operations on the target scene component, the target scene component is controlled to present corresponding special effects based on the component parameters, and the relative position relationship between the multiple particle emitters contained in the target scene component is controlled to remain unchanged. It can also be understood that when the target scene component is edited as a whole, the relative position relationship between the multiple particle emitters contained in the target scene component will not change, that is, the relative size, relative position and relative angle between the multiple particle emitters remain unchanged, but the size, position and angle of each particle emitter will be adjusted accordingly based on the overall editing of the target scene component.
[0055] It should be noted that since the particle emitter is not an independent component, it is impossible to select a particle trigger in the game editing scene, and therefore it is impossible to edit the particle emitter separately using the overall editing method of the target scene component.
[0056] In the above method, players can edit the target scene components as a whole according to their own needs, so that they can quickly set the special effects performance corresponding to the target scene components, and also meet the players' personalized needs for special effects, which helps to improve the players' gaming experience.
[0057] The following alternative embodiment is used to describe how to edit particle emitters individually.
[0058] Specifically, the target scene component includes multiple local component areas, each of which is assigned a corresponding particle emitter. These emitters control the display position and size of each local component area, creating independent special effects. Furthermore, the display position and size of each local component area are related to the particle position and size of its corresponding particle emitter. Generally, larger particle sizes associated with a particle emitter result in larger local component areas.
[0059] For example, the target scene component is a flame special effect component, which includes three local component areas: the outer flame surrounding area, the outer flame area, and the inner flame area. The special effect performance corresponding to each local component area is independent and needs to be controlled based on the particle emitter corresponding to the local component area. In other words, the special effect performance corresponding to the outer flame surrounding area is controlled by the particle emitter corresponding to the area, the outer flame performance corresponding to the outer flame area is controlled by the particle emitter corresponding to the outer flame area, and the inner flame performance corresponding to the inner flame area is controlled by the particle emitter corresponding to the inner flame area. In other words, the flame special effect component requires three emitters to perform special effect control.
[0060] In a specific implementation, when marking a particle emitter configured in a target scene component, it is first necessary to respond to the special effect editing operation for the target particle emitter and display an editing window in the graphical user interface. The specific process of displaying the editing window corresponding to the target particle emitter may include the following steps 10-11:
[0061] Step 10: In response to the component editing operation on the target scene component, a component editing interface corresponding to the target scene component is displayed in a graphical user interface, wherein the component editing interface includes at least special effect editing options corresponding to multiple particle emitters of the target scene component.
[0062] In specific implementation, the specific operation corresponding to the above-mentioned component editing operation can be determined according to R&D requirements. For example, the component editing operation can be an operation that triggers the setting control displayed in the graphical user interface after selecting the target scene component in the game editing scene. When the player performs a component editing operation on the target scene component, the component editing interface corresponding to the target scene component will be displayed in the graphical user interface. The component editing interface includes at least special effect editing options corresponding to multiple particle emitters of the target scene component. It can also be understood that the component editing interface includes at least multiple special effect editing options, and one special effect editing option corresponds to a particle emitter configured for the target scene component.
[0063] As shown in Figure 3, this is a schematic diagram of a component editing interface corresponding to a target scene component provided by an embodiment of the present invention. The target scene component in Figure 3 is a flame special effect component, which includes three local component areas: an area around the outer flame, an outer flame area, and an inner flame area. Each local component area is configured with a particle emitter, so that special effects editing options corresponding to the three particle emitters are displayed in the component editing interface, namely, special effects editing options around the outer flame, special effects editing options for the outer flame, and special effects editing options for the inner flame.
[0064] In actual applications, the component editing interface corresponding to the target scene component may further display a parameter setting panel corresponding to the target scene component, which has been described in detail in the above embodiment and will not be repeated here.
[0065] Step 11, in response to the triggering operation for the target special effect editing option, an editing window corresponding to the target particle emitter is displayed in the graphical user interface, wherein the target particle emitter corresponds to the target special effect editing option, and the editing window includes preset parameters corresponding to the target particle emitter.
[0066] The target special effect editing option can be any special effect editing option displayed in the component editing interface. The particle emitter corresponding to the target special effect editing option is the target particle emitter. After the player triggers the target special effect editing option in the component editing interface, the editing window corresponding to the target particle emitter will be displayed in the graphical user interface. This editing window is used to display the preset parameters corresponding to the target particle emitter. The player can modify or adjust the preset parameters corresponding to the target particle emitter in this editing window.
[0067] Specifically, the above-mentioned preset parameters include particle positions; the above-mentioned editing window includes multiple coordinate input controls for setting particle positions, and different coordinate input controls are used to set: the coordinate values of particles emitted by the particle emitter relative to the center of the target scene component under different axes of the preset coordinate system; the above-mentioned response to the configuration operation of the preset parameters corresponding to the target particle emitter, and the specific process of determining the target parameters based on the configuration operation, may include: responding to a first input operation on multiple coordinate input controls, and determining the particle position of particles emitted by the target particle emitter in the game editing scene based on the numerical value input by the first input operation; wherein, the particle position is the position of the target particle emitter.
[0068] In practice, the editing window typically includes three coordinate input controls for setting particle positions: the X-axis, Y-axis, and Z-axis of the preset coordinate system. The preset coordinate system is established with the center of the target scene component as its origin, and its axes are parallel to the corresponding axes in the world coordinate system. The value entered in the X-axis coordinate input control represents the distance between the target particle emitter's particle position and the center of the target scene component along the X-axis. The value entered in the Y-axis coordinate input control represents the distance between the target particle emitter's particle position and the center of the target scene component along the Y-axis. The value entered in the Z-axis coordinate input control represents the distance between the target particle emitter's particle position and the center of the target scene component along the Z-axis. The input values in the coordinate input controls corresponding to each axis indicate the particle position emitted by the target particle emitter. In practice, the particle position emitted by a particle emitter is the actual location of the particle emitter.
[0069] In an optional embodiment, the above-mentioned preset parameters include particle size; the above-mentioned editing window includes multiple coordinate input controls for setting the particle size, and different coordinate input controls are used to set: the maximum effective distance of particles emitted by the particle emitter under different axes of the particle's own coordinate system; the particle's own coordinate system is a coordinate system established with the center of the particle emitter as the origin; the above-mentioned response to the configuration operation of the preset parameters corresponding to the target particle emitter, and the specific process of determining the target parameters based on the configuration operation may include: responding to a second input operation on multiple coordinate input controls, and determining the particle size of particles emitted by the target particle emitter based on the numerical value input by the second input operation.
[0070] In practice, the editing window typically includes three coordinate input controls for setting particle size: the X-axis, Y-axis, and Z-axis coordinates of the particle's native coordinate system. The particle's native coordinate system is a coordinate system established with the center of the target particle emitter as its origin, with its axes parallel to the corresponding axes in the world coordinate system. The value entered in the X-axis coordinate control represents the maximum distance between the target particle emitter's center and the particle's X-axis. The value entered in the Y-axis coordinate control represents the maximum distance between the target particle emitter's center and the particle's Y-axis. The value entered in the Z-axis coordinate control represents the maximum distance between the target particle emitter's particle position and the particle's Z-axis. The size of the particle emitted by the target particle emitter can be determined based on the input values in the coordinate input controls for each axis.
[0071] In an optional embodiment, the above-mentioned preset parameters include particle angles; the above-mentioned editing window includes multiple coordinate input controls for setting particle angles, and different coordinate input controls are used to set: the angular deviation value of particles emitted by the particle emitter relative to the center of the target scene component under different axes of the preset coordinate system; the above-mentioned response to the configuration operation of the preset parameters corresponding to the target particle emitter, and the specific process of determining the target parameters based on the configuration operation may include: responding to a third input operation on multiple coordinate input controls, and determining the particle angle of the target particle emitter based on the numerical value input by the third input operation.
[0072] In specific implementations, the above-mentioned editing window typically includes three coordinate input controls for setting particle angles: the coordinate input control corresponding to the X-axis of the preset coordinate system, the coordinate input control corresponding to the Y-axis, and the coordinate input control corresponding to the Z-axis. The value entered by the player in the coordinate input control corresponding to the X-axis represents the angular deviation between the particles emitted by the target particle emitter and the center of the target scene component in the X-axis direction. The value entered by the player in the coordinate input control corresponding to the Y-axis represents the maximum distance between the particles emitted by the target particle emitter and the center of the target scene component in the Y-axis direction. The value entered by the player in the coordinate input control corresponding to the Z-axis represents the maximum distance between the particle position emitted by the target particle emitter and the center of the target scene component in the Z-axis direction. The angle of the particles emitted by the target particle emitter can be obtained based on the input values of the coordinate input controls corresponding to each axis.
[0073] In actual applications, the display form and adjustment method of the multiple coordinate input controls for adjusting the particle position displayed in the editing window corresponding to the target particle emitter can be similar to the coordinate input controls corresponding to the "World Coordinates" in Figure 2; the display form and adjustment method of the multiple coordinate input controls for adjusting the particle size displayed in the editing window can be similar to the coordinate input controls corresponding to "Scale" and "Size" in Figure 2; the display form and adjustment method of the multiple coordinate input controls for adjusting the particle size displayed in the editing window can be similar to the coordinate input controls corresponding to "Rotation" in Figure 2. This numerical method can adjust the position, size, angle and actual size of the target particle emitter relative to the entire special effect, thereby obtaining different particle effects and different special effect performances.
[0074] In an optional embodiment, the above-mentioned preset parameters include the number of particles and the particle duration; the number of particles is used to indicate the total number of particles emitted by the particle emitter per unit time; the particle duration is used to indicate the duration from the appearance to the disappearance of the particles emitted by the particle emitter; the above-mentioned response to the configuration operation of the preset parameters corresponding to the target particle emitter, and the specific process of determining the target parameters based on the configuration operation may include: responding to a first configuration operation for the number of particles corresponding to the target particle emitter, and determining the target number of particles emitted by the target particle emitter based on the first configuration operation; responding to a second configuration operation for the particle duration corresponding to the target particle emitter, and determining the target particle duration of the particles emitted by the target particle emitter based on the second configuration operation.
[0075] In specific implementation, the specific operation corresponding to the above-mentioned first configuration operation can be determined according to research and development needs. For example, the first configuration operation can be a sliding operation on the slider on the value bar displayed in the editing window, and the target number of particles can be determined according to the position of the slider on the value bar; the first configuration operation can also be an operation of inputting a numerical value of the number of particles in the editing window, and the input numerical value is determined as the target number of particles emitted by the target particle emitter. Similarly, the specific operation corresponding to the above-mentioned second configuration operation can be determined according to research and development needs. For example, the second configuration operation can be a sliding operation on the slider on the value bar displayed in the editing window, and the target particle duration can be determined according to the position of the slider on the value bar; the second configuration operation can also be an operation of inputting a time value in the editing window, and the input time value is determined as the target particle duration emitted by the target particle emitter.
[0076] It should be noted that the lifecycle of a particle emitter (equivalent to the duration of a particle) is a base number. The lifecycle of each individual particle is randomized based on the base number to ensure that the average lifecycle of all particles is roughly equivalent to the base number. The number of particles is the total number of particles emitted per unit time by the particle emitter. In other words, the more particles there are, the more particles are emitted per unit time. For example, if the special effect obtained by emitting particles during target particle emission is rain, then the more particles there are, the greater the corresponding rainfall. If the number of particles is small, the output can be a drizzle rain effect. Therefore, the number of particles can be edited according to the player's design needs.
[0077] In an optional embodiment, the above-mentioned preset parameters include a color change parameter; the color change parameter is used to indicate the color change of particles emitted by the particle emitter within the particle duration; the above-mentioned response to the configuration operation of the preset parameters corresponding to the target particle emitter, and the specific process of determining the target parameters based on the configuration operation may include: responding to the color setting operation for the target particle emitter, and determining the color change parameters of the particles emitted by the target particle emitter based on the color setting operation.
[0078] In a specific implementation, the color change parameter is used to indicate how the color of particles emitted by the particle emitter changes over time. The specific operation of the above color setting operation can be determined according to R&D requirements. For example, the color setting operation can be to select a color scheme from multiple preset color schemes and then generate a gradient color that changes over time based on the color scheme; the color setting operation can also be a selection operation on the color adjustment interface, thereby determining the color value of the particles emitted by the particle emitter at each time based on the selected color.
[0079] In a specific embodiment, the editing window includes: a color bar and a color palette area; the color bar is used to display gradient colors, and at least two key frames are set on the color bar, and the number of key frames matches the number of color changes of particles emitted by the target particle emitter within the particle duration; the color palette area is used to configure the gradient color displayed by the color bar or the color corresponding to the key frame; based on this, the configuration method of the color change parameters corresponding to the target particle emitter may include the following steps 20-21:
[0080] Step 20, in response to the setting operation of the key frame in the color bar, determines the position of the key frame on the color bar; wherein the position of the key frame in the color bar is used to indicate the color gradient range of the particles emitted by the target particle emitter within the particle duration.
[0081] In specific implementations, the color bar contains at least two keyframes: the first frame corresponding to the initial position of the color bar, and the last frame corresponding to the end position of the color bar. The initial position of the color bar indicates the time when the target particle emitter emits particles, and the end position indicates the time when the particles emitted by the target particle emitter reach the particle duration. Usually, the positions of the first and last frames are fixed and cannot be adjusted, but the positions of keyframes other than the first and last frames in the color bar can be adjusted. At the same time, the first and last frames are non-deletable keyframes, while other keyframes in the color bar can be deleted, and new keyframes can also be added to the color bar.
[0082] It should be noted that the length of the color bar is usually fixed, and the length of the color bar is not used to indicate the duration of particles emitted by the target particle emitter. However, the position of the key frame in the color bar is different, and the color change duration and color change corresponding to adjacent key frames are different, which also leads to different color change ranges.
[0083] In actual applications, the above step 20 can be implemented through the following process: responding to a drag operation on a target key frame in the color bar, determining the position of the target key frame in the color bar based on the drag operation; wherein the distance between adjacent key frames in the color bar is used to indicate: the time interval for the color corresponding to the previous key frame in the adjacent key frames to change to the color corresponding to the next key frame.
[0084] The target keyframe is any keyframe on the color bar except the first and last frames. By dragging a keyframe on the color bar, the player can change the target keyframe's position. Keyframes are actually time / color keyframes, so different keyframe positions represent different times required for the color to change from Color A in the previous keyframe to Color B in the next keyframe. The color change range is also determined by the color difference between Color A and Color B.
[0085] In an optional embodiment, the above-mentioned editing window also includes a frame deletion control and a frame insertion control; based on this, in response to the selection of the first key frame in the color bar, the triggering operation of the frame deletion control is used to delete the first key frame to cancel the display of the first key frame on the color bar; and / or, in response to the selection of the second key frame in the color bar, the triggering operation of the frame insertion control is used to insert a third key frame at the associated position of the second key frame to increase the number of key frames displayed in the color bar.
[0086] In a specific implementation, the first keyframe is any keyframe on the color bar other than the first and last frames. Players can select the first keyframe by clicking it. While the first keyframe is selected, triggering the frame delete control deletes the first keyframe. If the first or last frame is selected and the frame delete control is triggered, a prompt message will pop up in the graphical user interface to inform the player that the current frame cannot be deleted. The second keyframe can be any keyframe on the color bar. When the player selects the second keyframe and triggers the frame insert control, a third keyframe is inserted at the associated position of the second keyframe on the color bar. The specific location of this associated position can be determined based on R&D requirements and can be a position before or after the second keyframe. For example, if the second keyframe is a keyframe other than the last frame, the associated position is after the second keyframe and can be between the second keyframe and the next keyframe after it; if the second keyframe is the last frame, the associated position can be between the second keyframe and the previous keyframe. Furthermore, the color corresponding to the inserted keyframe is the color corresponding to the keyframe's position on the color bar.
[0087] Step 21 : In response to the color configuration operation for the color palette area, adjust the gradient color displayed in the color bar, and / or adjust the color corresponding to the key frame on the color bar.
[0088] In actual implementation, the specific operations for color configuration operations on the color palette area can be determined based on R&D requirements and player operation. Specifically, players can quickly switch the gradient colors displayed in the color bar by modifying the color corresponding to the color palette area, or select a keyframe in the color bar and then edit the color corresponding to the selected keyframe separately.
[0089] In an optional embodiment, the color palette area includes a color block; the color block is used to display the color corresponding to the selected key frame in the color bar, that is, the color displayed by the color block will change with the change of the color corresponding to the selected key frame; based on this, the above step 21 can be implemented through the following process: in response to the trigger operation on the color block, a color adjustment interface is displayed in the graphical user interface; in response to the setting operation on the color adjustment interface, the target color of the color block configuration is determined, and the color corresponding to the position of the selected key frame in the color bar is adjusted to the target color, so as to determine the target color as the color corresponding to the selected key frame, and adjust the gradient color displayed in the color bar according to the target color corresponding to the selected key frame in the color bar, the color corresponding to the previous frame of the selected key frame in the color bar, and the color corresponding to the next frame of the selected key frame in the color bar.
[0090] In a specific implementation, a color palette can be displayed in the above-mentioned color adjustment interface, and the player can freely select a color as the target color on the color palette; the player can also view the historical palette in the color adjustment interface, which displays multiple historical colors set by the player at historical moments, and the player can select a color from multiple historical colors as the target color. After the color corresponding to the selected key frame is determined as the target color, the color corresponding to the previous frame of the selected key frame and the color corresponding to the selected key frame can be subtracted to obtain the color difference, and the time difference between the previous frame of the selected key frame and the selected key frame can be determined. The color change per unit time is obtained by dividing the color difference by the time difference. The gradient color between the previous frame of the selected key frame and the selected key frame is determined based on the color change. The gradient color between the selected key frame and the next key frame can also be obtained in the same way.
[0091] In an optional embodiment, the color palette area further includes a color palette selection control; based on this, the above step 21 can also be implemented through the following process: in response to a triggering operation on the color palette selection control, a drop-down list is displayed in a graphical user interface, the drop-down list includes multiple color combinations, and each color combination includes a specified number of colors; in response to a selection operation on a target color combination in the drop-down list, the gradient color displayed in the color bar is adjusted based on the target color combination, and the color corresponding to the position of the key frame in the color bar is configured as the color corresponding to the key frame.
[0092] In specific implementation, the drop-down list displayed after triggering the color palette selection control contains multiple color combinations. The color component can be a system preset color component or a color component customized by the player according to needs. Each color combination contains a command number of colors. The specific number corresponding to the specified number can be determined according to research and development needs. For example, the specified number can be 4 or 10, etc. After the player selects a color combination displayed in the drop-down list, the color combination will be determined as the target color combination, so that the colors contained in the target color combination can be proportionally allocated to the key frames on the color bar, thereby adjusting the gradient color displayed in the color bar according to the colors allocated to the key frames; the gradient color displayed in the color bar can also be adjusted according to the colors contained in the target color combination, and the color corresponding to each key frame can be determined according to the position of the key frame on the color bar.
[0093] In an optional embodiment, the colors included in the above-mentioned color combination are configured with color sorting numbers; therefore, colors can be configured for each key frame in the color bar based on the color sorting numbers; and then the gradient colors displayed in the color bar are determined based on the color difference and time difference of adjacent key frames in the color bar. Specifically, colors can be configured for each key frame based on the color sorting numbers of the colors in the target color combination and the positions corresponding to the key frames in the color bar. The specific configuration rules can be determined based on research and development needs. The color change amount is then obtained by dividing the color difference and the time difference between adjacent key frames, and the gradient colors between adjacent key frames are set based on the way the color change amount is superimposed over time.
[0094] For example, if the color bar contains four keyframes, you can assign the color with the sorting number 1 in the target color combination to the first keyframe on the color bar, the color with the sorting number 2 in the target color combination to the second keyframe, the color with the sorting number 3 to the third keyframe, and the color with the sorting number 4 to the fourth keyframe. You can also mix the primary color (the color with the highest sorting number is the primary color) and the secondary color (the color with the lowest sorting number is the secondary color) in the target color combination, and assign colors to the keyframes based on the mixing results.
[0095] In an optional embodiment, the editing window further includes a transparency edit control; in response to selecting a keyframe in the color bar, the transparency of the color corresponding to the selected keyframe is determined based on the adjustment operation in response to the transparency edit control. Specifically, the transparency edit control can be a numeric input control, whereby the transparency of the color corresponding to the selected keyframe can be determined by the value entered in the numeric input control; the transparency edit control can also be a control consisting of a numeric bar and a slider on the numeric bar, whereby the transparency of the color corresponding to the selected keyframe can be determined by the position of the slider on the numeric bar.
[0096] As shown in Figure 4, a schematic diagram of a color editing window provided by an embodiment of the present invention, the area labeled 1 in Figure 4 corresponds to a color bar, which displays a gradient color, and three key frames are displayed on the color bar, namely a circular mark and a ring mark on the color bar, wherein the ring mark represents the currently selected key frame. The area labeled 2 in Figure 4 is the color palette area, and a color block is displayed below the color value in the color palette area, which displays the color corresponding to the currently selected key frame on the color bar. The color palette area also displays a color palette selection control. The area labeled 4 corresponds to a frame deletion control, which is used to delete the selected key frame; the area labeled 4 corresponds to a frame insertion control, which is used to insert a new key frame at the associated position of the selected key frame. The value bar and slider displayed below the transparency in Figure 4 are used to adjust the transparency of the currently selected key frame. When the transparency is 0, it means that the particle emitter becomes completely transparent at this point in time.
[0097] In an optional embodiment, the editing window corresponding to the above-mentioned target particle emitter includes a preview control; in response to a configuration operation for preset parameters corresponding to the target particle emitter, after the target parameters are determined based on the configuration operation, in response to a trigger operation for the preview control, the independent special effects performance presented by the target particle emitter emitting particles based on the target parameters in the local component area of the target scene component is displayed in the graphical user interface, and the special effects performance presented in the local component area of the target scene component other than the local component area corresponding to the target particle emitter does not change.
[0098] In practice, after editing a target particle emitter, you can trigger the preview control to view the special effects presented by the target particle emitter in the local component area of the target scene component based on the target parameters. Since the particle emitters configured in the target scene component are edited independently and do not affect each other, editing the target particle emitter will not affect the special effects presented by other particle emitters in the target scene component except the target particle emitter.
[0099] In this method, the target scene component is designed to be composed of individual particle emitters. The preset parameters of each particle emitter (color change, position, size, duration, transparency, etc.) are independently displayed to the player, allowing them to more freely edit the desired effect. Therefore, this method lowers the editing threshold while providing a richer range of special effect parameter editing, ensuring that players can better design the effects they want.
[0100] Corresponding to the above method embodiment, an embodiment of the present invention provides a component editing device, as shown in FIG5 , which includes:
[0101] The interface display module 50 is used to display a graphical user interface by running the game program, and the graphical user interface includes a game editing scene to be edited; wherein, the game editing scene includes a target scene component, and the target scene component includes a plurality of particle emitters configured with preset parameters, and the particle emitters are used to emit particles according to the preset parameters when working to obtain a first special effect performance corresponding to the particle emitter.
[0102] The parameter display module 51 is used to respond to the special effect editing operation for the target particle emitter, display an editing window in the graphical user interface, and display the preset parameters corresponding to the target particle emitter in the editing window; wherein, the target particle emitter is at least part of the multiple particle emitters included in the target scene component.
[0103] The parameter configuration module 52 is used to respond to the configuration operation of the preset parameters corresponding to the target particle emitter, determine the target parameters based on the configuration operation, and control the target particle emitter to emit particles according to the target parameters during operation to obtain the second special effect performance corresponding to the target particle emitter.
[0104] The special effects display module 53 is used to respond to the running instructions for the target scene component, control the multiple particle emitters corresponding to the target scene component to emit particles, so as to present the target special effects performance in the graphical user interface, wherein the target special effects performance is jointly determined based on the first special effects performance and / or the second special effects performance.
[0105] The component editing device allows players to edit the target scene component as a whole according to their needs, quickly setting the corresponding special effects for the target scene component. This also meets the player's personalized needs for special effects and helps enhance the player's gaming experience. Furthermore, the device splits the target scene component into different particle emitters, allowing players to independently edit the parameters of each particle emitter, thus meeting the player's personalized editing needs and editing a richer range of special effects.
[0106] In an optional embodiment, the target scene component includes a plurality of local component areas, each of which is correspondingly configured with a particle emitter for controlling the corresponding local component areas through each particle emitter to present independent special effects.
[0107] In an optional embodiment, the parameter display module 51 is configured to: in response to a component editing operation on a target scene component, display a component editing interface corresponding to the target scene component in a graphical user interface, wherein the component editing interface includes at least special effect editing options corresponding to multiple particle emitters of the target scene component; and in response to a triggering operation on a target special effect editing option, display an editing window corresponding to the target particle emitter in the graphical user interface, wherein the target particle emitter corresponds to the target special effect editing option, and the editing window includes preset parameters corresponding to the target particle emitter. The target special effect editing option in the module can be any special effect editing option displayed in the component editing interface, and the particle emitter corresponding to the target special effect editing option is the target particle emitter. After the player triggers the target special effect editing option in the component editing interface, an editing window corresponding to the target particle emitter will be displayed in the graphical user interface. The editing window is used to display the preset parameters corresponding to the target particle emitter, and the player can modify or adjust the preset parameters corresponding to the target particle emitter in this editing window.
[0108] In an optional embodiment, the above-mentioned preset parameters include particle positions; the editing window includes multiple coordinate input controls for setting particle positions, and different coordinate input controls are used to set: the coordinate values of particles emitted by the particle emitter relative to the center of the target scene component under different axes of the preset coordinate system; the above-mentioned parameter configuration module 52 is used to: respond to a first input operation on multiple coordinate input controls, and determine the particle position of particles emitted by the target particle emitter in the game editing scene based on the numerical value input by the first input operation; wherein the particle position is the position of the target particle emitter.
[0109] In an optional embodiment, the above-mentioned preset parameters include particle size; the editing window includes multiple coordinate input controls for setting the particle size, and different coordinate input controls are used to set: the maximum effective distance of particles emitted by the particle emitter in different axes of the particle's own coordinate system; the particle's own coordinate system is a coordinate system established with the center of the particle emitter as the origin; the above-mentioned parameter configuration module 52 is used to: respond to a second input operation for multiple coordinate input controls, and determine the particle size of particles emitted by the target particle emitter based on the numerical value input by the second input operation.
[0110] In an optional embodiment, the above-mentioned preset parameters include particle angles; the editing window includes multiple coordinate input controls for setting particle angles, and different coordinate input controls are used to set: the angular deviation value of particles emitted by the particle emitter relative to the center of the target scene component under different axes of the preset coordinate system; the above-mentioned parameter configuration module 52 is used to: respond to a third input operation for multiple coordinate input controls, and determine the particle angle of particles emitted by the target particle emitter based on the numerical value input by the third input operation.
[0111] In an optional embodiment, the above-mentioned preset parameters include the number of particles and the particle duration; the number of particles is used to indicate the total number of particles emitted by the particle emitter per unit time; the particle duration is used to indicate the duration from the appearance to the disappearance of the particles emitted by the particle emitter; the above-mentioned parameter configuration module 52 is used to: respond to a first configuration operation for the number of particles corresponding to the target particle emitter, and determine the target number of particles emitted by the target particle emitter based on the first configuration operation; respond to a second configuration operation for the particle duration corresponding to the target particle emitter, and determine the target particle duration for the target particle emitter to emit particles based on the second configuration operation.
[0112] In an optional embodiment, the above-mentioned preset parameters include color change parameters; the color change parameters are used to indicate the color change of particles emitted by the particle emitter within the particle duration; the above-mentioned parameter configuration module 52 is used to: respond to the color setting operation for the target particle emitter, and determine the color change parameters of the particles emitted by the target particle emitter based on the color setting operation.
[0113] In an optional embodiment, the above-mentioned editing window includes: a color bar and a color palette area; the color bar is used to display gradient colors, and at least two key frames are set on the color bar, and the number of key frames matches the number of color changes of particles emitted by the target particle emitter within the particle duration; the color palette area is used to configure the gradient color displayed by the color bar or the color corresponding to the key frame; the above-mentioned parameter configuration module 52 is used to: respond to the setting operation of the key frame in the color bar, determine the position of the key frame on the color bar; wherein the position of the key frame in the color bar is used to indicate the color gradient range of particles emitted by the target particle emitter within the particle duration; respond to the color configuration operation of the color palette area, adjust the gradient color displayed in the color bar, and / or adjust the color corresponding to the key frame on the color bar.
[0114] Furthermore, in an optional embodiment, the parameter configuration module 52 is further configured to respond to a drag operation on a target key frame in the color bar, and determine a position of the target key frame in the color bar based on the drag operation; wherein the distance between adjacent key frames in the color bar is used to indicate a time interval for the color corresponding to the previous key frame in the adjacent key frames to change to the color corresponding to the next key frame.
[0115] Furthermore, in an optional embodiment, the editing window further includes a frame deletion control and a frame insertion control; the apparatus further includes a frame setting module, configured to: in response to a triggering operation of the frame deletion control after selecting the first key frame in the color bar, delete the first key frame to cancel the display of the first key frame on the color bar; and / or, in response to a triggering operation of the frame insertion control after selecting the second key frame in the color bar, insert a third key frame at an associated position of the second key frame to increase the number of key frames displayed in the color bar.
[0116] In an optional embodiment, the color palette area includes a color block; the color block is used to display the color corresponding to the selected key frame in the color bar; the parameter configuration module 52 is used to: respond to a trigger operation on the color block, and display a color adjustment interface in the graphical user interface; respond to a setting operation on the color adjustment interface, determine the target color of the color block configuration, adjust the color corresponding to the position of the selected key frame in the color bar to the target color, so as to determine the target color as the color corresponding to the selected key frame, and adjust the gradient color displayed in the color bar according to the target color corresponding to the key frame selected in the color bar, the color corresponding to the previous frame of the selected key frame in the color bar, and the color corresponding to the next frame of the selected key frame in the color bar.
[0117] Furthermore, in an optional embodiment, the color palette area includes a color palette selection control; the parameter configuration module 52 is further used to: respond to a trigger operation on the color palette selection control, display a drop-down list in a graphical user interface, the drop-down list including multiple color combinations, and the color combination including a specified number of colors; respond to a selection operation on a target color combination in the drop-down list, adjust the gradient color displayed in the color bar based on the target color combination, and configure the color corresponding to the position of the key frame in the color bar to the color corresponding to the key frame.
[0118] In an optional embodiment, the color configuration included in the above-mentioned color combination has a color sorting number; the above-mentioned parameter configuration module 52 is also used to: configure the color for each key frame in the color bar according to the color sorting number; and determine the gradient color displayed in the color bar based on the color difference and time difference of adjacent key frames in the color bar.
[0119] Through the aforementioned device module, the target scene component is designed to be composed of individual particle emitters. The preset parameters of each particle emitter (color change, position, size, duration, transparency, etc.) are independently displayed to the player, allowing them to more freely edit the desired effect. Therefore, this method not only provides a richer range of special effect parameter editing, but also lowers the editing threshold, ensuring that players can better design the effects they want.
[0120] Furthermore, in an optional embodiment, the editing window corresponding to the target particle emitter includes a preview control; the above-mentioned device also includes a performance preview module for: in response to a configuration operation for the preset parameters corresponding to the target particle emitter, after determining the target parameters based on the configuration operation, in response to a triggering operation on the preview control, displaying in a graphical user interface the independent special effect performance presented by the target particle emitter emitting particles based on the target parameters in the local component area of the target scene component, and the special effect performance presented by the local component area of the target scene component other than the local component area corresponding to the target particle emitter remains unchanged. With the above-mentioned device, after editing the target particle emitter, the special effect performance presented by the target particle emitter emitting particles based on the target parameters in the local component area of the target scene component can be viewed in the game editing scene by triggering the preview control. Because the editing of the particle emitters configured in the target scene component is independent of each other and does not affect each other, editing the target particle emitter will not affect the special effect performance presented by other particle emitters in the target scene component other than the target particle emitter, so that players can check whether the effect is what they want through the preview effect, thereby improving flexibility and reliability.
[0121] In an optional embodiment, the device further includes an overall editing module configured to respond to parameter editing operations on a target scene component, determine component parameters of the target scene component based on the parameter editing operations, and control the target scene component to render corresponding special effects based on the component parameters; wherein the component parameters include at least component position, component size, and component angle. This device module allows a player to edit the component parameters of the target scene component using the component editing controls.
[0122] Furthermore, the overall editing module is further configured to respond to component editing operations on a target scene component, control the target scene component to render corresponding special effects based on component parameters, and maintain the relative positional relationship between the multiple particle emitters contained in the target scene component. Based on this device module, players can edit the target scene component as a whole based on their needs, quickly setting the corresponding special effects for the target scene component, and satisfying their personalized needs for special effects, thereby enhancing their gaming experience.
[0123] In a specific implementation, the above-mentioned overall editing module is also used to: respond to the editing control operation of the component editing control displayed in the graphical user interface after the target scene component is selected, and determine the component parameters of the target scene component based on the editing control operation; or respond to the triggering operation of the setting control displayed in the graphical user interface after the target scene component is selected, and display a parameter setting panel in the graphical user interface; respond to the setting operation on the parameter setting panel, and determine the component parameters of the target scene component based on the setting operation. Based on the above-mentioned device module's method of editing the target scene component through the component editing control, the target scene component can be roughly edited. The above-mentioned parameter setting panel can be used to perform fine editing of the component parameters of the target scene component. In a specific implementation, the parameter setting panel displays editable controls corresponding to each component parameter, and the player can perform input operations on each editable control to determine the component parameters of the target scene component.
[0124] The component editing device provided in the embodiment of the present invention has the same implementation principle and technical effects as those in 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.
[0125] An embodiment of the present invention further provides an electronic device, as shown in FIG6 , 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.
[0126] Specifically, the specific process of the above-mentioned component editing method may include: displaying a graphical user interface by running a game program, wherein the graphical user interface includes a game editing scene to be edited; wherein the game editing scene includes a target scene component, wherein the target scene component includes multiple particle emitters configured with preset parameters, and the particle emitters are used to emit particles according to the preset parameters during operation to obtain a first special effect performance corresponding to the particle emitters; in response to a special effect editing operation on the target particle emitters, displaying an editing window in the graphical user interface, and displaying the preset parameters corresponding to the target particle emitters in the editing window; wherein the target particle emitters are at least some of the multiple particle emitters included in the target scene component; in response to a configuration operation on the preset parameters corresponding to the target particle emitters, determining target parameters based on the configuration operation, and controlling the target particle emitters to emit particles according to the target parameters during operation to obtain a second special effect performance corresponding to the target particle emitters; in response to a running instruction on the target scene component, controlling the multiple particle emitters corresponding to the target scene component to emit particles to present a target special effect performance in the graphical user interface, wherein the target special effect performance is determined based on the first special effect performance and / or the second special effect performance.
[0127] The above component editing method allows players to edit the target scene component as a whole according to their needs, allowing them to quickly set the corresponding special effects performance for the target scene component, satisfying their personalized special effects needs and helping to enhance their gaming experience. Furthermore, this method splits the target scene component into different particle emitters, allowing players to independently edit the parameters of each particle emitter, thus meeting their personalized editing needs and creating a richer special effects performance.
[0128] In an optional embodiment, the target scene component includes a plurality of local component areas, each of which is correspondingly configured with a particle emitter for controlling the corresponding local component areas through each particle emitter to present independent special effects.
[0129] In an optional embodiment, the step of displaying an editing window in the graphical user interface in response to a special effect editing operation on a target particle emitter includes: displaying a component editing interface corresponding to the target scene component in the graphical user interface in response to a component editing operation on the target scene component, wherein the component editing interface includes at least special effect editing options corresponding to multiple particle emitters of the target scene component; and displaying an editing window corresponding to the target particle emitter in the graphical user interface in response to a triggering operation on a target special effect editing option, wherein the target particle emitter corresponds to the target special effect editing option, and the editing window includes preset parameters corresponding to the target particle emitter. The target special effect editing option can be any special effect editing option displayed in the component editing interface, and the particle emitter corresponding to the target special effect editing option is the target particle emitter. After the player triggers the target special effect editing option in the component editing interface, an editing window corresponding to the target particle emitter will be displayed in the graphical user interface. The editing window is used to display the preset parameters corresponding to the target particle emitter, and the player can modify or adjust the preset parameters corresponding to the target particle emitter in the editing window.
[0130] In an optional embodiment, the above-mentioned preset parameters include particle positions; the editing window includes multiple coordinate input controls for setting particle positions, and different coordinate input controls are used to set: the coordinate values of particles emitted by the particle emitter relative to the center of the target scene component along different axes of the preset coordinate system; in response to a configuration operation corresponding to the preset parameters of the target particle emitter, the step of determining the target parameters based on the configuration operation includes: responding to a first input operation on multiple coordinate input controls, and determining the particle position of particles emitted by the target particle emitter in the game editing scene based on the numerical value input by the first input operation; wherein the particle position is the position of the target particle emitter.
[0131] In an optional embodiment, the above-mentioned preset parameters include particle size; the editing window includes multiple coordinate input controls for setting the particle size, and different coordinate input controls are used to set: the maximum effective distance of particles emitted by the particle emitter under different axes of the particle's own coordinate system; the particle's own coordinate system is a coordinate system established with the center of the particle emitter as the origin; in response to the configuration operation of the preset parameters corresponding to the target particle emitter, the step of determining the target parameters based on the configuration operation includes: responding to a second input operation on the multiple coordinate input controls, and determining the particle size of the particles emitted by the target particle emitter based on the numerical value input by the second input operation.
[0132] In an optional embodiment, the above-mentioned preset parameters include particle angles; the editing window includes multiple coordinate input controls for setting the particle angles, and different coordinate input controls are used to set: the angular deviation value of particles emitted by the particle emitter relative to the center of the target scene component under different axes of the preset coordinate system; in response to the configuration operation of the preset parameters corresponding to the target particle emitter, the step of determining the target parameters based on the configuration operation includes: responding to a third input operation on the multiple coordinate input controls, and determining the particle angle of the particles emitted by the target particle emitter based on the numerical value input by the third input operation.
[0133] In an optional embodiment, the above-mentioned preset parameters include the number of particles and the particle duration; the number of particles is used to indicate the total number of particles emitted by the particle emitter per unit time; the particle duration is used to indicate the duration from the appearance to the disappearance of particles emitted by the particle emitter; in response to the configuration operation of the preset parameters corresponding to the target particle emitter, the step of determining the target parameters based on the configuration operation includes: responding to a first configuration operation for the number of particles corresponding to the target particle emitter, determining the target number of particles emitted by the target particle emitter based on the first configuration operation; responding to a second configuration operation for the particle duration corresponding to the target particle emitter, determining the target particle duration of the particles emitted by the target particle emitter based on the second configuration operation.
[0134] In an optional embodiment, the above-mentioned preset parameters include color change parameters; the color change parameters are used to indicate the color change of particles emitted by the particle emitter within the particle duration; in response to the configuration operation of the preset parameters corresponding to the target particle emitter, the step of determining the target parameters based on the configuration operation includes: responding to the color setting operation of the target particle emitter, and determining the color change parameters of the particles emitted by the target particle emitter based on the color setting operation.
[0135] In an optional embodiment, the above-mentioned editing window includes: a color bar and a color palette area; the color bar is used to display gradient colors, and at least two key frames are set on the color bar, and the number of key frames matches the number of color changes of particles emitted by the target particle emitter within the particle duration; the color palette area is used to configure the gradient color displayed by the color bar or the color corresponding to the key frame; in response to the color setting operation for the target particle emitter, the step of determining the color change parameters of the particles emitted by the target particle emitter based on the color setting operation includes: in response to the setting operation for the key frame in the color bar, determining the position of the key frame on the color bar; wherein the position of the key frame in the color bar is used to indicate the color gradient range of particles emitted by the target particle emitter within the particle duration; in response to the color configuration operation for the color palette area, adjusting the gradient color displayed in the color bar, and / or adjusting the color corresponding to the key frame on the color bar.
[0136] In an optional embodiment, the above-mentioned step of determining the position of the key frame on the color bar in response to the setting operation of the key frame in the color bar includes: responding to the drag operation of the target key frame in the color bar, and determining the position of the target key frame in the color bar based on the drag operation; wherein the distance between adjacent key frames in the color bar is used to indicate: the time interval for the color corresponding to the previous key frame in the adjacent key frames to change to the color corresponding to the next key frame.
[0137] In an optional embodiment, the editing window further includes a frame deletion control and a frame insertion control; the method further includes: in response to selecting the first key frame in the color bar, triggering the frame deletion control to delete the first key frame to cancel the display of the first key frame on the color bar; and / or, in response to selecting the second key frame in the color bar, triggering the frame insertion control to insert a third key frame at the associated position of the second key frame to increase the number of key frames displayed in the color bar.
[0138] In an optional embodiment, the above-mentioned color palette area includes a color block; the color block is used to display the color corresponding to the selected key frame in the color bar; in response to the color configuration operation of the color palette area, the color corresponding to the key frame on the color bar is adjusted, and the step of adjusting the color corresponding to the key frame on the color bar includes: in response to the trigger operation on the color block, a color adjustment interface is displayed in the graphical user interface; in response to the setting operation on the color adjustment interface, a target color of the color block configuration is determined, and the color corresponding to the position of the selected key frame in the color bar is adjusted to the target color, so as to determine the target color as the color corresponding to the selected key frame, and adjust the gradient color displayed in the color bar according to the target color corresponding to the selected key frame in the color bar, the color corresponding to the previous frame of the selected key frame in the color bar, and the color corresponding to the next frame of the selected key frame in the color bar.
[0139] In an optional embodiment, the above-mentioned color palette area includes a color palette selection control; in response to a color configuration operation on the color palette area, the steps of adjusting the gradient color displayed in the color bar, and adjusting the color corresponding to the key frame on the color bar include: in response to a trigger operation on the color palette selection control, displaying a drop-down list in a graphical user interface, the drop-down list including multiple color combinations, the color combination including a specified number of colors; in response to a selection operation on a target color combination in the drop-down list, adjusting the gradient color displayed in the color bar based on the target color combination, and configuring the color corresponding to the position of the key frame in the color bar to the color corresponding to the key frame.
[0140] In an optional embodiment, the color configuration included in the above-mentioned color combination has a color sorting number; the step of adjusting the gradient color displayed in the color bar based on the target color combination includes: configuring a color for each key frame in the color bar according to the color sorting number; and determining the gradient color displayed in the color bar based on the color difference and time difference between adjacent key frames in the color bar.
[0141] Through the above embodiment, the target scene component is designed to be composed of individual particle emitters, and the preset parameters of each particle emitter (color change, position, size, duration, transparency, etc.) are independently displayed to the player, allowing them to more freely edit the desired effects. Therefore, this method lowers the editing threshold while providing a richer range of special effect parameter editing, ensuring that players can better design the effects they want.
[0142] In an optional embodiment, the editing window corresponding to the target particle emitter includes a preview control; after the step of determining the target parameters based on the configuration operation in response to the preset parameters corresponding to the target particle emitter, the method further includes: in response to a triggering operation on the preview control, displaying in the graphical user interface the independent special effects of the target particle emitter emitting particles based on the target parameters in the local component area of the target scene component, and the special effects presented in the local component area of the target scene component other than the local component area corresponding to the target particle emitter remain unchanged. In this embodiment, after the target particle emitter is edited, the preview control can be triggered to view the special effects presented by the target particle emitter emitting particles based on the target parameters in the local component area of the target scene component in the game editing scene. Because the editing of the particle emitters configured in the target scene component is independent of each other and does not affect each other, editing the target particle emitter will not affect the special effects presented by other particle emitters in the target scene component except the target particle emitter, so that players can check whether the effect is what they want through the preview effect, thereby improving flexibility and reliability.
[0143] In an optional embodiment, the method further includes: responding to a parameter editing operation on a target scene component, determining component parameters of the target scene component based on the parameter editing operation, and controlling the target scene component to render a corresponding special effect based on the component parameters; wherein the component parameters include at least component position, component size, and component angle. The player edits the component parameters of the target scene component using the component editing control.
[0144] In an optional embodiment, the method further includes: responding to a component edit operation on a target scene component, controlling the target scene component to render a corresponding special effect based on the component parameters, and controlling the relative positional relationship between the multiple particle emitters included in the target scene component to remain unchanged. In this manner, players can edit the target scene component as a whole according to their needs, thereby quickly setting the special effect corresponding to the target scene component, satisfying players' personalized needs for special effects, and helping to enhance their gaming experience.
[0145] In an optional embodiment, the above-mentioned step of responding to a component editing operation on a target scene component and determining the component parameters of the target scene component based on the component editing operation includes: responding to an edit control operation on a component editing control displayed in a graphical user interface after the target scene component is selected, and determining the component parameters of the target scene component based on the edit control operation; or, responding to a trigger operation on a setting control displayed in a graphical user interface after the target scene component is selected, displaying a parameter setting panel in the graphical user interface; responding to a setting operation on the parameter setting panel, and determining the component parameters of the target scene component based on the setting operation. The above-mentioned method of editing the target scene component through the component editing control can perform relatively rough parameter editing on the target scene component. The above-mentioned method of performing fine editing on the component parameters of the target scene component through the parameter setting panel, in a specific implementation, displays an editable control corresponding to each component parameter in the parameter setting panel, and the player can perform input operations on each editable control to determine the component parameters of the target scene component.
[0146] Furthermore, the electronic device shown in FIG6 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 .
[0147] 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, FIG6 shows only one bidirectional arrow, but this does not mean that there is only one bus or only one type of bus.
[0148] 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.
[0149] 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.
[0150] Specifically, the specific process of the above-mentioned component editing method may include: displaying a graphical user interface by running a game program, wherein the graphical user interface includes a game editing scene to be edited; wherein the game editing scene includes a target scene component, wherein the target scene component includes multiple particle emitters configured with preset parameters, and the particle emitters are used to emit particles according to the preset parameters during operation to obtain a first special effect performance corresponding to the particle emitters; in response to a special effect editing operation on the target particle emitters, displaying an editing window in the graphical user interface, and displaying the preset parameters corresponding to the target particle emitters in the editing window; wherein the target particle emitters are at least some of the multiple particle emitters included in the target scene component; in response to a configuration operation on the preset parameters corresponding to the target particle emitters, determining target parameters based on the configuration operation, and controlling the target particle emitters to emit particles according to the target parameters during operation to obtain a second special effect performance corresponding to the target particle emitters; in response to a running instruction on the target scene component, controlling the multiple particle emitters corresponding to the target scene component to emit particles to present a target special effect performance in the graphical user interface, wherein the target special effect performance is determined based on the first special effect performance and / or the second special effect performance.
[0151] The above component editing method allows players to edit the target scene component as a whole according to their needs, allowing them to quickly set the corresponding special effects performance for the target scene component, satisfying their personalized special effects needs and helping to enhance their gaming experience. Furthermore, this method splits the target scene component into different particle emitters, allowing players to independently edit the parameters of each particle emitter, thus meeting their personalized editing needs and creating a richer special effects performance.
[0152] In an optional embodiment, the target scene component includes a plurality of local component areas, each of which is correspondingly configured with a particle emitter for controlling the corresponding local component areas through each particle emitter to present independent special effects.
[0153] In an optional embodiment, the step of displaying an editing window in the graphical user interface in response to a special effect editing operation on a target particle emitter includes: displaying a component editing interface corresponding to the target scene component in the graphical user interface in response to a component editing operation on the target scene component, wherein the component editing interface includes at least special effect editing options corresponding to multiple particle emitters of the target scene component; and displaying an editing window corresponding to the target particle emitter in the graphical user interface in response to a triggering operation on a target special effect editing option, wherein the target particle emitter corresponds to the target special effect editing option, and the editing window includes preset parameters corresponding to the target particle emitter. The target special effect editing option can be any special effect editing option displayed in the component editing interface, and the particle emitter corresponding to the target special effect editing option is the target particle emitter. After the player triggers the target special effect editing option in the component editing interface, an editing window corresponding to the target particle emitter will be displayed in the graphical user interface. The editing window is used to display the preset parameters corresponding to the target particle emitter, and the player can modify or adjust the preset parameters corresponding to the target particle emitter in the editing window.
[0154] In an optional embodiment, the above-mentioned preset parameters include particle positions; the editing window includes multiple coordinate input controls for setting particle positions, and different coordinate input controls are used to set: the coordinate values of particles emitted by the particle emitter relative to the center of the target scene component along different axes of the preset coordinate system; in response to a configuration operation corresponding to the preset parameters of the target particle emitter, the step of determining the target parameters based on the configuration operation includes: responding to a first input operation on multiple coordinate input controls, and determining the particle position of particles emitted by the target particle emitter in the game editing scene based on the numerical value input by the first input operation; wherein the particle position is the position of the target particle emitter.
[0155] In an optional embodiment, the above-mentioned preset parameters include particle size; the editing window includes multiple coordinate input controls for setting the particle size, and different coordinate input controls are used to set: the maximum effective distance of particles emitted by the particle emitter under different axes of the particle's own coordinate system; the particle's own coordinate system is a coordinate system established with the center of the particle emitter as the origin; in response to the configuration operation of the preset parameters corresponding to the target particle emitter, the step of determining the target parameters based on the configuration operation includes: responding to a second input operation on the multiple coordinate input controls, and determining the particle size of the particles emitted by the target particle emitter based on the numerical value input by the second input operation.
[0156] In an optional embodiment, the above-mentioned preset parameters include particle angles; the editing window includes multiple coordinate input controls for setting the particle angles, and different coordinate input controls are used to set: the angular deviation value of particles emitted by the particle emitter relative to the center of the target scene component under different axes of the preset coordinate system; in response to the configuration operation of the preset parameters corresponding to the target particle emitter, the step of determining the target parameters based on the configuration operation includes: responding to a third input operation on the multiple coordinate input controls, and determining the particle angle of the particles emitted by the target particle emitter based on the numerical value input by the third input operation.
[0157] In an optional embodiment, the above-mentioned preset parameters include the number of particles and the particle duration; the number of particles is used to indicate the total number of particles emitted by the particle emitter per unit time; the particle duration is used to indicate the duration from the appearance to the disappearance of the particles emitted by the particle emitter; in response to the configuration operation of the preset parameters corresponding to the target particle emitter, the step of determining the target parameters based on the configuration operation includes: responding to a first configuration operation for the number of particles corresponding to the target particle emitter, determining the target number of particles emitted by the target particle emitter based on the first configuration operation; responding to a second configuration operation for the particle duration corresponding to the target particle emitter, determining the target particle duration of the particles emitted by the target particle emitter based on the second configuration operation.
[0158] In an optional embodiment, the above-mentioned preset parameters include color change parameters; the color change parameters are used to indicate the color change of particles emitted by the particle emitter within the particle duration; in response to the configuration operation of the preset parameters corresponding to the target particle emitter, the step of determining the target parameters based on the configuration operation includes: responding to the color setting operation of the target particle emitter, and determining the color change parameters of the particles emitted by the target particle emitter based on the color setting operation.
[0159] In an optional embodiment, the above-mentioned editing window includes: a color bar and a color palette area; the color bar is used to display gradient colors, and at least two key frames are set on the color bar, and the number of key frames matches the number of color changes of particles emitted by the target particle emitter within the particle duration; the color palette area is used to configure the gradient colors displayed by the color bar or the colors corresponding to the key frames; in response to the color setting operation for the target particle emitter, the step of determining the color change parameters of the particles emitted by the target particle emitter based on the color setting operation includes: in response to the setting operation for the key frame in the color bar, determining the position of the key frame on the color bar; wherein the position of the key frame in the color bar is used to indicate the color gradient range of particles emitted by the target particle emitter within the particle duration; in response to the color configuration operation for the color palette area, adjusting the gradient color displayed in the color bar, and / or adjusting the color corresponding to the key frame on the color bar.
[0160] In an optional embodiment, the above-mentioned step of determining the position of the key frame on the color bar in response to the setting operation of the key frame in the color bar includes: responding to the drag operation of the target key frame in the color bar, and determining the position of the target key frame in the color bar based on the drag operation; wherein the distance between adjacent key frames in the color bar is used to indicate: the time interval for the color corresponding to the previous key frame in the adjacent key frames to change to the color corresponding to the next key frame.
[0161] In an optional embodiment, the editing window further includes a frame deletion control and a frame insertion control; the method further includes: in response to selecting the first key frame in the color bar, triggering the frame deletion control to delete the first key frame to cancel the display of the first key frame on the color bar; and / or, in response to selecting the second key frame in the color bar, triggering the frame insertion control to insert a third key frame at the associated position of the second key frame to increase the number of key frames displayed in the color bar.
[0162] In an optional embodiment, the above-mentioned color palette area includes a color block; the color block is used to display the color corresponding to the selected key frame in the color bar; in response to the color configuration operation of the color palette area, the color corresponding to the key frame on the color bar is adjusted, and the step of adjusting the color corresponding to the key frame on the color bar includes: in response to the trigger operation on the color block, a color adjustment interface is displayed in the graphical user interface; in response to the setting operation on the color adjustment interface, a target color of the color block configuration is determined, and the color corresponding to the position of the selected key frame in the color bar is adjusted to the target color, so as to determine the target color as the color corresponding to the selected key frame, and adjust the gradient color displayed in the color bar according to the target color corresponding to the selected key frame in the color bar, the color corresponding to the previous frame of the selected key frame in the color bar, and the color corresponding to the next frame of the selected key frame in the color bar.
[0163] In an optional embodiment, the above-mentioned color palette area includes a color palette selection control; in response to a color configuration operation on the color palette area, the steps of adjusting the gradient color displayed in the color bar, and adjusting the color corresponding to the key frame on the color bar include: in response to a trigger operation on the color palette selection control, displaying a drop-down list in a graphical user interface, the drop-down list including multiple color combinations, the color combination including a specified number of colors; in response to a selection operation on a target color combination in the drop-down list, adjusting the gradient color displayed in the color bar based on the target color combination, and configuring the color corresponding to the position of the key frame in the color bar to the color corresponding to the key frame.
[0164] In an optional embodiment, the color configuration included in the above-mentioned color combination has a color sorting number; the step of adjusting the gradient color displayed in the color bar based on the target color combination includes: configuring a color for each key frame in the color bar according to the color sorting number; and determining the gradient color displayed in the color bar based on the color difference and time difference between adjacent key frames in the color bar.
[0165] Through the above embodiment, the target scene component is designed to be composed of individual particle emitters, and the preset parameters of each particle emitter (color change, position, size, duration, transparency, etc.) are independently displayed to the player, allowing them to more freely edit the desired effects. Therefore, this method lowers the editing threshold while providing a richer range of special effect parameter editing, ensuring that players can better design the effects they want.
[0166] In an optional embodiment, the editing window corresponding to the target particle emitter includes a preview control; after the step of determining the target parameters based on the configuration operation in response to the preset parameters corresponding to the target particle emitter, the method further includes: in response to a triggering operation on the preview control, displaying in the graphical user interface the independent special effects of the target particle emitter emitting particles based on the target parameters in the local component area of the target scene component, and the special effects presented in the local component area of the target scene component other than the local component area corresponding to the target particle emitter remain unchanged. In this embodiment, after the target particle emitter is edited, the preview control can be triggered to view the special effects presented by the target particle emitter emitting particles based on the target parameters in the local component area of the target scene component in the game editing scene. Because the editing of the particle emitters configured in the target scene component is independent of each other and does not affect each other, editing the target particle emitter will not affect the special effects presented by other particle emitters in the target scene component except the target particle emitter, so that players can check whether the effect is what they want through the preview effect, thereby improving flexibility and reliability.
[0167] In an optional embodiment, the method further includes: responding to a parameter editing operation on a target scene component, determining component parameters of the target scene component based on the parameter editing operation, and controlling the target scene component to render a corresponding special effect based on the component parameters; wherein the component parameters include at least component position, component size, and component angle. The player edits the component parameters of the target scene component using the component editing control.
[0168] In an optional embodiment, the method further includes: responding to a component edit operation on a target scene component, controlling the target scene component to render a corresponding special effect based on the component parameters, and controlling the relative positional relationship between the multiple particle emitters included in the target scene component to remain unchanged. In this manner, players can edit the target scene component as a whole according to their needs, thereby quickly setting the special effect corresponding to the target scene component, satisfying players' personalized needs for special effects, and helping to enhance their gaming experience.
[0169] In an optional embodiment, the above-mentioned step of responding to a component editing operation on a target scene component and determining the component parameters of the target scene component based on the component editing operation includes: responding to an edit control operation on a component editing control displayed in a graphical user interface after the target scene component is selected, and determining the component parameters of the target scene component based on the edit control operation; or, responding to a trigger operation on a setting control displayed in a graphical user interface after the target scene component is selected, displaying a parameter setting panel in the graphical user interface; responding to a setting operation on the parameter setting panel, and determining the component parameters of the target scene component based on the setting operation. The above-mentioned method of editing the target scene component through the component editing control can perform relatively rough parameter editing on the target scene component. The above-mentioned method of performing fine editing on the component parameters of the target scene component through the parameter setting panel, in a specific implementation, displays an editable control corresponding to each component parameter in the parameter setting panel, and the player can perform input operations on each editable control to determine the component parameters of the target scene component.
[0170] 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 a number of 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.
[0171] 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.
[0172] 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: A graphical user interface is displayed by running the game program, wherein the graphical user interface includes a game editing scene to be edited; wherein the game editing scene includes a target scene component, wherein the target scene component includes a plurality of particle emitters configured with preset parameters, wherein the particle emitters are used to emit particles according to the preset parameters during operation, and obtain a first special effect performance corresponding to the particle emitters; In response to a special effect editing operation on a target particle emitter, an editing window is displayed in the graphical user interface, and preset parameters corresponding to the target particle emitter are displayed in the editing window; wherein the target particle emitter is at least part of the plurality of particle emitters included in the target scene component; In response to a configuration operation of preset parameters corresponding to the target particle emitter, the target parameters are determined based on the configuration operation, so as to control the target particle emitter to emit particles according to the target parameters during operation, thereby obtaining a second special effect performance corresponding to the target particle emitter; In response to an operating instruction for the target scene component, the multiple particle emitters corresponding to the target scene component are controlled to emit particles to present a target special effect performance in the graphical user interface, wherein the target special effect performance is jointly determined based on the first special effect performance and / or the second special effect performance.
2. The method according to claim 1, wherein: The target scene component includes a plurality of local component areas, each of which is correspondingly configured with a particle emitter, which is used to control the corresponding local component areas through each particle emitter to present independent special effect performance.
3. The method according to claim 2, wherein: The step of displaying an editing window in the graphical user interface in response to the special effect editing operation on the target particle emitter includes: In response to a component editing operation on the target scene component, displaying a component editing interface corresponding to the target scene component in the graphical user interface, wherein the component editing interface at least includes special effect editing options corresponding to a plurality of particle emitters of the target scene component; In response to a trigger operation for a target special effect editing option, an editing window corresponding to a target particle emitter is displayed in the graphical user interface, wherein the target particle emitter corresponds to the target special effect editing option, and the editing window includes preset parameters corresponding to the target particle emitter.
4. The method according to claim 3, wherein: The preset parameters include particle positions; the editing window includes a plurality of coordinate input controls for setting the particle positions, and different coordinate input controls are used to set: coordinate values of particles emitted by the target particle emitter relative to the center of the target scene component under different axes of the preset coordinate system; The step of responding to a configuration operation of preset parameters corresponding to the target particle emitter and determining the target parameters based on the configuration operation comprises: In response to a first input operation for the plurality of coordinate input controls, the particle position of the particles emitted by the target particle emitter in the game editing scene is determined based on a numerical value input by the first input operation; wherein the particle position is the position of the target particle emitter.
5. The method according to claim 3, wherein: The preset parameters include particle size; the editing window includes a plurality of coordinate input controls for setting the particle size, and different coordinate input controls are used to set: the maximum action distance of the particles emitted by the target particle emitter under different axes of the particle's own coordinate system; the particle's own coordinate system is a coordinate system established with the center of the target particle emitter as the origin; The step of responding to a configuration operation of preset parameters corresponding to the target particle emitter and determining the target parameters based on the configuration operation comprises: In response to a second input operation on the plurality of coordinate input controls, a particle size of particles emitted by the target particle emitter is determined based on a value input by the second input operation.
6. The method according to claim 3, wherein: The preset parameters include a particle angle; the editing window includes a plurality of coordinate input controls for setting the particle angle, and different coordinate input controls are used to set: the angular deviation values of the particles emitted by the target particle emitter relative to the center of the target scene component under different axes of the preset coordinate system; The step of responding to a configuration operation of preset parameters corresponding to the target particle emitter and determining the target parameters based on the configuration operation comprises: In response to a third input operation on the plurality of coordinate input controls, a particle angle at which the target particle emitter emits particles is determined based on a value input by the third input operation.
7. The method according to claim 3, wherein: The preset parameters include the number of particles and the duration of particles; the number of particles is used to indicate the total number of particles emitted by the particle emitter per unit time; the duration of particles is used to indicate the duration from the appearance to the disappearance of particles emitted by the particle emitter; The step of responding to a configuration operation of preset parameters corresponding to the target particle emitter and determining the target parameters based on the configuration operation comprises: In response to a first configuration operation for the number of particles corresponding to the target particle emitter, determining a target number of particles emitted by the target particle emitter based on the first configuration operation; In response to a second configuration operation for a particle duration corresponding to the target particle emitter, a target particle duration for emitting particles by the target particle emitter is determined based on the second configuration operation.
8. The method according to claim 3, wherein: The preset parameters include color change parameters; the color change parameters are used to indicate the color change of particles emitted by the target particle emitter within the particle duration; The step of responding to a configuration operation of preset parameters corresponding to the target particle emitter and determining the target parameters based on the configuration operation comprises: In response to a color setting operation for the target particle emitter, a color change parameter of particles emitted by the target particle emitter is determined based on the color setting operation.
9. The method according to claim 8, wherein: The editing window includes: a color bar and a color palette area; the color bar is used to display gradient colors, and at least two key frames are set on the color bar, and the number of key frames matches the number of color changes of particles emitted by the target particle emitter within the particle duration; the color palette area is used to configure the gradient color displayed by the color bar or the color corresponding to the key frame; The step of determining the color change parameters of particles emitted by the target particle emitter based on the color setting operation in response to the color setting operation for the target particle emitter comprises: In response to a setting operation for a key frame in the color bar, a position of the key frame on the color bar is determined; wherein the position of the key frame in the color bar is used to indicate a color gradient range of particles emitted by the target particle emitter within a particle duration; In response to a color configuration operation on the color palette area, the gradient color displayed in the color bar is adjusted, and / or the color corresponding to the key frame on the color bar is adjusted.
10. The method according to claim 9, wherein: The step of determining the position of the key frame on the color bar in response to the setting operation of the key frame in the color bar comprises: In response to a drag operation on a target key frame in the color bar, a position of the target key frame in the color bar is determined based on the drag operation; wherein the distance between adjacent key frames in the color bar is used to indicate: a time interval for a color corresponding to a previous key frame in the adjacent key frames to change to a color corresponding to a next key frame.
11. The method according to claim 9, wherein: The editing window also includes a frame deletion control and a frame insertion control; the method also includes: In response to selecting a first key frame in the color bar, deleting the first key frame in response to a triggering operation of the frame deletion control, so as to cancel display of the first key frame on the color bar; And / or, in response to selecting a second key frame in the color bar, in response to a triggering operation of the frame insertion control, inserting a third key frame at a position associated with the second key frame to increase the number of key frames displayed in the color bar.
12. The method according to claim 9, wherein: The color palette area includes a color block; the color block is used to display the color corresponding to the selected key frame in the color bar; In response to the color configuration operation for the color palette area, the step of adjusting the color corresponding to the key frame on the color bar and adjusting the color corresponding to the key frame on the color bar includes: In response to a triggering operation on the color block, displaying a color adjustment interface in the graphical user interface; In response to a setting operation on the color adjustment interface, a target color of the color block configuration is determined, and the color corresponding to the position of the selected key frame in the color bar is adjusted to the target color to determine the target color as the color corresponding to the selected key frame, and according to the target color corresponding to the selected key frame in the color bar, the color corresponding to the previous frame of the selected key frame in the color bar, and the color corresponding to the next frame of the selected key frame in the color bar, the gradient color displayed in the color bar is adjusted.
13. The method according to claim 9, wherein: The color palette area includes a color palette selection control; In response to the color configuration operation for the color palette area, the step of adjusting the gradient color displayed in the color bar and adjusting the color corresponding to the key frame on the color bar includes: In response to a trigger operation on the color palette selection control, a drop-down list is displayed in the graphical user interface, wherein the drop-down list includes a plurality of color combinations, and the color combination includes a specified number of colors; In response to a selection operation on a target color combination in the drop-down list, the gradient color displayed in the color bar is adjusted based on the target color combination, and the color corresponding to the position of the key frame in the color bar is configured as the color corresponding to the key frame.
14. The method according to claim 13, wherein: The colors included in the color combination are configured with color sorting numbers; the step of adjusting the gradient colors displayed in the color bar based on the target color combination includes: According to the color sorting sequence number, configure a color for each key frame in the color bar; The gradient color displayed in the color bar is determined based on the color difference and time difference of adjacent key frames in the color bar.
15. The method according to claim 3, wherein: The editing window corresponding to the target particle emitter includes a preview control; After the step of responding to the configuration operation of the preset parameters corresponding to the target particle emitter and determining the target parameters based on the configuration operation, the method further includes: In response to a trigger operation on the preview control, the independent special effect performance presented in the local component area of the target scene component by the target particle emitter emitting particles based on the target parameters is displayed in the graphical user interface, and the special effect performance presented in the local component area of the target scene component except for the local component area corresponding to the target particle emitter does not change.
16. The method according to claim 1, wherein: The method further comprises: In response to a parameter editing operation on the target scene component, component parameters of the target scene component are determined based on the parameter editing operation, and the target scene component is controlled to present corresponding special effect performance based on the component parameters; wherein the component parameters include at least component position, component size and component angle.
17. The method according to claim 16, wherein: The method further comprises: In response to a component editing operation on the target scene component, the target scene component is controlled to present a corresponding special effect performance based on the component parameters, and the relative position relationship between the multiple particle emitters included in the target scene component is controlled to remain unchanged.
18. The method according to claim 16, wherein: The step of responding to a component editing operation on the target scene component and determining a component parameter of the target scene component based on the component editing operation comprises: In response to an edit control operation of a component edit control displayed in the graphical user interface after the target scene component is selected, determining a component parameter of the target scene component based on the edit control operation; or, In response to selecting the target scene component, a parameter setting panel is displayed in the graphical user interface in response to a triggering operation on a setting control displayed in the graphical user interface; in response to a setting operation on the parameter setting panel, component parameters of the target scene component are determined based on the setting operation.
19. A component editing device, comprising: The interface display module is configured to display a graphical user interface by running the game program, wherein the graphical user interface includes a game editing scene to be edited; wherein the game editing scene includes a target scene component, wherein the target scene component includes a plurality of particle emitters configured with preset parameters, wherein the particle emitters are used to emit particles according to the preset parameters during operation to obtain a first special effect performance corresponding to the particle emitters; A parameter display module is configured to execute a special effect editing operation in response to a target particle emitter, display an editing window in the graphical user interface, and display preset parameters corresponding to the target particle emitter in the editing window; wherein the target particle emitter is at least part of the plurality of particle emitters included in the target scene component; A parameter configuration module is configured to execute a configuration operation in response to a preset parameter corresponding to the target particle emitter, determine a target parameter based on the configuration operation, and control the target particle emitter to emit particles according to the target parameter during operation to obtain a second special effect performance corresponding to the target particle emitter; The special effect display module is configured to execute and respond to the running instructions for the target scene component, control the multiple particle emitters corresponding to the target scene component to emit particles, so as to present a target special effect performance in the graphical user interface, wherein the target special effect performance is jointly determined based on the first special effect performance and / or the second special effect performance.
20. An electronic device, comprising 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 component editing method according to any one of claims 1 to 18.
21. A computer-readable storage medium storing computer-executable instructions, wherein when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the component editing method according to any one of claims 1 to 18.
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