Scene editing processing method and apparatus in game, storage medium and electronic device
By responding to viewing angle adjustment operations and controlling the position of the virtual camera in the game editing interface, the problem of virtual camera penetration of scene planes and control conflicts with user intuition is solved, achieving higher user operation convenience and accuracy.
Patent Information
- Application Number
- PCT/CN2024/134313
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-12-05
- Filing Date
- 2024-11-25
- Publication Date
- 2025-06-12
AI Technical Summary
In three-dimensional perspective editing, the movement of the virtual camera can easily cause the lens to pass through the scene plane, causing unnecessary misoperation by the user. At the same time, the control of the virtual camera conflicts with the user's intuition, increasing the possibility of misoperation.
Control the position of the virtual camera by displaying the game editing scene in the graphical user interface and in response to the viewing angle adjustment operation until the relative position relationship between the virtual camera and the target scene component meets the preset conditions, the position of the virtual camera will no longer change.
It effectively avoids the situation where the virtual camera penetrates the scene plane, and reduces the possibility of the virtual camera movement control conflicting with the user's intuition, improving the convenience and accuracy of user operations.
Smart Images

Figure CN2024134313_12062025_PF_FP_ABST
Abstract
Description
Method, device, storage medium and electronic device for scene editing in games
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application number 202311670285.5 filed on December 5, 2023, entitled “Scene editing and processing method, device, storage medium and electronic device in games”, the entire contents of which are incorporated by reference into this disclosure. Technical Field
[0003] The present disclosure relates to the field of game technology, and in particular to a method for editing and processing scenes in a game, a device for editing and processing scenes in a game, a computer-readable storage medium, and an electronic device. Background Art
[0004] Games have become one of the important ways for people to relax and entertain themselves in their daily lives. In some games, in order to enhance the players' gaming experience, it is necessary to edit the three-dimensional game scenes.
[0005] In related art, in 3D perspective editing, a virtual camera with a semi-top-down perspective is typically controlled by a wheel to move within the game editing scene. This movement is affected by the camera's perspective. For example, sliding the wheel upward will cause the virtual camera to move downward and forward, potentially causing the camera to cross the scene plane, leading to unnecessary user errors. Furthermore, in the presence of scene references, users may subconsciously believe that the wheel is controlling the movement of virtual units within the game editing scene, while the wheel is actually controlling the virtual camera. This control effect conflicts with user intuition and can easily lead to user errors. Summary of the Invention
[0006] The present disclosure provides a method for editing scenes in a game, a device for editing scenes in a game, a computer-readable storage medium, and an electronic device, so as to at least to some extent solve the problem of unnecessary misoperations by users in related technologies.
[0007] According to a first aspect of the present disclosure, a method for scene editing processing in a game is provided, the method comprising: displaying a game editing scene in a graphical user interface provided by a running game program, wherein the game editing scene includes a target scene component; responding to a perspective adjustment operation, controlling and adjusting a virtual camera corresponding to the game editing scene according to the perspective adjustment operation, and presenting a game screen formed by shooting the game editing scene with the virtual camera in the graphical user interface, wherein the perspective adjustment operation can be used to adjust the spatial position of the virtual camera in the game editing scene; in the process of controlling and adjusting the virtual camera according to the perspective adjustment operation, in response to the relative position relationship between the virtual camera and the target scene component satisfying a preset condition, controlling the position of the virtual camera in at least one spatial direction to no longer change, and presenting a game screen formed by shooting the game editing scene with the virtual camera whose position in the at least one spatial direction no longer changes in the graphical user interface.
[0008] According to a second aspect of the present disclosure, a scene editing processing device in a game is provided, the device comprising: an editing scene display module, configured to display a game editing scene in a graphical user interface provided by running a game program, wherein the game editing scene includes a target scene component; a camera perspective adjustment module, configured to execute a response perspective adjustment operation, control and adjust a virtual camera corresponding to the game editing scene according to the perspective adjustment operation, and present a game screen formed by shooting the game editing scene based on the virtual camera in the graphical user interface, wherein the perspective adjustment operation can be used to adjust the spatial position of the virtual camera in the game editing scene; a position change control module, configured to execute, in the process of controlling and adjusting the virtual camera according to the perspective adjustment operation, in response to the relative position relationship between the virtual camera and the target scene component meeting a preset condition, control the position of the virtual camera in at least one spatial direction to no longer change, and present a game screen formed by shooting the game editing scene based on the virtual camera whose position in the at least one spatial direction no longer changes in the graphical user interface.
[0009] According to a third aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the scene editing processing method in the game of the first aspect and its possible implementation methods are implemented.
[0010] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; a memory for storing executable instructions of the processor; and a display for displaying a graphical user interface; wherein the processor is configured to execute the scene editing processing method in the game of the above-mentioned first aspect and its possible implementation method by executing the executable instructions.
[0011] The technical solution disclosed in this disclosure has the following beneficial effects:
[0012] During the scene editing process in the above-mentioned game, the game editing scene is displayed in the graphical user interface provided by the running game program, wherein the game editing scene includes a target scene component; in response to the perspective adjustment operation, the virtual camera corresponding to the game editing scene is adjusted according to the perspective adjustment operation control, and a game screen formed by shooting the game editing scene based on the virtual camera is presented in the graphical user interface; in the process of adjusting the virtual camera according to the perspective adjustment operation control, in response to the relative position relationship between the virtual camera and the target scene component meeting the preset condition, the position of the virtual camera in at least one spatial direction is controlled to no longer change, and a game screen formed by shooting the game editing scene based on the virtual camera whose position in at least one spatial direction no longer changes is presented in the graphical user interface. The disclosed adaptive control of the spatial direction of the virtual camera change can not only avoid the situation where the virtual camera penetrates the scene plane, but also avoid the conflict between the movement control of the virtual camera and the user's intuition when there is a target scene component as a scene reference object, which is more in line with the user's usage habits, can reduce unnecessary user misoperations to a certain extent, and improve the convenience of user operation. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] FIG1 shows a system architecture diagram of one exemplary embodiment of the present disclosure;
[0014] FIG2 is a flowchart showing a method for editing a scene in a game according to an exemplary embodiment of the present disclosure;
[0015] FIG3A is a schematic diagram showing a relative position relationship between a virtual unit and a target scene component according to an exemplary embodiment of the present disclosure;
[0016] FIG3B is a schematic diagram showing another relative position relationship between a virtual unit and a target scene component according to an exemplary embodiment of the present disclosure;
[0017] FIG4 shows a flowchart of controlling the viewing angle of a virtual camera according to one exemplary embodiment of the present disclosure;
[0018] FIG5 is a schematic structural diagram of a scene editing processing device in a game according to one exemplary embodiment of the present disclosure;
[0019] FIG6 shows a schematic structural diagram of an electronic device for implementing the scene editing processing method in the game according to one exemplary embodiment of the present disclosure. DETAILED DESCRIPTION
[0020] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0021] The accompanying drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art will appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or that other methods, components, devices, steps, etc. may be used to replace one or more specific details.
[0022] In related technologies, virtual camera movement is affected by the camera's perspective, which can cause the lens to cross the scene plane, easily leading to unnecessary user errors. Furthermore, in the presence of scene reference objects (e.g., a virtual platform composed of scene components), virtual camera control can conflict with user intuition and easily lead to user errors.
[0023] In view of the above problems, exemplary embodiments of the present disclosure provide a method for editing a scene in a game.
[0024] Figure 1 shows a system architecture diagram. System architecture 100 may include a terminal device 110 and a server 120. Terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other device. It has a display function and is capable of displaying a graphical user interface (GUI). The GUI may include an operating system interface or an application program interface. A game program, such as an online game client program, is installed on terminal device 110. When the game program runs on terminal device 110, a game editing scene may be displayed in the GUI, allowing users to edit scene components within the scene. Server 120 generally refers to the backend system that provides the game service in this exemplary embodiment and may be a single server or a cluster of multiple servers. Server 120 is deployed with an online game server program for processing game data on the server side. Terminal device 110 and server 120 may be connected via a wired or wireless communication link for data transmission. The scene editing processing method in the game may be executed independently by terminal device 110 or jointly by terminal device 110 and server 120.
[0025] In one embodiment, a scene editing method in a game can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the aforementioned system architecture 100. Various cloud applications, such as cloud gaming, can be run within the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program's execution and the game screen presentation are separate. The scene editing method in the game is stored and executed on a cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) receives and sends data and presents the game screen. For example, a cloud gaming client can be a display device with data transmission capabilities located near the user, such as a mobile terminal, television, computer, or PDA. The cloud gaming server in the cloud performs information processing. When playing a game, the user operates the cloud gaming client to send operational instructions to the cloud gaming server. The cloud gaming server runs the game according to the operational instructions, encodes and compresses the game screen and other data, and returns it to the cloud gaming client via the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0026] In one embodiment, the scene editing processing method in the game can be implemented in a stand-alone game. No server deployment is required, and the entire game program can be installed on the terminal device and the scene editing processing method in the game can be executed.
[0027] In one embodiment, referring to FIG2 , the scene editing processing method in the game may include the following steps S210 to S230:
[0028] Step S210, displaying a game editing scene in a graphical user interface provided by the running game program, wherein the game editing scene includes a target scene component;
[0029] Step S220, in response to the perspective adjustment operation, controlling and adjusting the virtual camera corresponding to the game editing scene according to the perspective adjustment operation, and presenting a game screen formed by shooting the game editing scene with the virtual camera in the graphical user interface, wherein the perspective adjustment operation can be used to adjust the spatial position of the virtual camera in the game editing scene;
[0030] Step S230, in the process of adjusting the virtual camera according to the viewing angle adjustment operation control, in response to the relative position relationship between the virtual camera and the target scene component meeting the preset conditions, the position of the virtual camera in at least one spatial direction is controlled to no longer change, and a game screen formed by shooting the game editing scene based on the virtual camera whose position in at least one spatial direction no longer changes is presented in the graphical user interface.
[0031] In the method shown in FIG2 , by adaptively controlling the spatial direction of the virtual camera change, not only can the virtual camera be prevented from penetrating the scene plane, but also the movement control of the virtual camera can be prevented from conflicting with the user's intuition when there is a target scene component as a scene reference object. This method is more in line with the user's usage habits, can reduce unnecessary user misoperations to a certain extent, and improve the convenience of user operations.
[0032] Each step in Figure 2 is described in detail below.
[0033] 2 , in step S210 , a game editing scene is displayed in a graphical user interface provided by running a game program, wherein the game editing scene includes a target scene component.
[0034] When a game program is running on a terminal device, a game editing scene can be displayed in a graphical user interface. The game program can be a main game program that provides a game scene editing function (e.g., a game editor is built into the game program). When a user uses this function, the game editing scene can be displayed within the main game program. Alternatively, the game program can be an editing program that is compatible with the main game program. The editing program can run independently when the main game program is not running, and the game editing scene is displayed when the editing program is used to edit the game scene.
[0035] This exemplary embodiment supports players to customize and edit scenes. Therefore, the user in this article can refer to the game production staff (such as artists) of the game manufacturer, or the player.
[0036] Users can choose to create a new game scene and edit it, or they can choose to edit an existing game scene. The game editing scene is the game scene currently being edited. The game editing scene can include the scene background and one or more generated scene components. These scene components can be scene components that come with the game editing scene (for example, the game program can provide preset game scenes of various styles, and the user can select a preset game scene to edit, which initially comes with scene components), or they can be scene components generated by the user.
[0037] Optionally, the target scene component may be a scene component in the game editing scene that includes at least one plane basic component. The plane basic component may be, for example, a "block component," "cylinder component," "semi-cylinder component," or other component that includes at least one plane.
[0038] Optionally, the target scene component can be a composite component whose planar area is greater than a preset threshold. The preset threshold can be the minimum area within which a player can produce a two-dimensional visual effect. This threshold can be set by the developer and is not specifically defined in this disclosure. By setting a preset threshold, the processing overhead of locking the virtual camera's spatial position can be reduced to a certain extent, alleviating system processing pressure.
[0039] Among them, the virtual camera is a tool in the game program that simulates a real camera to shoot game scene images. It can be set at any position in the game editing scene and shoot the game scene from any perspective. That is, the virtual camera can have any posture in the game scene, and its posture can be fixed or dynamically changing.
[0040] Referring to Figure 2, in step S220, in response to the perspective adjustment operation, the virtual camera corresponding to the game editing scene is adjusted according to the perspective adjustment operation control, and a game screen formed by shooting the game editing scene with the virtual camera is presented in the graphical user interface, wherein the perspective adjustment operation can be used to adjust the spatial position of the virtual camera in the game editing scene.
[0041] The viewing angle adjustment operation may be a sliding operation on a graphical user interface, or a control operation on a viewing angle control widget.
[0042] In an optional embodiment, the above-mentioned response to the perspective adjustment operation and the adjustment of the virtual camera corresponding to the game editing scene according to the perspective adjustment operation control can be achieved through the following steps: displaying a perspective control control in a graphical user interface; responding to the perspective adjustment operation acting on the perspective control control, and adjusting the virtual camera corresponding to the game editing scene according to the perspective adjustment operation control.
[0043] Optionally, the view control control may include a view rotation sub-control, which can be used to control the rotation of the virtual camera based on the virtual units placed in the game editing scene. The view rotation sub-control can be controlled by swiping left, right, up, or down in the graphical user interface. Optionally, the view rotation sub-control can be hidden, that is, not displayed in the graphical user interface.
[0044] Optionally, the view control control may further include a vertical axis adjustment sub-control, wherein the vertical axis adjustment sub-control can be used to control the movement of the virtual camera in the vertical direction. The vertical axis adjustment sub-control may include upper and lower control areas. Specifically, in response to a triggering operation in the upper control area, the virtual camera may be controlled to move upward; in response to a triggering operation in the lower control area, the virtual camera may be controlled to move downward.
[0045] Optionally, the perspective control control may further include a plane perspective adjustment sub-control, wherein the plane perspective adjustment sub-control may be used to control the horizontal movement of the virtual camera. For example, the virtual camera may be controlled to move horizontally forward, backward, left, and right by sliding up, down, left, and right on the plane perspective adjustment control.
[0046] Adjusting the camera angle through control controls can improve the convenience and friendliness of operation for novice users to a certain extent.
[0047] Referring to Figure 2, in step S230, in the process of adjusting the virtual camera according to the perspective adjustment operation control, in response to the relative position relationship between the virtual camera and the target scene component meeting the preset conditions, the position of the virtual camera in at least one spatial direction is controlled to no longer change, and a game screen formed by shooting the game editing scene based on the virtual camera whose position in at least one spatial direction no longer changes is presented in the graphical user interface.
[0048] Optionally, the preset condition may be that the focus of the virtual camera is located above the surface area of the planar base component in the target scene component.
[0049] In an optional embodiment, a virtual unit may be placed in the game editing scene, and the virtual unit may follow the virtual camera to move in the game editing scene. When the virtual unit exists in the game editing scene, the preset condition may further include: the virtual unit is located in the surface area of the plane base component in the target scene component.
[0050] The virtual unit can be any game character, bound to the virtual camera. The positional relationship between the virtual unit and the virtual camera is fixed. Optionally, the virtual unit can be located at the focal point of the virtual camera. When the virtual camera's perspective changes, the virtual unit rotates and moves synchronously.
[0051] Specifically, if the virtual unit is detected to be located in the surface area of the planar base component in the target scene component, the position of the virtual camera in at least one spatial direction is controlled to no longer change, so that the user can further edit the target scene component from the perspective of the camera. Exemplarily, one or more information such as the size, position, direction, color, texture, and form of the scene components placed on the target scene component can be edited, and new scene components can also be added or deleted from the target scene component. The specific details can be determined according to the scene editing requirements and are not specifically limited in this disclosure.
[0052] 3A , a schematic diagram of the relative position relationship between a virtual unit and a target scene component is provided, wherein the virtual unit 301 is not located in the surface area 303 of the planar base component in the target scene component 302 , and the preset condition is not met at this time.
[0053] 3B , another schematic diagram of the relative position relationship between a virtual unit and a target scene component is provided, wherein a virtual unit 301 is located in a surface area 303 of a planar base component in a target scene component 302 , and the preset condition is met.
[0054] By using a virtual unit bound to the virtual camera to detect the relative position relationship between the virtual camera and the target scene component, it is not only simple to operate and easy to implement, but also can simulate the player's position in the game editing scene, enhancing the player's immersive editing experience.
[0055] In an optional embodiment, in response to the relative position relationship between the virtual camera and the target scene component satisfying a preset condition, controlling the position of the virtual camera in at least one spatial direction no longer changes can be achieved by the following steps: in response to the relative position relationship between the virtual camera and the target scene component satisfying a preset condition, determining the camera position locking direction according to the plane where the surface area where the virtual unit is located is located; wherein the camera position locking direction is perpendicular to the plane where the surface area where the virtual unit is located is located; and controlling the position of the virtual camera in the camera position locking direction no longer changes.
[0056] For example, the plane where the surface area where the virtual unit is located is horizontal, and the camera position locking direction can be determined to be the vertical axis direction. At this time, the virtual camera can be controlled to no longer change in the vertical axis direction.
[0057] By controlling the position of the virtual camera in the direction of the camera position lock so that it no longer changes, adaptive switching of the camera perspective control dimension is achieved, further improving the convenience of user operation.
[0058] If the relative position relationship between the virtual camera and the target scene component no longer satisfies the preset conditions, the control of the virtual camera so that the position no longer changes in the camera position locking direction can be released.
[0059] In an optional embodiment, after controlling the position of the virtual camera in at least one spatial direction to no longer change, in response to the position of the virtual camera in the camera position locking direction no longer changing, the display state of the viewing angle control control is adjusted.
[0060] By adjusting the display status of the control, the player can be prompted with the current controllable space range of the view control control.
[0061] In an optional embodiment, the view control includes a rotation control sub-control, which is used to control the rotation of the virtual camera around the virtual unit. The rotation control sub-control includes a 3D display state and a 2D display state, and the rotation control sub-control defaults to the 3D display state. Exemplarily, the rotation control sub-control can be displayed in the form of a virtual joystick. The 3D display state can be, for example, a sphere or cube. The 2D display state can be, for example, a circle or square.
[0062] Among them, the above-mentioned response to the virtual camera's position in the camera position locking direction no longer changing, adjusting the display state of the viewing angle control control can be achieved through the following steps: in response to the virtual camera's position in the camera position locking direction no longer changing, controlling the rotation control sub-control to adjust from a three-dimensional display state to a two-dimensional display state.
[0063] By adjusting the rotation control from a three-dimensional display state to a two-dimensional display state, the user is more intuitively prompted that the current camera position is locked.
[0064] In an optional embodiment, the perspective control includes a vertical axis adjustment sub-control, which is used to control the movement of the virtual camera in the vertical axis direction. For example, as shown in FIG3A , the vertical axis adjustment sub-control is in a triggerable state, including an upper control area 304 and a lower control area 305. In response to the virtual camera's position in the camera position lock direction no longer changing, adjusting the display state of the perspective control can be achieved by the following steps: in response to the camera position lock direction being the vertical axis direction, controlling the vertical axis adjustment sub-control to be adjusted from a triggerable state to a locked state.
[0065] Specifically, if the spatial direction in which the virtual camera's position no longer changes is the vertical axis, the vertical axis adjustment subcontrol can be adjusted from a triggerable state to a locked state, for example, by blurring, graying out, or hiding the triggerable vertical axis adjustment subcontrol. As shown in FIG3B , if the virtual unit 301 is located in the surface area 303 of the planar base component in the target scene component 302, the display state of the vertical axis adjustment subcontrol can be adjusted to a locked state, which includes an upper control area 304 and a lower control area 305, so that the vertical axis adjustment subcontrol is in a locked state.
[0066] It should be noted that when the vertical axis adjustment sub-control is in the locked state, the triggering operation of the upper control area or the lower control area in the vertical axis adjustment sub-control will not be responded to.
[0067] By adjusting the display status of the vertical axis adjustment sub-control, it is possible to avoid, to a certain extent, confusion in virtual camera control caused by user misoperation, and to more intuitively remind the user that the spatial direction in which the current virtual camera position no longer changes is the vertical axis direction.
[0068] In an optional embodiment, the following steps may also be performed: in response to the release of the control that the position of the virtual camera in the vertical axis direction no longer changes, the vertical axis adjustment sub-control is controlled to be adjusted from a locked state to a triggerable state.
[0069] Specifically, when the virtual unit leaves the surface area of the plane base component in the target scene component, the control of the virtual camera's position in the vertical axis direction no longer changing can be released. After the control is released, the vertical axis adjustment control can be adjusted from a locked state to a triggerable state.
[0070] After the control is released, the display status of the vertical axis adjustment sub-control is adaptively restored so that the user can perform further control operations, which can flexibly adapt to the user's operating needs.
[0071] In an optional embodiment, the perspective control control includes a plane perspective adjustment sub-control, which is used to control the horizontal movement of the virtual camera, as shown, for example, in FIG3A , as a plane perspective adjustment sub-control 306 in its original display state. Adjusting the display state of the perspective control control in response to the virtual camera's position in the locked camera position direction no longer changing can be achieved by the following steps: In response to the camera position lock direction being the vertical axis direction, controlling the plane perspective adjustment sub-control to be in a tilted state.
[0072] For example, as shown in FIG3B , when the virtual unit 301 is located in the surface area 303 of the plane base component in the target scene component 302 , the plane perspective adjustment sub-control can be displayed tilted to more intuitively prompt the user that the spatial direction in which the current virtual camera position no longer changes is the vertical axis direction.
[0073] Optionally, the tilt angle corresponding to the tilt may be a fixed value, or may be parallel to the surface area of the planar base component in the target scene component, which is not specifically limited in the present disclosure.
[0074] In an optional embodiment, the following steps may also be performed: in response to the release of the control that the position of the virtual camera in the longitudinal direction no longer changes, the plane viewing angle adjustment sub-control in the tilted state is controlled to return to the original display state.
[0075] Specifically, when the virtual unit leaves the surface area of the plane base component in the target scene component, the control that prevents the position of the virtual camera in the longitudinal direction from changing can be released. After the control is released, the display state of the plane perspective adjustment sub-control can be restored to the original display state, so as to more intuitively prompt the user that the control that prevents the position of the current virtual camera in the longitudinal direction from changing is released.
[0076] In an optional embodiment, the above-mentioned perspective control control includes a vertical axis adjustment sub-control, which is used to control the movement of the virtual camera in the vertical axis direction. The following steps can also be performed: in response to the triggering operation of the vertical axis adjustment sub-control in the perspective control control, the control that controls the virtual camera's position in the vertical axis direction no longer changes is released to meet the user's need to adjust the perspective in the vertical axis direction.
[0077] In an optional embodiment, when the virtual camera's camera position lock direction no longer changes, the control of the virtual camera so that its position no longer changes in the camera position lock direction can be released in response to the relative position relationship between the virtual camera and the target scene component no longer meeting the preset conditions, so that the camera's viewing angle can be freely adjusted in three-dimensional space, thereby meeting the user's complex operational needs.
[0078] In addition, referring to FIG4 , the present disclosure further provides a flowchart for controlling the viewing angle of a virtual camera, which may specifically include the following steps S401 to S404:
[0079] Step S401: Displaying a game editing scene and a viewing angle control component in a graphical user interface provided by the running game program; wherein the game editing scene includes a target scene component constructed from at least one plane basic component and a virtual unit; wherein the virtual unit moves following a virtual camera corresponding to the game editing scene;
[0080] Step S402: In response to the virtual unit being located within the surface area of the planar base component in the target scene component, determining a camera position lock direction according to the plane where the surface area of the virtual unit is located; wherein the camera position lock direction is perpendicular to the plane where the surface area of the virtual unit is located;
[0081] Step S403, adjusting the display state of the viewing angle control component, and controlling the position of the virtual camera in the camera position locking direction to not change;
[0082] Step S404, in response to the virtual unit leaving the surface area of the plane base component in the target scene component, the control of the virtual camera in the camera position lock direction so that the position no longer changes is released, and the display state of the perspective control control is restored to the original display state.
[0083] The exemplary embodiment of the present disclosure further provides a scene editing processing device in a game. Referring to FIG5 , the scene editing processing device 500 in a game may include the following program modules:
[0084] The editing scene display module 510 is configured to display the game editing scene in the graphical user interface provided by the running game program, wherein the game editing scene includes the target scene component;
[0085] The camera perspective adjustment module 520 is configured to respond to a perspective adjustment operation, control and adjust the virtual camera corresponding to the game editing scene according to the perspective adjustment operation, and present a game screen formed by the game editing scene shot by the virtual camera in the graphical user interface, wherein the perspective adjustment operation can be used to adjust the spatial position of the virtual camera in the game editing scene;
[0086] The position change control module 530 is configured to execute, in the process of adjusting the virtual camera according to the perspective adjustment operation, in response to the relative position relationship between the virtual camera and the target scene component meeting the preset conditions, control the position of the virtual camera in at least one spatial direction to no longer change, and present in the graphical user interface a game screen formed by shooting the game editing scene based on the virtual camera whose position in at least one spatial direction no longer changes.
[0087] In an optional implementation, based on the aforementioned solution, the target scene component includes at least one plane basic component.
[0088] In an optional embodiment, based on the aforementioned solution, a virtual unit is placed in the game editing scene, and the virtual unit moves in the game editing scene following the virtual camera. The preset conditions include: the virtual unit is located in the surface area of the planar base component in the target scene component.
[0089] In an optional embodiment, based on the aforementioned scheme, in response to the relative position relationship between the virtual camera and the target scene component meeting the preset conditions, the position change control module 530 controls the position of the virtual camera in at least one spatial direction to no longer change, and is configured to execute: in response to the relative position relationship between the virtual camera and the target scene component meeting the preset conditions, determine the camera position locking direction according to the plane where the surface area where the virtual unit is located is located; wherein the camera position locking direction is perpendicular to the plane where the surface area where the virtual unit is located is located; and control the position of the virtual camera in the camera position locking direction to no longer change.
[0090] In an optional embodiment, based on the aforementioned scheme, the camera perspective adjustment module 520 responds to the perspective adjustment operation, and adjusts the virtual camera corresponding to the game editing scene according to the perspective adjustment operation control, and is configured to perform: displaying the perspective control control in the graphical user interface; responding to the perspective adjustment operation acting on the perspective control control, and adjusting the virtual camera corresponding to the game editing scene according to the perspective adjustment operation control.
[0091] In an optional embodiment, based on the aforementioned scheme, the scene editing processing device 500 in the game also includes: a display state adjustment module, which is configured to adjust the display state of the perspective control control in response to the position of the virtual camera in the camera position lock direction no longer changing.
[0092] In an optional embodiment, based on the aforementioned scheme, the perspective control control includes a rotation control sub-control, the rotation control sub-control is used to control the virtual camera to rotate around the virtual unit, the rotation control sub-control includes a three-dimensional display state and a two-dimensional display state, and the rotation control sub-control is in a three-dimensional display state by default; wherein, the display state adjustment module can be configured to execute: in response to the position of the virtual camera in the camera position lock direction no longer changing, controlling the rotation control sub-control to adjust from a three-dimensional display state to a two-dimensional display state.
[0093] In an optional embodiment, based on the aforementioned scheme, the perspective control control includes a plane perspective adjustment sub-control, which is used to control the movement of the virtual camera in the horizontal direction; the display state adjustment module can be configured to execute: in response to the camera position locking direction being the vertical axis direction, controlling the plane perspective adjustment sub-control to be in a tilted state.
[0094] In an optional embodiment, based on the aforementioned scheme, the scene editing processing device 500 in the game also includes: a second state recovery module, which is configured to execute control release in response to the virtual camera's position in the vertical axis direction no longer changing, and control the plane perspective adjustment sub-control in a tilted state to restore to the original display state.
[0095] In an optional embodiment, based on the aforementioned scheme, the perspective control control includes a vertical axis adjustment sub-control, which is used to control the movement of the virtual camera in the vertical axis direction; the scene editing processing device 500 in the game also includes: a control release module, which is configured to execute a control release in response to the triggering operation of the vertical axis adjustment sub-control in the perspective control control, and controls the virtual camera to no longer change its position in the vertical axis direction.
[0096] The specific details of each part of the scene editing processing device 500 in the above game have been described in detail in the implementation method part. The undisclosed details can be found in the implementation method part, so they will not be repeated here.
[0097] The exemplary embodiments of the present disclosure also provide a computer-readable storage medium for implementing the scene editing processing method in the above-mentioned game, which can be implemented in the form of a program product, which includes program code. When the program product is run on an electronic device, the program code is used to enable the electronic device to execute the steps described in the above-mentioned "Exemplary Method" section of this specification according to various exemplary embodiments of the present disclosure.
[0098] Specifically, the program product stored on the computer-readable storage medium can execute the following steps:
[0099] Displaying a game editing scene in a graphical user interface provided by running the game program, wherein the game editing scene includes a target scene component;
[0100] In response to a perspective adjustment operation, adjusting the virtual camera corresponding to the game editing scene according to the perspective adjustment operation, and presenting a game screen formed by shooting the game editing scene with the virtual camera in a graphical user interface, wherein the perspective adjustment operation can be used to adjust the spatial position of the virtual camera in the game editing scene;
[0101] In the process of adjusting the virtual camera according to the perspective adjustment operation control, in response to the relative position relationship between the virtual camera and the target scene component meeting the preset conditions, the position of the virtual camera in at least one spatial direction is controlled to no longer change, and a game screen formed by shooting the game editing scene based on the virtual camera whose position in at least one spatial direction no longer changes is presented in the graphical user interface.
[0102] In an optional implementation, based on the aforementioned solution, the target scene component includes at least one plane basic component.
[0103] In an optional embodiment, based on the aforementioned solution, a virtual unit is placed in the game editing scene, and the virtual unit moves in the game editing scene following the virtual camera. The preset conditions include: the virtual unit is located in the surface area of the planar base component in the target scene component.
[0104] In an optional embodiment, based on the aforementioned scheme, in response to the relative position relationship between the virtual camera and the target scene component satisfying a preset condition, controlling the position of the virtual camera in at least one spatial direction no longer changes can be achieved by the following steps: in response to the relative position relationship between the virtual camera and the target scene component satisfying a preset condition, determining the camera position locking direction according to the plane where the surface area where the virtual unit is located is located; wherein the camera position locking direction is perpendicular to the plane where the surface area where the virtual unit is located is located; and controlling the position of the virtual camera in the camera position locking direction no longer changes.
[0105] In an optional embodiment, based on the aforementioned scheme, responding to a perspective adjustment operation and adjusting the virtual camera corresponding to the game editing scene according to the perspective adjustment operation control can be achieved through the following steps: displaying a perspective control control in a graphical user interface; responding to a perspective adjustment operation acting on the perspective control control, and adjusting the virtual camera corresponding to the game editing scene according to the perspective adjustment operation control.
[0106] In an optional implementation, based on the above solution, the following steps may be further performed: in response to the virtual camera's position in the camera position locking direction no longer changing, adjusting the display state of the viewing angle control widget.
[0107] In an optional embodiment, based on the aforementioned scheme, the perspective control control includes a rotation control sub-control, the rotation control sub-control is used to control the virtual camera to rotate around the virtual unit, the rotation control sub-control includes a three-dimensional display state and a two-dimensional display state, and the rotation control sub-control is in a three-dimensional display state by default; wherein, in response to the position of the virtual camera in the camera position lock direction no longer changing, adjusting the display state of the perspective control control can be achieved by the following steps: in response to the position of the virtual camera in the camera position lock direction no longer changing, controlling the rotation control sub-control to adjust from a three-dimensional display state to a two-dimensional display state.
[0108] In an optional embodiment, based on the aforementioned scheme, the perspective control control includes a plane perspective adjustment sub-control, which is used to control the movement of the virtual camera in the horizontal direction; in response to the position of the virtual camera in the camera position lock direction no longer changing, adjusting the display state of the perspective control control can be achieved by the following steps: in response to the camera position lock direction being the vertical axis direction, controlling the plane perspective adjustment sub-control to be in a tilted state.
[0109] In an optional embodiment, based on the above scheme, the following steps can also be performed: in response to the release of the control that the position of the virtual camera in the longitudinal axis direction no longer changes, the plane perspective adjustment sub-control in the tilted state is controlled to return to the original display state.
[0110] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: the viewing angle control control includes a vertical axis adjustment sub-control, and the vertical axis adjustment sub-control is used to control the movement of the virtual camera in the vertical axis direction; the following steps may also be performed: in response to the triggering operation of the vertical axis adjustment sub-control in the viewing angle control control, the control that controls the virtual camera so that the position in the vertical axis direction no longer changes is released.
[0111] During the scene editing process in the above-mentioned game, adaptively controlling the spatial direction of the virtual camera change can not only prevent the virtual camera from penetrating the scene plane, but also avoid the conflict between the movement control of the virtual camera and the user's intuition when there is a target scene component as a scene reference object. It is more in line with the user's usage habits, can reduce unnecessary user errors to a certain extent, and improve the convenience of user operation.
[0112] In an alternative embodiment, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) and includes program code, and can be run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited thereto. In this document, a readable storage medium can be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.
[0113] The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or component, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.
[0114] A computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, which carries readable program code. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium that can transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.
[0115] The program code contained on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF (Radio Frequency), etc., or any suitable combination thereof.
[0116] Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, and the like, as well as conventional procedural programming languages such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a stand-alone software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0117] The exemplary embodiments of the present disclosure also provide an electronic device for implementing the aforementioned method for editing scenes in a game, such as the aforementioned terminal device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as program code. The processor executes the executable instructions to perform the method of this exemplary embodiment. The electronic device may also include a display for displaying a graphical user interface.
[0118] 6 , an electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that the electronic device 600 shown in FIG6 is merely an example and should not limit the functionality and scope of use of the embodiments of the present disclosure.
[0119] As shown in FIG. 6 , the electronic device 600 may include a processor 610 , a memory 620 , a bus 630 , an I / O (input / output) interface 640 , a network adapter 650 , and a display 660 .
[0120] The memory 620 may include volatile memory, such as RAM 621 and cache unit 622, and may also include non-volatile memory, such as ROM 623. The memory 620 may also include one or more program modules 624. Such program modules 624 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, the program modules 624 may include the modules in the aforementioned devices.
[0121] The processor 610 may include one or more processing units, for example: the processor 610 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.
[0122] The processor 610 may be configured to execute executable instructions stored in the memory 620 , such as executing any one or more method steps in this exemplary embodiment.
[0123] Specifically, the processor 610 may perform the following steps:
[0124] Displaying a game editing scene in a graphical user interface provided by running the game program, wherein the game editing scene includes a target scene component;
[0125] In response to a perspective adjustment operation, adjusting the virtual camera corresponding to the game editing scene according to the perspective adjustment operation, and presenting a game screen formed by shooting the game editing scene with the virtual camera in a graphical user interface, wherein the perspective adjustment operation can be used to adjust the spatial position of the virtual camera in the game editing scene;
[0126] In the process of adjusting the virtual camera according to the perspective adjustment operation control, in response to the relative position relationship between the virtual camera and the target scene component meeting the preset conditions, the position of the virtual camera in at least one spatial direction is controlled to no longer change, and a game screen formed by shooting the game editing scene based on the virtual camera whose position in at least one spatial direction no longer changes is presented in the graphical user interface.
[0127] In an optional implementation, based on the aforementioned solution, the target scene component includes at least one plane basic component.
[0128] In an optional embodiment, based on the aforementioned solution, a virtual unit is placed in the game editing scene, and the virtual unit moves in the game editing scene following the virtual camera. The preset conditions include: the virtual unit is located in the surface area of the planar base component in the target scene component.
[0129] In an optional embodiment, based on the aforementioned scheme, in response to the relative position relationship between the virtual camera and the target scene component satisfying a preset condition, controlling the position of the virtual camera in at least one spatial direction no longer changes can be achieved by the following steps: in response to the relative position relationship between the virtual camera and the target scene component satisfying a preset condition, determining the camera position locking direction according to the plane where the surface area where the virtual unit is located is located; wherein the camera position locking direction is perpendicular to the plane where the surface area where the virtual unit is located is located; and controlling the position of the virtual camera in the camera position locking direction no longer changes.
[0130] In an optional embodiment, based on the aforementioned scheme, responding to a perspective adjustment operation and adjusting the virtual camera corresponding to the game editing scene according to the perspective adjustment operation control can be achieved through the following steps: displaying a perspective control control in a graphical user interface; responding to a perspective adjustment operation acting on the perspective control control, and adjusting the virtual camera corresponding to the game editing scene according to the perspective adjustment operation control.
[0131] In an optional implementation, based on the above solution, the following steps may be further performed: in response to the virtual camera's position in the camera position locking direction no longer changing, adjusting the display state of the viewing angle control widget.
[0132] In an optional embodiment, based on the aforementioned scheme, the perspective control control includes a rotation control sub-control, the rotation control sub-control is used to control the virtual camera to rotate around the virtual unit, the rotation control sub-control includes a three-dimensional display state and a two-dimensional display state, and the rotation control sub-control is in a three-dimensional display state by default; wherein, in response to the position of the virtual camera in the camera position lock direction no longer changing, adjusting the display state of the perspective control control can be achieved by the following steps: in response to the position of the virtual camera in the camera position lock direction no longer changing, controlling the rotation control sub-control to adjust from a three-dimensional display state to a two-dimensional display state.
[0133] In an optional embodiment, based on the aforementioned scheme, the perspective control control includes a plane perspective adjustment sub-control, which is used to control the movement of the virtual camera in the horizontal direction; in response to the position of the virtual camera in the camera position lock direction no longer changing, adjusting the display state of the perspective control control can be achieved by the following steps: in response to the camera position lock direction being the vertical axis direction, controlling the plane perspective adjustment sub-control to be in a tilted state.
[0134] In an optional embodiment, based on the above scheme, the following steps can also be performed: in response to the release of the control that the position of the virtual camera in the longitudinal axis direction no longer changes, the plane perspective adjustment sub-control in the tilted state is controlled to return to the original display state.
[0135] In an optional embodiment, based on the aforementioned scheme, the perspective control control includes a vertical axis adjustment sub-control, which is used to control the movement of the virtual camera in the vertical axis direction; the following steps can also be performed: in response to the triggering operation of the vertical axis adjustment sub-control in the perspective control control, the control that controls the virtual camera so that the position in the vertical axis direction no longer changes is released.
[0136] During the scene editing process in the above-mentioned game, adaptively controlling the spatial direction of the virtual camera change can not only prevent the virtual camera from penetrating the scene plane, but also avoid the conflict between the movement control of the virtual camera and the user's intuition when there is a target scene component as a scene reference object. It is more in line with the user's usage habits, can reduce unnecessary user errors to a certain extent, and improve the convenience of user operation.
[0137] The bus 630 is used to realize the connection between different components of the electronic device 600 and may include a data bus, an address bus, and a control bus.
[0138] The electronic device 600 can communicate with one or more external devices 700 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 640 .
[0139] The electronic device 600 can communicate with one or more networks via the network adapter 650. For example, the network adapter 650 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. The network adapter 650 can communicate with other modules of the electronic device 600 via the bus 630.
[0140] The electronic device 600 can display a graphical user interface through the display 660, such as displaying a game editing scene, a related editing interface or a setting interface, etc.
[0141] Although not shown in FIG6 , other hardware and / or software modules may be provided in the electronic device 600, including but not limited to microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.
[0142] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be concretized in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.
[0143] It will be appreciated by those skilled in the art that various aspects of the present disclosure may be implemented as a system, method or program product. Therefore, various aspects of the present disclosure may be specifically implemented as the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software, which may be collectively referred to herein as a "circuit", "module" or "system". Those skilled in the art will readily appreciate other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. The present disclosure is intended to encompass any variations, uses or adaptations of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The specification and implementation are intended to be exemplary only, with the true scope and spirit of the present disclosure being indicated by the claims.
[0144] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.
Claims
1. A method for editing a scene in a game, the method comprising: Displaying a game editing scene in a graphical user interface provided by running the game program, wherein the game editing scene includes a target scene component; In response to a perspective adjustment operation, the virtual camera corresponding to the game editing scene is controlled and adjusted according to the perspective adjustment operation, and a game screen formed by shooting the game editing scene with the virtual camera is presented in the graphical user interface, wherein the perspective adjustment operation can be used to adjust the spatial position of the virtual camera in the game editing scene; In the process of adjusting the virtual camera according to the perspective adjustment operation control, in response to the relative position relationship between the virtual camera and the target scene component satisfying a preset condition, the position of the virtual camera in at least one spatial direction is controlled to no longer change, and a game screen formed by photographing the game editing scene based on the virtual camera whose position in at least one spatial direction no longer changes is presented in the graphical user interface.
2. The method according to claim 1, wherein: The target scene component includes at least one plane basic component.
3. The method according to claim 2, wherein: A virtual unit is placed in the game editing scene, and the virtual unit follows the virtual camera to move in the game editing scene, and the preset conditions include: The virtual unit is located in a surface area of a plane base component in the target scene component.
4. The method according to claim 3, wherein: In response to the relative position relationship between the virtual camera and the target scene component satisfying a preset condition, controlling the position of the virtual camera in at least one spatial direction to no longer change includes: In response to the relative position relationship between the virtual camera and the target scene component satisfying a preset condition, determining a camera position locking direction according to a plane where the surface area where the virtual unit is located is located; wherein the camera position locking direction is perpendicular to the plane where the surface area where the virtual unit is located is located; The position of the virtual camera in the direction of the camera position lock is controlled to no longer change.
5. The method according to claim 4, wherein: The responding to the viewing angle adjustment operation and controlling and adjusting the virtual camera corresponding to the game editing scene according to the viewing angle adjustment operation include: Displaying a viewing angle control control in the graphical user interface; In response to a perspective adjustment operation applied to the perspective control widget, a virtual camera corresponding to the game editing scene is adjusted according to the perspective adjustment operation control.
6. The method according to claim 5, wherein: The method further comprises: In response to the position of the virtual camera in the camera position locking direction no longer changing, adjusting the display state of the viewing angle control widget.
7. The method according to claim 6, wherein: The viewing angle control control includes a rotation control sub-control, and the rotation control sub-control is used to control the virtual camera to rotate around the virtual unit. The rotation control sub-control includes a three-dimensional display state and a two-dimensional display state. The rotation control sub-control is in the three-dimensional display state by default; Wherein, in response to the position of the virtual camera in the camera position locking direction no longer changing, adjusting the display state of the viewing angle control control comprises: In response to the position of the virtual camera in the camera position locking direction no longer changing, the rotation control sub-control is controlled to adjust from a three-dimensional display state to a two-dimensional display state.
8. The method according to claim 6, wherein: The viewing angle control control comprises a plane viewing angle adjustment sub-control, and the plane viewing angle adjustment sub-control is used to control the virtual camera to move in the horizontal direction; In response to the position of the virtual camera in the camera position locking direction no longer changing, adjusting the display state of the viewing angle control control comprises: In response to the camera position locking direction being the longitudinal axis direction, the plane viewing angle adjustment sub-control is controlled to be in a tilted state.
9. The method according to claim 8, wherein: The method further comprises: In response to the release of the control that the position of the virtual camera in the longitudinal direction no longer changes, the plane viewing angle adjustment sub-control in the tilted state is controlled to return to the original display state.
10. The method according to claim 9, wherein: The viewing angle control control includes a vertical axis adjustment sub-control, and the vertical axis adjustment sub-control is used to control the virtual camera to move in the vertical axis direction; the method also includes: In response to the triggering operation of the vertical axis adjustment sub-control in the viewing angle control control, the control that controls the position of the virtual camera in the vertical axis direction no longer changes is released.
11. A scene editing and processing device in a game, the device comprising: An editing scene display module is configured to display a game editing scene in a graphical user interface provided by running a game program, wherein the game editing scene includes a target scene component; A camera perspective adjustment module is configured to execute a response perspective adjustment operation, control and adjust the virtual camera corresponding to the game editing scene according to the perspective adjustment operation, and present a game screen formed by shooting the game editing scene with the virtual camera in the graphical user interface, wherein the perspective adjustment operation can be used to adjust the spatial position of the virtual camera in the game editing scene; The position change control module is configured to execute, in the process of adjusting the virtual camera according to the perspective adjustment operation control, in response to the relative position relationship between the virtual camera and the target scene component satisfying a preset condition, control the position of the virtual camera in at least one spatial direction to no longer change, and present in the graphical user interface a game screen formed by photographing the game editing scene based on the virtual camera whose position in at least one spatial direction no longer changes.
12. A computer-readable storage medium having a computer program stored thereon, wherein the computer program implements the method according to any one of claims 1 to 10 when executed by a processor.
13. An electronic device comprising: processor; A memory, configured to store executable instructions of the processor; A display for displaying a graphical user interface; The processor is configured to perform the method of any one of claims 1 to 10 by executing the executable instructions.
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