Game event editing methods and game event editing apparatus, and storage medium and electronic device

By providing game editing scenes and editing interfaces in the graphical user interface of the game program, users can customize the association between game events and virtual objects, solving the problem that players in the existing technology find it difficult for them to customize editing game events, and realizing flexible event editing and diversified association logic.

WO2025124141A1PCT designated stage expired Publication Date: 2025-06-19NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 9 Cites 0 Cited by

Patent Information

Application Number
PCT/CN2024/134954
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-12-13
Filing Date
2024-11-27
Publication Date
2025-06-19

AI Technical Summary

Technical Problem

In the prior art, it is difficult for players to customize editing game events and cannot flexibly set the association between game events and virtual objects.

Method used

A game event editing method is provided. By displaying the game editing scene and editing interface in the graphical user interface of the game program, the user can set the associated object parameters of the event to be edited through multiple scene component controls and event parameter controls, so that the event to be edited can be triggered by the scene component that meets the associated object parameters in the game running scenario or is effective for the scene component that meets the associated object parameters.

Benefits of technology

It lowers the threshold for using game event editing functions, simplifies user editing operation methods, improves the convenience and ease of use of event editing, and increases the flexibility and freedom of users to edit game events.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN2024134954_19062025_PF_FP_ABST
    Figure CN2024134954_19062025_PF_FP_ABST
Patent Text Reader

Abstract

Game event editing methods and a game event editing apparatus, and a storage medium and an electronic device. A method comprises: displaying a game editing scenario in a graphical user interface provided by a running game program, and providing a plurality of scenario component controls, wherein the scenario component controls are configured to respond to a trigger operation and generate, on the basis of the trigger operation, corresponding scenario components in the game editing scenario; displaying an editing interface, wherein the editing interface comprises a control used for setting event parameters of an event to be edited; in response to a first preset operation in the editing interface, providing one or more first selection objects; and in response to a second preset operation, determining a first target object from among the one or more first selection objects, and on the basis of a target first attribute of the first target object, determining associated object parameters in the event parameters of said event. The threshold for using a game event editing function is reduced, and flexible setting of an event associated object is facilitated.
Need to check novelty before this filing date? Find Prior Art

Description

Game event editing method, device, storage medium and electronic device

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application filed on December 13, 2023, with application number 202311723871.1, entitled “Game event editing method, device, storage medium and electronic device”, the entire contents of which are incorporated herein by reference. Technical Field

[0003] The present disclosure relates to the field of computer and game technology, and in particular to a game event editing method, a game event editing device, a computer-readable storage medium, and an electronic device. Background Art

[0004] With the development of computer and human-computer interaction technologies, games have become an important form of daily entertainment. In-game events often need to be associated with virtual objects to implement gameplay logic. For example, a mechanism in a game scene can be triggered by a specific virtual object, such as a key, to generate game events such as door opening, door closing, and mechanism rotation.

[0005] In related technologies, editing game events requires editors to have certain professional knowledge and skills. For example, editors need to use professional programming languages ​​to write the association logic between game events and virtual objects. On the one hand, this is not conducive to players customizing and editing game events. On the other hand, it has poor flexibility when setting which virtual objects are associated with game events. Summary of the Invention

[0006] The present disclosure provides a game event editing method, a game event editing device, a computer-readable storage medium, and an electronic device, which, at least to a certain extent, solve the problem that players have difficulty in customizing and editing game events, and cannot flexibly set the association between game events and virtual objects.

[0007] According to a first aspect of the present disclosure, a game event editing method is provided, the method comprising: displaying a game editing scene in a graphical user interface provided by a running game program, and providing a plurality of scene component controls; the scene component controls are configured to respond to and generate corresponding scene components in the game editing scene according to a triggering operation; wherein the plurality of scene component controls are divided into different component types, each component type including at least one scene component control; a first scene component generated in the game editing scene by a first scene component control and a second scene component generated in the game editing scene by a second scene component control are configured with different first attributes, the first scene component control and the second scene component control being any two different scene component controls; Multiple first scene components generated in the game editing scene are configured with the same first attribute; an editing interface is displayed, and the editing interface includes controls for setting event parameters of the event to be edited; in response to a first preset operation in the editing interface, one or more first selection objects are provided; in response to a second preset operation, a first target object is determined from the one or more first selection objects, and an associated object parameter in the event parameters of the event to be edited is determined according to the target first attribute of the first target object; wherein the associated object parameter is configured as: in the game running scene, the triggering object that can trigger the event to be edited to take effect is determined to be a scene component with the target first attribute, or in the game running scene, the effective object of the event to be edited is determined to be a scene component with the target first attribute.

[0008] According to a second aspect of the present disclosure, a game event editing method is provided, the method comprising: displaying an editing interface in a graphical user interface provided by a running game program, the editing interface comprising controls for setting event parameters of an event to be edited; responding to an associated object setting mode selection operation in the editing interface, determining a current setting mode of an associated object from a plurality of candidate setting modes of an associated object according to the associated object setting mode selection operation; providing one or more corresponding selection objects according to the current setting mode of the associated object; responding to a ninth preset operation, determining a target object from the one or more selection objects, and determining associated object parameters in the event parameters of the event to be edited according to the target object; wherein the event to be edited is configured to be triggered and take effect by a virtual object that meets the associated object parameters in a game running scenario, or to take effect on a virtual object that meets the associated object parameters in a game running scenario.

[0009] According to a third aspect of the present disclosure, a game event editing device is provided, the device comprising: a game editing scene display processing module, configured to execute displaying a game editing scene in a graphical user interface provided by a running game program, and provide a plurality of scene component controls; the scene component controls are configured to respond to and generate corresponding scene components in the game editing scene according to a trigger operation; wherein the plurality of scene component controls are divided into different component types, each component type including at least one scene component control; a first scene component generated in the game editing scene by a first scene component control and a second scene component generated in the game editing scene by a second scene component control are configured with different first attributes, the first scene component control and the second scene component control being any two different scene component controls; a plurality of scene component controls generated in the game editing scene by the first scene component control The first scene component is configured with the same first attribute; the editing interface display processing module is configured to execute the display of the editing interface, and the editing interface includes controls for setting event parameters of the event to be edited; the selection object processing module is configured to execute a response to a first preset operation in the editing interface and provide one or more first selection objects; the associated object parameter processing module is configured to execute a response to a second preset operation, determine a first target object from the one or more first selection objects, and determine the associated object parameters in the event parameters of the event to be edited according to the target first attribute of the first target object; wherein the associated object parameters are configured to: determine in the game running scene that the triggering object that can trigger the event to be edited to take effect is a scene component with the target first attribute, or determine in the game running scene that the effective object of the event to be edited is a scene component with the target first attribute.

[0010] According to a fourth aspect of the present disclosure, a game event editing device is provided, the device comprising: an editing interface display processing module configured to display an editing interface in a graphical user interface provided by a running game program, the editing interface comprising controls for setting event parameters of an event to be edited; a setting mode processing module configured to respond to an associated object setting mode selection operation in the editing interface, and determine a current setting mode of an associated object from a plurality of candidate setting modes of an associated object according to the associated object setting mode selection operation; a selection object processing module configured to provide one or more corresponding selection objects according to the current setting mode of the associated object; an associated object parameter processing module configured to respond to a ninth preset operation, determine a target object from the one or more selection objects, and determine associated object parameters in the event parameters of the event to be edited according to the target object; wherein the event to be edited is configured to be triggered and take effect by a virtual object that meets the associated object parameters in a game running scenario, or to take effect on a virtual object that meets the associated object parameters in a game running scenario.

[0011] According to a fifth 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 game event editing method of the first or second aspect and its possible implementation methods are implemented.

[0012] According to a sixth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game event editing method of the first or second aspect and its possible implementation method by executing the executable instructions.

[0013] The technical solution disclosed in this disclosure has the following beneficial effects:

[0014] On one hand, a function is provided that allows users to customize and edit game events. In the editing interface provided by the game program, users can set associated object parameters for the event to be edited through first and second preset operations. This allows the event to be triggered and activated by scene components that meet the associated object parameters in the game running scene, or to be activated for scene components that meet the associated object parameters. This enables editing the logic of the association between game events and virtual objects. The required operation method and setting content are relatively simple, and do not require users to have programming skills. This lowers the threshold for using the game event editing function, simplifies the user editing operation method, improves the convenience and ease of use of event editing, and promotes widespread popularization among players. On the other hand, an interactive method is provided for setting associated object parameters according to a second attribute. The second attribute is an attribute related to the scene component control. Based on the first target object selected by the user, the associated object of the event to be edited can be determined to be the scene component with the target first attribute. This allows users to flexibly set which scene components are associated with the event to be edited, thereby realizing a variety of association logic between game events and virtual objects, and increasing the flexibility and freedom of users to edit game events. BRIEF DESCRIPTION OF THE DRAWINGS

[0015] FIG1 shows a system architecture diagram of one embodiment of the present exemplary embodiment;

[0016] FIG2 is a flowchart showing a method for editing a game event according to an exemplary embodiment of the present invention;

[0017] FIG3 is a schematic diagram showing a game editing scene and scene component controls according to one exemplary embodiment of the present invention;

[0018] FIG4 is a schematic diagram showing a setting interface of a game editing scene in this exemplary embodiment;

[0019] FIG5 is a schematic diagram showing an editing interface according to the exemplary embodiment;

[0020] FIG6 shows an interactive flow chart of a first preset operation in this exemplary embodiment;

[0021] FIG7 is a schematic diagram showing an editing interface and a first associated object adding control according to the exemplary embodiment;

[0022] FIG8 is a schematic diagram showing a first associated object selection interface according to one exemplary embodiment of the present invention;

[0023] FIG9 is a schematic diagram showing one embodiment of the present exemplary embodiment of setting the associated object parameters by the second method;

[0024] FIG10 is a flowchart showing a method for editing a game event according to an exemplary embodiment of the present invention;

[0025] FIG11 is a schematic diagram showing the structure of a game event editing device according to this exemplary embodiment;

[0026] FIG12 is a schematic diagram showing the structure of a game event editing device according to this exemplary embodiment;

[0027] FIG. 13 is a schematic structural diagram of an electronic device according to the exemplary embodiment. DETAILED DESCRIPTION

[0028] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0029] 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.

[0030] In this document, terms such as "first" and "second" are used only to refer to or distinguish different objects, and do not limit quantity or order. For example, a first attribute and a second attribute are two attributes of a scene component, but this does not mean that the scene component only has these two attributes, nor does it mean that the first attribute comes before the second attribute.

[0031] In-game events can be used to advance the game process and support gameplay logic. In related technologies, event editing functions are provided to players through scripting tools and other means. For example, some games use triggers and Lua language scripts to implement event editing functions. This requires players to have a certain level of programming thinking, such as a certain understanding of concepts such as judgment statements and variables. Therefore, the threshold for using event editing functions is relatively high, which is not conducive to the use of most players. In addition, when editing the logic of the association between game events and virtual objects, the relevant editing methods are not flexible enough. For example, when setting which virtual objects can trigger game events, it can only be set to a specific virtual object or all player-controlled characters, which makes it difficult to implement diverse game event logic.

[0032] In view of one or more of the above problems, exemplary embodiments of the present disclosure provide a method for editing a game event.

[0033] Figure 1 shows the system architecture of the operating environment of this exemplary embodiment. This system architecture may include a terminal device 110 and a server 120. The terminal device may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other device. It may have a display function and be 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 a client program for an online game, is installed on the terminal device 110. When the game program runs on the terminal device 110, game editing scenes and editing interfaces may be displayed in the GUI, allowing the user to perform editing operations. The 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. A game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and server 120 may be connected via a wired or wireless communication link for data transmission. The game event editing method in this exemplary embodiment may be executed by any one or more of the terminal device 110 and server 120.

[0034] In one embodiment, the game event editing method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can 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 storage and execution of in-game control and interaction methods are performed on a cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) receives and sends data and presents the game screen. For example, a cloud gaming client can be a display device with data transmission capabilities located near the user, such as a mobile terminal, television, computer, or PDA. The cloud gaming server in the cloud performs information processing. When playing a game or editing a game scene, 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.

[0035] In one embodiment, the game event editing method 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 110 and the game event editing method can be executed.

[0036] In one embodiment, referring to FIG2 , the game event editing method may include the following steps S210 to S240:

[0037] Step S210: Displaying a game editing scene in a graphical user interface provided by running the game program, and providing a plurality of scene component controls; the scene component controls are configured to respond to and generate corresponding scene components in the game editing scene according to a triggering operation; wherein the plurality of scene component controls are divided into different component types, each component type including at least one scene component control; a first scene component generated in the game editing scene by a first scene component control and a second scene component generated in the game editing scene by a second scene component control are configured with different first attributes, the first scene component control and the second scene component control being any two different scene component controls; and a plurality of first scene components generated in the game editing scene by the first scene component control are configured with the same first attribute;

[0038] Step S220: displaying an editing interface, the editing interface including controls for setting event parameters of the event to be edited;

[0039] Step S230, in response to a first preset operation in the editing interface, providing one or more first selection objects;

[0040] Step S240, in response to the second preset operation, determines the first target object from the one or more first selection objects mentioned above, and determines the associated object parameters in the event parameters of the event to be edited according to the target first attribute of the first target object; wherein the associated object parameters are configured as follows: determining in the game running scene that the triggering object that can trigger the event to be edited to take effect is a scene component with the target first attribute, or determining in the game running scene that the effective object of the event to be edited is a scene component with the target first attribute.

[0041] The method shown in Figure 2, on the one hand, provides a user-defined editing function for game events. Within the editing interface provided by the game program, users can set associated object parameters for the event to be edited through first and second preset operations. This allows the event to be triggered and activated by scene components that meet the associated object parameters, or to be activated for scene components that meet the associated object parameters, in the game running scene. This enables editing the logic of the association between game events and virtual objects. The required operation and setting content are relatively simple, requiring no programming skills from the user. This lowers the threshold for using the game event editing function, simplifies the user editing operation, and improves the convenience and ease of use of event editing, facilitating widespread adoption among players. Furthermore, an interactive method is provided for setting associated object parameters based on a second attribute. The second attribute is an attribute related to the scene component control. Based on the first target object selected by the user, the associated object of the event to be edited can be determined to be the scene component with the target first attribute. This allows users to flexibly set which scene components are associated with the event to be edited, thereby achieving diverse association logic between game events and virtual objects and increasing the flexibility and freedom of user editing of game events.

[0042] Each step in Figure 2 is described in detail below.

[0043] Referring to Figure 2, in step S210, a game editing scene is displayed in a graphical user interface provided by running the game program, and multiple scene component controls are provided; the scene component controls are configured to respond and generate corresponding scene components in the game editing scene according to a trigger operation; wherein the multiple scene component controls are divided into different component types, and each component type includes at least one scene component control; the first scene component generated in the game editing scene by the first scene component control and the second scene component generated in the game editing scene by the second scene component control are configured with different first attributes, and the first scene component control and the second scene component control are any two different scene component controls; the multiple first scene components generated in the game editing scene by the first scene component control are configured with the same first attribute.

[0044] The aforementioned game program may refer to the main game program, which provides editing functionality. Alternatively, the aforementioned game program may refer to an editing program that is part of the main game program and can run independently of the main game program to provide editing functionality. It should be understood that the editing functionality in this exemplary embodiment is available to players, and therefore, the term "user" herein may refer to both players and game developers.

[0045] When a user uses the editing function in a game program, a game editing scene may be displayed in the graphical user interface. The user can choose to create a new game scene and edit it, or edit an existing game scene. A game editing scene refers to a game scene displayed in an edited state. Accordingly, the scene or stage in which a game scene is used for gameplay is called a game running scene. A game editing scene may include a scene background and one or more scene components. Scene components are objects generated, used, or edited during the game editing phase. They can be people or objects (or parts of people or objects) in the game editing scene. Scene components are configured to generate corresponding virtual models in the game running scene. Virtual models can be configured with the following types of presentation effects: visual presentation effects and non-visual presentation effects. In other words, in the game running scene, the virtual model corresponding to a scene component can be a visible object with a specific appearance, or an invisible object (such as a "spawn point," the initial location of the player character in the game, which has a specific size and shape but is invisible). In games, scene components and corresponding virtual models typically have the same appearance and can therefore be considered the same object. In the program, scene components and virtual models can be stored as different types of program objects. The scene components in the game editing scene can be self-contained (for example, the game program can provide preset game scenes of various styles, and the user can select a preset game scene for editing, which initially comes with scene components), or they can be generated by user editing.

[0046] When displaying a game editing scene, the graphical user interface may also display multiple scene component controls for generating corresponding scene components in the game editing scene in response to user trigger operations. The multiple scene component controls are divided into different component types, each component type including at least one scene component control. Figure 3 shows a schematic diagram of a game editing scene and scene component controls. Referring to Figure 3, the scene component controls can be provided in the form of a list (including a single-level or multi-level list, with Figure 3 showing a second-level list), with the list indicating the first-level or multi-level component types. For example, "structure," "object," "environment," "mechanism," "organism," and "assembly" are first-level component types. Each first-level component type includes one or more second-level component types. For example, the first-level component type "object" includes second-level component types such as "furniture," "interior decoration," and "lamp." Each second-level component type includes one or more scene component controls. For example, the second-level component type "furniture" includes scene component controls such as "chair," "square table," "round table," "coffee table," and "desk." Users can trigger the scene component controls, such as by clicking or dragging, to generate corresponding scene components in the game editing scene. For example, in Figure 3, the user drags the "chair" scene component control to a certain location in the game editing scene, triggering the generation of the chair component at that location.

[0047] In one embodiment, a scene component control is configured with a corresponding scene component template, which includes pre-edited scene component parameters. Scene component parameters may include one or more parameters such as shape, color, texture, transparency, material, size, and orientation, and may also include other parameters. When users edit a scene component in a game editing scene, they need to set the scene component parameters for the scene component. When a scene component is generated in the game editing scene using the scene component control, the scene component parameters in the scene component template corresponding to the scene component control can be called to quickly generate the scene component based on these parameters. It can be understood that the scene component control is a pre-edited, templated scene component. The scene component parameters are configured in the form of a template and provided to the user in the form of a scene component control. When users use the scene component control, they are effectively applying the scene component template. This improves editing efficiency. Of course, after a scene component is generated, its scene component parameters can be modified, such as by scaling, changing its size, rotating, and changing its orientation, or by color setting, changing its color and transparency.

[0048] Game programs can include built-in scene component controls, such as game developers pre-editing scene component templates and configuring them as scene component controls for players to use. Furthermore, players can also be allowed to configure scene component controls. For example, players can model scene components in the game editing scene or other editing interface and save the scene component parameters to form a scene component template and configure it as a scene component control.

[0049] In one embodiment, users can edit and update scene component controls. For example, they can modify the scene component template corresponding to the scene component control, modify the scene component parameters therein, save the changes, and then update the scene component template corresponding to the scene component control. When subsequently generating a scene component in a game editing scene using the scene component control, the scene component parameters in the updated scene component template can be used to generate the scene component.

[0050] In one embodiment, multiple scene components can be combined into a scene component combination. In this way, complex and diverse components of people or objects can be formed in the game. For the scene component combination, corresponding scene component controls can also be configured. For example, the user can combine the block component onto the circular surface of the cylinder component to form a mechanism component in the form of a roller. A new scene component control can be configured based on the scene component parameters of the mechanism component. Subsequently, the user can use the scene component control to generate a mechanism component in the game editing scene. This makes it possible to generate a scene component combination with one click, which is very convenient.

[0051] For ease of distinction, a single scene component can be referred to as a base scene component. It cannot be split and can be considered the smallest component in a game editing scene. Unless otherwise specified, the scene component mentioned in this article can refer to either a base scene component or a combination of scene components.

[0052] In one embodiment, a virtual camera may be provided in the game editing scene. A virtual camera is a tool in the game program that simulates a real camera to capture the game scene. The virtual camera can be provided at any position in the game editing scene and can capture 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. Furthermore, any number of virtual cameras may be provided in the game editing scene, and different virtual cameras may capture different game scene images. For example, a first virtual camera and a second virtual camera may be provided in the game editing scene. The first virtual camera is used to capture the main screen in the game editing scene, and the second virtual camera is used to capture the auxiliary screen in the game editing scene. When the main screen displays the front of a scene component, the auxiliary screen may display the side or back of the scene component, etc., to help the user see more comprehensive information.

[0053] The game editing scene can present two different perspectives, namely the observation perspective and the game perspective. The user can set which perspective to use in the game editing scene. For example, Figure 4 shows the setting interface of the game editing scene. The interface provides an option control for the perspective, and the user can choose to use the observation perspective or the game perspective. The observation perspective refers to observing the game editing scene from a third-person perspective. In the observation perspective, the user can not control the game character in the game editing scene, but directly control the virtual camera to move the perspective (the virtual camera is not displayed). The game perspective refers to observing the game editing scene from a first-person perspective. In the game perspective, the user can control a certain game character in the game editing scene. The game character can be bound to the virtual camera, that is, the positional relationship between the game character and the virtual camera is fixed. For example, the game character can be located at the focus of the virtual camera. When the user controls the game character to move, the virtual camera moves synchronously, thereby moving the perspective. Of course, in the observation perspective, it is also possible to set an invisible game character in the game editing scene, which is equivalent to hiding the game character in the game perspective. When the user moves the perspective, the virtual camera can be moved by moving the game character. In the observation perspective or game perspective, a virtual joystick, up or down controls, etc. can be set in the game editing scene. The user can move the virtual camera or move the game character by operating these controls.

[0054] In addition, other setting controls may be provided in the setting interface of the game editing scene, such as a "grid display" setting control for setting the grid display mode in the game editing scene, a "camera speed" setting control for setting the movement speed of the virtual camera or the movement speed of the character controlled by the player in the game running scene, etc. This disclosure is not particularly limited.

[0055] The scene component generated in the game editing scene has a first attribute. The first attribute is an attribute related to the scene component control, such as the identifier (ID) of the scene component control or the identifier of the scene component template corresponding to the scene component control. The first scene component generated in the game editing scene by the first scene component control and the second scene component generated in the game editing scene by the second scene component control are configured with different first attributes, and the first scene component control and the second scene component control are any two different scene component controls. The multiple first scene components generated in the game editing scene by the first scene component control are configured with the same first attribute. That is to say, if two scene components are generated by different scene component controls, their first attributes are different, and if the two scene components are generated by the same scene component control, their first attributes are the same. In particular, the first scene component control and the second scene component control can be two different scene component controls under the same component type, and the first attributes of the first scene component and the second scene component are different.

[0056] For example, Round Table A and Round Table B in the game editing scene are both scene components generated by the "Round Table" scene component control. The scene component parameters of Round Table A and Round Table B may not be exactly the same, but their first attributes are the same. However, Round Table A and Chair C in the game editing scene are scene components generated by different scene component controls, and their first attributes are different.

[0057] It should be noted that the first attribute and the component type are different concepts. Different scene components of the same component type, if generated by different scene component controls, will have different first attributes. For example, round table A and chair C are both scene components of the "furniture" component type, but their first attributes are different.

[0058] In one embodiment, the game event editing method may further include the following steps:

[0059] In response to a third preset operation, a third scene component control is determined from multiple scene component controls, and a third scene component corresponding to the third scene component control is generated in the game editing scene; wherein the third scene component is configured with a second attribute; the second attribute is attribute information generated in the game editing scene for identifying the scene component, and different scene components are configured with different second attributes.

[0060] The third preset operation is an operation for generating a scene component through a scene component control, which can be equivalent to the trigger operation described above. For example, the third preset operation can be an operation of dragging a scene component control to the game editing scene, or an operation of clicking a scene component control and then clicking a location in the game editing scene, and so on. The third scene component control is the scene component control acted upon by the third preset operation, and can be any scene component control. The third scene component is the scene component corresponding to the third scene component control.

[0061] Each scene component in the game editing scene is configured with a second attribute. Any two different scene components have different second attributes. Therefore, the second attribute is unique and can be used to identify each scene component and distinguish it from other scene components.

[0062] In one embodiment, the scene component control is configured with a corresponding scene component template, which includes pre-edited scene component parameters; the scene component parameters include one or more parameters of shape, color, texture, transparency, material, size, and direction. The above-mentioned generation of a third scene component corresponding to the third scene component control in the game editing scene may include the following steps:

[0063] Get the scene component template corresponding to the third scene component control;

[0064] According to the scene component parameters in the scene component template corresponding to the third scene component control, the third scene component is generated in the game editing scene.

[0065] Accordingly, the game event editing method may further include the following steps:

[0066] The identifier of the scene component template corresponding to the third scene component control is used as the first attribute of the third scene component;

[0067] The entity identifier of the third scene component is used as the second attribute of the third scene component.

[0068] As previously mentioned, a scene component template stores scene component parameters in a templated manner and configures them as scene component controls. When a user uses a third scene component control to generate a corresponding third scene component in a game editing scene, the scene component parameters in the scene component template corresponding to the third scene component control can be used as the initial parameters for generating the third scene component. The identifier of the scene component template can be used as the first attribute of the third scene component. Furthermore, an entity identifier can be assigned to the third scene component as its second attribute. For example, if a round table A is generated in a game editing scene using a "round table" scene component control, the "round table" scene component template corresponding to the "round table" scene component control can be retrieved. Based on the scene component parameters in the "round table" scene component template, the initial parameters of round table A are set to generate round table A with a specific shape, size, and color. The identifier of the "round table" scene component template is used as the first attribute of round table A, and a new entity identifier is assigned to round table A as its second attribute. If the "Round Table" scene component control subsequently generates Round Table B in the game editing scene, the initial parameters of Round Table B can be set according to the scene component parameters in the "Round Table" scene component template. The identifier of the "Round Table" scene component template is used as the first attribute of Round Table B, and a new entity identifier is assigned to Round Table B as its second attribute. Therefore, Round Table A and Round Table B have the same first attribute but different second attributes.

[0069] The above describes how to control scene components through scene component controls in the game editing scene and set their first and second properties.

[0070] Continuing to refer to FIG. 2 , in step S220 , an editing interface is displayed, which includes controls for setting event parameters of the event to be edited.

[0071] The editing interface in step S220 can be within the game editing scene or outside the game editing scene. This editing interface can be used to set event parameters for the event to be edited. Event parameters include, but are not limited to, the event name, the event's associated object parameters, the validation condition parameters, the expiration condition parameters, and the event type parameters. This editing interface can also be used to edit other information besides event parameters, such as editing scene component properties.

[0072] In one embodiment, the editing interface of step S220 may be an editing interface of a preset scene component in a game editing scene. Displaying the editing interface may include the following steps:

[0073] In response to an eighth preset operation on the preset scene component in the game editing scene, an editing interface of the preset scene component is displayed.

[0074] Among them, the preset scene component is a scene component of editable events. The game program may only allow event editing for some scene components, which are preset scene components, such as character components, function components, etc. The eighth preset operation may be an edit trigger operation or an event adding operation for the preset scene component. The edit trigger operation refers to an operation that triggers the start of editing the preset scene component. For example, the preset scene component may be a scene component with a fixed type of event. In response to the eighth preset operation on the preset scene component, the editing interface of the preset scene component is displayed, wherein controls for setting event parameters of fixed type events are provided. The event adding operation refers to an operation that adds an event to the preset scene component. For example, different types of events are allowed to be added to the preset scene component. In response to the eighth preset operation on the preset scene component, the type of event to be added is determined, and the editing interface corresponding to the event type is displayed, wherein controls for setting event parameters of the event type are provided.

[0075] Figure 5 shows a schematic diagram of an editing interface for a preset scene component. The preset scene component is an event trigger area component, and its editing interface provides controls for setting event parameters, such as the "trigger effective range" setting control and the "components that can trigger the effect" setting control.

[0076] The user can edit the event in the editing interface, and the edited event is the event to be edited. The present disclosure does not limit the timing of event editing. For example, the event can be edited before step S230 and step S240, or after step S230 and step S240.

[0077] In one embodiment, the editing interface of step S220 may be an event editing interface in a game editing scene. In response to an event editing trigger operation in the game editing scene, the event editing interface is displayed. An event editing trigger operation refers to an operation that triggers the start of event editing, such as an operation that adds different types of events to the game editing scene. Alternatively, a generator tool is provided in the game editing scene that can be used to generate different types of objects, such as events, characters, buildings, etc., and the event editing trigger operation may be an operation that generates an event using the generator tool. In response to an event editing trigger operation, the event editing interface may be triggered to be displayed.

[0078] In one embodiment, the game program provides editors for different objects, including a scene editor, an event editor, etc. The game editing scene is an interface in the scene editor, and the editing interface of step S220 can be an interface in the event editor, which is an interface outside the game editing scene.

[0079] Continuing to refer to FIG. 2 , in step S230 , in response to a first preset operation in the editing interface, one or more first selection objects are provided.

[0080] In this exemplary embodiment, users can set associated objects for the event to be edited. Associated objects refer to virtual objects associated with the event to be edited, and can include scene components, game characters, and so on. The relationship between the event to be edited and its associated objects includes, but is not limited to: within the game running scene, the event to be edited can be triggered and activated by the associated object, meaning the associated object is the triggering object; the event to be edited can be applied to the associated object, producing an effect or action on it, meaning the associated object is the effecting object. Users can set associated object parameters in the editing interface to specify the associated objects of the event to be edited.

[0081] The first preset operation and the second preset operation in step S240 are operations for setting parameters of associated objects using the first attribute. Specifically, the first preset operation may be an operation for adding an event-associated object, which triggers the display of the first selection object, and the second preset operation is an operation for selecting within the first selection object. The first selection object is an object having or corresponding to a specific first attribute.

[0082] In one embodiment, the one or more first selection objects may be one or more first selection controls. For example, in response to a first preset operation, one or more first selection controls may be displayed in a graphical user interface. Each first selection control corresponds to a scene component control; each first selection control is configured with a first attribute that is the same as the first attribute of the scene component generated in the game editing scene by the corresponding scene component control. The correspondence between a first selection control and a scene component control primarily refers to the fact that both have the same first attribute. For example, a "round table" first selection control may be provided, which corresponds to a "round table" scene component control. The "round table" first selection control has a first attribute that is the same as the first attribute of the round table generated in the game editing scene by the "round table" scene component control. Specifically, the first attribute of the "round table" first selection control may be the identifier of the "round table" scene component control or the identifier of the "round table" scene component template corresponding to the "round table" scene component control. Therefore, different first selection controls have different first attributes, and the user can set associated objects based on the first attribute by selecting in the first selection control.

[0083] It should be understood that the number of first selection controls and scene component controls can be the same, with a one-to-one correspondence between the two. Alternatively, the number of first selection controls can be smaller than the number of scene component controls, meaning that only some scene component controls have corresponding first selection controls, while the remaining scene component controls do not. Therefore, for some scene components that are not suitable as event-related objects, such as spawn points, there is no need to set a first selection control corresponding to their scene component controls. This helps reduce the difficulty for users to understand editing events and improve editing efficiency.

[0084] In one embodiment, the first selection control and the corresponding scene component control have the same indication information. The indication information of the scene component control is used to indicate what scene component it can generate. For example, the "round table" scene component control has a round table pattern and / or text, which is indication information. The "round table" first selection control can also have a round table pattern and / or text, and its indication information is the same as the "round table" scene component control. In this way, the user can intuitively see the correspondence between the first selection control and the scene component control. Furthermore, the control icons of the first selection control and the corresponding scene component control can be the same, or the control icons of the two are not exactly the same, and the indication information in the icons is the same. For example, the "round table" scene component control has a round table pattern and text, and the "round table" first selection control only has round table text. This is not limited in this regard.

[0085] In one embodiment, the first selection control and the corresponding scene component control may be the same control.

[0086] Providing the first selection control facilitates the user to accurately select the first target object in the future to set a suitable associated object.

[0087] In one embodiment, the scene component in the game editing scene can be used as the first selection object. For example, in response to a first preset operation, the scene component in the game editing scene is set to a selectable state, so that the scene component can be used as the first selection object.

[0088] In one embodiment, the first preset operation may include a first mode selection operation and an associated object addition operation under the first mode. Referring to FIG6 , the above response to the first preset operation in the editing interface to provide one or more first selection objects may include the following steps S610 and S620:

[0089] Step S610 , in response to a first mode selection operation in the editing interface, determining that the current setting mode of the associated object is the first mode from a plurality of candidate setting modes of the associated object.

[0090] The candidate setting method for the associated object refers to the method for setting the associated object provided by the game program, and the current setting method for the associated object refers to the currently selected setting method. For example, the candidate setting method for the associated object may include but is not limited to the following methods:

[0091] In the first mode, according to the first attribute setting mode, scene components with a specific first attribute are set as associated objects. A group of scene components with the same first attribute can be set as associated objects each time.

[0092] The second method is to set the scene component with the specific second attribute as the associated object according to the second attribute setting method. It can be understood that the second method is to set the scene component according to a single scene component, that is, only the selected scene component is set as the associated object each time.

[0093] In a third approach, virtual objects in a game scene can be divided into different object types based on the object type setting. Object type and component type can be different concepts, with different division dimensions or standards. Alternatively, an object type can include component types and also include types not included in the component type (such as player-controlled characters). In this third approach, virtual objects of one type can be set as associated objects at a time.

[0094] The fourth method is to set the filter conditions. Users can set filter conditions for object type, component type, attributes, etc., and then set virtual objects that meet the filter conditions as associated objects. For example, the user can set the filter conditions as follows: if the component type is "furniture" and the material is metal, then all furniture components made of metal in the game editing scene will be set as associated objects. For another example, the user can set the filter conditions as follows: if the color is red, then all red scene components in the game editing scene will be set as associated objects.

[0095] The first mode selection operation is an operation for selecting the current setting mode of the associated object as the first mode. Referring to FIG7 , a selection control for the current setting mode of the associated object can be provided in the editing interface, including options corresponding to multiple candidate setting modes for the associated object, including "by default" as the first mode, "by component" as the second mode, "by type" as the third mode, and so on. When the user selects "by default", the current setting mode of the associated object is determined to be the first mode.

[0096] Step S620: providing one or more first selection objects in response to the associated object adding operation in the first mode.

[0097] The "add associated object" operation triggers the addition of an associated object for the event to be edited. If the first method is selected, performing the "add associated object" operation triggers the display of a first selection object. It should be understood that the first selection object is a selection object that matches the first method. Specifically, the first method is a method of setting associated objects according to a first attribute, where the first selection object has or corresponds to a specific first attribute.

[0098] In one embodiment, the above-mentioned response to the associated object adding operation in the first mode, providing one or more first selection objects, may include the following steps:

[0099] When the current setting mode of the associated object is the first mode, a first associated object adding control is provided;

[0100] In response to an associated object adding operation performed through a first associated object adding control, one or more first selection objects are provided.

[0101] The first associated object adding control is used to add associated objects in the first manner. Referring to the editing interface shown in FIG7 , when the first manner is selected, an "Add Preset Template" control may be provided in the editing interface. This control is the first associated object adding control. When the user operates (e.g., clicks) this control, the first selected object is displayed. By providing the first associated object adding control, the user can use the first associated object adding control to perform the associated object adding operation, which helps to more clearly understand the current associated object setting method.

[0102] In one embodiment, the first selection control is divided into different component types, and each first selection control has the same component type as the corresponding scene component control. For example, the "round table" scene component control belongs to the "furniture" component type, and the "round table" first selection control also belongs to the "furniture" component type. Accordingly, providing one or more first selection objects may include the following steps:

[0103] Displaying a first associated object selection interface, and displaying a first selection control under a currently selected component type in the first associated object selection interface;

[0104] In response to an operation of selecting another component type in the first associated object selection interface, a first selection control under the other component type is displayed.

[0105] Among them, in response to the association object addition operation, the display of the first association object selection interface can be triggered. The first association object selection interface is an interface for displaying the first selection object (or the first selection control). In the first association object selection interface, the first selection control can be displayed hierarchically according to the component type. Referring to the first association object selection interface shown in Figure 8, different component types are shown. When the component type has multiple levels, the component type can be displayed in a hierarchical (or list) manner. When entering the first association object selection interface, the default component type can be used as the currently selected component type, such as the first component type or the last selected component type, and the first selection control under the currently selected component type is displayed. For example, if the currently selected component type is "item" - "furniture", the first selection control under the "furniture" component type is displayed. The user can select another component type so that the first selection control displayed in the first association object selection interface also becomes the first selection control under another component type.

[0106] In one embodiment, the game event editing method may further include the following steps:

[0107] In response to a search operation in the first associated object selection interface, a search term is obtained, and a first selection control related to the search term is found and displayed.

[0108] For example, the user can enter the search word "ball" in the input bar of the first associated object selection interface. After confirming the search, the game program can find all first selection controls related to "ball" (such as first selection controls with the word "ball" in the name) and display them in the first associated object selection interface, thereby improving the user's editing efficiency.

[0109] Continuing to refer to Figure 2, in step S240, in response to the second preset operation, the first target object is determined from the above-mentioned one or more first selection objects, and the associated object parameters in the event parameters of the event to be edited are determined based on the target first attribute of the first target object; wherein the associated object parameters are configured as: in the game running scene, the triggering object that can trigger the event to be edited to take effect is determined to be a scene component with the target first attribute, or in the game running scene, the effective object of the event to be edited is determined to be a scene component with the target first attribute.

[0110] Among them, the second preset operation is a selection operation for the first selection object, and the first target object is the first selection object selected by the user. For example, if the first selection object is the first selection control, the user can click or long press in the first selection control to select one or some first selection controls as the first target object. If the first selection object is a scene component in the game editing scene, the user can click or long press in the game editing scene to select one or some scene components as the first target object. The first target object has a first attribute, called the target first attribute, and the associated object parameters can be determined based on the target first attribute. Specifically, the associated object parameters are configured to produce the following effects: in the game running scene, the scene component with the target first attribute can trigger the event to be edited to take effect, or the event to be edited can take effect on the scene component with the target first attribute. In other words, the triggering object or effective object of the event to be edited is the scene component with the target first attribute. This completes the setting of the event-associated object, and realizes the flexible setting of the association logic between game events and virtual objects.

[0111] In one embodiment, the game event editing method may further include the following steps:

[0112] In response to a fourth preset operation in the editing interface, providing one or more second selection objects;

[0113] In response to the fifth preset operation, a second target object is determined from one or more second selection objects, and an associated object parameter in the event parameters of the event to be edited is determined based on the target second attribute of the second target object; wherein the associated object parameter is configured as: in the game running scene, the triggering object that can trigger the event to be edited to take effect is determined to be a scene component with the target second attribute, or in the game running scene, the effective object of the event to be edited is determined to be a scene component with the target second attribute.

[0114] The fourth and fifth preset operations are operations for setting parameters of associated objects using the second attribute. Specifically, the fourth preset operation can be an operation for adding an event-associated object, which can trigger the display of a second selection object. The fifth preset operation is an operation for selecting an object from the second selection object. The second selection object is an object having a specific second attribute.

[0115] In one embodiment, the fourth preset operation may include a second mode selection operation and an associated object addition operation under the second mode. The above-mentioned response to the fourth preset operation in the editing interface to provide one or more second selection objects may include the following steps:

[0116] In response to a second mode selection operation in the editing interface, determining a current setting mode of the associated object as the second mode from a plurality of candidate setting modes of the associated object;

[0117] In response to the associated object adding operation in the second mode, one or more second selection objects are provided.

[0118] As previously described, the second mode is a mode for setting the associated object according to the second attribute. The second mode selection operation is an operation for selecting the current setting mode of the associated object as the second mode. Referring to FIG9 , if the user selects the "By Component" setting mode in the editing interface, the current setting mode of the associated object is determined to be the second mode.

[0119] The "Adding an Associated Object" operation triggers the addition of an associated object for the event to be edited. If the second method is selected, the user's adding of an associated object triggers the provision of a second selection object. It should be understood that the second selection object is a selection object that matches the second method. Specifically, the second method sets the associated object according to the second attribute, and the second selection object has a specific second attribute.

[0120] In one embodiment, the step of providing one or more second selection objects in response to the associated object adding operation in the second mode may include the following steps:

[0121] When the current setting mode of the associated object is the second mode, a second associated object adding control is provided;

[0122] In response to an associated object adding operation performed through a second associated object adding control, one or more second selection objects are provided.

[0123] The second associated object adding control is used to add associated objects in the second method. Referring to the editing interface shown in FIG9 , when the second method (i.e., "by component") is selected, the editing interface may provide an "Add effective component" control, which is the second associated object adding control. When the user operates this control (e.g., clicks it), a second selection object is provided. By providing the second associated object adding control, the user can use it to perform the association adding operation, which helps to more clearly understand the current associated object setting method.

[0124] In one embodiment, providing one or more second selection objects may include the following steps:

[0125] Select the scene component in the game editing scene as the second selection object.

[0126] For example, in response to the fourth preset operation or the associated object adding operation under the second mode, the scene component in the game editing scene is set to a selectable state, so that the scene component can serve as the second selection object.

[0127] In one embodiment, a list of second selection objects may also be provided, and the list may list option information such as the name or number of the second selection object. For example, taking the scene component in the game editing scene as the second selection object, the options corresponding to all the scene components currently generated in the game editing scene may be displayed in the editing interface in the form of a drop-down list, etc. The options may be the name or number of the scene component, etc., and the user may select from the list. Alternatively, in response to the fourth preset operation or the associated object addition operation under the second mode, a second associated object selection interface may be displayed, in which the second selection object is provided, and the second selection object may be shown in a list or other arrangement for the user to select the second target object from.

[0128] In one embodiment, in response to the fourth preset operation, an operation guidance message may be displayed, the operation guidance message being used to guide the user to perform the fifth preset operation. For example, as shown in FIG9 , an operation guidance message such as “Please click on the target where you want to activate the event” may be displayed in the game editing scene, thereby guiding the user to click on a scene component in the game editing scene to complete the fifth preset operation.

[0129] The fifth preset operation is a selection operation for the second selection object, and the second target object is the second selection object selected by the user. For example, if the second selection object is a scene component in a game editing scene, the user can click or long press in the game editing scene to select one or some scene components as the second target object, or select the name of one or some scene components in the list of second selection objects to determine the second target object. The second target object has a second attribute, called the target second attribute, and the associated object parameters can be determined based on the target second attribute. Specifically, the associated object parameters are configured to produce the following effects: in the game running scene, the scene component with the target second attribute can trigger the event to be edited to take effect, or the event to be edited can take effect on the scene component with the target second attribute. Since the second attribute is unique, that is, the triggering object or effective object of the event to be edited is the second target object.

[0130] In one embodiment, the game event editing method may further include the following steps:

[0131] In response to a sixth preset operation in the editing interface, providing one or more third selection objects;

[0132] In response to the seventh preset operation, a third target object is determined from one or more third selection objects, and an associated object parameter in the event parameters of the event to be edited is determined based on the target object type corresponding to the third target object; wherein the associated object parameter is configured as: in the game running scenario, the triggering object that can trigger the event to be edited to take effect is determined to be a virtual object under the target object type, or in the game running scenario, the effective object of the event to be edited is determined to be a virtual object under the target object type.

[0133] The sixth and seventh preset operations are operations for setting associated object parameters by object type. Specifically, the fourth preset operation can be an operation for adding an event-related object, which can trigger the display of a third selection object. The fifth preset operation is an operation for selecting within the third selection object. The third selection object is an object corresponding to a specific object type.

[0134] In one embodiment, the sixth preset operation may include a third mode selection operation and an associated object addition operation under the third mode. The sixth preset operation in response to the editing interface provides one or more third selection objects, which may include the following steps:

[0135] In response to a third mode selection operation in the editing interface, determining a current setting mode of the associated object as the third mode from among a plurality of candidate setting modes of the associated object;

[0136] In response to the associated object adding operation in the third mode, one or more third selection objects are provided.

[0137] As previously mentioned, the third mode is to set the associated object by object type. The third mode selection operation is an operation to select the current setting mode of the associated object as the third mode. Referring to Figure 7, if the user selects "by type", the current setting mode of the associated object is determined to be the third mode.

[0138] The "Adding an Associated Object" operation triggers the addition of associated objects for the event to be edited. If the third method is selected, performing the "Adding an Associated Object" operation triggers the provision of a third selection object. It should be understood that the third selection object is a selection object that matches the third method. Specifically, the third method sets associated objects based on object type, and the third selection object is an object corresponding to a specific object type.

[0139] In one embodiment, the scene component in the game editing scene can be used as the third selection object. For example, in response to the sixth preset operation, the scene component in the game editing scene is set to a selectable state, so that the scene component can be used as the third selection object.

[0140] In one embodiment, the third selection object may also be an object type option. When the user selects the third setting mode of the associated object (such as "by type") in the editing interface, multiple object type options may be further provided, such as "character", "object", "motion component", "creature", "vehicle", etc.

[0141] The seventh preset operation is a selection operation for the third selection object, and the third target object is the third selection object selected by the user. For example, if the third selection object is a scene component in the game editing scene, the user can click or long press in the game editing scene to select one or some scene components as the third target object, and then use the object type corresponding to these scene components as the target object type. Alternatively, if the third selection object is an object type option, the user can click to select an option, such as selecting "motion component", then the target object type is the "running component" type. When the target object type is determined, in the game running scene, all virtual objects that meet the target motion type can trigger the event to be edited to take effect or be affected by the event to be edited.

[0142] The above respectively describes the interactive process of setting the associated object of the event to be edited through the first method, the second method, and the third method. Of course, the present disclosure is not limited to these three methods, and the associated object can also be set through the fourth method.

[0143] In one embodiment, the game event editing method may further include the following steps:

[0144] Displays a list of related objects based on the related object parameters.

[0145] It should be understood that the present disclosure supports setting multiple associated objects for the event to be edited, and associated objects can be set in different ways. The associated object parameters set each time can be added to the associated object list, so that the user can clearly see the current associated object status of the event to be edited. For example, the user can first set the associated object parameter to the first attribute of "round table" through the first method, and the associated object parameter can be added to the associated object list, such as the text content displayed as "all round tables". Then the user can set the associated object parameter to the second attribute of chair F and chair H through the second method, and the associated object parameter can be added to the associated object list, generating two new entries, and displaying the text content of "chair F" and "chair H" respectively. Then the user can set the associated object parameter to role through the third method, and the associated object parameter can be added to the associated object list, such as the text content displayed as "role".

[0146] In one embodiment, in response to a deletion operation on any associated object parameter in the associated object list, the associated object parameter is deleted. For example, the user can delete the entry "all round tables" in the associated object list, and the associated objects of the event to be edited will no longer include round tables.

[0147] In one embodiment, in response to a jump operation on any associated object parameter in the associated object list, the virtual camera in the game editing scene is adjusted to focus on the scene component corresponding to the associated object parameter. For example, a user can click the jump control in the "Chair F" entry in the associated object list to control the virtual camera to perform one or more operations such as displacement, rotation, and zoom to focus on the "Chair F" scene component. For example, a user can click the jump control in the "All Round Tables" entry in the associated object list to focus the virtual camera on a round table scene component in the game editing scene. This can be a random round table scene component or the one closest to the current view position.

[0148] In one embodiment, the associated object parameter may be an object parameter that triggers the event to take effect. Accordingly, the game event editing method may further include the following steps:

[0149] In response to a trigger condition setting operation for an event to be edited, determining a trigger condition for the event to be edited according to the trigger condition setting operation;

[0150] In the game running scene, when the virtual object that meets the associated object parameters meets the triggering conditions of the event to be edited, the event to be edited is triggered and takes effect.

[0151] The trigger condition refers to the circumstances under which the event to be edited is triggered to take effect. The trigger condition can be set in the editing interface or other related interfaces. For example, the trigger condition setting operation may include a trigger area setting operation. The above response is for the trigger condition setting operation of the event to be edited. The trigger condition of the event to be edited is determined according to the trigger condition setting operation, and the following steps may be included:

[0152] In response to a trigger area setting operation for an event to be edited, the trigger area of ​​the event to be edited is determined according to the trigger area setting operation, and the trigger condition of the event to be edited is determined to be one of the following: entering the trigger area, leaving the trigger area.

[0153] As an example, referring to Figure 5, in the editing interface or game editing scene shown in Figure 5, you can set a trigger area, such as the shape, size, and location of the trigger area. You can set the event to be edited in the "Entering Area Trigger Event" column. For example, if you enter event Y (where event Y is the identifier of the event to be edited) in this column, the trigger condition for event Y will be determined as: entering the trigger area. You can also set the event to be edited in the "Leaving Area Trigger Event" column. If you enter event Y in this column, the trigger condition for event Y will be determined as: leaving the trigger area.

[0154] According to the associated object parameters set by the user, the virtual objects that meet the associated object parameters may include one or more of the following: if the associated object parameters are set according to the first attribute of the target, the virtual objects that meet the associated object parameters are scene components with the first attribute of the target; if the associated object parameters are set according to the second attribute of the target, the virtual objects that meet the associated object parameters are scene components with the second attribute of the target; if the associated object parameters are set according to the target object type, the virtual objects that meet the associated object parameters are virtual objects that meet the target object type. In the game running scene, when the virtual object that meets the associated object parameters meets the triggering conditions of the event to be edited, such as entering the triggering area or leaving the triggering area, the event to be edited is triggered to take effect. Furthermore, the event to be edited can also be transmitted to other virtual objects to produce corresponding effects. This implements the event logic edited by the user.

[0155] In the game running scenario, when a virtual object meets the trigger conditions, you can check whether the virtual object meets the associated object parameters, such as whether it has the target first attribute, whether it has the target second attribute, whether it meets the target object type, etc. (depending on the specific content of the associated object parameters). If it is checked that the virtual object meets the associated object parameters, the event to be edited is triggered to take effect.

[0156] In one embodiment, the associated object parameter may be an effective object parameter affected by the event to be edited. For example, if the event to be edited is a loss of health, in a game running scene, when the event to be edited is triggered and becomes effective, a health loss effect may be applied to virtual objects that meet the associated object parameter.

[0157] In one embodiment, the process of the game event editing method may be referred to as shown in FIG10 , and includes the following steps S1010 to S1040:

[0158] Step S1010: displaying an editing interface in a graphical user interface provided by the running game program, the editing interface including controls for setting event parameters of the event to be edited;

[0159] Step S1020, in response to an association object setting mode selection operation in the editing interface, determining a current setting mode of the association object from among a plurality of candidate setting modes of the association object according to the association object setting mode selection operation;

[0160] Step S1030, providing one or more corresponding selection objects according to the current setting mode of the associated object;

[0161] Step S1040, in response to the ninth preset operation, determines the target object from the one or more selected objects mentioned above, and determines the associated object parameters in the event parameters of the event to be edited based on the target object; wherein, the event to be edited is configured to be triggered and take effect by a virtual object that meets the associated object parameters in the game running scene, or to take effect on a virtual object that meets the associated object parameters in the game running scene.

[0162] Among them, the editing interface can be the editing interface of the preset scene component, the event editing interface, the interface in the event editor, etc. The operation of selecting the setting mode of the associated object is an operation of selecting the current setting mode of the associated object from multiple candidate setting modes of the associated object, such as the first mode, the second mode, the third mode, the fourth mode, etc. According to the current setting mode of the associated object, one or more corresponding selection objects are provided. For example, in the first mode, a first selection object can be provided; in the second mode, a second selection object can be provided; in the third mode, a third selection object can be provided; in the fourth mode, a selection object for editing the filtering conditions can be provided. The ninth preset operation is an operation of selecting a target object from the selection object. For example, when the first selection object is provided, the ninth preset operation can be equivalent to the second preset operation mentioned above; when the second selection object is provided, the ninth preset operation can be equivalent to the fifth preset operation mentioned above; when the third selection object is provided, the ninth preset operation can be equivalent to the seventh preset operation mentioned above. The target object is determined by the ninth preset operation, and the associated object parameters in the event parameters of the event to be edited are determined based on the target object. Specifically, in a first mode, the associated object parameters may be determined based on a first attribute of the target object, in a second mode, the associated object parameters may be determined based on a second attribute of the target object, and in a third mode, the associated object parameters may be determined based on an object type of the target object. Thus, the associated object is set.

[0163] The method shown in Figure 10 , on the one hand, provides a function that allows users to customize and edit game events. In the editing interface provided by the game program, users can select an operation and a ninth preset operation through the associated object setting method to set associated object parameters for the event to be edited. This allows the edited event to be triggered and activated by scene components that meet the associated object parameters in the game running scene, or to be activated for scene components that meet the associated object parameters. This enables editing the logic of the association between game events and virtual objects. The required operation method and setting content are relatively simple, and do not require users to have programming skills. This lowers the threshold for using the game event editing function, simplifies the user editing operation method, improves the convenience and ease of use of event editing, and promotes widespread popularization among players. Furthermore, the user can select the associated object setting method and provide corresponding selection objects, allowing users to flexibly set which virtual objects are associated with the event to be edited, thereby achieving diverse association logic between game events and virtual objects and increasing the flexibility and freedom of users to edit game events.

[0164] The exemplary embodiment of the present disclosure further provides a game event editing device. Referring to FIG11 , the game event editing device 1100 may include the following program modules:

[0165] The game editing scene display processing module 1110 is configured to display the game editing scene in a graphical user interface provided by the running game program and provide multiple scene component controls; the scene component controls are configured to respond to and generate corresponding scene components in the game editing scene according to a trigger operation; wherein the multiple scene component controls are divided into different component types, each component type includes at least one scene component control; a first scene component generated in the game editing scene by a first scene component control and a second scene component generated in the game editing scene by a second scene component control are configured with different first attributes, and the first scene component control and the second scene component control are any two different scene component controls; multiple first scene components generated in the game editing scene by the first scene component control are configured with the same first attribute;

[0166] The editing interface display processing module 1120 is configured to execute displaying the editing interface, where the editing interface includes controls for setting event parameters of the event to be edited;

[0167] The selection object processing module 1130 is configured to execute a first preset operation in response to the editing interface and provide one or more first selection objects;

[0168] The associated object parameter processing module 1140 is configured to execute a response to a second preset operation, determine a first target object from one or more first selection objects, and determine the associated object parameters in the event parameters of the event to be edited based on the target first attribute of the first target object; wherein the associated object parameters are configured as follows: in the game running scene, determining that the triggering object that can trigger the event to be edited to take effect is a scene component with the target first attribute, or determining that the effective object of the event to be edited in the game running scene is a scene component with the target first attribute.

[0169] In one embodiment, in response to a first preset operation in an editing interface, one or more first selection objects are provided, including: in response to a first mode selection operation in the editing interface, determining that the current setting mode of the associated object is the first mode from multiple candidate setting modes of the associated object; in response to an associated object addition operation under the first mode, one or more first selection objects are provided.

[0170] In one embodiment, in response to an association object adding operation in a first mode, one or more first selection objects are provided, including: when the current setting mode of the association object is the first mode, providing a first association object adding control; in response to an association object adding operation performed through the first association object adding control, providing one or more first selection objects.

[0171] In one embodiment, the above-mentioned one or more first selection objects are one or more first selection controls, each first selection control corresponds to a scene component control; each first selection control is configured with a first attribute, which is the same as the first attribute of the scene component generated in the game editing scene by the corresponding scene component control.

[0172] In one embodiment, the first selection control and the corresponding scene component control have the same indication information.

[0173] In one embodiment, the first selection control is divided into different component types, and each first selection control is the same component type as the corresponding scene component control; one or more first selection objects are provided, including: displaying a first associated object selection interface, and displaying the first selection control under the currently selected component type in the first associated object selection interface; in response to the operation of selecting another component type in the first associated object selection interface, displaying the first selection control under the other component type.

[0174] In one embodiment, the object selection processing module 1130 is further configured to: respond to a search operation in the first associated object selection interface, obtain a search term, and search and display a first selection control related to the search term.

[0175] In one embodiment, the game editing scene display processing module 1110 is further configured to: respond to a third preset operation, determine a third scene component control from multiple scene component controls, and generate a third scene component corresponding to the third scene component control in the game editing scene; wherein the third scene component is configured with a second attribute; the second attribute is attribute information generated in the game editing scene for identifying the scene component, and different scene components are configured with different second attributes.

[0176] In one embodiment, the scene component control is configured with a corresponding scene component template, and the scene component template includes pre-edited scene component parameters; the scene component parameters include one or more parameters of shape, color, texture, transparency, material, size, and direction; generating a third scene component corresponding to the third scene component control in the game editing scene includes: obtaining the scene component template corresponding to the third scene component control; generating the third scene component in the game editing scene according to the scene component parameters in the scene component template corresponding to the third scene component control; the game editing scene display processing module 1110 is also configured to: use the identifier of the scene component template corresponding to the third scene component control as the first attribute of the third scene component; and use the entity identifier of the third scene component as the second attribute of the third scene component.

[0177] In one embodiment, the selection object processing module 1130 is further configured to: provide one or more second selection objects in response to the fourth preset operation in the editing interface; the associated object parameter processing module 1140 is further configured to: determine the second target object from the one or more second selection objects in response to the fifth preset operation, and determine the associated object parameters in the event parameters of the event to be edited based on the target second attribute of the second target object; wherein the associated object parameters are configured to: determine in the game running scene that the triggering object that can trigger the event to be edited to take effect is a scene component with the target second attribute, or determine in the game running scene that the effective object of the event to be edited is a scene component with the target second attribute.

[0178] In one embodiment, in response to a fourth preset operation in the editing interface, one or more second selection objects are provided, including: in response to a second mode selection operation in the editing interface, determining that the current setting mode of the associated object is the second mode from multiple candidate setting modes of the associated object; in response to an associated object addition operation under the second mode, one or more second selection objects are provided.

[0179] In one embodiment, in response to the association object adding operation in the second mode, one or more second selection objects are provided, including: when the current setting mode of the association object is the second mode, a second association object adding control is provided; in response to the association object adding operation performed through the second association object adding control, one or more second selection objects are provided.

[0180] In one embodiment, providing one or more second selection objects includes: using a scene component in a game editing scene as the second selection object.

[0181] In one embodiment, the selection object processing module 1130 is further configured to: provide one or more third selection objects in response to the sixth preset operation in the editing interface; the associated object parameter processing module 1140 is further configured to: determine a third target object from one or more third selection objects in response to the seventh preset operation, and determine the associated object parameters in the event parameters of the event to be edited based on the target object type corresponding to the third target object; wherein the associated object parameters are configured to: determine in the game running scene that the triggering object that can trigger the event to be edited to take effect is a virtual object under the target object type, or determine in the game running scene that the effective object of the event to be edited is a virtual object under the target object type.

[0182] In one embodiment, in response to the sixth preset operation in the editing interface, one or more third selection objects are provided, including: in response to the third mode selection operation in the editing interface, determining that the current setting mode of the associated object is the third mode from multiple candidate setting modes of the associated object; in response to the associated object addition operation under the third mode, one or more third selection objects are provided.

[0183] In one embodiment, the associated object parameters include object parameters that trigger the event to take effect; and the method further includes:

[0184] In response to a trigger condition setting operation for an event to be edited, determining a trigger condition for the event to be edited according to the trigger condition setting operation;

[0185] In the game running scene, when the virtual object that meets the associated object parameters meets the triggering conditions of the event to be edited, the event to be edited is triggered and takes effect.

[0186] In one embodiment, the trigger condition setting operation includes a trigger area setting operation; responding to the trigger condition setting operation for the event to be edited, determining the trigger condition of the event to be edited according to the trigger condition setting operation, including: responding to the trigger area setting operation for the event to be edited, determining the trigger area of ​​the event to be edited according to the trigger area setting operation, and determining that the trigger condition of the event to be edited is one of the following: entering the trigger area, leaving the trigger area.

[0187] In one embodiment, displaying the editing interface includes: displaying the editing interface of the preset scene component in response to an eighth preset operation on the preset scene component in the game editing scene.

[0188] The exemplary embodiment of the present disclosure also provides a game event editing device. Referring to FIG12 , the game event editing device 1200 may include the following program modules:

[0189] The editing interface display processing module 1210 is configured to display an editing interface in a graphical user interface provided by the running game program, wherein the editing interface includes controls for setting event parameters of an event to be edited;

[0190] The setting mode processing module 1220 is configured to respond to an association object setting mode selection operation in the editing interface and determine a current setting mode of the association object from among a plurality of candidate setting modes of the association object according to the association object setting mode selection operation;

[0191] The selection object processing module 1230 is configured to provide one or more corresponding selection objects according to the current setting mode of the associated object;

[0192] The associated object parameter processing module 1240 is configured to execute a response to the ninth preset operation, determine the target object from one or more selected objects, and determine the associated object parameters in the event parameters of the event to be edited based on the target object; wherein, the event to be edited is configured to be triggered and take effect by a virtual object that meets the associated object parameters in the game running scene, or to take effect on a virtual object that meets the associated object parameters in the game running scene.

[0193] The specific details of each part of the above-mentioned device have been described in detail in the implementation method part. The undisclosed details can be found in the implementation method part, so they will not be repeated here.

[0194] The exemplary embodiments of the present disclosure also provide a computer-readable storage medium, 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 (more specifically, enable the processor of the electronic device to execute) the steps described in the above "Exemplary Method" section of this specification according to various exemplary embodiments of the present disclosure, such as the game event editing method in the exemplary embodiment, which includes the following steps: displaying a game editing scene in a graphical user interface provided by a running game program, and providing multiple scene component controls; the scene component controls are configured to respond to and generate corresponding scene components in the game editing scene according to a trigger operation; wherein the multiple scene component controls are divided into different component types, each component type includes at least one scene component control; the first scene component generated in the game editing scene by the first scene component control and the second scene component control are generated by the second scene component control. The second scene component generated by the component in the game editing scene is configured with a different first attribute, and the first scene component control and the second scene component control are any two different scene component controls; multiple first scene components generated in the game editing scene by the first scene component control are configured with the same first attribute; an editing interface is displayed, and the editing interface includes a control for setting event parameters of the event to be edited; in response to a first preset operation in the editing interface, one or more first selection objects are provided; in response to a second preset operation, a first target object is determined from the one or more first selection objects, and an associated object parameter in the event parameter of the event to be edited is determined according to the target first attribute of the first target object; wherein the associated object parameter is configured as: in the game running scene, the triggering object that can trigger the event to be edited to take effect is determined to be a scene component with the target first attribute, or in the game running scene, the effective object of the event to be edited is determined to be a scene component with the target first attribute.

[0195] In one embodiment, in response to a first preset operation in an editing interface, one or more first selection objects are provided, including: in response to a first mode selection operation in the editing interface, determining that the current setting mode of the associated object is the first mode from multiple candidate setting modes of the associated object; in response to an associated object addition operation under the first mode, one or more first selection objects are provided.

[0196] In one embodiment, in response to an association object adding operation in a first mode, one or more first selection objects are provided, including: when the current setting mode of the association object is the first mode, providing a first association object adding control; in response to an association object adding operation performed through the first association object adding control, providing one or more first selection objects.

[0197] In one embodiment, the above-mentioned one or more first selection objects are one or more first selection controls, each first selection control corresponds to a scene component control; each first selection control is configured with a first attribute, which is the same as the first attribute of the scene component generated in the game editing scene by the corresponding scene component control.

[0198] In one embodiment, the first selection control and the corresponding scene component control have the same indication information.

[0199] In one embodiment, the first selection control is divided into different component types, and each first selection control is the same component type as the corresponding scene component control; one or more first selection objects are provided, including: displaying a first associated object selection interface, and displaying the first selection control under the currently selected component type in the first associated object selection interface; in response to the operation of selecting another component type in the first associated object selection interface, displaying the first selection control under the other component type.

[0200] In one embodiment, the method further includes: responding to a search operation in the first associated object selection interface, obtaining a search term, and searching for and displaying a first selection control related to the search term.

[0201] In one embodiment, the method also includes: responding to a third preset operation, determining a third scene component control from multiple scene component controls, and generating a third scene component corresponding to the third scene component control in the game editing scene; wherein the third scene component is configured with a second attribute; the second attribute is attribute information generated in the game editing scene for identifying the scene component, and different scene components are configured with different second attributes.

[0202] In one embodiment, a scene component control is configured with a corresponding scene component template, and the scene component template includes pre-edited scene component parameters; the scene component parameters include one or more parameters of shape, color, texture, transparency, material, size, and direction; generating a third scene component corresponding to a third scene component control in a game editing scene includes: obtaining a scene component template corresponding to the third scene component control; generating a third scene component in the game editing scene according to the scene component parameters in the scene component template corresponding to the third scene component control; the method also includes: using the identifier of the scene component template corresponding to the third scene component control as the first attribute of the third scene component; and using the entity identifier of the third scene component as the second attribute of the third scene component.

[0203] In one embodiment, the method also includes: responding to a fourth preset operation in the editing interface, providing one or more second selection objects; responding to a fifth preset operation, determining a second target object from one or more second selection objects, and determining an associated object parameter in the event parameters of the event to be edited based on the target second attribute of the second target object; wherein the associated object parameter is configured as: determining in the game running scene that the triggering object that can trigger the event to be edited to take effect is a scene component with a target second attribute, or determining in the game running scene that the effective object of the event to be edited is a scene component with a target second attribute.

[0204] In one embodiment, in response to a fourth preset operation in the editing interface, one or more second selection objects are provided, including: in response to a second mode selection operation in the editing interface, determining that the current setting mode of the associated object is the second mode from multiple candidate setting modes of the associated object; in response to an associated object addition operation under the second mode, one or more second selection objects are provided.

[0205] In one embodiment, in response to the association object adding operation in the second mode, one or more second selection objects are provided, including: when the current setting mode of the association object is the second mode, a second association object adding control is provided; in response to the association object adding operation performed through the second association object adding control, one or more second selection objects are provided.

[0206] In one embodiment, providing one or more second selection objects includes: using a scene component in a game editing scene as the second selection object.

[0207] In one embodiment, the method also includes: responding to a sixth preset operation in the editing interface, providing one or more third selection objects; responding to a seventh preset operation, determining a third target object from one or more third selection objects, and determining associated object parameters in the event parameters of the event to be edited based on the target object type corresponding to the third target object; wherein the associated object parameters are configured as: determining in the game running scene that the triggering object that can trigger the event to be edited to take effect is a virtual object under the target object type, or determining in the game running scene that the effective object of the event to be edited is a virtual object under the target object type.

[0208] In one embodiment, in response to the sixth preset operation in the editing interface, one or more third selection objects are provided, including: in response to the third mode selection operation in the editing interface, determining that the current setting mode of the associated object is the third mode from multiple candidate setting modes of the associated object; in response to the associated object addition operation under the third mode, one or more third selection objects are provided.

[0209] In one embodiment, the associated object parameters include object parameters for triggering the event to take effect; the method also includes: responding to a trigger condition setting operation for the event to be edited, and determining the trigger condition of the event to be edited according to the trigger condition setting operation; in the game running scenario, when a virtual object that meets the associated object parameters meets the trigger condition of the event to be edited, the event to be edited is triggered to take effect.

[0210] In one embodiment, the trigger condition setting operation includes a trigger area setting operation; responding to the trigger condition setting operation for the event to be edited, determining the trigger condition of the event to be edited according to the trigger condition setting operation, including: responding to the trigger area setting operation for the event to be edited, determining the trigger area of ​​the event to be edited according to the trigger area setting operation, and determining that the trigger condition of the event to be edited is one of the following: entering the trigger area, leaving the trigger area.

[0211] In one embodiment, displaying the editing interface includes: displaying the editing interface of the preset scene component in response to an eighth preset operation on the preset scene component in the game editing scene.

[0212] Implementing the above method based on a storage medium, on the one hand, provides a function that allows users to customize and edit game events. In the editing interface provided by the game program, users can set associated object parameters for the event to be edited through first and second preset operations. This allows the edited event to be triggered and activated by scene components that meet the associated object parameters in the game running scene, or to be activated for scene components that meet the associated object parameters. This enables editing the logic of the association between game events and virtual objects. The required operation method and setting content are relatively simple, and do not require users to have programming skills. This lowers the threshold for using the game event editing function, simplifies the user editing operation method, improves the convenience and ease of use of event editing, and promotes widespread popularization among players. On the other hand, an interactive method is provided for setting associated object parameters according to a second attribute. The second attribute is an attribute related to the scene component control. Based on the first target object selected by the user, the associated object of the event to be edited can be determined to be the scene component with the target first attribute. This allows users to flexibly set which scene components are associated with the event to be edited, thereby realizing a variety of association logic between game events and virtual objects, and increasing the flexibility and freedom of users to edit game events.

[0213] The storage medium can also be used to implement another game event editing method, including: displaying an editing interface in a graphical user interface provided by a running game program, the editing interface including controls for setting event parameters of an event to be edited; responding to an associated object setting mode selection operation in the editing interface, determining a current setting mode of an associated object from a plurality of candidate setting modes of an associated object according to the associated object setting mode selection operation; providing one or more corresponding selection objects according to the current setting mode of the associated object; responding to a ninth preset operation, determining a target object from one or more selection objects, and determining associated object parameters in the event parameters of the event to be edited according to the target object; wherein the event to be edited is configured to be triggered and take effect by a virtual object that meets the associated object parameters in a game running scenario, or to take effect on a virtual object that meets the associated object parameters in a game running scenario.

[0214] 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.

[0215] 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.

[0216] 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.

[0217] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.

[0218] 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).

[0219] The exemplary embodiments of the present disclosure further provide an electronic device, such as the terminal device 110 or the server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as program code. The processor executes the executable instructions to perform the method of the exemplary embodiment. The electronic device may also include a display for displaying a graphical user interface.

[0220] 13 , an electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that the electronic device 1300 shown in FIG13 is merely an example and should not limit the functionality and scope of use of the embodiments of the present disclosure.

[0221] As shown in FIG. 13 , the electronic device 1300 may include a processor 1310 , a memory 1320 , a bus 1330 , an I / O (input / output) interface 1340 , a network adapter 1350 , and a display 1360 .

[0222] Memory 1320 may include volatile memory, such as RAM 1321 and cache unit 1322, and non-volatile memory, such as ROM 1323. Memory 1320 may also include one or more program modules 1324. Such program modules 1324 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program modules 1324 may include the modules described above.

[0223] The processor 1310 may include one or more processing units, for example: the processor 1310 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.

[0224] The processor 1310 can be used to execute the executable instructions stored in the memory 1320, such as the game event editing method in the present exemplary embodiment, which includes the following steps: displaying a game editing scene in a graphical user interface provided by the running game program, and providing a plurality of scene component controls; the scene component controls are configured to respond to and generate corresponding scene components in the game editing scene according to a trigger operation; wherein the plurality of scene component controls are divided into different component types, each component type includes at least one scene component control; a first scene component generated in the game editing scene by the first scene component control and a second scene component generated in the game editing scene by the second scene component control are configured with different first attributes, and the first scene component control and the second scene component control are any two different A scene component control; multiple first scene components generated in a game editing scene through the first scene component control are configured with the same first attribute; an editing interface is displayed, the editing interface including a control for setting event parameters of an event to be edited; in response to a first preset operation in the editing interface, one or more first selection objects are provided; in response to a second preset operation, a first target object is determined from the one or more first selection objects, and an associated object parameter in the event parameters of the event to be edited is determined according to the target first attribute of the first target object; wherein the associated object parameter is configured as: in the game running scene, the triggering object that can trigger the event to be edited to take effect is determined to be a scene component with the target first attribute, or in the game running scene, the effective object of the event to be edited is determined to be a scene component with the target first attribute.

[0225] In one embodiment, in response to a first preset operation in an editing interface, one or more first selection objects are provided, including: in response to a first mode selection operation in the editing interface, determining that the current setting mode of the associated object is the first mode from multiple candidate setting modes of the associated object; in response to an associated object addition operation under the first mode, one or more first selection objects are provided.

[0226] In one embodiment, in response to an association object adding operation in a first mode, one or more first selection objects are provided, including: when the current setting mode of the association object is the first mode, providing a first association object adding control; in response to an association object adding operation performed through the first association object adding control, providing one or more first selection objects.

[0227] In one embodiment, the above-mentioned one or more first selection objects are one or more first selection controls, each first selection control corresponds to a scene component control; each first selection control is configured with a first attribute, which is the same as the first attribute of the scene component generated in the game editing scene by the corresponding scene component control.

[0228] In one embodiment, the first selection control and the corresponding scene component control have the same indication information.

[0229] In one embodiment, the first selection control is divided into different component types, and each first selection control is the same component type as the corresponding scene component control; one or more first selection objects are provided, including: displaying a first associated object selection interface, and displaying the first selection control under the currently selected component type in the first associated object selection interface; in response to the operation of selecting another component type in the first associated object selection interface, displaying the first selection control under the other component type.

[0230] In one embodiment, the method further includes: responding to a search operation in the first associated object selection interface, obtaining a search term, and searching for and displaying a first selection control related to the search term.

[0231] In one embodiment, the method also includes: responding to a third preset operation, determining a third scene component control from multiple scene component controls, and generating a third scene component corresponding to the third scene component control in the game editing scene; wherein the third scene component is configured with a second attribute; the second attribute is attribute information generated in the game editing scene for identifying the scene component, and different scene components are configured with different second attributes.

[0232] In one embodiment, a scene component control is configured with a corresponding scene component template, and the scene component template includes pre-edited scene component parameters; the scene component parameters include one or more parameters of shape, color, texture, transparency, material, size, and direction; generating a third scene component corresponding to a third scene component control in a game editing scene includes: obtaining a scene component template corresponding to the third scene component control; generating a third scene component in the game editing scene according to the scene component parameters in the scene component template corresponding to the third scene component control; the method also includes: using the identifier of the scene component template corresponding to the third scene component control as the first attribute of the third scene component; and using the entity identifier of the third scene component as the second attribute of the third scene component.

[0233] In one embodiment, the method also includes: responding to a fourth preset operation in the editing interface, providing one or more second selection objects; responding to a fifth preset operation, determining a second target object from one or more second selection objects, and determining an associated object parameter in the event parameters of the event to be edited based on the target second attribute of the second target object; wherein the associated object parameter is configured as: determining in the game running scene that the triggering object that can trigger the event to be edited to take effect is a scene component with a target second attribute, or determining in the game running scene that the effective object of the event to be edited is a scene component with a target second attribute.

[0234] In one embodiment, in response to a fourth preset operation in the editing interface, one or more second selection objects are provided, including: in response to a second mode selection operation in the editing interface, determining that the current setting mode of the associated object is the second mode from multiple candidate setting modes of the associated object; in response to an associated object addition operation under the second mode, one or more second selection objects are provided.

[0235] In one embodiment, in response to the association object adding operation in the second mode, one or more second selection objects are provided, including: when the current setting mode of the association object is the second mode, a second association object adding control is provided; in response to the association object adding operation performed through the second association object adding control, one or more second selection objects are provided.

[0236] In one embodiment, providing one or more second selection objects includes: using a scene component in a game editing scene as the second selection object.

[0237] In one embodiment, the method also includes: responding to a sixth preset operation in the editing interface, providing one or more third selection objects; responding to a seventh preset operation, determining a third target object from one or more third selection objects, and determining associated object parameters in the event parameters of the event to be edited based on the target object type corresponding to the third target object; wherein the associated object parameters are configured as: determining in the game running scene that the triggering object that can trigger the event to be edited to take effect is a virtual object under the target object type, or determining in the game running scene that the effective object of the event to be edited is a virtual object under the target object type.

[0238] In one embodiment, in response to the sixth preset operation in the editing interface, one or more third selection objects are provided, including: in response to the third mode selection operation in the editing interface, determining that the current setting mode of the associated object is the third mode from multiple candidate setting modes of the associated object; in response to the associated object addition operation under the third mode, one or more third selection objects are provided.

[0239] In one embodiment, the associated object parameters include object parameters for triggering the event to take effect; the method also includes: responding to a trigger condition setting operation for the event to be edited, and determining the trigger condition of the event to be edited according to the trigger condition setting operation; in the game running scenario, when a virtual object that meets the associated object parameters meets the trigger condition of the event to be edited, the event to be edited is triggered to take effect.

[0240] In one embodiment, the trigger condition setting operation includes a trigger area setting operation; responding to the trigger condition setting operation for the event to be edited, determining the trigger condition of the event to be edited according to the trigger condition setting operation, including: responding to the trigger area setting operation for the event to be edited, determining the trigger area of ​​the event to be edited according to the trigger area setting operation, and determining that the trigger condition of the event to be edited is one of the following: entering the trigger area, leaving the trigger area.

[0241] In one embodiment, displaying the editing interface includes: displaying the editing interface of the preset scene component in response to an eighth preset operation on the preset scene component in the game editing scene.

[0242] Based on the processor 1310 executing the above method, on the one hand, a function is provided that allows users to customize and edit game events. In the editing interface provided by the game program, users can set associated object parameters for the event to be edited through first and second preset operations. This allows the edited event to be triggered and activated by scene components that meet the associated object parameters in the game running scene, or to be activated for scene components that meet the associated object parameters. This enables editing the logic of the association between game events and virtual objects. The required operation method and setting content are relatively simple, and do not require users to have programming skills. This lowers the threshold for using the game event editing function, simplifies the user editing operation method, improves the convenience and ease of use of event editing, and promotes widespread popularization among players. On the other hand, an interactive method is provided for setting associated object parameters according to a second attribute. The second attribute is an attribute related to the scene component control. Based on the first target object selected by the user, the associated object of the event to be edited can be determined to be the scene component with the target first attribute. This allows users to flexibly set which scene components are associated with the event to be edited, thereby realizing a variety of association logic between game events and virtual objects, and increasing the flexibility and freedom of users to edit game events.

[0243] Processor 1310 can also be used to execute another game event editing method, including: displaying an editing interface in a graphical user interface provided by a running game program, the editing interface including controls for setting event parameters of an event to be edited; responding to an associated object setting mode selection operation in the editing interface, and determining a current setting mode of an associated object from a plurality of candidate setting modes of an associated object according to the associated object setting mode selection operation; providing one or more corresponding selection objects according to the current setting mode of the associated object; responding to a ninth preset operation, determining a target object from one or more selection objects, and determining associated object parameters in the event parameters of the event to be edited according to the target object; wherein the event to be edited is configured to be triggered and take effect by a virtual object that meets the associated object parameters in a game running scenario, or to take effect on a virtual object that meets the associated object parameters in a game running scenario.

[0244] The bus 1330 is used to realize the connection between different components of the electronic device 1300 and may include a data bus, an address bus, and a control bus.

[0245] The electronic device 1300 can communicate with one or more external devices 1400 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 1340 .

[0246] The electronic device 1300 can communicate with one or more networks via a network adapter 1350. For example, the network adapter 1350 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 1350 can communicate with other modules of the electronic device 1300 via the bus 1330.

[0247] The electronic device 1300 can display a graphical user interface through the display 1360, such as displaying a game editing scene, an editing interface, etc.

[0248] Although not shown in FIG. 13 , other hardware and / or software modules may be provided in the electronic device 1300 , including but not limited to microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0249] 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.

[0250] 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. This application is intended to cover 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, and the true scope and spirit of the present disclosure are indicated by the claims.

[0251] 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 game event, the method comprising: Displaying a game editing scene in a graphical user interface provided by running the game program, and providing a plurality of scene component controls; The scene component control is configured to respond to and generate a corresponding scene component in the game editing scene according to a trigger operation; wherein the multiple scene component controls are divided into different component types, each component type includes at least one scene component control; a first scene component generated in the game editing scene by a first scene component control and a second scene component generated in the game editing scene by a second scene component control are configured with different first attributes, and the first scene component control and the second scene component control are any two different scene component controls; multiple first scene components generated in the game editing scene by the first scene component control are configured with the same first attribute; Displaying an editing interface, the editing interface including controls for setting event parameters of an event to be edited; In response to a first preset operation in the editing interface, providing one or more first selection objects; In response to a second preset operation, a first target object is determined from the one or more first selection objects, and an associated object parameter in the event parameters of the event to be edited is determined based on the target first attribute of the first target object; wherein the associated object parameter is configured as follows: in the game running scene, a triggering object that can trigger the event to be edited to take effect is determined to be a scene component with the target first attribute, or in the game running scene, an effective object of the event to be edited is determined to be a scene component with the target first attribute.

2. The method according to claim 1, wherein: The providing one or more first selection objects in response to the first preset operation in the editing interface includes: In response to a first mode selection operation in the editing interface, determining a current setting mode of the associated object as the first mode from among a plurality of candidate setting modes of the associated object; In response to the associated object adding operation in the first mode, one or more first selection objects are provided.

3. The method according to claim 2, wherein: The response to the associated object adding operation in the first mode provides one or more first selection objects, including: When the current setting mode of the associated object is the first mode, providing a first associated object adding control; In response to the associated object adding operation performed through the first associated object adding control, one or more first selection objects are provided.

4. The method according to claim 1, wherein: The one or more first selection objects are one or more first selection controls, each of which corresponds to a scene component control; each first selection control is configured with a first attribute, which is the same as the first attribute of the scene component generated in the game editing scene by the corresponding scene component control.

5. The method according to claim 4, wherein: The first selection control has the same indication information as the corresponding scene component control.

6. The method according to claim 4, wherein: The first selection controls are divided into different component types, and each first selection control has the same component type as the corresponding scene component control; The providing one or more first selection objects comprises: Displaying a first associated object selection interface, and displaying a first selection control under a currently selected component type in the first associated object selection interface; In response to an operation of selecting another component type in the first associated object selection interface, a first selection control under the another component type is displayed.

7. The method according to claim 6, wherein: The method further comprises: In response to a search operation in the first associated object selection interface, a search term is obtained, and a first selection control related to the search term is found and displayed.

8. The method according to claim 1, wherein: The method further comprises: In response to a third preset operation, a third scene component control is determined from the multiple scene component controls, and a third scene component corresponding to the third scene component control is generated in the game editing scene; wherein the third scene component is configured with a second attribute; the second attribute is attribute information generated in the game editing scene for identifying the scene component, and different scene components are configured with different second attributes.

9. The method according to claim 8, wherein: The scene component control is configured with a corresponding scene component template, and the scene component template includes pre-edited scene component parameters; the scene component parameters include one or more parameters of shape, color, texture, transparency, material, size, and direction; the third scene component corresponding to the third scene component control is generated in the game editing scene, including: Obtaining the scene component template corresponding to the third scene component control; Generating the third scene component in the game editing scene according to the scene component parameters in the scene component template corresponding to the third scene component control; The method further comprises: Using the identifier of the scene component template corresponding to the third scene component control as the first attribute of the third scene component; The entity identifier of the third scene component is used as the second attribute of the third scene component.

10. The method according to claim 8, wherein: The method further comprises: In response to a fourth preset operation in the editing interface, providing one or more second selection objects; In response to the fifth preset operation, a second target object is determined from the one or more second selection objects, and an associated object parameter in the event parameters of the event to be edited is determined based on the target second attribute of the second target object; wherein the associated object parameter is configured as: in the game running scene, the triggering object that can trigger the event to be edited to take effect is determined to be a scene component with the target second attribute, or in the game running scene, the effective object of the event to be edited is determined to be a scene component with the target second attribute.

11. The method according to claim 10, wherein: The providing one or more second selection objects in response to the fourth preset operation in the editing interface includes: In response to a second mode selection operation in the editing interface, determining that a current setting mode of the associated object is the second mode from among a plurality of candidate setting modes of the associated object; In response to the associated object adding operation in the second mode, one or more second selection objects are provided.

12. The method according to claim 11, wherein: The response to the associated object adding operation in the second mode provides one or more second selection objects, including: When the current setting mode of the associated object is the second mode, providing a second associated object adding control; In response to the associated object adding operation performed through the second associated object adding control, one or more second selection objects are provided.

13. The method according to claim 10, wherein: The providing one or more second selection objects comprises: The scene component in the game editing scene is used as the second selection object.

14. The method according to claim 1, wherein: The method further comprises: In response to a sixth preset operation in the editing interface, providing one or more third selection objects; In response to the seventh preset operation, a third target object is determined from the one or more third selection objects, and an associated object parameter in the event parameters of the event to be edited is determined according to the target object type corresponding to the third target object; wherein the associated object parameter is configured as: in the game running scene, the triggering object that can trigger the event to be edited to take effect is determined to be a virtual object under the target object type, or in the game running scene, the effective object of the event to be edited is determined to be a virtual object under the target object type.

15. The method according to claim 14, wherein: The providing one or more third selection objects in response to the sixth preset operation in the editing interface includes: In response to a third mode selection operation in the editing interface, determining that a current setting mode of the associated object is the third mode from among a plurality of candidate setting modes of the associated object; In response to the associated object adding operation in the third mode, one or more third selection objects are provided.

16. The method according to claim 1, wherein: The associated object parameters include object parameters that trigger the event to take effect; the method also includes: In response to a trigger condition setting operation for the event to be edited, determining a trigger condition for the event to be edited according to the trigger condition setting operation; In the game running scene, when the virtual object that meets the associated object parameters meets the triggering condition of the event to be edited, the event to be edited is triggered to take effect.

17. The method according to claim 16, wherein: The trigger condition setting operation includes a trigger area setting operation; The responding to the trigger condition setting operation for the event to be edited and determining the trigger condition of the event to be edited according to the trigger condition setting operation includes: In response to a trigger area setting operation for the event to be edited, a trigger area of ​​the event to be edited is determined according to the trigger area setting operation, and a trigger condition of the event to be edited is determined to be one of the following: entering the trigger area, leaving the trigger area.

18. The method according to claim 1, wherein: The display editing interface includes: In response to an eighth preset operation on a preset scene component in the game editing scene, an editing interface of the preset scene component is displayed.

19. A method for editing a game event, the method comprising: Displaying an editing interface in a graphical user interface provided by running the game program, the editing interface including controls for setting event parameters of an event to be edited; In response to an association object setting mode selection operation in the editing interface, determining a current setting mode of the association object from among a plurality of candidate setting modes of the association object according to the association object setting mode selection operation; According to the current setting mode of the associated object, one or more corresponding selection objects are provided; In response to a ninth preset operation, a target object is determined from the one or more selected objects, and associated object parameters in the event parameters of the event to be edited are determined based on the target object; wherein the event to be edited is configured to be triggered and take effect by a virtual object that meets the associated object parameters in a game running scenario, or to take effect on a virtual object that meets the associated object parameters in a game running scenario.

20. A game event editing device, the device comprising: A game editing scene display processing module is configured to display the game editing scene in a graphical user interface provided by the running game program and provide a plurality of scene component controls; The scene component control is configured to respond to and generate a corresponding scene component in the game editing scene according to a trigger operation; wherein the multiple scene component controls are divided into different component types, each component type includes at least one scene component control; a first scene component generated in the game editing scene by a first scene component control and a second scene component generated in the game editing scene by a second scene component control are configured with different first attributes, and the first scene component control and the second scene component control are any two different scene component controls; multiple first scene components generated in the game editing scene by the first scene component control are configured with the same first attribute; An editing interface display processing module is configured to execute display of an editing interface, wherein the editing interface includes a control for setting event parameters of an event to be edited; A selection object processing module, configured to execute a first preset operation in response to the editing interface and provide one or more first selection objects; The associated object parameter processing module is configured to execute a response to a second preset operation, determine a first target object from the one or more first selection objects, and determine the associated object parameters in the event parameters of the event to be edited according to the target first attribute of the first target object; wherein the associated object parameters are configured as follows: in the game running scene, determine that the triggering object that can trigger the event to be edited to take effect is a scene component with the target first attribute, or determine that the effective object of the event to be edited in the game running scene is a scene component with the target first attribute.

21. A game event editing device, the device comprising: An editing interface display processing module is configured to execute displaying an editing interface in a graphical user interface provided by running the game program, wherein the editing interface includes a control for setting event parameters of an event to be edited; A setting mode processing module is configured to execute a setting mode selection operation of an associated object in the editing interface in response to the setting mode selection operation of the associated object, and determine a current setting mode of the associated object from a plurality of candidate setting modes of the associated object according to the setting mode selection operation of the associated object; A selection object processing module is configured to provide one or more corresponding selection objects according to the current setting mode of the associated object; An associated object parameter processing module is configured to execute a response to a ninth preset operation, determine a target object from the one or more selected objects, and determine the associated object parameters in the event parameters of the event to be edited based on the target object; wherein the event to be edited is configured to be triggered and take effect by a virtual object that meets the associated object parameters in a game running scenario, or to take effect on a virtual object that meets the associated object parameters in a game running scenario.

22. 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 19 when executed by a processor.

23. An electronic device, comprising: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 19 by executing the executable instructions.

Citation Information

Patent Citations

  • Game editing method and device, electronic equipment and computer readable medium

    CN111803951A

  • User interface editing method and device in game and storage medium

    CN114201167A

  • Game scene editing method and device, storage medium and electronic equipment

    CN115779413A

  • Component generation method and device in game scene, storage medium and electronic equipment

    CN116672719A

  • Component generation method and device in game scene, storage medium and electronic equipment

    CN116672720A