Method and apparatus for configuring attribute of scene component in game, device, and storage medium

By providing a property configuration panel and logic editing interface in the game, players can add and modify the property parameters of scene components in the mobile game, solving the problem of the inability to create freely in existing technologies and improving the flexibility of game creativity.

WO2025195068A1PCT designated stage Publication Date: 2025-09-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2025/077225
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-03-20
Filing Date
2025-02-13
Publication Date
2025-09-25

AI Technical Summary

Technical Problem

Existing mobile games only support modifying the attribute parameters of existing scene components, and cannot add new attribute parameters, which limits players' creativity.

Method used

Provides a property configuration method for scene components in the game. The property configuration panel is displayed through a graphical user interface, allowing players to add and edit property objects, generate property object logic components, and combine preset game logic components in the game logic editing interface to generate target game logic to control the behavior of scene components.

Benefits of technology

It enables adding and modifying the attribute parameters of scene components in the game, improving the creativity and flexibility of players and meeting the needs of users for free creation.

✦ Generated by Eureka AI based on patent content.

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Abstract

A method and apparatus for configuring an attribute of a scene component in a game, a device, and a storage medium. The method comprises: displaying an attribute configuration panel of a target scene component in a graphical user interface; in response to an attribute adding instruction triggered by means of the attribute configuration panel, displaying an attribute object on the attribute configuration panel; displaying a game logic editing interface on the graphical user interface, the game logic editing interface comprising an attribute object logic component and a preset game logic component; on the basis of a target preset game logic component and the attribute object logic component, determining target game logic of the target scene component, and, on the basis of the target game logic, updating the target scene component; in response to an editing operation with respect to an attribute object of the updated target scene component, adjusting an attribute parameter of the attribute object; and, by means of the target game logic, controlling the target scene component on the basis of the adjusted attribute parameter.
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Description

Method, device, equipment and storage medium for configuring attributes of scene components in games

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application number 202410322942.5 filed on March 20, 2024, entitled “Method, device, equipment and storage medium for configuring property of scene components in games”, the entire contents of which are incorporated herein by reference. Technical Field

[0003] The present disclosure relates to the field of game technology, and in particular to a method, apparatus, device, and storage medium for configuring attributes of scene components in a game. Background Art

[0004] User Generated Content (UGC) refers to supporting users to create freely. With the increasing enthusiasm of users for creation and the development of the game industry, UGC has begun to become a new trend in the game industry.

[0005] However, in existing mobile games, for scene components in the game, only existing attribute parameters can be modified, and new attribute parameters cannot be added to the scene components. The flexibility of user free creation is low, which limits the creativity of players. Summary of the Invention

[0006] In response to the deficiencies in the above-mentioned related technologies, the present disclosure provides a method, apparatus, device and storage medium for configuring the attributes of scene components in a game, so as to solve the problems existing in the related technologies.

[0007] The technical solutions adopted in the embodiments of the present disclosure are as follows:

[0008] In a first aspect, an embodiment of the present disclosure provides a method for configuring attributes of a scene component in a game, wherein a graphical user interface is provided through a terminal device, the method comprising:

[0009] During the game scene editing phase, a property configuration panel of the target scene component is displayed in the graphical user interface;

[0010] In response to an attribute adding instruction triggered by the attribute configuration panel, controlling the display of an attribute object corresponding to the attribute adding instruction on the attribute configuration panel, the attribute object including at least one type of attribute parameter;

[0011] Controlling the display of a game logic editing interface on the graphical user interface, wherein the game logic editing interface includes an attribute object logic component and a preset game logic component, wherein the attribute object logic component is a logic component generated according to the attribute object, the attribute object logic component includes attribute object logic component parameters determined according to the at least one type of attribute parameters, and the preset game logic component is used to configure preset programming instructions;

[0012] Determining the target game logic of the target scene component according to the preset game logic component and the attribute object logic component, and associating the target game logic with the target scene component, wherein the target game logic is configured to control the target scene component to execute corresponding game behavior during the game running phase;

[0013] In response to an edit operation on the attribute object of the associated target scene component, adjusting attribute parameters of the attribute object according to the edit operation;

[0014] During the game running phase, the target game logic controls the target scene component to execute corresponding game behaviors according to the adjusted attribute parameters.

[0015] In a second aspect, an embodiment of the present disclosure further provides a device for configuring attributes of scene components in a game, providing a graphical user interface through a terminal device, and comprising:

[0016] A display module is configured to display a property configuration panel of a target scene component in the graphical user interface during a game scene editing phase;

[0017] a response module configured to execute a response to an attribute adding instruction triggered by the attribute configuration panel, and control the display of an attribute object corresponding to the attribute adding instruction on the attribute configuration panel, wherein the attribute object includes at least one type of attribute parameter;

[0018] a first control module configured to execute control to display a game logic editing interface on the graphical user interface, wherein the game logic editing interface includes an attribute object logic component and a preset game logic component, wherein the attribute object logic component is a logic component generated according to the attribute object, the attribute object logic component includes attribute object logic component parameters determined according to the at least one type of attribute parameters, and the preset game logic component is used to configure preset programming instructions;

[0019] a determination module configured to execute a target game logic of the target scene component according to the preset game logic component and the attribute object logic component, and associate the target game logic with the target scene component, wherein the target game logic is configured to control the target scene component to execute a corresponding game behavior during a game running phase;

[0020] an adjustment module configured to respond to an edit operation on the attribute object of the associated target scene component and adjust attribute parameters of the attribute object according to the edit operation;

[0021] The second control module is configured to be executed during the game running phase, and to control the target scene component to execute corresponding game behavior according to the adjusted attribute parameters through the target game logic.

[0022] In a third aspect, an embodiment of the present disclosure further provides an electronic device comprising: a processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to implement the attribute configuration method of the scene components in the game described in the above embodiment.

[0023] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the attribute configuration method of the scene component in the game described in the above embodiment is implemented.

[0024] The beneficial effects of the present disclosure are: the present disclosure provides a property configuration method for scene components in a game, which can add property objects of target scene components in a property configuration panel, and generate property object logic components based on the property objects, and then use the property object logic components and preset game logic components in the game logic editing interface to generate target game logic of the target scene component, so as to realize control of the target scene component through the target game logic. For the target scene component, the present disclosure can add and modify property parameters with high flexibility to ensure that the creativity of players can be satisfied. BRIEF DESCRIPTION OF THE DRAWINGS

[0025] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.

[0026] FIG1 is a flow chart of a method for configuring the properties of a scene component in a game according to one embodiment of the present disclosure;

[0027] FIG2 is a schematic diagram of a property configuration panel provided in one embodiment of the present disclosure;

[0028] FIG3 is a schematic diagram of a setting interface of a property object provided by one of the embodiments of the present disclosure;

[0029] FIG4 is a schematic diagram of a structure of a game logic editing interface provided by one of the embodiments of the present disclosure;

[0030] FIG5 is a second flow chart of a method for configuring attributes of a scene component in a game provided by one of the embodiments of the present disclosure;

[0031] FIG6 is a second schematic diagram of a property configuration panel provided by one of the embodiments of the present disclosure;

[0032] FIG7 is a second schematic diagram of a setting interface provided by one of the embodiments of the present disclosure;

[0033] FIG8 is a third schematic diagram of a setting interface provided by one of the embodiments of the present disclosure;

[0034] FIG9 is a schematic diagram of a game scene according to one embodiment of the present disclosure;

[0035] FIG10 is a second schematic diagram of a game scene provided by one of the embodiments of the present disclosure;

[0036] FIG11 is a third flow chart of a method for configuring properties of a scene component in a game provided by one of the embodiments of the present disclosure;

[0037] FIG12 is a second structural diagram of a game logic editing interface provided by one of the embodiments of the present disclosure;

[0038] FIG13 is a fourth flow chart of a method for configuring attributes of a scene component in a game provided by one of the embodiments of the present disclosure;

[0039] FIG14 is a schematic diagram of the structure of a device for configuring attributes of a scene component in a game provided by one of the embodiments of the present disclosure;

[0040] FIG15 is a schematic structural diagram of an electronic device provided in one of the embodiments of the present disclosure. DETAILED DESCRIPTION

[0041] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in combination with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of the embodiments.

[0042] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.

[0043] In addition, the terms "first," "second," and the like in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or precedence. It should be understood that the numbers used in this way are interchangeable where appropriate so that the embodiments of the present disclosure described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having," as well as any variations thereof, are intended to cover non-exclusive inclusions, for example, a process, method, system, product, or apparatus comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products, or apparatus.

[0044] It should be noted that, in the absence of conflict, the features in the embodiments of the present disclosure may be combined with each other.

[0045] The method for configuring the properties of a scene component in a game provided by any embodiment of the present disclosure can be run on a local terminal device or a server. When the method for configuring the properties of a scene component in a game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0046] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the attribute configuration method of the scene components in the game are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0047] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0048] Currently, for a scene component in a mobile game, if players want to freely create, they are only supported to modify the specific values ​​of the attribute parameters of the scene component, and cannot add new attribute parameters. The flexibility is low and limits the creativity of players.

[0049] Therefore, the present disclosure provides a method for configuring the properties of scene components in a game to solve the above problems. The method provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above or the client device in the cloud interaction system mentioned above.

[0050] The following is a specific example description of the attribute configuration method of the scene component in the game provided by the present disclosure through multiple examples in combination with the accompanying drawings.

[0051] FIG1 is a flow chart of a method for configuring the properties of a scene component in a game according to an embodiment of the present disclosure. As shown in FIG1 , the method includes:

[0052] S101. During the game scene editing phase, a property configuration panel of a target scene component is displayed in a graphical user interface.

[0053] In the game scene editing stage, players can freely create game scenes in the game. In this embodiment, when in the game scene editing stage, the component panel in the graphical user interface will display multiple scene components. Clicking any scene component will display the property configuration panel of the target scene component in the graphical user interface.

[0054] Figure 2 is one of the schematic diagrams of the property configuration panel provided by an embodiment of the present disclosure. As shown in Figure 2, after clicking any scene component, the graphical user interface includes the target scene component and the property configuration panel corresponding to the scene component.

[0055] Among them, the target scene components can be, for example, structures, objects, environments, mechanisms, creatures, game characters, etc. It can be understood that the game scene can be composed of multiple target scene components.

[0056] S102: In response to a property adding instruction triggered by the property configuration panel, control the display of a property object corresponding to the property adding instruction on the property configuration panel.

[0057] In response to the attribute adding instruction triggered by the attribute configuration panel, the attribute object corresponding to the attribute adding instruction is displayed on the attribute configuration panel.

[0058] Specifically, as shown in Figure 2, the property configuration panel may include a new property control and / or a paste property control. Clicking the new property control can respond to the first property adding instruction triggered by the new property control, and the property object corresponding to the first property adding instruction is displayed at the bottom of the current property object list displayed on the property configuration panel, that is, a new property object is added; clicking the paste property control can respond to the second property adding instruction triggered by the paste property control, and the property object corresponding to the second property adding instruction is displayed at the bottom of the current property object list displayed on the property configuration panel, that is, an existing property object is copied.

[0059] Attribute objects added via the first attribute add instruction are named in natural number order, for example, they can be named Attribute 1, Attribute 2, Attribute 3, etc. Attribute objects added via the second attribute add instruction are named based on the attribute object they are copied from. For example, if an attribute object is copied from "Attribute 1," it is named Attribute 1-1 to distinguish it. In Figure 2, a list icon is displayed after the name of Attribute 3, indicating that Attribute 3 contains at least two sub-attribute objects, which are named Sub-attribute 3.1, Sub-attribute 3.2, and so on.

[0060] Each attribute object includes at least one attribute parameter, such as name, type, default value, etc. In Figure 2, only the name of the attribute object needs to be displayed on the attribute configuration panel. The type and default value of the attribute object need to be selected by clicking on the attribute object. After responding to the selection operation of the attribute object, they need to jump and be displayed on the setting interface of the selected attribute object.

[0061] Once the property object settings interface is displayed, you can edit the property parameters of the selected property object in the settings interface to obtain the property information of the property object. For example, clicking on Property 1, Property 2, Property 3, or the location where Property 1-1 is located as shown in Figure 2 will select the property object, and the graphical user interface will jump to the settings interface of the selected property object.

[0062] FIG3 is one of the schematic diagrams of the setting interface of the attribute object provided by an embodiment of the present disclosure. As shown in FIG3 , after selecting attribute 1 in the attribute configuration panel, the user is redirected to the setting interface. The setting interface displays input fields for the attribute parameters of the selected attribute object, such as the name, type, and default value. The name of the attribute object can be edited through the name input field in the setting interface; the type of the attribute object can be edited through the type input field in the setting interface; and the default value of the attribute object can be edited through the default value input field in the setting interface. In other words, the attribute parameters of the attribute object, such as the name, type, and default value, can be edited in the setting interface.

[0063] It should also be noted that the type of an attribute object can be an integer, a real number, or a string, and the default value of an attribute object is related to the type of the attribute object. For example, if the type of an attribute object is an integer, the default value of the attribute object can only be an integer. If the default value needs to be modified, it can only be modified to an integer.

[0064] S103: Control the display of a game logic editing interface on the graphical user interface, where the game logic editing interface includes attribute object logic components and preset game logic components.

[0065] On the game logic editing interface, players can generate game logic for any scene component by splicing logic components. Figure 4 is one of the structural diagrams of the game logic editing interface provided by an embodiment of the present disclosure. As shown in Figure 4, the game logic editing interface includes attribute object logic components and preset game logic components.

[0066] Among them, the attribute object logic component is a logic component generated according to the attribute object, the attribute object logic component includes attribute object logic component parameters determined according to at least one attribute parameter, the preset game logic component is used to configure preset programming instructions, and the preset game logic component can be a preset game logic component combination template that has been set by other players and put online in the game.

[0067] S104: Determine the target game logic of the target scene component according to the preset game logic component and the attribute object logic component, and associate the target game logic with the target scene component.

[0068] Specifically, based on the game logic editing operation input through the game logic editing interface, the target preset game logic component and the attribute object logic component can be combined to generate the target game logic of the target scene component. The target game logic is then associated with the target scene component. After the association, the target game logic can be used to control the target scene component to execute the corresponding game behavior. The target game logic is configured to control the target scene component to execute the corresponding game behavior during the game running phase.

[0069] For example, a property object with attribute parameters named "volume," an integer type, and a default value of 1 is generated based on the property object. The property object logic component includes the property object logic component parameters named "volume," an integer type, and a default value of 1. Combining this property object logic component with the preset game logic component, as shown in FIG4 , yields the target game logic for the target scene component. In this disclosure, the default value of the integer attribute parameter is automatically set to 1.

[0070] In Figure 4, the attribute object logic component named "volume" is combined with the preset game logic component, and the target game logic of the target scene component obtained is: when the target scene component is lifted, the scale of the target scene component is set to the default value of the attribute object.

[0071] S105: Respond to an editing operation on the attribute object of the associated target scene component, and adjust attribute parameters of the attribute object according to the editing operation.

[0072] After associating the target game logic with the target scene component, you can adjust the attribute parameters of the attribute object in response to the editing operation on the attribute object of the associated target scene component. For example, you can modify the default value of the attribute object, the name of the attribute object, and the type of the attribute object.

[0073] S106. During the game running phase, the target scene component is controlled to execute corresponding game behaviors according to the adjusted attribute parameters through the target game logic.

[0074] The game run phase refers to when players have completed their game scenes and are beginning to use them for their gameplay experience. During the game run phase, the target scene components are controlled by the target game logic based on the adjusted attribute parameters.

[0075] To sum up, this embodiment provides a property configuration method for scene components in a game, which can add property objects of the target scene components in the property configuration panel, and generate property object logic components based on the property objects. Then, in the game logic editing interface, the property object logic components and the preset game logic components are used to generate the target game logic of the target scene components, so as to realize the control of the target scene components through the target game logic. For the target scene components, this embodiment can add and modify property parameters with high flexibility to ensure that the creativity of the players can be met.

[0076] FIG5 is a second flow chart of a method for configuring properties of a scene component in a game according to an embodiment of the present disclosure. As shown in FIG5 , the control of displaying a game logic editing interface on the graphical user interface in S103 may include:

[0077] S201: In response to a triggering operation on a setting control of a property object, a logic editing control of the property object is displayed in a property configuration panel.

[0078] Figure 6 is a second schematic diagram of a property configuration panel provided by an embodiment of the present disclosure. As shown in Figure 6, clicking the setting control of any property object on the property configuration panel displays the logic editing control of the property object. For example, in Figure 6, clicking the setting control of property object 1-1 displays the logic editing control of the property object on the property configuration panel.

[0079] S202: In response to the triggering operation of the logic editing control, the game logic editing interface of the target scene component is switched to be displayed.

[0080] Click the logic editing control to switch to the game logic editing interface of the target scene component. In addition, there is an attribute object logic component selection area on the right side of the game logic editing interface of the target scene component that can be switched to display. It is used to display the attribute object logic components of the selectable target scene component. Simply click and drag the attribute object logic component in the attribute object logic component selection area to the game logic editing interface.

[0081] This embodiment can directly jump to display the game logic editing interface through the attribute configuration panel, and in the displayed game logic editing interface, there is an attribute object logic component selection area on the right side, which directly displays the attribute object logic component of the target scene component, thereby improving the convenience of player operation and enhancing the player's gaming experience.

[0082] Optionally, as shown in Figure 6, a first logic editing component can also be set in the upper right corner (or any position) of the property configuration panel. The first logic editing component is used to jump to display the game logic editing interface. However, in this case, there is no attribute object logic component selection area in the displayed game logic editing interface. The player needs to manually click the variable control in the game logic editing interface to display the attribute object logic component selection area.

[0083] That is, clicking on the logic editing control and the first logic editing control can jump to the game logic editing interface. The difference is that clicking on the logic editing control will directly display the attribute object logic component selection area on the game logic editing interface, making it easier for players to view and select attribute object logic components, while clicking on the first logic editing control will not directly display the attribute object logic component selection area on the game logic editing interface.

[0084] Continuing with reference to Figure 6, click the setting control of any property object to display the copy control of the property object. Click the copy control and respond to the trigger operation of the copy control to copy the target scene component. After copying, click the paste property control to respond to the second property adding instruction triggered by the paste property control. At the bottom of the current property object list displayed on the property configuration panel, the property object corresponding to the second property adding instruction is displayed, that is, the existing property object is copied.

[0085] Click the setting control of any attribute object to display the delete control of the attribute object. Click the delete control to delete the added attribute object.

[0086] In one embodiment, the setting interface may further include list indication information for indicating whether the property object is a list.

[0087] Figure 7 is a second schematic diagram of the setting interface provided by an embodiment of the present disclosure. As shown in Figure 7, in the attribute parameters of the attribute object, the default value may include first list indication information and a preset value, wherein the first list indication information refers to the list switch being in the off state, which is used to indicate that the attribute object does not have a sub-attribute object.

[0088] FIG8 is a third schematic diagram of a settings interface provided by an embodiment of the present disclosure. As shown in FIG8 , the default value may include the second list indication information and the attribute information of at least two sub-attribute objects of the attribute object. As shown in FIG8 , a Add Sub-attribute control is provided at the bottom of the settings interface, through which a sub-attribute object can be added to the bottom of the sub-attribute list; a Delete control is provided before the name of the sub-attribute object, through which a sub-attribute object can be deleted.

[0089] The second list indication information refers to the list switch being in the on state, and is used to indicate that the attribute object has sub-attribute objects. For example, taking the attribute object representing speed as an example, the sub-attribute objects may include linear velocity, acceleration, and the like.

[0090] In the attribute information of at least two sub-attribute objects, the attribute information of different types of sub-attribute objects is information input through different data input controls in the setting interface.

[0091] In this embodiment, at least two sub-attribute objects can be added to a property object of a scene component. Then, by clicking the setting control for the property object on the property configuration panel, the logic editing control for the property object is displayed and clicked. This switches the display to the game logic editing interface for the scene component, where the property object logic component generated based on the at least two sub-attribute objects is displayed. The target game logic is generated based on the property object logic component, which can then control the scene component to simultaneously execute the corresponding game behaviors of the at least two sub-attribute objects. For example, the scene component can be controlled to execute linear velocity and acceleration simultaneously to enhance the player's gaming experience.

[0092] In one embodiment, the property configuration panel of the target scene component is a template property configuration panel of the target scene component, wherein the template property configuration panel is used to configure the default properties when generating the target scene component in the game scene to be edited in the game scene editing stage.

[0093] Alternatively, the current property configuration panel of the target scene component can be displayed in a graphical user interface, wherein the current property configuration panel includes settable property parameters corresponding to the property object, wherein the settable property parameters are property parameters in at least one category of property parameters, and the number of parameters of the settable property parameters is less than or equal to the number of parameters of at least one category of property parameters.

[0094] Specifically, during the game scene editing phase, the graphical user interface will display the game scene. After selecting an existing target scene component in the game scene, an advanced settings control will appear in the game scene. Clicking the advanced settings control in the game scene will trigger an operation to display the current attribute configuration panel of the target scene component. The game scene refers to the map preview interface. In this interface, players can select and pull the target scene component with configured attribute objects from the scene component selection panel to generate the game scene to be used.

[0095] For example, FIG9 is a schematic diagram of a game scene provided by an embodiment of the present disclosure. As shown in FIG9 , the game scene includes a target scene component and a scene component selection panel. As shown in FIG9 , by clicking an environment component control in the scene component selection panel and then clicking a control corresponding to furniture included in the environment component, the table lamp, table, and chair components to be selected will be displayed in the scene component selection panel. The selected table lamp, table, and chair components can then be selected and dragged into the game scene.

[0096] Figure 10 is the second schematic diagram of the game scene provided by an embodiment of the present disclosure. As shown in Figure 10, if the target scene component is selected in the game scene displayed by the graphical user interface and the advanced setting control is clicked, the current property configuration panel of the target scene component can be displayed in the game scene, and the current property configuration panel includes the property parameters of the target scene component.

[0097] Taking the example that the attribute parameters include at least one of the name, type, and default value, after selecting the target scene component in the game scene, at least one of the name, type, and default value included in the attribute parameters is displayed.

[0098] In summary, if you want to view and / or modify the property parameters in the property object of the target scene component, you can view and / or modify them in the property configuration panel of the target scene component, or you can view and / or modify them in the current property configuration panel of the target scene component displayed in the game scene.

[0099] This embodiment enables players to directly view the attribute parameters of the target scene component in the game scene, thereby determining whether the attribute parameters need to be adjusted.

[0100] FIG11 is a third flow chart of a method for configuring the properties of a scene component in a game according to an embodiment of the present disclosure. As shown in FIG11 , the step S103 of controlling the display of a game logic editing interface on a graphical user interface includes:

[0101] S301, controlling the display of a game logic editing interface on a graphical user interface.

[0102] S302. When editing the game logic of the object trigger of the target scene component in the game logic editing interface, the attribute object logic component and the preset game logic component are displayed.

[0103] FIG12 is a second structural schematic diagram of the game logic editing interface provided by an embodiment of the present disclosure. As shown in FIG4 and FIG12, the game logic editing interface has a trigger control, which may include a global trigger control, a first object trigger control, and an object trigger control of the target scene component, respectively used to trigger the game logic editing of the global trigger, the game logic editing of the first object trigger, and the game logic editing of the object trigger of the target scene component. FIG4 shows the interface displayed after clicking the object trigger control of the target scene component, and FIG12 shows the page displayed after clicking the first object trigger control.

[0104] Among them, the game logic editing of the global trigger is aimed at the attribute object logic component that can be used by all scene components in the game scene, the game logic editing of the first object trigger is aimed at the attribute object logic component that can be used by the specified scene component, and the game logic editing of the object trigger of the target scene component is aimed at the attribute object logic component that can be used by the target scene component of this disclosure.

[0105] The control described in S103 displays the game logic editing interface in the graphical user interface. When the game logic editing of the object trigger of the target scene component is performed in the game logic editing interface, only the attribute object logic components and preset game logic components that can be used by the target scene component are displayed on the graphical user interface for the target scene component.

[0106] On this basis, the attribute configuration method of the scene component in the game also includes: when editing the game logic of the first object trigger in the game logic editing interface, reading and / or modifying the target game logic of the target scene component in the local game logic, thereby adding interactive game behaviors with the target scene component to the game logic of other scene components outside the target scene component. It should be noted that reading and / or modifying the target game logic of the target scene component is achieved by reading and / or modifying the attribute object logic component of the target scene component.

[0107] For example, the target game logic of the target scene component is: when the target scene component is lifted, the scale of the target scene component is set to the default value of the attribute object (such as the default value of the volume). When the target game logic is executed, the volume of the target scene component is scaled. The specific scale value is determined by the default value in the attribute parameter of the attribute object, or after the default value is adjusted, the scale value is determined by the adjusted default value.

[0108] For example, when editing the game logic of the first object trigger in the game logic editing interface, the target game logic of the target scene component is read in the local game logic of the first object trigger. This local game logic is used to determine the following: when the target creature component lifts the target scene component, the target scene component's scale is set to the default value of the attribute object (e.g., the default value of its volume). This local game logic is executed, and when the target scene component is lifted by the target creature component, the target scene component's volume is scaled.

[0109] By adopting the method of this embodiment, after obtaining the target game logic of the target scene component, the target game logic of the target scene component can be added to the local game logic of other scene components, thereby realizing interactive game behavior between other scene components and the target scene component and satisfying the player's creativity in the game.

[0110] In one embodiment, an attribute object logic component corresponding to the attribute object can be created based on a first-category parameter creation instruction, wherein the first-category parameter creation instruction is configured to create a logic component that can be read and / or modified by object triggers other than the object trigger of the target scene component.

[0111] Compared with the first type of parameter creation instructions in this embodiment, there is also a second type of parameter creation instructions, which are configured to create logical components that cannot be read and / or modified by object triggers other than the object trigger of the target scene component.

[0112] It can be seen that the attribute object logic component of this embodiment is created through the first type of parameter creation instruction, and can be directly read by other object triggers except the object trigger of the target scene component, which is conducive to improving the reading speed. In addition, the attribute object logic component can also be directly modified to satisfy the player's creativity.

[0113] FIG13 is a fourth flow chart of a method for configuring the properties of a scene component in a game according to an embodiment of the present disclosure. As shown in FIG13 , controlling the target scene component to execute corresponding game behaviors according to the adjusted property parameters through the target game logic in S106 may include:

[0114] S401: Update the attribute object logic component parameters corresponding to the attribute parameters in the attribute object logic component according to the adjusted attribute parameters.

[0115] After the attribute parameters of the attribute object are adjusted, in the game logic editing interface, the attribute object logic component parameters corresponding to the attribute parameters in the attribute object logic component are automatically updated according to the adjusted attribute parameters.

[0116] S402: Update the target game logic according to the updated attribute object logic component.

[0117] Then, based on the updated property object logic component, the target game logic can be automatically updated.

[0118] S403: Control the target scene component to execute corresponding game behavior through the updated target game logic.

[0119] After the target game logic is updated, the updated target game logic is used to control the target scene component to execute the corresponding game behavior.

[0120] For example, if the attribute object's name is volume, its type is integer, and its default value is adjusted, when the default value of the attribute object is adjusted from 1 to 2, the attribute object logic component parameter corresponding to the attribute parameter in the attribute object logic component in the game logic editing interface is also automatically modified to 2. At this point, the target game logic can be automatically updated based on the updated attribute object logic component.

[0121] Assume that the target game logic is: when the target scene component is lifted, set the scale of the target scene component to the default value of the "volume" property object. After the target game logic is updated and the updated target game logic is executed, since the default value is changed to 2, the volume of the target scene component is scaled to twice its original value.

[0122] This embodiment can automatically update the attribute object logic component and the target game logic after the attribute parameters of the attribute object are adjusted, thereby controlling the target scene component to execute the game behavior corresponding to the updated target game logic.

[0123] The following continues to explain the apparatus, device and storage medium for executing the attribute configuration method of the scene component provided by any of the above embodiments of the present disclosure. The specific implementation process and the technical effects produced are the same as those of the corresponding method embodiments mentioned above. For the sake of brief description, for the parts not mentioned in the following embodiments, please refer to the corresponding content in the method embodiments.

[0124] FIG14 is a schematic diagram of the structure of a device for configuring the properties of a scene component in a game according to an embodiment of the present disclosure. As shown in FIG14 , the present disclosure further provides a device for configuring the properties of a scene component in a game, which provides a graphical user interface through a terminal device. The device includes:

[0125] The display module 10 is configured to display the property configuration panel of the target scene component in the graphical user interface during the game scene editing stage.

[0126] The response module 20 is configured to execute a response to the attribute adding instruction triggered by the attribute configuration panel, and control the display of the attribute object corresponding to the attribute adding instruction on the attribute configuration panel, where the attribute object includes at least one type of attribute parameter.

[0127] The first control module 30 is configured to execute control to display a game logic editing interface on a graphical user interface. The game logic editing interface includes an attribute object logic component and a preset game logic component. The attribute object logic component is a logic component generated according to an attribute object. The attribute object logic component includes attribute object logic component parameters determined according to at least one type of attribute parameters. The preset game logic component is used to configure preset programming instructions.

[0128] The determination module 40 is configured to execute the target game logic of the target scene component based on the preset game logic component and the attribute object logic component, and associate the target game logic with the target scene component, wherein the target game logic is configured to control the target scene component to execute corresponding game behavior during the game running phase.

[0129] The adjustment module 50 is configured to execute an editing operation of the attribute object of the target scene component after the association, and adjust the attribute parameters of the attribute object according to the editing operation.

[0130] The second control module 60 is configured to be executed during the game running phase, and to control the target scene component to execute corresponding game behavior according to the adjusted attribute parameters through the target game logic.

[0131] Optionally, the property configuration panel of the target scene component is a template property configuration panel of the target scene component, wherein the template property configuration panel is used to configure the default properties when generating the target scene component in the game scene to be edited in the game scene editing stage. The display module 10 is also configured to execute the current property configuration panel of the target scene component displayed in the graphical user interface, wherein the current property configuration panel includes settable property parameters corresponding to the property object, wherein the settable property parameters are property parameters in at least one category of property parameters, and the number of parameters of the settable property parameters is less than or equal to the number of parameters of at least one category of property parameters.

[0132] Optionally, the display module 10 is further configured to execute control to display a game logic editing interface in a graphical user interface; when performing game logic editing of an object trigger of a target scene component in the game logic editing interface, the attribute object logic component and the preset game logic component are displayed.

[0133] Optionally, the property configuration device of the scene component in the game may also include a reading module, which is configured to read and / or modify the target game logic of the target scene component in the local game logic of the first object trigger when executing the game logic editing of the first object trigger in the game logic editing interface.

[0134] Optionally, the attribute configuration device of the scene component in the game also includes a creation module, which is configured to execute creation instructions based on the first type of parameters to create an attribute object logic component corresponding to the attribute object, wherein the first type of parameter creation instructions are configured to: create a logic component that can be read and / or modified by other object triggers except the object trigger of the target scene component.

[0135] Optionally, the second control module 60 is further configured to update the attribute object logic component parameters corresponding to the attribute parameters in the attribute object logic component according to the adjusted attribute parameters; update the target game logic according to the updated attribute object logic component; and control the target scene component to execute corresponding game behavior through the updated target game logic.

[0136] Optionally, the response module 20 is further configured to execute displaying a new attribute control in the attribute configuration panel; in response to the first attribute adding instruction triggered by the new attribute control, control displaying the attribute object corresponding to the first attribute adding instruction on the attribute configuration panel.

[0137] Optionally, the response module 20 is further configured to execute the display of a paste property control in the property configuration panel; respond to the second property adding instruction triggered by the paste property control, perform a paste operation on the pre-copied property object, and control the display of the property object corresponding to the second property adding instruction on the property configuration panel.

[0138] Optionally, the response module 20 is further configured to execute a response to a selection operation on the attribute object, display a setting interface of the attribute object, and edit attribute parameters of the attribute object in the setting interface to obtain attribute information of the attribute object.

[0139] Optionally, the attribute parameters of the attribute object include at least one of the following: the name, type and default value of the attribute object; the response module 20 is further configured to edit the name of the attribute object through the name input bar in the setting interface; edit the type of the attribute object through the type input bar in the setting interface; and edit the default value of the attribute object through the default value input bar in the setting interface.

[0140] Optionally, the first control module 30 is also configured to execute a trigger operation in response to the setting control of the attribute object, display the logic editing control of the attribute object in the attribute configuration panel; and switch to display the game logic editing interface of the target scene component in response to the trigger operation of the logic editing control.

[0141] Optionally, the first control module 30 is further configured to execute a response to a trigger operation on the setting control, and also display a copy control of the target scene component in the property configuration panel; in response to the trigger operation of the copy control, perform a copy operation on the target scene component.

[0142] The above-mentioned device is used to execute the method provided in the above-mentioned embodiment. Its implementation principle and technical effect are similar and will not be repeated here.

[0143] The above modules can be one or more integrated circuits configured to implement the above methods, such as one or more application-specific integrated circuits (ASICs), one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented by scheduling program code through a processing element, the processing element can be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0144] FIG15 is a schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. The electronic device may be a local terminal device or a server. The electronic device includes a processor 100, a storage medium 200, and a bus 300. The processor and the storage medium communicate via the bus.

[0145] The storage medium stores program instructions executable by the processor. When the electronic device is running, the processor executes the program instructions. The implementation method includes:

[0146] During the game scene editing phase, the property configuration panel of the target scene component is displayed in the graphical user interface;

[0147] In response to a property adding instruction triggered through the property configuration panel, control the display of a property object corresponding to the property adding instruction on the property configuration panel, where the property object includes at least one type of property parameter;

[0148] Controlling the display of a game logic editing interface on a graphical user interface, wherein the game logic editing interface includes an attribute object logic component and a preset game logic component, wherein the attribute object logic component is a logic component generated according to an attribute object, the attribute object logic component includes attribute object logic component parameters determined according to at least one type of attribute parameter, and the preset game logic component is used to configure preset programming instructions;

[0149] Determine the target game logic of the target scene component according to the preset game logic component and the attribute object logic component, and associate the target game logic with the target scene component, wherein the target game logic is configured to control the target scene component to execute corresponding game behavior during the game running phase;

[0150] Responding to the edit operation of the attribute object of the associated target scene component, adjusting the attribute parameters of the attribute object according to the edit operation;

[0151] During the game running phase, the target scene components are controlled by the target game logic according to the adjusted attribute parameters to execute the corresponding game behaviors.

[0152] In one possible implementation, the property configuration panel of the target scene component is a template property configuration panel of the target scene component, wherein the template property configuration panel is used to configure default properties when controlling the generation of the target scene component in the game scene to be edited in the game scene editing phase. The method further includes:

[0153] A current property configuration panel of the target scene component is displayed in the graphical user interface, wherein the current property configuration panel includes configurable property parameters corresponding to the property object, wherein the configurable property parameters are property parameters in the at least one category of property parameters, and the number of parameters of the configurable property parameters is less than or equal to the number of parameters of the at least one category of property parameters.

[0154] In one possible implementation, controlling the display of a game logic editing interface on a graphical user interface includes:

[0155] Control the display of the game logic editing interface on the graphical user interface;

[0156] When editing the game logic of the object trigger of the target scene component in the game logic editing interface, the attribute object logic component and the preset game logic component are displayed.

[0157] In a possible implementation, the method further includes:

[0158] When editing the game logic of the first object trigger in the game logic editing interface, the target game logic of the target scene component is read and / or modified in the local game logic of the first object trigger.

[0159] In a possible implementation, the method further includes:

[0160] According to the first type of parameter creation instruction, create an attribute object logic component corresponding to the attribute object, wherein the first type of parameter creation instruction is configured to: create a logic component that can be read and / or modified by other object triggers except the object trigger of the target scene component.

[0161] In one possible implementation, the target scene component is controlled to execute corresponding game behaviors according to the adjusted attribute parameters through the target game logic, including:

[0162] According to the adjusted attribute parameters, the attribute object logic component parameters corresponding to the attribute parameters in the attribute object logic component are updated;

[0163] Update the target game logic according to the updated attribute object logic component;

[0164] The updated target game logic controls the target scene component to execute the corresponding game behavior.

[0165] In one possible implementation, in response to a property adding instruction triggered through the property configuration panel, controlling the display of the property object corresponding to the property adding instruction on the property configuration panel includes:

[0166] Display new property controls in the property configuration panel;

[0167] In response to the first attribute adding instruction triggered by the newly added attribute control, the attribute object corresponding to the first attribute adding instruction is controlled to be displayed on the attribute configuration panel.

[0168] In one possible implementation, in response to a property adding instruction triggered through the property configuration panel, controlling the display of the property object corresponding to the property adding instruction on the property configuration panel includes:

[0169] Display the paste property control in the property configuration panel;

[0170] In response to the second attribute adding instruction triggered by the paste attribute control, a paste operation is performed on the pre-copied attribute object, and the attribute object corresponding to the second attribute adding instruction is controlled to be displayed on the attribute configuration panel.

[0171] In a possible implementation, after controlling the display of the property object corresponding to the property adding instruction on the property configuration panel, the method further includes:

[0172] In response to a selection operation on an attribute object, a setting interface of the attribute object is displayed, and attribute parameters of the attribute object are edited in the setting interface to obtain attribute information of the attribute object.

[0173] In one possible implementation, the attribute parameters of the attribute object include at least one of the following: a name, a type, and a default value of the attribute object; and the attribute parameters of the attribute object obtained by editing the attribute information of the attribute object in the setting interface include at least one of the following:

[0174] Edit the name of the attribute object through the name input bar in the setting interface;

[0175] Edit the type of the attribute object through the type input bar in the setting interface;

[0176] Edit the default value of the property object through the default value input bar in the setting interface.

[0177] In one possible implementation, the default value includes: first list indication information and a preset value; or, the default value includes: second list indication information and attribute information of at least two sub-attribute objects of the attribute object; wherein the first list indication information is used to indicate that the attribute object does not have a sub-attribute object, and the second list indication information is used to indicate that the attribute object has a sub-attribute object.

[0178] In a possible implementation, in the attribute information of at least two sub-attribute objects, the attribute information of different types of sub-attribute objects is information input through different data input controls in the setting interface.

[0179] In one possible implementation, controlling the display of a game logic editing interface on a graphical user interface includes:

[0180] In response to a triggering operation on a setting control of a property object, a logic editing control of the property object is displayed in a property configuration panel;

[0181] In response to the triggering operation of the logic editing control, switch to display the game logic editing interface of the target scene component.

[0182] In a possible implementation, the method further includes:

[0183] In response to the trigger operation for the setting control, the copy control of the target scene component is also displayed in the property configuration panel;

[0184] In response to the triggering operation of the copy control, the target scene component is copied.

[0185] The present disclosure further provides a computer-readable storage medium, wherein a computer program is stored on the storage medium. When the computer program is executed by a processor, the method implemented includes:

[0186] During the game scene editing phase, the property configuration panel of the target scene component is displayed in the graphical user interface;

[0187] In response to a property adding instruction triggered through the property configuration panel, control the display of a property object corresponding to the property adding instruction on the property configuration panel, where the property object includes at least one type of property parameter;

[0188] Controlling the display of a game logic editing interface on a graphical user interface, wherein the game logic editing interface includes an attribute object logic component and a preset game logic component, wherein the attribute object logic component is a logic component generated according to an attribute object, the attribute object logic component includes attribute object logic component parameters determined according to at least one type of attribute parameter, and the preset game logic component is used to configure preset programming instructions;

[0189] Determine the target game logic of the target scene component according to the preset game logic component and the attribute object logic component, and associate the target game logic with the target scene component, wherein the target game logic is configured to control the target scene component to execute corresponding game behavior during the game running phase;

[0190] Responding to the edit operation of the attribute object of the associated target scene component, adjusting the attribute parameters of the attribute object according to the edit operation;

[0191] During the game running phase, the target scene components are controlled by the target game logic according to the adjusted attribute parameters to execute the corresponding game behaviors.

[0192] In one possible implementation, the property configuration panel of the target scene component is a template property configuration panel of the target scene component, wherein the template property configuration panel is used to configure default properties when controlling the generation of the target scene component in the game scene to be edited in the game scene editing phase. The method further includes:

[0193] A current property configuration panel of the target scene component is displayed in the graphical user interface, wherein the current property configuration panel includes configurable property parameters corresponding to the property object, wherein the configurable property parameters are property parameters in the at least one category of property parameters, and the number of parameters of the configurable property parameters is less than or equal to the number of parameters of the at least one category of property parameters.

[0194] In one possible implementation, controlling the display of a game logic editing interface on a graphical user interface includes:

[0195] Control the display of the game logic editing interface on the graphical user interface;

[0196] When editing the game logic of the object trigger of the target scene component in the game logic editing interface, the attribute object logic component and the preset game logic component are displayed.

[0197] In a possible implementation, the method further includes:

[0198] When editing the game logic of the first object trigger in the game logic editing interface, the target game logic of the target scene component is read and / or modified in the local game logic of the first object trigger.

[0199] In a possible implementation, the method further includes:

[0200] According to the first type of parameter creation instruction, create an attribute object logic component corresponding to the attribute object, wherein the first type of parameter creation instruction is configured to: create a logic component that can be read and / or modified by other object triggers except the object trigger of the target scene component.

[0201] In one possible implementation, the target scene component is controlled to execute corresponding game behaviors according to the adjusted attribute parameters through the target game logic, including:

[0202] According to the adjusted attribute parameters, the attribute object logic component parameters corresponding to the attribute parameters in the attribute object logic component are updated;

[0203] Update the target game logic according to the updated attribute object logic component;

[0204] The updated target game logic controls the target scene component to execute the corresponding game behavior.

[0205] In one possible implementation, in response to a property adding instruction triggered through the property configuration panel, controlling the display of the property object corresponding to the property adding instruction on the property configuration panel includes:

[0206] Display new property controls in the property configuration panel;

[0207] In response to the first attribute adding instruction triggered by the newly added attribute control, the attribute object corresponding to the first attribute adding instruction is controlled to be displayed on the attribute configuration panel.

[0208] In one possible implementation, in response to a property adding instruction triggered through the property configuration panel, controlling the display of the property object corresponding to the property adding instruction on the property configuration panel includes:

[0209] Display the paste property control in the property configuration panel;

[0210] In response to the second attribute adding instruction triggered by the paste attribute control, a paste operation is performed on the pre-copied attribute object, and the attribute object corresponding to the second attribute adding instruction is controlled to be displayed on the attribute configuration panel.

[0211] In a possible implementation, after controlling the display of the property object corresponding to the property adding instruction on the property configuration panel, the method further includes:

[0212] In response to a selection operation on an attribute object, a setting interface of the attribute object is displayed, and attribute parameters of the attribute object are edited in the setting interface to obtain attribute information of the attribute object.

[0213] In one possible implementation, the attribute parameters of the attribute object include at least one of the following: a name, a type, and a default value of the attribute object; and the attribute parameters of the attribute object obtained by editing the attribute information of the attribute object in the setting interface include at least one of the following:

[0214] Edit the name of the attribute object through the name input bar in the setting interface;

[0215] Edit the type of the attribute object through the type input bar in the setting interface;

[0216] Edit the default value of the property object through the default value input bar in the setting interface.

[0217] In one possible implementation, the default value includes: first list indication information and a preset value; or, the default value includes: second list indication information and attribute information of at least two sub-attribute objects of the attribute object; wherein the first list indication information is used to indicate that the attribute object does not have a sub-attribute object, and the second list indication information is used to indicate that the attribute object has a sub-attribute object.

[0218] In a possible implementation, in the attribute information of at least two sub-attribute objects, the attribute information of different types of sub-attribute objects is information input through different data input controls in the setting interface.

[0219] In one possible implementation, controlling the display of a game logic editing interface on a graphical user interface includes:

[0220] In response to a triggering operation on a setting control of a property object, a logic editing control of the property object is displayed in a property configuration panel;

[0221] In response to the triggering operation of the logic editing control, switch to display the game logic editing interface of the target scene component.

[0222] In a possible implementation, the method further includes:

[0223] In response to the trigger operation for the setting control, the copy control of the target scene component is also displayed in the property configuration panel;

[0224] In response to the triggering operation of the copy control, the target scene component is copied.

[0225] In the several embodiments provided in the present disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0226] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0227] In addition, the functional units in the various embodiments of the present disclosure may be integrated into a single processing unit, each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or in the form of hardware plus software functional units.

[0228] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for causing a computer device (which can be a personal computer, server, or network device, etc.) or a processor (English: processor) to execute some steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: a USB flash drive, a mobile hard disk, a read-only memory (English: Read-Only Memory, abbreviated: ROM), a random access memory (English: Random Access Memory, abbreviated: RAM), a magnetic disk or an optical disk, and other media that can store program code.

[0229] The above are only specific embodiments of the present disclosure, but the scope of protection of the present disclosure is not limited thereto. Any changes or substitutions that can be easily conceived by a person skilled in the art within the technical scope disclosed in this disclosure should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.

Claims

1. A method for configuring the properties of a scene component in a game, providing a graphical user interface through a terminal device, the method comprising: During the game scene editing phase, a property configuration panel of the target scene component is displayed in the graphical user interface; In response to an attribute adding instruction triggered by the attribute configuration panel, controlling the display of an attribute object corresponding to the attribute adding instruction on the attribute configuration panel, the attribute object including at least one type of attribute parameter; Controlling the display of a game logic editing interface on the graphical user interface, wherein the game logic editing interface includes an attribute object logic component and a preset game logic component, wherein the attribute object logic component is a logic component generated according to the attribute object, the attribute object logic component includes attribute object logic component parameters determined according to the at least one type of attribute parameters, and the preset game logic component is used to configure preset programming instructions; Determining the target game logic of the target scene component according to the preset game logic component and the attribute object logic component, and associating the target game logic with the target scene component, wherein the target game logic is configured to control the target scene component to execute corresponding game behavior during the game running phase; In response to an edit operation on the attribute object of the associated target scene component, adjusting attribute parameters of the attribute object according to the edit operation; During the game running phase, the target game logic controls the target scene component to execute corresponding game behaviors according to the adjusted attribute parameters.

2. The method according to claim 1, wherein The property configuration panel of the target scene component is a template property configuration panel of the target scene component, wherein the template property configuration panel is used to configure default properties when controlling the generation of the target scene component in the game scene to be edited in the game scene editing stage. The method further includes: A current property configuration panel of the target scene component is displayed in the graphical user interface, wherein the current property configuration panel includes configurable property parameters corresponding to the property object, wherein the configurable property parameters are property parameters in the at least one category of property parameters, and the number of parameters of the configurable property parameters is less than or equal to the number of parameters of the at least one category of property parameters.

3. The method according to claim 1, wherein The controlling step of displaying a game logic editing interface on the graphical user interface includes: Controlling the display of the game logic editing interface on the graphical user interface; When the game logic of the object trigger of the target scene component is edited in the game logic editing interface, the attribute object logic component and the preset game logic component are displayed.

4. The method according to claim 3, wherein: The method further comprises: When editing the game logic of the first object trigger in the game logic editing interface, the target game logic of the target scene component is read and / or modified in the local game logic of the first object trigger.

5. The method according to claim 4, wherein The method further comprises: According to the first type of parameter creation instruction, the attribute object logical component corresponding to the attribute object is created, wherein the first type of parameter creation instruction is configured to: create a logical component that can be read and / or modified by other object triggers except the object trigger of the target scene component.

6. The method according to claim 1, wherein The controlling the target scene component to execute the corresponding game behavior according to the adjusted attribute parameters through the target game logic includes: updating the attribute object logic component parameters corresponding to the attribute parameters in the attribute object logic component according to the adjusted attribute parameters; Update the target game logic according to the updated attribute object logic component; The target scene component is controlled by the updated target game logic to execute corresponding game behavior.

7. The method according to claim 1, wherein The step of responding to the attribute adding instruction triggered by the attribute configuration panel and controlling the display of the attribute object corresponding to the attribute adding instruction on the attribute configuration panel includes: Displaying newly added property controls in the property configuration panel; In response to the first attribute adding instruction triggered by the newly added attribute control, the attribute object corresponding to the first attribute adding instruction is controlled to be displayed on the attribute configuration panel.

8. The method according to claim 1, wherein The step of responding to the attribute adding instruction triggered by the attribute configuration panel and controlling the display of the attribute object corresponding to the attribute adding instruction on the attribute configuration panel includes: Displaying a paste attribute control in the attribute configuration panel; In response to the second attribute adding instruction triggered by the paste attribute control, a paste operation is performed on the pre-copied attribute object, and the attribute object corresponding to the second attribute adding instruction is controlled to be displayed on the attribute configuration panel.

9. The method according to claim 1, wherein After the control displays the property object corresponding to the property adding instruction on the property configuration panel, the method further includes: In response to a selection operation on the attribute object, a setting interface of the attribute object is displayed, and attribute parameters of the attribute object are edited in the setting interface to obtain attribute information of the attribute object.

10. The method according to claim 9, wherein: The attribute parameters of the attribute object include at least one of the following: the name, type, and default value of the attribute object; the attribute parameters of the attribute object obtained by editing the attribute information of the attribute object in the setting interface include at least one of the following: Edit the name of the attribute object through the name input field in the setting interface; Edit the type of the attribute object through the type input field in the setting interface; The default value of the attribute object is edited through the default value input field in the setting interface.

11. The method according to claim 10, wherein: The default value includes: first list indication information and a preset value; or, the default value includes: second list indication information and attribute information of at least two sub-attribute objects of the attribute object; wherein, the first list indication information is used to indicate that the attribute object does not have a sub-attribute object, and the second list indication information is used to indicate that the attribute object has a sub-attribute object.

12. The method according to claim 11, wherein In the attribute information of the at least two sub-attribute objects, the attribute information of different types of sub-attribute objects is information input through different data input controls in the setting interface.

13. The method according to claim 1, wherein The controlling step of displaying a game logic editing interface on the graphical user interface includes: In response to a triggering operation on a setting control of the property object, displaying a logic editing control of the property object in the property configuration panel; In response to the triggering operation of the logic editing control, the game logic editing interface of the target scene component is switched to display.

14. The method according to claim 13, wherein The method further comprises: In response to a trigger operation on the setting control, a copy control of the target scene component is further displayed in the property configuration panel; In response to the triggering operation of the copy control, a copy operation is performed on the target scene component.

15. A device for configuring the properties of scene components in a game, providing a graphical user interface via a terminal device, the device comprising: A display module is configured to display a property configuration panel of a target scene component in the graphical user interface during a game scene editing phase; a response module configured to execute a response to an attribute adding instruction triggered by the attribute configuration panel, and control the display of an attribute object corresponding to the attribute adding instruction on the attribute configuration panel, wherein the attribute object includes at least one type of attribute parameter; a first control module configured to execute control to display a game logic editing interface on the graphical user interface, wherein the game logic editing interface includes an attribute object logic component and a preset game logic component, wherein the attribute object logic component is a logic component generated according to the attribute object, the attribute object logic component includes attribute object logic component parameters determined according to the at least one type of attribute parameters, and the preset game logic component is used to configure preset programming instructions; a determination module configured to execute a target game logic of the target scene component according to the preset game logic component and the attribute object logic component, and associate the target game logic with the target scene component, wherein the target game logic is configured to control the target scene component to execute a corresponding game behavior during a game running phase; an adjustment module configured to respond to an edit operation on the attribute object of the associated target scene component and adjust attribute parameters of the attribute object according to the edit operation; The second control module is configured to be executed during the game running phase, and to control the target scene component to execute corresponding game behavior according to the adjusted attribute parameters through the target game logic.

16. An electronic device comprising: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the program instructions to implement the attribute configuration method of the scene component in the game as described in any one of claims 1 to 14.

17. A computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, implements the attribute configuration method of scene components in a game as described in any one of claims 1 to 14.

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