Game logic processing method and apparatus for scene component, and device and storage medium
By displaying event controls and event-related object controls on the graphical user interface, the problem of difficulty in intuitively viewing the logical relationship between event names and components in the game is solved, thus improving the efficiency and accuracy of game editing.
Patent Information
- Application Number
- PCT/CN2025/080044
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-04-24
- Filing Date
- 2025-02-28
- Publication Date
- 2025-10-30
AI Technical Summary
In games, the logical relationship between event names and components is difficult to see intuitively, resulting in inefficient and error-prone game logic editing.
The graphical user interface displays event controls and event-associated object controls, allowing players to visually view and update the relationships between events and components in the editing interface, including editing operations on event controls and event-associated object controls.
It improves the efficiency for players to view and modify the logical relationships between events and components, reduces errors, and enhances the game editing experience.
Smart Images

Figure CN2025080044_30102025_PF_FP_ABST
Abstract
Description
Game logic processing methods, devices, equipment, and storage media for scene components
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application filed on April 24, 2024, application number 202410505324.4, entitled “Game Logic Processing Method, Apparatus, Device and Storage Medium for Scene Components”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] This disclosure relates to the field of game technology, and more specifically, to a game logic processing method, apparatus, device, and storage medium for scene components. Background Technology
[0004] In the game, event names are strings used to associate logic and component actions. For example, if you want to use a switch to control a door to open, logically, when the switch is turned on, the event name "switch open" would be sent. After receiving the "switch open" event name, the door would automatically play the door opening animation, thus realizing the switch's control over the door.
[0005] This approach greatly increases the freedom of game logic editing, but it also makes it impossible to intuitively see the logical relationship between event names and their associated components. Players must check the logical relationship level by level, which is not only inefficient but also prone to errors. Summary of the Invention
[0006] This disclosure addresses the shortcomings of the aforementioned related technologies by providing a game logic processing method, apparatus, device, and storage medium for scene components, in order to solve the problems existing in the related technologies.
[0007] The technical solution adopted in the embodiments of this disclosure is as follows:
[0008] In a first aspect, embodiments of this disclosure provide a game logic processing method for scene components, providing a graphical user interface through a terminal device, the method comprising:
[0009] The graphical user interface displays the game editing interface corresponding to the game editing stage. The game editing interface includes a game scene to be edited, which includes multiple scene components. Among the multiple scene components, there is at least one target scene component. The target scene component is configured with associated events. The associated events are events generated by the target scene component or events received by the target scene component. The scene component is configured to generate corresponding virtual objects during the game running stage.
[0010] The graphical user interface displays a first mode editing interface, which includes an event control and an event-associated object control. The event control is generated based on a first target associated event, which is either an event determined from associated events corresponding to the at least one target scene component or an event for which no corresponding target scene component exists. The event-associated object control is generated based on a first target scene component, which includes at least one of the following: a component that generates the first target associated event, a component that receives the first target associated event, and a scene component that has no association with the first target associated event.
[0011] In response to the first edit operation, update the event control and / or the event-associated object control according to the first edit operation;
[0012] During the game execution phase, game logic is executed based on the first target associated event corresponding to the updated event control and / or the first target scene component corresponding to the updated event associated object control.
[0013] Secondly, this disclosure also provides a game logic processing method for scene components, providing a graphical user interface through a terminal device, the method comprising:
[0014] The second mode editing interface is displayed. The second mode editing interface includes: the event association object control and the event control, wherein the event association object control is a control generated based on the target scene component, the event control is a control generated based on the target associated event, and the target associated event is the associated event received by the target scene component and / or the associated event emitted by the target scene component;
[0015] In response to the second editing operation, update the event control and / or the event-associated object control according to the second editing operation;
[0016] During the game execution phase, game logic is executed based on the target associated event corresponding to the updated event control and / or the target scene component corresponding to the updated event associated object control.
[0017] Thirdly, this disclosure also provides a game logic processing device for scene components, which provides a graphical user interface through a terminal device. The device includes:
[0018] The first display module is configured to execute the display of the game editing interface corresponding to the game editing stage in the graphical user interface. The game editing interface includes a game scene to be edited, which includes multiple scene components. Among the multiple scene components, there is at least one target scene component. The target scene component is configured with associated events, which are events generated by the target scene component or events received by the target scene component. The scene component is configured to generate corresponding virtual objects during the game running stage.
[0019] The second display module is configured to display a first mode editing interface through the graphical user interface. The first mode editing interface includes an event control and an event-associated object control. The event control is a control generated based on a first target associated event. The first target associated event is an event determined from associated events corresponding to the at least one target scene component or an event for which no corresponding target scene component exists. The event-associated object control is a control generated based on a first target scene component. The first target scene component is a component among the at least one target scene components that generates the first target associated event and / or receives the first target associated event, or a scene component that has no association with the first target associated event.
[0020] The update module is configured to perform a response to a first edit operation and update the event control and / or the event-associated object control according to the first edit operation;
[0021] The control module is configured to execute game logic during the game running phase based on the first target associated event corresponding to the updated event control and / or the first target scene component corresponding to the updated event associated object control.
[0022] Fourthly, this disclosure also provides an electronic device, including: a processor, a storage medium, and a bus. 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 game logic processing method of the scene component described in any of the above embodiments.
[0023] Fifthly, embodiments of this disclosure also provide a readable storage medium storing a computer program, which, when executed by a processor, implements the game logic processing method for scene components described in any of the above embodiments.
[0024] The beneficial effects of this disclosure are: This disclosure provides a game logic processing method for scene components, which can display interrelated event controls and event-related object controls on a graphical user interface. Compared with the tedious inconvenience caused by having to search step by step when you want to view the logical relationship between an event control and an event-related object control, this disclosure helps players to intuitively obtain the logical relationship between any event control and event-related object control. Attached Figure Description
[0025] To more clearly illustrate the technical solutions of the embodiments of this disclosure, the accompanying drawings used in the embodiments will be briefly described below. It should be understood that the following drawings only show some embodiments of this disclosure and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0026] Figure 1 is a flowchart illustrating one embodiment of the game logic processing method for scene components provided in this disclosure;
[0027] Figure 2 is a schematic diagram of the game editing interface provided in this disclosure;
[0028] Figure 3 is a schematic diagram of the first mode editing interface provided in this disclosure;
[0029] Figure 4 is a schematic diagram of the attribute configuration panel provided in this disclosure;
[0030] Figure 5 is a schematic diagram of the first mode editing interface provided in this disclosure;
[0031] Figure 6 is a schematic diagram of the game scene to be edited provided in this disclosure;
[0032] Figure 7 is a second flowchart illustrating the game logic processing method for scene components provided in one embodiment of this disclosure;
[0033] Figure 8 is a schematic diagram showing the event list provided in this disclosure;
[0034] Figure 9 is a schematic diagram of the game editing interface provided in this disclosure;
[0035] Figure 10 illustrates a game logic processing method for scene components provided in one embodiment of this disclosure.
[0036] Figure 11 is a schematic diagram of the second mode editing interface provided in this disclosure;
[0037] Figure 12 is a schematic diagram of a game logic processing device for a scene component provided in one embodiment of the present disclosure;
[0038] Figure 13 is a second schematic diagram of a game logic processing device for a scene component provided in one embodiment of the present disclosure;
[0039] Figure 14 is a schematic diagram of the structure of an electronic device provided in one embodiment of the present disclosure. Detailed Implementation
[0040] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are some embodiments of this disclosure, but not all embodiments.
[0041] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.
[0042] Furthermore, the terms "first," "second," etc., used in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Additionally, the terms "comprising" and "having," and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0043] It should be noted that, where there is no conflict, the features in the embodiments of this disclosure can be combined with each other.
[0044] The game logic processing method for scene components provided in any embodiment of this disclosure can run on a local terminal device or a server. When the game logic processing method for scene components runs 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.
[0045] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the game logic processing methods for scene components are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0046] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0047] In games, events are strings that can be used to associate game logic with the actions of scene components. Players can edit and update the game logic by editing events associated with scene components, enabling a high degree of freedom in the game. However, in related methods, because the logical relationship between events and components is edited hierarchically, if a player wants to view all events associated with a certain scene component, or all components associated with a certain event, they need to check the logical relationship level by level. This is not only inefficient but also prone to errors.
[0048] Therefore, this disclosure provides a game logic processing method for scene components to solve the above problems. The method provides a graphical user interface through a terminal device, wherein the terminal device can be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system.
[0049] The following examples, in conjunction with the accompanying drawings, provide specific illustrations of the method for configuring the attributes of game scene components provided in this disclosure.
[0050] Figure 1 is a flowchart illustrating one embodiment of a game logic processing method for scene components provided in this disclosure. As shown in Figure 1, the method includes:
[0051] S101. Display the game editing interface corresponding to the game editing stage in the graphical user interface. The game editing interface includes the game scene to be edited.
[0052] During the game editing stage, players can freely create game scenes in the game. Figure 2 is a schematic diagram of the game editing interface provided in this disclosure. As shown in Figure 2, during the game editing stage, the graphical user interface displays the game editing interface 10, which includes the game scene to be edited.
[0053] The game scene to be edited includes multiple scene components 11, among which at least one target scene component is included. A target scene component is a scene component pre-configured with associated events, which are events generated or received by the target scene component. The scene component is configured to generate corresponding virtual objects during game execution. In essence, the game scene to be edited is composed of multiple scene components, and players can select and edit the arrangement of any scene component within the game scene.
[0054] This can be understood as an associated event being a command signal transmitted between different scene components. By sending and receiving this command signal, the execution of game logic can be controlled. For example, different scene components can be controlled to perform different game behaviors during game execution. Furthermore, different target scene components can be configured with the same associated event, and the same associated event can correspond to different target scene components.
[0055] The generation of events by target scene components refers to the ability of target scene components to generate events under specific conditions. Taking a "door" as an example, once the door is opened, the event "Door is open" will be generated. The reception of events by target scene components can be as follows: for example, a "switch" component can emit a "switch open" event, and the "door" component can receive this event, respond to the "switch open" event, and perform the corresponding "door open" game action. Virtual objects can be virtual objects with visual effects, such as structures, items, environments, mechanisms, creatures, and game characters in the game scene, or they can be virtual objects without visual effects, such as victory areas and event triggering areas.
[0056] S102. Display the first mode editing interface through the graphical user interface.
[0057] Figure 3 is a schematic diagram of the first mode editing interface provided in this disclosure. As shown in Figure 3, the first mode editing interface 20 is displayed on the graphical user interface. The first mode editing interface includes event controls and event-associated object controls.
[0058] The event control is generated based on the first target associated event. In this embodiment, the control is created based on the event name attribute of the first target associated event, and the event name is displayed in the control. In other embodiments, the control can also be created based on other event attributes of the first target associated event, such as the event execution time. The target scene component is pre-configured with associated events. The first target associated event is a selected event from the associated events corresponding to the target scene component, or an event that does not have a corresponding target scene component. For example, it may be an event created through an event creation command, in which case the newly created event does not yet have a related scene component; or it may not be a newly created event, but the related scene component has not yet been set.
[0059] For example, the associated events of the first target scene component 11 in Figure 3 include event 1, event 2 and event 3. "Event 1" is selected from them, and an "Event 1" control is generated and displayed in the first mode editing interface as an event control. The event associated object control is a control generated based on the first target scene component. The first target scene component includes at least one of the following: at least one component in the target scene component that generates the first target associated event, a component that receives the first target associated event, and a scene component that has no association with the first target associated event.
[0060] When the first target scene component is the component that generates the first target associated event, it is entered into the "Sender" component input field in Figure 3; when the first target scene component is the component that receives the first target associated event, it is entered into the "Receiver" component input field in Figure 3. In this embodiment, the first mode editing interface includes a first display area, a second display area, and a third display area. The second display area is located between the first and third display areas. The event control is displayed in the second display area. The first display area displays the control corresponding to the scene component that sends the first target associated event corresponding to the event control, and the second display area displays the control corresponding to the scene component that receives the first target associated event corresponding to the event control. This arrangement clearly shows the event-associated object controls related to the event control, and clearly demonstrates the logical relationship between scene components and events.
[0061] After the event controls and event-related object controls are displayed in the first mode editing interface, players can intuitively view the relationships between them without having to examine the logical relationships step by step. For example, in Figure 3, there are 3 sending components, representing 3 components that can be used to send event 1: switch 1, switch 2, and dialogue; there are 2 receiving components, representing 2 components that can be used to receive event 1: cactus 1 and cactus 2.
[0062] Optionally, when the event-associated object control is the component that generates the first target associated event, the event-associated object control may also display the conditions that trigger the generation of the first target associated event. For example, event 1 is generated when switch 1 is switched to on, event 1 is generated when switch 2 is switched to on, and event 1 is generated when a plot dialogue is triggered. When the event-associated object control is the component that receives the first target associated event, the event-associated object control may also display the action to be performed after receiving the first target associated event. For example, cactus 1 performs "Movement 1" after receiving event 1, and cactus 2 performs "Modify Display" after receiving event 1.
[0063] S103. Respond to the first editing operation and update the event control and / or the event-associated object control according to the first editing operation.
[0064] The aforementioned first-mode editing interface is used to display the relationship between a certain event control and its associated event-related object controls to the player. In this embodiment, it can also respond to a first editing operation and update the event control and / or the event-related object controls according to the first editing operation. The first editing operation can be any operation that can be used to update the event control and / or the event-related object controls in the first-mode editing interface; the implementation form of the first editing operation is not limited here.
[0065] In response to the first editing operation, the events generated by the target scene component or the events received by the target scene component can be updated, and correspondingly, the event-related object controls displayed on the first mode editing interface are also updated (including the sender and / or receiver).
[0066] S104. During the game operation phase, execute game logic based on the first target associated event corresponding to the updated event control and / or the first target scene component corresponding to the updated event associated object control.
[0067] When players edit and update event controls and / or event-associated object controls during the game editing phase, they are actually editing and updating the first target associated event corresponding to the event control and / or the first target scene component corresponding to the updated event-associated object control. In this way, during the game runtime phase, game logic can be executed based on the first target associated event corresponding to the updated event control and / or the first target scene component corresponding to the updated event-associated object control.
[0068] In summary, this disclosure provides a game logic processing method for scene components, which allows players to intuitively view the relationship between a certain event control and its associated event-related object controls on the first mode editing interface. It also facilitates direct modification of the relationship after viewing, thereby improving the player's gaming experience.
[0069] The following examples, in conjunction with Figures 4-6, illustrate various methods for displaying the first mode editing interface.
[0070] As shown in Figure 4, during the game editing phase, in response to the selection operation of the first scene component 111 to be edited in the game scene to be edited, the attribute configuration panel 12 of the first scene component to be edited is displayed in the graphical user interface. Before editing the first scene component 111, the player has pre-created multiple events. At this time, the event entries (e.g., event 1, event 2, event 3) and the first functional control corresponding to these multiple events are displayed in the attribute configuration panel. When an event entry is triggered, the event corresponding to the event entry is associated with the first scene component to be edited, as an associated event of the first scene component to be edited. If the player has not pre-created multiple events before editing the first scene component to be edited, only the first functional control is displayed in the attribute configuration panel. The first functional control can be named "Event Management". For example, the attribute configuration panel 12 includes an event association setting control. By triggering the event association setting control, an event list is displayed, in which event entries and / or the first functional control are displayed. As shown in Figure 4, the event association setting control is displayed as a small icon in the attribute configuration panel 12.
[0071] For example, in Figure 4, the "Event that causes motion to return" has been configured as Event 1, Event 2, and Event 3. Clicking the event association setting control to the right of the text "Event that causes motion to return" in Figure 4 will display Event 1, Event 2, and Event 3, as well as the "Event Management" control, on the property configuration panel. If the "Event that causes motion to return" has not been configured, clicking the event association setting control to the right of the text "Event that causes motion to return" in Figure 4 will only display the "Event Management" control on the property configuration panel.
[0072] In response to the trigger operation of the first functional control, that is, clicking the "Event Management" control, the graphical user interface jumps to display the first mode editing interface as shown in Figure 5. The first mode editing interface displays the event association object control corresponding to the first scene component to be edited. The first mode editing interface also displays preset event controls, which are used to configure the associated events of the first scene component to be edited.
[0073] In response to the associated event configuration operation input through the preset event control, the preset event control in the first mode editing interface is updated and displayed as the first event control. The first event control is a control generated by the second target associated event configured according to the associated event configuration operation. The second target associated event is: an event determined from the associated events corresponding to at least one target scene component, and / or, an event for which there is no corresponding target scene component.
[0074] That is, the second target associated event can be an event that is already associated with a target scene component, and / or, the second target associated event can be an event that is not associated with any target scene component, such as an event newly created according to an event creation instruction. In this embodiment, the event creation instruction is triggered by inputting a name into a preset event control, and that name is used as the event name of the newly created event.
[0075] It should be noted that when displaying the event-associated object control corresponding to the first scene component to be edited, the display of the event-associated object control in the corresponding position needs to be controlled according to the association relationship between the first scene component to be edited and the associated events that need to be configured with it.
[0076] For example, if you want to configure the first scene component to be edited to emit associated events, place the event associated object control corresponding to the first scene component to be edited in the input field of the "Sender" component. If you want to configure the first scene component to be edited to receive associated events, place the event associated object control corresponding to the first scene component to be edited in the input field of the "Receiver" component.
[0077] In this embodiment, the attribute configuration panel 12 of the first scene component to be edited includes a first functional control for setting the events sent by the component and / or a first functional control for setting the events received by the component. When different first functional controls are triggered to jump to the first mode editing interface, the event-associated object control corresponding to the first scene component to be edited will be automatically displayed in the first display area or the third display area depending on whether the first functional control is used to set the events sent or received by the component. For example, if the first scene component to be edited is switch 1, and the first scene component to be edited is configured to receive associated events, then the "switch 1" control will be automatically placed in the "receiver" component input field of the third display area in Figure 5.
[0078] Optionally, during the game editing stage, the system can also respond to event viewing operations triggered by the graphical user interface for the game scene to be edited, and display the first-mode editing interface in the graphical user interface.
[0079] As shown in Figure 6, the graphical user interface (GUI) of the game scene to be edited displays an "Event Management" control. Responding to events viewed through the "Event Management" control, multiple related events are displayed in the GUI, and a first target related event is determined from these events. These multiple related events include at least one related event corresponding to a target scene component, and / or events for which no corresponding target scene component exists. That is, the multiple related events can be events of scene components that have already been configured for association, or events for which no corresponding target scene component exists.
[0080] In other implementations, the "Event Management" control in the graphical user interface (GUI) of the game scene to be edited responds to the event viewing operation input through the "Event Management" control for the game scene to be edited. A new event control is displayed in the GUI, through which a new event can be created and the user is redirected to the first mode editing interface. The first mode editing interface displays the event control corresponding to the newly created event. Since the event is newly created, there are no scene components associated with it; therefore, the first mode editing interface does not include an event-associated object control at this time.
[0081] Once the first target associated event is determined, the graphical user interface can be controlled to display the first mode editing interface based on the first target associated event. The first mode editing interface displays event controls and event associated object controls.
[0082] Referring again to Figure 3, in one embodiment, after displaying the first mode editing interface through the graphical user interface, the relationship between the event control and the event-related object control can also be displayed on the first mode editing interface, so that the player can intuitively obtain the relationship between the event control and the event-related object control.
[0083] Specifically, if the first target scene component is the component that generates the first target associated event, the association relationship includes the first association relationship between the event control and the event associated object control; in the first mode editing interface, a line with an arrow pointing from the event associated object control to the event control is displayed, that is, the line from "sender" to "event 1" in the figure, to indicate the first association relationship.
[0084] If the first target scene component is a component that receives the first target associated event, the association relationship includes a second association relationship between the event control and the event associated object control; in the first mode editing interface, a line with an arrow pointing from the event control to the event associated object control is displayed, that is, the line from "Event 1" to "Sender" in the figure, to indicate the second association relationship.
[0085] In one embodiment, the association between the first target scene component and the first target associated event can also be updated in the first mode editing interface.
[0086] The specific operation may be as follows: responding to the editing operation of the first event-related object control in the event-related object control triggered by the first mode editing interface, establishing the association relationship between the first target scene component and the second target related event, wherein the second target related event is a related event different from the first target related event, and the second target related event is an event determined from the related events corresponding to at least one target scene component or an event for which there is no corresponding target scene component.
[0087] Figure 7 is a second flowchart illustrating a game logic processing method for scene components provided in an embodiment of this disclosure. As shown in Figure 7, responding to an editing operation triggered through the first mode editing interface on a first event-associated object control, establishing an association between a first target scene component and a second target associated event, may include:
[0088] S201. In response to the migration operation of the object control associated with the first event, display information of multiple preset events in the first mode editing interface.
[0089] As shown in Figure 3, a "migration" control is set on the first mode editing interface. In response to the migration operation of the control associated with the first event triggered by the "migration" control, information of multiple preset events is displayed in the first mode editing interface. As shown in Figure 8, in response to the migration operation, information of multiple preset events is displayed in the first mode editing interface.
[0090] Among them, multiple preset events are associated events corresponding to at least one target scene component and / or events for which there is no corresponding target scene component. That is, multiple preset events can be events that have been configured with associated scene components, and / or, multiple preset events can be events that have not yet been configured with associated scene components (which can be established but unconfigured events or newly created events).
[0091] S202. In response to the selected operation, determine the second target associated event from multiple preset events.
[0092] Players can select an event from multiple preset events and designate the selected event as the second target associated event.
[0093] Optionally, as shown in Figure 8, players can also enter filter information for preset events in the filter area to filter out the desired preset event from multiple preset event information, or they can enter search conditions for preset events in the search area to directly obtain the desired preset event.
[0094] S203. Establish the association relationship between the first target scene component and the second target related event.
[0095] After determining the second target-related event from multiple preset events, the association between the first target scene component and the second target-related event can be established.
[0096] It should be noted that establishing the association between the first target scene component and the second target associated event can, for example, cancel the association between the first target scene component and the first target associated event, and update the association between the first target scene component and the first target associated event to the association between the first target scene component and the second target associated event. Since the association between the first target scene component and the first target associated event is canceled, the first event associated object control will not be displayed in the first mode editing interface.
[0097] In another alternative approach, the association between the first target scene component and the first target associated event is updated to the association between the first target scene component and the second target associated event, without canceling the association between the first target scene component and the first target associated event. In this case, since the association between the first target scene component and the first target associated event has not been changed, the first event associated object control is still displayed in the first mode editing interface.
[0098] In one embodiment, the step of S103 responding to a first edit operation and updating the first event control and / or the event-associated object control according to the first edit operation may include:
[0099] In response to a deletion operation triggered through the first mode editing interface targeting the second event-associated object control in the event-associated object control, the association between the first target associated event and the second event-associated object control and the second target scene component corresponding to them is deleted, and the second event-associated object control is de-displayed in the first mode editing interface.
[0100] Specifically, in the first mode editing interface, click and select only one event-associated object control, and use that event control as the second event-associated object control. Clicking the "Delete" control at the bottom of the first mode editing interface is considered as receiving a delete operation from the second event-associated object control, deleting the association between the first target associated event and the second event-associated object control corresponding to the second target scene component, and undisplaying the second event-associated object control in the first mode editing interface.
[0101] Alternatively, in response to a new operation triggered through the first mode editing interface for an event-associated object control, the association between the first target associated event and the third scene component is added, and the third event-associated object control corresponding to the third scene component is added and displayed in the first mode editing interface.
[0102] In response to the triggering operation of the "Add" control at the bottom of the first mode editing interface, a list of all components in the game scene to be edited is displayed in the first mode editing interface. After selecting the third scene component in the list of all components, the association relationship between the first target associated event and the third scene component is added, and a third event associated object control corresponding to the third scene component is added to the first mode editing interface.
[0103] In other implementations, in response to the triggering operation of the "Add" control at the bottom of the first mode editing interface, the system controls the jump from the first mode editing interface to the game scene to be edited, so as to select the third scene component in the game scene to be edited.
[0104] In one embodiment, the event controls displayed in the first mode editing interface can also be edited. Players can click on an event control to edit it, and then respond to the editing operation on the event control to determine the edited event. In this embodiment, responding to the editing operation on the event control is an operation of entering an event name, and the edited event is determined based on the entered event name. In other embodiments, selection can also be made by displaying an event list.
[0105] If the edited event is a related event already configured in multiple scene components, then the first event control in the first mode editing interface will be updated to the second event control, and a fourth event-related object control will be added. The second event control is generated based on the edited event, and the fourth event-related object control is generated based on scene components that are already configured with the edited event as a related event. In other words, the event control and event-related object control displayed in the first mode editing interface will be updated based on the edited event.
[0106] For example, if there is an Event 1 control in the first mode editing interface, and the event control is edited to update the Event 1 control to an Event 2 control, and the Event 2 control corresponds to a certain event, and the event has an associated scene component, then in the first mode editing interface, the original Event 1 control and the event-associated object control corresponding to the scene component associated with Event 1 will be updated and displayed as the Event 2 control and the event-associated object control corresponding to the scene component associated with Event 2.
[0107] In one embodiment, an event label control may also be displayed at the top or any position of the first mode editing interface. The event label control is used to indicate the first target associated event.
[0108] For example, in the current first mode editing interface, if the event control corresponding to the event associated with the first target is named "Event Name 1", then the event label control will be displayed at the top or any position of the first mode editing interface. The event label control is named "Event Name 1". When multiple different event controls and corresponding event-associated object controls are opened in the first mode editing interface, the system can respond to the player's switching operation triggered by the event label control, and switch to display other event controls and other event-associated object controls in the first mode editing interface. This makes it easier and faster for players to view the relationship between different event controls and their corresponding event-associated object controls.
[0109] In one embodiment, step S103, responding to a first editing operation and updating the first event control and / or event-associated object control according to the first editing operation, may include: responding to a scene editing operation targeting a target event-associated object control in the first mode editing interface, and switching the first mode editing interface to display a game editing interface with a scene component corresponding to the target event-associated object control, wherein the target event-associated object control is a control among the event-associated object controls in the first mode editing interface. In this embodiment, the game editing interface with a scene component corresponding to the target event-associated object control includes a game scene to be edited and an attribute interface corresponding to the scene component. The attribute interface includes different attributes, among which the different attributes include an event attribute associated with the first event control.
[0110] In this embodiment, other attributes can be set to change the conditions for issuing associated events or the game behavior executed after receiving such events.
[0111] In the first mode editing interface, each event-associated object control is equipped with a scene jump control (the small arrow on the far right of each event-associated object control). Responding to the scene editing operation triggered by the scene jump control of the target event-associated object control, the game editing interface 10 can be switched on the graphical user interface, as shown in Figure 9. The displayed game editing interface shows the scene component 112 corresponding to the selected target event-associated object control. Furthermore, when switching to the game editing interface, the scene component 112 corresponding to the target event-associated object control flashes, letting the player know which scene component they are jumping to in order to view the game editing interface.
[0112] Optionally, the game editing interface can also display the property configuration panel 13 of the scene component corresponding to the target event associated object control. Players can directly modify the events corresponding to the scene component through the game editing interface. After modification, clicking the "Motion Preview" control will allow players to preview the game behavior that the modified scene component will perform in the game editing interface.
[0113] It should also be noted that in the first mode editing interface 20, in addition to the "Add", "Migrate", "Delete", "View" and "Edit" controls set at the bottom, there can also be controls such as "Save", "Undo", "Restore" and "Event List". Among them, the "Save" control is used to save all the information on the current first mode editing interface, the "Undo" control is used to undo the previous operation, the "Restore" control is used to restore the current first mode editing interface to the previous step, and the "Event List" is used to display all the events in the game scene to be edited.
[0114] This disclosure also provides a method for displaying a scene component and all its associated events, as shown in Figure 10. This disclosure also provides a method for processing game logic of a scene component, providing a graphical user interface through a terminal device. The method includes:
[0115] S10. Display the second mode editing interface.
[0116] Figure 11 is a schematic diagram of the second mode editing interface provided in this disclosure. As shown in Figure 11, the second mode editing interface 30 includes an event-associated object control and an event control.
[0117] Among them, the event-related object control is a control generated based on the target scene component. Taking the target scene component as cactus 1 as an example, the "cactus 1" control is generated and displayed in the second mode editing interface 30. The event control is a control generated based on the target-related event. The target-related event is the related event received by the target scene component and / or the related event emitted by the target scene component. When the target-related event is the related event received by the target scene component, it is filled into the "Events Received by the Component" input field in Figure 10. When the target-related event is the related event emitted by the target scene component, it is filled into the "Events Emitted by the Component" input field in Figure 10.
[0118] For example, in Figure 10, the component receives 3 events, which means that the cactus 1 component can receive 3 events, namely event 1, event 2, and event 3; the component emits 2 events, which means that the cactus 1 component can emit 2 events, namely event 4 and event 5.
[0119] Optionally, as shown in Figure 11, this disclosure supports displaying a list of target associated events corresponding to any event control by clicking on any event control in the second mode editing interface, and displaying all target scene components that emit / receive target associated events in the list.
[0120] In actual gameplay, taking the target-related event as an example of an event emitted by a target scene component, for the same event control, the same target scene component may emit target-related events multiple times, but the triggering conditions for the multiple emits of target-related events may be different. Therefore, in the second mode editing interface, the same target scene component can be displayed multiple times, and the different triggering conditions for the target scene component to emit target-related events multiple times can be displayed. For example, in Figure 11, clicking the "Event 1" control displays a list of target scene components. The target scene component "Switch 1" appears twice in the list, but the conditions for the two "Switch 1" controls to trigger Event 1 are "Press Switch 1" and "Turn on Switch 1", respectively. The conditions for the two "Switch 1" controls to trigger Event 1 are different.
[0121] When the target associated event is an associated event received by the target scene component, the display of the second mode editing interface is similar.
[0122] S20. Respond to the second editing operation and update the event control and / or the event-associated object control according to the second editing operation.
[0123] The aforementioned second-mode editing interface is used to display to the player the relationship between an event-related object control and its associated event controls. In this embodiment, it can also respond to a second editing operation and update the event controls and / or event-related object controls according to the second editing operation. The second editing operation can be any operation that can be used to update the event controls and / or event-related object controls in the second-mode editing interface; the implementation form of the second editing operation is not limited here.
[0124] In response to the second editing operation, the associated events received by the target scene component and / or the associated events emitted by the target scene component can be modified, and correspondingly, the event controls displayed on the second mode editing interface are also modified (including the events received by the component and / or the events emitted by the component).
[0125] S30. During the game operation phase, execute game logic based on the target associated event corresponding to the updated event control and / or the target scene component corresponding to the updated event associated object control.
[0126] When players edit and update event controls and / or event-related object controls during the game editing phase, they are actually editing and updating the target associated events of the event controls and / or the target scene components corresponding to the updated event-related object controls. In this way, during the game runtime phase, game logic can be executed based on the target associated events of the updated event controls and / or the target scene components corresponding to the updated event-related object controls.
[0127] In summary, this disclosure provides a method for intuitively displaying the relationship between an event-associated object control and its associated event controls. Furthermore, players can directly modify the relationship between the event-associated object control and its associated event controls, which helps improve the player's gaming experience.
[0128] In one embodiment, before displaying the second mode editing interface, the first mode editing interface described in the above embodiment can be displayed in the graphical user interface. The first mode editing interface includes at least an event-associated object control. Then, in response to the component viewing operation triggered by the event-associated object control, the second mode editing interface is displayed in the graphical user interface.
[0129] Specifically, this may include: clicking and selecting only one event-associated object control in the first mode editing interface, clicking the "View" control at the bottom of the first mode editing interface, which is regarded as receiving a component viewing operation, jumping to display the second mode editing interface in the graphical user interface, and displaying the selected event-associated object control and all event controls associated with that event-associated object control in the second mode editing interface.
[0130] In one embodiment, if the current page is a second mode editing interface, it can also respond to the viewing operation of the first event control in the event control triggered by the second mode editing interface, jump to display the first mode editing interface in the graphical user interface, and display the first event control and the event associated object control associated with the first event control in the first mode editing interface.
[0131] Specifically, this may include: clicking and selecting only one event control in the second mode editing interface, using that event control as the first event control, clicking the "View" control at the bottom of the second mode editing interface as receiving the view operation of the first event control, jumping to display the first mode editing interface in the graphical user interface, and displaying the selected first event control and all event-related object controls associated with the first event control in the first mode editing interface.
[0132] Through the above embodiments, it is possible to switch between the first mode editing interface and the second mode editing interface, which makes it convenient for players to view the relationship between any event control and its associated event-related object control, as well as the relationship between any event-related object control and its associated event control.
[0133] Optionally, the second-mode editing interface may display a component label control. The component label control is used to generate target scene components that indicate event-associated object controls. It can respond to switching operations triggered by the component label control and switch between displaying other event-associated object controls and other event controls in the second-mode editing interface.
[0134] In one embodiment, the system can also respond to a deletion operation triggered by the second mode editing interface on the second event control in the event control, delete the association relationship between the first associated event corresponding to the target scene component and the second event control, and undisplay the second event control in the second mode editing interface.
[0135] Specifically, this includes: clicking and selecting only one event control in the second mode editing interface, using that event control as the second event control, clicking the "Delete" control at the bottom of the second mode editing interface as receiving a delete operation from the second event control, deleting the association between the target scene component and the first associated event corresponding to the second event control, and undisplaying the second event control in the second mode editing interface.
[0136] In one embodiment, in response to a new operation on the event control triggered through the second mode editing interface, the association between the target scene component and the first event can be increased, and the event control corresponding to the first event can be added to the second mode editing interface.
[0137] Specifically, in response to the triggering operation of the "Add" control at the bottom of the second mode editing interface, a list of all events in the game scene to be edited is displayed in the second mode editing interface. After selecting the first event in the list of all events, the association between the target scene component and the first event is added, and the event control corresponding to the first event is added to the second mode editing interface.
[0138] In one embodiment, in response to an editing operation on a third event control in an event control triggered through a second-mode editing interface, an event editing interface can be displayed in the second-mode editing interface, and the event-associated object control associated with the third event control can be displayed in the event editing interface.
[0139] In the event editing interface, players can view or delete event-associated object controls that are linked to the third event control, making it easier for players to operate.
[0140] In one embodiment, in the second mode editing interface, in response to a selection operation triggered by an event control, game behavior information associated with the target scene component and the target associated event can be displayed on the event-associated object control.
[0141] For example, if the target associated event is an associated event received by the target scene component, when the event associated object control corresponding to the target associated event is clicked, the game behavior information executed by the target scene component after receiving the target associated event is displayed on the event associated object control. For example, if the event associated object control is the cactus 1 control, there are two "switch 1" controls corresponding to the sending component of event 1 on the second mode editing interface, corresponding to "press switch 1" and "turn on switch 1" respectively. When the switch 1 control corresponding to "press switch 1" is clicked, the game behavior that the cactus 1 control will execute after receiving the "press switch 1" event is displayed on the cactus 1 control on the second mode editing interface (execution movement 2 shown in Figure 11). In addition, a connection line will be displayed between the switch 1 control corresponding to "press switch 1" and the cactus 1 control, indicating that the game behavior currently displayed on the cactus 1 control is triggered by event 1 issued by the switch 1 control corresponding to "press switch 1".
[0142] Clicking the "Press Switch 2" control will display the game behavior that the Cactus 1 control will perform after receiving the "Press Switch 2" event.
[0143] Similarly, if the target associated event is an associated event emitted by the target scene component, then the game behavior information executed before the target scene component emitted the target associated event will be displayed on the event associated object control.
[0144] Displaying game behavior information on event-associated object controls helps players intuitively understand the game behavior executed by the target scene component when an event is received or emitted.
[0145] The following will continue to explain the apparatus, device and storage medium for implementing the game logic processing method of the scene component provided in any of the above embodiments of this disclosure. The specific implementation process and the resulting technical effects are the same as those in the corresponding method embodiments. For the sake of brevity, the parts not mentioned in the following embodiments can be referred to the corresponding content in the method embodiments.
[0146] Figure 12 is a schematic diagram of a game logic processing device for a scene component provided in an embodiment of the present disclosure. As shown in Figure 12, a graphical user interface is provided through a terminal device. The device includes:
[0147] The first display module 10 is configured to execute the display of a game editing interface corresponding to the game editing stage in the graphical user interface. The game editing interface includes a game scene to be edited, which includes multiple scene components. Among the multiple scene components, there is at least one target scene component. The target scene component is configured with associated events, which are events generated by the target scene component or events received by the target scene component. The scene component is configured to generate a corresponding virtual object during the game running stage.
[0148] The second display module 20 is configured to display a first mode editing interface through the graphical user interface. The first mode editing interface includes an event control and an event-associated object control. The event control is a control generated based on a first target associated event. The first target associated event is an event determined from associated events corresponding to the at least one target scene component or an event for which no corresponding target scene component exists. The event-associated object control is a control generated based on a first target scene component. The first target scene component is a component among the at least one target scene components that generates the first target associated event and / or receives the first target associated event, or a scene component that has no association with the first target associated event.
[0149] Update module 30 is configured to perform a response to a first editing operation and update the event control and / or the event-associated object control according to the first editing operation;
[0150] Control module 40 is configured to execute game logic during the game running phase based on the first target associated event corresponding to the updated event control and / or the first target scene component corresponding to the updated event associated object control.
[0151] The second display module 20 is further configured to, during the game editing phase, respond to a selection operation on a first scene component to be edited in the game scene to be edited, display an attribute configuration panel of the first scene component to be edited in the graphical user interface, and display a first functional control in the attribute configuration panel; respond to a trigger operation on the first functional control, display an event-associated object control corresponding to the first scene component to be edited, and a preset event control in the first mode editing interface, the preset event control being used to configure associated events for the first scene component to be edited; respond to an associated event configuration operation, update the preset event control in the first mode editing interface to display a first event control, the first event control being a control generated by a second target associated event configured according to the associated event configuration operation, the second target associated event being: an event determined from associated events corresponding to at least one target scene component, and / or, an event for which no corresponding target scene component exists.
[0152] The second display module 20 is also configured to, during the game editing phase, respond to an event viewing operation triggered by the graphical user interface for the game scene to be edited, and display the first mode editing interface in the graphical user interface.
[0153] The second display module 20 is further configured to perform an event viewing operation in response to the game scene to be edited, display multiple associated events in the graphical user interface, and determine the first target associated event from the multiple associated events; wherein, the multiple associated events include: associated events corresponding to the at least one target scene component, and / or, events for which there is no corresponding target scene component; and control the graphical user interface to display the first mode editing interface according to the first target associated event.
[0154] The second display module 20 is also configured to display the association relationship between the event control and the event-associated object control on the first mode editing interface.
[0155] Optionally, if the first target scene component is a component that generates the first target associated event, the association relationship includes: a first association relationship between the event control and the event associated object control; the second display module 20 is further configured to display, in the first mode editing interface, a line connecting the event control to the event control, to indicate the first association relationship.
[0156] Optionally, if the first target scene component is a component that receives the first target associated event, the association relationship includes: a second association relationship between the event control and the event associated object control; the second display module 20 is further configured to display the connection line from the event control to the event associated object control in the first mode editing interface to indicate the second association relationship.
[0157] The update module 30 is also configured to perform an editing operation triggered by the first mode editing interface on the first event-related object control in the event-related object control, and to establish an association relationship between the first target scene component and the second target related event, wherein the second target related event is a related event different from the first target related event, and the second target related event is an event determined from the related events corresponding to the at least one target scene component or an event for which there is no corresponding target scene component.
[0158] The update module 30 is also configured to update the association between the first target scene component and the first target associated event to the association between the first target scene component and the second target associated event.
[0159] The update module 30 is also configured to perform an action to deselect the first event-associated object control in the first mode editing interface.
[0160] The update module 30 is also configured to perform a migration operation in response to the first event-associated object control, display information of multiple preset events in the first mode editing interface; the multiple preset events are associated events corresponding to the at least one target scene component and / or events for which there is no corresponding target scene component; in response to a selection operation, determine the second target associated event from the multiple preset events; and establish an association between the first target scene component and the second target associated event.
[0161] The update module 30 is also configured to perform a deletion operation on the second event-associated object control in the event-associated object control triggered by the first mode editing interface, delete the association between the first target associated event and the second target scene component corresponding to the second event-associated object control, and undisplay the second event-associated object control in the first mode editing interface.
[0162] The update module 30 is also configured to perform a new operation on the event-associated object control triggered by the first mode editing interface, add the association between the first target associated event and the third scene component, and add a third event-associated object control corresponding to the third scene component to be displayed in the first mode editing interface.
[0163] The update module 30 is also configured to perform an editing operation on the event control triggered by the first mode editing interface, and determine the edited event; if the edited event is an associated event already configured in the at least one target scene component, then the event control in the first mode editing interface is updated to a second event control, and a fourth event associated object control is added, wherein the second event control is a control generated based on the edited event, and the fourth event associated object control is a control generated based on the scene component already configured with the scene component associated with the edited event in the at least one target scene component.
[0164] The second display module 20 is also configured to display an event label control in the first mode editing interface, the event label control being used to indicate the first target associated event.
[0165] The second display module 20 is also configured to perform a switching operation triggered by the event label control in response to switch the display of other event controls and other event-related object controls in the first mode editing interface.
[0166] The update module 30 is also configured to perform a scene editing operation in response to a target event-associated object control in the first mode editing interface, and switch the first mode editing interface to a game editing interface with scene components corresponding to the target event-associated object control, wherein the target event-associated object control is a control in the event-associated object control in the first mode editing interface.
[0167] Figure 13 is a second schematic diagram of a game logic processing device for a scene component provided in an embodiment of this disclosure. As shown in Figure 13, the device includes:
[0168] The third display module 50 is configured to display a second mode editing interface, which includes the event-associated object control and the event control. The event-associated object control is a control generated based on the target scene component, and the event control is a control generated based on the target associated event. The target associated event is an associated event received by the target scene component and / or an associated event emitted by the target scene component.
[0169] The response module 60 is configured to perform a second editing operation in response to update the event control and / or the event-associated object control according to the second editing operation.
[0170] The execution module 70 is configured to execute game logic during the game running phase, based on the target associated event corresponding to the updated event control and / or the target scene component corresponding to the updated event associated object control.
[0171] The third display module 50 is also configured to display a first mode editing interface in a graphical user interface, the first mode editing interface including at least: an event-associated object control; and to jump to display a second mode editing interface in the graphical user interface in response to a component viewing operation triggered by the event-associated object control.
[0172] The third display module 50 is also configured to perform a viewing operation on the first event control in the event control triggered by the second mode editing interface, jump to display the first mode editing interface in the graphical user interface, and display the first event control and the event associated object control associated with the first event control in the first mode editing interface.
[0173] The third display module 50 is also configured to perform a deletion operation on the second event control in the event control triggered by the second mode editing interface, delete the association between the target scene component and the first associated event corresponding to the second event control, and undisplay the second event control in the second mode editing interface.
[0174] The third display module 50 is also configured to perform an editing operation on the third event control in the event control triggered by the second mode editing interface, display the event editing interface in the second mode editing interface, and display the event-associated object control associated with the third event control in the event editing interface.
[0175] The third display module 50 is also configured to perform a new operation on the event control that should be triggered through the second mode editing interface, to add the association between the target scene component and the first event, and to add and display the event control corresponding to the first event in the second mode editing interface.
[0176] The third display module 50 is also configured to perform a response to a selection operation triggered by the event control, and to display game behavior information associated with the target scene component and the target associated event on the event-associated object control.
[0177] The third display module 50 is also configured to display game behavior information executed by the target scene component after receiving the target associated event on the event associated object control if the target associated event is an associated event received by the target scene component.
[0178] The third display module 50 is also configured to display game behavior information executed before the target scene component issued the target associated event on the event associated object control if the target associated event is an associated event issued by the target scene component.
[0179] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.
[0180] These 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). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).
[0181] Figure 14 is a schematic diagram of the structure 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 with each other through the bus.
[0182] The storage medium stores program instructions that can be executed by the processor. When the electronic device is running, the processor executes the program instructions, and the methods for doing so include:
[0183] The graphical user interface displays the game editing interface corresponding to the game editing stage. The game editing interface includes a game scene to be edited, which includes multiple scene components. Among the multiple scene components, there is at least one target scene component. The target scene component is configured with associated events. The associated events are events generated by the target scene component or events received by the target scene component. The scene component is configured to generate corresponding virtual objects during the game running stage.
[0184] The graphical user interface displays a first mode editing interface, which includes an event control and an event-associated object control. The event control is generated based on a first target associated event, which is an event determined from associated events corresponding to the at least one target scene component or an event for which no corresponding target scene component exists. The event-associated object control is generated based on a first target scene component, which includes at least one of the following: a component that generates the first target associated event, a component that receives the first target associated event, and a scene component that has no association with the first target associated event.
[0185] In response to the first edit operation, update the event control and / or the event-associated object control according to the first edit operation;
[0186] During the game execution phase, game logic is executed based on the first target associated event corresponding to the updated event control and / or the first target scene component corresponding to the updated event associated object control.
[0187] Optionally, the method further includes:
[0188] During the game editing phase, in response to a selection operation on a first scene component to be edited in the game scene to be edited, an attribute configuration panel of the first scene component to be edited is displayed in the graphical user interface, and a first functional control is displayed in the attribute configuration panel;
[0189] In response to the trigger operation of the first functional control, the event association object control corresponding to the first scene component to be edited and the preset event control are displayed in the first mode editing interface. The preset event control is used to configure the associated events of the first scene component to be edited.
[0190] In response to the associated event configuration operation, the preset event control in the first mode editing interface is updated and displayed as a first event control. The first event control is a control generated by a second target associated event configured according to the associated event configuration operation. The second target associated event is: an event determined from the associated events corresponding to the at least one target scene component, and / or an event that does not have a corresponding target scene component.
[0191] Optionally, displaying the first mode editing interface through the graphical user interface includes:
[0192] During the game editing phase, in response to an event viewing operation triggered by the graphical user interface for the game scene to be edited, the first mode editing interface is displayed in the graphical user interface.
[0193] Optionally, the response is an event viewing operation triggered by the graphical user interface for the game scene to be edited, displaying the first mode editing interface in the graphical user interface, including:
[0194] In response to an event viewing operation for the game scene to be edited, multiple related events are displayed in the graphical user interface, and the first target related event is determined from the multiple related events; wherein, the multiple related events include: related events corresponding to the at least one target scene component, and / or, events for which there is no corresponding target scene component;
[0195] Based on the first target-related event, control the graphical user interface to display the first mode editing interface.
[0196] Optionally, after displaying the first mode editing interface through the graphical user interface, the method further includes:
[0197] The association between the event control and the event-associated object control is displayed on the first mode editing interface.
[0198] Optionally, if the first target scene component is a component that generates the first target associated event, the association relationship includes: a first association relationship between the event control and the event associated object control;
[0199] The step of displaying the association relationship between the event control and the event-associated object control on the first mode editing interface includes:
[0200] The first mode editing interface displays a line connecting the event-associated object control to the event control to indicate the first association relationship.
[0201] Optionally, if the first target scene component is a component that receives the first target associated event, the association relationship includes: a second association relationship between the event control and the event associated object control;
[0202] The step of displaying the association relationship between the event control and the event-associated object control on the first mode editing interface includes:
[0203] The connection line from the event control to the event-associated object control is displayed in the first mode editing interface to indicate the second association relationship.
[0204] Optionally, the method further includes:
[0205] In response to an editing operation triggered by the first mode editing interface on the first event association object control, an association relationship is established between the first target scene component and the second target associated event. The second target associated event is an associated event different from the first target associated event. The second target associated event is an event determined from the associated events corresponding to the at least one target scene component or an event for which there is no corresponding target scene component.
[0206] Optionally, establishing the association between the first target scene component and the second target related event includes:
[0207] Update the association relationship between the first target scene component and the first target associated event to the association relationship between the first target scene component and the second target associated event.
[0208] Optionally, the method further includes:
[0209] In the first mode editing interface, the control associated with the first event is disabled.
[0210] Optionally, the response establishes the association between the first target scene component and the second target associated event through an editing operation on the first event-associated object control triggered by the first mode editing interface, including:
[0211] In response to a migration operation of the control associated with the first event, information on multiple preset events is displayed in the first mode editing interface; the multiple preset events are associated events corresponding to the at least one target scene component and / or events where no corresponding target scene component exists;
[0212] In response to the selected operation, the second target associated event is determined from the plurality of preset events;
[0213] Establish the association between the first target scene component and the second target associated event.
[0214] Optionally, responding to the first edit operation and updating the first event control and / or the event-associated object control according to the first edit operation includes:
[0215] In response to a deletion operation triggered through the first mode editing interface targeting the second event-associated object control in the event-associated object control, the association between the first target associated event and the second target scene component corresponding to the second event-associated object control is deleted, and the second event-associated object control is undisplayed in the first mode editing interface.
[0216] Optionally, responding to the first edit operation and updating the first event control and / or the event-associated object control according to the first edit operation includes:
[0217] In response to a new operation triggered through the first mode editing interface for the event-associated object control, the association between the first target associated event and the third scene component is increased, and a third event-associated object control corresponding to the third scene component is added and displayed in the first mode editing interface.
[0218] Optionally, the method further includes:
[0219] In response to an editing operation on the event control triggered through the first mode editing interface, determine the edited event;
[0220] If the edited event is an associated event already configured in at least one target scene component, then the event control in the first mode editing interface is updated to a second event control, and a fourth event associated object control is added. The second event control is a control generated based on the edited event, and the fourth event associated object control is a control generated based on the scene component already configured with the edited event in at least one target scene component.
[0221] Optionally, the method further includes:
[0222] The first mode editing interface also displays an event label control, which is used to indicate the event associated with the first target.
[0223] Optionally, the method further includes:
[0224] In response to a switching operation triggered by the event label control, other event controls and other event-related object controls are switched to be displayed in the first mode editing interface.
[0225] Optionally, responding to the first edit operation and updating the first event control and / or the event-associated object control according to the first edit operation includes:
[0226] In response to a scene editing operation on a target event-associated object control in the first mode editing interface, the first mode editing interface is switched to a game editing interface with scene components corresponding to the target event-associated object control, wherein the target event-associated object control is a control in the event-associated object control in the first mode editing interface.
[0227] Optionally, a graphical user interface is provided via a terminal device, the method comprising:
[0228] The second mode editing interface is displayed. The second mode editing interface includes: the event association object control and the event control, wherein the event association object control is a control generated based on the target scene component, the event control is a control generated based on the target associated event, and the target associated event is the associated event received by the target scene component and / or the associated event emitted by the target scene component;
[0229] In response to the second editing operation, update the event control and / or the event-associated object control according to the second editing operation;
[0230] During the game execution phase, game logic is executed based on the target associated event corresponding to the updated event control and / or the target scene component corresponding to the updated event associated object control.
[0231] Optionally, before displaying the second mode editing interface, the method further includes:
[0232] A first mode editing interface is displayed in a graphical user interface, the first mode editing interface including at least: an event-associated object control;
[0233] In response to a component viewing operation triggered by the event-associated object control, the second mode editing interface is displayed in the graphical user interface.
[0234] Optionally, the method further includes:
[0235] In response to a viewing operation of the first event control triggered through the second mode editing interface, the graphical user interface jumps to display the first mode editing interface, and displays the first event control and the event-associated object control associated with the first event control in the first mode editing interface.
[0236] Optionally, the method further includes:
[0237] In response to a deletion operation triggered through the second mode editing interface for the second event control in the event control, the association between the target scene component and the first associated event corresponding to the second event control is deleted, and the second event control is undisplayed in the second mode editing interface.
[0238] Optionally, the method further includes:
[0239] In response to an editing operation on the third event control in the event controls triggered through the second mode editing interface, an event editing interface is displayed in the second mode editing interface, and the event-associated object control associated with the third event control is displayed in the event editing interface.
[0240] Optionally, the method further includes:
[0241] In response to a new operation on the event control triggered through the second mode editing interface, the association between the target scene component and the first event is added, and the event control corresponding to the first event is added and displayed in the second mode editing interface.
[0242] Optionally, the method further includes:
[0243] In response to a selection operation triggered by the event control, game behavior information associated with the target scene component and the target associated event is displayed on the event-associated object control.
[0244] Optionally, displaying the game behavior information associated with the target scene component and the target associated event on the event-associated object control includes:
[0245] If the target associated event is an associated event received by the target scene component, then the game behavior information executed by the target scene component after receiving the target associated event is displayed on the event associated object control.
[0246] Optionally, displaying the game behavior information associated with the target scene component and the target associated event on the event-associated object control includes:
[0247] If the target associated event is an associated event emitted by the target scene component, then the game behavior information executed before the target scene component emitted the target associated event is displayed on the event associated object control.
[0248] This disclosure also provides a computer-readable storage medium storing a computer program, the computer program being executed by a processor to implement a method comprising:
[0249] The graphical user interface displays the game editing interface corresponding to the game editing stage. The game editing interface includes a game scene to be edited, which includes multiple scene components. Among the multiple scene components, there is at least one target scene component. The target scene component is configured with associated events. The associated events are events generated by the target scene component or events received by the target scene component. The scene component is configured to generate corresponding virtual objects during the game running stage.
[0250] The graphical user interface displays a first mode editing interface, which includes an event control and an event-associated object control. The event control is generated based on a first target associated event, which is an event determined from associated events corresponding to the at least one target scene component or an event for which no corresponding target scene component exists. The event-associated object control is generated based on a first target scene component, which includes at least one of the following: a component that generates the first target associated event, a component that receives the first target associated event, and a scene component that has no association with the first target associated event.
[0251] In response to the first edit operation, update the event control and / or the event-associated object control according to the first edit operation;
[0252] During the game execution phase, game logic is executed based on the first target associated event corresponding to the updated event control and / or the first target scene component corresponding to the updated event associated object control.
[0253] Optionally, the method further includes:
[0254] During the game editing phase, in response to a selection operation on a first scene component to be edited in the game scene to be edited, an attribute configuration panel of the first scene component to be edited is displayed in the graphical user interface, and a first functional control is displayed in the attribute configuration panel;
[0255] In response to the trigger operation of the first functional control, the event association object control corresponding to the first scene component to be edited and the preset event control are displayed in the first mode editing interface. The preset event control is used to configure the associated events of the first scene component to be edited.
[0256] In response to the associated event configuration operation, the preset event control in the first mode editing interface is updated and displayed as a first event control. The first event control is a control generated by a second target associated event configured according to the associated event configuration operation. The second target associated event is: an event determined from the associated events corresponding to the at least one target scene component, and / or an event that does not have a corresponding target scene component.
[0257] Optionally, displaying the first mode editing interface through the graphical user interface includes:
[0258] During the game editing phase, in response to an event viewing operation triggered by the graphical user interface for the game scene to be edited, the first mode editing interface is displayed in the graphical user interface.
[0259] Optionally, the response is an event viewing operation triggered by the graphical user interface for the game scene to be edited, displaying the first mode editing interface in the graphical user interface, including:
[0260] In response to an event viewing operation for the game scene to be edited, multiple related events are displayed in the graphical user interface, and the first target related event is determined from the multiple related events; wherein, the multiple related events include: related events corresponding to the at least one target scene component, and / or, events for which there is no corresponding target scene component;
[0261] Based on the first target-related event, control the graphical user interface to display the first mode editing interface.
[0262] Optionally, after displaying the first mode editing interface through the graphical user interface, the method further includes:
[0263] The association between the event control and the event-associated object control is displayed on the first mode editing interface.
[0264] Optionally, if the first target scene component is a component that generates the first target associated event, the association relationship includes: a first association relationship between the event control and the event associated object control;
[0265] The step of displaying the association relationship between the event control and the event-associated object control on the first mode editing interface includes:
[0266] The first mode editing interface displays a line connecting the event-associated object control to the event control to indicate the first association relationship.
[0267] Optionally, if the first target scene component is a component that receives the first target associated event, the association relationship includes: a second association relationship between the event control and the event associated object control;
[0268] The step of displaying the association relationship between the event control and the event-associated object control on the first mode editing interface includes:
[0269] The connection line from the event control to the event-associated object control is displayed in the first mode editing interface to indicate the second association relationship.
[0270] Optionally, the method further includes:
[0271] In response to an editing operation triggered by the first mode editing interface on the first event association object control, an association relationship is established between the first target scene component and the second target associated event. The second target associated event is an associated event different from the first target associated event. The second target associated event is an event determined from the associated events corresponding to the at least one target scene component or an event for which there is no corresponding target scene component.
[0272] Optionally, establishing the association between the first target scene component and the second target related event includes:
[0273] Update the association relationship between the first target scene component and the first target associated event to the association relationship between the first target scene component and the second target associated event.
[0274] Optionally, the method further includes:
[0275] In the first mode editing interface, the control associated with the first event is disabled.
[0276] Optionally, the response establishes the association between the first target scene component and the second target associated event through an editing operation on the first event-associated object control triggered by the first mode editing interface, including:
[0277] In response to a migration operation of the control associated with the first event, information on multiple preset events is displayed in the first mode editing interface; the multiple preset events are associated events corresponding to the at least one target scene component and / or events where no corresponding target scene component exists;
[0278] In response to the selected operation, the second target associated event is determined from the plurality of preset events;
[0279] Establish the association between the first target scene component and the second target associated event.
[0280] Optionally, responding to the first edit operation and updating the first event control and / or the event-associated object control according to the first edit operation includes:
[0281] In response to a deletion operation triggered through the first mode editing interface targeting the second event-associated object control in the event-associated object control, the association between the first target associated event and the second target scene component corresponding to the second event-associated object control is deleted, and the second event-associated object control is undisplayed in the first mode editing interface.
[0282] Optionally, responding to the first edit operation and updating the first event control and / or the event-associated object control according to the first edit operation includes:
[0283] In response to a new operation triggered through the first mode editing interface for the event-associated object control, the association between the first target associated event and the third scene component is increased, and a third event-associated object control corresponding to the third scene component is added and displayed in the first mode editing interface.
[0284] Optionally, the method further includes:
[0285] In response to an editing operation on the event control triggered through the first mode editing interface, determine the edited event;
[0286] If the edited event is an associated event already configured in at least one target scene component, then the event control in the first mode editing interface is updated to a second event control, and a fourth event associated object control is added. The second event control is a control generated based on the edited event, and the fourth event associated object control is a control generated based on the scene component already configured with the edited event in at least one target scene component.
[0287] Optionally, the method further includes:
[0288] The first mode editing interface also displays an event label control, which is used to indicate the event associated with the first target.
[0289] Optionally, the method further includes:
[0290] In response to a switching operation triggered by the event label control, other event controls and other event-related object controls are switched to be displayed in the first mode editing interface.
[0291] Optionally, responding to the first edit operation and updating the first event control and / or the event-associated object control according to the first edit operation includes:
[0292] In response to a scene editing operation on a target event-associated object control in the first mode editing interface, the first mode editing interface is switched to a game editing interface with scene components corresponding to the target event-associated object control, wherein the target event-associated object control is a control in the event-associated object control in the first mode editing interface.
[0293] Optionally, a graphical user interface is provided via a terminal device, the method comprising:
[0294] The second mode editing interface is displayed. The second mode editing interface includes: the event association object control and the event control, wherein the event association object control is a control generated based on the target scene component, the event control is a control generated based on the target associated event, and the target associated event is the associated event received by the target scene component and / or the associated event emitted by the target scene component;
[0295] In response to the second editing operation, update the event control and / or the event-associated object control according to the second editing operation;
[0296] During the game execution phase, game logic is executed based on the target associated event corresponding to the updated event control and / or the target scene component corresponding to the updated event associated object control.
[0297] Optionally, before displaying the second mode editing interface, the method further includes:
[0298] A first mode editing interface is displayed in a graphical user interface, the first mode editing interface including at least: an event-associated object control;
[0299] In response to a component viewing operation triggered by the event-associated object control, the second mode editing interface is displayed in the graphical user interface.
[0300] Optionally, the method further includes:
[0301] In response to a viewing operation of the first event control triggered through the second mode editing interface, the graphical user interface jumps to display the first mode editing interface, and displays the first event control and the event-associated object control associated with the first event control in the first mode editing interface.
[0302] Optionally, the method further includes:
[0303] In response to a deletion operation triggered through the second mode editing interface for the second event control in the event control, the association between the target scene component and the first associated event corresponding to the second event control is deleted, and the second event control is undisplayed in the second mode editing interface.
[0304] Optionally, the method further includes:
[0305] In response to an editing operation on the third event control in the event controls triggered through the second mode editing interface, an event editing interface is displayed in the second mode editing interface, and the event-associated object control associated with the third event control is displayed in the event editing interface.
[0306] Optionally, the method further includes:
[0307] In response to a new operation on the event control triggered through the second mode editing interface, the association between the target scene component and the first event is added, and the event control corresponding to the first event is added and displayed in the second mode editing interface.
[0308] Optionally, the method further includes:
[0309] In response to a selection operation triggered by the event control, game behavior information associated with the target scene component and the target associated event is displayed on the event-associated object control.
[0310] Optionally, displaying the game behavior information associated with the target scene component and the target associated event on the event-associated object control includes:
[0311] If the target associated event is an associated event received by the target scene component, then the game behavior information executed by the target scene component after receiving the target associated event is displayed on the event associated object control.
[0312] Optionally, displaying the game behavior information associated with the target scene component and the target associated event on the event-associated object control includes:
[0313] If the target associated event is an associated event emitted by the target scene component, then the game behavior information executed before the target scene component emitted the target associated event is displayed on the event associated object control.
[0314] In the several embodiments provided in this disclosure, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.
[0315] The units described as separate components may or may not be physically separate. 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 the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0316] Furthermore, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in a combination of hardware and software functional units.
[0317] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute some steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0318] The above are merely specific embodiments of this disclosure, but the scope of protection of this disclosure is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this disclosure should be included within the scope of protection of this disclosure. Therefore, the scope of protection of this disclosure should be determined by the scope of the claims.
Claims
1. A method for processing game logic of scene components, providing a graphical user interface through a terminal device, the method comprising: The graphical user interface displays the game editing interface corresponding to the game editing stage. The game editing interface includes a game scene to be edited, which includes multiple scene components. Among the multiple scene components, there is at least one target scene component. The target scene component is configured with associated events. The associated events are events generated by the target scene component or events received by the target scene component. The scene component is configured to generate corresponding virtual objects during the game running stage. The graphical user interface displays a first mode editing interface, which includes an event control and an event-associated object control. The event control is generated based on a first target associated event, which is an event determined from associated events corresponding to the at least one target scene component or an event for which no corresponding target scene component exists. The event-associated object control is generated based on a first target scene component, which includes at least one of the following: a component that generates the first target associated event, a component that receives the first target associated event, and a scene component that has no association with the first target associated event. In response to the first edit operation, update the event control and / or the event-associated object control according to the first edit operation; During the game execution phase, game logic is executed based on the first target associated event corresponding to the updated event control and / or the first target scene component corresponding to the updated event associated object control.
2. The method according to claim 1, wherein, The method further includes: During the game editing phase, in response to a selection operation on a first scene component to be edited in the game scene to be edited, an attribute configuration panel of the first scene component to be edited is displayed in the graphical user interface, and a first functional control is displayed in the attribute configuration panel; In response to the trigger operation of the first functional control, the event association object control corresponding to the first scene component to be edited and the preset event control are displayed in the first mode editing interface. The preset event control is used to configure the associated events of the first scene component to be edited. In response to the associated event configuration operation, the preset event control in the first mode editing interface is updated and displayed as a first event control. The first event control is a control generated by a second target associated event configured according to the associated event configuration operation. The second target associated event is: an event determined from the associated events corresponding to the at least one target scene component, and / or an event that does not have a corresponding target scene component.
3. The method according to claim 1, wherein, The step of displaying the first mode editing interface through the graphical user interface includes: During the game editing phase, in response to an event viewing operation triggered by the graphical user interface for the game scene to be edited, the first mode editing interface is displayed in the graphical user interface.
4. The method according to claim 3, wherein, The response is an event viewing operation triggered by the graphical user interface for the game scene to be edited, displaying the first mode editing interface in the graphical user interface, including: In response to an event viewing operation for the game scene to be edited, multiple related events are displayed in the graphical user interface, and the first target related event is determined from the multiple related events; wherein, the multiple related events include: related events corresponding to the at least one target scene component, and / or, events for which there is no corresponding target scene component; Based on the first target-related event, control the graphical user interface to display the first mode editing interface.
5. The method according to claim 1, wherein, After displaying the first mode editing interface through the graphical user interface, the method further includes: The association between the event control and the event-associated object control is displayed on the first mode editing interface.
6. The method according to claim 5, wherein, If the first target scene component is the component that generates the first target associated event, the association relationship includes: a first association relationship between the event control and the event associated object control; The step of displaying the association relationship between the event control and the event-associated object control on the first mode editing interface includes: The first mode editing interface displays a line connecting the event-associated object control to the event control to indicate the first association relationship.
7. The method according to claim 5, wherein, If the first target scene component is a component that receives the first target associated event, the association relationship includes: a second association relationship between the event control and the event associated object control; The step of displaying the association relationship between the event control and the event-associated object control on the first mode editing interface includes: The first mode editing interface displays a line connecting the event control to the event-associated object control to indicate the second association relationship.
8. The method according to claim 5, wherein, The method further includes: In response to an editing operation triggered by the first mode editing interface on the first event association object control, an association relationship is established between the first target scene component and the second target associated event. The second target associated event is an associated event different from the first target associated event. The second target associated event is an event determined from the associated events corresponding to the at least one target scene component or an event for which there is no corresponding target scene component.
9. The method according to claim 8, wherein, The step of establishing the association between the first target scene component and the second target related event includes: Update the association relationship between the first target scene component and the first target associated event to the association relationship between the first target scene component and the second target associated event.
10. The method according to claim 9, wherein, The method further includes: In the first mode editing interface, the control associated with the first event is disabled.
11. The method according to claim 8, wherein, The response, triggered by the first mode editing interface, involves an editing operation on the first event-related object control within the event-related object control, establishing an association between the first target scene component and the second target related event, including: In response to a migration operation of the control associated with the first event, information on multiple preset events is displayed in the first mode editing interface; the multiple preset events are associated events corresponding to the at least one target scene component and / or events where no corresponding target scene component exists; In response to the selected operation, the second target associated event is determined from the plurality of preset events; Establish the association between the first target scene component and the second target associated event.
12. The method according to claim 1, wherein, The response to the first edit operation, updating the event control and / or the event-associated object control according to the first edit operation, includes: In response to a deletion operation triggered through the first mode editing interface targeting the second event-associated object control in the event-associated object control, the association between the first target associated event and the second target scene component corresponding to the second event-associated object control is deleted, and the second event-associated object control is undisplayed in the first mode editing interface.
13. The method according to claim 1, wherein, The response to the first edit operation, updating the event control and / or the event-associated object control according to the first edit operation, includes: In response to a new operation triggered through the first mode editing interface for the event-associated object control, the association between the first target associated event and the third scene component is increased, and a third event-associated object control corresponding to the third scene component is added and displayed in the first mode editing interface.
14. The method according to claim 1, wherein, The method further includes: In response to an editing operation on the event control triggered through the first mode editing interface, determine the edited event; If the edited event is an associated event already configured in at least one target scene component, then the event control in the first mode editing interface is updated to a second event control, and a fourth event associated object control is added. The second event control is a control generated based on the edited event, and the fourth event associated object control is a control generated based on the scene component already configured with the edited event in at least one target scene component.
15. The method according to claim 1, wherein, The method further includes: The first mode editing interface also displays an event label control, which is used to indicate the event associated with the first target.
16. The method according to claim 15, wherein, The method further includes: In response to a switching operation triggered by the event label control, other event controls and other event-related object controls are switched to be displayed in the first mode editing interface.
17. The method according to claim 1, wherein, The response to the first edit operation, updating the event control and / or the event-associated object control according to the first edit operation, includes: In response to a scene editing operation on a target event-associated object control in the first mode editing interface, the first mode editing interface is switched to a game editing interface with scene components corresponding to the target event-associated object control, wherein the target event-associated object control is a control in the event-associated object control in the first mode editing interface.
18. A method for processing game logic in a scene component, wherein, The method of providing a graphical user interface via a terminal device includes: The second mode editing interface is displayed. The second mode editing interface includes an event association object control and an event control. The event association object control is a control generated based on the target scene component, and the event control is a control generated based on the target associated event. The target associated event is the associated event received by the target scene component and / or the associated event emitted by the target scene component. In response to the second editing operation, update the event control and / or the event-associated object control according to the second editing operation; During the game execution phase, game logic is executed based on the target associated event corresponding to the updated event control and / or the target scene component corresponding to the updated event associated object control.
19. The method according to claim 18, wherein, Before displaying the second mode editing interface, the method further includes: A first mode editing interface is displayed in a graphical user interface, the first mode editing interface including at least: an event-associated object control; In response to a component viewing operation triggered by the event-associated object control, the second mode editing interface is displayed in the graphical user interface.
20. The method according to claim 18, wherein, The method further includes: In response to a viewing operation of the first event control triggered through the second mode editing interface, the graphical user interface jumps to display the first mode editing interface, and displays the first event control and the event-associated object control associated with the first event control in the first mode editing interface.
21. The method according to claim 18, wherein, The method further includes: In response to a deletion operation triggered through the second mode editing interface for the second event control in the event control, the association between the target scene component and the first associated event corresponding to the second event control is deleted, and the second event control is undisplayed in the second mode editing interface.
22. The method according to claim 18, wherein, The method further includes: In response to an editing operation on the third event control in the event controls triggered through the second mode editing interface, an event editing interface is displayed in the second mode editing interface, and the event-associated object control associated with the third event control is displayed in the event editing interface.
23. The method according to claim 18, wherein, The method further includes: In response to a new operation on the event control triggered through the second mode editing interface, the association between the target scene component and the first event is added, and the event control corresponding to the first event is added and displayed in the second mode editing interface.
24. The method according to claim 18, wherein, The method further includes: In response to a selection operation triggered by the event control, game behavior information associated with the target scene component and the target associated event is displayed on the event-associated object control.
25. The method according to claim 24, wherein, The step of displaying the game behavior information associated with the target scene component and the target associated event on the event-associated object control includes: If the target associated event is an associated event received by the target scene component, then the game behavior information executed by the target scene component after receiving the target associated event is displayed on the event associated object control.
26. The method according to claim 24, wherein, The step of displaying the game behavior information associated with the target scene component and the target associated event on the event-associated object control includes: If the target associated event is an associated event emitted by the target scene component, then the game behavior information executed before the target scene component emitted the target associated event is displayed on the event associated object control.
27. A game logic processing device for scene components, providing a graphical user interface via a terminal device, the device comprising: The first display module is configured to execute the display of the game editing interface corresponding to the game editing stage in the graphical user interface. The game editing interface includes a game scene to be edited, which includes multiple scene components. Among the multiple scene components, there is at least one target scene component. The target scene component is configured with associated events, which are events generated by the target scene component or events received by the target scene component. The scene component is configured to generate corresponding virtual objects during the game running stage. The second display module is configured to display a first mode editing interface through the graphical user interface. The first mode editing interface includes an event control and an event-associated object control. The event control is a control generated based on a first target associated event. The first target associated event is an event determined from associated events corresponding to the at least one target scene component or an event for which no corresponding target scene component exists. The event-associated object control is a control generated based on a first target scene component. The first target scene component is a component among the at least one target scene components that generates the first target associated event and / or receives the first target associated event, or a scene component that has no association with the first target associated event. The update module is configured to perform a response to a first edit operation and update the event control and / or the event-associated object control according to the first edit operation; The control module is configured to execute game logic during the game running phase based on the first target associated event corresponding to the updated event control and / or the first target scene component corresponding to the updated event associated object control.
28. An electronic device, comprising: The device includes a processor, a storage medium, and a bus. 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 game logic processing method for the scene component as described in any one of claims 1 to 26.
29. A readable storage medium storing a computer program, the computer program being executed by a processor to implement the game logic processing method for a scene component according to any one of claims 1 to 26.
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