Game editing method, game editing apparatus, program product, and electronic device
By setting target tags and interaction conditions for virtual characters, the problem of existing game editors being unable to edit item pickup logic has been solved, enabling the editing of item pickup logic for virtual characters and enhancing the diversity of game scenes and gameplay.
Patent Information
- Application Number
- PCT/CN2025/086411
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-05-22
- Filing Date
- 2025-03-31
- Publication Date
- 2025-11-27
AI Technical Summary
Existing game editors only support editing a limited amount of game information and cannot edit the item pickup logic of virtual characters, which limits the types of game scenes and gameplay.
By setting a target tag as the first attribute for the target virtual character in the game editing scene, and controlling the picking of the target virtual object when the interaction conditions are met, the logic for picking up items can be edited.
It enables flexible editing of the item pickup logic for virtual characters, breaking through the limitations of preset virtual items, increasing the diversity of game scenes and the richness of gameplay, and improving editing efficiency.
Smart Images

Figure CN2025086411_27112025_PF_FP_ABST
Abstract
Description
Game editing method, game editing apparatus, program product, and electronic device
[0001] Cross-reference to Related Applications
[0002] This application claims priority to Chinese Patent Application No. 202410646692.0, filed May 22, 2024, entitled “Game editing method, game editing apparatus, program product, and electronic device,” the entire contents of which are incorporated herein by reference. TECHNICAL FIELD
[0003] The present disclosure relates to the field of computer and game technology, and in particular, to a game editing method, a game editing apparatus, a computer program product, and an electronic device. BACKGROUND
[0004] With the development of computer technology, the content and function of games are becoming more and more rich. Some games provide editor functions, such as UGC (User Generated Content) editors, etc., and users can customize and edit game scenes by using the editors, thereby meeting diverse needs.
[0005] However, the current game editors only support editing a small amount of game information. For example, users can usually only add and place virtual scene components in a game scene, and cannot edit the item pickup logic of virtual characters. This limits the types of game scenes and gameplay. SUMMARY
[0006] The present disclosure provides a game editing method, a game editing apparatus, a computer program product, and an electronic device to at least partially solve the problem that the current game editors only support editing a small amount of game information.
[0007] According to a first aspect of the present disclosure, a game editing method is provided, the method comprising: displaying a game editing scene in a graphical user interface provided by a game program; in response to a first editing instruction for a target virtual character in the game editing scene, determining a first attribute of the target virtual character and setting a first target label for the first attribute; the first target label is a label determined from a first preset label or a custom label determined; in a game running scene corresponding to the game editing scene, in response to the target virtual character and a target virtual object satisfying a first interaction condition, and an attribute of the target virtual object matching the first target label, controlling to pick up the target virtual object.
[0008] According to a second aspect of the present disclosure, a game editing device is provided, the device comprising: a game editing scene display processing module configured to display a game editing scene in a graphical user interface provided by a running game program; an editing instruction processing module configured to determine a first attribute of a target virtual role and set a first target label for the first attribute in response to a first editing instruction for the target virtual role in the game editing scene; the first target label being a label determined from first preset labels or a determined custom label; and a game running processing module configured to control picking up a target virtual object in a game running scene corresponding to the game editing scene in response to the target virtual role and the target virtual object satisfying a first interaction condition and an attribute of the target virtual object matching the first target label.
[0009] According to a third aspect of the present disclosure, a computer program product is provided, comprising a computer program which, when executed by a processor, implements the method of the first aspect and possible implementation manners thereof.
[0010] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the first aspect and possible implementation manners thereof by executing the executable instructions.
[0011] The technical solution of the present disclosure has the following beneficial effects:
[0012] On the one hand, a method for editing the item picking logic of a virtual role is provided, a user can set a first target label for a first attribute of a target virtual role, so that the target virtual role can pick up a target virtual object whose attribute matches the first target label, thereby flexibly editing the category of virtual objects that can be picked up, breaking through the limitation in the related art that only preset virtual items can be picked up, increasing the editable information in the editor, and being conducive to the user editing a game scene with more diversified types and play methods. On the other hand, the item picking function of the virtual role is implemented as a first attribute, and the editing of the item picking logic is realized by editing the first attribute, so that the editing process is relatively simple, and the editing efficiency is improved. BRIEF DESCRIPTION OF DRAWINGS
[0013] FIG. 1 shows a system architecture diagram of one of the present exemplary embodiments;
[0014] FIG. 2 shows a flowchart of a game editing method according to one of the present exemplary embodiments;
[0015] FIG. 3 shows a schematic diagram of a game editing scene and scene component controls according to one of the present exemplary embodiments;
[0016] FIG. 4 shows a schematic diagram of an editing interface of a first attribute in one of the example embodiments;
[0017] FIG. 5 shows a subflowchart of a game editing method in one of the example embodiments;
[0018] FIG. 6 shows a subflowchart of a game editing method in one of the example embodiments;
[0019] FIG. 7 shows a schematic diagram of an editing interface of an icon component in one of the example embodiments;
[0020] FIG. 8 shows a schematic diagram of setting a first type of virtual object in one of the example embodiments;
[0021] FIG. 9 shows a schematic diagram of a structure of a game editing device in one of the example embodiments;
[0022] FIG. 10 shows a schematic diagram of a structure of an electronic device in one of the example embodiments. DETAILED DESCRIPTION
[0023] Example embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0024] The accompanying drawings, which are included to provide a further understanding of the disclosure and are incorporated in and constitute a part of this application, illustrate certain non-limiting embodiments of the disclosure. The illustrated embodiments are intended to explain the aspects of the present disclosure and its best mode and / or primarily provide an enabling disclosure of the present disclosure. The embodiments of the disclosure, however, are not necessarily to be construed as limiting of the present disclosure. One skilled in the art will readily recognize from the disclosure herein, that alternative embodiments of the present disclosure can be constructed without departing from the scope of the present disclosure. One skilled in the art will readily recognize from the disclosure herein, alternative ways and / or methods for implementing the functions of the present disclosure. Any such possibilities are to be considered within the scope of the present disclosure. The accompanying drawings, which are included to provide a further understanding of the disclosure and are incorporated in and constitute a part of this application, illustrate certain non-limiting embodiments of the disclosure. The illustrated embodiments are intended to explain the aspects of the present disclosure and its best mode and / or primarily provide an enabling disclosure of the present disclosure. The embodiments of the disclosure, however, are not necessarily to be construed as limiting of the present disclosure. One skilled in the art will readily recognize from the disclosure herein, that alternative embodiments of the present disclosure can be constructed without departing from the scope of the present disclosure. One skilled in the art will readily recognize from the disclosure herein, alternative ways and / or methods for implementing the functions of the present disclosure. Any such possibilities are to be considered within the scope of the present disclosure. The drawings provided are schematic and are not intended to be to scale.
[0025] The inventors have found that in current game editing functions, users can usually only add and place virtual scene components in a game scene, and cannot edit the item pickup logic of virtual characters. Some games provide preset virtual items that can be picked up, such as preset skill props, and users can place such virtual items in the game scene so that virtual characters can pick up virtual items during the game. However, this editing method is relatively limited, does not support users to freely edit the category of virtual items that can be picked up by virtual characters, and cannot implement picking up of virtual items other than the above-mentioned preset virtual items, and in essence does not change the item pickup logic of virtual characters. This limits the type of game scenes and the diversity of gameplay. Moreover, game developers may need to write a large amount of game preset information to meet the editing needs or game needs of users, thereby increasing development costs.
[0026] In view of one or more of the above problems, the exemplary embodiments of the present disclosure provide a game editing method, a game editing device, a computer program product, and an electronic device.
[0027] The related terms involved in the present text are explained as follows.
[0028] Virtual character: a virtual image in a game, which can include human characters and anthropomorphic non-human characters. It can be a player character (i.e., a virtual character controlled by a player) or a non-player character (NPC).
[0029] Virtual object: an object in a game that can be obtained by a virtual character. Generally refers to virtual items in a game, such as equipment, medicine, etc. In addition, it can also include itemized character objects, such as pets, etc. The image of which can be a virtual person, but the virtual character can use the pet as an item, so it can be regarded as an item.
[0030] Game editing scene: In the present exemplary embodiments, the game supports user editing functions, and there are a game editing phase and a game running phase in the game. The game editing scene refers to the game scene loaded and displayed in the game editing phase. At this time, the game scene is in an editable state, and the user can perform editing operations and trigger corresponding editing instructions, or the editing instructions can be automatically triggered and executed by the game program.
[0031] Game running scene: a game scene loaded and displayed in the game running phase. At this time, the game scene is in a running state, and the user can perform game operations and trigger corresponding game instructions, or the game instructions can be automatically triggered and executed by the game program. The game editing scene and the corresponding game running scene are essentially the same game scene, and the difference lies in that they are game scenes in different phases.
[0032] FIG. 1 shows a system architecture diagram of an operating environment of the present example embodiment. The system architecture can include a terminal device 110 and a server 120. The terminal device 110 can be a mobile phone, a tablet computer, a personal computer, a smart wearable device, a game console, or the like, which has a display function and is capable of displaying a graphical user interface, which can include an interface of an operating system or an interface of an application program, etc. The terminal device 110 is installed with a game program, which can be a client program of an online game. When the terminal device 110 runs the game program, a game editing scene or the like can be displayed in the graphical user interface. The server 120 generally refers to a background system that provides game services in the present example embodiment, and can be a single server or a cluster of multiple servers. The server 120 is deployed with a game server program for performing game data processing on the server side. The terminal device 110 and the server 120 can be connected through a wired or wireless communication link to perform data transmission. The method in the present example embodiment can be performed by any one or more of the terminal device 110 and the server 120.
[0033] In an embodiment, the game editing method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the above-mentioned system architecture. Various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the control and interaction method in the game are completed on a cloud game server (which can be the above-mentioned server 120), and the cloud game client (which can be the above-mentioned terminal device 110) is used for receiving and sending data and presenting game pictures. For example, the cloud game client can be a display device close to the user side with a data transmission function, such as a mobile terminal, a television, a computer, a palmtop computer, etc., and the cloud game server performs information processing. When playing a game or editing a game, the user operates the cloud game client to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture data, returns the data to the cloud game client through the network, and finally decodes and outputs the game picture through the cloud game client.
[0034] In an embodiment, the game editing method can be implemented in a single-player game. No server is needed, and the terminal device 110 can be installed with all the game programs and execute the game editing method.
[0035] In an embodiment, referring to FIG. 2, the game editing method can include the following steps:
[0036] In step S210, a game editing scene is displayed in a graphical user interface provided by a game program.
[0037] In response to the first editing instruction for the target virtual character in the game editing scene, a first attribute of the target virtual character is determined and a first target label is set for the first attribute; the first target label is a label determined from the first preset label or a custom label determined;
[0038] In the game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual object satisfying the first interaction condition and the attribute of the target virtual object matching the first target label, the target virtual object is controlled to be picked up.
[0039] Based on the method shown in FIG. 2, on the one hand, a method for editing the item pickup logic of a virtual character is provided. A user can set a first target label for a first attribute of a target virtual character, so that the target virtual character can pick up a target virtual object whose attribute matches the first target label. In this way, the types of virtual objects that can be picked up are flexibly edited, breaking through the limitation in the related art that only preset virtual items can be picked up, increasing the editable information in the editor, and being conducive to the user editing a game scene with more diversified types and gameplay. On the other hand, the item pickup function of a virtual character is implemented as a first attribute, and the editing of the item pickup logic is realized by editing the first attribute, which is relatively simple and is conducive to improving the editing efficiency.
[0040] Each step of FIG. 2 will be described in detail below.
[0041] Referring to FIG. 2, in step S210, a game editing scene is displayed in a graphical user interface provided by a game program.
[0042] The present exemplary embodiment provides a user-oriented game editing function. The game program in step S210 can be a game main program. In the case where the game main program is run, a user can select a specific option to enter an editor or an editing interface and use the editing function. Alternatively, the game program in step S210 can be an editing program matched with the game main program, which can be run independently of the game main program. In the case where the editing program is run, a user can use the editing function.
[0043] A user can use the editing function to edit a game scene. The user can choose to create a new game scene and edit it, or choose to edit an existing game scene. The game scene includes but is not limited to a game map scene, a game level scene, and a virtual character's exclusive space (such as a town or a home built by the user). The game scene displayed in the game editing stage is a game editing scene.
[0044] In one embodiment, the game editing scene includes one or more scene components, which can be provided by the game program (e.g., the game program can provide a plurality of preset game scenes with different styles, and the user can select one of the preset game scenes for editing, and the initial scene components are provided by the game program) or generated by the user. A scene component is a person or object (or a part of a person or object) in the game scene, such as a building, a machine, a vehicle, furniture, etc. in the game scene. A scene component is an object generated, used or edited in the game editing stage, and is configured to generate a corresponding virtual model in the game running scene. For example, the user can add a "table" scene component in the game editing scene, and a corresponding "table" virtual model is generated in the game running scene. The scene component and the corresponding virtual model usually have the same appearance and use the same model resource, and thus can be considered as the same object and are not specially distinguished. For example, the virtual object in the present exemplary embodiment can refer to a scene component in the game editing scene or a virtual model in the game running scene. In the program, the scene component and the virtual model can be stored as different types of program objects.
[0045] A virtual model can be configured with one of the following performance effects: a visual performance effect, and a non-visual performance effect. That is, in the game running stage, the virtual model corresponding to the scene component can be a visible object with a specific appearance, or can be an invisible object (e.g., a "birth point", which is an initial area of the player character in the game, is a scene component with size and shape, but is invisible in the game).
[0046] In one embodiment, a plurality of scene components can be combined to form a scene component combination. For example, a square component can be combined on the circular surface of a cylindrical component to form a machine component in the form of a rolling wheel. In this way, complex and diversified person or object components can be formed in the game. For convenience of distinction, a single scene component can be referred to as a basic scene component, which cannot be disassembled and can be considered as the smallest unit in the game editing scene. Unless otherwise specified, the scene component mentioned in this document can refer to a basic scene component or a scene component combination.
[0047] In the game editing scene, the user can edit the environment of the game scene, such as background, weather, lighting, etc., and can also edit the scene components, such as adding or deleting a scene component, setting the properties of the scene component, etc. In the case of displaying the game editing scene, a plurality of scene component controls can be provided for responding to and generating corresponding scene components in the game editing scene according to the second trigger operation of the user. The scene component control is a control for generating a preset scene component in the game program. The scene component control can be divided into different component categories. FIG. 3 shows a schematic diagram of a game editing scene and scene component controls. Referring to FIG. 3, the scene component controls can be provided in the form of a list (including one or more levels of lists, and FIG. 3 shows two levels of lists), and the first or more levels of component categories are shown in the list. For example, “structure”, “object”, “environment”, “machine”, “living being”, “combination”, etc. are first component categories, and each first component category includes one or more second component categories, such as the second component categories “furniture”, “interior decoration”, “lighting”, etc. under the first component category “object”. Each second component category includes one or more scene component controls, such as the scene component controls “wooden tea table”, “round low table”, “wooden small table”, “European table”, etc. under the second component category “furniture”. The user can perform a second trigger operation, such as a click operation, a drag operation, etc., on the scene component control to generate a corresponding scene component in the game editing scene. For example, in FIG. 3, the user drags the “round low table” scene component control to a certain position in the game editing scene to trigger the generation of a round low table scene component at the position. The form, appearance, etc. of the scene component control are not limited in the present disclosure, and the name of the scene component can be displayed in the scene component control, or the icon of the scene component can be displayed.
[0048] In an embodiment, the scene component control is configured with a corresponding scene component template, and the scene component template includes pre-edited scene component parameters. The scene component parameters can include one or more of shape, color, texture, transparency, material, size, direction, and can also include other kinds of parameters. When the user edits the scene component in the game editing scene, the scene component parameters need to be set for the scene component. If the scene component is generated in the game editing scene through the scene component control, the scene component parameters in the scene component template corresponding to the scene component control can be called to quickly generate the scene component according to these parameters. It can be understood that the scene component control is a pre-edited templated scene component, the scene component parameters are configured in the form of a template, and are provided to the user in the form of a scene component control. When the user uses the scene component control, it is equivalent to using the scene component template. Therefore, the editing efficiency is improved. Of course, after the scene component is generated, changes can be made to its scene component parameters, such as changing its size through a scaling operation, changing its direction through a rotation operation, changing its color, transparency, etc. through a color setting operation.
[0049] The game program can have scene component controls. For example, a game developer can pre-edit a scene component template and configure it as a scene component control for users to use. In addition, users can also be allowed to configure scene component controls. For example, a user can model a scene component in a game editing scene or other editing interface and save the scene component parameters to form a scene component template and configure it as a scene component control.
[0050] In an embodiment, users can be allowed to edit and update scene component controls. For example, a user can modify the scene component template corresponding to a scene component control, modify the scene component parameters therein, and save the updated scene component template corresponding to the scene component control. Subsequently, when generating a scene component in a game editing scene through a scene component control, the scene component parameters in the updated scene component template can be called to generate the scene component.
[0051] In an embodiment, for a scene component combination, a corresponding scene component control can also be configured. For example, a user can combine a square component on the circular surface of a cylindrical component to form a scroll wheel form mechanism component, and a new scene component control can be configured based on the scene component parameters of the mechanism component. Subsequently, a user can generate the mechanism component in a game editing scene through the scene component control. In this way, one-key generation of a scene component combination is achieved, which is very convenient.
[0052] In an embodiment, a virtual camera can be provided in a game editing scene. The virtual camera is a shooting tool simulating a real camera in a game program and can be used to shoot to form a picture in a game editing scene. The virtual camera can be set at any position in the game editing scene to shoot the scene at any angle, i.e., can have any pose, which can be fixed or dynamically changed. In addition, any number of virtual cameras can be provided in a game editing scene, and different virtual cameras can shoot different game scene pictures. For example, two virtual cameras can be provided in a game editing scene, one of which is used to shoot a main picture in the game editing scene, and the other is used to shoot an auxiliary picture in the game editing scene. When the main picture displays the front of a scene component, the auxiliary picture can display the side or back of the scene component, etc., to help users see more comprehensive information.
[0053] The game editing scene can present different perspectives, such as an observation perspective and a game perspective, and the user can set which perspective to use in the game editing scene. For example, the setting interface of the game editing scene can provide a perspective selection control, and the user can select to use the observation perspective or the game perspective. The observation perspective refers to observing the game editing scene from a third-person perspective. In the observation perspective, the user can not control a virtual character in the game editing scene, but directly control a virtual camera to move the perspective (the virtual camera is not displayed). The game perspective refers to observing the game editing scene from a first-person perspective. In the game perspective, the user can control a virtual character in the game editing scene, which can act as an observer, and is usually not the virtual character actually playing the game in the game. The virtual character can be bound to the virtual camera, i.e., the position relationship between the virtual character and the virtual camera is fixed, for example, the virtual character can be located at the focal point of the virtual camera. When the user controls the virtual character to move, the virtual camera moves synchronously, thereby moving the perspective. Of course, in the observation perspective, an invisible virtual character can also be set in the game editing scene, which is equivalent to hiding the virtual character in the game perspective. When the user moves the perspective, the virtual character can be moved to move the virtual camera. In the observation perspective or the game perspective, the game editing scene can be provided with virtual joystick, up or down control, etc. The user can move the virtual camera or move the virtual character by operating these controls.
[0054] With reference back to FIG. 2, in step S220, in response to a first editing instruction for a target virtual character in the game editing scene, a first attribute of the target virtual character is determined and a first target label is set for the first attribute; the first target label is a label determined from the first preset label or a custom label determined according to the first label setting instruction.
[0055] The target virtual character can be any one or more virtual characters in the game editing scene or the game running scene. The first attribute is an attribute related to the virtual character picking up a virtual object. For example, the first attribute can be equivalent to an "item bar" or an "item backpack", which is used to record the relevant information of the "item bar" or the "item backpack". The first attribute can specifically include but is not limited to the following information: item bar capacity, such as an item bar capacity of 50, each virtual item has a certain volume, such as 2 or 3, and the sum of the volumes of the virtual items held by the target virtual character cannot exceed the item bar capacity; item bar quantity, indicating how many virtual items the target virtual character can hold at most.
[0056] The first editing instruction is an operation instruction for editing the first attribute. For example, the user can perform editing operations in the editing interface of the first attribute, such as editing the item bar quantity, the first target label, etc., which can trigger the first editing instruction.
[0057] The first target label is used to represent a feature of a virtual object that can be matched by the first attribute of the target virtual character. It can be understood that the target virtual character can pick up a virtual object having a feature corresponding to the first target label. For example, the first target label can be a category label of a virtual object, such as a helmet, a shirt, pants, shoes, etc. It can also be a level label of a virtual object, such as a first-level item bar (indicating that the item bar can place a first-level virtual item), a second-level item bar (indicating that the item bar can place a second-level or lower virtual item). The first target label can be determined from the first preset label. The first preset label can be all feature labels of virtual objects in the game or a part of specified feature labels (for example, in some type or style of game editing scene, the virtual character is limited to picking up a part of virtual objects, and the first preset label can include the feature labels of these virtual objects). In the editing interface of the first attribute, the first preset label can be provided as a candidate for the user to select, thereby determining the first target label. Alternatively, the first target label can be a custom label, such as a text input by the user to form a custom label and use it as the first target label.
[0058] In an embodiment, the above-mentioned response to the first editing instruction of the target virtual character in the game editing scene determines the first attribute of the target virtual character and sets the first target label for the first attribute. The steps can include the following steps:
[0059] In response to the first editing instruction in the character editing interface of the game editing scene, the target virtual character is determined to be a virtual character controlled by a player in the game running scene, the first attribute of the target virtual character is determined, and the first target label is set for the first attribute.
[0060] Wherein, when the game editing scene is displayed, the user can further operate to enter the character editing interface, such as selecting to edit the character in the related editing options, to trigger the opening of the character editing interface. The character editing interface is used to edit character information, and the edited character information (such as the first attribute and the first target label) will be applied to the corresponding game running scene of the game editing scene.
[0061] In an implementation, the role editing interface described above can be a general role editing interface. The first editing instruction triggered by the user in the interface can be directed to all player roles in the game running scenario, i.e., all player roles in the game running scenario are taken as target virtual roles, and the target virtual roles can all adopt the first attribute and the first target label determined according to the first editing instruction, thereby realizing efficient batch editing of virtual roles. FIG. 4 shows a schematic diagram of an editing interface of the first attribute of a general role. The user can select to edit a preset role (i.e., edit preset information for virtual roles in the game scenario, so the preset role is equivalent to a general role, and the edited information is general) under the "preset editing" option of the game editing scenario. In the editing interface of the preset role, information such as the first attribute can be selected, and the editing interface of the first attribute, i.e., the item bar editing interface shown in FIG. 4, is triggered to be opened. The user can edit information such as the number of item bars and item bar labels (i.e., the first target label) in the interface.
[0062] In an implementation, the role editing interface described above can be an editing interface of a certain role component. A role component is a component in the game editing scenario that refers to a virtual role, which can correspond to a virtual role generated in the game running scenario. Some game editing scenarios support placing and editing role components. The user can select a certain role component and trigger to enter its editing interface, and perform editing operations in the interface to trigger the first editing instruction. Correspondingly, the virtual role corresponding to the role component can be taken as the target virtual role, and the first attribute and the first target label of the target virtual role are determined according to the first editing instruction. The first editing instruction in the editing interface of the role component can be directed to the virtual role corresponding to the role component only, and not directed to other virtual roles. In this way, the user can edit the first attribute and the first target label for different virtual roles respectively, thereby realizing more targeted and diversified editing effects. Alternatively, the user can set the first attribute and the first target label edited in the editing interface of a certain role component to be applied to other role components (equivalent to being applied to other virtual roles), such as being applied to all role components in the game editing scenario or role components of a certain type (such as role components of a certain camp), thereby reducing repeated editing and improving editing efficiency.
[0063] With reference to FIG. 2, in step S230, in the game running scenario corresponding to the game editing scenario, the target virtual role and the target virtual object meet the first interaction condition, and the attribute of the target virtual object matches the first target label, and the target virtual object is controlled to be picked up.
[0064] The target virtual object can be any one or more virtual objects in the game running scene. In an embodiment, the virtual objects in the game running scene can be virtual models corresponding to the scene components in the game editing scene, and the target virtual object can be any virtual object among them.
[0065] The attribute of the virtual object is different from the first attribute described above, and to distinguish the two, the attribute of the virtual object can be referred to as a second attribute. The attribute of the virtual object is used to represent the characteristics of the virtual object in one or more aspects. For example, the attribute of the virtual object can be a category label or a level label of the virtual object. The attribute of the target virtual object matches the first target label of the first attribute of the target virtual character, which means that the characteristics represented by the attribute of the target virtual object meet the characteristics represented by the first target label, which can include but is not limited to the following cases: the attribute of the target virtual object is the same as the first target label, for example, both are shirts, which means that the item slot of the target virtual character can place virtual objects of the shirt category, and the target virtual object is a virtual object of the shirt category; the first target label contains the attribute of the target virtual object, for example, the first target label is a shirt and the attribute of the target virtual object is a short sleeve, and the shirt category contains the short sleeve category; the attribute of the target virtual object matches the first target label in logic, such as the first target label is a first-level item slot and the attribute of the target virtual object is a first-level item, which logically means that the first-level item slot can place the first-level item, so the attribute of the target virtual object matches the first target label.
[0066] In an embodiment, the first target label can be a general label. For example, as shown in FIG. 4, when no specific first target label is set for the first attribute or part of the first sub-attribute in the first attribute, it can be defaulted as a general label, and the general label can match the attribute of any target virtual object.
[0067] The first interaction condition refers to the timing of the target virtual character picking up the target virtual object, which means that when the target virtual character and the target virtual object meet the first interaction condition, the target virtual character can pick up the target virtual object. When the attribute of the target virtual object matches the first target label, the target virtual character and the target virtual object meet the first interaction condition, and the target virtual character can be controlled to pick up the target virtual object.
[0068] In an embodiment, the first interaction condition includes at least one of the following:
[0069] The target virtual character contacts the target virtual object. That is, it can be set that the target virtual character picks up the target virtual object when the target virtual character contacts the target virtual object in the game.
[0070] The target virtual character makes a second game instruction to the target virtual object. The second game instruction can be a pickup action instruction or other specified instruction, indicating that the target virtual character actively picks up the target virtual object. The target virtual character can make the second game instruction when the target virtual character contacts the target virtual object or the distance between the target virtual character and the target virtual object is less than a certain distance, thereby picking up the target virtual object.
[0071] The target virtual character is located in an item obtaining area associated with the target virtual object. In the game, certain reward areas can be set, and when the target virtual character is located in the reward area, the corresponding reward item (such as gold coins) is obtained. The reward item is the target virtual object, and the reward area is the item obtaining area associated with the target virtual object.
[0072] The target virtual character makes a third game instruction in the item obtaining area associated with the target virtual object. The third game instruction can be a specified action instruction. In the game, it can be set that when the target virtual character is located in the reward area and makes the third game instruction (such as the action instruction of digging gold coins), the corresponding reward item (such as gold coins) is obtained. The reward item is the target virtual object, and the reward area is the item obtaining area associated with the target virtual object.
[0073] The first interaction condition can be determined according to the specific needs of one or more of the above ways. Alternatively, different first interaction conditions can be set for different virtual objects.
[0074] In an embodiment, the first interaction condition can be determined by at least one of the following ways:
[0075] In response to a fourth editing instruction for a target scene component in the game editing scene, the first interaction condition is determined. The target scene component is configured to generate a corresponding target virtual object in the game running stage, that is, in the game editing scene, the target virtual object exists in the form of the target scene component. The fourth editing instruction is an operation instruction for editing the first interaction condition of the target scene component. For example, the user can select the target scene component and open the editing interface of the target scene component, and perform a setting operation of the first interaction condition in the editing interface, thereby triggering the fourth editing instruction. For example, it can be set that the target virtual character picks up the target virtual object when the target virtual character contacts the target virtual object, or that the target virtual character picks up the target virtual object by holding up the target virtual object, thereby determining the first interaction condition. The first interaction condition can be only for the target virtual object corresponding to the target scene component, and not for other virtual objects. Alternatively, when the user edits the first interaction condition, the user can set the first interaction condition to be applied to other virtual objects, such as being applied to all scene components in the game editing scene (equivalent to being applied to all virtual objects in the game running scene), or being applied to a certain type of scene component (or virtual object).
[0076] In response to a fifth editing instruction in the logic rule editing interface, the first interaction condition is determined. The logic rule editing interface is used to edit the logic rule in the game. The fifth editing instruction is an operation instruction for editing the first interaction condition in the logic rule editing interface. The disclosure does not limit the editing manner of the logic rule editing interface. For example, the logic rule editing interface can be a code writing interface, and the user edits a specific logic rule by inputting code; or the logic rule editing interface can be a visual code component editing interface, which provides variables, instructions, conditions, functions, etc. involved in the logic rule in the form of visual code components, and the user realizes a specific logic rule by combining and collocating these code components. The user can edit the logic rule of the virtual character picking up the virtual object in the logic rule editing interface to trigger the fifth editing instruction and determine the first interaction condition. The first interaction condition can be edited for one or more specific virtual characters or virtual objects, or for all virtual characters or virtual objects.
[0077] As can be seen from the above, by setting the first attribute and the first target tag, it can be determined which virtual objects can be picked up by the target virtual character. By setting the first interaction condition, it can be determined at what time the target virtual character picks up the virtual object. Thus, the logic of the target virtual character picking up the virtual object is flexibly edited, which can meet the needs of different users and realize diversified game scene types and play.
[0078] In an embodiment, the above step of controlling the picking of the target virtual object can include the following steps:
[0079] Data of the target virtual object is added in the first attribute of the target virtual character.
[0080] For example, the identification (such as the name, entity ID, etc.) of the target virtual object can be added in the first attribute of the target virtual character, or a pointer to the target virtual object can be added. Thus, the target virtual object is associated with the target virtual character, and the result that the target virtual character owns the target virtual object is embodied.
[0081] It should be understood that if the target virtual character picks up the target virtual object again in the case of already owning the target virtual object, such as repeatedly picking up gold coins, etc., the data of the target virtual object already exists in the first attribute of the target virtual character before this time of picking up. Therefore, when the target virtual object is picked up this time, the data of the target virtual object can be added again in the first attribute of the target virtual character, such as being added to different sub-attributes of the first attribute, or the data of the target virtual object in the first attribute of the target virtual character can be updated, such as updating the quantity, etc.
[0082] In an embodiment, the target virtual object belongs to the game running scene before it is picked up by the target virtual character. Thus, when the target virtual object is controlled to be picked up, the physical object of the target virtual object (e.g. the virtual model) can be destroyed from the game running scene, so that the target virtual object is no longer displayed in the game running scene. In addition, the data object of the target virtual object in the game running scene can be kept, which can be associated with the first attribute of the target virtual character by means of a pointer or the like. If it is necessary to restore the target virtual object in the game running scene later, for example, the target virtual object is regenerated at the original position of the target virtual object after a certain time or after the end of a game round, the physical object of the target virtual object can be regenerated, for example, the virtual model is rendered, without the need to regenerate the data object, thereby improving the efficiency.
[0083] In an embodiment, when the target virtual object is controlled to be picked up, the target virtual character can be controlled to perform a corresponding picking action, such as squatting to make a picking gesture, so as to present a dynamic picture of picking.
[0084] In an embodiment, the game editing method can further include the following steps:
[0085] In response to the end of a game round in the game running scene, the data of the target virtual object is cleared from the first attribute of the target virtual character.
[0086] In an embodiment, the virtual object picked up in each game round can not be kept to the next game round. Thus, at the end of a game round, the target virtual object picked up by the target virtual character in the game round can be cleared, i.e. the data of the target virtual object is cleared from the first attribute.
[0087] In an embodiment, the target virtual object can be a corresponding virtual model generated in the game running stage by the target scene component in the game editing scene. The attributes of the target virtual object and the target scene component can be identical, for example, the category labels of the two can be identical. Correspondingly, the attributes of the target virtual object can be set by at least one of the following ways:
[0088] According to a preset attribute corresponding to a scene component control used to generate a target scene component in a game editing scene, an attribute of a target virtual object is set. The scene component control is configured to generate a corresponding scene component in the game editing scene in response to a second trigger operation, such as the "round low table" scene component control shown in FIG. 3. The preset attribute corresponding to the scene component control is used to represent the category of the scene component, which can be the category of the scene component control itself, or the superior category to which the scene component control belongs. For example, the preset attribute corresponding to the "round low table" scene component control in FIG. 3 can be the category of the round low table, the category of the furniture at the upper level, or the category of the object at the upper level. By generating the round low table scene component corresponding to the "round low table" scene component control, a virtual object corresponding to the round low table in the game running scene is further generated, and the attribute of the virtual object can be the category of the round low table, the category of the furniture, or the category of the object.
[0089] According to an attribute editing instruction for the target scene component, the attribute of the target virtual object is set. The user can select a certain scene component to edit its attribute, such as selecting the target scene component and triggering the opening of the editing interface of the target scene component, and editing the attribute of the target scene component in the editing interface, such as setting the category label of the target scene component. Editing the attribute of the target scene component is equivalent to editing the attribute of the target virtual object. In this way, the user can flexibly edit the attribute of the target virtual object, and can change the default attribute in the game program, such as changing the original category label of the target virtual object.
[0090] In an embodiment, referring to FIG. 5, the game editing method can further include the following steps S510 to S530:
[0091] In step S510, an interactive interface editing interface is displayed through a graphical user interface.
[0092] The interactive interface editing interface is used to edit the interactive interface in the game running stage, which can be the interactive interface loaded and displayed in the game editing stage, and the user can perform relevant editing operations on the interactive interface editing interface. For example, the interactive interface editing interface is used to edit an interactive interface component, which is configured to generate a corresponding interactive control in the game running stage, and the interactive control is configured to display game information and / or execute corresponding game logic in response to an operation instruction. The interactive interface component is an interface element of the interactive interface in the game editing stage, which corresponds to the interactive control in the game running stage. The relationship between the interactive interface component and the interactive control is similar to the relationship between the scene component and the virtual model (or virtual object). The interactive control can be used to display game information, such as a mini-map control to display map information, and can also be used to perform interactive operations, such as executing corresponding skill casting game logic when the user triggers an operation instruction on a skill control.
[0093] In an embodiment, the interactive interface editing interface can be an editing interface in a game editing scene, and the interactive interface editing interface can be triggered to be opened through a setting option in the game editing scene. The interactive interface edited based on the interactive interface editing interface can be an interactive interface associated with a game running scene corresponding to the game editing scene, and it can be understood that the associated interactive interface is presented when the game running scene is used to play the game. In this way, the user can edit different interactive interfaces for different game running scenes, which is conducive to further improving the diversity of game scene types and gameplay.
[0094] In step S520, a second target label is set for the icon component in response to a second editing instruction for the icon component in the interactive interface editing interface; the second target label is a label determined from the second preset label or a custom label determined; and the icon component is configured to generate a corresponding icon control in the game running stage.
[0095] The icon control is a control in the interactive interface for displaying game information, and the displayed game information can include virtual objects, such as an icon control that can be a quick item slot. The icon control corresponds to the icon component in the game editing stage. The user can edit the icon component in the interactive interface editing interface, such as editing its position, size, etc. The second target label can also be set for the icon component, such as selecting the icon component and triggering the opening of the editing interface of the icon component, and setting the second target label in the editing interface. The related operation instruction is the second editing instruction.
[0096] The second target label represents the characteristics of the virtual objects that the icon component (or the icon control) can match, and it can be understood that the icon control can be "placed" (the icon control displays the object information of the virtual object, which is equivalent to the player placing the virtual object in the icon control, so it can be considered that "placement" is a visual effect of the icon control displaying the virtual object information) the virtual object with the characteristics corresponding to the second target label. For example, the second target label can be a category label of a virtual object, such as a helmet, a shirt, pants, shoes, etc., or a level label of a virtual object, such as a first item bar or a second item bar.
[0097] The second target label can be determined from the second preset label, and the second preset label can be all characteristic labels of virtual objects in the game or part of the specified characteristic labels (for example, it is limited that only part of the virtual objects can be placed in the quick item slot, such as consumable virtual items, and then the second preset label can include the characteristic labels of these virtual objects). In the editing interface of the icon component, the second preset label can be provided as a candidate for the user to select from, thereby determining the second target label. Alternatively, the second target label can be a custom label, such as a user inputting text to form a custom label and using it as the second target label.
[0098] It should be noted that different second target tags can be set for different icon components (i.e., icon controls). When the target virtual character picks up target virtual objects with different attributes, the object information of the target virtual object can be displayed in the corresponding target icon control according to the matching relationship between the attributes of the target virtual object and the second target tag.
[0099] In an embodiment, the second preset tag includes at least one of:
[0100] The tag generated according to the first target tag configured in the first attribute. The second preset tag can be the same as or logically corresponding to the first target tag. For example, the user has set the first target tag for the first attribute, including four tags of helmet, shirt, pants, and shoes. The corresponding second preset tag can be generated according to the first target tag, such as also including the four tags of helmet, shirt, pants, and shoes. The user can further select the second target tag from the second preset tag. It can be understood that the user sets the target virtual character to pick up virtual objects of four categories of helmet, shirt, pants, and shoes, and provides the four category tags in the form of the second preset tag, and the user can further select one or more of them as the second target tag. For example, if the user selects the shirt as the second target tag, the target virtual character will display the object information of the virtual object in the target icon control when picking up the virtual object of the shirt category, and can not display the object information in the target icon control when picking up the virtual object of other categories.
[0101] The tag preset by the game program, such as all feature tags or part of the specified feature tags of the virtual object in the game described above, or it can be a tag preset by the game program corresponding to the first preset tag. The second preset tag can be the same as or logically corresponding to the first preset tag. For example, the first preset tag includes a first item bar, and the second preset tag includes a first item slot. In this way, the second preset tag is independent of the setting of the first target tag. The game program can provide the second preset tag before the user sets the first target tag, and the user can first set the second target tag based on the second preset tag, and then set the first target tag. Thus, the flexibility of the editing operation is improved.
[0102] In step S530, the object information of the target virtual object is displayed in the target icon control corresponding to the target icon component in the case of picking up the target virtual object; wherein the second target tag of the target icon component matches the attribute of the target virtual object.
[0103] The target icon component is an icon component that matches the target virtual object's attribute with the second target label, and the target icon control is an icon control of the game running stage corresponding to the target icon component. The case that the target virtual object's attribute matches the second target label can refer to the case that the target virtual object's attribute matches the first target label, such as but not limited to the following cases: the target virtual object's attribute is the same as the second target label, for example, both are shirts, which means that the target icon control can place a virtual object of the shirt category, and the target virtual object is a virtual object of the shirt category, so the target icon control can place the target virtual object; the second target label contains the attribute of the target virtual object, for example, the second target label is a shirt, which means that the target icon control can place a virtual object of the shirt category, and the attribute of the target virtual object is a short sleeve, which belongs to a subcategory of the shirt category, so the target icon control can place the target virtual object; the target virtual object's attribute logically matches the second target label, such as the second target label being a first-level item grid and the target virtual object's attribute being a first-level item, which logically means that the first-level item grid can place the first-level item, so the target virtual object's attribute matches the first target label, and the target icon control can place the target virtual object.
[0104] In the case that the target virtual character picks up the target virtual object, the object information of the target virtual object can be displayed in the target icon control. The displayed object information includes but is not limited to at least one of the following: an icon of the target virtual object, which is usually a two-dimensional image and can be a static resource provided by the game program, such as a thumbnail, a snapshot, etc.; a name of the target virtual object; a quantity of the target virtual object. In this way, the player can intuitively see the object information of the target virtual object on the interaction interface, have a clearer perception of the game event of picking up the target virtual object, and accurately know the situation of the virtual objects possessed by the target virtual character.
[0105] It should be understood that if the target virtual character picks up the target virtual object again in the case that the target virtual character has already possessed the target virtual object, such as repeatedly picking up gold coins, etc., and the object information of the target virtual object has been displayed in the target icon control before this time of picking up, then when the target virtual object is picked up this time, the object information of the target virtual object can be displayed in another target icon control, or the object information of the target virtual object already displayed in the target icon control can be updated, such as updating the quantity, etc.
[0106] In an embodiment, in the case of picking up the target virtual object, the above-mentioned step of displaying the object information of the target virtual object in the target icon control corresponding to the target icon component can include the following steps:
[0107] In a case where the target virtual object is picked up, the first synchronization information is triggered to be sent to the target icon control corresponding to the target icon component, and the target icon control is controlled to display the object information of the target virtual object according to the first synchronization information.
[0108] The first synchronization information can be sent by the game running scene, and can include information of the target virtual object. In a case where the target virtual object is picked up, the game running scene can inform the target icon control that the event of picking up the target virtual object occurs through the first synchronization information. The target icon control displays the object information of the target virtual object in response to the first synchronization information. Thus, the change of the target virtual object in the game running scene is associated with the display of the target icon control, and linkage between different blocks or subsystems in the game is realized.
[0109] In an embodiment, referring to FIG. 6, the game editing method can further include the following steps S610-S630:
[0110] In step S610, an interactive interface editing interface is displayed through a graphical user interface;
[0111] In step S620, a third editing instruction for an icon component in the interactive interface editing interface is responded to, and the icon component is associated with a first attribute of a target virtual role. The icon component is configured to generate a corresponding icon control in a game running stage;
[0112] In step S630, in a case where the target virtual object is picked up, the object information of the target virtual object is displayed in the icon control corresponding to the icon component.
[0113] The interactive interface editing interface can refer to the description of step S510, which is not repeated here.
[0114] The icon control is a control in the interactive interface for displaying game information. In the example embodiment, the third editing instruction is an operation instruction for associating the icon component with the first attribute of the target virtual role. For example, one or more association candidates, such as an item bar, a map, etc., can be provided in an editing interface of the icon component. The user selects the first attribute (i.e., the item bar) of the target virtual role in the association candidates, and it is determined that the icon component is associated with the first attribute of the target virtual role. By associating the icon component with the first attribute of the target virtual role, the icon control corresponding to the icon component is specified to display information related to the first attribute. Since the first attribute is an attribute related to picking up the target virtual object, the icon control can display the object information of the target virtual object.
[0115] In an implementation, the first attribute of the target virtual role includes a plurality of first sub-attributes. Each first sub-attribute can record information of a virtual object possessed by the target virtual role. For example, the target virtual role can be set to have 50 item slots, and the 50 item slots as a whole constitute the first attribute, and each item slot is a first sub-attribute under the first attribute. The first sub-attribute is configured with a first target label indicating the characteristics of the virtual object that the first sub-attribute can match. The first target labels of different first sub-attributes can be different. For example, among the 50 item slots of the target virtual role, the first target label of some item slots is a shirt, indicating that the item slot can place virtual objects of the shirt category, and the first target label of some item slots is a helmet, indicating that the item slot can place virtual objects of the helmet category.
[0116] In an implementation, the above step of determining the first attribute of the target virtual role and setting the first target label for the first attribute in response to the first editing instruction of the target virtual role in the game editing scene can include the following steps:
[0117] Setting the identification range of the first sub-attribute corresponding to the different first target labels according to the first editing instruction to determine the first target label of each first sub-attribute.
[0118] Among them, the first sub-attribute in the first attribute can have a sub-attribute identification in the form of a number, etc., such as the first attribute (item slot) of the target virtual role including 50 sub-attributes (the number of item slots is 50), and the sub-attribute identifications are item slot 1, item slot 2, item slot 3, etc.
[0119] When setting the first target label for the first sub-attribute, a batch setting method can be used, and specifically, the identification range of the first sub-attribute corresponding to the first target label can be set. Referring to FIG. 4, the identification range of the first sub-attribute corresponding to the first target label “helmet” can be set to item slot 1-20, and the identification range of the first sub-attribute corresponding to the first target label “shirt” can be set to item slot 21-40, thereby determining that the first target label of item slot 1-20 is “helmet”, and the first target label of item slot 21-40 is “shirt”, thereby determining the first target label of each first sub-attribute.
[0120] In an implementation, the above step of associating the icon component with the first attribute of the target virtual role in response to the third editing instruction of the icon component in the interactive interface editing interface can include the following steps:
[0121] In response to the third editing instruction of the icon component in the interactive interface editing interface, the icon component is associated with the first sub-attribute of the target virtual role.
[0122] That is, the user can set the icon component to be associated with a specific first sub-attribute through the third editing instruction. For example, the icon component (or icon control) can be associated with a certain item bar, and other item bars can not be associated. Thus, more accurate game logic can be achieved.
[0123] In an embodiment, the step of associating the icon component with the first sub-attribute of the target virtual role in response to the third editing instruction for the icon component in the interactive interface editing interface can include the following steps:
[0124] In response to the third editing instruction for the icon component in the interactive interface editing interface, the sub-attribute identifier associated with the icon component is set, and the icon component is associated with the first sub-attribute corresponding to the sub-attribute identifier associated with the icon component.
[0125] For example, referring to FIG. 7, the user can select the icon component "item slot 3" and trigger the opening of its editing interface. In the editing interface, the sub-attribute identifier associated with item slot 3 can be set through the third editing instruction, such as setting the item bar number associated with item slot 3 to 21, and then associating item slot 3 with item bar 21.
[0126] In an embodiment, the step of controlling the display of the object information of the target virtual object in the icon control corresponding to the icon component can include the following steps:
[0127] The object information of the target virtual object is displayed in the target icon control corresponding to the target icon component; wherein the first target label of the first sub-attribute associated with the target icon component matches the attribute of the target virtual object.
[0128] For example, when the target virtual role and the target virtual object satisfy the first interaction condition, the attribute of the target virtual object can be matched with the first target label of each first sub-attribute in the first attribute of the target virtual role, such as the attribute of the target virtual object being a shirt and the first target label of item bar 21 also being a shirt, the target virtual object can be placed in item bar 21. Item bar 21 is associated with item slot 3, and the object information of the target virtual object can be displayed in item slot 3 as the target icon control. This can achieve very accurate game logic and control relationship.
[0129] In an embodiment, the game editing method can further include the following steps:
[0130] In response to the second editing instruction for the icon component in the interactive interface editing interface, a second target label is set for the icon component; the second target label is a label determined from the second preset label or a custom label determined;
[0131] Correspondingly, the step of setting the sub-property identifier associated with the icon component and associating the icon component with the first sub-property corresponding to the sub-property identifier associated with the icon component in response to the third editing instruction for the icon component in the interaction interface editing interface can include the following steps:
[0132] In response to the third editing instruction for the icon component, the sub-property identifier associated with the icon component is determined from the sub-property identifier corresponding to the second target label, and the icon component is associated with the first sub-property corresponding to the sub-property identifier associated with the icon component. The sub-property identifier corresponding to the second target label includes the sub-property identifier of the first sub-property corresponding to the first target label that matches the second target label.
[0133] Referring to FIG. 7, in the editing interface of the icon component (such as the editing interface of the item grid 3), the second target label and the sub-property identifier associated with the icon component can be set, as shown in FIG. 7, the second target label for the item grid 3 is set as a shirt, and the sub-property identifier associated with the item grid 3 can also be set. The sub-property identifier should be the sub-property identifier corresponding to the second target label, that is, the sub-property identifier of the first sub-property corresponding to the first target label of the shirt. For example, in combination with FIG. 4, in the editing interface of the item grid 3, if the second target label of the item grid 3 is selected as a shirt, the sub-property identifier associated with the item grid 3 can only be selected in the sub-property identifier corresponding to the shirt (i.e., the item column 21-40). Thus, the association of the icon component and the first sub-property is set through two levels of the second target label and the sub-property identifier, which is conducive to accurate setting by the user.
[0134] In an embodiment, in response to the third editing instruction for the icon component in the editing interface of the interaction interface, the second target label is set for the icon component, and the icon component is associated with the first sub-property corresponding to the first target label corresponding to the second target label.
[0135] In an embodiment, in the case of picking up the target virtual object, the step of controlling the display of the object information of the target virtual object in the icon control corresponding to the icon component includes:
[0136] In the case of picking up the target virtual object, the second synchronization information is triggered to be sent to the icon control corresponding to the icon component, and the icon control is controlled to display the object information of the target virtual object according to the second synchronization information.
[0137] The second synchronization information can be sent from the target virtual character or the first attribute of the target virtual character, and can include information of the target virtual object. In the case where the target virtual character picks up the target virtual object, the target virtual character or the first attribute of the target virtual character knows that the picking event occurs, and can send the second synchronization information to the icon control. Or more specifically, the second synchronization information is sent to the target icon control corresponding to the target icon component. The icon control triggers the display of the object information of the target virtual object in response to the second synchronization information.
[0138] In an embodiment, the game editing method can further include the following steps:
[0139] In response to the first trigger operation on the object information of the target virtual object displayed in the icon control, the target virtual character is controlled to execute the first game instruction corresponding to the target virtual object.
[0140] In the case where the target virtual object is picked up, the target virtual character can use the target virtual object, and the player can use the target virtual object through the first trigger operation in the icon control. The first trigger operation can be a click, a long press, or the like, triggering the target virtual character to use the target virtual object. The first game instruction is an action instruction made when the target virtual object is used, such as throwing the target virtual object, casting a skill corresponding to the target virtual object, and the like.
[0141] In an embodiment, the target virtual object is a first type of virtual object, which refers to a virtual object that can be picked up by the target virtual character and embodied in the first attribute, such as a virtual object that can be placed in an item bar. Accordingly, the game editing method further includes at least the following steps:
[0142] In response to a sixth editing instruction for a specified scene component in the game editing scene, a virtual object corresponding to the specified scene component is determined as a first type of virtual object. The specified scene component can be any one or more scene components in the game editing scene, and the sixth editing instruction is an operation instruction for determining the first type of virtual object. For example, the user can select the specified scene component and trigger the opening of its editing interface, in which it can be set whether the virtual character can pick up the specified scene component into the item bar. If it is set to be able to be picked up into the item bar, the specified scene component (or the virtual object corresponding thereto) is determined as the first type of virtual object.
[0143] In response to a seventh editing instruction in a preset editing interface, the first type of virtual object is determined. FIG. 8 shows a schematic diagram of a preset editing interface. The operation instruction of the user in the interface is the seventh editing instruction, such as the user can add a scene component (or a virtual object). The scene components added in the interface are all first type of virtual objects.
[0144] In this way, the user is allowed to freely set the virtual objects in the game running scene that can be picked up into the item bar by the virtual character, increasing the flexibility and diversity of user editing.
[0145] In an embodiment, the target virtual object is a first type of virtual object. The game editing method can further include the following steps:
[0146] In response to the target virtual character meeting a second interaction condition with a second type of virtual object, a corresponding instruction control is displayed on the graphical user interface according to the second type of virtual object; the instruction control is configured to control the target virtual character to execute a game instruction corresponding to the second type of virtual object in response to a third trigger operation.
[0147] The second type of virtual object is a virtual object that can be obtained by the virtual character but cannot be placed in the item bar, and the data thereof cannot be added to the first attribute. The second interaction condition indicates the timing of obtaining the second type of virtual object by the target virtual character, such as being set to be obtained by the target virtual character when contacting the second type of virtual object. In the case of obtaining the second type of virtual object, a corresponding instruction control can be provided on the graphical user interface, and the operation of the instruction control is the third trigger operation, which can trigger the target virtual character to execute a game instruction using the second type of virtual object. For example, the second type of virtual object can be a skill prop, when the target virtual character contacts the skill prop, the skill prop is obtained, and a corresponding skill instruction control is provided, and the player can click or long press to implement the third trigger operation, so that the target virtual character casts the corresponding skill.
[0148] In an embodiment, in the case of obtaining the second type of virtual object by the target virtual character, the data of the second type of virtual object can be added to a third attribute of the target virtual character. For example, the third attribute can be a skill attribute, and the second type of virtual object is a skill prop.
[0149] In addition to the first type of virtual object and the second type of virtual object described above, other types of virtual objects can also be set in the game, such as a third type of virtual object that cannot be obtained by the virtual character, etc.
[0150] An exemplary embodiment of the present disclosure further provides a game editing device. Referring to FIG. 9, the game editing device 900 includes the following program modules:
[0151] The game editing scene display processing module 910 is configured to display a game editing scene in a graphical user interface provided by a running game program;
[0152] The editing instruction processing module 920 is configured to determine a first attribute of the target virtual role and set a first target label for the first attribute in response to a first editing instruction for the target virtual role in the game editing scene; the first target label is a label determined from the first preset label or a custom label determined.
[0153] The game running processing module 930 is configured to control to pick up the target virtual object in the game running scene corresponding to the game editing scene in response to that the target virtual role and the target virtual object meet the first interaction condition and the attribute of the target virtual object matches the first target label.
[0154] In an implementation, the game editing scene display processing module 910 is further configured to display an interaction interface editing interface through a graphical user interface; the editing instruction processing module 920 is further configured to set a second target label for an icon component in the interaction interface editing interface in response to a second editing instruction for the icon component; the second target label is a label determined from the second preset label or a custom label determined; the icon component is configured to generate a corresponding icon control in the game running stage; and the game running processing module 930 is further configured to control to display object information of the target virtual object in a target icon control corresponding to the target icon component in the case of picking up the target virtual object; wherein the second target label of the target icon component matches the attribute of the target virtual object.
[0155] In an implementation, the second preset label includes at least one of the following: a label generated according to the first target label configured in the first attribute; a label preset by a game program.
[0156] In an implementation, in the case of picking up the target virtual object, the step of controlling to display the object information of the target virtual object in the target icon control corresponding to the target icon component includes: in the case of picking up the target virtual object, triggering to send first synchronization information to the target icon control corresponding to the target icon component, and controlling the target icon control to display the object information of the target virtual object according to the first synchronization information.
[0157] In an implementation, the game editing scene display processing module 910 is further configured to display an interaction interface editing interface through a graphical user interface; the editing instruction processing module 920 is further configured to associate the icon component with the first attribute of the target virtual role in response to a third editing instruction for the icon component in the interaction interface editing interface; the icon component is configured to generate a corresponding icon control in the game running stage; and the game running processing module 930 is further configured to control to display the object information of the target virtual object in the icon control corresponding to the icon component in the case of picking up the target virtual object.
[0158] In an implementation, the first attribute of the target virtual role includes a plurality of first sub-attributes, and the first sub-attributes are configured with first target labels; in response to the third editing instruction for the icon component in the interactive interface editing interface, the step of associating the icon component with the first attribute of the target virtual role includes: in response to the third editing instruction for the icon component in the interactive interface editing interface, associating the icon component with the first sub-attribute of the target virtual role; the step of controlling the display of the object information of the target virtual object in the icon control corresponding to the icon component includes: controlling the display of the object information of the target virtual object in the target icon control corresponding to the target icon component; and the first target label of the first sub-attribute associated with the target icon component matches the attribute of the target virtual object.
[0159] In an implementation, in response to the third editing instruction for the icon component in the interactive interface editing interface, the step of associating the icon component with the first sub-attribute of the target virtual role includes: in response to the third editing instruction for the icon component in the interactive interface editing interface, setting the sub-attribute identifier associated with the icon component, and associating the icon component with the first sub-attribute corresponding to the sub-attribute identifier associated with the icon component.
[0160] In an implementation, the editing instruction processing module 920 is further configured to: in response to the second editing instruction for the icon component in the interactive interface editing interface, set a second target label for the icon component; the second target label is a label determined from the second preset label or a custom label determined; in response to the third editing instruction for the icon component in the interactive interface editing interface, the step of setting the sub-attribute identifier associated with the icon component and associating the icon component with the first sub-attribute corresponding to the sub-attribute identifier associated with the icon component includes: in response to the third editing instruction for the icon component, determining the sub-attribute identifier associated with the icon component from the sub-attribute identifier corresponding to the second target label, and associating the icon component with the first sub-attribute corresponding to the sub-attribute identifier associated with the icon component; the sub-attribute identifier corresponding to the second target label includes: the sub-attribute identifier of the first sub-attribute corresponding to the first target label matching the second target label.
[0161] In an implementation, in response to the first editing instruction for the target virtual role in the game editing scene, the step of determining the first attribute of the target virtual role and setting the first target label for the first attribute includes: setting the identification range of the first sub-attribute corresponding to different first target labels according to the first editing instruction, so as to determine the first target label of each first sub-attribute.
[0162] In an implementation, in the case of picking up the target virtual object, the step of controlling the display of the object information of the target virtual object in the icon control corresponding to the icon component includes: in the case of picking up the target virtual object, triggering the sending of second synchronization information to the icon control corresponding to the icon component, and controlling the icon control to display the object information of the target virtual object according to the second synchronization information.
[0163] In an implementation, the game running processing module 930 is further configured to, in response to a first triggering operation on the object information of the target virtual object displayed in the icon control, control the target virtual character to execute a first game instruction corresponding to the target virtual object.
[0164] In an implementation, in response to a first editing instruction for the target virtual character in the game editing scene, the step of determining a first attribute of the target virtual character and setting a first target label for the first attribute includes: in response to the first editing instruction in the character editing interface of the game editing scene, determining a virtual character controlled by a player in the game running scene as the target virtual character, determining the first attribute of the target virtual character and setting the first target label for the first attribute.
[0165] In an implementation, the step of controlling the picking up of the target virtual object includes: adding data of the target virtual object in the first attribute of the target virtual character.
[0166] In an implementation, the game running processing module 930 is further configured to, in response to the end of a game round in the game running scene, clear the data of the target virtual object from the first attribute of the target virtual character.
[0167] In an implementation, the target virtual object is a corresponding virtual model generated by a target scene component in the game editing scene in the game running stage; the attribute of the target virtual object is set by at least one of the following manners: setting the attribute of the target virtual object according to a preset attribute corresponding to a scene component control used to generate the target scene component in the game editing scene; wherein the scene component control is configured to generate a corresponding scene component in the game editing scene in response to a second triggering operation; setting the attribute of the target virtual object according to an attribute editing instruction for the target scene component.
[0168] In an implementation, the first interaction condition is determined by at least one of the following manners: determining the first interaction condition in response to a fourth editing instruction for a target scene component in the game editing scene; the target scene component is configured to generate a corresponding target virtual object in the game running stage; determining the first interaction condition in response to a fifth editing instruction in a logic rule editing interface.
[0169] In an implementation, the first interaction condition comprises at least one of the following: the target virtual role contacts the target virtual object; the target virtual role gives a second game instruction to the target virtual object; the target virtual role is located in an object obtaining area associated with the target virtual object; the target virtual role gives a third game instruction in the object obtaining area associated with the target virtual object.
[0170] In an implementation, the target virtual object is a first type of virtual object; the editing instruction processing module 920 is further configured to perform at least one of the following: in response to a sixth editing instruction for a specified scene component in the game editing scene, determining a virtual object corresponding to the specified scene component as the first type of virtual object; in response to a seventh editing instruction in a preset editing interface, determining the first type of virtual object.
[0171] In an implementation, the target virtual object is a first type of virtual object; the game running processing module 930 is further configured to: in response to the target virtual role meeting a second interaction condition with a second type of virtual object, display a corresponding instruction control on the graphical user interface according to the second type of virtual object; the instruction control is configured to control the target virtual role to execute a game instruction corresponding to the second type of virtual object in response to a third trigger operation.
[0172] The specific details of the parts of the above apparatus have been described in detail in the method part implementation, and the undisclosed details can be referred to the implementation content of the method part, thus no longer be described.
[0173] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, such division is not mandatory. In fact, according to the example implementation of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into embodied by multiple modules or units.
[0174] The example implementation of the present disclosure also provides a computer program product. The computer program product comprises a computer program which, when executed by a processor, implements the above game editing method.
[0175] In an embodiment, the computer program product can be a tangible product containing the computer program, such as a computer-readable storage medium storing the computer program. The computer-readable storage medium can be a storage medium based on an electrical, magnetic, optical, electromagnetic, infrared, or the like signal, including but not limited to random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state disk (SSD), and the like. For example, the computer program product can be implemented as a non-volatile storage medium storing the computer program, such as a read-only memory (ROM), a Nand Flash, and the like.
[0176] In an embodiment, the computer program product can be an intangible product containing the computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, an installation package, or the like digital file storing the computer program.
[0177] The code of the computer program can be written in one or more programming languages. The programming language can be, for example, C, Java, C++, and the like. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any kind of network, such as a local area network (LAN), a wide area network (WAN), and the like, or can be connected to an external computing device (for example, through an Internet connection provided by an operator).
[0178] The computer program can be carried or transmitted by an electrical, magnetic, optical, electromagnetic, infrared, or the like signal. The electronic device can convert the signal carrying the computer program into a digital signal, and then run the computer program. When the computer program is running on the electronic device, its code is used to make the electronic device execute (more specifically, can make the processor of the electronic device execute) the method steps of various exemplary embodiments of the present disclosure, such as the game editing method described above, which includes the following steps: step S210, displaying a game editing scene in a graphical user interface provided by a game program; step S220, in response to a first editing instruction for a target virtual character in the game editing scene, determining a first attribute of the target virtual character and setting a first target tag for the first attribute; the first target tag is a tag determined from the first preset tag or a custom tag determined; step S230, in the game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual object satisfying the first interaction condition, and the attribute of the target virtual object matching the first target tag, controlling to pick up the target virtual object.
[0179] By implementing the above method steps through a computer program, on the one hand, a method for editing the item pickup logic of a virtual role is provided, and a user can set a first target label for a first attribute of a target virtual role, so that the target virtual role can pick up a target virtual object whose attribute matches the first target label, thereby flexibly editing the category of virtual objects that can be picked up, breaking through the limitation in the related art that only preset virtual items can be picked up, increasing the editable information in the editor, and being beneficial to the user to edit a game scene that is more diversified in type and gameplay. On the other hand, the item pickup function of a virtual role is implemented as a first attribute, and the editing of the item pickup logic is realized by editing the first attribute, so that the editing process is relatively simple, and the editing efficiency is improved.
[0180] The exemplary embodiments of the present disclosure also provide an electronic device, which can be the terminal device 110 or the server 120 described above. The electronic device can include a processor and a memory. The memory stores executable instructions of the processor, which can be a computer program. The processor executes the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions. In addition, the electronic device can also include a display for displaying a graphical user interface.
[0181] The electronic device is exemplarily illustrated in the form of a general computing device with reference to FIG. 10. It should be understood that the electronic device 1000 shown in FIG. 10 is only one example, and should not limit the functions and use ranges of the embodiments of the present disclosure.
[0182] As shown in FIG. 10, the electronic device 1000 can include a processor 1010, a memory 1020, a bus 1030, an I / O (input / output) interface 1040, a network adapter 1050, and a display 1060.
[0183] The memory 1020 can include a volatile memory, such as a RAM 1021, a cache unit 1022, and a non-volatile memory, such as a ROM 1023. The memory 1020 can also include one or more program modules 1024, which include but are not limited to an operating system, one or more application programs, other program modules, and program data, each of which or some combination thereof can include the implementation of a network environment. For example, the program modules 1024 can include the modules in the above-described apparatus.
[0184] The processor 1010 can include one or more processing units, for example: the processor 1010 can include an AP (Application Processor, application processor), a modem processor, a GPU (Graphics Processing Unit, graphics processor), an ISP (Image Signal Processor, image signal processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor, digital signal processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit, neural network processor), etc.
[0185] The processor 1010 can be used to execute executable instructions stored in the memory 1020, for example, the game editing method described above, which includes the following steps: step S210, displaying a game editing scene in a graphical user interface provided by a game program; step S220, in response to a first editing instruction for a target virtual character in the game editing scene, determining a first attribute of the target virtual character and setting a first target label for the first attribute; the first target label is a label determined from the first preset label or a custom label determined; step S230, in the game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual object meeting the first interaction condition, and the attribute of the target virtual object matching the first target label, controlling to pick up the target virtual object.
[0186] By executing the above method steps through the processor 1010, on the one hand, a method for editing the item pickup logic of a virtual character is provided, and the user can set a first target label for a first attribute of a target virtual character, so that the target virtual character can pick up a target virtual object whose attribute matches the first target label, thereby flexibly editing the category of virtual objects that can be picked up, breaking through the limitation in the related art that only preset virtual items can be picked up, increasing the editable information in the editor, and being conducive to the user to edit a game scene with more diversified types and play methods. On the other hand, the item pickup function of the virtual character is implemented as a first attribute, and the editing of the item pickup logic is realized by editing the first attribute, which is relatively simple, and is conducive to improving the editing efficiency.
[0187] The bus 1030 is used to realize the connection between different components of the electronic device 1000, and can include a data bus, an address bus, and a control bus.
[0188] The electronic device 1000 can communicate with one or more external devices 1100 (such as a keyboard, a mouse, an external controller, etc.) through the I / O interface 1040.
[0189] The electronic device 1000 can communicate with one or more networks through the network adapter 1050, for example, the network adapter 1050 can provide a mobile communication solution such as 3G / 4G / 5G, or provide a wireless communication solution such as a wireless local area network, Bluetooth, near field communication, etc. The network adapter 1050 can communicate with other modules of the electronic device 1000 through the bus 1030.
[0190] The electronic device 1000 can display a graphical user interface through the display 1060, such as displaying a game editing scene, etc.
[0191] Although not shown in FIG. 10, other hardware and / or software modules can also be provided in the electronic device 1000, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.
[0192] As can be seen from the above, the technical solutions of the present disclosure can be implemented as methods, apparatuses, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art can understand that various aspects of the present disclosure can be implemented in the following forms: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or a combination of hardware and software aspects, such as can be referred to as "circuitry", "modules" or "systems", respectively.
[0193] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art, based on the specific embodiments provided by the present disclosure, will easily think of other embodiments. Therefore, the specific embodiments provided by the present disclosure are only exemplary, the scope and spirit of the present disclosure are indicated by the claims, and should cover any variations, uses or adaptations of the present disclosure that follow the general principles of the present disclosure, and include common knowledge or conventional technical means in the technical field that are not disclosed by the present disclosure.
Claims
1. A game editing method, the method comprising: displaying a game editing scene in a graphical user interface provided by a game program; in response to a first editing instruction for a target virtual role in the game editing scene, determining a first attribute of the target virtual role and setting a first target label for the first attribute; the first target label is a label determined from a first preset label or a custom label determined; in a game running scene corresponding to the game editing scene, in response to the target virtual role and a target virtual object meeting a first interaction condition, and an attribute of the target virtual object matching the first target label, controlling to pick up the target virtual object.
2. The method of claim 1, wherein, The method further comprises: displaying an interaction interface editing interface through the graphical user interface; in response to a second editing instruction for an icon component in the interaction interface editing interface, setting a second target label for the icon component; the second target label is a label determined from a second preset label or a custom label determined; the icon component is configured to generate a corresponding icon control in a game running stage; in the case of picking up the target virtual object, controlling to display object information of the target virtual object in a target icon control corresponding to a target icon component; wherein the second target label of the target icon component matches the attribute of the target virtual object.
3. The method of claim 2, wherein, The second preset label comprises at least one of: a label generated according to the first target label configured in the first attribute; a label preset by the game program.
4. The method of claim 2, wherein, The step of controlling to display the object information of the target virtual object in the target icon control corresponding to the target icon component in the case of picking up the target virtual object comprises: in the case of picking up the target virtual object, triggering sending first synchronization information to the target icon control corresponding to the target icon component, and controlling the target icon control to display the object information of the target virtual object according to the first synchronization information.
5. The method of claim 1, wherein, The method further comprises: displaying an interaction interface editing interface through the graphical user interface; in response to a third editing instruction for an icon component in the interaction interface editing interface, associating the icon component with the first attribute of the target virtual role; the icon component is configured to generate a corresponding icon control in a game running stage; in the case of picking up the target virtual object, controlling to display object information of the target virtual object in an icon control corresponding to the icon component.
6. The method of claim 5, wherein, The first attribute of the target virtual role comprises a plurality of first sub-attributes, and the first sub-attributes are configured with the first target label; the step of associating the icon component with the first attribute of the target virtual role in response to the third editing instruction for the icon component in the interaction interface editing interface comprises: in response to a third editing instruction for an icon component in the interaction interface editing interface, associating the icon component with the first sub-attribute of the target virtual role; the step of controlling to display the object information of the target virtual object in the icon control corresponding to the icon component comprises: Control to display object information of the target virtual object in a target icon control corresponding to a target icon component; wherein a first target label of a first sub-attribute associated with the target icon component matches an attribute of the target virtual object.
7. The method of claim 6, wherein, The step of associating the icon component with the first sub-attribute of the target virtual role in response to the third editing instruction for the icon component in the interactive interface editing interface comprises: In response to a third editing instruction for an icon component in the interactive interface editing interface, set a sub-attribute identifier associated with the icon component, and associate the icon component with a first sub-attribute corresponding to the sub-attribute identifier associated with the icon component.
8. The method of claim 7, wherein, The method further comprises: In response to a second editing instruction for an icon component in the interactive interface editing interface, set a second target label for the icon component; the second target label is a label determined from a second preset label or a custom label determined; The step of associating the icon component with the first sub-attribute of the target virtual role in response to the third editing instruction for the icon component in the interactive interface editing interface comprises: In response to a third editing instruction for the icon component, determine the sub-attribute identifier associated with the icon component from the sub-attribute identifier corresponding to the second target label, and associate the icon component with the first sub-attribute corresponding to the sub-attribute identifier associated with the icon component; the sub-attribute identifier corresponding to the second target label includes a sub-attribute identifier of a first sub-attribute corresponding to a first target label matching the second target label.
9. The method of claim 6, wherein, The step of determining the first attribute of the target virtual role and setting a first target label for the first attribute in response to a first editing instruction for the target virtual role in the game editing scene comprises: According to the first editing instruction, set the identification range of the first sub-attribute corresponding to different first target labels to determine the first target label of each first sub-attribute.
10. The method of claim 5, wherein, The step of controlling the display of object information of the target virtual object in the icon control corresponding to the icon component in the case of picking up the target virtual object comprises: In the case of picking up the target virtual object, trigger the sending of second synchronization information to the icon control corresponding to the icon component, and control the icon control to display the object information of the target virtual object according to the second synchronization information.
11. The method of claim 5, wherein, The method further comprises: In response to a first trigger operation on the object information of the target virtual object displayed in the icon control, control the target virtual role to execute a first game instruction corresponding to the target virtual object.
12. The method of claim 1, wherein, The step of determining the first attribute of the target virtual role and setting a first target label for the first attribute in response to a first editing instruction for the target virtual role in the game editing scene comprises: In response to a first editing instruction in a character editing interface of the game editing scene, a target virtual character controlled by a player in the game running scene is determined, a first attribute of the target virtual character is determined, and a first target label is set for the first attribute.
13. The method of claim 1, wherein, The step of controlling the target virtual object includes: Data of the target virtual object is added in the first attribute of the target virtual character.
14. The method of claim 13, wherein, The method further includes: In response to the end of a game round in the game running scene, the data of the target virtual object is removed from the first attribute of the target virtual character.
15. The method of claim 1, wherein, The target virtual object is a corresponding virtual model generated by a target scene component in the game editing scene in a game running stage; and the attribute of the target virtual object is set in at least one of the following manners: The attribute of the target virtual object is set according to a preset attribute corresponding to a scene component control used to generate the target scene component in the game editing scene; wherein the scene component control is configured to generate a corresponding scene component in the game editing scene in response to a second triggering operation; The attribute of the target virtual object is set according to an attribute editing instruction for the target scene component.
16. The method of claim 1, wherein, The first interaction condition is determined in at least one of the following manners: In response to a fourth editing instruction for a target scene component in the game editing scene, the first interaction condition is determined; the target scene component is configured to generate a corresponding target virtual object in a game running stage; In response to a fifth editing instruction in a logic rule editing interface, the first interaction condition is determined.
17. The method of claim 1, wherein, The first interaction condition includes at least one of the following: The target virtual character contacts the target virtual object; The target virtual character makes a second game instruction to the target virtual object; The target virtual character is located in an item obtaining area associated with the target virtual object; The target virtual character makes a third game instruction in the item obtaining area associated with the target virtual object.
18. The method of claim 1, wherein, The target virtual object is a first type of virtual object; the method further includes at least one of the following steps: In response to a sixth editing instruction for a specified scene component in the game editing scene, a virtual object corresponding to the specified scene component is determined as a first type of virtual object; In response to a seventh editing instruction in a preset editing interface, the first type of virtual object is determined.
19. The method of claim 1, wherein, The target virtual object is a first type of virtual object; the method further includes: In response to the target virtual character meeting a second interaction condition with a second type of virtual object, a corresponding instruction control of the second type of virtual object is displayed on the graphical user interface; the instruction control is configured to control the target virtual character to execute a game instruction corresponding to the second type of virtual object in response to a third triggering operation.
20. A game editing device, the device comprising: a game editing scene display processing module configured to display a game editing scene in a graphical user interface provided by a running game program; The editing instruction processing module is configured to determine a first attribute of a target virtual role and set a first target label for the first attribute in response to a first editing instruction for the target virtual role in the game editing scenario; The first target label is a label determined from first preset labels or a custom label determined; The game running processing module is configured to control picking up a target virtual object in response to the target virtual role and the target virtual object satisfying a first interaction condition and an attribute of the target virtual object matching the first target label in a game running scenario corresponding to the game editing scenario.
21. A computer program product comprising a computer program which, when executed by a processor, implements the method of any one of claims 1 to 19.
22. An electronic device comprising: a processor; a memory for storing executable instructions of the processor; wherein the processor is configured to implement the method of any one of claims 1 to 19 via execution of the executable instructions.
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