Game scene editing method and apparatus, electronic device, and storage medium

By automatically switching states in response to the selection of component panels in the game scene editor, the display area of ​​the game scene is increased and the player can directly enter the editing state. This solves the problem of scene component panels obscuring the view, achieves smoother and more convenient operation, and improves the player's editing experience.

WO2026021107A1PCT designated stage Publication Date: 2026-01-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2025/103523
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-07-22
Filing Date
2025-06-25
Publication Date
2026-01-29

AI Technical Summary

Technical Problem

In existing game scene editors, the scene component panel covers most of the graphical user interface area, causing disjointed operations when players select and edit components, thus affecting the user experience.

Method used

By responding to the selection of the component panel in the graphical user interface, the panel state is automatically switched, which increases the display area of ​​the game scene to be edited, and directly displays the components and puts them into editing mode, allowing players to directly perform editing operations in the game scene.

Benefits of technology

It improves the smoothness and convenience of player operations in game scene editing, simplifies the process of adding and editing components, and enhances the user experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

A game scene editing method and apparatus, an electronic device, and a storage medium, relating to the technical field of games. Displaying, by means of a graphical user interface of a terminal device, a game scene to be edited, the method comprising: displaying, on the graphical user interface, a game component panel in a first state (S101); in response to a first selection operation with respect to a first component control in the game component panel, and the first selection operation satisfying a preset trigger condition, switching the game component panel from the first state to a second state, displaying a first component corresponding to the first component control in the game scene to be edited, and controlling the first component to be in a first editing state, wherein an area of the game scene to be edited displayed by the graphical user interface in the second state is greater than an area of the game scene to be edited displayed by the graphical user interface in the first state (S102); and in response to an editing operation with respect to the first component, editing the first component (S103). Game scene editing is achieved by means of a simple and convenient operation method, improving player operating experience.
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Description

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

[0001] Cross Reference to Related Applications

[0002] This application claims priority to Chinese Patent Application No. 202410985373.2, filed on July 22, 2024, entitled "Game Scene Editing Method and Device, Electronic Device, and Storage Medium", the entire contents of which are incorporated herein by reference in its entirety. TECHNICAL FIELD

[0003] The present disclosure relates to the technical field of games, in particular to a game scene editing method, device, electronic device, and storage medium. BACKGROUND

[0004] With the continuous development of user generated content (UGC) technology in games, players can create game scenes by themselves through a scene editor provided by the game, thereby improving the richness of the game scene.

[0005] In existing scene editors, in order to ensure the freedom and richness of scene editing, a large number of scene components are provided for players to select, and the scene components are selected by the players in a scene component panel and added to the scene.

[0006] However, since the number of scene components is large, when the player opens the scene component panel, the scene component panel covers most of the area of the graphical user interface, and after the player selects a component from the scene component panel and adds it to the scene, the player needs to close the scene component panel before being able to edit the component in the graphical user interface, which results in discontinuous editing operations for the component and is not conducive to the operation experience of the player. SUMMARY

[0007] The purpose of the present disclosure is to provide a game scene editing method, device, electronic device, and storage medium to achieve game scene editing through a simple and convenient operation method and improve the operation experience of players, in view of the deficiencies in the prior art.

[0008] To achieve the above purpose, the technical solutions adopted by the embodiments of the present disclosure are as follows:

[0009] In a first aspect, the embodiments of the present disclosure provide a game scene editing method, which displays a game scene to be edited through a graphical user interface of a terminal device, and the method comprises:

[0010] displaying a game component panel in a first state in the graphical user interface;

[0011] In response to a first selection operation on a first component control in the game component panel, and in response to the first selection operation satisfying a preset triggering condition, the game component panel is switched from the first state to a second state, a first component corresponding to the first component control is displayed in the game scene to be edited, and the first component is controlled to be in a first editing state.

[0012] In response to an editing operation on the first component, the first component is edited.

[0013] In a second aspect, the embodiments of the present disclosure further provide a game scene editing device. The device displays a game scene to be edited through a graphical user interface of a terminal device, and the device comprises:

[0014] A display module is configured to display a game component panel in a first state in the graphical user interface.

[0015] A switching module is configured to switch the game component panel from the first state to a second state in response to a first selection operation on a first component control in the game component panel, and in response to the first selection operation satisfying a preset triggering condition. The graphical user interface displays a larger area of the game scene to be edited in the second state than in the first state.

[0016] The display module is further configured to display a first component corresponding to the first component control in the game scene to be edited, and control the first component to be in a first editing state.

[0017] An editing module is configured to edit the first component in response to an editing operation on the first component.

[0018] In a third aspect, the embodiments of the present disclosure further provide an electronic device. The electronic device comprises a processor, a storage medium, and a bus. The storage medium stores program instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium through the bus. The processor executes the program instructions to perform the steps of the game scene editing method according to any one of the first aspect.

[0019] In a fourth aspect, the embodiments of the present disclosure further provide a computer-readable storage medium. The storage medium stores a computer program. When the computer program is executed by a processor, the steps of the game scene editing method according to any one of the first aspect are performed.

[0020] The beneficial effects of the present disclosure are:

[0021] The present disclosure provides a game scene editing method and device, electronic equipment and storage medium. When a first selection operation on a first component in a game component panel meets a preset trigger condition, the game component panel is switched from a first state to a second state, so that the area of the to-be-edited game scene displayed by the graphical user interface in the second state is larger than that in the first state. The first component is displayed in the to-be-edited game scene and controlled to be in a first editing state. In this case, the first component can be directly edited based on an editing operation. Since the game component panel automatically switches states based on the first selection operation, the player can directly edit the first component displayed in the to-be-edited game scene through the editing operation. The player does not need to add a component from the game component panel and then close the panel to edit the component. The added first component is in the first editing state by default, and the player does not need to select the first component to trigger the first component to enter the editing state. The operation continuity of the player in adding and editing components is improved, the operation mode is simple and convenient, and the operation experience of the player is improved. BRIEF DESCRIPTION OF DRAWINGS

[0022] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following will briefly introduce the drawings needed to be used in the embodiments. It should be understood that the following drawings only show some embodiments of the present disclosure, and therefore should not be regarded as a limitation on the scope. For those skilled in the art, other related drawings can also be obtained without creative labor on the basis of these drawings.

[0023] FIG. 1 is a flowchart of a game scene editing method according to an embodiment of the present disclosure;

[0024] FIG. 2 is a schematic diagram of a graphical user interface according to an embodiment of the present disclosure;

[0025] FIG. 3 is a schematic diagram of a graphical user interface according to an embodiment of the present disclosure;

[0026] FIG. 4 is a schematic diagram of a graphical user interface according to an embodiment of the present disclosure;

[0027] FIG. 5 is a flowchart of a game scene editing method according to an embodiment of the present disclosure;

[0028] FIG. 6 is a flowchart of a game scene editing method according to an embodiment of the present disclosure;

[0029] FIG. 7 is a schematic diagram of a graphical user interface according to an embodiment of the present disclosure;

[0030] FIG. 8 is a flowchart illustrating a method for editing a game scene according to an embodiment of the present disclosure;

[0031] FIG. 9 is a flowchart illustrating a method for editing a game scene according to an embodiment of the present disclosure;

[0032] FIG. 10 is a diagram illustrating a graphical user interface according to an embodiment of the present disclosure;

[0033] FIG. 11 is a diagram illustrating a graphical user interface according to an embodiment of the present disclosure;

[0034] FIG. 12 is a diagram illustrating a graphical user interface according to an embodiment of the present disclosure;

[0035] FIG. 13 is a diagram illustrating a device for editing a game scene according to an embodiment of the present disclosure;

[0036] FIG. 14 is a diagram illustrating an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION

[0037] For the purpose of making the objects, technical solutions and advantages of embodiments of the present disclosure clearer, the following will be combined with the accompanying drawings for a clear and complete description of the technical solutions in the embodiments of the present disclosure. Obviously, the described embodiments are only some, but not all of the embodiments of the present disclosure.

[0038] Therefore, the following detailed description of embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed present disclosure, but only represents selected embodiments of the present disclosure. All other embodiments obtained by those of ordinary skill in the art without creative work based on the embodiments in the present disclosure are within the scope of protection of the present disclosure.

[0039] In addition, the terms "first", "second", and the like in the description and claims of the present disclosure and the above-mentioned accompanying drawings are used to distinguish similar objects, and do not necessarily indicate a specific order or sequence. It should be understood that the data thus used can be interchanged under appropriate circumstances, so that the embodiments of the present disclosure described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "include" and "have" and any variations thereof are intended to cover non-exclusive inclusion, for example, a process, method, system, product or device that includes a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but can include other steps or units not clearly listed or inherent to these processes, methods, products or devices.

[0040] It should be noted that the features in the embodiments of the present disclosure can be combined with each other without conflict.

[0041] The game scene editing method in an embodiment of the present disclosure can run on a local terminal device or a server. When the game scene editing method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes the server and a client device.

[0042] In an optional embodiment, various cloud applications can run under the cloud interaction system, for example, cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a game mode based on cloud computing. In the running mode of cloud gaming, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the game scene editing method are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device 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 palm computer, etc. However, the cloud gaming server in the cloud end performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server, the cloud gaming server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.

[0043] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is used for presenting a game picture. The local terminal device is used for interacting with the player through a graphical user interface, that is, a conventional game program is downloaded and installed on an electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor, the display screen is used for presenting a graphical user interface, the graphical user interface includes a game picture, and the processor is used for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0044] In an optional embodiment, the present disclosure provides a game scene editing method, which provides a graphical user interface through a terminal device. The terminal device can be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system.

[0045] Since the number of scene components is large, when the player opens the scene component panel, the scene component panel covers most of the area of the graphical user interface. After the player selects a component from the scene component panel and adds the component to the scene, the player needs to close the scene component panel before editing the component in the graphical user interface, which leads to discontinuous editing operation of the component and is not conducive to the operation experience of the player.

[0046] Based on this, the present disclosure aims to provide a game scene editing method and device, electronic equipment and storage medium. When the first selected operation of the first component in the game component panel meets the preset triggering condition, the game component panel is switched from the first state to the second state, so that the area of the to-be-edited game scene displayed by the graphical interface in the second state is larger than that in the first state. The first component is displayed in the to-be-edited game scene and controlled to be in the first editing state. In this case, the first component can be directly edited based on the editing operation. Since the game component panel automatically switches states based on the first selected operation, the player can directly edit the first component displayed in the to-be-edited game scene through the editing operation. The player does not need to add components from the game component panel and then close the panel to edit the components. The added first component is in the first editing state by default, and the player does not need to select the first component to trigger the first component to enter the editing state. The operation continuity of the player adding and editing components is improved, the operation mode is simple and convenient, and the operation experience of the player is improved.

[0047] The specific implementation of the game scene editing method provided by the present disclosure will be described below in combination with embodiments.

[0048] FIG. 1 is a flowchart of a game scene editing method provided by an embodiment of the present disclosure. As shown in FIG. 1, the method can include:

[0049] S101: Displaying a game component panel in a first state in a graphical user interface.

[0050] In this embodiment, for a game program with UGC function, a game scene editing entrance is provided in the game program. The to-be-edited game scene interface is entered through the game scene editing entrance, and the to-be-edited game scene is displayed in the to-be-edited game scene interface. The to-be-edited game scene is a game scene that can be customized and edited by the player. The player can build a game scene in the to-be-edited game scene according to the scene components provided by the game.

[0051] The game program provides a plurality of game scene components for the player to select from. The plurality of game scene components are displayed in the game component panel for the player to select from. When the number of game scene components provided in the game component panel is large, the player can expand the display range of the game component panel in the graphical user interface by dragging.

[0052] The game component panel in the first state blocks the to-be-edited game scene in the graphical user interface. The game component panel in the first state blocks at least half of the to-be-edited game scene in the graphical user interface.

[0053] S102: in response to a first selection operation on a first component control in the game component panel, and the first selection operation satisfies a preset trigger condition, switching the game component panel from a first state to a second state, and displaying a first component corresponding to the first component control in the game scene to be edited in the first editing state, wherein the area of the game scene to be edited displayed by the graphical user interface in the second state is larger than the area of the game scene to be edited displayed by the graphical user interface in the first state.

[0054] Generally, when the game component panel is in the first state, at least half of the game scene to be edited is covered by the game component panel. When the player needs to add the first component selected by the player to the game scene to be edited, two ways are adopted. One way is to determine the position of the first component in the game component panel, then reduce the display range of the game component panel, so that the first component is in the reduced game component panel, and the part of the game scene to be edited that is hidden is displayed in the graphical user interface again, and the player drags the first component from the game component panel to the game scene to be edited. Another way is to add the selected first component to the game scene to be edited through the component adding control provided in the game component panel, then close the game component panel, and then edit the first component in the game scene to be edited.

[0055] It can be seen that in the above process, the player needs to first reduce the display range of the game component panel to edit the first component in the game scene to be edited. The process from adding the first component to editing is not continuous and is interrupted by the adjustment operation on the game component panel.

[0056] In this embodiment, a plurality of component controls corresponding to game scene components are displayed in the game component panel, and the first component control is selected from the plurality of component controls of the game scene components through the first selection operation. The preset trigger condition is whether to confirm the addition of the first component in the game scene to be edited. If the first selection operation satisfies the preset trigger condition, the state of the game component panel is switched.

[0057] Specifically, the game component panel is switched from the first state to the second state. In the second state, the game component panel covers less of the game scene to be edited in the graphical user interface, so that the area of the game scene to be edited displayed by the graphical user interface in the second state is larger than the area of the game scene to be edited displayed by the graphical user interface in the first state, that is, the part of the game scene to be edited hidden by the game component panel in the first state is displayed in the graphical user interface again.

[0058] After the game component panel is switched from the first state to the second state, the first component corresponding to the first component control selected in the game component panel is added and displayed in the to-be-edited game scene, and the added first component is controlled to be in a first editing state. The first editing state indicates that the first component is in a default selected state, and the player can directly edit the first component without first selecting the newly added first component in the to-be-edited game scene to trigger the first component to be in an editing state.

[0059] In the process of displaying the first component in the to-be-edited game scene, the first component can be added and displayed after the game component panel is completely switched from the first state to the second state, or the first component can be added and displayed in the process of switching the game component panel from the first state to the second state.

[0060] In some embodiments, in order to improve the visual effect of the player, an animation effect of the first component entering the to-be-edited game scene from the game component panel can be provided, so that the adding and displaying process of the first component is more visually coherent.

[0061] S103: In response to the editing operation on the first component, the first component is edited.

[0062] In this embodiment, after the game component panel is switched from the first state to the second state, because the area of the to-be-edited game scene displayed in the graphical user interface is increased, the to-be-edited game scene is no longer blocked by the game component panel, and the first component is in the first editing state, the player can directly input an editing operation on the first component in the to-be-edited game scene to edit the attribute parameters of the first component. Because of the change of the state of the game component panel, the to-be-edited game scene is no longer blocked by the game component panel, and the player does not need to manually adjust the blocking of the to-be-edited game scene by the game component panel, so that there is coherence between the first selection operation and the editing operation.

[0063] The game scene editing method provided by the above embodiments, when the first selected operation on the first component in the game component panel meets the preset trigger condition, the game component panel is switched from the first state to the second state, so that the region of the to-be-edited game scene displayed by the graphical user interface in the second state is larger than the region of the to-be-edited game scene displayed in the first state, the first component is displayed in the to-be-edited game scene and the first component is controlled to be in the first editing state. In this case, the first component can be directly edited based on the editing operation. Since the game component panel automatically switches states based on the first selected operation, the player can directly edit the first component displayed in the to-be-edited game scene through the editing operation. The player does not need to add a component from the game component panel and then close the panel to edit the component. The added first component is in the first editing state by default, and the player does not need to select the first component to trigger the first component to enter the editing state. The operation continuity of the player in adding and editing components is improved, the operation mode is simple and convenient, and the operation experience of the player is improved.

[0064] In a possible implementation, a plurality of manners of switching the game component panel from the first state to the second state are provided.

[0065] In some embodiments, the process of switching the game component panel from the first state to the second state in S102 can include:

[0066] The first display range of the game component panel in the first state is reduced to the second display range in the second state, so that the region of the to-be-edited game scene displayed by the graphical user interface in the second state is larger than the region of the to-be-edited game scene displayed by the graphical user interface in the first state.

[0067] In this embodiment, the region of the to-be-edited game scene displayed in the graphical user interface can be adjusted by adjusting the display parameter of the game component panel. The display parameter of the game component panel can be the display range of the game component panel. By reducing the display range of the game component panel, the region of the to-be-edited game scene displayed in the graphical user interface is increased.

[0068] Specifically, the display range of the game component panel is the display area of the game component panel in the graphical user interface. In the first state, the game component panel is displayed in the first display range, and the first display range exceeds half of the graphical user interface. In the second state, the display range of the game component is reduced, and the game component panel is displayed in the second display range. The second display range can be determined according to actual conditions, and can be less than half of the graphical user interface, can disappear completely, or can be a default collapsed state. The reduction from the first display range to the second display range is actually a process of retracting the game component panel. For example, the first display range is that the game component panel is unfolded from a boundary of the graphical user interface to a position exceeding half of the graphical user interface, and the second display range is that the game component panel is collapsed from the position of the first display range to the boundary of the graphical user interface, and can be collapsed to the closed game component panel at most.

[0069] For example, FIG. 2 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure. As shown in FIG. 2, the graphical user interface displays a game component panel 11 and a to-be-edited game scene 12. The display range of the game component panel 11 in the graphical user interface is a first display range. The game component panel 11 displays a large number of component controls of game scene components. Since the game component panel 11 in the first display range blocks most of the to-be-edited game scene 12, the component controls cannot be directly selected from the game component panel and dragged to the to-be-edited game scene 12 to generate game scene components corresponding to the component controls. By using the method of the embodiment, a first component control can be selected by a first selection operation to add a first component corresponding to the first component control in the to-be-edited game scene.

[0070] FIG. 3 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure. As shown in FIG. 3, the graphical user interface displays a game component panel 11, a to-be-edited game scene 12, and a first component 13. The display range of the game component panel 11 displayed in the graphical user interface is reduced from the first display range in FIG. 2 to a second display range, thereby increasing the area of the to-be-edited game scene 12 displayed in the graphical user interface. The number of component controls displayed by the game component panel in the second display range is significantly less than the number of component controls displayed by the game component panel in the first display range. The first component 13 displayed in the to-be-edited game scene is in a first editing state.

[0071] Further, the game component panel in the first display range is a game component panel in a preset unfolded state, and the game component panel in the second display range is a game component panel in a preset collapsed state.

[0072] In the embodiment, the game component panel in the first display range can be a game component panel in a preset expanded state, the display range of the game component panel in the preset expanded state in the graphical user interface exceeds half of the graphical user interface, the game component panel in the second display range can be a game component panel in a preset collapsed state, the display range of the game component panel in the preset collapsed state in the graphical user interface is less than half of the graphical user interface, and the number of component controls displayed by the game component panel in the collapsed state is less than the number of component controls displayed by the game component panel in the expanded state.

[0073] For example, FIG. 4 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure, as shown in FIG. 4, the game component panel in the second display range is a game component panel 11 in a preset collapsed state, the game component panel 11 in the preset collapsed state includes a component category bar 112 and a component control list 113 displayed above the component category bar, wherein the component category bar 112 includes a plurality of component category identifiers, in response to a click switching operation on each component category identifier, the component control list 113 displays component controls corresponding to the switched component category identifier, the component control list 113 displays at least part of the component controls corresponding to the component category identifier, and the un-displayed component controls can be displayed by a sliding operation on the component control list 113. For example, when the graphical user interface is in a vertical screen state, the un-displayed component controls can be displayed by horizontally sliding the component control list 113.

[0074] In some embodiments, in the process of selecting a first component control through the game component panel in the first display range as shown in FIG. 2 and displaying a first component corresponding to the first component control in the game scene to be edited, the game component panel can first transition from the state shown in FIG. 2 to the state shown in FIG. 3, and then switch to the state shown in FIG. 4, or directly transition from the state shown in FIG. 2 to the state shown in FIG. 4, which is not limited in the embodiment.

[0075] In some embodiments, the process of switching the game component panel from the first state to the second state in S102 can further include:

[0076] Increasing the first display transparency of the game component panel in the first state to the second display transparency in the second state.

[0077] In the embodiment, the display parameter of the game component panel can further include the display transparency of the game component panel, and in the process of changing the display range of the game component panel from the first display range to the second display range, the display transparency of the game component panel also changes with the change of the display range.

[0078] Specifically, in the first state, the game component panel is displayed with a first display transparency, and generally, the first display transparency is a transparency at which the game scene to be edited is completely invisible, i.e., 0% transparency; in the second state, the display transparency of the game component panel is increased, and the game component panel is displayed with a second display transparency, which can be determined according to actual conditions, and is subject to the condition that the game scene to be edited can be seen. After the display transparency of the game component panel is increased from the first transparency to the second display transparency, the player can see that the visible range of the game scene to be edited is increased from the graphical user interface.

[0079] In a possible implementation, the method can further include:

[0080] The display transparency of the game component panel in the second display range is reduced to the first display transparency.

[0081] In this embodiment, after the display range of the game component panel is reduced from the first display range to the second display range, and the display transparency is increased from the first display transparency to the second display transparency, in order to facilitate the player to select a new component control from the game component panel in the second display range for component addition, the display transparency of the game component panel in the second display range can be reduced to the first display transparency.

[0082] For example, when the game component panel is in a preset expanded state, the game component panel has a first display transparency to block the scene component to be edited in the graphical user interface, during the process of folding the game component panel from the preset expanded state to a preset folded state, the display transparency of the game component panel is transitioned from the first display transparency to a second display transparency, and when the game component panel is folded to the preset folded state, the display transparency of the preset folded state is reduced to the first display transparency.

[0083] The game scene editing method provided in the above embodiments adjusts the display range and transparency of the game component panel, so that the area of the game scene to be edited displayed by the graphical user interface in the second state is larger than the area of the game scene to be edited displayed in the first state, without the need for the player to manually adjust the display state of the game component panel, the coherence of the player's operation is ensured, and the operation experience of the player is improved.

[0084] In a possible implementation, the process of displaying the first component in the game scene to be edited in S102 can include:

[0085] According to the position of the first selected operation in the graphical user interface, the first component is displayed at a corresponding position in the game scene to be edited.

[0086] In the embodiment, based on the display position of the first component control selected by the first selection operation on the graphical user interface, the first component is displayed at the display position in the game scene to be edited when the game component panel is switched from the first state to the second state, that is, based on different display positions of the component control selected by the first selection operation on the graphical user interface, the game scene component corresponding to the component control is displayed at different display positions in the game scene to be edited.

[0087] In some embodiments, in order to improve the visual effect of the player, during the process of switching the game component panel from the first state to the second state, based on the display position of the first component control selected by the first selection operation, the first component is displayed at the display position in the game scene to be edited, and a visual effect of the first component penetrating the game component panel into the game scene to be edited is displayed.

[0088] The game scene editing method provided by the above embodiments can display the first component at a corresponding position in the game scene to be edited according to the position of the first selection operation in the graphical user interface, so that the addition position of the first component in the game scene to be edited is more flexible rather than fixed, and the first component can be better edited through consecutive first editing operations, thereby improving the continuity of the player's operation.

[0089] In a possible implementation, the process of editing the first component in response to the editing operation on the first component in S103 can include:

[0090] In the first editing state, the first number of attribute parameters of the first component are edited.

[0091] In the embodiment, the game program provides an editing function for the game scene component, and the editing function for the game scene component includes editing a plurality of attribute parameters of the game scene component, such as the position and posture, color, material, motion state, and occlusion relationship of the game scene component. The plurality of attribute parameters are divided into a first type of attribute parameter that can be quickly edited and a second type of attribute parameter that cannot be quickly edited according to the editing manner, and it is determined that the player can edit the first type of attribute parameter of the first component in the first editing state. The first type of attribute parameter that can be quickly edited is an attribute parameter that does not need to call an attribute editing panel for direct editing, and the first type of attribute parameter includes the first number of attribute parameters.

[0092] In some embodiments, the first type of attribute parameter can be a pose parameter of the first component, and specifically can include a position parameter, a size parameter, and a rotation angle parameter of the first component. For the position parameter of the first component, the first editing operation is a moving operation on the first component. For the size parameter of the first component, the first editing operation is a scaling operation on the first component. For the rotation angle parameter of the first component, the first editing operation is a rotating operation on the first component.

[0093] The game scene editing method provided in the above embodiments directly determines that the first component enters the first editing state after displaying the first component in the game scene to be edited, and edits the first component based on the first editing operation, thereby further improving the continuity between the selection operation and the editing operation of the component and improving the operation experience of the player.

[0094] In a possible implementation, the process of editing the first quantity of attribute parameters of the first component in the first editing state can include:

[0095] In the first editing state, the position of the first component is moved in response to a quick moving operation on the first component.

[0096] In this embodiment, in the first editing state, the first component is in a default selected state, in which the position of the first component can be quickly moved. Specifically, the display position of the first component in the graphical user interface is quickly moved based on the sliding operation of the player on the first component in the graphical user interface, so as to adjust the position of the first component in the game scene to be edited.

[0097] The quick moving operation can control the arbitrary movement of the position of the first component in the game scene to be edited, that is, the first component can be arbitrarily moved in the three-dimensional coordinate system of the game scene to be edited.

[0098] In some embodiments, in the first editing state, the editing operation on the first component is an operation continuous with the first selection operation.

[0099] Specifically, in the process of quickly moving the position of the first component through the editing operation, the quick moving operation on the first component can be an operation continuous with the first selection operation. After the first component is added to the game scene to be edited through the first selection operation, the first component enters the first editing state. At this time, the player can flexibly adjust the position of the first component in the game scene to be edited through the quick moving operation continuous with the first selection operation, that is, the player's finger or mouse continues to drag the first component in the game scene to be edited without leaving the first component after the first selection operation.

[0100] In another possible implementation, FIG. 5 is a flow diagram II of a game scene editing method according to an embodiment of the present disclosure. As shown in FIG. 5, the process of editing the first quantity of attribute parameters of the first component in the first editing state can include the following steps.

[0101] S201: In the first editing state, display a second quantity of attribute editing controls in the graphical user interface.

[0102] S202: In response to a triggering operation on a first target attribute editing control in the second quantity of attribute editing controls, edit a first target attribute parameter of the first component, the first target attribute parameter being an attribute parameter corresponding to the first target attribute editing control, and the second quantity being less than or equal to the first quantity.

[0103] In this embodiment, according to the attribute parameters that can be edited by the game editing component in the first editing state, at least part of the attribute editing controls corresponding to the attribute parameters that can be edited in the first editing state are displayed in the graphical user interface, where the second quantity of attribute editing controls is less than or equal to the attribute parameters of the first attribute in the first editing state.

[0104] If all the attribute parameters in the first editing state need to be edited through the attribute editing controls, the second quantity is equal to the first quantity. If there are attribute parameters in the first editing state that do not need to be edited through the attribute editing controls, the second quantity is less than the first quantity.

[0105] If the player needs to edit the first target attribute parameter of the first component, the editing of the first target attribute parameter of the first component can be triggered through the first target attribute parameter control, or the editing interface of the first target attribute parameter of the first component is displayed through the first target attribute parameter control, and the first target attribute parameter of the first component is adjusted in the editing interface.

[0106] In some embodiments, FIG. 6 is a flow diagram III of a game scene editing method according to an embodiment of the present disclosure. As shown in FIG. 6, the process of S202 of editing the first target attribute parameter of the first component in response to the triggering operation on the first target attribute editing control in the second quantity of attribute editing controls can include the following steps.

[0107] S301: In response to the triggering operation on the first target attribute editing control, display a three-dimensional coordinate system with the first component as the origin in the graphical user interface.

[0108] S302: In response to an editing operation on a coordinate axis of a target dimension of the first component, edit the first target attribute parameter of the coordinate axis of the target dimension of the first component.

[0109] In the embodiment, the first quantity of attribute parameters include: a component position parameter, a component size parameter, a component angle parameter, and a component mirror parameter, and the corresponding attribute editing controls are: a moving control, a scaling control, a rotating control, and a flipping control.

[0110] As shown in FIG. 3 or FIG. 4, the attribute editing controls 14 in the first editing state are, from top to bottom, a moving control, a scaling control, a rotating control, and a flipping control.

[0111] In response to a triggering operation on the moving control, a three-dimensional coordinate system XYZ with the first component as the origin is displayed on the graphical user interface. As shown in FIG. 4, in response to a selection operation on the X-axis, the position of the first component on the X-axis is adjusted by moving the first component on the X-axis. In response to a selection operation on the Y-axis, the position of the first component on the Y-axis is adjusted by moving the first component on the Y-axis. In response to a selection operation on the Z-axis, the position of the first component on the Z-axis is adjusted by moving the first component on the Z-axis.

[0112] In response to a triggering operation on the scaling control, a three-dimensional coordinate system XYZ with the first component as the origin is displayed on the graphical user interface. In response to a selection operation on the X-axis, the length of the first component in the X-axis direction is adjusted by scaling the first component on the X-axis. In response to a selection operation on the Y-axis, the width of the first component in the Y-axis direction is adjusted by scaling the first component on the Y-axis. In response to a selection operation on the Z-axis, the height of the first component in the Z-axis direction is adjusted by scaling the first component on the Z-axis.

[0113] As shown in FIG. 7, in response to a triggering operation on the rotating control, a three-dimensional coordinate system with the first component as the origin is displayed on the graphical user interface. The three-dimensional coordinate system corresponding to the rotating control is a circular ring coordinate system composed of three 1 / 4 circular rings. The first circular ring 161 is located in a first plane formed by the X-axis and the Z-axis, the second circular ring 162 is located in a second plane formed by the X-axis and the Y-axis, and the third circular ring 163 is located in a third plane formed by the Y-axis and the Z-axis. In response to a selection operation on the first circular ring 161, the angle of the first component in the first plane is adjusted by rotating the first component in the first plane. In response to a selection operation on the second circular ring 162, the angle of the first component in the second plane is adjusted by rotating the first component in the second plane. In response to a selection operation on the third circular ring 163, the angle of the first component in the third plane is adjusted by rotating the first component in the third plane.

[0114] For example, in the case of a cuboid component, in response to a selection operation on the first circular ring 161, the cuboid component is rotated in the first plane to adjust the angle of the cuboid component with the height as the axis, that is, the Y axis. In response to a selection operation on the second circular ring 162, the cuboid component is rotated in the second plane to adjust the angle of the cuboid component with the width as the axis, that is, the Z axis. In response to a selection operation on the third circular ring 162, the cuboid component is rotated in the third plane to adjust the angle of the cuboid component with the length as the axis, that is, the X axis.

[0115] In response to a triggering operation on the flipping control, a three-dimensional coordinate system XYZ with the first component as the origin is displayed on the graphical user interface. In response to a click operation on the X axis, the first component is flipped in the X axis direction. In response to a click operation on the Y axis, the first component is flipped in the Y axis direction. In response to a click operation on the Z axis, the first component is flipped in the Z axis direction.

[0116] The game scene editing method provided in the above embodiment enables the game scene component to directly enter the editing state after the game scene component is added through the game component panel in the first editing state, without the need for the player to select the component in the game scene to be edited to trigger the component to enter the editing state, thereby improving the continuity of the component addition and component editing operations and improving the operation experience of the player.

[0117] In a possible implementation, FIG. 8 is a flowchart of a game scene editing method provided in an embodiment of the present disclosure. As shown in FIG. 8, after the above editing of the first quantity of attribute parameters of the first component in the first editing state, the method can further include:

[0118] S401: In response to an exit operation of the first editing state, determining that the first component exits the first editing state.

[0119] S402: In response to a second selection operation on the first component in the game scene to be edited, determining that the first component enters a second editing state.

[0120] S403: In the second editing state, editing a third quantity of attribute parameters of the first component, where the third quantity is greater than the first quantity.

[0121] In this embodiment, after the editing of the attribute parameters of the first component in the first editing state is completed, the first component can be controlled to exit the first editing state. At this time, the first component is fixed in the game scene component to be edited according to the attribute parameters edited by the player in the first editing state. In this case, any attribute parameter of the first component cannot be changed.

[0122] The exit operation triggering the first component to exit the first editing state can be: in response to a click operation on a position other than the display position of the first component in the graphical user interface, determining that the first component exits the first editing state; or, in response to a trigger operation on any component control in the game component panel in the second state, adding a new game scene component in the game scene to be edited, so that the first component exits the first editing state.

[0123] When it is necessary to adjust the attribute parameters of the first component again, a second selection operation can be input to the first component in the game scene to be edited, and it is determined that the first component enters a second editing state.

[0124] The second editing state can be the same editing state as the first editing state, or a different editing state from the first editing state.

[0125] If the second editing state is the same editing state as the first editing state, the same attribute parameters as the first editing state can be edited, and if the second editing state is a different editing state from the first editing state, different attribute parameters from the first editing state can be edited.

[0126] In some embodiments, the second selection operation is a click operation or a long press operation on the first component in the game scene to be edited, and the embodiments are not limited thereto.

[0127] In some embodiments, the second editing state can edit a third number of attribute parameters of the first component, where the third number is greater than the first number, and the third number of attribute parameters can be completely different attribute parameters from the first number of attribute parameters, or can include the first number of attribute parameters and other attribute parameters.

[0128] For example, in the second editing state, the player can edit the second type of attribute parameters of the first component, or edit the first type of attribute parameters and the second type of attribute parameters of the first component.

[0129] In one possible implementation, FIG. 9 is a flowchart of a game scene editing method provided by an embodiment of the present disclosure, as shown in FIG. 9, the process of S303 of editing a third number of attribute parameters of the first component in the second editing state can include:

[0130] S501: In the second editing state, the game component panel displayed in the graphical user interface is switched to an attribute editing panel, and the attribute editing panel includes a fourth number of attribute editing controls, and the fourth number is less than or equal to the third number.

[0131] S502: In response to the triggering operation on the second target attribute editing control in the fourth number of attribute editing controls, the second target attribute parameter of the first component is edited, and the second target attribute parameter is an attribute parameter corresponding to the second target attribute editing control.

[0132] In the second editing state, other attribute parameters of the first component need to be edited in addition to the position and posture in the embodiment. After the first component enters the second editing state through the second selection operation, an attribute editing panel is displayed in the graphical user interface. The attribute editing panel provides a plurality of attribute editing controls. The attribute editing controls provided in the attribute editing panel are controls for editing different attribute parameters from the attribute editing controls in the first editing state.

[0133] If, in the second editing state, the first component can only be edited for attribute parameters other than the first number of attribute parameters, i.e., the third number of attribute parameters does not include the first number of attribute parameters, the fourth number is equal to the third number.

[0134] If, in the second editing state, the first component can be edited for both the first number of attribute parameters and attribute parameters other than the first number of attribute parameters, i.e., the third number of attribute parameters includes the first number of attribute parameters, the fourth number is less than the third number. The attribute editing controls of the first number of attribute parameters are still displayed in the graphical user interface in the display mode in the first editing state, and the attribute editing controls of other attribute parameters are displayed in the attribute editing panel.

[0135] In some embodiments, FIG. 10 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure. As shown in FIG. 10, the attribute editing panel 15 can include color attribute controls, material attribute controls, motion state attribute controls, performance form attribute controls, and the like. It can also include binding relationship controls between a plurality of components.

[0136] In response to a click operation on the second target attribute editing control in the attribute editing panel 15, an editing interface of the second target attribute parameter is displayed in the graphical user interface, and the second target attribute parameter is adjusted in the editing interface of the second target attribute parameter.

[0137] For example, if the second target attribute editing control is a color attribute control, a color editing interface is displayed in the graphical user interface. The color editing interface provides a plurality of selectable colors, and the player can select a favorite color as the color of the first component.

[0138] It should be noted that the first component is in the first editing state only when it is added to the game scene to be edited from the game component panel, and when the first component exits the first editing state and enters the editing state again, it can only enter the second editing state.

[0139] The game scene editing method provided in the above embodiment can further edit the first component in the second editing state again through the second selection operation after the first component exits the first editing state, thereby providing multiple editing modes for the player and improving the operation experience of the player.

[0140] In a possible implementation, the first selection operation meets the preset trigger condition when a pressing time of the first selection operation reaches a preset time threshold.

[0141] In this embodiment, the first selection operation is a long press operation, and the preset trigger condition can be a preset time threshold of the long press operation. When the long press operation reaches the preset time threshold, it is determined that the first selection operation meets the preset trigger condition, and it is determined to switch the game component panel from the first state to the second state to display the first component in the game scene to be edited and directly edit the first component.

[0142] On the basis of the above embodiment, the method can further include:

[0143] If the pressing time when the first selection operation ends does not reach the preset time threshold, it is determined that the game component panel returns to the first state.

[0144] In this embodiment, in order to avoid the possibility of player misoperation, the pressing time of the first selection operation is set to trigger the addition and display of the first component. During the long press operation of the player, if the pressing time of the long press operation does not reach the preset time threshold, that is, the pressing time of the first selection operation when it ends does not reach the preset time threshold, it is determined that the player does not need to display the first component in the game scene to be edited, and it is determined that the game component panel returns to the first state from the state change process. The player can select other first components or close the game component panel.

[0145] In this embodiment, the pressing time is started to be counted after the first selection operation starts to be pressed, at which time the game component panel starts to transition from the first state to the second state. If the continuous pressing time of the first selection operation reaches the preset time threshold, the game component panel meets the switching condition to the second state for display. If the continuous pressing time of the first selection operation ends without reaching the preset time threshold, the game component panel returns to the first state from the transition second state.

[0146] In a possible implementation, the S101 displays the game component panel in the first state in the graphical user interface, including:

[0147] In response to an unfolding operation on the game component panel in the preset collapsed state, the game component panel in a preset unfolded state is displayed in the graphical user interface.

[0148] The game component panel includes a plurality of game scene components. When a player opens the game component panel, in order to avoid the game component panel from blocking the graphical user interface, the game component panel is displayed in a collapsed state, that is, the game component panel has a small display area. For a large number of game scene components included in the game component panel, all the game scene components need to be viewed by sliding, which is time-consuming and laborious in the process of searching for the game scene components.

[0149] In this case, the player can choose to unfold the game component panel in the collapsed state to an unfolded state. The game component panel in the unfolded state has a larger display area and can display more game scene components, so that the player can quickly find the required game scene components.

[0150] For example, FIG. 11 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure. As shown in FIG. 1, the graphical user interface displays a game component panel 11 in a collapsed state. The unfolding operation can be a sliding operation on the game component panel in the collapsed state to the middle area of the graphical user interface. After the game component panel is unfolded, the game component panel is displayed in a first state. The first state can be an unfolded state or a state with a first display transparency based on the unfolded state.

[0151] In a possible implementation, the S101 displays the game component panel in the first state in the graphical user interface, including:

[0152] If it is detected that the graphical user interface is switched from a horizontal screen state to a vertical screen state, the game component panel in a preset collapsed state is displayed in the graphical user interface. In response to an unfolding operation on the game component panel in the preset collapsed state, the game component panel in the first state is displayed in the graphical user interface.

[0153] Generally, a player edits a game scene in a horizontal screen state of a graphical user interface. Even if the game component panel is in an unfolded state, the main area of the game scene to be edited is not blocked.

[0154] In this embodiment, when the graphical user interface is switched from a horizontal screen state to a vertical screen state, the game component panel displayed in the horizontal screen state can be switched to a game component panel in a collapsed state displayed in the vertical screen state. When the player needs to view more game scene components, the game component panel in the collapsed state can be unfolded to an unfolded state.

[0155] On this basis, when the player needs to add the first component in the game scene to be edited, the adding and editing operations of the first component can be completed by using the steps of S102-S103 as described above.

[0156] It should be noted that the solution of the embodiment can also be applicable to the application in the portrait state, and is not limited to the application in the landscape state.

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

[0158] In response to the drag operation on the second component control in the game component panel displayed in the graphical user interface in the landscape state, the second component corresponding to the second component control is displayed in the game scene to be edited.

[0159] In the embodiment, for example, FIG. 12 is a schematic diagram of a graphical user interface provided by the embodiment of the present disclosure, as shown in FIG. 12, the graphical user interface is in the landscape state, and the graphical user interface displays the game component panel 11 and the game scene to be edited 12. It can be seen that in the landscape state, even if the game component panel is in the expanded state, the main area of the game scene to be edited 12 is not blocked. In this case, the player can directly select the second component control from the game component panel 11 and drag the second component control to any position of the game scene to be edited 12 through the drag operation, so as to display the second component corresponding to the second component control in the game scene to be edited.

[0160] In a possible implementation, the method can further include:

[0161] In response to the trigger operation on the adding control corresponding to the third component control in the game component panel, the target component corresponding to the third component control is displayed at a fixed position of the game scene to be edited.

[0162] In the embodiment, as shown in FIG. 2, when the game component panel 11 blocks the main area of the game scene to be edited 12, the component control in the game component panel 11 cannot be dragged to the game scene to be edited to display the corresponding game scene component by the drag operation. The embodiment further provides a component adding control 17 in the game component panel 11. Each component control has a corresponding component adding control 17. In response to the trigger operation on the component adding control 17 corresponding to the third component control, the third component is displayed in the game scene to be edited.

[0163] In some embodiments, when the component is added in the game scene to be edited by the component adding control 17, the component is displayed at a preset fixed position of the game scene to be edited.

[0164] The specific process of the game scene editing method provided by the embodiments of the present disclosure is explained below in combination with the drawings.

[0165] As shown in FIG. 12, the graphical user interface is in a landscape state. When the graphical user interface is rotated from the landscape state to a portrait state, as shown in FIG. 11, the graphical user interface at least includes a game component panel 11 in a collapsed state and a game scene to be edited 12, wherein the game component panel 11 in the collapsed state displays a small number of game scene components. The game component panel 11 in the collapsed state can be expanded to a state as shown in FIG. 2 by sliding the game component panel 11 in the collapsed state from the upper boundary to the middle region of the graphical user interface.

[0166] As shown in FIG. 2, the graphical user interface at least includes a game component panel 11 in an expanded state, wherein the game component panel 11 in the expanded state is in a first display transparency. The game component panel 11 in the expanded state displays a large number of component controls corresponding to game scene components. A first component control can be selected from these game scene components by a first selection operation to add a component.

[0167] As shown in FIG. 3, the graphical user interface at least includes a game component panel 11 in a second state, a game scene to be edited 12, a first component 13 in the game scene to be edited 12, and a second number of attribute editing controls 14. The attribute editing controls 14 can include a movement control, a scaling control, a rotation control, and a flipping control. After the first selection operation meets a preset triggering condition, the game component panel switches from the first state to the second state. The first component 13 corresponding to the first component control is displayed in the game scene to be edited. The first component 13 is in a first editing state. The player can edit the position, angle, size, and other attribute parameters of the first component 13 in different dimensions in a three-dimensional coordinate system as shown in FIG. 4 and FIG. 7 by an operation on the attribute editing controls 14.

[0168] As shown in FIG. 10, the graphical user interface at least includes an attribute editing panel 15, a game scene to be edited 12, and a first component 13 in the game scene to be edited 12. After the first component exits the first editing state, the first component enters a second editing state based on a second selection operation on the first component in the game scene to be edited 12. The attribute editing panel 15 is displayed in the graphical user interface. The attribute editing controls provided by the attribute editing panel 15 can be used to edit various parameters of the first component.

[0169] As can be seen from the game scene editing process shown in the figure, in the process that the player selects a first component from the game component panel to add to the game scene to be edited and edits the first component in the game scene to be edited, the state of the game component panel is automatically changed without the player adjusting it by himself, which avoids the operation process of component adding and editing being interrupted and improves the operation experience of the player.

[0170] On the basis of the method embodiments, the disclosure embodiments further provide a game scene editing device. The game scene to be edited is provided through a graphical user interface of a terminal device. FIG. 13 is a structural schematic diagram of the game scene editing device provided by the disclosure embodiments. As shown in FIG. 13, the device can include:

[0171] The display module 401 is configured to display the game component panel in the first state in the graphical user interface.

[0172] The switching module 402 is configured to switch the game component panel from the first state to the second state in response to a first selection operation on a first component control in the game component panel, and the first selection operation meets a preset trigger condition. The area of the game scene to be edited displayed by the graphical user interface in the second state is greater than the area of the game scene to be edited displayed by the graphical user interface in the first state.

[0173] The display module 401 is further configured to display a first component corresponding to the first component control in the game scene to be edited, and control the first component to be in a first editing state.

[0174] The editing module 403 is configured to edit the first component in response to an editing operation on the first component.

[0175] In a possible implementation, the switching module 402 is specifically configured to reduce the first display range of the game component panel in the first state to the second display range in the second state, so that the area of the game scene to be edited displayed by the graphical user interface in the second state is greater than the area of the game scene to be edited displayed by the graphical user interface in the first state.

[0176] In a possible implementation, the game component panel in the first display range is a game component panel in a preset unfolded state, and the game component panel in the second display range is a game component panel in a preset folded state.

[0177] In a possible implementation, the switching module 402 is further configured to increase the first display transparency of the game component panel in the first state to the second display transparency in the second state.

[0178] In a possible implementation, the switching module 402 is further configured to determine that the display transparency of the game component panel of the second display range is reduced to the first display transparency.

[0179] In a possible implementation, the display module 401 is specifically configured to display the first component at a corresponding position in the game scene to be edited according to a position of the first selected operation in the graphical user interface.

[0180] In a possible implementation, the editing module 403 is specifically configured to edit a first quantity of attribute parameters of the first component in the first editing state.

[0181] In a possible implementation, the editing module 403 is specifically configured to move the position of the first component in response to a quick movement operation on the first component in the first editing state.

[0182] In a possible implementation, the editing module 403 is specifically configured to display a second quantity of attribute editing controls in the graphical user interface in the first editing state; and edit a first target attribute parameter of the first component in response to a trigger operation on a first target attribute editing control of the second quantity of attribute editing controls, the first target attribute parameter being an attribute parameter corresponding to the first target attribute editing control, and the second quantity being less than or equal to the first quantity.

[0183] In a possible implementation, the editing module 403 is specifically configured to display a three-dimensional coordinate system with the first component as the origin in the graphical user interface in response to the trigger operation on the first target attribute editing control; and edit a first target attribute parameter of a coordinate axis of a target dimension of the first component in response to an editing operation on the coordinate axis of the target dimension of the first component.

[0184] In a possible implementation, the device can further include:

[0185] The state exit module is configured to determine that the first component exits the first editing state in response to an exit operation of the first editing state.

[0186] The state determination module is configured to determine that the first component enters a second editing state in response to a second selected operation on the first component in the game scene to be edited.

[0187] The editing module 403 is further configured to edit a third quantity of attribute parameters of the first component in the second editing state, where the third quantity is greater than the first quantity.

[0188] In a possible implementation, the editing module 403 is specifically configured to, in the second editing state, switch the game component panel displayed in the graphical user interface to an attribute editing panel, the attribute editing panel including a fourth number of attribute editing controls, the fourth number being less than or equal to the third number; and in response to a triggering operation on a second target attribute editing control of the fourth number of attribute editing controls, edit a second target attribute parameter of the first component, the second target attribute parameter being an attribute parameter corresponding to the second target attribute editing control.

[0189] In a possible implementation, the first selection operation satisfies the preset triggering condition when a pressing time of the first selection operation reaches a preset time threshold.

[0190] In a possible implementation, the apparatus can further include:

[0191] The maintaining module is configured to determine that the game component panel returns to the first state if the pressing time when the first selection operation ends does not reach the preset time threshold.

[0192] In a possible implementation, the display module 401 is specifically configured to, in response to an expansion operation on the game component panel in the preset collapsed state, display the game component panel in the preset expanded state in the graphical user interface.

[0193] In a possible implementation, the display module 401 is specifically configured to, if it is detected that the graphical user interface switches from the horizontal screen state to the vertical screen state, display the game component panel in the preset collapsed state in the graphical user interface; and in response to an expansion operation on the game component panel in the preset collapsed state, display the game component panel in the first state in the graphical user interface.

[0194] In a possible implementation, the display module 401 is further configured to, in response to a drag operation on a second component control in the game component panel displayed in the graphical user interface in the horizontal screen state, display a second component corresponding to the second component control in the game scene to be edited.

[0195] In a possible implementation, the display module 401 is further configured to, in response to a triggering operation on an adding control corresponding to a third component control in the game component panel, display a target component corresponding to the third component control at a fixed position of the game scene to be edited.

[0196] The game scene editing device provided in the above embodiments, when the first selection operation on the first component in the game component panel meets the preset trigger condition, switches the game component panel from the first state to the second state, so that the region of the to-be-edited game scene displayed by the graphical interface in the second state is larger than the region of the to-be-edited game scene displayed in the first state, the first component is displayed in the to-be-edited game scene and the first component is controlled to be in the first editing state. In this case, the first component can be directly edited based on the editing operation. Since the game component panel automatically switches the state based on the first selection operation, the player can directly edit the first component displayed in the to-be-edited game scene through the editing operation. The player does not need to add a component from the game component panel and then close the panel to edit the component. The added first component is in the first editing state by default, and the player does not need to select the first component to trigger the first component to enter the editing state. The operation continuity of the player in adding and editing the component is improved, the operation mode is simple and convenient, and the operation experience of the player is improved.

[0197] The device is configured to execute the method provided in the above embodiments, and has similar implementation principles and technical effects, which will not be described here.

[0198] The above modules can be one or more integrated circuits configured to implement the above method, for example, one or more application specific integrated circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (FPGAs), etc. For another example, when a certain module above is implemented in the form of a processing element scheduling program code, the processing element can be a general-purpose processor, such as a central processing unit (CPU) or other processor that can invoke program code. For another example, the modules can be integrated together to implement in the form of a system on a chip (SOC).

[0199] FIG. 14 is a schematic diagram of an electronic device provided in the embodiments of the present disclosure. As shown in FIG. 14, the electronic device 500 can include a processor 501, a storage medium 502, and a bus. The storage medium 502 stores program instructions executable by the processor 501. When the electronic device 500 is running, the processor 501 communicates with the storage medium 502 through the bus. The processor 501 executes the program instructions to perform the above method embodiments.

[0200] Specifically, the processor executes the steps of the game scene editing method, including:

[0201] displaying, in a graphical user interface, a game component panel in a first state; in response to a first selection operation on a first component control in the game component panel, and in response to the first selection operation satisfying a preset triggering condition, switching the game component panel from the first state to a second state, displaying a first component corresponding to the first component control in an edited game scene, and controlling the first component to be in a first editing state, wherein a region of the edited game scene displayed by the graphical user interface in the second state is larger than a region of the edited game scene displayed by the graphical user interface in the first state; and in response to an editing operation on the first component, editing the first component.

[0202] In a possible implementation, the processor performs the step of switching the game component panel from the first state to the second state, including:

[0203] reducing a first display range of the game component panel in the first state to a second display range in the second state, so that the region of the edited game scene displayed by the graphical user interface in the second state is larger than the region of the edited game scene displayed by the graphical user interface in the first state.

[0204] In a possible implementation, the game component panel in the first display range is a game component panel in a preset unfolded state, and the game component panel in the second display range is a game component panel in a preset collapsed state.

[0205] In a possible implementation, the processor performs the step of switching the game component panel from the first state to the second state, further including:

[0206] the game component panel in the first display range is a game component panel in a preset unfolded state, and the game component panel in the second display range is a game component panel in a preset collapsed state.

[0207] In a possible implementation, the processor performs the steps of the game scene editing method, further including:

[0208] determining that the display transparency of the game component panel in the second display range is reduced to the first display transparency.

[0209] In a possible implementation, the processor performs the step of displaying the first component in the edited game scene, including:

[0210] displaying the first component at a corresponding position in the edited game scene according to a position of the first selection operation in the graphical user interface.

[0211] In a possible implementation, the processor performs the step of editing the first component in response to the editing operation on the first component, including:

[0212] In the first editing state, a first number of attribute parameters of the first component are edited.

[0213] In a possible implementation, the processor performs the step of editing, in the first editing state, a first number of attribute parameters of the first component, including:

[0214] In the first editing state, the position of the first component is moved in response to a quick movement operation on the first component.

[0215] In a possible implementation, the processor performs the step of editing, in the first editing state, a first number of attribute parameters of the first component, including:

[0216] In the first editing state, a second number of attribute editing controls are displayed in the graphical user interface; in response to a triggering operation on a first target attribute editing control in the second number of attribute editing controls, a first target attribute parameter of the first component is edited, the first target attribute parameter being an attribute parameter corresponding to the first target attribute editing control, and the second number being less than or equal to the first number.

[0217] In a possible implementation, the processor performs the step of editing, in response to a triggering operation on a first target attribute editing control in the second number of attribute editing controls, a first target attribute parameter of the first component, including:

[0218] In response to the triggering operation on the first target attribute editing control, a three-dimensional coordinate system with the first component as the origin is displayed in the graphical user interface; in response to an editing operation on a coordinate axis of a target dimension of the first component, a first target attribute parameter of the coordinate axis of the target dimension of the first component is edited.

[0219] In a possible implementation, after the processor performs the step of editing, in the first editing state, a first number of attribute parameters of the first component, the processor performs the steps of the game scene editing method, including:

[0220] In response to an exit operation of the first editing state, it is determined that the first component exits the first editing state; in response to a second selection operation on the first component in the game scene to be edited, it is determined that the first component enters a second editing state; in the second editing state, a third number of attribute parameters of the first component are edited, wherein the third number is greater than the first number.

[0221] In a possible implementation, the processor performs the step of editing, in the second editing state, a third number of attribute parameters of the first component, including:

[0222] In the second editing state, the game component panel displayed in the graphical user interface is switched to an attribute editing panel, the attribute editing panel includes a fourth number of attribute editing controls, the fourth number is less than or equal to the third number; in response to a triggering operation on a second target attribute editing control of the fourth number of attribute editing controls, a second target attribute parameter of the first component is edited, and the second target attribute parameter is an attribute parameter corresponding to the second target attribute editing control.

[0223] In a possible implementation, the processor performs the first selection operation to satisfy the preset triggering condition by: the pressing time of the first selection operation reaching a preset time threshold.

[0224] In a possible implementation, the processor performing the game scene editing method further includes:

[0225] If the pressing time when the first selection operation ends does not reach the preset time threshold, it is determined that the game component panel returns to the first state.

[0226] In a possible implementation, the processor performing the step of displaying the game component panel in the first state in the graphical user interface includes:

[0227] In response to an unfolding operation on the game component panel in the preset folded state, the game component panel in a preset unfolded state is displayed in the graphical user interface.

[0228] In a possible implementation, the processor performing the step of displaying the game component panel in the first state in the graphical user interface includes:

[0229] If it is detected that the graphical user interface is switched from a horizontal screen state to a vertical screen state, the game component panel in the preset folded state is displayed in the graphical user interface; in response to an unfolding operation on the game component panel in the preset folded state, the game component panel in the first state is displayed in the graphical user interface.

[0230] In a possible implementation, the processor performing the game scene editing method further includes:

[0231] In response to a dragging operation on a second component control in the game component panel displayed in the graphical user interface in the horizontal screen state, a second component corresponding to the second component control is displayed in the game scene to be edited.

[0232] In a possible implementation, the processor performing the game scene editing method further includes:

[0233] In response to a triggering operation on an adding control corresponding to a third component control in the game component panel, a target component corresponding to the third component control is displayed at a fixed position of the game scene to be edited.

[0234] The game scene editing method executed by the processor of the above embodiment, when the first selected operation on the first component in the game component panel meets the preset trigger condition, switches the game component panel from the first state to the second state, so that the region of the to-be-edited game scene displayed by the graphical user interface in the second state is larger than the region of the to-be-edited game scene displayed in the first state, displays the first component in the to-be-edited game scene and controls the first component to be in the first editing state. In this case, the first component can be directly edited based on the editing operation. Since the game component panel automatically switches states based on the first selected operation, the player can directly edit the first component displayed in the to-be-edited game scene through the editing operation. The player does not need to add a component from the game component panel and then close the panel to edit the component. The added first component is in the first editing state by default, and the player does not need to select the first component to trigger the first component to enter the editing state. The operation continuity of the player in adding and editing components is improved. The operation mode is simple and convenient, and the operation experience of the player is improved.

[0235] Optionally, the disclosure also provides a computer readable storage medium, including a computer program stored on a storage medium, the computer program being executed by a processor to perform the above method embodiments.

[0236] Specifically, the steps of the game scene editing method executed by the processor include:

[0237] displaying the game component panel in the first state in the graphical user interface; in response to the first selected operation on the first component control in the game component panel, and the first selected operation meeting the preset trigger condition, switching the game component panel from the first state to the second state, and displaying the first component corresponding to the first component control in the to-be-edited game scene, and controlling the first component to be in the first editing state, wherein the region of the to-be-edited game scene displayed by the graphical user interface in the second state is larger than the region of the to-be-edited game scene displayed by the graphical user interface in the first state; in response to the editing operation on the first component, editing the first component.

[0238] In a possible implementation, the processor executes the above step of switching the game component panel from the first state to the second state, including:

[0239] reducing the first display range of the game component panel in the first state to the second display range in the second state, so that the region of the to-be-edited game scene displayed by the graphical user interface in the second state is larger than the region of the to-be-edited game scene displayed by the graphical user interface in the first state.

[0240] In a possible implementation, the game component panel in the first display range is in a preset unfolded state, and the game component panel in the second display range is in a preset folded state.

[0241] In a possible implementation, the processor performs the step of switching the game component panel from the first state to the second state, and the step further includes:

[0242] The game component panel in the first display range is in a preset unfolded state, and the game component panel in the second display range is in a preset folded state.

[0243] In a possible implementation, the processor performs the steps of the game scene editing method, and the steps further include:

[0244] The display transparency of the game component panel in the second display range is determined to be reduced to the first display transparency.

[0245] In a possible implementation, the processor performs the step of displaying the first component in the game scene to be edited, and the step includes:

[0246] According to the position of the first selected operation in the graphical user interface, the first component is displayed at a corresponding position in the game scene to be edited.

[0247] In a possible implementation, the processor performs the step of editing the first component in response to the editing operation on the first component, and the step includes:

[0248] In the first editing state, a first number of attribute parameters of the first component are edited.

[0249] In a possible implementation, the processor performs the step of editing the first number of attribute parameters of the first component in the first editing state, and the step includes:

[0250] In the first editing state, the position of the first component is moved in response to a quick movement operation on the first component.

[0251] In a possible implementation, the processor performs the step of editing the first number of attribute parameters of the first component in the first editing state, and the step includes:

[0252] In the first editing state, a second number of attribute editing controls are displayed in the graphical user interface; in response to a trigger operation on a first target attribute editing control in the second number of attribute editing controls, a first target attribute parameter of the first component is edited, the first target attribute parameter is an attribute parameter corresponding to the first target attribute editing control, and the second number is less than or equal to the first number.

[0253] In a possible implementation, the processor performs the step of editing the first target attribute parameter of the first component in response to the triggering operation on the first target attribute editing control in the second number of attribute editing controls, including:

[0254] In response to the triggering operation on the first target attribute editing control, a three-dimensional coordinate system with the first component as the origin is displayed in the graphical user interface; in response to the editing operation on the coordinate axis of the target dimension of the first component, the first target attribute parameter of the coordinate axis of the target dimension of the first component is edited.

[0255] In a possible implementation, after the processor performs the step of editing the first number of attribute parameters of the first component in the first editing state, the processor performs the steps of the game scene editing method further including:

[0256] In response to the exit operation of the first editing state, it is determined that the first component exits the first editing state; in response to the second selection operation on the first component in the game scene to be edited, it is determined that the first component enters a second editing state; in the second editing state, a third number of attribute parameters of the first component are edited, wherein the third number is greater than the first number.

[0257] In a possible implementation, the processor performs the step of editing the third number of attribute parameters of the first component in the second editing state, including:

[0258] In the second editing state, the game component panel displayed in the graphical user interface is switched to an attribute editing panel, and the attribute editing panel includes a fourth number of attribute editing controls, and the fourth number is less than or equal to the third number; in response to the triggering operation on a second target attribute editing control in the fourth number of attribute editing controls, a second target attribute parameter of the first component is edited, and the second target attribute parameter is an attribute parameter corresponding to the second target attribute editing control.

[0259] In a possible implementation, the processor performs the first selection operation satisfying the preset triggering condition, that is, the pressing time of the first selection operation reaches a preset time threshold.

[0260] In a possible implementation, the processor performs the steps of the game scene editing method further including:

[0261] If the pressing time when the first selection operation ends does not reach the preset time threshold, it is determined that the game component panel returns to the first state.

[0262] In a possible implementation, the processor performs the step of displaying the game component panel in the first state in the graphical user interface, including:

[0263] In response to an unfolding operation on the game component panel in the preset collapsed state, the game component panel in a preset unfolded state is displayed in the graphical user interface.

[0264] In a possible implementation, the processor performs the step of displaying the game component panel in the first state in the graphical user interface, including:

[0265] If it is detected that the graphical user interface is switched from a horizontal screen state to a vertical screen state, the game component panel in the preset collapsed state is displayed in the graphical user interface; in response to an unfolding operation on the game component panel in the preset collapsed state, the game component panel in the first state is displayed in the graphical user interface.

[0266] In a possible implementation, the processor performing the steps of the game scene editing method further includes:

[0267] In response to a drag operation on the second component control in the game component panel displayed in the graphical user interface in the horizontal screen state, the second component corresponding to the second component control is displayed in the game scene to be edited.

[0268] In a possible implementation, the processor performing the steps of the game scene editing method further includes:

[0269] In response to a triggering operation on the adding control corresponding to the third component control in the game component panel, the target component corresponding to the third component control is displayed at a fixed position of the game scene to be edited.

[0270] The game scene editing method performed by the processor of the above embodiment, when the first selection operation on the first component in the game component panel meets the preset triggering condition, switches the game component panel from the first state to the second state, so that the area of the game scene to be edited displayed in the graphical user interface in the second state is larger than the area of the game scene to be edited displayed in the first state, the first component is displayed in the game scene to be edited and controlled to be in the first editing state. In this case, the first component can be directly edited based on the editing operation. Since the game component panel automatically switches states based on the first selection operation, the player can directly edit the first component displayed in the game scene to be edited through the editing operation. The player does not need to add a component from the game component panel and then close the panel to edit the component. The added first component is in the first editing state by default, and the player does not need to trigger the first component to enter the editing state by selecting the first component. The operation continuity of the player in adding and editing the component is improved, the operation mode is simple and convenient, and the operation experience of the player is improved.

[0271] In several embodiments provided by the present disclosure, it should be understood that the disclosed apparatus and method can be implemented in other manners. For example, the described apparatus embodiments are merely schematic. The units as divided can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the displayed or discussed mutual couplings or direct couplings or communication connections can be indirect couplings or communication connections through some interfaces, devices or units, and can be in electrical, mechanical or other forms.

[0272] The units described as separate components can or can not be physically separate, and the components shown as units can or can not be physical units, i.e., can be located in one place, or can be distributed on multiple network units. Some or all of the units can be selected according to actual needs to achieve the purposes of the embodiments.

[0273] In addition, each functional unit in the various embodiments of the present disclosure can be integrated in one processing unit, or each unit can exist physically, or two or more units can be integrated in one unit. The integrated unit can be implemented in the form of hardware, or in the form of hardware plus software function units.

[0274] The integrated unit implemented in the form of software function units can be stored in a computer readable storage medium. The software function unit stored in the storage medium includes a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute some steps of the method described in the various embodiments of the present disclosure. The aforementioned storage medium includes a U disk, a mobile hard disk, a read-only memory (English: Read-Only Memory, abbreviated as: ROM), a random access memory (English: Random Access Memory, abbreviated as: RAM), a magnetic disk or an optical disk, and various program code storage media.

[0275] The above is merely specific embodiments of the present disclosure, but the protection scope of the present disclosure is not limited thereto. Any person skilled in the art can easily think of changes or replacements within the technical scope disclosed by the present disclosure, which should be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. A method for editing a game scene, comprising displaying a game scene to be edited through a graphical user interface of a terminal device, the method comprising: The game component panel in its first state is displayed in the graphical user interface. In response to a first selection operation on a first component control in the game component panel, and the first selection operation satisfies a preset trigger condition, the game component panel is switched from the first state to the second state, and the first component corresponding to the first component control is displayed in the game scene to be edited, and the first component is controlled to be in the first editing state, wherein the area of ​​the game scene to be edited displayed by the graphical user interface in the second state is larger than the area of ​​the game scene to be edited displayed by the graphical user interface in the first state; In response to an edit operation on the first component, edit the first component.

2. The method according to claim 1, wherein, Switching the game component panel from the first state to the second state includes: The first display range of the game component panel in the first state is reduced to the second display range in the second state, so that the area of ​​the game scene to be edited displayed by the graphical user interface in the second state is larger than the area of ​​the game scene to be edited displayed by the graphical user interface in the first state.

3. The method according to claim 2, wherein, The game component panel in the first display area is a game component panel in a preset expanded state, and the game component panel in the second display area is a game component panel in a preset collapsed state.

4. The method according to claim 2, wherein, Switching the game component panel from the first state to the second state further includes: Increase the first display transparency of the game component panel in the first state to the second display transparency in the second state.

5. The method according to claim 4, wherein, The method further includes: The display transparency of the game component panel in the second display area is reduced back to the first display transparency.

6. The method according to claim 1, wherein, The step of displaying the first component corresponding to the first component control in the game scene to be edited includes: Based on the position of the first selection operation in the graphical user interface, the first component is displayed at the corresponding position in the game scene to be edited.

7. The method according to claim 1, wherein, The response is in response to an editing operation on the first component, and the first component is edited, including: In the first editing state, a first number of attribute parameters of the first component are edited.

8. The method according to claim 7, wherein, The step of editing a first number of attribute parameters of the first component in the first editing state includes: In the first editing state, in response to a fast move operation on the first component, the position of the first component is moved.

9. The method according to claim 7, wherein, The step of editing a first number of attribute parameters of the first component in the first editing state includes: In the first editing state, a second number of attribute editing controls are displayed in the graphical user interface; In response to a trigger operation on the first target attribute editing control in the second number of attribute editing controls, the first target attribute parameter of the first component is edited, wherein the first target attribute parameter is the attribute parameter corresponding to the first target attribute editing control, and the second number is less than or equal to the first number.

10. The method according to claim 9, wherein, The response, in response to a triggering operation of the first target attribute editing control among the second number of attribute editing controls, edits the first target attribute parameter of the first component, including: In response to a trigger operation on the first target attribute editing control, a three-dimensional coordinate system with the first component as the origin is displayed in the graphical user interface; In response to an edit operation on the first component on the coordinate axis of the target dimension, the first target attribute parameter of the first component on the coordinate axis of the target dimension is edited.

11. The method according to claim 7, wherein, After editing a first number of attribute parameters of the first component in the first editing state, the method further includes: In response to the exit operation of the first editing state, determine that the first component has exited the first editing state; In response to a second selection operation on the first component in the game scene to be edited, it is determined that the first component enters a second editing state; In the second editing state, the third number of attribute parameters of the first component are edited, wherein the third number is greater than the first number.

12. The method according to claim 11, wherein, In the second editing state, editing a third number of attribute parameters of the first component includes: In the second editing state, the game component panel displayed in the graphical user interface is switched to the attribute editing panel, which includes a fourth number of attribute editing controls, the fourth number being less than or equal to the third number; In response to a trigger operation targeting the second target attribute editing control among the fourth number of attribute editing controls, the second target attribute parameter of the first component is edited, wherein the second target attribute parameter is the attribute parameter corresponding to the second target attribute editing control.

13. The method according to claim 1, wherein, The first selection operation satisfies the preset trigger condition as follows: the pressing time of the first selection operation reaches a preset duration threshold.

14. The method according to claim 13, wherein, The method further includes: If the press time at the end of the first selection operation does not reach the preset duration threshold, the game component panel is determined to return to the first state.

15. The method according to claim 1, wherein, The display of the game component panel in the first state in the graphical user interface includes: In response to an operation to expand a game component panel in a preset collapsed state, the game component panel in the preset expanded state is displayed in the graphical user interface.

16. The method according to claim 1, wherein, The display of the game component panel in the first state in the graphical user interface includes: If the graphical user interface is detected to switch from landscape mode to portrait mode, a game component panel in a preset collapsed state is displayed in the graphical user interface. In response to an operation to expand the game component panel in the preset collapsed state, the game component panel in the first state is displayed in the graphical user interface.

17. The method according to claim 16, wherein, The method further includes: In response to a drag operation of the second component control in the game component panel displayed in the graphical user interface in the landscape mode, the second component corresponding to the second component control is displayed in the game scene to be edited.

18. The method according to claim 1, wherein, The method further includes: In response to a trigger operation that adds a control corresponding to the third component control in the game component panel, the target component corresponding to the third component control is displayed at a fixed position in the game scene to be edited.

19. A game scene editing device, which displays a game scene to be edited through a graphical user interface of a terminal device, the device comprising: The display module is configured to display a game component panel in a first state in the graphical user interface; The switching module is configured to respond to a first selection operation on a first component control in the game component panel, and the first selection operation satisfies a preset trigger condition to switch the game component panel from the first state to the second state, wherein the area of ​​the game scene to be edited displayed by the graphical user interface in the second state is larger than the area of ​​the game scene to be edited displayed by the graphical user interface in the first state. The display module is further configured to display a first component corresponding to the first component control in the game scene to be edited, and to control the first component to be in a first editing state; The editing module is configured to edit the first component in response to an editing operation on the first component.

20. An electronic device, comprising: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to perform the steps of the game scene editing method as described in any one of claims 1 to 18.

21. A computer-readable storage medium storing a computer program that, when executed by a processor, performs the steps of the game scene editing method as described in any one of claims 1 to 18.

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