[go: up one dir, main page]

WO2025241714A1 - Game editing method, game editing apparatus, program product, and electronic device - Google Patents

Game editing method, game editing apparatus, program product, and electronic device

Info

Publication number
WO2025241714A1
WO2025241714A1 PCT/CN2025/086411 CN2025086411W WO2025241714A1 WO 2025241714 A1 WO2025241714 A1 WO 2025241714A1 CN 2025086411 W CN2025086411 W CN 2025086411W WO 2025241714 A1 WO2025241714 A1 WO 2025241714A1
Authority
WO
WIPO (PCT)
Prior art keywords
target
editing
game
target virtual
attribute
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
PCT/CN2025/086411
Other languages
French (fr)
Chinese (zh)
Inventor
苗成铭
吕振强
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
Original Assignee
Netease Hangzhou Network Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Publication of WO2025241714A1 publication Critical patent/WO2025241714A1/en
Pending legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

Definitions

  • This disclosure relates to the field of computer and game technology, and in particular to a game editing method, game editing device, computer program product, and electronic device.
  • UGC User Generated Content
  • This disclosure provides a game editing method, a game editing device, a computer program product, and an electronic device to at least partially improve the problem that game editors only support editing a small amount of game information.
  • a game editing method comprising: displaying a game editing scene in a graphical user interface provided by a running game program; responding to a first editing instruction for a target virtual character in the game editing scene, determining a first attribute of the target virtual character and setting a first target label for the first attribute; the first target label being a label determined from a first preset label or a determined custom label; and in a game running scene corresponding to the game editing scene, responding to the target virtual character and a target virtual object satisfying a first interaction condition and the attribute of the target virtual object matching the first target label, controlling the picking of the target virtual object.
  • a game editing apparatus comprising: a game editing scene display processing module configured to display a game editing scene in a graphical user interface provided by a running game program; an editing instruction processing module configured to, in response to a first editing instruction for a target virtual character in the game editing scene, determine a first attribute of the target virtual character and set a first target label for the first attribute; the first target label is a label determined from a first preset label or a determined custom label; and a game running processing module configured to, in a game running scene corresponding to the game editing scene, in response to the target virtual character and a target virtual object satisfying a first interaction condition, and the attribute of the target virtual object matching the first target label, control the picking of the target virtual object.
  • a computer program product including a computer program that, when executed by a processor, implements the method of the first aspect described above and possible implementations thereof.
  • an electronic device comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of the first aspect and possible implementations thereof by executing the executable instructions.
  • this method provides an editing mechanism for the item pickup logic of virtual characters. Users can set a first target tag for the first attribute of the target virtual character, enabling the target virtual character to pick up virtual objects whose attributes match the first target tag. This allows for flexible editing of the types of virtual objects that can be picked up, breaking through the limitation of related technologies that can only pick up preset virtual items. It also increases the editable information in the editor, which is beneficial for users to create game scenes with more diverse types and gameplay.
  • implementing the item pickup function of virtual characters as a first attribute, and editing the item pickup logic by editing the first attribute makes the editing process relatively simple and improves editing efficiency.
  • Figure 1 illustrates a system architecture diagram of one of the exemplary embodiments of this invention
  • Figure 2 shows a flowchart of one of the game editing methods of this exemplary embodiment
  • Figure 3 shows a schematic diagram of a game editing scene and scene component controls in one of the exemplary embodiments of this invention
  • Figure 4 shows a schematic diagram of the editing interface of one of the first attributes in this exemplary embodiment
  • Figure 5 shows a sub-flowchart of one of the game editing methods of this exemplary embodiment
  • Figure 6 shows a sub-flowchart of one of the game editing methods of this exemplary embodiment
  • Figure 7 shows a schematic diagram of the editing interface of one of the icon components in this exemplary embodiment
  • Figure 8 shows a schematic diagram of setting a first type of virtual object in one of the exemplary embodiments of this invention.
  • Figure 9 shows a schematic diagram of the structure of one of the game editing devices according to this exemplary embodiment.
  • Figure 10 shows a schematic diagram of the structure of one of the electronic devices according to this exemplary embodiment.
  • exemplary embodiments of this disclosure provide a game editing method, a game editing apparatus, a computer program product, and an electronic device.
  • Virtual characters Virtual images in games, which can include human characters and anthropomorphic non-human characters. They can be player characters (i.e., virtual characters controlled by players) or non-player characters (NPCs).
  • player characters i.e., virtual characters controlled by players
  • NPCs non-player characters
  • Virtual objects Objects that can be obtained by virtual characters in a game. They generally refer to virtual items in the game, such as equipment and medicine. In addition, they can also include itemized character objects, such as pets. Their appearance may be that of a virtual character, but virtual characters can use pets like they use items, so they can be regarded as items.
  • Game editing scenario The game in this exemplary embodiment supports user editing functions, and the game has a game editing stage and a game running stage.
  • the game editing scenario refers to the game scene loaded and displayed during the game editing stage. At this time, the game scene is in an editable state, and the user can perform editing operations and trigger corresponding editing commands, or the game program can automatically trigger and execute editing commands.
  • Game runtime scene This is the game scene loaded and displayed during the game's runtime phase. At this time, the game scene is in a running state, allowing users to perform game operations and trigger corresponding game commands, or these commands can be automatically triggered and executed by the game program.
  • the game editing scene and the corresponding game runtime scene are essentially the same game scene; the difference lies in the stage at which they occur.
  • FIG. 1 illustrates the system architecture diagram of the operating environment of this exemplary embodiment.
  • This system architecture may include a terminal device 110 and a server 120.
  • the terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other device with display capabilities, capable of displaying a graphical user interface (GUI).
  • the GUI may include the operating system interface or the application interface.
  • a game program such as a client program for an online game, is installed on the terminal device 110. When the terminal device 110 runs the game program, it can display interfaces such as game editing scenes in the GUI.
  • the server 120 generally refers to the backend system providing game services in this exemplary embodiment; it may be a single server or a cluster of multiple servers.
  • a game server program is deployed on the server 120 to perform server-side game data processing.
  • the terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission.
  • the method in this exemplary embodiment can be executed by any one or more of the terminal device 110 and the server 120.
  • the game editing method can be implemented and executed based on a cloud interaction system.
  • the cloud interaction system can be the system architecture described above.
  • Various cloud applications, such as cloud gaming can run under the cloud interaction system.
  • cloud gaming refers to a gaming method based on cloud computing.
  • the game program's execution and the game screen presentation are separated.
  • the storage and execution of in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120).
  • the cloud gaming client (such as the aforementioned terminal device 110) is used for data reception, transmission, and game screen presentation.
  • the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing.
  • the user operates the cloud gaming client to send operation commands to the cloud gaming server.
  • the cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the cloud gaming client via the network, and finally decodes and outputs the game screen through the cloud gaming client.
  • the game editing method can be implemented in a standalone game. No server deployment is required; the entire game program can be installed on the terminal device 110, and the game editing method can be executed.
  • the game editing method may include the following steps:
  • Step S210 Display the game editing scene in the graphical user interface provided by the running game program
  • Step S220 In response to the first editing instruction for the target virtual character in the game editing scene, determine the first attribute of the target virtual character and set a first target tag for the first attribute; the first target tag is a tag determined from the first preset tags or a determined custom tag;
  • Step S230 In the game running scene corresponding to the game editing scene, responding to the first interaction condition between the target virtual character and the target virtual object, and the attribute of the target virtual object matching the first target label, control the picking of the target virtual object.
  • a method for editing the item pickup logic of virtual characters is provided. Users can set a first target label for the first attribute of the target virtual character, enabling the target virtual character to pick up target virtual objects whose attributes match the first target label. This allows for flexible editing of the categories of virtual objects that can be picked up, breaking through the limitation of related technologies that can only pick up preset virtual items. It also increases the editable information in the editor, which is beneficial for users to create game scenes with more diverse types and gameplay.
  • the item pickup logic can be edited by editing the first attribute. The editing process is relatively simple and helps to improve editing efficiency.
  • step S210 the game editing scene is displayed in the graphical user interface provided by the running game program.
  • the game program in step S210 can be the main game program.
  • the user can select specific options to enter the editor or editing interface and use the editing functions.
  • the game program in step S210 can be an editing program ⁇ (accompanying/complementary) to the main game program, which can run independently outside the main game program.
  • the editing program the user can use the editing functions.
  • Game scenes include, but are not limited to: game map scenes, game level scenes, and virtual character's private space (such as user-built towns, homes, etc.).
  • the game scene displayed during the game editing stage is the game editing scene.
  • the game editing scene includes one or more scene components, which can be built-in (e.g., the game program provides multiple preset game scenes with different styles, and the user can select a preset game scene to edit, which initially includes scene components) or user-generated elements.
  • Scene components are people or objects (or parts of people or objects) in the game scene, such as buildings, mechanisms, vehicles, furniture, etc.
  • Scene components can be objects generated, used, or edited during the game editing stage and configured to generate corresponding virtual models in the game running scene. For example, a user can add a "table" scene component to the game editing scene, and a corresponding "table" virtual model will be generated in the game running scene.
  • Scene components and corresponding virtual models usually have the same appearance and use the same model resources; therefore, they can be considered the same object and are not specially distinguished.
  • the virtual object in this exemplary implementation can refer to a scene component in the game editing scene or a virtual model in the game running scene.
  • scene components and virtual models can be stored as different types of program objects.
  • Virtual models can be configured with either a visual or non-visual presentation effect.
  • the virtual model corresponding to a scene component can be a visible object with a specific appearance, or it can be an invisible object (such as the "spawn point," which is the initial area where the player character is located in the game; it is a scene component that has size and shape but is not visible in the game).
  • multiple scene components can be combined into a scene component assembly.
  • a block component can be combined onto the circular surface of a cylindrical component to form a roller-like mechanism component.
  • This allows for the creation of complex and diverse components representing people or objects within the game.
  • a single scene component can be referred to as a basic scene component, which is indivisible and can be considered the smallest unit of composition in the game's scene editing process.
  • the term "scene component" in this document can refer to either a basic scene component or a combination of scene components.
  • scene component controls can be provided to respond to and generate corresponding scene components in the game editing scene based on the user's second trigger operation.
  • Scene component controls are used to generate preset scene components in the game program.
  • Scene component controls can be divided into different component categories.
  • Figure 3 shows a schematic diagram of the game editing scene and scene component controls. Referring to Figure 3, scene component controls can be provided in the form of a list (including first-level or multi-level lists; Figure 3 shows a second-level list). The list shows first-level or multi-level component categories.
  • first-level component categories are first-level component categories.
  • Each first-level component category includes one or more second-level component categories.
  • the first-level component category “Object” includes second-level component categories such as “Furniture,” “Interior Decoration,” and “Lighting.”
  • Each secondary component category includes one or more scene component controls.
  • the secondary component category “Furniture” includes scene component controls such as “Raw Wood Coffee Table,” “Round Low Table,” “Small Wooden Table,” and “European Style Table.” Users can perform secondary trigger operations on the scene component controls, such as clicking or dragging, to generate the corresponding scene component in the game editing scene.
  • the scene component controls can display the name of the scene component or its icon.
  • the scene component control is configured with a corresponding scene component template, which includes pre-edited scene component parameters. These parameters may include one or more of the following: shape, color, texture, transparency, material, size, and orientation, as well as other types of parameters.
  • pre-edited scene component parameters may include one or more of the following: shape, color, texture, transparency, material, size, and orientation, as well as other types of parameters.
  • the user uses the scene component control, it is equivalent to applying the scene component template, thereby improving editing efficiency.
  • its parameters can be modified, such as changing its size through scaling, changing its orientation through rotation, and changing its color and transparency through color settings.
  • Game programs can include built-in scene component controls, such as scene component templates pre-edited and configured by game developers for user use.
  • scenes component controls such as scene component templates pre-edited and configured by game developers for user use.
  • users can be allowed to configure scene component controls.
  • users can model scene components in the game's scene editing interface or other editing interfaces, save scene component parameters to create scene component templates, and then configure them as scene component controls.
  • users can edit and update scene component controls. For example, they can modify the scene component template corresponding to the scene component control, change the scene component parameters, save the changes, and then update the scene component template. Subsequently, when generating scene components in the game's editing scene using the scene component control, the updated scene component parameters from the scene component template can be called to generate the scene component.
  • corresponding scene component controls can also be configured for scene component combinations. For example, a user can combine block components onto the circular surface of a cylinder component to form a roller-shaped mechanism component. New scene component controls can be configured based on the scene component parameters of this mechanism component. Subsequently, the user can generate mechanism components in the game editing scene using these scene component controls. This achieves one-click generation of scene component combinations, which is very convenient.
  • a virtual camera can be set up in the game editing scene.
  • a virtual camera is a shooting tool in the game program that simulates a real camera, used to capture images to form the scene in the game editing scene.
  • the virtual camera can be set up anywhere in the game editing scene, capturing the scene from any angle; that is, it can have any pose, which can be fixed or dynamically changing.
  • any number of virtual cameras can be set up in the game editing scene, and different virtual cameras can capture different game scene images.
  • two virtual cameras can be set up in the game editing scene: one is used to capture the main screen of the game editing scene, and the other is used to capture auxiliary screens. When the main screen displays the front of a scene component, the auxiliary screen can display the side or back of that scene component, etc., to help the user see more comprehensive information.
  • the game editing scene can present different perspectives, such as an observation perspective and a game perspective. Users can choose which perspective to use within the game editing scene.
  • the settings interface of the game editing scene provides perspective option controls, allowing users to select between an observation perspective and a game perspective.
  • the observation perspective refers to observing the game editing scene from a third-person viewpoint. In this perspective, users do not control the virtual character but directly control the virtual camera to move the view (the virtual camera is not displayed).
  • the game perspective refers to observing the game editing scene from a first-person viewpoint. In this perspective, users can control a virtual character, which acts as an observer and is usually not the actual virtual character playing the game.
  • This virtual character can be bound to the virtual camera, meaning the positional relationship between the virtual character and the virtual camera is fixed; for example, the virtual character can be located at the virtual camera's focus point.
  • the virtual character moves synchronously, thus moving the viewpoint.
  • an invisible virtual character can also be set in the game editing scene, equivalent to the hidden virtual character in the game perspective.
  • the user can move the virtual camera by moving this virtual character.
  • the game editing scene can be equipped with virtual joysticks, up or down controls, etc., which users can use to move the virtual camera or the virtual character.
  • step S220 in response to the first editing instruction for the target virtual character in the game editing scene, the first attribute of the target virtual character is determined and a first target label is set for the first attribute; the first target label is a label determined from the first preset labels or a determined custom label according to the first label setting instruction.
  • the target virtual character can be any one or more virtual characters in the game editing scene or the game running scene.
  • the first attribute is the attribute related to the virtual character picking up virtual objects.
  • the first attribute can be equivalent to an "inventory” or "item backpack,” used to record relevant information about the "inventory” or “item backpack.”
  • the first attribute may specifically include, but is not limited to, the following information: inventory capacity, such as an inventory capacity of 50; each virtual item has a certain volume, such as 2 or 3; the total volume of virtual items held by the target virtual character must not exceed the inventory capacity; inventory quantity, indicating the maximum number of virtual items the target virtual character can hold.
  • the first editing command is an operation command used to edit the first attribute.
  • a user can perform editing operations in the editing interface of the first attribute, such as editing the inventory quantity, the first target label, etc., and this editing operation can trigger the first editing command.
  • the first target label represents the characteristics of virtual objects that the target virtual character's first attribute can match. It can be understood as the virtual object the target virtual character can pick up possessing the characteristics corresponding to the first target label.
  • the first target label can be a category label for the virtual object, such as helmet, shirt, pants, shoes, etc., or a level label, such as a level one inventory (meaning the inventory can hold level one virtual items) or a level two inventory (meaning the inventory can hold level two or lower virtual items).
  • the first target label can be determined from first preset labels.
  • the first preset labels can be all feature labels of virtual objects in the game or some specified feature labels (for example, in certain types or styles of game editing scenarios, where the virtual character is restricted to picking up only a subset of virtual objects, the first preset labels can include the feature labels of those virtual objects).
  • the first preset labels can be provided as candidates, from which the user can select to determine the first target label.
  • the first target label can be a custom label, such as text that the user can input to form a custom label, which can then be used as the first target label.
  • the step of responding to a first editing instruction for a target virtual character in a game editing scene, determining a first attribute of the target virtual character, and setting a first target tag for the first attribute may include the following steps:
  • the system identifies the virtual character controlled by the player in the game running scene as the target virtual character, determines the first attribute of the target virtual character, and sets the first target label for the first attribute.
  • the character editing interface is used to edit character information, and the edited character information (such as primary attributes and primary target tags) will be applied to the game runtime scene corresponding to the game editing scene.
  • the aforementioned character editing interface can be a universal character editing interface.
  • the first editing command triggered by the user in this interface can be applied to all player characters in the game's running scene; that is, all player characters in the game's running scene are used as target virtual characters.
  • Each target virtual character can adopt a first attribute and a first target tag determined according to the first editing command, thereby achieving efficient batch editing of virtual characters.
  • Figure 4 shows a schematic diagram of the editing interface for the first attribute of a universal character. Under the "Preset Editing" option in the game editing scene, the user can select to edit a preset character (i.e., edit preset information for virtual characters in the game scene; therefore, the preset character is equivalent to a universal character, and the edited information is universal).
  • the preset character editing interface different aspects of information can be selected, such as the first attribute, which triggers the opening of the first attribute editing interface, i.e., the inventory editing interface shown in Figure 4.
  • the user can edit information such as the inventory quantity and inventory tags (i.e., the first target tag) within this interface.
  • the aforementioned character editing interface can be the editing interface of a specific character component.
  • a character component is a component representing a virtual character in a game editing scene, which can generate a corresponding virtual character within the game's runtime environment. Some game editing scenes support the placement and editing of character components.
  • a user can select a character component and trigger its editing interface, where they can perform editing operations to trigger a first editing command.
  • the virtual character corresponding to that character component can be used as the target virtual character, and the first attribute and first target tag of the target virtual character can be determined according to the first editing command.
  • the first editing command in the character component's editing interface can be applied only to the virtual character corresponding to that component, not to other virtual characters.
  • users can edit the first attribute and first target tag separately for different virtual characters, thereby achieving more targeted and diverse editing effects.
  • users can set the first attribute and first target tag edited in the editing interface of a specific character component to be applied to other character components (equivalent to applying them to other virtual characters), such as applying them to all character components in the game editing scene or to a specific type of character component (such as character components of a certain faction), thereby reducing repetitive editing and improving editing efficiency.
  • step S230 in the game running scene corresponding to the game editing scene, the target virtual character and the target virtual object meet the first interaction condition, and the attribute of the target virtual object matches the first target label, and the target virtual object is picked up.
  • the target virtual object can be any one or more virtual objects in the game's running scene.
  • the virtual objects in the game's running scene can be virtual models corresponding to scene components in the game's editing scene, and the target virtual object can be any virtual object therein.
  • Virtual objects possess attributes, which are distinct from the first attribute mentioned above. To differentiate them, the attributes of a virtual object can be referred to as the second attribute. Attributes of a virtual object represent its characteristics in one or more aspects. For example, an attribute of a virtual object can be a category label or a level label. Matching the first target label of the first attribute of a target virtual character with the attribute of a target virtual object means that the characteristics represented by the attribute of the target virtual object conform to the characteristics represented by the first target label.
  • the attribute of the target virtual object is the same as the first target label, for example, both are "tops,” indicating that the target virtual character's inventory can hold virtual objects of the "tops" category, and the target virtual object is indeed a virtual object of the "tops” category;
  • the first target label contains the attribute of the target virtual object, for example, the first target label is "top,” and the attribute of the target virtual object is "short-sleeved," and the "tops" category includes the "short-sleeved” category;
  • the attribute of the target virtual object and the first target label logically match, such as the first target label being a level-one inventory, and the attribute of the target virtual object being a level-one item. Logically, a level-one inventory can hold level-one items, therefore the attribute of the target virtual object matches the first target label.
  • the first target tag can be a general tag.
  • the general tag can match any attribute of the target virtual object.
  • the first interaction condition refers to the timing when the target virtual character picks up the target virtual object. It indicates the specific interaction relationship between the target virtual character and the target virtual object during gameplay for the target virtual character to be able to pick up the target virtual object.
  • the target virtual character can be controlled to pick up the target virtual object.
  • the first interaction condition includes at least one of the following:
  • the target virtual character comes into contact with the target virtual object.
  • it can be set up so that the target virtual character in the game picks up the target virtual object when it comes into contact with it.
  • the target virtual character issues a second game command to the target virtual object.
  • This second game command can be a pick-up action command or other specified command, indicating that the target virtual character actively picks up the target virtual object.
  • the target virtual character can issue the second game command when it comes into contact with the target virtual object or when the distance between them is less than a certain distance, thereby picking up the target virtual object.
  • the target virtual character is located within the item acquisition area associated with the target virtual object.
  • the game can set up reward zones; when the target virtual character is within a reward zone, it acquires corresponding reward items (such as coins).
  • the reward item is the target virtual object, and the reward zone is the item acquisition area associated with the target virtual object.
  • the target virtual character performs a third game command within the item acquisition area associated with the target virtual object.
  • This third game command can be a specified action command.
  • the game can be configured to grant a reward item (such as gold coins) when the target virtual character is within the reward area and performs a third game command (e.g., the action command to dig for gold coins).
  • the reward item is the target virtual object, and the reward area is the item acquisition area associated with the target virtual object.
  • first interaction condition can be used as the first interaction condition depending on the specific needs.
  • different first interaction conditions can be set for different virtual objects.
  • the first interaction condition can be determined in at least one of the following ways:
  • a first interaction condition is determined.
  • the target scene component is configured to generate a corresponding target virtual object during the game's runtime phase; that is, in the game editing scene, the target virtual object exists as a target scene component.
  • the fourth editing instruction is an operation instruction for editing the first interaction condition of the target scene component. For example, a user can select the target scene component and open its editing interface, where they can set the first interaction condition, thereby triggering the fourth editing instruction. For instance, the user can set the target virtual character to pick up the target virtual object upon contact, or to pick up the target virtual object by lifting it, thus determining the first interaction condition.
  • This first interaction condition can apply only to the target virtual object corresponding to the target scene component, and not to other virtual objects.
  • the user can set it to apply to other virtual objects, such as all scene components in the game editing scene (equivalent to applying to all virtual objects in the game runtime scene), or to a specific type of scene component (or virtual object).
  • the system responds to the fifth editing instruction in the logic rule editing interface to determine the first interaction condition.
  • the logic rule editing interface is used to edit the logic rules in the game.
  • the fifth editing instruction is the operation instruction for editing the first interaction condition in the logic rule editing interface.
  • the logic rule editing interface can be a code writing interface, where the user edits specific logic rules by inputting code; or, the logic rule editing interface can be a visual code component editing interface, providing variables, instructions, conditions, functions, etc., involved in the logic rules as visual code components, which the user combines to implement specific logic rules.
  • the user can edit the logic rule for a virtual character to pick up a virtual object in the logic rule editing interface to trigger the fifth editing instruction and determine the first interaction condition.
  • the first interaction condition can be edited for one or more specific virtual characters or virtual objects, or it can be edited for all virtual characters or virtual objects.
  • the logic for the target virtual character to pick up virtual objects can be flexibly edited to meet the needs of different users and realize diverse game scene types and gameplay.
  • the step of controlling the picking of the target virtual object described above may include the following steps:
  • the identifier of the target virtual object such as name, entity ID, etc.
  • a target virtual character picks up a target virtual object again when it already owns it, such as repeatedly picking up coins, and the target virtual character's first attribute already contains data about the target virtual object before this pickup, then when picking up the target virtual object again, the target virtual object's data can be added to the target virtual character's first attribute again, such as adding it to a different sub-attribute of the first attribute, or the target virtual object's data in the target virtual character's first attribute can be updated, such as updating the quantity.
  • the target virtual object belongs to the game's runtime scene before it is picked up by the target virtual character. Therefore, when controlling the picking of the target virtual object, the physical object of the target virtual object can be destroyed from the game's runtime scene (e.g., the virtual model can be destroyed), so that the target virtual object is no longer displayed in the game's runtime scene. Furthermore, the data object of the target virtual object in the game's runtime scene can be retained; this data object can be associated with or added to the target virtual character's first attribute through pointers or other means.
  • the target virtual character when controlling the picking of a target virtual object, can be controlled to perform a corresponding picking action, such as crouching down to make a picking gesture, so as to present a dynamic picture of picking.
  • the game editing method may further include the following steps:
  • This feature allows you to configure the game to prevent virtual objects picked up in each game round from being carried over to the next. Therefore, at the end of each game round, the target virtual object picked up by the target virtual character in that round can be cleared, meaning its data can be removed from the first attribute.
  • the target virtual object can be a virtual model corresponding to a target scene component generated during the game's runtime phase.
  • the attributes of the target virtual object and the target scene component can be identical; for example, their category labels can be the same. Accordingly, the attributes of the target virtual object can be set in at least one of the following ways:
  • the scene component controls are configured to generate corresponding scene components in the game editing scene in response to a second trigger operation, such as the "round low table” scene component controls shown in Figure 3.
  • the preset properties corresponding to the scene component controls represent the category of the scene component; this can be the category of the scene component control itself or the parent category to which the scene component control belongs.
  • the preset properties of the "round low table” scene component control in Figure 3 can be the "round low table” category, the parent furniture category, or the parent object category.
  • the "round low table” scene component control generates a "round low table” scene component, which further corresponds to a "round low table” virtual object in the game running scene.
  • the properties of this virtual object can be the "round low table” category, the furniture category, or the object category.
  • the attributes of the target virtual object are set. Users can select a scene component to edit its attributes; for example, selecting the target scene component triggers its editing interface, where attributes can be edited, such as setting its category label. Editing the attributes of the target scene component is equivalent to editing the attributes of the target virtual object. This allows users to flexibly edit the attributes of the target virtual object and change the default attributes in the game program, such as changing the target virtual object's original category label.
  • the game editing method may further include the following steps S510 to S530:
  • Step S510 Display the interactive editing interface through the graphical user interface.
  • the interactive interface editing interface is used to edit the interactive interface during the game's runtime phase. It can be an interactive interface loaded and displayed during the game editing phase, where users can perform related editing operations.
  • the interactive interface editing interface is used to edit interactive interface components. These components are configured to generate corresponding interactive controls during the game's runtime phase. These interactive controls are configured to display game information and/or respond to operation commands to execute corresponding game logic.
  • the interactive interface component is the interface element of the interactive interface during the game editing phase, and it corresponds to the interactive control during the game's runtime phase.
  • the relationship between interactive interface components and interactive controls is similar to the relationship between scene components and virtual models (or virtual objects).
  • Interactive controls can be used to display game information, such as a minimap control displaying map information, and can also be used to perform interactive operations, such as executing the corresponding skill casting game logic when a user triggers an operation command on a skill control.
  • the interactive interface editing interface can be an editing interface within a game editing scene, such as being triggered by settings options within the game editing scene.
  • the interactive interface edited based on this interface can be an interactive interface associated with the game running scene corresponding to the game editing scene. This can be understood as the associated interactive interface being presented when playing the game using that game running scene. This allows users to edit different interactive interfaces for different game running scenes, which helps to further enhance the diversity of game scene types and gameplay.
  • Step S520 In response to the second editing instruction for the icon component in the interactive interface editing interface, set a second target label for the icon component; the second target label is a label determined from the second preset labels or a determined custom label; the icon component is configured to generate a corresponding icon control during the game running phase.
  • Icon controls are controls used in the interactive interface to display game information.
  • the displayed game information can include virtual objects, such as a quick item slot.
  • icon controls correspond to icon components. Users can edit icon components in the interactive interface editing interface, such as editing their position and size.
  • a second target label can also be set for the icon component; for example, selecting the icon component and triggering its editing interface allows setting the second target label within that interface, and the related operation commands are the second editing commands.
  • the second target label represents the characteristics of the virtual object that the icon component (or icon control) can match. It can be understood as the ability of the icon control to "place” (displaying the object information of the virtual object within the icon control is equivalent to placing the virtual object within the icon control for the player; therefore, "placement” can be considered a visual effect of the icon control displaying virtual object information) virtual objects possessing the characteristics corresponding to the second target label.
  • the second target label can be a category label for the virtual object, such as helmet, top, pants, shoes, etc., or a level label for the virtual object, such as first-level inventory, second-level inventory, etc.
  • the second target label can be determined from the second preset label.
  • the second preset label can be all the feature labels of virtual objects in the game or some of the specified feature labels (for example, restricting the quick item slot to only a certain type of virtual object, such as consumable virtual items, the second preset label can include the feature labels of these virtual objects).
  • the second preset label can be provided as candidates, from which the user can select to determine the second target label.
  • the second target label can be a custom label; for example, the user can enter text to form a custom label, which can then be used as the second target label.
  • different secondary target labels can be set for different icon components (i.e., icon controls).
  • icon components i.e., icon controls.
  • the object information of the target virtual object can be displayed in the corresponding target icon control according to the matching relationship between the attributes of the target virtual object and the secondary target label.
  • the second preset label includes at least one of the following:
  • the tags are generated based on the first target tags configured in the first attribute.
  • the second preset tags can be the same as or logically corresponding to the first target tags. For example, if the user has set first target tags for the first attribute, including four tags: helmet, shirt, pants, and shoes, then corresponding second preset tags can be generated based on the first target tags, also including the four tags: helmet, shirt, pants, and shoes. The user can then select a second target tag from the second preset tags. This can be understood as the user setting the target virtual character to be able to pick up virtual objects of four categories: helmet, shirt, pants, and shoes. These four category tags are provided as second preset tags, and the user can further select one or more of them as the second target tag.
  • the target virtual character selects "shirt” as the second target tag
  • the target virtual character picks up a virtual object of the "shirt” category
  • the object information of that virtual object will be displayed in the target icon control; when picking up virtual objects of other categories, the object information may not be displayed in the target icon control.
  • the game program's preset tags can be provided by the game program.
  • the second preset tag can be the same as or logically corresponding to the first preset tag.
  • the first preset tag might include a first-level inventory
  • the second preset tag might include a first-level item slot. In this way, the second preset tag does not depend on the setting of the first target tag.
  • the game program can provide the second preset tag before the user sets the first target tag, allowing the user to set the second target tag based on the second preset tag before setting the first target tag. This improves the flexibility of the editing operation.
  • Step S530 When picking up the target virtual object, control the display of the object information of the target virtual object in the target icon control corresponding to the target icon component; wherein, the second target label of the target icon component matches the attribute of the target virtual object.
  • the target icon component is the icon component whose attributes match the second target label and the target virtual object.
  • the target icon control is the icon control corresponding to the target icon component during the game's running phase.
  • the matching of the second target label and the target virtual object's attributes can be referenced from the matching of the first target label and the target virtual object's attributes.
  • the target virtual object's attributes are the same as the second target label, for example, both are "shirts,” indicating that the target icon control can place virtual objects of the "shirt” category, and the target virtual object is indeed a virtual object of the "shirt” category;
  • the second target label contains the target virtual object's attributes, for example, the second target label is "shirt,” indicating that the target icon control can place virtual objects of the "shirt” category, and the target virtual object's attribute is "short-sleeved,” which belongs to a subcategory under the "shirt” category;
  • the target virtual object's attributes logically match the second target label, for example, the second target label is a first-level item slot, and the target virtual object's attribute is a first-level item. Logically, a first-level item slot can place a first-level item, therefore the target virtual object's attributes match the first target label, and the target icon control can place the target virtual object.
  • the object's information can be displayed in the target icon control.
  • This displayed information includes, but is not limited to, at least one of the following: the target virtual object's icon, typically a two-dimensional image, which can be a static resource provided by the game program, such as a thumbnail or snapshot; the name of the target virtual object; and the quantity of the target virtual object.
  • a target virtual character picks up a target virtual object again when it already owns it, such as repeatedly picking up coins, and the target icon control has already displayed the object information of the target virtual object before this pickup, then when picking up the target virtual object this time, the object information of the target virtual object can be displayed in another target icon control, or the object information of the target virtual object already displayed in the target icon control can be updated, such as updating the quantity.
  • the step of controlling the display of the object information of the target virtual object in the target icon control corresponding to the target icon component may include the following steps:
  • the first synchronization information is sent to the target icon control corresponding to the target icon component, and the target icon control is controlled to display the object information of the target virtual object according to the first synchronization information.
  • the first synchronization information can be sent by the game's running scene and may include information about the target virtual object.
  • the game's running scene can notify the target icon control of this event via the first synchronization information.
  • the target icon control then responds to the first synchronization information by displaying the object information of the target virtual object. This links changes in the target virtual object within the game's running scene with the display of the target icon control, enabling ⁇ (interaction/coordination) between different sections or subsystems within the game.
  • the game editing method may further include the following steps S610 to S630:
  • Step S610 Display the interactive editing interface through the graphical user interface
  • Step S620 Respond to the third editing instruction for the icon component in the interactive interface editing interface, associate the icon component with the first attribute of the target virtual character; configure the icon component to generate a corresponding icon control during the game running phase;
  • Step S630 When the target virtual object is picked up, control the display of the object information of the target virtual object in the icon control corresponding to the icon component.
  • step S510 The description of the interactive interface editing interface can be found in step S510, and will not be repeated here.
  • the third editing instruction is an operation instruction that associates an icon component with the first attribute of the target virtual character.
  • one or more association candidates can be provided, such as inventory, map, etc.
  • the icon component is associated with the first attribute of the target virtual character.
  • the icon control corresponding to the icon component is specified to display information related to the first attribute. Since the first attribute is related to picking up the target virtual object, the icon control can display the object information of the target virtual object.
  • the first attribute of the target virtual character includes multiple first sub-attributes.
  • Each first sub-attribute records information about a virtual object owned by the target virtual character.
  • the target virtual character may have 50 inventory slots; these 50 inventory slots together constitute the first attribute, and each inventory slot is a first sub-attribute under the first attribute.
  • Each first sub-attribute is configured with a first target tag, indicating the characteristics of the virtual objects that the first sub-attribute can match. Different first sub-attributes may have different first target tags.
  • some inventory slots may have a first target tag of "shirt,” indicating that the inventory slot can hold virtual objects of the "shirt” category, while others may have a first target tag of "helmet,” indicating that the inventory slot can hold virtual objects of the "helmet” category.
  • the step of responding to a first editing instruction for a target virtual character in a game editing scene, determining a first attribute of the target virtual character, and setting a first target tag for the first attribute may include the following steps:
  • the first target label for each first sub-attribute is determined by setting the identifier range of the first sub-attribute corresponding to different first target labels according to the first editing instruction.
  • the first sub-attribute in the first attribute can have sub-attribute identifiers in the form of numbers, such as the first attribute (inventory) of the target virtual character including 50 sub-attributes (the number of inventory items is 50), and their sub-attribute identifiers are inventory 1, inventory 2, inventory 3, etc.
  • the identifier range of the first sub-attribute corresponding to the first target label can be set.
  • the identifier range of the first sub-attribute corresponding to the first target label "helmet” can be set to item slots 1-20
  • the identifier range of the first sub-attribute corresponding to the first target label "top” can be set to item slots 21-40.
  • the first target label of item slots 1-20 is determined to be "helmet”
  • the first target label of item slots 21-40 is determined to be "top”, thereby determining the first target label of each first sub-attribute.
  • the step of associating the icon component with the first attribute of the target virtual character in response to a third editing instruction for the icon component in the interactive interface editing interface may include the following steps:
  • an icon component (or icon control) can be associated with a specific item in an inventory, while it may not have any association with other items. This allows for more precise game logic.
  • the step of associating the icon component with the first sub-attribute of the target virtual character in response to a third editing instruction for the icon component in the interactive interface editing interface may include the following steps:
  • the user can select the icon component "Item Slot 3" and trigger the opening of its editing interface.
  • the sub-attribute identifier associated with Item Slot 3 can be set through the third editing command. For example, if the item slot number associated with Item Slot 3 is set to 21, then Item Slot 3 will be associated with Item Slot 21.
  • the step of controlling the display of object information of the target virtual object in the icon control corresponding to the icon component may include the following steps:
  • the attributes of the target virtual object can be matched with the first target tags of each first sub-attribute in the first attribute of the target virtual character. For instance, if the attribute of the target virtual object is "top" and the first target tag of inventory 21 is also "top,” then the target virtual object can be placed in inventory 21. Since inventory 21 is associated with item slot 3, item slot 3 can be used as the target icon control, displaying the object information of the target virtual object within item slot 3. This allows for very precise game logic and control relationships.
  • the game editing method may further include the following steps:
  • a second target label is set for the icon component; the second target label is a label determined from a second preset label or a custom label.
  • the steps of responding to the third editing command of the icon component in the interactive interface editing interface, setting the sub-attribute identifier associated with the icon component, and associating the icon component with the first sub-attribute corresponding to the sub-attribute identifier associated with the icon component may include the following steps:
  • the sub-attribute identifier associated with the icon component is determined from the sub-attribute identifier corresponding to the second target label, and the icon component is associated with the first sub-attribute corresponding to the sub-attribute identifier associated with the icon component;
  • the sub-attribute identifier corresponding to the second target label includes: the sub-attribute identifier of the first sub-attribute corresponding to the first target label that matches the second target label.
  • both the second target label and the sub-attribute identifier associated with the icon component can be set.
  • Figure 7 shows setting the second target label of item slot 3 to "top,” and also setting the sub-attribute identifier associated with item slot 3.
  • This sub-attribute identifier should be the sub-attribute identifier corresponding to the second target label, that is, the sub-attribute identifier of the first sub-attribute of the first target label being "top.”
  • the sub-attribute identifier associated with item slot 3 can only be selected from the sub-attribute identifiers corresponding to "top" (i.e., item slots 21-40). This two-level setting of the association between the icon component and the first sub-attribute through the second target label and the sub-attribute identifier facilitates accurate settings for the user.
  • a second target label is set for the icon component, and the icon component is associated with a first sub-attribute corresponding to a first target label corresponding to the second target label.
  • the step of controlling the display of object information of the target virtual object in the icon control corresponding to the icon component includes:
  • a second synchronization message is sent to the icon control corresponding to the icon component, and the icon control is controlled to display the object information of the target virtual object according to the second synchronization message.
  • the second synchronization information can be emitted from the target virtual character or its first attribute, and may include information about the target virtual object.
  • the target virtual character or its first attribute becomes aware of this picking event and can send the second synchronization information to the icon control. More specifically, it can send the second synchronization information to the target icon control corresponding to the target icon component.
  • the icon control triggers the display of the target virtual object's object information.
  • the game editing method may further include the following steps:
  • control the target virtual character In response to the first trigger operation on the object information of the target virtual object displayed in the icon control, control the target virtual character to execute the first game command corresponding to the target virtual object.
  • the target virtual character can use it.
  • Players can use the target virtual object through a first trigger action in the icon control, such as clicking or long-pressing.
  • the first game command is the action command performed when using the target virtual object, such as throwing the target virtual object or casting the corresponding skill.
  • the target virtual object is a first-type virtual object, which refers to a virtual object that can be picked up by the target virtual character and is reflected in the first attribute; for example, it can be understood as a virtual object that can be placed in the inventory.
  • the game editing method also includes at least one of the following steps:
  • the virtual object corresponding to the specified scene component is designated as a first-class virtual object.
  • the specified scene component can be any one or more scene components in the game editing scene, and the sixth editing instruction is the operation instruction to determine the first-class virtual object.
  • a user can select a specified scene component and trigger its editing interface. In this interface, it can be set whether the virtual character can pick up the specified scene component into its inventory. If it is set to be able to pick it up, then the specified scene component (or its corresponding virtual object) is designated as a first-class virtual object.
  • Figure 8 shows a schematic diagram of the preset editing interface, where the user's operation command is the seventh editing command.
  • the user can add scene components (or virtual objects). All scene components added in this interface are first type of virtual objects.
  • the above methods allow users to freely set virtual objects that can be picked up by virtual characters in the game's running scene, increasing the flexibility and diversity of user editing.
  • the target virtual object is a first-type virtual object.
  • the game editing method may further include the following steps:
  • the corresponding instruction control is displayed on the graphical user interface according to the second type of virtual object; the instruction control is configured to respond to the third trigger operation to control the target virtual character to execute the game instruction corresponding to the second type of virtual object.
  • the second type of virtual object is one that can be acquired by a virtual character but cannot be placed in the inventory, and its data cannot be added to the first attribute.
  • the second interaction condition indicates when the target virtual character acquires the second type of virtual object; for example, it can be set to acquire it when the target virtual character comes into contact with the second type of virtual object.
  • a corresponding command control can be provided on the graphical user interface. Operations on this command control constitute a third trigger operation, which can trigger the target virtual character to execute game commands to use the second type of virtual object.
  • the second type of virtual object could be a skill item. When the target virtual character comes into contact with a skill item, the skill item is acquired, and a corresponding skill command control is provided. The player can click or long-press to achieve the third trigger operation, causing the target virtual character to cast the corresponding skill.
  • the data of the second type of virtual object can be added to the target virtual character's third attribute.
  • the third attribute could be a skill attribute
  • the second type of virtual object could be a skill item.
  • the game editing device 900 includes the following program modules:
  • the game editing scene display processing module 910 is configured to display the game editing scene in the graphical user interface provided by the running game program;
  • the editing instruction processing module 920 is configured to respond to a first editing instruction for a target virtual character in a game editing scene, determine a first attribute of the target virtual character and set a first target tag for the first attribute; the first target tag is a tag determined from a first preset tag or a determined custom tag;
  • the game operation processing module 930 is configured to respond to the first interaction condition between the target virtual character and the target virtual object in the game operation scene corresponding to the game editing scene, and to control the picking of the target virtual object when the attribute of the target virtual object matches the first target label.
  • the game editing scene display processing module 910 is further configured to: display an interactive interface editing interface through a graphical user interface; the editing instruction processing module 920 is further configured to: respond to a second editing instruction for an icon component in the interactive interface editing interface, and set a second target label for the icon component; the second target label is a label determined from a second preset label or a determined custom label; the icon component is configured to generate a corresponding icon control during the game running phase; the game running processing module 930 is further configured to: when a target virtual object is picked up, control the display of the object information of the target virtual object in the target icon control corresponding to the target icon component; wherein, the second target label of the target icon component matches the attributes of the target virtual object.
  • the second preset tag includes at least one of the following: a tag generated based on the first target tag configured in the first attribute; or a tag preset by the game program.
  • the step of controlling the display of object information of the target virtual object in the target icon control corresponding to the target icon component includes: when a target virtual object is picked up, triggering the sending of first synchronization information to the target icon control corresponding to the target icon component, and controlling the target icon control to display the object information of the target virtual object according to the first synchronization information.
  • the game editing scene display processing module 910 is further configured to: display the interactive interface editing interface through a graphical user interface; the editing instruction processing module 920 is further configured to: respond to a third editing instruction for the icon component in the interactive interface editing interface, and associate the icon component with the first attribute of the target virtual character; the icon component is configured to generate a corresponding icon control during the game running phase; the game running processing module 930 is further configured to: when picking up the target virtual object, control the display of the object information of the target virtual object in the icon control corresponding to the icon component.
  • the first attribute of the target virtual character includes multiple first sub-attributes, and the first sub-attributes are configured with a first target label;
  • the step of associating the icon component with the first attribute of the target virtual character in response to a third editing instruction for the icon component in the interactive interface editing interface includes: associating the icon component with the first sub-attribute of the target virtual character in response to a third editing instruction for the icon component in the interactive interface editing interface;
  • the step of controlling the display of object information of the target virtual object in the icon control corresponding to the icon component includes: controlling the display of object information of the target virtual object in the target icon control corresponding to the target icon component; wherein, the first target label of the first sub-attribute associated with the target icon component matches the attribute of the target virtual object.
  • the step of associating an icon component with a first sub-attribute of a target virtual character in response to a third editing instruction for an icon component in an interactive interface editing interface includes: in response to a third editing instruction for an icon component in an interactive interface editing interface, setting a sub-attribute identifier associated with the icon component, and associating the icon component with the first sub-attribute corresponding to the sub-attribute identifier associated with the icon component.
  • the editing instruction processing module 920 is further configured to: in response to a second editing instruction for an icon component in the interactive interface editing interface, set a second target label for the icon component; the second target label is a label determined from a second preset label or a determined custom label; in response to a third editing instruction for the icon component in the interactive interface editing interface, set a sub-attribute identifier associated with the icon component, and associate the icon component with a first sub-attribute corresponding to the sub-attribute identifier associated with the icon component, the steps of: in response to the third editing instruction for the icon component, determining a sub-attribute identifier associated with the icon component from the sub-attribute identifiers corresponding to the second target label, and associating the icon component with a first sub-attribute corresponding to the sub-attribute identifier associated with the icon component; the sub-attribute identifier corresponding to the second target label includes: a sub-attribute
  • the step of determining a first attribute of the target virtual character and setting a first target label for the first attribute in response to a first editing instruction for the target virtual character in a game editing scene includes: setting the identifier range of the first sub-attribute corresponding to different first target labels according to the first editing instruction, so as to determine the first target label of each first sub-attribute.
  • the step of controlling the display of object information of the target virtual object in the icon control corresponding to the icon component includes: when a target virtual object is picked up, triggering the sending of second synchronization information to the icon control corresponding to the icon component, and controlling the icon control to display the object information of the target virtual object according to the second synchronization information.
  • the game execution processing module 930 is further configured to: respond to a first trigger operation on the object information of the target virtual object displayed in the icon control, and control the target virtual character to execute the first game instruction corresponding to the target virtual object.
  • the step of determining a first attribute of the target virtual character and setting a first target label for the first attribute in response to a first editing instruction for the target virtual character in a game editing scene includes: in response to a first editing instruction in the character editing interface of the game editing scene, determining a virtual character controlled by the player in the game running scene as the target virtual character, determining the first attribute of the target virtual character and setting a first target label for the first attribute.
  • the step of controlling the picking of a target virtual object includes: adding data of the target virtual object to a first attribute of the target virtual character.
  • the game operation processing module 930 is further configured to: in response to the end of a game round in the game operation scenario, clear the data of the target virtual object from the first attribute of the target virtual character.
  • the target virtual object is a virtual model corresponding to a target scene component generated during the game runtime phase in the game editing scene; the attributes of the target virtual object are set in at least one of the following ways: setting the attributes of the target virtual object according to the preset attributes corresponding to the scene component control used to generate the target scene component in the game editing scene; wherein, the scene component control is configured to generate the corresponding scene component in the game editing scene in response to a second triggering operation; and setting the attributes of the target virtual object according to the attribute editing instructions for the target scene component.
  • the first interaction condition is determined by at least one of the following methods: determining the first interaction condition in response to a fourth editing instruction for a target scene component in a game editing scene; the target scene component is configured to generate a corresponding target virtual object during game execution; and determining the first interaction condition in response to a fifth editing instruction in a logic rule editing interface.
  • the first interaction condition includes at least one of the following: the target virtual character comes into contact with the target virtual object; the target virtual character issues a second game command to the target virtual object; the target virtual character is located in the item acquisition area associated with the target virtual object; and the target virtual character issues a third game command in the item acquisition area associated with the target virtual object.
  • the target virtual object is a first type of virtual object
  • the editing instruction processing module 920 is further configured to perform at least one of the following steps: responding to a sixth editing instruction for a specified scene component in the game editing scene, and designating the virtual object corresponding to the specified scene component as a first type of virtual object; responding to a seventh editing instruction in a preset editing interface, and determining the first type of virtual object.
  • the target virtual object is a first type of virtual object; the game operation processing module 930 is further configured to: respond to the target virtual character and the second type of virtual object satisfying a second interaction condition, and display a corresponding instruction control on the graphical user interface according to the second type of virtual object; the instruction control is configured to respond to a third trigger operation to control the target virtual character to execute the game instruction corresponding to the second type of virtual object.
  • modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory.
  • the features and functions of two or more modules or units described above can be embodied in one module or unit.
  • the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
  • Exemplary embodiments of this disclosure also provide a computer program product.
  • the computer program product includes a computer program that, when executed by a processor, implements the game editing method described above.
  • the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program.
  • the readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc.
  • the computer program product can be implemented as a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.
  • the computer program product can be an intangible product containing a computer program.
  • the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.
  • Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).
  • LAN local area network
  • WAN wide area network
  • an external computing device e.g., via an internet connection provided by a mobile network operator
  • Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic radiation, and infrared rays.
  • Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs.
  • a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, the processor of the electronic device to execute) the method steps of various exemplary embodiments of this disclosure, such as the game editing method described above, which includes the following steps: Step S210, displaying a game editing scene in the graphical user interface provided by the running game program; Step S220, responding to a first editing instruction for a target virtual character in the game editing scene, determining a first attribute of the target virtual character and setting a first target label for the first attribute; the first target label is a label determined from a first preset label or a determined custom label; Step S230, in the game running scene corresponding to the game editing scene, responding to the target virtual character and the target virtual object satisfying a first interaction condition, and the attribute of the target virtual object matching
  • Implementing the above method steps through a computer program provides, on the one hand, a method for editing the item pickup logic of virtual characters.
  • Users can set a first target tag for the first attribute of the target virtual character, enabling the target virtual character to pick up target virtual objects whose attributes match the first target tag.
  • This allows for flexible editing of the categories of virtual objects that can be picked up, breaking through the limitation of related technologies that can only pick up preset virtual items. It also increases the editable information in the editor, which is beneficial for users to create game scenes with more diverse types and gameplay.
  • implementing the item pickup function of the virtual character as a first attribute, and editing the item pickup logic by editing the first attribute makes the editing process relatively simple and improves editing efficiency.
  • Exemplary embodiments of this disclosure also provide an electronic device, such as the terminal device 110 or server 120 described above.
  • the electronic device may include a processor and a memory.
  • the memory stores executable instructions for the processor, such as computer programs.
  • the processor executes these executable instructions to perform the method steps of various exemplary embodiments of this disclosure.
  • the electronic device may also include a display for displaying a graphical user interface.
  • the electronic device will now be described by way of example in the form of a general-purpose computing device with reference to FIG10. It should be understood that the electronic device 1000 shown in FIG10 is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments of this disclosure.
  • the electronic device 1000 may include: a processor 1010, a memory 1020, a bus 1030, an I/O (input/output) interface 1040, a network adapter 1050, and a display 1060.
  • the memory 1020 may include volatile memory, such as RAM 1021 and cache unit 1022, and may also include non-volatile memory, such as ROM 1023.
  • the memory 1020 may also include one or more program modules 1024, such program modules 1024 including, but not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment.
  • program module 1024 may include the modules described above.
  • the processor 1010 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and/or an NPU (Neural-Network Processing Unit).
  • the processor 1010 can be used to execute executable instructions stored in the memory 1020, such as the game editing method described above, which includes the following steps: Step S210, displaying a game editing scene in the graphical user interface provided by the running game program; Step S220, responding to a first editing instruction for a target virtual character in the game editing scene, determining a first attribute of the target virtual character and setting a first target label for the first attribute; the first target label is a label determined from a first preset label or a determined custom label; Step S230, in the game running scene corresponding to the game editing scene, responding to the target virtual character and the target virtual object satisfying a first interaction condition, and the attribute of the target virtual object matching the first target label, controlling the picking of the target virtual object.
  • Step S210 displaying a game editing scene in the graphical user interface provided by the running game program
  • Step S220 responding to a first editing instruction for a target virtual character in the game editing scene, determining a first attribute of the target virtual character and setting a first target label for
  • a method for editing the item pickup logic of virtual characters is provided. Users can set a first target tag for the first attribute of the target virtual character, enabling the target virtual character to pick up target virtual objects whose attributes match the first target tag. This allows for flexible editing of the categories of virtual objects that can be picked up, breaking through the limitation of related technologies that can only pick up preset virtual items. It also increases the editable information in the editor, which is beneficial for users to create game scenes with more diverse types and gameplay.
  • the item pickup logic can be edited by editing the first attribute. The editing process is relatively simple and helps to improve editing efficiency.
  • Bus 1030 is used to connect different components of electronic device 1000, and may include data bus, address bus and control bus.
  • Electronic device 1000 can communicate with one or more external devices 1100 (such as keyboard, mouse, external controller, etc.) through I/O interface 1040.
  • external devices 1100 such as keyboard, mouse, external controller, etc.
  • Network adapter 1050 can provide mobile communication solutions such as 3G/4G/5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication.
  • Network adapter 1050 can communicate with other modules of electronic device 1000 via bus 1030.
  • Electronic device 1000 can display a graphical user interface, such as displaying a game editing scene, through monitor 1060.
  • microcode Although not shown in Figure 10, other hardware and/or software modules may be configured in the electronic device 1000, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Processing Or Creating Images (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

A game editing method, a game editing apparatus, a program product, and an electronic device. The method comprises: displaying a game editing scene in a graphical user interface provided for running a game program (S210); in response to a first editing instruction for a target virtual character in the game editing scene, determining a first attribute of the target virtual character and setting a first target tag for the first attribute, wherein the first target tag is a tag determined from among first preset tags or is a determined custom tag (S220); and in a game running scene corresponding to the game editing scene, in response to the target virtual character and a target virtual object satisfying a first interaction condition, and attributes of the target virtual object matching the first target tag, controlling to pick up the target virtual object (S230). The present disclosure provides a method for editing the item pickup logic for the virtual character, increases editable information in an editor, and facilitates the implementation of game scenes having more diversified types and playing methods.

Description

游戏编辑方法、游戏编辑装置、程序产品与电子设备Game editing methods, game editing devices, program products and electronic devices

相关申请的交叉引用Cross-reference to related applications

本申请要求申请日为2024年05月22日,申请号为202410646692.0,名称为“游戏编辑方法、游戏编辑装置、程序产品与电子设备”的中国专利申请的优先权,该中国专利申请的全部内容通过引用结合在本文中。This application claims priority to Chinese Patent Application No. 202410646692.0, filed on May 22, 2024, entitled "Game Editing Method, Game Editing Apparatus, Program Product and Electronic Device", the entire contents of which are incorporated herein by reference.

技术领域Technical Field

本公开涉及计算机与游戏技术领域,尤其涉及一种游戏编辑方法、游戏编辑装置、计算机程序产品与电子设备。This disclosure relates to the field of computer and game technology, and in particular to a game editing method, game editing device, computer program product, and electronic device.

背景技术Background Technology

随着计算机技术的发展,游戏的内容与功能越来越丰富。一些游戏提供了编辑器功能,如UGC(User Generated Content,用户生成内容)编辑器等,用户可通过使用编辑器来自定义编辑游戏场景,从而满足多样化的需求。With the development of computer technology, the content and functions of games are becoming increasingly rich. Some games offer editor functions, such as UGC (User Generated Content) editors, which allow users to customize and edit game scenes to meet diverse needs.

然而,目前的游戏编辑器仅支持对少量的游戏信息进行编辑。例如,用户通常仅能在游戏场景中添加与摆放虚拟场景组件,而无法对虚拟角色的物品拾取逻辑进行编辑。这样导致游戏场景的类型与玩法受到局限。However, current game editors only support editing a limited amount of game information. For example, users can typically only add and place virtual scene components in the game scene, but cannot edit the item pickup logic of virtual characters. This limits the types of game scenes and gameplay.

发明内容Summary of the Invention

本公开提供一种游戏编辑方法、游戏编辑装置、计算机程序产品与电子设备,以至少在一定程度上改善游戏编辑器仅支持对少量的游戏信息进行编辑的问题。This disclosure provides a game editing method, a game editing device, a computer program product, and an electronic device to at least partially improve the problem that game editors only support editing a small amount of game information.

根据本公开的第一方面,提供一种游戏编辑方法,所述方法包括:在运行游戏程序所提供的图形用户界面中显示游戏编辑场景;响应在所述游戏编辑场景中针对目标虚拟角色的第一编辑指令,确定所述目标虚拟角色的第一属性并为所述第一属性设置第一目标标签;所述第一目标标签是从第一预设标签中确定的标签或确定的自定义标签;在所述游戏编辑场景对应的游戏运行场景中,响应所述目标虚拟角色与目标虚拟对象满足第一交互条件,且所述目标虚拟对象的属性与所述第一目标标签相匹配,控制拾取所述目标虚拟对象。According to a first aspect of this disclosure, a game editing method is provided, the method comprising: displaying a game editing scene in a graphical user interface provided by a running game program; responding to a first editing instruction for a target virtual character in the game editing scene, determining a first attribute of the target virtual character and setting a first target label for the first attribute; the first target label being a label determined from a first preset label or a determined custom label; and in a game running scene corresponding to the game editing scene, responding to the target virtual character and a target virtual object satisfying a first interaction condition and the attribute of the target virtual object matching the first target label, controlling the picking of the target virtual object.

根据本公开的第二方面,提供一种游戏编辑装置,所述装置包括:游戏编辑场景显示处理模块,被配置为在运行游戏程序所提供的图形用户界面中显示游戏编辑场景;编辑指令处理模块,被配置为响应在所述游戏编辑场景中针对目标虚拟角色的第一编辑指令,确定所述目标虚拟角色的第一属性并为所述第一属性设置第一目标标签;所述第一目标标签是从第一预设标签中确定的标签或确定的自定义标签;游戏运行处理模块,被配置为在所述游戏编辑场景对应的游戏运行场景中,响应所述目标虚拟角色与目标虚拟对象满足第一交互条件,且所述目标虚拟对象的属性与所述第一目标标签相匹配,控制拾取所述目标虚拟对象。According to a second aspect of this disclosure, a game editing apparatus is provided, the apparatus comprising: a game editing scene display processing module configured to display a game editing scene in a graphical user interface provided by a running game program; an editing instruction processing module configured to, in response to a first editing instruction for a target virtual character in the game editing scene, determine a first attribute of the target virtual character and set a first target label for the first attribute; the first target label is a label determined from a first preset label or a determined custom label; and a game running processing module configured to, in a game running scene corresponding to the game editing scene, in response to the target virtual character and a target virtual object satisfying a first interaction condition, and the attribute of the target virtual object matching the first target label, control the picking of the target virtual object.

根据本公开的第三方面,提供一种计算机程序产品,包括计算机程序,所述计算机程序被处理器执行时实现上述第一方面的方法及其可能的实现方式。According to a third aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the method of the first aspect described above and possible implementations thereof.

根据本公开的第四方面,提供一种电子设备,包括:处理器;以及存储器,用于存储所述处理器的可执行指令;其中,所述处理器配置为经由执行所述可执行指令,来执行上述第一方面的方法及其可能的实现方式。According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of the first aspect and possible implementations thereof by executing the executable instructions.

本公开的技术方案具有以下有益效果:The technical solution disclosed herein has the following beneficial effects:

一方面,提供了一种可对虚拟角色的物品拾取逻辑进行编辑的方法,用户可通过为目标虚拟角色的第一属性设置第一目标标签,使得目标虚拟角色能够拾取属性与第一目标标签相匹配的目标虚拟对象,由此灵活编辑所能拾取的虚拟对象的类别,突破了相关技术中仅能拾取预设虚拟物品的限制,增加了编辑器中的可编辑信息,有利于用户编辑出类型与玩法更加多样化的游戏场景。另一方面,将虚拟角色的物品拾取功能实现为第一属性,通过编辑第一属性的方式来实现对物品拾取逻辑的编辑,编辑过程较为简单,有利于提高编辑效率。On the one hand, this method provides an editing mechanism for the item pickup logic of virtual characters. Users can set a first target tag for the first attribute of the target virtual character, enabling the target virtual character to pick up virtual objects whose attributes match the first target tag. This allows for flexible editing of the types of virtual objects that can be picked up, breaking through the limitation of related technologies that can only pick up preset virtual items. It also increases the editable information in the editor, which is beneficial for users to create game scenes with more diverse types and gameplay. On the other hand, implementing the item pickup function of virtual characters as a first attribute, and editing the item pickup logic by editing the first attribute, makes the editing process relatively simple and improves editing efficiency.

附图说明Attached Figure Description

图1示出本示例性实施方式其中之一种系统架构图;Figure 1 illustrates a system architecture diagram of one of the exemplary embodiments of this invention;

图2示出本示例性实施方式其中之一种游戏编辑方法的流程图;Figure 2 shows a flowchart of one of the game editing methods of this exemplary embodiment;

图3示出本示例性实施方式其中之一种游戏编辑场景与场景组件控件的示意图;Figure 3 shows a schematic diagram of a game editing scene and scene component controls in one of the exemplary embodiments of this invention;

图4示出本示例性实施方式其中之一种第一属性的编辑界面示意图;Figure 4 shows a schematic diagram of the editing interface of one of the first attributes in this exemplary embodiment;

图5示出本示例性实施方式其中之一种游戏编辑方法的子流程图;Figure 5 shows a sub-flowchart of one of the game editing methods of this exemplary embodiment;

图6示出本示例性实施方式其中之一种游戏编辑方法的子流程图;Figure 6 shows a sub-flowchart of one of the game editing methods of this exemplary embodiment;

图7示出本示例性实施方式其中之一种图标组件的编辑界面示意图;Figure 7 shows a schematic diagram of the editing interface of one of the icon components in this exemplary embodiment;

图8示出本示例性实施方式其中之一种设置第一类虚拟对象的示意图;Figure 8 shows a schematic diagram of setting a first type of virtual object in one of the exemplary embodiments of this invention;

图9示出本示例性实施方式其中之一种游戏编辑装置的结构示意图;Figure 9 shows a schematic diagram of the structure of one of the game editing devices according to this exemplary embodiment;

图10示出本示例性实施方式其中之一种电子设备的结构示意图。Figure 10 shows a schematic diagram of the structure of one of the electronic devices according to this exemplary embodiment.

具体实施方式Detailed Implementation

下文将结合附图更全面地描述本公开的示例性实施方式。Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

附图为本公开的示意性图解,并非一定是按比例绘制。附图中所示的一些方框图可能是功能实体,不一定必须与物理或逻辑上独立的实体相对应。可以采用软件形式来实现这些功能实体,或在硬件模块或集成电路中实现这些功能实体,或在网络、处理器或微控制器中实现这些功能实体。实施方式能够以多种形式实施,不应被理解为限于在此阐述的范例。本公开所描述的特征、结构或特性可以以任何合适的方式结合在一个或多个实施方式中。在下文的描述中,提供许多具体细节从而给出对本公开实施方式的充分说明。然而,本领域技术人员应意识到,可以在实现本公开的技术方案时省略其中的一个或多个特定细节,或者可以采用其它的方法、组元、装置、步骤等替代一个或多个特定细节。The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

本发明人发现,目前的游戏编辑功能中,用户通常仅能在游戏场景中添加与摆放虚拟场景组件,而无法对虚拟角色的物品拾取逻辑进行编辑。一些游戏中提供可拾取的预设虚拟物品,如预设技能道具等,用户可以在游戏场景中摆放这样的虚拟物品,使得虚拟角色在游戏过程中能够拾取虚拟物品。然而,该编辑方式的效果较为局限,不支持用户自由编辑虚拟角色所能拾取的虚拟物品的类别,也无法实现对上述预设虚拟物品以外的虚拟物品进行拾取,实质上并未改变虚拟角色的物品拾取逻辑。由此限制了游戏场景类型、玩法的多样性。并且,可能需要游戏开发者编写大量的游戏预设信息来满足用户的编辑需求或游戏需求,从而增加了开发成本。The inventors have discovered that current game editing functions typically only allow users to add and place virtual scene components within the game environment, but not to edit the item pickup logic of virtual characters. Some games offer pre-set pickupable virtual items, such as pre-set skill items, which users can place in the game environment to allow virtual characters to pick up during gameplay. However, this editing method is limited in its effectiveness; it does not support users freely editing the types of virtual items that virtual characters can pick up, nor can it enable the pickup of virtual items other than the aforementioned pre-set items, essentially not changing the virtual character's item pickup logic. This limits the diversity of game scene types and gameplay. Furthermore, game developers may need to write a large amount of game preset information to meet user editing or game requirements, thus increasing development costs.

鉴于上述一个或多个问题,本公开的示例性实施方式提供一种游戏编辑方法、游戏编辑装置、计算机程序产品与电子设备。In view of one or more of the above-mentioned problems, exemplary embodiments of this disclosure provide a game editing method, a game editing apparatus, a computer program product, and an electronic device.

下面对本文中涉及的相关名词术语进行解释。The following is an explanation of the relevant terms and concepts used in this article.

虚拟角色:游戏中的虚拟形象,可以包括人类角色和拟人化的非人类角色。可以是玩家角色(即玩家控制的虚拟角色),也可以是非玩家角色(Non-Player Character,NPC)。Virtual characters: Virtual images in games, which can include human characters and anthropomorphic non-human characters. They can be player characters (i.e., virtual characters controlled by players) or non-player characters (NPCs).

虚拟对象:游戏中可被虚拟角色获取的对象,一般指游戏中的虚拟物品,如装备、药品等,此外还可以包括物品化的角色对象,如宠物等,其形象可能是虚拟人物,但是虚拟角色可以像使用物品那样来使用宠物,因此可将其视为物品。Virtual objects: Objects that can be obtained by virtual characters in a game. They generally refer to virtual items in the game, such as equipment and medicine. In addition, they can also include itemized character objects, such as pets. Their appearance may be that of a virtual character, but virtual characters can use pets like they use items, so they can be regarded as items.

游戏编辑场景:本示例性实施方式中的游戏支持用户编辑功能,游戏中存在游戏编辑阶段和游戏运行阶段。游戏编辑场景是指在游戏编辑阶段加载并展示的游戏场景,此时的游戏场景为可编辑状态,用户能够进行编辑操作并触发相应的编辑指令,或者可以由游戏程序自动触发并执行编辑指令。Game editing scenario: The game in this exemplary embodiment supports user editing functions, and the game has a game editing stage and a game running stage. The game editing scenario refers to the game scene loaded and displayed during the game editing stage. At this time, the game scene is in an editable state, and the user can perform editing operations and trigger corresponding editing commands, or the game program can automatically trigger and execute editing commands.

游戏运行场景:在游戏运行阶段加载并展示的游戏场景,此时的游戏场景为运行状态,用户能够进行游戏操作并触发相应的游戏指令,或者可以由游戏程序自动触发并执行游戏指令。游戏编辑场景和对应的游戏运行场景实质上是同一游戏场景,区别在于两者是在不同阶段下的游戏场景。Game runtime scene: This is the game scene loaded and displayed during the game's runtime phase. At this time, the game scene is in a running state, allowing users to perform game operations and trigger corresponding game commands, or these commands can be automatically triggered and executed by the game program. The game editing scene and the corresponding game runtime scene are essentially the same game scene; the difference lies in the stage at which they occur.

图1示出了本示例性实施方式运行环境的系统架构图。该系统架构可以包括终端设备110、服务器120。其中,终端设备110可以是手机、平板电脑、个人电脑、智能穿戴设备、游戏机等设备,其具有显示功能,能够显示图形用户界面,图形用户界面可以包括操作系统的界面或应用程序的界面等。终端设备110上安装有游戏程序,如可以是网络游戏的客户端程序。当终端设备110运行游戏程序时,可以在图形用户界面中显示游戏编辑场景等界面。服务器120泛指提供本示例性实施方式中游戏服务的后台系统,可以是一台服务器,也可以是多台服务器的集群。服务器120上部署有游戏服务端程序,用于执行服务端的游戏数据处理。终端设备110与服务器120之间可以通过有线或无线的通信链路形成连接,以进行数据传输。本示例性实施方式中的方法,可以由终端设备110、服务器120中的任意一者或多者执行。Figure 1 illustrates the system architecture diagram of the operating environment of this exemplary embodiment. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other device with display capabilities, capable of displaying a graphical user interface (GUI). The GUI may include the operating system interface or the application interface. A game program, such as a client program for an online game, is installed on the terminal device 110. When the terminal device 110 runs the game program, it can display interfaces such as game editing scenes in the GUI. The server 120 generally refers to the backend system providing game services in this exemplary embodiment; it may be a single server or a cluster of multiple servers. A game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in this exemplary embodiment can be executed by any one or more of the terminal device 110 and the server 120.

在一种实施方式中,游戏编辑方法可以基于云交互系统来实现与执行。云交互系统可以是上述系统架构。云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,游戏内的控制与交互方法的储存与运行是在云游戏服务器(如可以是上述服务器120)上完成的,云游戏客户端(如可以是上述终端设备110)的作用用于数据的接收、发送以及游戏画面的呈现。举例而言,云游戏客户端可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;而进行信息处理的为云端的云游戏服务器。在进行游戏或游戏编辑时,用户操作云游戏客户端向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回云游戏客户端,最后,通过云游戏客户端进行解码并输出游戏画面。In one implementation, the game editing method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is used for data reception, transmission, and game screen presentation. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing or editing a game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the cloud gaming client via the network, and finally decodes and outputs the game screen through the cloud gaming client.

在一种实施方式中,可以在单机游戏中实现游戏编辑方法。不需要部署服务器,可以由终端设备110安装全部的游戏程序,并执行游戏编辑方法。In one implementation, the game editing method can be implemented in a standalone game. No server deployment is required; the entire game program can be installed on the terminal device 110, and the game editing method can be executed.

在一种实施方式中,参考图2所示,游戏编辑方法可以包括以下步骤:In one implementation, referring to Figure 2, the game editing method may include the following steps:

步骤S210,在运行游戏程序所提供的图形用户界面中显示游戏编辑场景;Step S210: Display the game editing scene in the graphical user interface provided by the running game program;

步骤S220,响应在游戏编辑场景中针对目标虚拟角色的第一编辑指令,确定目标虚拟角色的第一属性并为第一属性设置第一目标标签;第一目标标签是从第一预设标签中确定的标签或确定的自定义标签;Step S220: In response to the first editing instruction for the target virtual character in the game editing scene, determine the first attribute of the target virtual character and set a first target tag for the first attribute; the first target tag is a tag determined from the first preset tags or a determined custom tag;

步骤S230,在游戏编辑场景对应的游戏运行场景中,响应目标虚拟角色与目标虚拟对象满足第一交互条件,且目标虚拟对象的属性与第一目标标签相匹配,控制拾取目标虚拟对象。Step S230: In the game running scene corresponding to the game editing scene, responding to the first interaction condition between the target virtual character and the target virtual object, and the attribute of the target virtual object matching the first target label, control the picking of the target virtual object.

基于图2所示的方法,一方面,提供了一种可对虚拟角色的物品拾取逻辑进行编辑的方法,用户可通过为目标虚拟角色的第一属性设置第一目标标签,使得目标虚拟角色能够拾取属性与第一目标标签相匹配的目标虚拟对象,由此灵活编辑所能拾取的虚拟对象的类别,突破了相关技术中仅能拾取预设虚拟物品的限制,增加了编辑器中的可编辑信息,有利于用户编辑出类型与玩法更加多样化的游戏场景。另一方面,将虚拟角色的物品拾取功能实现为第一属性,通过编辑第一属性的方式来实现对物品拾取逻辑的编辑,编辑过程较为简单,有利于提高编辑效率。Based on the method shown in Figure 2, on the one hand, a method for editing the item pickup logic of virtual characters is provided. Users can set a first target label for the first attribute of the target virtual character, enabling the target virtual character to pick up target virtual objects whose attributes match the first target label. This allows for flexible editing of the categories of virtual objects that can be picked up, breaking through the limitation of related technologies that can only pick up preset virtual items. It also increases the editable information in the editor, which is beneficial for users to create game scenes with more diverse types and gameplay. On the other hand, by implementing the item pickup function of the virtual character as a first attribute, the item pickup logic can be edited by editing the first attribute. The editing process is relatively simple and helps to improve editing efficiency.

下面对图2的每个步骤做具体说明。The following is a detailed explanation of each step in Figure 2.

参考图2,在步骤S210,在运行游戏程序所提供的图形用户界面中显示游戏编辑场景。Referring to Figure 2, in step S210, the game editing scene is displayed in the graphical user interface provided by the running game program.

本示例性实施方式提供面向用户的游戏编辑功能。步骤S210的游戏程序可以是游戏主程序,在运行游戏主程序的情况下,用户可以选择特定的选项,以进入到编辑器或编辑界面,使用编辑功能。或者,步骤S210的游戏程序可以是游戏主程序配套的编辑程序,其可以在游戏主程序之外独立运行,在运行编辑程序的情况下,用户可以使用编辑功能。This exemplary embodiment provides a user-oriented game editing function. The game program in step S210 can be the main game program. When running the main game program, the user can select specific options to enter the editor or editing interface and use the editing functions. Alternatively, the game program in step S210 can be an editing program配套 (accompanying/complementary) to the main game program, which can run independently outside the main game program. When running the editing program, the user can use the editing functions.

用户可以使用编辑功能编辑游戏场景,可选择新建一个游戏场景并进行编辑,也可以选择对已有的游戏场景进行编辑,游戏场景包括但不限于:游戏地图场景,游戏关卡场景,虚拟角色的专属空间(如用户建造的城镇,家园等)。在游戏编辑阶段所显示的游戏场景为游戏编辑场景。Users can use the editing function to edit game scenes. They can choose to create a new game scene and edit it, or they can choose to edit an existing game scene. Game scenes include, but are not limited to: game map scenes, game level scenes, and virtual character's private space (such as user-built towns, homes, etc.). The game scene displayed during the game editing stage is the game editing scene.

在一种实施方式中,游戏编辑场景包括一个或多个场景组件,可以是自带的(如游戏程序可提供多种不同风格的预设游戏场景,用户可选择某一种预设游戏场景进行编辑,其初始自带场景组件),也可以是用户编辑生成的。场景组件是游戏场景中的人或物(或局部的人或物),如可以是游戏场景中的建筑,机关,载具,家具等。场景组件可以是在游戏编辑阶段所生成、使用或编辑的对象,并被配置为在游戏运行场景中生成对应的虚拟模型。例如,用户在游戏编辑场景中可添加“桌子”场景组件,在游戏运行场景中对应生成“桌子”虚拟模型。场景组件和对应的虚拟模型通常具有相同的外观,使用相同的模型资源,因此可认为两者是相同的对象,不进行特别区分。例如,本示例性实施方式中的虚拟对象,可以指游戏编辑场景中的场景组件,也可以指游戏运行场景中的虚拟模型。在程序中,可以将场景组件和虚拟模型存储为不同类型的程序对象。In one implementation, the game editing scene includes one or more scene components, which can be built-in (e.g., the game program provides multiple preset game scenes with different styles, and the user can select a preset game scene to edit, which initially includes scene components) or user-generated elements. Scene components are people or objects (or parts of people or objects) in the game scene, such as buildings, mechanisms, vehicles, furniture, etc. Scene components can be objects generated, used, or edited during the game editing stage and configured to generate corresponding virtual models in the game running scene. For example, a user can add a "table" scene component to the game editing scene, and a corresponding "table" virtual model will be generated in the game running scene. Scene components and corresponding virtual models usually have the same appearance and use the same model resources; therefore, they can be considered the same object and are not specially distinguished. For example, the virtual object in this exemplary implementation can refer to a scene component in the game editing scene or a virtual model in the game running scene. In the program, scene components and virtual models can be stored as different types of program objects.

虚拟模型可配置有如下一种表现效果:可视表现效果,和非可视表现效果。也就是说,在游戏运行阶段,场景组件对应的虚拟模型可以是具有特定外观的可见对象,也可以是不可见对象(如“出生点”,即玩家角色在游戏中的初始所在区域,是一种场景组件,其具有尺寸与形状,但在游戏中不可见)。Virtual models can be configured with either a visual or non-visual presentation effect. In other words, during game execution, the virtual model corresponding to a scene component can be a visible object with a specific appearance, or it can be an invisible object (such as the "spawn point," which is the initial area where the player character is located in the game; it is a scene component that has size and shape but is not visible in the game).

在一种实施方式中,可以将多个场景组件组成场景组件组合。例如,可以将方块组件组合到圆柱组件的圆面上,组成滚轮形式的机关组件。通过这样的方式可以在游戏中形成复杂、多样化的人或物的组件。为便于区分,可以将单个的场景组件称为基础场景组件,其不可拆分,可视为游戏编辑场景中的最小组成单元。若无特别说明,本文中提到的场景组件可以指基础场景组件,也可以指场景组件组合。In one implementation, multiple scene components can be combined into a scene component assembly. For example, a block component can be combined onto the circular surface of a cylindrical component to form a roller-like mechanism component. This allows for the creation of complex and diverse components representing people or objects within the game. For clarity, a single scene component can be referred to as a basic scene component, which is indivisible and can be considered the smallest unit of composition in the game's scene editing process. Unless otherwise specified, the term "scene component" in this document can refer to either a basic scene component or a combination of scene components.

在游戏编辑场景中,用户可以编辑游戏场景的环境,如背景、天气、光照等,也可以编辑场景组件,如添加、删除某个场景组件,设置场景组件的属性等。在显示游戏编辑场景的情况下,可以提供多个场景组件控件,用于响应并根据用户的第二触发操作而在游戏编辑场景中生成对应的场景组件。场景组件控件是用于生成游戏程序中预设的场景组件的控件。场景组件控件可以被划分为不同组件类别。图3示出了游戏编辑场景与场景组件控件的示意图。参考图3所示,可以以列表(包括一级或多级列表,图3所示为二级列表)的形式提供场景组件控件,列表中示出了一级或多级组件类别。如“结构”、“物件”、“环境”、“机关”、“生物”、“组合”等为一级组件类别,每个一级组件类别下包括一个或多个二级组件类别,如一级组件类别“物件”下包括“家具”、“室内装饰”、“灯具”等二级组件类别。每个二级组件类别下包括一个或多个场景组件控件,如二级组件类别“家具”下包括“原木茶几”、“圆矮桌”、“木制小桌”、“欧式桌子”等场景组件控件。用户可以对场景组件控件进行第二触发操作,如点击操作、拖动操作等,以在游戏编辑场景中生成对应的场景组件。例如在图3中,用户拖动“圆矮桌”场景组件控件到游戏编辑场景中的某个位置,可触发在该位置生成圆矮桌场景组件。本公开对场景组件控件的形式、外观等不做限定,场景组件控件中可以显示场景组件的名称,也可以显示场景组件的图标。In the game editing scene, users can edit the game scene environment, such as the background, weather, and lighting, as well as scene components, such as adding or deleting scene components and setting their properties. When the game editing scene is displayed, multiple scene component controls can be provided to respond to and generate corresponding scene components in the game editing scene based on the user's second trigger operation. Scene component controls are used to generate preset scene components in the game program. Scene component controls can be divided into different component categories. Figure 3 shows a schematic diagram of the game editing scene and scene component controls. Referring to Figure 3, scene component controls can be provided in the form of a list (including first-level or multi-level lists; Figure 3 shows a second-level list). The list shows first-level or multi-level component categories. For example, "Structure," "Object," "Environment," "Mechanism," "Creature," and "Combination" are first-level component categories. Each first-level component category includes one or more second-level component categories. For example, the first-level component category "Object" includes second-level component categories such as "Furniture," "Interior Decoration," and "Lighting." Each secondary component category includes one or more scene component controls. For example, the secondary component category "Furniture" includes scene component controls such as "Raw Wood Coffee Table," "Round Low Table," "Small Wooden Table," and "European Style Table." Users can perform secondary trigger operations on the scene component controls, such as clicking or dragging, to generate the corresponding scene component in the game editing scene. For example, in Figure 3, dragging the "Round Low Table" scene component control to a certain position in the game editing scene will trigger the generation of the round low table scene component at that position. This disclosure does not limit the form or appearance of the scene component controls. The scene component controls can display the name of the scene component or its icon.

在一种实施方式中,场景组件控件配置有对应的场景组件模板,场景组件模板包括预先编辑的场景组件参数。场景组件参数可以包括形状、颜色、纹理、透明度、材质、尺寸、方向中的一种或多种参数,还可以包括其他种类的参数。用户在游戏编辑场景中编辑场景组件时,需要对场景组件设置场景组件参数。若通过场景组件控件在游戏编辑场景中生成场景组件,则可以调用场景组件控件对应的场景组件模板中的场景组件参数,按照这些参数快速生成场景组件。可以理解为,场景组件控件是预先编辑的模板化的场景组件,将场景组件参数以模板的形式进行配置,并以场景组件控件的形式提供给用户,用户使用场景组件控件时,相当于套用了场景组件模板。由此提高编辑效率。当然,在生成场景组件后,可允许对其场景组件参数进行更改,如可以通过缩放操作改变其尺寸,通过旋转操作改变其方向,通过颜色设置操作改变其颜色、透明度等。In one implementation, the scene component control is configured with a corresponding scene component template, which includes pre-edited scene component parameters. These parameters may include one or more of the following: shape, color, texture, transparency, material, size, and orientation, as well as other types of parameters. When a user edits a scene component in a game editing scene, they need to set the scene component parameters. If a scene component is generated in the game editing scene using the scene component control, the scene component parameters in the corresponding scene component template can be called to quickly generate the scene component. Essentially, the scene component control is a pre-edited, templated scene component. The scene component parameters are configured in the form of a template and provided to the user in the form of a scene component control. When the user uses the scene component control, it is equivalent to applying the scene component template, thereby improving editing efficiency. Of course, after generating the scene component, its parameters can be modified, such as changing its size through scaling, changing its orientation through rotation, and changing its color and transparency through color settings.

游戏程序可以自带场景组件控件,如游戏开发者预先编辑场景组件模板并配置为场景组件控件,以供用户使用。此外,也可以允许用户配置场景组件控件。例如,用户可以在游戏编辑场景或其他编辑界面中进行场景组件的建模并保存场景组件参数,以形成场景组件模板并将其配置为场景组件控件。Game programs can include built-in scene component controls, such as scene component templates pre-edited and configured by game developers for user use. Alternatively, users can be allowed to configure scene component controls. For example, users can model scene components in the game's scene editing interface or other editing interfaces, save scene component parameters to create scene component templates, and then configure them as scene component controls.

在一种实施方式中,可以允许用户对场景组件控件进行编辑更新,如可以修改场景组件控件对应的场景组件模板,修改其中的场景组件参数,保存后对场景组件控件对应的场景组件模板进行更新。后续通过场景组件控件在游戏编辑场景中生成场景组件时,可以调用更新后的场景组件模板中的场景组件参数生成场景组件。In one implementation, users can edit and update scene component controls. For example, they can modify the scene component template corresponding to the scene component control, change the scene component parameters, save the changes, and then update the scene component template. Subsequently, when generating scene components in the game's editing scene using the scene component control, the updated scene component parameters from the scene component template can be called to generate the scene component.

在一种实施方式中,对于场景组件组合,也可以配置对应的场景组件控件。例如,用户可以将方块组件组合到圆柱组件的圆面上,组成滚轮形式的机关组件,可以基于该机关组件的场景组件参数配置新的场景组件控件。后续用户可通过该场景组件控件在游戏编辑场景中生成机关组件。由此实现一键生成场景组件组合,非常方便。In one implementation, corresponding scene component controls can also be configured for scene component combinations. For example, a user can combine block components onto the circular surface of a cylinder component to form a roller-shaped mechanism component. New scene component controls can be configured based on the scene component parameters of this mechanism component. Subsequently, the user can generate mechanism components in the game editing scene using these scene component controls. This achieves one-click generation of scene component combinations, which is very convenient.

在一种实施方式中,游戏编辑场景中可以设置有虚拟相机。虚拟相机是游戏程序中模拟真实相机的拍摄工具,可用于拍摄以形成游戏编辑场景中的画面。虚拟相机可以设置于游戏编辑场景中的任何位置,以任何视角拍摄场景,即可以具有任意位姿,其位姿可以是固定的,也可以是动态变化的。并且,游戏编辑场景中可以设置任意数量的虚拟相机,不同的虚拟相机可以拍摄出不同的游戏场景画面。例如,游戏编辑场景中设置有两个虚拟相机,其中一个用于拍摄游戏编辑场景中的主画面,另一个用于拍摄游戏编辑场景中的辅助画面,主画面显示某个场景组件的正面时,辅助画面可以显示该场景组件的侧面或背面等,以帮助用户看到更全面的信息。In one implementation, a virtual camera can be set up in the game editing scene. A virtual camera is a shooting tool in the game program that simulates a real camera, used to capture images to form the scene in the game editing scene. The virtual camera can be set up anywhere in the game editing scene, capturing the scene from any angle; that is, it can have any pose, which can be fixed or dynamically changing. Furthermore, any number of virtual cameras can be set up in the game editing scene, and different virtual cameras can capture different game scene images. For example, two virtual cameras can be set up in the game editing scene: one is used to capture the main screen of the game editing scene, and the other is used to capture auxiliary screens. When the main screen displays the front of a scene component, the auxiliary screen can display the side or back of that scene component, etc., to help the user see more comprehensive information.

游戏编辑场景可以呈现不同的视角,如可以呈现观察视角和游戏视角,用户可以在游戏编辑场景中设置使用哪种视角。示例性的,游戏编辑场景的设置界面中可以提供视角的选项控件,用户可以选择使用观察视角或游戏视角。观察视角是指以第三人称的视角观察游戏编辑场景,在观察视角下,用户在游戏编辑场景中可以不操控虚拟角色,而是直接操控虚拟相机以移动视角(虚拟相机不显示)。游戏视角是指以第一人称的视角观察游戏编辑场景,在游戏视角下,用户在游戏编辑场景中可以操控虚拟角色,该虚拟角色可以作为观察者,通常并不是游戏中实际进行游戏的虚拟角色。该虚拟角色可绑定于虚拟相机,即虚拟角色与虚拟相机的位置关系固定,例如虚拟角色可以位于虚拟相机的焦点处。用户操控虚拟角色移动时,虚拟相机同步移动,由此移动视角。当然,在观察视角下,也可以在游戏编辑场景中设置不可见的虚拟角色,相当于游戏视角下的虚拟角色隐藏,用户在移动视角时,可以通过移动该虚拟角色来移动虚拟相机。在观察视角或游戏视角下,游戏编辑场景中可以设置虚拟摇杆、上移或下移的控件等,用户可以通过操作这些控件来移动虚拟相机或移动虚拟角色。The game editing scene can present different perspectives, such as an observation perspective and a game perspective. Users can choose which perspective to use within the game editing scene. For example, the settings interface of the game editing scene provides perspective option controls, allowing users to select between an observation perspective and a game perspective. The observation perspective refers to observing the game editing scene from a third-person viewpoint. In this perspective, users do not control the virtual character but directly control the virtual camera to move the view (the virtual camera is not displayed). The game perspective refers to observing the game editing scene from a first-person viewpoint. In this perspective, users can control a virtual character, which acts as an observer and is usually not the actual virtual character playing the game. This virtual character can be bound to the virtual camera, meaning the positional relationship between the virtual character and the virtual camera is fixed; for example, the virtual character can be located at the virtual camera's focus point. When the user moves the virtual character, the virtual camera moves synchronously, thus moving the viewpoint. Of course, in the observation perspective, an invisible virtual character can also be set in the game editing scene, equivalent to the hidden virtual character in the game perspective. When moving the viewpoint, the user can move the virtual camera by moving this virtual character. From either the observation or game perspective, the game editing scene can be equipped with virtual joysticks, up or down controls, etc., which users can use to move the virtual camera or the virtual character.

继续参考图2,在步骤S220中,响应在游戏编辑场景中针对目标虚拟角色的第一编辑指令,确定目标虚拟角色的第一属性并为第一属性设置第一目标标签;第一目标标签为根据第一标签设置指令从第一预设标签中确定的标签或确定的自定义标签。Referring again to Figure 2, in step S220, in response to the first editing instruction for the target virtual character in the game editing scene, the first attribute of the target virtual character is determined and a first target label is set for the first attribute; the first target label is a label determined from the first preset labels or a determined custom label according to the first label setting instruction.

其中,目标虚拟角色可以是游戏编辑场景或游戏运行场景中的任意一个或多个虚拟角色。第一属性是与虚拟角色拾取虚拟对象相关的属性。举例来说,第一属性可相当于“物品栏”或“物品背包”,用于记录“物品栏”或“物品背包”的相关信息。第一属性可具体包括但不限于以下信息:物品栏容量,如物品栏容量为50,每件虚拟物品具有一定的体积,如2或3,目标虚拟角色所持有的虚拟物品的体积之和不得超过物品栏容量;物品栏数量,表示目标虚拟角色可最多持有多少件虚拟物品。The target virtual character can be any one or more virtual characters in the game editing scene or the game running scene. The first attribute is the attribute related to the virtual character picking up virtual objects. For example, the first attribute can be equivalent to an "inventory" or "item backpack," used to record relevant information about the "inventory" or "item backpack." The first attribute may specifically include, but is not limited to, the following information: inventory capacity, such as an inventory capacity of 50; each virtual item has a certain volume, such as 2 or 3; the total volume of virtual items held by the target virtual character must not exceed the inventory capacity; inventory quantity, indicating the maximum number of virtual items the target virtual character can hold.

第一编辑指令是用于编辑第一属性的操作指令。示例性的,用户可以在第一属性的编辑界面中进行编辑操作,如编辑物品栏数量、第一目标标签等,该编辑操作可触发第一编辑指令。The first editing command is an operation command used to edit the first attribute. For example, a user can perform editing operations in the editing interface of the first attribute, such as editing the inventory quantity, the first target label, etc., and this editing operation can trigger the first editing command.

第一目标标签用于表示目标虚拟角色的第一属性所能匹配的虚拟对象的特征,可理解为目标虚拟角色能够拾取具有第一目标标签对应的特征的虚拟对象。示例性的,第一目标标签可以是虚拟对象的类别标签,如头盔、上衣、裤子、鞋子等,也可以是虚拟对象的等级标签,如一级物品栏(表示物品栏可放置一级的虚拟物品)、二级物品栏(表示物品栏可放置二级或二级以下的虚拟物品)。第一目标标签可以从第一预设标签中确定,第一预设标签可以是游戏中的虚拟对象的全部特征标签或部分指定的特征标签(例如在某些类型或风格的游戏编辑场景中,限制虚拟角色仅能拾取一部分虚拟对象,则第一预设标签可以包括这部分虚拟对象的特征标签)。在第一属性的编辑界面中,可以提供第一预设标签作为候选项,用户可从中进行选择,由此确定第一目标标签。或者,第一目标标签可以是自定义标签,如用户可以输入文本,以形成自定义标签,并将其作为第一目标标签。The first target label represents the characteristics of virtual objects that the target virtual character's first attribute can match. It can be understood as the virtual object the target virtual character can pick up possessing the characteristics corresponding to the first target label. For example, the first target label can be a category label for the virtual object, such as helmet, shirt, pants, shoes, etc., or a level label, such as a level one inventory (meaning the inventory can hold level one virtual items) or a level two inventory (meaning the inventory can hold level two or lower virtual items). The first target label can be determined from first preset labels. The first preset labels can be all feature labels of virtual objects in the game or some specified feature labels (for example, in certain types or styles of game editing scenarios, where the virtual character is restricted to picking up only a subset of virtual objects, the first preset labels can include the feature labels of those virtual objects). In the first attribute editing interface, the first preset labels can be provided as candidates, from which the user can select to determine the first target label. Alternatively, the first target label can be a custom label, such as text that the user can input to form a custom label, which can then be used as the first target label.

在一种实施方式中,上述响应在游戏编辑场景中针对目标虚拟角色的第一编辑指令,确定目标虚拟角色的第一属性并为第一属性设置第一目标标签的步骤,可以包括以下步骤:In one implementation, the step of responding to a first editing instruction for a target virtual character in a game editing scene, determining a first attribute of the target virtual character, and setting a first target tag for the first attribute may include the following steps:

响应在游戏编辑场景的角色编辑界面中的第一编辑指令,确定以游戏运行场景中玩家控制的虚拟角色为目标虚拟角色,确定目标虚拟角色的第一属性并为第一属性设置第一目标标签。Responding to the first editing command in the character editing interface of the game editing scene, the system identifies the virtual character controlled by the player in the game running scene as the target virtual character, determines the first attribute of the target virtual character, and sets the first target label for the first attribute.

其中,在显示游戏编辑场景的情况下,用户可进一步操作进入角色编辑界面,如在相关的编辑选项中选择编辑角色,以触发打开角色编辑界面。角色编辑界面用于编辑角色信息,所编辑的角色信息(如第一属性、第一目标标签)将应用于游戏编辑场景对应的游戏运行场景中。When the game editing scene is displayed, users can further navigate to the character editing interface, such as selecting "Edit Character" from the relevant editing options to trigger the opening of the character editing interface. The character editing interface is used to edit character information, and the edited character information (such as primary attributes and primary target tags) will be applied to the game runtime scene corresponding to the game editing scene.

在一种实施方式中,上述角色编辑界面可以是通用角色编辑界面。用户在该界面中触发的第一编辑指令可针对于游戏运行场景中的全部玩家角色,即以游戏运行场景中的全部玩家角色作为目标虚拟角色,目标虚拟角色均可以采用根据第一编辑指令确定的第一属性和第一目标标签,由此实现对虚拟角色的批量高效编辑。图4示出了通用角色的第一属性的编辑界面的示意图,用户可以在游戏编辑场景的“预设编辑”选项下,选择编辑预设角色(即针对游戏场景中的虚拟角色编辑预设信息,因此预设角色相当于通用角色,所编辑的信息具有通用性),在预设角色的编辑界面中,可以选择不同方面的信息,如第一属性,则触发打开第一属性的编辑界面,即图4所示的物品栏编辑界面。用户可以在其中编辑物品栏数量、物品栏标签(即第一目标标签)等信息。In one implementation, the aforementioned character editing interface can be a universal character editing interface. The first editing command triggered by the user in this interface can be applied to all player characters in the game's running scene; that is, all player characters in the game's running scene are used as target virtual characters. Each target virtual character can adopt a first attribute and a first target tag determined according to the first editing command, thereby achieving efficient batch editing of virtual characters. Figure 4 shows a schematic diagram of the editing interface for the first attribute of a universal character. Under the "Preset Editing" option in the game editing scene, the user can select to edit a preset character (i.e., edit preset information for virtual characters in the game scene; therefore, the preset character is equivalent to a universal character, and the edited information is universal). In the preset character editing interface, different aspects of information can be selected, such as the first attribute, which triggers the opening of the first attribute editing interface, i.e., the inventory editing interface shown in Figure 4. The user can edit information such as the inventory quantity and inventory tags (i.e., the first target tag) within this interface.

在一种实施方式中,上述角色编辑界面可以某个角色组件的编辑界面。角色组件是游戏编辑场景中指代虚拟角色的组件,其可以在游戏运行场景中对应生成虚拟角色。一些游戏编辑场景中支持摆放与编辑角色组件,用户可以选中某个角色组件并触发进入其编辑界面,在该界面中进行编辑操作以触发第一编辑指令。相应的,可以以该角色组件对应的虚拟角色作为目标虚拟角色,根据第一编辑指令确定目标虚拟角色的第一属性和第一目标标签。角色组件的编辑界面中的第一编辑指令可以仅针对该角色组件对应的虚拟角色,不针对其他虚拟角色。这样用户可以针对不同虚拟角色分别编辑第一属性和第一目标标签,由此实现更加针对性与多样化的编辑效果。或者,用户可以设置将在某个角色组件的编辑界面中编辑的第一属性和第一目标标签应用于其他角色组件(相当于应用于其他虚拟角色),如应用于游戏编辑场景中的全部角色组件或者某一类角色组件(如某个阵营的角色组件),由此减少重复编辑,提高编辑效率。In one implementation, the aforementioned character editing interface can be the editing interface of a specific character component. A character component is a component representing a virtual character in a game editing scene, which can generate a corresponding virtual character within the game's runtime environment. Some game editing scenes support the placement and editing of character components. A user can select a character component and trigger its editing interface, where they can perform editing operations to trigger a first editing command. Correspondingly, the virtual character corresponding to that character component can be used as the target virtual character, and the first attribute and first target tag of the target virtual character can be determined according to the first editing command. The first editing command in the character component's editing interface can be applied only to the virtual character corresponding to that component, not to other virtual characters. This allows users to edit the first attribute and first target tag separately for different virtual characters, thereby achieving more targeted and diverse editing effects. Alternatively, users can set the first attribute and first target tag edited in the editing interface of a specific character component to be applied to other character components (equivalent to applying them to other virtual characters), such as applying them to all character components in the game editing scene or to a specific type of character component (such as character components of a certain faction), thereby reducing repetitive editing and improving editing efficiency.

继续参考图2,在步骤S230中,在游戏编辑场景对应的游戏运行场景中,响应目标虚拟角色与目标虚拟对象满足第一交互条件,且目标虚拟对象的属性与第一目标标签相匹配,控制拾取目标虚拟对象。Referring again to Figure 2, in step S230, in the game running scene corresponding to the game editing scene, the target virtual character and the target virtual object meet the first interaction condition, and the attribute of the target virtual object matches the first target label, and the target virtual object is picked up.

其中,目标虚拟对象可以是游戏运行场景中的任意一个或多个虚拟对象。在一种实施方式中,游戏运行场景中的虚拟对象可以是游戏编辑场景中的场景组件对应的虚拟模型,目标虚拟对象可以是其中的任意虚拟对象。The target virtual object can be any one or more virtual objects in the game's running scene. In one implementation, the virtual objects in the game's running scene can be virtual models corresponding to scene components in the game's editing scene, and the target virtual object can be any virtual object therein.

虚拟对象具有属性,该属性与上述第一属性为不同概念,为区分两者,可以将虚拟对象的属性称为第二属性。虚拟对象的属性用于表示虚拟对象在一个或多个方面的特征。例如,虚拟对象的属性可以是虚拟对象的类别标签或等级标签。目标虚拟对象的属性与目标虚拟角色的第一属性的第一目标标签相匹配,是指目标虚拟对象的属性所表示的特征符合第一目标标签所表示的特征,可以包括但不限于以下情况:目标虚拟对象的属性与第一目标标签相同,例如两者都是上衣,说明目标虚拟角色的物品栏可放置上衣类别的虚拟对象,而目标虚拟对象正是上衣类别的虚拟对象;第一目标标签包含目标虚拟对象的属性,例如第一目标标签为上衣,目标虚拟对象的属性为短袖,上衣类别包含了短袖类别;目标虚拟对象的属性与第一目标标签在逻辑上相匹配,如第一目标标签为一级物品栏,目标虚拟对象的属性为一级物品,逻辑上一级物品栏可放置一级物品,因此目标虚拟对象的属性与第一目标标签相匹配。Virtual objects possess attributes, which are distinct from the first attribute mentioned above. To differentiate them, the attributes of a virtual object can be referred to as the second attribute. Attributes of a virtual object represent its characteristics in one or more aspects. For example, an attribute of a virtual object can be a category label or a level label. Matching the first target label of the first attribute of a target virtual character with the attribute of a target virtual object means that the characteristics represented by the attribute of the target virtual object conform to the characteristics represented by the first target label. This can include, but is not limited to, the following: the attribute of the target virtual object is the same as the first target label, for example, both are "tops," indicating that the target virtual character's inventory can hold virtual objects of the "tops" category, and the target virtual object is indeed a virtual object of the "tops" category; the first target label contains the attribute of the target virtual object, for example, the first target label is "top," and the attribute of the target virtual object is "short-sleeved," and the "tops" category includes the "short-sleeved" category; the attribute of the target virtual object and the first target label logically match, such as the first target label being a level-one inventory, and the attribute of the target virtual object being a level-one item. Logically, a level-one inventory can hold level-one items, therefore the attribute of the target virtual object matches the first target label.

在一种实施方式中,第一目标标签可以是通用标签,例如参考图4所示,对第一属性或第一属性中的部分第一子属性不设置特定的第一目标标签的情况下,可默认其为通用标签,通用标签可以与任意的目标虚拟对象的属性相匹配。In one implementation, the first target tag can be a general tag. For example, referring to Figure 4, if no specific first target tag is set for the first attribute or some of the first sub-attributes in the first attribute, it can be defaulted to a general tag. The general tag can match any attribute of the target virtual object.

第一交互条件是指目标虚拟角色拾取目标虚拟对象的时机,表示在游戏过程中目标虚拟角色与目标虚拟对象之间满足怎样的交互关系时,目标虚拟角色可拾取目标虚拟对象。在目标虚拟对象的属性与第一目标标签相匹配的情况下,目标虚拟角色与目标虚拟对象满足第一交互条件时,可以控制目标虚拟角色可拾取目标虚拟对象。The first interaction condition refers to the timing when the target virtual character picks up the target virtual object. It indicates the specific interaction relationship between the target virtual character and the target virtual object during gameplay for the target virtual character to be able to pick up the target virtual object. When the attributes of the target virtual object match the first target tag, and the target virtual character and the target virtual object satisfy the first interaction condition, the target virtual character can be controlled to pick up the target virtual object.

在一种实施方式中,第一交互条件包括以下至少一种:In one implementation, the first interaction condition includes at least one of the following:

目标虚拟角色接触目标虚拟对象。也就是说,可以设置游戏中目标虚拟角色接触目标虚拟对象时拾取目标虚拟对象。The target virtual character comes into contact with the target virtual object. In other words, it can be set up so that the target virtual character in the game picks up the target virtual object when it comes into contact with it.

目标虚拟角色对目标虚拟对象做出第二游戏指令。第二游戏指令可以是拾取动作指令或其他指定指令,表示目标虚拟角色主动拾取目标虚拟对象。目标虚拟角色可以在接触目标虚拟对象或者与目标虚拟对象的距离小于一定距离时做出第二游戏指令,由此拾取目标虚拟对象。The target virtual character issues a second game command to the target virtual object. This second game command can be a pick-up action command or other specified command, indicating that the target virtual character actively picks up the target virtual object. The target virtual character can issue the second game command when it comes into contact with the target virtual object or when the distance between them is less than a certain distance, thereby picking up the target virtual object.

目标虚拟角色位于目标虚拟对象所关联的物品获取区域。游戏中可以设置某些奖励区域,当目标虚拟角色位于奖励区域内时,获取相应的奖励物品(如金币)。奖励物品即目标虚拟对象,奖励区域即目标虚拟对象所关联的物品获取区域。The target virtual character is located within the item acquisition area associated with the target virtual object. The game can set up reward zones; when the target virtual character is within a reward zone, it acquires corresponding reward items (such as coins). The reward item is the target virtual object, and the reward zone is the item acquisition area associated with the target virtual object.

目标虚拟角色在目标虚拟对象所关联的物品获取区域中做出第三游戏指令。其中,第三游戏指令可以是指定的动作指令。游戏中可以设置当目标虚拟角色位于奖励区域内并做出第三游戏指令(如挖掘金币的动作指令)时,获取相应的奖励物品(如金币)。奖励物品即目标虚拟对象,奖励区域即目标虚拟对象所关联的物品获取区域。The target virtual character performs a third game command within the item acquisition area associated with the target virtual object. This third game command can be a specified action command. The game can be configured to grant a reward item (such as gold coins) when the target virtual character is within the reward area and performs a third game command (e.g., the action command to dig for gold coins). The reward item is the target virtual object, and the reward area is the item acquisition area associated with the target virtual object.

可以根据具体需求采用上述一种或多种方式的第一交互条件。或者,可以针对不同的虚拟对象设置不同的第一交互条件。One or more of the above methods can be used as the first interaction condition depending on the specific needs. Alternatively, different first interaction conditions can be set for different virtual objects.

在一种实施方式中,第一交互条件可以通过以下至少一种方式确定:In one implementation, the first interaction condition can be determined in at least one of the following ways:

响应针对游戏编辑场景中的目标场景组件的第四编辑指令,确定第一交互条件。其中,目标场景组件被配置为在游戏运行阶段生成对应的目标虚拟对象,即在游戏编辑场景中,目标虚拟对象以目标场景组件的形式存在。第四编辑指令是针对目标场景组件编辑第一交互条件的操作指令。示例性的,用户可以选中目标场景组件并打开目标场景组件的编辑界面,在该编辑界面中进行第一交互条件的设置操作,由此触发第四编辑指令。例如可以设置目标虚拟角色与目标虚拟对象接触时拾取目标虚拟对象,或者设置目标虚拟角色通过举起目标虚拟对象而拾取目标虚拟对象,由此确定第一交互条件。该第一交互条件可以仅针对目标场景组件对应的目标虚拟对象,而不针对其他虚拟对象。或者,用户在编辑第一交互条件时,可以设置将该第一交互条件应用于其他虚拟对象,如应用于游戏编辑场景中的全部场景组件(相当于应用于游戏运行场景中的全部虚拟对象),或者应用于某一类场景组件(或虚拟对象)。In response to a fourth editing instruction targeting a target scene component in the game editing scene, a first interaction condition is determined. The target scene component is configured to generate a corresponding target virtual object during the game's runtime phase; that is, in the game editing scene, the target virtual object exists as a target scene component. The fourth editing instruction is an operation instruction for editing the first interaction condition of the target scene component. For example, a user can select the target scene component and open its editing interface, where they can set the first interaction condition, thereby triggering the fourth editing instruction. For instance, the user can set the target virtual character to pick up the target virtual object upon contact, or to pick up the target virtual object by lifting it, thus determining the first interaction condition. This first interaction condition can apply only to the target virtual object corresponding to the target scene component, and not to other virtual objects. Alternatively, when editing the first interaction condition, the user can set it to apply to other virtual objects, such as all scene components in the game editing scene (equivalent to applying to all virtual objects in the game runtime scene), or to a specific type of scene component (or virtual object).

响应在逻辑规则编辑界面中的第五编辑指令,确定第一交互条件。其中,逻辑规则编辑界面用于编辑游戏中的逻辑规则。第五编辑指令是在逻辑规则编辑界面中编辑第一交互条件的操作指令。本公开对逻辑规则编辑界面的编辑方式不做限定。例如,逻辑规则编辑界面可以是代码编写界面,用户通过输入代码来编辑特定的逻辑规则;或者,逻辑规则编辑界面可以是可视化的代码组件编辑界面,将逻辑规则涉及的变量、指令、条件、函数等以可视化的代码组件的方式提供,用户通过将这些代码组件进行组合搭配,来实现特定的逻辑规则。用户可以在逻辑规则编辑界面中编辑虚拟角色拾取虚拟对象的逻辑规则,以触发第五编辑指令,并确定第一交互条件。可以针对特定的一个或多个虚拟角色或虚拟对象编辑第一交互条件,也可以针对全部虚拟角色或虚拟对象编辑第一交互条件。The system responds to the fifth editing instruction in the logic rule editing interface to determine the first interaction condition. The logic rule editing interface is used to edit the logic rules in the game. The fifth editing instruction is the operation instruction for editing the first interaction condition in the logic rule editing interface. This disclosure does not limit the editing method of the logic rule editing interface. For example, the logic rule editing interface can be a code writing interface, where the user edits specific logic rules by inputting code; or, the logic rule editing interface can be a visual code component editing interface, providing variables, instructions, conditions, functions, etc., involved in the logic rules as visual code components, which the user combines to implement specific logic rules. The user can edit the logic rule for a virtual character to pick up a virtual object in the logic rule editing interface to trigger the fifth editing instruction and determine the first interaction condition. The first interaction condition can be edited for one or more specific virtual characters or virtual objects, or it can be edited for all virtual characters or virtual objects.

由上可知,通过设置第一属性以及第一目标标签,可以确定目标虚拟角色能够拾取哪些虚拟对象。通过设置第一交互条件,可以确定目标虚拟角色在什么时机拾取虚拟对象。由此对目标虚拟角色拾取虚拟对象的逻辑实现灵活编辑,可满足不同用户的需求,实现多样化的游戏场景类型与玩法。As shown above, by setting the first attribute and the first target label, we can determine which virtual objects the target virtual character can pick up. By setting the first interaction condition, we can determine when the target virtual character picks up virtual objects. Therefore, the logic for the target virtual character to pick up virtual objects can be flexibly edited to meet the needs of different users and realize diverse game scene types and gameplay.

在一种实施方式中,上述控制拾取目标虚拟对象的步骤,可以包括以下步骤:In one implementation, the step of controlling the picking of the target virtual object described above may include the following steps:

在目标虚拟角色的第一属性中添加目标虚拟对象的数据。Add the data of the target virtual object to the first attribute of the target virtual character.

例如,可以在目标虚拟角色的第一属性中添加目标虚拟对象的标识(如名称,实体ID等),也可以添加指向目标虚拟对象的指针。由此将目标虚拟对象关联到目标虚拟角色上,体现出目标虚拟角色拥有目标虚拟对象的结果。For example, you can add the identifier of the target virtual object (such as name, entity ID, etc.) to the first attribute of the target virtual character, or you can add a pointer to the target virtual object. This associates the target virtual object with the target virtual character, demonstrating that the target virtual character owns the target virtual object.

应当理解,若目标虚拟角色在已拥有目标虚拟对象的情况下再次拾取目标虚拟对象,如重复拾取金币等情况,在本次拾取之前,目标虚拟角色的第一属性中已存在目标虚拟对象的数据,则在本次拾取目标虚拟对象时,可以在目标虚拟角色的第一属性中再次添加目标虚拟对象的数据,如添加到第一属性的不同子属性中,也可以更新目标虚拟角色的第一属性中的目标虚拟对象的数据,如更新数量等。It should be understood that if a target virtual character picks up a target virtual object again when it already owns it, such as repeatedly picking up coins, and the target virtual character's first attribute already contains data about the target virtual object before this pickup, then when picking up the target virtual object again, the target virtual object's data can be added to the target virtual character's first attribute again, such as adding it to a different sub-attribute of the first attribute, or the target virtual object's data in the target virtual character's first attribute can be updated, such as updating the quantity.

在一种实施方式中,在目标虚拟对象被目标虚拟角色拾取之前,其归属于游戏运行场景。因此,在控制拾取目标虚拟对象时,可以从游戏运行场景中销毁目标虚拟对象的物理对象(如销毁虚拟模型),使得游戏运行场景中不再显示目标虚拟对象。此外,可以保留游戏运行场景中的目标虚拟对象的数据对象,该数据对象可通过指针等方式关联或被添加到目标虚拟角色的第一属性中。后续若需要恢复游戏运行场景中的目标虚拟对象,如经过一定时间或游戏回合结束后在目标虚拟对象的原有位置重新生成目标虚拟对象,则重新生成其物理对象,如渲染出虚拟模型即可,而无需重新生成数据对象,由此提高效率。In one implementation, the target virtual object belongs to the game's runtime scene before it is picked up by the target virtual character. Therefore, when controlling the picking of the target virtual object, the physical object of the target virtual object can be destroyed from the game's runtime scene (e.g., the virtual model can be destroyed), so that the target virtual object is no longer displayed in the game's runtime scene. Furthermore, the data object of the target virtual object in the game's runtime scene can be retained; this data object can be associated with or added to the target virtual character's first attribute through pointers or other means. If it is subsequently necessary to restore the target virtual object in the game's runtime scene, such as regenerating the target virtual object at its original location after a certain period of time or after the end of a game round, its physical object can be regenerated, such as rendering the virtual model, without needing to regenerate the data object, thereby improving efficiency.

在一种实施方式中,在控制拾取目标虚拟对象时,可以控制目标虚拟角色执行相应的拾取动作,如蹲下做出拾取的手势等,以呈现出拾取的动态画面。In one implementation, when controlling the picking of a target virtual object, the target virtual character can be controlled to perform a corresponding picking action, such as crouching down to make a picking gesture, so as to present a dynamic picture of picking.

在一种实施方式中,游戏编辑方法还可以包括以下步骤:In one implementation, the game editing method may further include the following steps:

响应游戏运行场景中的游戏回合结束,从目标虚拟角色的第一属性中清除目标虚拟对象的数据。In response to the end of a game round in the game's running scenario, clear the data of the target virtual object from the first attribute of the target virtual character.

其中,可以设置每个游戏回合中拾取的虚拟对象不能保留到下一游戏回合。因此,在游戏回合结束时,可以将目标虚拟角色在本游戏回合中拾取的目标虚拟对象清空,即从第一属性中清除目标虚拟对象的数据。This feature allows you to configure the game to prevent virtual objects picked up in each game round from being carried over to the next. Therefore, at the end of each game round, the target virtual object picked up by the target virtual character in that round can be cleared, meaning its data can be removed from the first attribute.

在一种实施方式中,目标虚拟对象可以是游戏编辑场景中的目标场景组件在游戏运行阶段生成的对应的虚拟模型。目标虚拟对象与目标场景组件的属性可以等同,例如两者的类别标签可以等同。相应的,目标虚拟对象的属性可以通过以下至少一种方式设置:In one implementation, the target virtual object can be a virtual model corresponding to a target scene component generated during the game's runtime phase. The attributes of the target virtual object and the target scene component can be identical; for example, their category labels can be the same. Accordingly, the attributes of the target virtual object can be set in at least one of the following ways:

根据用于在游戏编辑场景中生成目标场景组件的场景组件控件对应的预设属性,设置目标虚拟对象的属性。其中,场景组件控件被配置为响应第二触发操作在游戏编辑场景中生成对应的场景组件,如图3所示的“圆矮桌”等场景组件控件。场景组件控件对应的预设属性用于表示场景组件的类别,其可以是场景组件控件本身的类别,也可以是场景组件控件所属的上级类别。例如,图3中的“圆矮桌”场景组件控件,其对应的预设属性可以是圆矮桌类别,也可以上一级的家具类别,还可以是上上级的物件类别,通过“圆矮桌”场景组件控件对应生成圆矮桌场景组件,其在游戏运行场景中进一步对应圆矮桌虚拟对象,该虚拟对象的属性可以是圆矮桌类别、家具类别或物件类别。Based on the preset properties corresponding to the scene component controls used to generate target scene components in the game editing scene, the properties of the target virtual object are set. The scene component controls are configured to generate corresponding scene components in the game editing scene in response to a second trigger operation, such as the "round low table" scene component controls shown in Figure 3. The preset properties corresponding to the scene component controls represent the category of the scene component; this can be the category of the scene component control itself or the parent category to which the scene component control belongs. For example, the preset properties of the "round low table" scene component control in Figure 3 can be the "round low table" category, the parent furniture category, or the parent object category. The "round low table" scene component control generates a "round low table" scene component, which further corresponds to a "round low table" virtual object in the game running scene. The properties of this virtual object can be the "round low table" category, the furniture category, or the object category.

根据针对目标场景组件的属性编辑指令,设置目标虚拟对象的属性。其中,用户可以选中某个场景组件以编辑其属性,如可以选中目标场景组件并触发打开目标场景组件的编辑界面,在该编辑界面编辑目标场景组件的属性,如设置目标场景组件的类别标签等,编辑目标场景组件的属性相当于编辑目标虚拟对象的属性。这样用户可以灵活编辑目标虚拟对象的属性,并可以改变游戏程序中默认的属性,如改变目标虚拟对象原本的类别标签。Based on the attribute editing instructions for the target scene component, the attributes of the target virtual object are set. Users can select a scene component to edit its attributes; for example, selecting the target scene component triggers its editing interface, where attributes can be edited, such as setting its category label. Editing the attributes of the target scene component is equivalent to editing the attributes of the target virtual object. This allows users to flexibly edit the attributes of the target virtual object and change the default attributes in the game program, such as changing the target virtual object's original category label.

在一种实施方式中,参考图5所示,游戏编辑方法还可以包括以下步骤S510至S530:In one embodiment, referring to FIG5, the game editing method may further include the following steps S510 to S530:

步骤S510,通过图形用户界面显示交互界面编辑界面。Step S510: Display the interactive editing interface through the graphical user interface.

交互界面编辑界面用于编辑游戏运行阶段的交互界面,其可以是在游戏编辑阶段加载并显示的交互界面,用户可在交互界面编辑界面上进行相关的编辑操作。示例性的,交互界面编辑界面用于编辑交互界面组件,交互界面组件配置为在游戏运行阶段生成对应的交互控件,交互控件配置为显示游戏信息和/或响应操作指令执行对应的游戏逻辑。其中,交互界面组件是交互界面在游戏编辑阶段的界面元素,其在游戏运行阶段对应于交互控件。交互界面组件与交互控件的关系,类似于场景组件与虚拟模型(或虚拟对象)的关系。交互控件可用于显示游戏信息,如小地图控件显示地图信息,也可用于执行交互操作,如用户对技能控件触发操作指令时,执行相应的技能施放游戏逻辑。The interactive interface editing interface is used to edit the interactive interface during the game's runtime phase. It can be an interactive interface loaded and displayed during the game editing phase, where users can perform related editing operations. For example, the interactive interface editing interface is used to edit interactive interface components. These components are configured to generate corresponding interactive controls during the game's runtime phase. These interactive controls are configured to display game information and/or respond to operation commands to execute corresponding game logic. Here, the interactive interface component is the interface element of the interactive interface during the game editing phase, and it corresponds to the interactive control during the game's runtime phase. The relationship between interactive interface components and interactive controls is similar to the relationship between scene components and virtual models (or virtual objects). Interactive controls can be used to display game information, such as a minimap control displaying map information, and can also be used to perform interactive operations, such as executing the corresponding skill casting game logic when a user triggers an operation command on a skill control.

在一种实施方式中,交互界面编辑界面可以是游戏编辑场景中的编辑界面,如可以通过游戏编辑场景中的设置选项触发打开交互界面编辑界面。基于交互界面编辑界面所编辑的交互界面,可以是游戏编辑场景对应的游戏运行场景所关联的交互界面,可以理解为,在使用该游戏运行场景进行游戏时,呈现关联的交互界面。这样用户可以针对不同的游戏运行场景编辑不同的交互界面,有利于进一步提升游戏场景类型与玩法的多样性。In one implementation, the interactive interface editing interface can be an editing interface within a game editing scene, such as being triggered by settings options within the game editing scene. The interactive interface edited based on this interface can be an interactive interface associated with the game running scene corresponding to the game editing scene. This can be understood as the associated interactive interface being presented when playing the game using that game running scene. This allows users to edit different interactive interfaces for different game running scenes, which helps to further enhance the diversity of game scene types and gameplay.

步骤S520,响应针对交互界面编辑界面中的图标组件的第二编辑指令,为图标组件设置第二目标标签;第二目标标签是从第二预设标签中确定的标签或确定的自定义标签;图标组件配置为在游戏运行阶段生成对应的图标控件。Step S520: In response to the second editing instruction for the icon component in the interactive interface editing interface, set a second target label for the icon component; the second target label is a label determined from the second preset labels or a determined custom label; the icon component is configured to generate a corresponding icon control during the game running phase.

图标控件是交互界面中用于显示游戏信息的控件,所显示的游戏信息可以包括虚拟对象的对象,如图标控件可以是快捷物品格。图标控件在游戏编辑阶段对应于图标组件。用户可以在交互界面编辑界面中编辑图标组件,如编辑其位置、尺寸等。还可以为图标组件设置第二目标标签,如选中图标组件并触发打开图标组件的编辑界面,在该编辑界面中设置第二目标标签,相关的操作指令为第二编辑指令。Icon controls are controls used in the interactive interface to display game information. The displayed game information can include virtual objects, such as a quick item slot. In the game editing stage, icon controls correspond to icon components. Users can edit icon components in the interactive interface editing interface, such as editing their position and size. A second target label can also be set for the icon component; for example, selecting the icon component and triggering its editing interface allows setting the second target label within that interface, and the related operation commands are the second editing commands.

第二目标标签表示图标组件(或图标控件)所能匹配的虚拟对象的特征,可理解为图标控件能够“放置”(图标控件中显示虚拟对象的对象信息,对于玩家来说相当于图标控件中放置了该虚拟对象,因此可认为“放置”是图标控件显示虚拟对象信息的一种可视化效果)具有第二目标标签对应的特征的虚拟对象。示例性的,第二目标标签可以是虚拟对象的类别标签,如头盔、上衣、裤子、鞋子等,也可以是虚拟对象的等级标签,如一级物品栏、二级物品栏。The second target label represents the characteristics of the virtual object that the icon component (or icon control) can match. It can be understood as the ability of the icon control to "place" (displaying the object information of the virtual object within the icon control is equivalent to placing the virtual object within the icon control for the player; therefore, "placement" can be considered a visual effect of the icon control displaying virtual object information) virtual objects possessing the characteristics corresponding to the second target label. For example, the second target label can be a category label for the virtual object, such as helmet, top, pants, shoes, etc., or a level label for the virtual object, such as first-level inventory, second-level inventory, etc.

第二目标标签可以从第二预设标签中确定,第二预设标签可以是游戏中的虚拟对象的全部特征标签或部分指定的特征标签(例如限制快捷物品格中仅能放置一部分虚拟对象,如消耗性虚拟物品,则第二预设标签可以包括这部分虚拟对象的特征标签)。在图标组件的编辑界面中,可以提供第二预设标签作为候选项,用户可从中进行选择,由此确定第二目标标签。或者,第二目标标签可以是自定义标签,如用户可以输入文本,以形成自定义标签,并将其作为第二目标标签。The second target label can be determined from the second preset label. The second preset label can be all the feature labels of virtual objects in the game or some of the specified feature labels (for example, restricting the quick item slot to only a certain type of virtual object, such as consumable virtual items, the second preset label can include the feature labels of these virtual objects). In the icon component's editing interface, the second preset label can be provided as candidates, from which the user can select to determine the second target label. Alternatively, the second target label can be a custom label; for example, the user can enter text to form a custom label, which can then be used as the second target label.

需要说明的是,可以为不同的图标组件(即图标控件)设置不同的第二目标标签。在目标虚拟角色拾取不同属性的目标虚拟对象时,可根据目标虚拟对象的属性与第二目标标签的匹配关系,在相应的目标图标控件中显示目标虚拟对象的对象信息。It should be noted that different secondary target labels can be set for different icon components (i.e., icon controls). When the target virtual character picks up target virtual objects with different attributes, the object information of the target virtual object can be displayed in the corresponding target icon control according to the matching relationship between the attributes of the target virtual object and the secondary target label.

在一种实施方式中,第二预设标签包括如下至少一种:In one embodiment, the second preset label includes at least one of the following:

根据第一属性中配置的第一目标标签生成的标签。其中,第二预设标签可以与第一目标标签相同,或者逻辑上相对应。举例来说,用户已对第一属性设置第一目标标签,包括头盔、上衣、裤子、鞋这四个标签。可以根据第一目标标签,生成对应的第二预设标签,如也包括头盔、上衣、裤子、鞋这四个标签。用户可见进一步从第二预设标签中选择第二目标标签。可以理解为,用户设置目标虚拟角色可拾取头盔、上衣、裤子、鞋这四种类别的虚拟对象,将这四种类别标签以第二预设标签的方式提供,用户可进一步选择其中的一个或多个为第二目标标签,如选择上衣为第二目标标签,则目标虚拟角色拾取上衣类别的虚拟对象时,在目标图标控件中显示该虚拟对象的对象信息,拾取其他类别的虚拟对象时,可以不在目标图标控件中显示对象信息。The tags are generated based on the first target tags configured in the first attribute. The second preset tags can be the same as or logically corresponding to the first target tags. For example, if the user has set first target tags for the first attribute, including four tags: helmet, shirt, pants, and shoes, then corresponding second preset tags can be generated based on the first target tags, also including the four tags: helmet, shirt, pants, and shoes. The user can then select a second target tag from the second preset tags. This can be understood as the user setting the target virtual character to be able to pick up virtual objects of four categories: helmet, shirt, pants, and shoes. These four category tags are provided as second preset tags, and the user can further select one or more of them as the second target tag. For example, if the target virtual character selects "shirt" as the second target tag, when the target virtual character picks up a virtual object of the "shirt" category, the object information of that virtual object will be displayed in the target icon control; when picking up virtual objects of other categories, the object information may not be displayed in the target icon control.

游戏程序预设的标签,如上述游戏中的虚拟对象的全部特征标签或部分指定的特征标签,或者,可以是游戏程序预设的与第一预设标签相对应的标签。第二预设标签可以与第一预设标签相同,或者逻辑上相对应。例如,第一预设标签包括一级物品栏,第二预设标签包括一级物品格。这样第二预设标签不依赖于第一目标标签的设置,游戏程序可以在用户设置第一目标标签之前提供第二预设标签,用户可以先基于第二预设标签设置第二目标标签,再设置第一目标标签。由此提高了编辑操作的灵活性。The game program's preset tags, such as all or some specified feature tags of virtual objects in the game, or tags corresponding to the first preset tag, can be provided by the game program. The second preset tag can be the same as or logically corresponding to the first preset tag. For example, the first preset tag might include a first-level inventory, and the second preset tag might include a first-level item slot. In this way, the second preset tag does not depend on the setting of the first target tag. The game program can provide the second preset tag before the user sets the first target tag, allowing the user to set the second target tag based on the second preset tag before setting the first target tag. This improves the flexibility of the editing operation.

步骤S530,在拾取目标虚拟对象的情况下,控制在目标图标组件对应的目标图标控件中显示目标虚拟对象的对象信息;其中,目标图标组件的第二目标标签与目标虚拟对象的属性相匹配。Step S530: When picking up the target virtual object, control the display of the object information of the target virtual object in the target icon control corresponding to the target icon component; wherein, the second target label of the target icon component matches the attribute of the target virtual object.

目标图标组件是第二目标标签与目标虚拟对象的属性相匹配的图标组件,目标图标控件是目标图标组件对应的游戏运行阶段的图标控件。第二目标标签与目标虚拟对象的属性相匹配的情况,可以参考第一目标标签与目标虚拟对象的属性相匹配的情况,如可以包括但不限于以下情况:目标虚拟对象的属性与第二目标标签相同,例如两者都是上衣,说明目标图标控件可放置上衣类别的虚拟对象,而目标虚拟对象正是上衣类别的虚拟对象,因此目标图标控件可放置目标虚拟对象;第二目标标签包含目标虚拟对象的属性,例如第二目标标签为上衣,说明目标图标控件可放置上衣类别的虚拟对象,目标虚拟对象的属性为短袖,其属于上衣类别下的子类别,因此目标图标控件可放置目标虚拟对象;目标虚拟对象的属性与第二目标标签在逻辑上相匹配,如第二目标标签为一级物品格,目标虚拟对象的属性为一级物品,逻辑上一级物品格可放置一级物品,因此目标虚拟对象的属性与第一目标标签相匹配,目标图标控件可放置目标虚拟对象。The target icon component is the icon component whose attributes match the second target label and the target virtual object. The target icon control is the icon control corresponding to the target icon component during the game's running phase. The matching of the second target label and the target virtual object's attributes can be referenced from the matching of the first target label and the target virtual object's attributes. This can include, but is not limited to, the following: The target virtual object's attributes are the same as the second target label, for example, both are "shirts," indicating that the target icon control can place virtual objects of the "shirt" category, and the target virtual object is indeed a virtual object of the "shirt" category; the second target label contains the target virtual object's attributes, for example, the second target label is "shirt," indicating that the target icon control can place virtual objects of the "shirt" category, and the target virtual object's attribute is "short-sleeved," which belongs to a subcategory under the "shirt" category; the target virtual object's attributes logically match the second target label, for example, the second target label is a first-level item slot, and the target virtual object's attribute is a first-level item. Logically, a first-level item slot can place a first-level item, therefore the target virtual object's attributes match the first target label, and the target icon control can place the target virtual object.

在目标虚拟角色拾取目标虚拟对象的情况下,可以将目标虚拟对象的对象信息显示在目标图标控件中。所显示的对象信息包括但不限于以下至少一种:目标虚拟对象的图标,通常是二维图像,可以是游戏程序自带的静态资源,如缩略图、快照等;目标虚拟对象的名称;目标虚拟对象的数量。这样玩家可以在交互界面上直观地看到目标虚拟对象的对象信息,对拾取目标虚拟对象这一游戏事件有更加清楚地感知,也能够准确知道目标虚拟角色所拥有的虚拟对象的情况。When a target virtual character picks up a target virtual object, the object's information can be displayed in the target icon control. This displayed information includes, but is not limited to, at least one of the following: the target virtual object's icon, typically a two-dimensional image, which can be a static resource provided by the game program, such as a thumbnail or snapshot; the name of the target virtual object; and the quantity of the target virtual object. This allows players to visually see the target virtual object's information on the interactive interface, gaining a clearer understanding of the game event of picking up the target virtual object and accurately knowing the virtual objects possessed by the target virtual character.

应当理解,若目标虚拟角色在已拥有目标虚拟对象的情况下再次拾取目标虚拟对象,如重复拾取金币等情况,在本次拾取之前,目标图标控件中已显示目标虚拟对象的对象信息,则在本次拾取目标虚拟对象时,可以在另一个目标图标控件中显示目标虚拟对象的对象信息,也可以更新目标图标控件中已显示的目标虚拟对象的对象信息,如更新数量等。It should be understood that if a target virtual character picks up a target virtual object again when it already owns it, such as repeatedly picking up coins, and the target icon control has already displayed the object information of the target virtual object before this pickup, then when picking up the target virtual object this time, the object information of the target virtual object can be displayed in another target icon control, or the object information of the target virtual object already displayed in the target icon control can be updated, such as updating the quantity.

在一种实施方式中,在拾取目标虚拟对象的情况下,上述控制在目标图标组件对应的目标图标控件中显示目标虚拟对象的对象信息的步骤,可以包括以下步骤:In one implementation, when a target virtual object is picked up, the step of controlling the display of the object information of the target virtual object in the target icon control corresponding to the target icon component may include the following steps:

在拾取目标虚拟对象的情况下,触发向目标图标组件对应的目标图标控件发送第一同步信息,并控制目标图标控件根据第一同步信息显示目标虚拟对象的对象信息。When a target virtual object is picked up, the first synchronization information is sent to the target icon control corresponding to the target icon component, and the target icon control is controlled to display the object information of the target virtual object according to the first synchronization information.

其中,第一同步信息可以由游戏运行场景发出,其可以包括目标虚拟对象的信息。在拾取目标虚拟对象的情况下,游戏运行场景可通过第一同步信息告知目标图标控件发生了拾取目标虚拟对象的事件,目标图标控件响应于第一同步信息,显示目标虚拟对象的对象信息。由此将游戏运行场景中的目标虚拟对象的变化与目标图标控件的显示关联起来,实现游戏中不同版块或子系统之间的联动。The first synchronization information can be sent by the game's running scene and may include information about the target virtual object. When a target virtual object is picked up, the game's running scene can notify the target icon control of this event via the first synchronization information. The target icon control then responds to the first synchronization information by displaying the object information of the target virtual object. This links changes in the target virtual object within the game's running scene with the display of the target icon control, enabling联动 (interaction/coordination) between different sections or subsystems within the game.

在一种实施方式中,参考图6所示,游戏编辑方法还可以包括以下步骤S610至S630:In one embodiment, referring to FIG6, the game editing method may further include the following steps S610 to S630:

步骤S610,通过图形用户界面显示交互界面编辑界面;Step S610: Display the interactive editing interface through the graphical user interface;

步骤S620,响应针对交互界面编辑界面中的图标组件的第三编辑指令,将图标组件与目标虚拟角色的第一属性进行关联;图标组件配置为在游戏运行阶段生成对应的图标控件;Step S620: Respond to the third editing instruction for the icon component in the interactive interface editing interface, associate the icon component with the first attribute of the target virtual character; configure the icon component to generate a corresponding icon control during the game running phase;

步骤S630,在拾取目标虚拟对象的情况下,控制在图标组件对应的图标控件中显示目标虚拟对象的对象信息。Step S630: When the target virtual object is picked up, control the display of the object information of the target virtual object in the icon control corresponding to the icon component.

其中,交互界面编辑界面可参考步骤S510的说明内容,此处不再赘述。The description of the interactive interface editing interface can be found in step S510, and will not be repeated here.

图标控件是交互界面中用于显示游戏信息的控件。本示例性实施方式中,第三编辑指令是关联图标组件与目标虚拟角色的第一属性的操作指令。例如,在图标组件的编辑界面中,可以提供一个或多个关联候选项,如物品栏、地图等,用户在其中选择目标虚拟角色的第一属性(即物品栏),则确定将图标组件与目标虚拟角色的第一属性进行关联。通过关联图标组件与目标虚拟角色的第一属性,指定图标组件对应的图标控件显示第一属性相关的信息,由于第一属性是与拾取目标虚拟对象相关的属性,因此图标控件可显示目标虚拟对象的对象信息。Icon controls are controls used in interactive interfaces to display game information. In this exemplary embodiment, the third editing instruction is an operation instruction that associates an icon component with the first attribute of the target virtual character. For example, in the icon component's editing interface, one or more association candidates can be provided, such as inventory, map, etc. When the user selects the first attribute of the target virtual character (i.e., inventory), the icon component is associated with the first attribute of the target virtual character. By associating the icon component with the first attribute of the target virtual character, the icon control corresponding to the icon component is specified to display information related to the first attribute. Since the first attribute is related to picking up the target virtual object, the icon control can display the object information of the target virtual object.

在一种实施方式中,目标虚拟角色的第一属性包括多个第一子属性。每个第一子属性可记录目标虚拟角色所拥有的一个虚拟对象的信息。例如,可以设置目标虚拟角色具有50个物品栏,则50个物品栏整体上构成第一属性,每个物品栏为第一属性下的一个第一子属性。第一子属性配置有第一目标标签,表示该第一子属性能够匹配的虚拟对象的特征。不同第一子属性的第一目标标签可以不同。举例来说,目标虚拟角色的50个物品栏中,有的物品栏的第一目标标签为上衣,表示该物品栏可以放置上衣类别的虚拟对象,有的物品栏的第一目标标签为头盔,表示该物品栏可以放置头盔类别的虚拟对象。In one implementation, the first attribute of the target virtual character includes multiple first sub-attributes. Each first sub-attribute records information about a virtual object owned by the target virtual character. For example, the target virtual character may have 50 inventory slots; these 50 inventory slots together constitute the first attribute, and each inventory slot is a first sub-attribute under the first attribute. Each first sub-attribute is configured with a first target tag, indicating the characteristics of the virtual objects that the first sub-attribute can match. Different first sub-attributes may have different first target tags. For instance, among the 50 inventory slots of the target virtual character, some inventory slots may have a first target tag of "shirt," indicating that the inventory slot can hold virtual objects of the "shirt" category, while others may have a first target tag of "helmet," indicating that the inventory slot can hold virtual objects of the "helmet" category.

在一种实施方式中,上述响应在游戏编辑场景中针对目标虚拟角色的第一编辑指令,确定目标虚拟角色的第一属性并为第一属性设置第一目标标签的步骤,可以包括以下步骤:In one implementation, the step of responding to a first editing instruction for a target virtual character in a game editing scene, determining a first attribute of the target virtual character, and setting a first target tag for the first attribute may include the following steps:

根据第一编辑指令设置不同第一目标标签对应的第一子属性的标识范围,以确定每个第一子属性的第一目标标签。The first target label for each first sub-attribute is determined by setting the identifier range of the first sub-attribute corresponding to different first target labels according to the first editing instruction.

其中,第一属性中的第一子属性可以具有编号等形式的子属性标识,如目标虚拟角色的第一属性(物品栏)包括50个子属性(物品栏数量为50),其子属性标识分别为物品栏1、物品栏2、物品栏3等。Among them, the first sub-attribute in the first attribute can have sub-attribute identifiers in the form of numbers, such as the first attribute (inventory) of the target virtual character including 50 sub-attributes (the number of inventory items is 50), and their sub-attribute identifiers are inventory 1, inventory 2, inventory 3, etc.

在为第一子属性设置第一目标标签时,可以采用批量设置的方式,具体可以设置第一目标标签对应的第一子属性的标识范围。参考图4所示,可设置第一目标标签“头盔”对应的第一子属性的标识范围为物品栏1-20,设置第一目标标签“上衣”对应的第一子属性的标识范围为物品栏21-40,由此确定物品栏1-20的第一目标标签为“头盔”,物品栏21-40的第一目标标签为“上衣”,由此确定每个第一子属性的第一目标标签。When setting the first target label for the first sub-attribute, a batch setting method can be used. Specifically, the identifier range of the first sub-attribute corresponding to the first target label can be set. Referring to Figure 4, the identifier range of the first sub-attribute corresponding to the first target label "helmet" can be set to item slots 1-20, and the identifier range of the first sub-attribute corresponding to the first target label "top" can be set to item slots 21-40. Thus, the first target label of item slots 1-20 is determined to be "helmet", and the first target label of item slots 21-40 is determined to be "top", thereby determining the first target label of each first sub-attribute.

在一种实施方式中,上述响应针对交互界面编辑界面中的图标组件的第三编辑指令,将图标组件与目标虚拟角色的第一属性进行关联的步骤,可以包括以下步骤:In one implementation, the step of associating the icon component with the first attribute of the target virtual character in response to a third editing instruction for the icon component in the interactive interface editing interface may include the following steps:

响应针对交互界面编辑界面中的图标组件的第三编辑指令,将图标组件与目标虚拟角色的第一子属性进行关联。In response to a third editing command for the icon component in the interactive interface editing interface, associate the icon component with the first sub-attribute of the target virtual character.

也就是说,用户可以通过第三编辑指令设置图标组件与具体的第一子属性进行关联。例如,可以将图标组件(或图标控件)关联到某个物品栏,其与其他物品栏则可以不存在关联关系。由此实现更加精确的游戏逻辑。In other words, users can use third-party editing commands to associate icon components with specific first-level sub-attributes. For example, an icon component (or icon control) can be associated with a specific item in an inventory, while it may not have any association with other items. This allows for more precise game logic.

在一种实施方式中,上述响应针对交互界面编辑界面中的图标组件的第三编辑指令,将图标组件与目标虚拟角色的第一子属性进行关联的步骤,可以包括以下步骤:In one implementation, the step of associating the icon component with the first sub-attribute of the target virtual character in response to a third editing instruction for the icon component in the interactive interface editing interface may include the following steps:

响应针对交互界面编辑界面中的图标组件的第三编辑指令,设置图标组件关联的子属性标识,并将图标组件与图标组件关联的子属性标识对应的第一子属性进行关联。In response to the third editing command for the icon component in the interactive interface editing interface, set the sub-attribute identifier associated with the icon component, and associate the icon component with the first sub-attribute corresponding to the sub-attribute identifier associated with the icon component.

例如,参考图7所示,用户可以选中图标组件“物品格3”并触发打开其编辑界面,在该编辑界面中,可通过第三编辑指令设置物品格3关联的子属性标识,如设置物品格3关联的物品栏序号为21,则将物品格3与物品栏21进行关联。For example, as shown in Figure 7, the user can select the icon component "Item Slot 3" and trigger the opening of its editing interface. In this editing interface, the sub-attribute identifier associated with Item Slot 3 can be set through the third editing command. For example, if the item slot number associated with Item Slot 3 is set to 21, then Item Slot 3 will be associated with Item Slot 21.

在一种实施方式中,上述控制在图标组件对应的图标控件中显示目标虚拟对象的对象信息的步骤,可以包括以下步骤:In one implementation, the step of controlling the display of object information of the target virtual object in the icon control corresponding to the icon component may include the following steps:

控制在目标图标组件对应的目标图标控件中显示目标虚拟对象的对象信息;其中,目标图标组件关联的第一子属性的第一目标标签与目标虚拟对象的属性相匹配。Controls the display of object information of the target virtual object in the target icon control corresponding to the target icon component; wherein, the first target label of the first sub-attribute associated with the target icon component matches the attribute of the target virtual object.

举例来说,当目标虚拟角色与目标虚拟对象满足第一交互条件时,可以将目标虚拟对象的属性与目标虚拟角色的第一属性中各个第一子属性的第一目标标签相匹配,如目标虚拟对象的属性为上衣,物品栏21的第一目标标签也为上衣,则可以将目标虚拟对象放置在物品栏21中。而物品栏21关联物品格3,则可以以物品格3为目标图标控件,在物品格3中显示目标虚拟对象的对象信息。这样能够实现非常精确的游戏逻辑与控制关系。For example, when the target virtual character and the target virtual object meet the first interaction condition, the attributes of the target virtual object can be matched with the first target tags of each first sub-attribute in the first attribute of the target virtual character. For instance, if the attribute of the target virtual object is "top" and the first target tag of inventory 21 is also "top," then the target virtual object can be placed in inventory 21. Since inventory 21 is associated with item slot 3, item slot 3 can be used as the target icon control, displaying the object information of the target virtual object within item slot 3. This allows for very precise game logic and control relationships.

在一种实施方式中,游戏编辑方法还可以包括以下步骤:In one implementation, the game editing method may further include the following steps:

响应针对交互界面编辑界面中的图标组件的第二编辑指令,为图标组件设置第二目标标签;第二目标标签是从第二预设标签中确定的标签或确定的自定义标签;In response to a second editing instruction for an icon component in the interactive interface editing interface, a second target label is set for the icon component; the second target label is a label determined from a second preset label or a custom label.

相应的,上述响应针对交互界面编辑界面中的图标组件的第三编辑指令,设置图标组件关联的子属性标识,并将图标组件与图标组件关联的子属性标识对应的第一子属性进行关联的步骤,可以包括以下步骤:Accordingly, the steps of responding to the third editing command of the icon component in the interactive interface editing interface, setting the sub-attribute identifier associated with the icon component, and associating the icon component with the first sub-attribute corresponding to the sub-attribute identifier associated with the icon component, may include the following steps:

响应针对图标组件的第三编辑指令,从第二目标标签对应的子属性标识中确定图标组件关联的子属性标识,并将图标组件与图标组件关联的子属性标识对应的第一子属性进行关联;第二目标标签对应的子属性标识包括:和第二目标标签相匹配的第一目标标签对应的第一子属性的子属性标识。In response to the third editing instruction for the icon component, the sub-attribute identifier associated with the icon component is determined from the sub-attribute identifier corresponding to the second target label, and the icon component is associated with the first sub-attribute corresponding to the sub-attribute identifier associated with the icon component; the sub-attribute identifier corresponding to the second target label includes: the sub-attribute identifier of the first sub-attribute corresponding to the first target label that matches the second target label.

参考图7所示,在图标组件的编辑界面(如物品格3的编辑界面)中,可以对第二目标标签以及图标组件关联的子属性标识均进行设置,如图7示出为物品格3设置第二目标标签为上衣,并还可以设置物品格3关联的子属性标识,该子属性标识应当是第二目标标签对应的子属性标识,即第一目标标签为上衣的第一子属性的子属性标识。结合图4为例,在物品格3的编辑界面中,若选择物品格3的第二目标标签为上衣,则只能在上衣对应的子属性标识(即物品栏21-40)中选择物品格3关联的子属性标识。这样通过第二目标标签与子属性标识两个层级设置图标组件与第一子属性的关联,有利于用户进行准确设置。Referring to Figure 7, in the editing interface of the icon component (such as the editing interface of item slot 3), both the second target label and the sub-attribute identifier associated with the icon component can be set. Figure 7 shows setting the second target label of item slot 3 to "top," and also setting the sub-attribute identifier associated with item slot 3. This sub-attribute identifier should be the sub-attribute identifier corresponding to the second target label, that is, the sub-attribute identifier of the first sub-attribute of the first target label being "top." Referring to Figure 4 as an example, in the editing interface of item slot 3, if the second target label of item slot 3 is selected as "top," then the sub-attribute identifier associated with item slot 3 can only be selected from the sub-attribute identifiers corresponding to "top" (i.e., item slots 21-40). This two-level setting of the association between the icon component and the first sub-attribute through the second target label and the sub-attribute identifier facilitates accurate settings for the user.

在一种实施方式中,响应针对交互界面编辑界面中的图标组件的第三编辑指令,为图标组件设置第二目标标签,并将图标组件与第二目标标签对应的第一目标标签对应的第一子属性进行关联。In one implementation, in response to a third editing instruction for an icon component in the interactive interface editing interface, a second target label is set for the icon component, and the icon component is associated with a first sub-attribute corresponding to a first target label corresponding to the second target label.

在一种实施方式中,在拾取目标虚拟对象的情况下,控制在图标组件对应的图标控件中显示目标虚拟对象的对象信息的步骤,包括:In one implementation, when a target virtual object is picked up, the step of controlling the display of object information of the target virtual object in the icon control corresponding to the icon component includes:

在拾取目标虚拟对象的情况下,触发向图标组件对应的图标控件发送第二同步信息,并控制图标控件根据第二同步信息显示目标虚拟对象的对象信息。When a target virtual object is picked up, a second synchronization message is sent to the icon control corresponding to the icon component, and the icon control is controlled to display the object information of the target virtual object according to the second synchronization message.

其中,第二同步信息可以从目标虚拟角色或目标虚拟角色的第一属性发出,可以包括目标虚拟对象的信息。在目标虚拟角色拾取目标虚拟对象的情况下,目标虚拟角色或目标虚拟角色的第一属性获知发生了拾取这一事件,其可以向图标控件发送第二同步信息。或更具体地,向目标图标组件对应的目标图标控件发送第二同步信息。图标控件响应于第二同步信息,触发显示目标虚拟对象的对象信息。The second synchronization information can be emitted from the target virtual character or its first attribute, and may include information about the target virtual object. When the target virtual character picks up the target virtual object, the target virtual character or its first attribute becomes aware of this picking event and can send the second synchronization information to the icon control. More specifically, it can send the second synchronization information to the target icon control corresponding to the target icon component. In response to the second synchronization information, the icon control triggers the display of the target virtual object's object information.

在一种实施方式中,游戏编辑方法还可以包括以下步骤:In one implementation, the game editing method may further include the following steps:

响应对图标控件中显示的目标虚拟对象的对象信息的第一触发操作,控制目标虚拟角色执行目标虚拟对象对应的第一游戏指令。In response to the first trigger operation on the object information of the target virtual object displayed in the icon control, control the target virtual character to execute the first game command corresponding to the target virtual object.

其中,在拾取目标虚拟对象的情况下,目标虚拟角色可以使用目标虚拟对象,并且玩家可以通过在图标控件中的第一触发操作来使用目标虚拟对象,第一触发操作可以是点击、长按等操作,触发目标虚拟角色使用目标虚拟对象。第一游戏指令是使用目标虚拟对象时所做出的动作指令,如投掷目标虚拟对象,施放目标虚拟对象对应的技能等。When a target virtual object is picked up, the target virtual character can use it. Players can use the target virtual object through a first trigger action in the icon control, such as clicking or long-pressing. The first game command is the action command performed when using the target virtual object, such as throwing the target virtual object or casting the corresponding skill.

在一种实施方式中,目标虚拟对象为第一类虚拟对象,第一类虚拟对象是指可被目标虚拟角色拾取,并体现在第一属性中的虚拟对象,如可理解为能够放置在物品栏中的虚拟对象。相应的,游戏编辑方法还包括如下至少一步骤:In one implementation, the target virtual object is a first-type virtual object, which refers to a virtual object that can be picked up by the target virtual character and is reflected in the first attribute; for example, it can be understood as a virtual object that can be placed in the inventory. Accordingly, the game editing method also includes at least one of the following steps:

响应针对游戏编辑场景中的指定场景组件的第六编辑指令,将指定场景组件对应的虚拟对象作为第一类虚拟对象。其中,指定场景组件可以是游戏编辑场景中的任意一个或多个场景组件,第六编辑指令是确定第一类虚拟对象的操作指令。示例性的,用户可以选中指定场景组件并触发打开其编辑界面,在该编辑界面中可以设置虚拟角色是否能够将该指定场景组件拾取到物品栏中,若设置为能够拾取到物品栏中,则将该指定场景组件(或其对应的虚拟对象)作为第一类虚拟对象。In response to the sixth editing instruction for a specified scene component in the game editing scene, the virtual object corresponding to the specified scene component is designated as a first-class virtual object. The specified scene component can be any one or more scene components in the game editing scene, and the sixth editing instruction is the operation instruction to determine the first-class virtual object. For example, a user can select a specified scene component and trigger its editing interface. In this interface, it can be set whether the virtual character can pick up the specified scene component into its inventory. If it is set to be able to pick it up, then the specified scene component (or its corresponding virtual object) is designated as a first-class virtual object.

响应在预设编辑界面中的第七编辑指令,确定第一类虚拟对象。图8示出了预设编辑界面的示意图,用户在该界面中的操作指令为第七编辑指令,如用户可以添加场景组件(或虚拟对象),该界面中所添加的场景组件均为第一类虚拟对象。Responding to the seventh editing command in the preset editing interface, the first type of virtual object is identified. Figure 8 shows a schematic diagram of the preset editing interface, where the user's operation command is the seventh editing command. For example, the user can add scene components (or virtual objects). All scene components added in this interface are first type of virtual objects.

通过以上方式,允许用户自由设置游戏运行场景中可被虚拟角色拾取到物品栏中的虚拟对象,增加了用户编辑的灵活性与多样性。The above methods allow users to freely set virtual objects that can be picked up by virtual characters in the game's running scene, increasing the flexibility and diversity of user editing.

在一种实施方式中,目标虚拟对象为第一类虚拟对象。游戏编辑方法还可以包括以下步骤:In one implementation, the target virtual object is a first-type virtual object. The game editing method may further include the following steps:

响应目标虚拟角色与第二类虚拟对象满足第二交互条件,根据第二类虚拟对象在图形用户界面上显示对应的指令控件;指令控件被配置为响应第三触发操作控制目标虚拟角色执行第二类虚拟对象对应的游戏指令。When the target virtual character and the second type of virtual object meet the second interaction condition, the corresponding instruction control is displayed on the graphical user interface according to the second type of virtual object; the instruction control is configured to respond to the third trigger operation to control the target virtual character to execute the game instruction corresponding to the second type of virtual object.

其中,第二类虚拟对象是可被虚拟角色获取,但是不能放置到物品栏中的虚拟对象,其数据也无法被添加到第一属性中。第二交互条件表示目标虚拟角色获取第二类虚拟对象的时机,如可设置为目标虚拟角色接触第二类虚拟对象时获取。在获取第二类虚拟对象的情况下,可以在图形用户界面上提供对应的指令控件,针对该指令控件的操作为第三触发操作,可触发目标虚拟角色执行使用第二类虚拟对象的游戏指令。例如,第二类虚拟对象可以是技能道具,当目标虚拟角色接触技能道具时,获取技能道具,提供对应的技能指令控件,玩家可以点击或长按以实现第三触发操作,使得目标虚拟角色施放相应的技能。The second type of virtual object is one that can be acquired by a virtual character but cannot be placed in the inventory, and its data cannot be added to the first attribute. The second interaction condition indicates when the target virtual character acquires the second type of virtual object; for example, it can be set to acquire it when the target virtual character comes into contact with the second type of virtual object. When acquiring a second type of virtual object, a corresponding command control can be provided on the graphical user interface. Operations on this command control constitute a third trigger operation, which can trigger the target virtual character to execute game commands to use the second type of virtual object. For example, the second type of virtual object could be a skill item. When the target virtual character comes into contact with a skill item, the skill item is acquired, and a corresponding skill command control is provided. The player can click or long-press to achieve the third trigger operation, causing the target virtual character to cast the corresponding skill.

在一种实施方式中,当目标虚拟角色获取第二类虚拟对象的情况下,可以将第二类虚拟对象的数据添加到目标虚拟角色的第三属性中。示例性的,第三属性可以是技能属性,第二类虚拟对象为技能道具。In one implementation, when the target virtual character acquires a second type of virtual object, the data of the second type of virtual object can be added to the target virtual character's third attribute. For example, the third attribute could be a skill attribute, and the second type of virtual object could be a skill item.

除了上述第一类虚拟对象,第二类虚拟对象外,游戏中还可以设置其他类型的虚拟对象,如不能被虚拟角色获取的第三类虚拟对象,等等。In addition to the first and second types of virtual objects mentioned above, other types of virtual objects can be set in the game, such as the third type of virtual objects that cannot be obtained by virtual characters, and so on.

本公开的示例性实施方式还提供一种游戏编辑装置。参考图9所示,游戏编辑装置900包括以下程序模块:Exemplary embodiments of this disclosure also provide a game editing device. Referring to FIG9, the game editing device 900 includes the following program modules:

游戏编辑场景显示处理模块910,被配置为在运行游戏程序所提供的图形用户界面中显示游戏编辑场景;The game editing scene display processing module 910 is configured to display the game editing scene in the graphical user interface provided by the running game program;

编辑指令处理模块920,被配置为响应在游戏编辑场景中针对目标虚拟角色的第一编辑指令,确定目标虚拟角色的第一属性并为第一属性设置第一目标标签;第一目标标签是从第一预设标签中确定的标签或确定的自定义标签;The editing instruction processing module 920 is configured to respond to a first editing instruction for a target virtual character in a game editing scene, determine a first attribute of the target virtual character and set a first target tag for the first attribute; the first target tag is a tag determined from a first preset tag or a determined custom tag;

游戏运行处理模块930,被配置为在游戏编辑场景对应的游戏运行场景中,响应目标虚拟角色与目标虚拟对象满足第一交互条件,且目标虚拟对象的属性与第一目标标签相匹配,控制拾取目标虚拟对象。The game operation processing module 930 is configured to respond to the first interaction condition between the target virtual character and the target virtual object in the game operation scene corresponding to the game editing scene, and to control the picking of the target virtual object when the attribute of the target virtual object matches the first target label.

在一种实施方式中,游戏编辑场景显示处理模块910,还被配置为:通过图形用户界面显示交互界面编辑界面;编辑指令处理模块920,还被配置为:响应针对交互界面编辑界面中的图标组件的第二编辑指令,为图标组件设置第二目标标签;第二目标标签是从第二预设标签中确定的标签或确定的自定义标签;图标组件配置为在游戏运行阶段生成对应的图标控件;游戏运行处理模块930,还被配置为:在拾取目标虚拟对象的情况下,控制在目标图标组件对应的目标图标控件中显示目标虚拟对象的对象信息;其中,目标图标组件的第二目标标签与目标虚拟对象的属性相匹配。In one implementation, the game editing scene display processing module 910 is further configured to: display an interactive interface editing interface through a graphical user interface; the editing instruction processing module 920 is further configured to: respond to a second editing instruction for an icon component in the interactive interface editing interface, and set a second target label for the icon component; the second target label is a label determined from a second preset label or a determined custom label; the icon component is configured to generate a corresponding icon control during the game running phase; the game running processing module 930 is further configured to: when a target virtual object is picked up, control the display of the object information of the target virtual object in the target icon control corresponding to the target icon component; wherein, the second target label of the target icon component matches the attributes of the target virtual object.

在一种实施方式中,第二预设标签包括如下至少一种:根据第一属性中配置的第一目标标签生成的标签;游戏程序预设的标签。In one implementation, the second preset tag includes at least one of the following: a tag generated based on the first target tag configured in the first attribute; or a tag preset by the game program.

在一种实施方式中,在拾取目标虚拟对象的情况下,控制在目标图标组件对应的目标图标控件中显示目标虚拟对象的对象信息的步骤,包括:在拾取目标虚拟对象的情况下,触发向目标图标组件对应的目标图标控件发送第一同步信息,并控制目标图标控件根据第一同步信息显示目标虚拟对象的对象信息。In one embodiment, when a target virtual object is picked up, the step of controlling the display of object information of the target virtual object in the target icon control corresponding to the target icon component includes: when a target virtual object is picked up, triggering the sending of first synchronization information to the target icon control corresponding to the target icon component, and controlling the target icon control to display the object information of the target virtual object according to the first synchronization information.

在一种实施方式中,游戏编辑场景显示处理模块910,还被配置为:通过图形用户界面显示交互界面编辑界面;编辑指令处理模块920,还被配置为:响应针对交互界面编辑界面中的图标组件的第三编辑指令,将图标组件与目标虚拟角色的第一属性进行关联;图标组件配置为在游戏运行阶段生成对应的图标控件;游戏运行处理模块930,还被配置为:在拾取目标虚拟对象的情况下,控制在图标组件对应的图标控件中显示目标虚拟对象的对象信息。In one implementation, the game editing scene display processing module 910 is further configured to: display the interactive interface editing interface through a graphical user interface; the editing instruction processing module 920 is further configured to: respond to a third editing instruction for the icon component in the interactive interface editing interface, and associate the icon component with the first attribute of the target virtual character; the icon component is configured to generate a corresponding icon control during the game running phase; the game running processing module 930 is further configured to: when picking up the target virtual object, control the display of the object information of the target virtual object in the icon control corresponding to the icon component.

在一种实施方式中,目标虚拟角色的第一属性包括多个第一子属性,第一子属性配置有第一目标标签;响应针对交互界面编辑界面中的图标组件的第三编辑指令,将图标组件与目标虚拟角色的第一属性进行关联的步骤,包括:响应针对交互界面编辑界面中的图标组件的第三编辑指令,将图标组件与目标虚拟角色的第一子属性进行关联;控制在图标组件对应的图标控件中显示目标虚拟对象的对象信息的步骤,包括:控制在目标图标组件对应的目标图标控件中显示目标虚拟对象的对象信息;其中,目标图标组件关联的第一子属性的第一目标标签与目标虚拟对象的属性相匹配。In one implementation, the first attribute of the target virtual character includes multiple first sub-attributes, and the first sub-attributes are configured with a first target label; the step of associating the icon component with the first attribute of the target virtual character in response to a third editing instruction for the icon component in the interactive interface editing interface includes: associating the icon component with the first sub-attribute of the target virtual character in response to a third editing instruction for the icon component in the interactive interface editing interface; the step of controlling the display of object information of the target virtual object in the icon control corresponding to the icon component includes: controlling the display of object information of the target virtual object in the target icon control corresponding to the target icon component; wherein, the first target label of the first sub-attribute associated with the target icon component matches the attribute of the target virtual object.

在一种实施方式中,响应针对交互界面编辑界面中的图标组件的第三编辑指令,将图标组件与目标虚拟角色的第一子属性进行关联的步骤,包括:响应针对交互界面编辑界面中的图标组件的第三编辑指令,设置图标组件关联的子属性标识,并将图标组件与图标组件关联的子属性标识对应的第一子属性进行关联。In one implementation, the step of associating an icon component with a first sub-attribute of a target virtual character in response to a third editing instruction for an icon component in an interactive interface editing interface includes: in response to a third editing instruction for an icon component in an interactive interface editing interface, setting a sub-attribute identifier associated with the icon component, and associating the icon component with the first sub-attribute corresponding to the sub-attribute identifier associated with the icon component.

在一种实施方式中,编辑指令处理模块920,还被配置为:响应针对交互界面编辑界面中的图标组件的第二编辑指令,为图标组件设置第二目标标签;第二目标标签是从第二预设标签中确定的标签或确定的自定义标签;响应针对交互界面编辑界面中的图标组件的第三编辑指令,设置图标组件关联的子属性标识,并将图标组件与图标组件关联的子属性标识对应的第一子属性进行关联的步骤,包括:响应针对图标组件的第三编辑指令,从第二目标标签对应的子属性标识中确定图标组件关联的子属性标识,并将图标组件与图标组件关联的子属性标识对应的第一子属性进行关联;第二目标标签对应的子属性标识包括:和第二目标标签相匹配的第一目标标签对应的第一子属性的子属性标识。In one embodiment, the editing instruction processing module 920 is further configured to: in response to a second editing instruction for an icon component in the interactive interface editing interface, set a second target label for the icon component; the second target label is a label determined from a second preset label or a determined custom label; in response to a third editing instruction for the icon component in the interactive interface editing interface, set a sub-attribute identifier associated with the icon component, and associate the icon component with a first sub-attribute corresponding to the sub-attribute identifier associated with the icon component, the steps of: in response to the third editing instruction for the icon component, determining a sub-attribute identifier associated with the icon component from the sub-attribute identifiers corresponding to the second target label, and associating the icon component with a first sub-attribute corresponding to the sub-attribute identifier associated with the icon component; the sub-attribute identifier corresponding to the second target label includes: a sub-attribute identifier of the first sub-attribute corresponding to the first target label that matches the second target label.

在一种实施方式中,响应在游戏编辑场景中针对目标虚拟角色的第一编辑指令,确定目标虚拟角色的第一属性并为第一属性设置第一目标标签的步骤,包括:根据第一编辑指令设置不同第一目标标签对应的第一子属性的标识范围,以确定每个第一子属性的第一目标标签。In one implementation, the step of determining a first attribute of the target virtual character and setting a first target label for the first attribute in response to a first editing instruction for the target virtual character in a game editing scene includes: setting the identifier range of the first sub-attribute corresponding to different first target labels according to the first editing instruction, so as to determine the first target label of each first sub-attribute.

在一种实施方式中,在拾取目标虚拟对象的情况下,控制在图标组件对应的图标控件中显示目标虚拟对象的对象信息的步骤,包括:在拾取目标虚拟对象的情况下,触发向图标组件对应的图标控件发送第二同步信息,并控制图标控件根据第二同步信息显示目标虚拟对象的对象信息。In one implementation, when a target virtual object is picked up, the step of controlling the display of object information of the target virtual object in the icon control corresponding to the icon component includes: when a target virtual object is picked up, triggering the sending of second synchronization information to the icon control corresponding to the icon component, and controlling the icon control to display the object information of the target virtual object according to the second synchronization information.

在一种实施方式中,游戏运行处理模块930,还被配置为:响应对图标控件中显示的目标虚拟对象的对象信息的第一触发操作,控制目标虚拟角色执行目标虚拟对象对应的第一游戏指令。In one implementation, the game execution processing module 930 is further configured to: respond to a first trigger operation on the object information of the target virtual object displayed in the icon control, and control the target virtual character to execute the first game instruction corresponding to the target virtual object.

在一种实施方式中,响应在游戏编辑场景中针对目标虚拟角色的第一编辑指令,确定目标虚拟角色的第一属性并为第一属性设置第一目标标签的步骤,包括:响应在游戏编辑场景的角色编辑界面中的第一编辑指令,确定以游戏运行场景中玩家控制的虚拟角色为目标虚拟角色,确定目标虚拟角色的第一属性并为第一属性设置第一目标标签。In one implementation, the step of determining a first attribute of the target virtual character and setting a first target label for the first attribute in response to a first editing instruction for the target virtual character in a game editing scene includes: in response to a first editing instruction in the character editing interface of the game editing scene, determining a virtual character controlled by the player in the game running scene as the target virtual character, determining the first attribute of the target virtual character and setting a first target label for the first attribute.

在一种实施方式中,控制拾取目标虚拟对象的步骤,包括:在目标虚拟角色的第一属性中添加目标虚拟对象的数据。In one implementation, the step of controlling the picking of a target virtual object includes: adding data of the target virtual object to a first attribute of the target virtual character.

在一种实施方式中,游戏运行处理模块930,还被配置为:响应游戏运行场景中的游戏回合结束,从目标虚拟角色的第一属性中清除目标虚拟对象的数据。In one implementation, the game operation processing module 930 is further configured to: in response to the end of a game round in the game operation scenario, clear the data of the target virtual object from the first attribute of the target virtual character.

在一种实施方式中,目标虚拟对象是游戏编辑场景中的目标场景组件在游戏运行阶段生成的对应的虚拟模型;目标虚拟对象的属性,通过以下至少一种方式设置:根据用于在游戏编辑场景中生成目标场景组件的场景组件控件对应的预设属性,设置目标虚拟对象的属性;其中,场景组件控件被配置为响应第二触发操作在游戏编辑场景中生成对应的场景组件;根据针对目标场景组件的属性编辑指令,设置目标虚拟对象的属性。In one implementation, the target virtual object is a virtual model corresponding to a target scene component generated during the game runtime phase in the game editing scene; the attributes of the target virtual object are set in at least one of the following ways: setting the attributes of the target virtual object according to the preset attributes corresponding to the scene component control used to generate the target scene component in the game editing scene; wherein, the scene component control is configured to generate the corresponding scene component in the game editing scene in response to a second triggering operation; and setting the attributes of the target virtual object according to the attribute editing instructions for the target scene component.

在一种实施方式中,第一交互条件通过以下至少一种方式确定:响应针对游戏编辑场景中的目标场景组件的第四编辑指令,确定第一交互条件;目标场景组件被配置为在游戏运行阶段生成对应的目标虚拟对象;响应在逻辑规则编辑界面中的第五编辑指令,确定第一交互条件。In one implementation, the first interaction condition is determined by at least one of the following methods: determining the first interaction condition in response to a fourth editing instruction for a target scene component in a game editing scene; the target scene component is configured to generate a corresponding target virtual object during game execution; and determining the first interaction condition in response to a fifth editing instruction in a logic rule editing interface.

在一种实施方式中,第一交互条件包括以下至少一种:目标虚拟角色接触目标虚拟对象;目标虚拟角色对目标虚拟对象做出第二游戏指令;目标虚拟角色位于目标虚拟对象所关联的物品获取区域;目标虚拟角色在目标虚拟对象所关联的物品获取区域中做出第三游戏指令。In one implementation, the first interaction condition includes at least one of the following: the target virtual character comes into contact with the target virtual object; the target virtual character issues a second game command to the target virtual object; the target virtual character is located in the item acquisition area associated with the target virtual object; and the target virtual character issues a third game command in the item acquisition area associated with the target virtual object.

在一种实施方式中,目标虚拟对象为第一类虚拟对象;编辑指令处理模块920,还被配置为执行如下至少一步骤:响应针对游戏编辑场景中的指定场景组件的第六编辑指令,将指定场景组件对应的虚拟对象作为第一类虚拟对象;响应在预设编辑界面中的第七编辑指令,确定第一类虚拟对象。In one implementation, the target virtual object is a first type of virtual object; the editing instruction processing module 920 is further configured to perform at least one of the following steps: responding to a sixth editing instruction for a specified scene component in the game editing scene, and designating the virtual object corresponding to the specified scene component as a first type of virtual object; responding to a seventh editing instruction in a preset editing interface, and determining the first type of virtual object.

在一种实施方式中,目标虚拟对象为第一类虚拟对象;游戏运行处理模块930,还被配置为:响应目标虚拟角色与第二类虚拟对象满足第二交互条件,根据第二类虚拟对象在图形用户界面上显示对应的指令控件;指令控件被配置为响应第三触发操作控制目标虚拟角色执行第二类虚拟对象对应的游戏指令。In one implementation, the target virtual object is a first type of virtual object; the game operation processing module 930 is further configured to: respond to the target virtual character and the second type of virtual object satisfying a second interaction condition, and display a corresponding instruction control on the graphical user interface according to the second type of virtual object; the instruction control is configured to respond to a third trigger operation to control the target virtual character to execute the game instruction corresponding to the second type of virtual object.

上述装置中各部分的具体细节在方法部分实施方式中已经详细说明,未披露的细节内容可以参见方法部分的实施方式内容,因而不再赘述。The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

应当注意,尽管在上文详细描述中提及了用于动作执行的设备的若干模块或者单元,但是这种划分并非强制性的。实际上,根据本公开的示例性实施方式,上文描述的两个或更多模块或者单元的特征和功能可以在一个模块或者单元中具体化。反之,上文描述的一个模块或者单元的特征和功能可以进一步划分为由多个模块或者单元来具体化。It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

本公开的示例性实施方式还提供一种计算机程序产品。计算机程序产品包括计算机程序,计算机程序被处理器执行时实现上述游戏编辑方法。Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the game editing method described above.

在一种实施方式中,计算机程序产品可以是包含计算机程序的有形产品,如存储有计算机程序的计算机可读存储介质。可读存储介质可以是基于电、磁、光、电磁、红外线等信号的存储介质,包括但不限于:随机存取存储器(RAM),只读存储器(ROM),磁带,软盘,闪存(Flash),机械硬盘(HDD),固态硬盘(SSD),等等。示例性的,计算机程序产品可以实现为存储有计算机程序的非易失性存储介质,如只读存储器,与非门闪存(Nand Flash)等。In one implementation, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.

在一种实施方式中,计算机程序产品可以是包含计算机程序的无形产品。示例性的,计算机程序产品可以实现为虚拟数字产品,如存储有计算机程序的可执行文件,安装包等数字文件。In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.

计算机程序的代码可以通过一种或多种程序设计语言来编写。程序设计语言如C语言、Java、C++等。程序代码可以完全地在用户计算设备上执行,或者部分地在用户计算设备上执行,或者作为一个独立的软件包执行,或者部分在用户计算设备上部分在远程计算设备上执行,或者完全在远程计算设备或服务器上执行。在涉及远程计算设备的情形中,远程计算设备可以通过任意种类的网络,如局域网(LAN)、广域网(WAN)等,连接到用户计算设备,或者,可以连接到外部计算设备(例如通过运营商提供的因特网连接)。Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).

计算机程序可以通过电、磁、光、电磁、红外线等信号承载或传输。电子设备可以将承载计算机程序的信号转换为数字信号,进而运行计算机程序。当计算机程序在电子设备上运行时,其代码用于使电子设备执行(更具体地,可以使电子设备的处理器执行)本公开各种示例性实施方式的方法步骤,如可以执行上述游戏编辑方法,其包括以下步骤:步骤S210,在运行游戏程序所提供的图形用户界面中显示游戏编辑场景;步骤S220,响应在游戏编辑场景中针对目标虚拟角色的第一编辑指令,确定目标虚拟角色的第一属性并为第一属性设置第一目标标签;第一目标标签是从第一预设标签中确定的标签或确定的自定义标签;步骤S230,在游戏编辑场景对应的游戏运行场景中,响应目标虚拟角色与目标虚拟对象满足第一交互条件,且目标虚拟对象的属性与第一目标标签相匹配,控制拾取目标虚拟对象。Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic radiation, and infrared rays. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, the processor of the electronic device to execute) the method steps of various exemplary embodiments of this disclosure, such as the game editing method described above, which includes the following steps: Step S210, displaying a game editing scene in the graphical user interface provided by the running game program; Step S220, responding to a first editing instruction for a target virtual character in the game editing scene, determining a first attribute of the target virtual character and setting a first target label for the first attribute; the first target label is a label determined from a first preset label or a determined custom label; Step S230, in the game running scene corresponding to the game editing scene, responding to the target virtual character and the target virtual object satisfying a first interaction condition, and the attribute of the target virtual object matching the first target label, controlling the picking of the target virtual object.

通过计算机程序实现上述方法步骤,一方面,提供了一种可对虚拟角色的物品拾取逻辑进行编辑的方法,用户可通过为目标虚拟角色的第一属性设置第一目标标签,使得目标虚拟角色能够拾取属性与第一目标标签相匹配的目标虚拟对象,由此灵活编辑所能拾取的虚拟对象的类别,突破了相关技术中仅能拾取预设虚拟物品的限制,增加了编辑器中的可编辑信息,有利于用户编辑出类型与玩法更加多样化的游戏场景。另一方面,将虚拟角色的物品拾取功能实现为第一属性,通过编辑第一属性的方式来实现对物品拾取逻辑的编辑,编辑过程较为简单,有利于提高编辑效率。Implementing the above method steps through a computer program provides, on the one hand, a method for editing the item pickup logic of virtual characters. Users can set a first target tag for the first attribute of the target virtual character, enabling the target virtual character to pick up target virtual objects whose attributes match the first target tag. This allows for flexible editing of the categories of virtual objects that can be picked up, breaking through the limitation of related technologies that can only pick up preset virtual items. It also increases the editable information in the editor, which is beneficial for users to create game scenes with more diverse types and gameplay. On the other hand, implementing the item pickup function of the virtual character as a first attribute, and editing the item pickup logic by editing the first attribute, makes the editing process relatively simple and improves editing efficiency.

本公开的示例性实施方式还提供一种电子设备,如可以是上述终端设备110或服务器120。电子设备可以包括处理器与存储器。存储器存储有处理器的可执行指令,如可以是计算机程序。处理器通过执行该可执行指令来执行本公开各种示例性实施方式的方法步骤。此外,电子设备还可以包括显示器,以用于显示图形用户界面。Exemplary embodiments of this disclosure also provide an electronic device, such as the terminal device 110 or server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as computer programs. The processor executes these executable instructions to perform the method steps of various exemplary embodiments of this disclosure. Furthermore, the electronic device may also include a display for displaying a graphical user interface.

下面参考图10,以通用计算设备的形式对电子设备进行示例性说明。应当理解,图10显示的电子设备1000仅仅是一个示例,不应对本公开实施方式的功能和使用范围带来限制。The electronic device will now be described by way of example in the form of a general-purpose computing device with reference to FIG10. It should be understood that the electronic device 1000 shown in FIG10 is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments of this disclosure.

如图10所示,电子设备1000可以包括:处理器1010、存储器1020、总线1030、I/O(输入/输出)接口1040、网络适配器1050、显示器1060。As shown in Figure 10, the electronic device 1000 may include: a processor 1010, a memory 1020, a bus 1030, an I/O (input/output) interface 1040, a network adapter 1050, and a display 1060.

存储器1020可以包括易失性存储器,例如RAM 1021、缓存单元1022,还可以包括非易失性存储器,例如ROM 1023。存储器1020还可以包括一个或多个程序模块1024,这样的程序模块1024包括但不限于:操作系统、一个或者多个应用程序、其它程序模块以及程序数据,这些示例中的每一个或某种组合中可能包括网络环境的实现。例如,程序模块1024可以包括上述装置中的各模块。The memory 1020 may include volatile memory, such as RAM 1021 and cache unit 1022, and may also include non-volatile memory, such as ROM 1023. The memory 1020 may also include one or more program modules 1024, such program modules 1024 including, but not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 1024 may include the modules described above.

处理器1010可以包括一个或多个处理单元,例如:处理器1010可以包括AP(Application Processor,应用处理器)、调制解调处理器、GPU(Graphics Processing Unit,图形处理器)、ISP(Image Signal Processor,图像信号处理器)、控制器、编码器、解码器、DSP(Digital Signal Processor,数字信号处理器)、基带处理器和/或NPU(Neural-Network Processing Unit,神经网络处理器)等。The processor 1010 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and/or an NPU (Neural-Network Processing Unit).

处理器1010可用于执行存储器1020中存储的可执行指令,如可以执行上述游戏编辑方法,其包括以下步骤:步骤S210,在运行游戏程序所提供的图形用户界面中显示游戏编辑场景;步骤S220,响应在游戏编辑场景中针对目标虚拟角色的第一编辑指令,确定目标虚拟角色的第一属性并为第一属性设置第一目标标签;第一目标标签是从第一预设标签中确定的标签或确定的自定义标签;步骤S230,在游戏编辑场景对应的游戏运行场景中,响应目标虚拟角色与目标虚拟对象满足第一交互条件,且目标虚拟对象的属性与第一目标标签相匹配,控制拾取目标虚拟对象。The processor 1010 can be used to execute executable instructions stored in the memory 1020, such as the game editing method described above, which includes the following steps: Step S210, displaying a game editing scene in the graphical user interface provided by the running game program; Step S220, responding to a first editing instruction for a target virtual character in the game editing scene, determining a first attribute of the target virtual character and setting a first target label for the first attribute; the first target label is a label determined from a first preset label or a determined custom label; Step S230, in the game running scene corresponding to the game editing scene, responding to the target virtual character and the target virtual object satisfying a first interaction condition, and the attribute of the target virtual object matching the first target label, controlling the picking of the target virtual object.

通过处理器1010执行上述方法步骤,一方面,提供了一种可对虚拟角色的物品拾取逻辑进行编辑的方法,用户可通过为目标虚拟角色的第一属性设置第一目标标签,使得目标虚拟角色能够拾取属性与第一目标标签相匹配的目标虚拟对象,由此灵活编辑所能拾取的虚拟对象的类别,突破了相关技术中仅能拾取预设虚拟物品的限制,增加了编辑器中的可编辑信息,有利于用户编辑出类型与玩法更加多样化的游戏场景。另一方面,将虚拟角色的物品拾取功能实现为第一属性,通过编辑第一属性的方式来实现对物品拾取逻辑的编辑,编辑过程较为简单,有利于提高编辑效率。By executing the above method steps through processor 1010, on the one hand, a method for editing the item pickup logic of virtual characters is provided. Users can set a first target tag for the first attribute of the target virtual character, enabling the target virtual character to pick up target virtual objects whose attributes match the first target tag. This allows for flexible editing of the categories of virtual objects that can be picked up, breaking through the limitation of related technologies that can only pick up preset virtual items. It also increases the editable information in the editor, which is beneficial for users to create game scenes with more diverse types and gameplay. On the other hand, by implementing the item pickup function of the virtual character as a first attribute, the item pickup logic can be edited by editing the first attribute. The editing process is relatively simple and helps to improve editing efficiency.

总线1030用于实现电子设备1000的不同组件之间的连接,可以包括数据总线、地址总线和控制总线。Bus 1030 is used to connect different components of electronic device 1000, and may include data bus, address bus and control bus.

电子设备1000可以通过I/O接口1040与一个或多个外部设备1100(例如键盘、鼠标、外置控制器等)进行通信。Electronic device 1000 can communicate with one or more external devices 1100 (such as keyboard, mouse, external controller, etc.) through I/O interface 1040.

电子设备1000可以通过网络适配器1050与一个或者多个网络通信,例如网络适配器1050可以提供如3G/4G/5G等移动通信解决方案,或者提供如无线局域网、蓝牙、近场通信等无线通信解决方案。网络适配器1050可以通过总线1030与电子设备1000的其它模块通信。Electronic device 1000 can communicate with one or more networks via network adapter 1050. For example, network adapter 1050 can provide mobile communication solutions such as 3G/4G/5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 1050 can communicate with other modules of electronic device 1000 via bus 1030.

电子设备1000可以通过显示器1060显示图形用户界面,如显示游戏编辑场景等。Electronic device 1000 can display a graphical user interface, such as displaying a game editing scene, through monitor 1060.

尽管图10中未示出,还可以在电子设备1000中设置其它硬件和/或软件模块,包括但不限于:微代码、设备驱动器、冗余处理器、外部磁盘驱动阵列、RAID系统、磁带驱动器以及数据备份存储系统等。Although not shown in Figure 10, other hardware and/or software modules may be configured in the electronic device 1000, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

由上可知,本公开的技术方案可以实现为方法、装置、系统、计算机程序产品、存储介质、电子设备等等。本领域技术人员能够理解,本公开的各个方面可以具体实现为以下形式,即:完全的硬件实施方式、完全的软件实施方式(包括固件、微代码等),或硬件和软件方面结合的实施方式,如可以分别称为“电路”、“模块”或“系统”。As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or a combination of hardware and software implementations, which may be referred to as "circuit," "module," or "system," respectively.

应当理解的是,本公开并不局限于上面已经描述并在附图中示出的具体方法步骤或结构,可以在不脱离其范围的前提下进行各种修改和改变。本领域技术人员基于本公开提供的具体实施方式,将容易想到其他实施方式。因此,本公开提供的具体实施方式仅为示例性的,本公开的范围和精神由权利要求指出,应涵盖本公开的任何变型、用途或者适应性变化,这些变型、用途或者适应性变化遵循本公开的一般性原理,并包括本公开未公开的本技术领域公知常识或惯用技术手段。It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.

Claims (22)

一种游戏编辑方法,所述方法包括:A game editing method, the method comprising: 在运行游戏程序所提供的图形用户界面中显示游戏编辑场景;Display the game editing scene in the graphical user interface provided by the game program; 响应在所述游戏编辑场景中针对目标虚拟角色的第一编辑指令,确定所述目标虚拟角色的第一属性并为所述第一属性设置第一目标标签;所述第一目标标签是从第一预设标签中确定的标签或确定的自定义标签;In response to a first editing instruction for a target virtual character in the game editing scene, the system determines a first attribute of the target virtual character and sets a first target tag for the first attribute; the first target tag is a tag determined from a first preset tag or a determined custom tag. 在所述游戏编辑场景对应的游戏运行场景中,响应所述目标虚拟角色与目标虚拟对象满足第一交互条件,且所述目标虚拟对象的属性与所述第一目标标签相匹配,控制拾取所述目标虚拟对象。In the game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual object satisfying the first interaction condition, and the attribute of the target virtual object matching the first target label, the system controls the picking of the target virtual object. 根据权利要求1所述的方法,其中,所述方法还包括:The method according to claim 1, wherein the method further comprises: 通过所述图形用户界面显示交互界面编辑界面;The interactive editing interface is displayed through the graphical user interface. 响应针对所述交互界面编辑界面中的图标组件的第二编辑指令,为所述图标组件设置第二目标标签;所述第二目标标签是从第二预设标签中确定的标签或确定的自定义标签;所述图标组件配置为在游戏运行阶段生成对应的图标控件;In response to a second editing instruction for an icon component in the interactive interface editing interface, a second target label is set for the icon component; the second target label is a label determined from a second preset label or a determined custom label; the icon component is configured to generate a corresponding icon control during the game running phase; 在拾取所述目标虚拟对象的情况下,控制在目标图标组件对应的目标图标控件中显示所述目标虚拟对象的对象信息;其中,所述目标图标组件的第二目标标签与所述目标虚拟对象的属性相匹配。When the target virtual object is picked up, the object information of the target virtual object is displayed in the target icon control corresponding to the target icon component; wherein, the second target label of the target icon component matches the attribute of the target virtual object. 根据权利要求2所述的方法,其特征在,所述第二预设标签包括如下至少一种:The method according to claim 2, characterized in that the second preset label includes at least one of the following: 根据所述第一属性中配置的第一目标标签生成的标签;The tag is generated based on the first target tag configured in the first attribute; 游戏程序预设的标签。The game program's default tags. 根据权利要求2所述的方法,其中,所述在拾取所述目标虚拟对象的情况下,控制在目标图标组件对应的目标图标控件中显示所述目标虚拟对象的对象信息的步骤,包括:According to the method of claim 2, the step of controlling the display of object information of the target virtual object in the target icon control corresponding to the target icon component when the target virtual object is picked includes: 在拾取所述目标虚拟对象的情况下,触发向所述目标图标组件对应的目标图标控件发送第一同步信息,并控制所述目标图标控件根据所述第一同步信息显示所述目标虚拟对象的对象信息。When the target virtual object is picked up, a first synchronization message is sent to the target icon control corresponding to the target icon component, and the target icon control is controlled to display the object information of the target virtual object according to the first synchronization message. 根据权利要求1所述的方法,其中,所述方法还包括:The method according to claim 1, wherein the method further comprises: 通过所述图形用户界面显示交互界面编辑界面;The interactive editing interface is displayed through the graphical user interface. 响应针对所述交互界面编辑界面中的图标组件的第三编辑指令,将所述图标组件与所述目标虚拟角色的第一属性进行关联;所述图标组件配置为在游戏运行阶段生成对应的图标控件;In response to a third editing command for the icon component in the interactive interface editing interface, the icon component is associated with the first attribute of the target virtual character; the icon component is configured to generate a corresponding icon control during game execution. 在拾取所述目标虚拟对象的情况下,控制在所述图标组件对应的图标控件中显示所述目标虚拟对象的对象信息。When the target virtual object is picked up, the object information of the target virtual object is displayed in the icon control corresponding to the icon component. 根据权利要求5所述的方法,其中,所述目标虚拟角色的第一属性包括多个第一子属性,所述第一子属性配置有所述第一目标标签;所述响应针对所述交互界面编辑界面中的图标组件的第三编辑指令,将所述图标组件与所述目标虚拟角色的第一属性进行关联的步骤,包括:According to the method of claim 5, the first attribute of the target virtual character includes a plurality of first sub-attributes, and the first sub-attributes are configured with the first target tag; the step of associating the icon component with the first attribute of the target virtual character in response to a third editing instruction for the icon component in the interactive interface editing interface includes: 响应针对所述交互界面编辑界面中的图标组件的第三编辑指令,将所述图标组件与所述目标虚拟角色的第一子属性进行关联;In response to a third editing instruction for the icon component in the interactive interface editing interface, the icon component is associated with the first sub-attribute of the target virtual character; 所述控制在所述图标组件对应的图标控件中显示所述目标虚拟对象的对象信息的步骤,包括:The step of controlling the display of the object information of the target virtual object in the icon control corresponding to the icon component includes: 控制在目标图标组件对应的目标图标控件中显示所述目标虚拟对象的对象信息;其中,所述目标图标组件关联的第一子属性的第一目标标签与所述目标虚拟对象的属性相匹配。The object information of the target virtual object is displayed in the target icon control corresponding to the target icon component; wherein the first target label of the first sub-attribute associated with the target icon component matches the attribute of the target virtual object. 根据权利要求6所述的方法,其中,所述响应针对所述交互界面编辑界面中的图标组件的第三编辑指令,将所述图标组件与所述目标虚拟角色的第一子属性进行关联的步骤,包括:According to the method of claim 6, the step of associating the icon component with the first sub-attribute of the target virtual character in response to a third editing instruction for the icon component in the interactive interface editing interface includes: 响应针对所述交互界面编辑界面中的图标组件的第三编辑指令,设置所述图标组件关联的子属性标识,并将所述图标组件与所述图标组件关联的子属性标识对应的第一子属性进行关联。In response to a third editing instruction for the icon component in the interactive interface editing interface, the sub-attribute identifier associated with the icon component is set, and the icon component is associated with the first sub-attribute corresponding to the sub-attribute identifier associated with the icon component. 根据权利要求7所述的方法,其中,所述方法还包括:The method according to claim 7, wherein the method further comprises: 响应针对所述交互界面编辑界面中的图标组件的第二编辑指令,为所述图标组件设置第二目标标签;所述第二目标标签是从第二预设标签中确定的标签或确定的自定义标签;In response to a second editing instruction for an icon component in the interactive interface editing interface, a second target label is set for the icon component; the second target label is a label determined from a second preset label or a determined custom label; 所述响应针对所述交互界面编辑界面中的图标组件的第三编辑指令,设置所述图标组件关联的子属性标识,并将所述图标组件与所述图标组件关联的子属性标识对应的第一子属性进行关联的步骤,包括:The steps of responding to a third editing instruction for an icon component in the interactive interface editing interface, setting a sub-attribute identifier associated with the icon component, and associating the icon component with the first sub-attribute corresponding to the sub-attribute identifier associated with the icon component include: 响应针对所述图标组件的第三编辑指令,从所述第二目标标签对应的子属性标识中确定所述图标组件关联的子属性标识,并将所述图标组件与所述图标组件关联的子属性标识对应的第一子属性进行关联;所述第二目标标签对应的子属性标识包括:和所述第二目标标签相匹配的第一目标标签对应的第一子属性的子属性标识。In response to a third editing instruction for the icon component, the sub-attribute identifier associated with the icon component is determined from the sub-attribute identifier corresponding to the second target label, and the icon component is associated with the first sub-attribute corresponding to the sub-attribute identifier associated with the icon component; the sub-attribute identifier corresponding to the second target label includes: the sub-attribute identifier of the first sub-attribute corresponding to the first target label that matches the second target label. 根据权利要求6所述的方法,其中,所述响应在所述游戏编辑场景中针对目标虚拟角色的第一编辑指令,确定所述目标虚拟角色的第一属性并为所述第一属性设置第一目标标签的步骤,包括:According to the method of claim 6, the step of responding to a first editing instruction for a target virtual character in the game editing scene, determining a first attribute of the target virtual character, and setting a first target tag for the first attribute includes: 根据所述第一编辑指令设置不同第一目标标签对应的第一子属性的标识范围,以确定每个第一子属性的第一目标标签。The first editing instruction sets the identifier range of the first sub-attribute corresponding to different first target tags to determine the first target tag of each first sub-attribute. 根据权利要求5所述的方法,其中,所述在拾取所述目标虚拟对象的情况下,控制在所述图标组件对应的图标控件中显示所述目标虚拟对象的对象信息的步骤,包括:According to the method of claim 5, the step of controlling the display of object information of the target virtual object in the icon control corresponding to the icon component when the target virtual object is picked includes: 在拾取所述目标虚拟对象的情况下,触发向所述图标组件对应的图标控件发送第二同步信息,并控制所述图标控件根据所述第二同步信息显示所述目标虚拟对象的对象信息。When the target virtual object is picked up, a second synchronization message is sent to the icon control corresponding to the icon component, and the icon control is controlled to display the object information of the target virtual object according to the second synchronization message. 根据权利要求5所述的方法,其中,所述方法还包括:The method according to claim 5, wherein the method further comprises: 响应对所述图标控件中显示的所述目标虚拟对象的对象信息的第一触发操作,控制所述目标虚拟角色执行所述目标虚拟对象对应的第一游戏指令。In response to a first trigger operation on the object information of the target virtual object displayed in the icon control, the target virtual character is controlled to execute the first game command corresponding to the target virtual object. 根据权利要求1所述的方法,其中,所述响应在所述游戏编辑场景中针对目标虚拟角色的第一编辑指令,确定所述目标虚拟角色的第一属性并为所述第一属性设置第一目标标签的步骤,包括:According to the method of claim 1, the step of responding to a first editing instruction for a target virtual character in the game editing scene, determining a first attribute of the target virtual character, and setting a first target tag for the first attribute includes: 响应在所述游戏编辑场景的角色编辑界面中的第一编辑指令,确定以所述游戏运行场景中玩家控制的虚拟角色为目标虚拟角色,确定所述目标虚拟角色的第一属性并为所述第一属性设置第一目标标签。In response to a first editing instruction in the character editing interface of the game editing scene, the system determines the virtual character controlled by the player in the game running scene as the target virtual character, determines the first attribute of the target virtual character, and sets a first target label for the first attribute. 根据权利要求1所述的方法,其中,所述控制拾取所述目标虚拟对象的步骤,包括:According to the method of claim 1, the step of controlling the picking of the target virtual object includes: 在所述目标虚拟角色的第一属性中添加所述目标虚拟对象的数据。Add the data of the target virtual object to the first attribute of the target virtual character. 根据权利要求13所述的方法,其中,所述方法还包括:The method according to claim 13, wherein the method further comprises: 响应所述游戏运行场景中的游戏回合结束,从所述目标虚拟角色的第一属性中清除所述目标虚拟对象的数据。In response to the end of a game round in the game running scenario, the data of the target virtual object is cleared from the first attribute of the target virtual character. 根据权利要求1所述的方法,其中,所述目标虚拟对象是所述游戏编辑场景中的目标场景组件在游戏运行阶段生成的对应的虚拟模型;所述目标虚拟对象的属性,通过以下至少一种方式设置:According to the method of claim 1, the target virtual object is a virtual model generated by the target scene component in the game editing scene during the game running phase; the attributes of the target virtual object are set in at least one of the following ways: 根据用于在所述游戏编辑场景中生成所述目标场景组件的场景组件控件对应的预设属性,设置所述目标虚拟对象的属性;其中,场景组件控件被配置为响应第二触发操作在所述游戏编辑场景中生成对应的场景组件;The properties of the target virtual object are set according to the preset properties corresponding to the scene component control used to generate the target scene component in the game editing scene; wherein, the scene component control is configured to generate the corresponding scene component in the game editing scene in response to a second triggering operation; 根据针对所述目标场景组件的属性编辑指令,设置所述目标虚拟对象的属性。The attributes of the target virtual object are set according to the attribute editing instructions for the target scene component. 根据权利要求1所述的方法,其中,所述第一交互条件通过以下至少一种方式确定:According to the method of claim 1, the first interaction condition is determined by at least one of the following methods: 响应针对所述游戏编辑场景中的目标场景组件的第四编辑指令,确定所述第一交互条件;所述目标场景组件被配置为在游戏运行阶段生成对应的所述目标虚拟对象;In response to a fourth editing instruction for a target scene component in the game editing scene, the first interaction condition is determined; the target scene component is configured to generate a corresponding target virtual object during the game runtime phase; 响应在逻辑规则编辑界面中的第五编辑指令,确定所述第一交互条件。In response to the fifth editing command in the logic rule editing interface, the first interaction condition is determined. 根据权利要求1所述的方法,其中,所述第一交互条件包括以下至少一种:According to the method of claim 1, the first interaction condition includes at least one of the following: 所述目标虚拟角色接触所述目标虚拟对象;The target virtual character comes into contact with the target virtual object; 所述目标虚拟角色对所述目标虚拟对象做出第二游戏指令;The target virtual character issues a second game command to the target virtual object; 所述目标虚拟角色位于所述目标虚拟对象所关联的物品获取区域;The target virtual character is located in the item acquisition area associated with the target virtual object; 所述目标虚拟角色在所述目标虚拟对象所关联的物品获取区域中做出第三游戏指令。The target virtual character issues a third game command in the item acquisition area associated with the target virtual object. 根据权利要求1所述的方法,其中,所述目标虚拟对象为第一类虚拟对象;所述方法还包括如下至少一步骤:According to the method of claim 1, the target virtual object is a first type of virtual object; the method further includes at least one of the following steps: 响应针对所述游戏编辑场景中的指定场景组件的第六编辑指令,将所述指定场景组件对应的虚拟对象作为第一类虚拟对象;In response to the sixth editing instruction for a specified scene component in the game editing scene, the virtual object corresponding to the specified scene component is designated as a first type of virtual object; 响应在预设编辑界面中的第七编辑指令,确定所述第一类虚拟对象。In response to the seventh editing command in the preset editing interface, the first type of virtual object is determined. 根据权利要求1所述的方法,其中,所述目标虚拟对象为第一类虚拟对象;所述方法还包括:According to the method of claim 1, the target virtual object is a first type of virtual object; the method further includes: 响应所述目标虚拟角色与第二类虚拟对象满足第二交互条件,根据所述第二类虚拟对象在所述图形用户界面上显示对应的指令控件;所述指令控件被配置为响应第三触发操作控制所述目标虚拟角色执行所述第二类虚拟对象对应的游戏指令。In response to the target virtual character and the second type of virtual object satisfying the second interaction condition, a corresponding instruction control is displayed on the graphical user interface according to the second type of virtual object; the instruction control is configured to control the target virtual character to execute the game instruction corresponding to the second type of virtual object in response to a third trigger operation. 一种游戏编辑装置,所述装置包括:A game editing device, the device comprising: 游戏编辑场景显示处理模块,被配置为在运行游戏程序所提供的图形用户界面中显示游戏编辑场景;The game editing scene display processing module is configured to display the game editing scene in the graphical user interface provided by the running game program; 编辑指令处理模块,被配置为响应在所述游戏编辑场景中针对目标虚拟角色的第一编辑指令,确定所述目标虚拟角色的第一属性并为所述第一属性设置第一目标标签;所述第一目标标签是从第一预设标签中确定的标签或确定的自定义标签;An editing instruction processing module is configured to respond to a first editing instruction for a target virtual character in the game editing scene, determine a first attribute of the target virtual character, and set a first target tag for the first attribute; the first target tag is a tag determined from a first preset tag or a determined custom tag; 游戏运行处理模块,被配置为在所述游戏编辑场景对应的游戏运行场景中,响应所述目标虚拟角色与目标虚拟对象满足第一交互条件,且所述目标虚拟对象的属性与所述第一目标标签相匹配,控制拾取所述目标虚拟对象。The game operation processing module is configured to respond in the game operation scene corresponding to the game editing scene, in response to the target virtual character and the target virtual object satisfying the first interaction condition and the attribute of the target virtual object matching the first target label, and control the picking of the target virtual object. 一种计算机程序产品,包括计算机程序,所述计算机程序被处理器执行时实现权利要求1至19任一项所述的方法。A computer program product comprising a computer program that, when executed by a processor, implements the method of any one of claims 1 to 19. 一种电子设备,包括:An electronic device, comprising: 处理器;processor; 存储器,用于存储所述处理器的可执行指令;Memory for storing the executable instructions of the processor; 其中,所述处理器配置为经由执行所述可执行指令来执行权利要求1至19任一项所述的方法。The processor is configured to execute the method of any one of claims 1 to 19 by executing the executable instructions.
PCT/CN2025/086411 2024-05-22 2025-03-31 Game editing method, game editing apparatus, program product, and electronic device Pending WO2025241714A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202410646692.0A CN118491091A (en) 2024-05-22 2024-05-22 Game editing method, game editing device, program product, and electronic apparatus
CN202410646692.0 2024-05-22

Publications (1)

Publication Number Publication Date
WO2025241714A1 true WO2025241714A1 (en) 2025-11-27

Family

ID=92248014

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2025/086411 Pending WO2025241714A1 (en) 2024-05-22 2025-03-31 Game editing method, game editing apparatus, program product, and electronic device

Country Status (2)

Country Link
CN (1) CN118491091A (en)
WO (1) WO2025241714A1 (en)

Families Citing this family (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN118491091A (en) * 2024-05-22 2024-08-16 网易(杭州)网络有限公司 Game editing method, game editing device, program product, and electronic apparatus
CN119548828B (en) * 2024-11-08 2025-11-28 网易(杭州)网络有限公司 Game editing method, game editing device, program product, and electronic apparatus
CN119556823A (en) * 2024-11-11 2025-03-04 北京字跳网络技术有限公司 Method, device, equipment and storage medium for virtual scene interaction
CN119896859A (en) * 2024-12-30 2025-04-29 网易(杭州)网络有限公司 Method, device, program product and electronic device for editing character components in games

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102663245A (en) * 2012-03-30 2012-09-12 福建天趣网络科技有限公司 3D (three-dimensional) game world editor
CN112023392A (en) * 2020-09-17 2020-12-04 网易(杭州)网络有限公司 Method and device for processing virtual items
CN115317906A (en) * 2022-07-08 2022-11-11 网易(杭州)网络有限公司 Property processing interaction method and device, electronic equipment and storage medium
CN117654051A (en) * 2023-12-13 2024-03-08 网易(杭州)网络有限公司 Game event editing method, game event editing device, storage medium and electronic equipment
CN118491091A (en) * 2024-05-22 2024-08-16 网易(杭州)网络有限公司 Game editing method, game editing device, program product, and electronic apparatus

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102663245A (en) * 2012-03-30 2012-09-12 福建天趣网络科技有限公司 3D (three-dimensional) game world editor
CN112023392A (en) * 2020-09-17 2020-12-04 网易(杭州)网络有限公司 Method and device for processing virtual items
CN115317906A (en) * 2022-07-08 2022-11-11 网易(杭州)网络有限公司 Property processing interaction method and device, electronic equipment and storage medium
CN117654051A (en) * 2023-12-13 2024-03-08 网易(杭州)网络有限公司 Game event editing method, game event editing device, storage medium and electronic equipment
CN118491091A (en) * 2024-05-22 2024-08-16 网易(杭州)网络有限公司 Game editing method, game editing device, program product, and electronic apparatus

Also Published As

Publication number Publication date
CN118491091A (en) 2024-08-16

Similar Documents

Publication Publication Date Title
JP7707499B2 (en) Barrage processing method, device, electronic device, and program
CN111684495B (en) Method and system for managing and displaying virtual content in a mixed reality system
WO2025241714A1 (en) Game editing method, game editing apparatus, program product, and electronic device
US20220261088A1 (en) Artificial reality platforms and controls
TW202304212A (en) Live broadcast method, system, computer equipment and computer readable storage medium
WO2025124141A1 (en) Game event editing methods and game event editing apparatus, and storage medium and electronic device
TW202217541A (en) Location adjusting method, device, equipment, storage medium, and program product for virtual buttons
CN112711458A (en) Method and device for displaying prop resources in virtual scene
CN106200898A (en) Virtual reality software platform system
CN105630160A (en) Virtual reality using interface system
CN115105832B (en) Method, device, storage medium and electronic device for controlling view display
WO2025190030A1 (en) Game editing method, game editing apparatus, program product and electronic device
CN118356648A (en) Game logic processing method, device, equipment and storage medium for scene components
US12159025B2 (en) Position marking method, apparatus, and device in virtual scene, storage medium, and program product
CN112451967A (en) Game interaction method and device based on 3D screen interaction and computer equipment
WO2025060818A1 (en) Game editing method, game editing apparatus, storage medium, and electronic device
CN116421976A (en) Processing method, device, equipment and storage medium of virtual props
CN117899477A (en) Game launching method, device, equipment and storage medium in dialogue interface
Felicia Getting started with Unity: Learn how to use Unity by creating your very own" Outbreak" survival game while developing your essential skills
CN119548828B (en) Game editing method, game editing device, program product, and electronic apparatus
CN113426108A (en) Game interface identification processing method, device, equipment and storage medium
CN118860238A (en) Scene display method, device, storage medium and electronic device
CN118079402A (en) Game scene component editing method, device, program product and electronic equipment
CN119113522A (en) Game scene component editing method, device, program product and electronic device
CN119228955A (en) Virtual object animation processing method, device, electronic device, computer-readable storage medium and computer program product

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 25806653

Country of ref document: EP

Kind code of ref document: A1