CN119792939A - Game editing preview method, device, program product and electronic device - Google Patents
Game editing preview method, device, program product and electronic device Download PDFInfo
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Abstract
The disclosure provides a game editing preview method, a game editing preview device, a program product and electronic equipment, and relates to the technical field of computers and games. The method comprises the steps of displaying a game editing scene in a graphical user interface, responding to a first editing instruction in the game editing scene, determining editing information of previewable objects of the game editing scene, responding to a preview setting instruction in the game editing scene, determining one or more first preview objects from candidate preview objects, wherein the candidate preview objects comprise all or part of previewable objects, responding to the first preview instruction in the game editing scene, and presenting preview effects of the first preview objects according to the editing information of the first preview objects. The method and the device solve the problem of single preview mode of the game UGC editor, allow a user to select an object to be previewed by providing a new preview mode, meet the editing and previewing requirements of the user, and are beneficial to improving editing effects and editing efficiency.
Description
Technical Field
The present disclosure relates to the field of computer and game technologies, and in particular, to a game editing preview method, a game editing preview apparatus, a computer program product, and an electronic device.
Background
With the development of computer technology, UGC (User Generated Content ) editors for games have emerged, with which users can edit custom game maps. In the related art, a user may preview the current editing situation during the editing process, such as previewing the dynamic effect of a certain game scene component. However, the current preview mode is single, and the preview process cannot better reflect the effect of the actual game running, so as to influence the editing effect and editing efficiency of the user.
Disclosure of Invention
The present disclosure provides a game editing preview method, a game editing preview apparatus, a computer program product, and an electronic device, so as to solve the problem that a UGC editor preview manner is relatively single at least to some extent.
According to a first aspect of the present disclosure, there is provided a game editing preview method, the method comprising displaying a game editing scene in a graphical user interface, determining editing information of previewable objects of the game editing scene in response to a first editing instruction in the game editing scene, determining one or more first preview objects from candidate preview objects in response to a preview setting instruction in the game editing scene, the candidate preview objects including all or part of the previewable objects, and presenting a preview effect of the first preview objects according to the editing information of the first preview objects in response to the first preview instruction in the game editing scene.
According to a second aspect of the present disclosure, there is provided a game editing preview apparatus including a game editing scene display module configured to display a game editing scene in a graphical user interface, an editing module configured to determine editing information of previewable objects of the game editing scene in response to a first editing instruction in the game editing scene, a preview setting module configured to determine one or more first preview objects from candidate preview objects in response to a preview setting instruction in the game editing scene, the candidate preview objects including all or part of the previewable objects, and a preview effect presentation module configured to present a preview effect of the first preview objects according to the editing information of the first preview objects in response to the first preview instruction in the game editing scene.
According to a third aspect of the present disclosure, there is provided a computer program product comprising a computer program which, when executed by a processor, implements the method of the first aspect described above and possible implementations thereof.
According to a fourth aspect of the present disclosure, there is provided 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 via execution of the executable instructions.
The technical scheme of the present disclosure has the following beneficial effects:
The method provides a new preview mode, allows a user to select an object to be previewed instead of only previewing a scene component which is currently edited, breaks through the limitation of a single preview mode in the related art, particularly allows the user to select a plurality of objects to be previewed once, such as the condition that sky illumination, sky background, fog effect and color filters in a preview display game map are dynamically changed at the same time, and the effect after a plurality of dynamic processes are displayed, so that the preview effect is more similar to the effect of actual game operation, editing and preview requirements of the user are met, accurate adjustment of editing information according to the preview effect by the user is facilitated, and editing effect and editing efficiency are improved.
Drawings
Fig. 1 shows a system architecture diagram in the present exemplary embodiment;
Fig. 2 shows a flowchart of a game editing preview method in the present exemplary embodiment;
FIG. 3 illustrates a schematic diagram of a game editing scene and scene component control in the present exemplary embodiment;
fig. 4 shows a schematic diagram of a setup interface of an effect control assembly in the present exemplary embodiment;
Fig. 5 shows a schematic diagram of a preview setting interface in the present exemplary embodiment;
fig. 6 shows a schematic diagram of selecting a preview effect in the present exemplary embodiment;
fig. 7 shows a schematic diagram of another preview setting interface in the present exemplary embodiment;
fig. 8 shows a schematic diagram of still another preview setting interface in the present exemplary embodiment;
fig. 9 is a schematic diagram showing a structure of a game editing preview apparatus in the present exemplary embodiment;
Fig. 10 shows a schematic structural diagram of an electronic device in the present exemplary embodiment.
Detailed Description
Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
The drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the figures may be functional entities and do not necessarily correspond to physically or logically separate entities. These functional entities may be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. Embodiments may be embodied in many forms and should not be construed as limited to the examples set forth herein. The described features, structures, or characteristics of the disclosure may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough description of embodiments of the present disclosure. However, it will be recognized by one skilled in the art that one or more of the specific details may be omitted, or other methods, components, devices, steps, etc. may be used instead of one or more of the specific details in implementing the aspects of the present disclosure.
In a UGC editor for a game, preview functionality is typically available to preview dynamic effects in a game map, such as changing effects of the environment, and the like. The inventor discovers that the preview mode of the UGC editor is single in the related art. For example, the user can only preview a certain scene component in the game map if the scene component is selected, and the preview screen only displays the dynamic effect of the scene component, but does not display the dynamic effects of other scene components or other aspects. However, in the actual game running process, there are usually multiple dynamic processes in the game map, and the preview process obviously cannot show the scene situation after all of the multiple dynamic processes occur, or the situation that multiple dynamic processes occur simultaneously. Therefore, the preview process cannot better reflect the actual game running effect, and the user cannot accurately adjust the editing information according to the preview condition, so that the editing effect and the editing efficiency of the user are affected.
In view of one or more of the problems described above, exemplary embodiments of the present disclosure provide a game editing preview method.
Fig. 1 shows a system architecture diagram of an operating environment of the present exemplary embodiment. The system architecture may include a terminal device 110, a server 120. The terminal device 110 may be a mobile phone, a tablet computer, a personal computer, an intelligent wearable device, a game console, and the like. The terminal device 110 has an application program installed thereon, such as a game program or the like. The terminal device 110 has a display function capable of displaying a graphical user interface, which may include an interface of an operating system or an interface of an application program, or the like. Server 120 generally refers to a background system that provides game editing, previewing, and running related services, and may be a server or a cluster of multiple servers. For example, server 120 may include two clusters, one of which provides game editing and previewing services and the other of which provides game running services. In one embodiment, the server 120 has a game server program deployed thereon for executing game data processing of the server. The connection between the terminal device 110 and the server 120 may be formed by a wired or wireless communication link for data transmission. The method in the present exemplary embodiment may be performed by any one or more of the terminal device 110 and the server 120.
In one embodiment, the above method may be implemented and executed based on a cloud interaction system. The cloud interaction system may be the system architecture described above. Various cloud applications, such as cloud gaming, may be run under the cloud interaction system. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, and the storage and operation of the control and interaction method in the game are completed on a cloud game server (such as the server 120), and the cloud game client (such as the terminal device 110) is used for receiving and sending data and presenting the game picture. For example, the cloud game client may be a display device with a data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, etc., and the cloud game server performs information processing. When a game or game editing is performed, a user operates the cloud game client to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the cloud game client through a network, and finally, the data are decoded through the cloud game client and game pictures are output.
In one embodiment, the game map edited by terminal device 110 may be uploaded to server 120 for storage. For example, the currently edited game map may be automatically saved at intervals during editing, or saved according to a save operation manually performed by the user, or automatically saved when editing is exited. In saving the game map, the terminal device 110 may upload game map data to the server 120, and save the game map data by the server 120.
In one embodiment, the server 120 may maintain a pool of game maps, such as a database for storing game maps at the end of the service. In response to an instruction to issue a game map on the terminal device 110, the server 120 may add game map data to the game map pool so that other players can download the game map data from the game map pool and play a game using the game map. Thereby enabling a fast UGC function.
In one embodiment, the above-described method may be implemented by terminal device 110 without deploying server 120. The above-described method is performed by installing a stand-alone application through the terminal device 110, for example, in a stand-alone game or editing environment.
Fig. 2 shows a schematic flow of a game editing preview method, which may include the following steps S210 to S240:
Step S210, displaying a game editing scene in a graphical user interface;
step S220, responding to a first editing instruction in the game editing scene, and determining editing information of previewable objects of the game editing scene;
step S230, responding to a preview setting instruction in a game editing scene, determining one or more first preview objects from candidate preview objects, wherein the candidate preview objects comprise all or part of previewable objects;
Step S240, in response to the first preview instruction in the game editing scene, presents the preview effect of the first preview object according to the editing information of the first preview object.
Based on the method of fig. 2, a new preview mode is provided, which allows a user to select an object to be previewed instead of only previewing a currently edited scene component, thereby breaking through the limitation of a single preview mode in the related art, particularly allowing the user to select a plurality of objects to be previewed at one time, such as displaying the sky illumination, sky background, fog effect and color filter in a game map through previewing, and displaying the effect after a plurality of dynamic processes are finished, so that the preview effect is more similar to the effect of actual game running, the editing and previewing requirements of the user are met, the user is facilitated to accurately adjust editing information according to the preview effect, and the editing effect and editing efficiency are improved.
Each step of fig. 2 is described in detail below.
Referring to fig. 2, in step S210, a game editing scene is displayed in a graphical user interface.
The game process may include at least two stages of a game editing stage, i.e., a stage in which a user edits a game map using an editing function, and may preview the edited information. The game execution phase, that is, the phase in which the user plays, can play the game using the game map edited in the game editing phase.
The present exemplary embodiment provides editing functions through an application program. In one embodiment, the application may be a game program with editing functionality that the user may select a particular option to enter into the editing interface to use with the editing functionality in the case of running the game program. In another embodiment, the application may be an editor program, which is not a game program, that provides editing functionality but is not available for game play. By way of example, the editor may be a game program-compatible editor that may be run separately from the game program or may be an editor that is independent of the game, with versatility for different games, such as DCC (Digital Content Creation, digital content authoring) software, game engine, etc. In the case of running an editing program, the user can use the editing function. In addition, the preview function can be provided by the application program. Or the editing function and the preview function may be provided by different programs.
The user can edit the game map by using the editing function, can select to newly establish a game map and edit the game map, and can also select to edit the existing game map (the game map with the program or the game map previously edited by the user or the game map already edited and shared by other users). The game editing scene is a scene formed by loading a game map in an editing mode. The game editing scene can comprise one or more scene components, can be self-contained (such as a program can provide preset game maps with a plurality of different styles, a user can select a certain preset game map to edit, and the scene components are initially self-contained), and can also be generated by user editing. The scene component is a person or thing (or a partial person or thing) in the game map, such as a building, organization, carrier, furniture, NPC (Non-PLAYER CHARACTER ) or the like in the game map. The scene component may be an object generated, used, or edited during a game editing stage and configured to generate a corresponding virtual model during a game execution stage. In a game, the scene components and the corresponding virtual models typically have the same appearance, use the same model resources, and thus can be considered the same objects, not particularly distinguished herein. In a program, the scene components and virtual models may be stored as different types of program objects. The virtual model is configured with one of a visual presentation effect and a non-visual presentation effect. That is, during the game play phase, the virtual model corresponding to the scene component may be a visible object with a specific appearance or may be an invisible object (e.g., a "birth point", i.e., an area where the player character initially resides in the game, is a scene component that has a size and shape but is invisible during the game play phase). In the present exemplary embodiment, a plurality of scene components may be combined into a scene component combination. For example, the block assembly may be combined onto the circular face of a cylindrical assembly, constituting an organ assembly in the form of a roller. In this way, complex, diverse assemblies of people or things can be formed in the game. Unless otherwise specified, references herein to a scene component may refer to a base scene component (i.e., an individual scene component that is not detachable) or a scene component combination.
In the game editing scene, a user can edit the environment of the game scene, such as background, weather, illumination and the like, and can edit scene components, such as adding and deleting a certain scene component, setting the attribute of the scene component and the like. In the case of displaying a game editing scene, a plurality of scene component controls may be provided for generating corresponding scene components in the game editing scene in response to and in accordance with the trigger instruction. The scene component control is a control for generating a scene component preset in a program. Also, the scene component controls may be divided into different component categories. FIG. 3 illustrates a schematic diagram of a game editing scene and scene component control. Referring to FIG. 3, the scene component control may be provided in the form of a list (including a one-level or multi-level list, shown in FIG. 3 as a two-level list) in which one-level or multi-level component categories are shown. Such as "structure", "article", "environment", "institution", "living being", "combination", etc., are primary component categories, each of which includes one or more secondary component categories under, such as secondary component categories under "article" of the primary component category including "furniture", "interior trim", "light fixture", etc. One or more scene component controls are included under each secondary component category, such as scene component controls including "log tea table", "round short table", "wooden small table", "European table", and the like under the secondary component category "furniture". The user can generate a corresponding scene component in the game editing scene by clicking, dragging a scene component control and the like. For example, in FIG. 3, a user dragging a "round low desk" scene component control to a location in a game editing scene may trigger the generation of a round low desk scene component at that location. The form, appearance and the like of the scene component control are not limited, and the name of the scene component and the icon of the scene component can be displayed in the scene component control.
In one embodiment, the scene component control is configured with a corresponding scene component template that includes pre-edited scene component parameters. The scene component parameters may include, but are not limited to, one or more of shape, color, texture, transparency, material, size, orientation. When a user edits a scene component in a game editing scene, a scene component parameter needs to be set for the scene component. If the scene component is generated in the game editing scene through the scene component control, scene component parameters in a scene component template corresponding to the scene component control can be called, and the scene component is rapidly generated according to the parameters. It can be understood that the scene component control is a template scene component edited in advance, the scene component parameters are configured in the form of a template, and are provided for a user in the form of the scene component control, and when the user uses the field Jing Zujian control, the scene component template is applied. Thereby improving editing efficiency. Of course, after the scene component is generated, changes may be allowed to its scene component parameters, such as changing its size through a zoom operation, changing its direction through a rotate operation, changing its color, transparency, etc. through a color setting operation.
The game program may be provided with scene component controls, such as a game developer pre-editing scene component templates and configuring the scene component controls for use by the player. In addition, the user may also be allowed to configure the scene component control. For example, a user may conduct modeling of a scene component and save scene component parameters in a game editing scene or other editing interface to form and configure a scene component template as a scene component control.
In one embodiment, the user may be allowed to edit and update the scene component control, for example, the scene component template corresponding to the scene component control may be modified, the scene component parameters therein may be modified, and the scene component template corresponding to the scene component control may be updated after the scene component parameters are saved. When a scene component is generated in the game editing scene through the scene component control, scene component parameters in the updated scene component template can be called to generate the scene component.
In one embodiment, for a scene component combination, a corresponding scene component control may also be configured. For example, a user may combine the block components onto the circular surface of the cylinder component, compose an organization component in the form of a scroll wheel, and may configure a new scene component control based on the scene component parameters of the organization component. The subsequent user may generate an organization component in the game editing scene through the scene component control. Therefore, the one-key generation scene component combination is realized, and the method is very convenient.
With continued reference to fig. 2, in step S220, edit information of previewable objects of the game editing scene is determined in response to a first edit instruction in the game editing scene.
A previewable object is provided in the game editing scene. The previewable object is an object whose editing effect cannot be fully exhibited in the game editing scene. Illustratively, the previewable object is an object having dynamic information. Dynamic information includes, but is not limited to, motion information, state change information, appearance change information, and the like. Because the game editing scene is usually a static scene, static information (such as initial information, i.e. information before the dynamic process occurs) of the previewable object can be seen in the game editing scene, and the dynamic information cannot be seen, so that the editing effect of the previewable object cannot be fully displayed through the game editing scene. While the preview function may exhibit dynamic information of the previewable object. Objects other than previewable objects are not provided with dynamic information, and the editing effect of the objects can be fully displayed in a static game editing scene, so that the objects do not need to be previewed, and the objects can be called non-previewable objects.
The dynamic information can include information of dynamic change of the self, such as self motion information, state change information and appearance change information, and also can include information of dynamic change of other objects, such as information of triggering motion, state change or appearance change of people, objects or environments except the self. In one embodiment, the previewable object may include a scene component having dynamic information.
In one embodiment, the previewable object may include one or more environmental elements such as lighting, background, fog, color filters (which may be equivalent in effect to adding color filters to the entire game map or to a localized area therein, which may change the color of the entire game map or localized area), and so forth. These environmental elements can be dynamically changed, and their dynamic effects can be shown in a preview manner.
The first editing instruction is an instruction for editing a previewable object. For example, in the case that any previewable object is taken as a current editing object, the user may edit its dynamic change parameters, such as the change parameters of the illumination intensity and the illumination angle, the change duration, etc., in the setting interface of the previewable object, and may also adjust its dynamic change parameters in a visual manner in the game editing scene, such as displaying the illumination angle in a visual manner in the game editing scene, and the user may drag and adjust the illumination angle. The editing information of the previewable object obtained according to the first editing instruction may include the edited dynamic information of the previewable object, and may represent the dynamic change process (i.e., how to change) and the changed state of the previewable object.
In one embodiment, the determining the editing information of the previewable object of the game editing scene in response to the first editing instruction in the game editing scene may include the following steps:
Generating an effect control component in the game editing scene in response to a component generation instruction in the game editing scene;
And responding to a second editing instruction aiming at the effect control component, and determining editing information of the previewable object corresponding to the effect control component.
Illustratively, the effect control component has dynamic information, not information that itself changes dynamically, but information that causes the corresponding previewable object to change dynamically. For example, in a game editing scene, it is allowed to set an effect control component such as a sky illumination switcher, a sky background switcher, a fog effect switcher, a color filter switcher, and the like. These effect control components are not themselves carriers of dynamic effects, cannot directly exhibit dynamic effects, and are not visible even during the game play phase, but rather are carriers for controlling the corresponding dynamic effects to achieve dynamic effects. The sky illumination switcher is used for controlling dynamic changes of sky illumination, the sky background switcher is used for controlling dynamic changes of sky background, the fog effect switcher is used for controlling dynamic changes of atomization effect, and the color filter switcher is used for controlling dynamic changes of color filters.
The first editing instructions may include component generation instructions and second editing instructions. The component generation instruction is an instruction for generating an effect control component, and the second editing instruction is an instruction for editing the effect control component. The user can use the scene component control corresponding to the effect control component to generate the effect control component at the appointed position in the game editing scene, and the effect control component can be generated in other operation modes. And may be edited in a setup interface of the effect control component or in a visual manner in a game editing scene.
Fig. 4 shows a schematic view of a setting interface of the sky illumination switcher, in which a user can edit a dynamic change parameter of the sky illumination, thereby determining editing information of a previewable object, i.e., the sky illumination.
Through the effect control component, environment elements without entities such as sky illumination, sky background and the like are displayed in a game editing scene in an entity mode, so that the user can understand and edit conveniently.
In one embodiment, a plurality of effect control components of the same type are allowed to be set in the game editing scene, for example, a plurality of sky illumination switches can be set, and the sky illumination switches can be used for controlling sky illumination in different areas, or triggering the sky illumination to dynamically change at different times or under different conditions, or having different dynamic effects.
In one embodiment, the effect control component itself may also be the previewable object.
With continued reference to FIG. 2, in step S230, one or more first preview objects are determined from among candidate preview objects that include all or part of previewable objects in response to a preview setting instruction in the game editing scene.
The candidate preview objects may include all previewable objects, for example, each previewable object in the game editing scene may be regarded as one candidate preview object. Or the candidate preview object may include a portion of the previewable object. For example, each environmental element may be considered a candidate preview object, e.g., the candidate preview object may include sky illumination, sky background, fog, color filters. Or each effect control component can be used as a candidate preview object, for example, a sky illumination switcher, a sky background switcher, three fog effect switchers and a color filter switcher are arranged in a game editing scene, and the effect control components are used as candidate preview objects, wherein the number of the candidate preview objects is 6. Or each scene component (which may include an effect control component) with dynamic information may be treated as a candidate preview object.
The present exemplary embodiment provides a first preview mode (or overall preview mode), which is a preview mode of selectable preview objects. The user can selectively preview one or more objects through the first preview mode to meet own requirements. The preview setting instruction is an instruction for setting the first preview mode related information (e.g., setting a preview object). The object selected by the user among the candidate preview objects is a first preview object representing the object to be previewed in the first preview mode.
In one embodiment, the determining one or more first preview objects from the candidate preview objects in response to the preview setting instruction in the game editing scene may include the steps of:
Responding to a first preview setting instruction in the game editing scene, and providing a first setting control;
one or more first preview objects are determined from the candidate preview objects in response to a second preview setting instruction for the first setting control.
The first preview setting instruction is an instruction triggering the start of preview setting. In response to the first preview setting instruction, a first setting control is provided, the first setting control being an instruction for setting a preview object. The user may determine the first preview object by operating the first setting control to generate a second preview setting instruction.
In one embodiment, the providing the first setting control in response to the first preview setting instruction in the game editing scene may include the steps of:
Providing a first preview control under the condition that any candidate preview object is taken as a current editing object;
in response to a trigger instruction for the first preview control, a first setting control is provided.
The first preview setting instruction may be a trigger instruction for the first preview control. Referring to fig. 4, when the user selects the sky light switcher, the first preview control 401 is provided by using the sky light switcher as a current editing object or using the sky light as a current editing object. The user clicks or long presses the first preview control 401 to generate a first preview setting instruction, which triggers the provision of the first setting control. For example, in response to a trigger instruction to the first preview control, a preview setting interface is displayed, in which the first setting control is provided. The first setting control may be in the form of a selection control or the like, and the user may select among options corresponding to the candidate preview objects, thereby determining the first preview object.
In one embodiment, the first setting control includes a second setting control corresponding to each candidate preview object. For example, fig. 5 shows a schematic diagram of a preview setting interface in which a second setting control 501 corresponding to each candidate preview object (e.g., sky light, fog, color filter) is provided.
The determining one or more first preview objects from the previewable objects in response to the second preview setting instruction for the first setting control may include the steps of:
and responding to a second preview setting instruction aiming at the second setting controls, and determining a first preview object according to the setting state of each second setting control, wherein the setting state comprises a first state and a second state, and the setting state of the setting control corresponding to the first preview object is the first state.
Referring to fig. 5, the second setting control 501 can be switched between an on state (with a black dot in the middle) which is the first state, and an off state (without a black dot in the middle) which is the second state. The user may switch and set each second setting control 501, if the user sets the second setting control 501 corresponding to sky illumination and the second setting control 501 corresponding to fog effect to be in the first state, and sets the second setting control 501 corresponding to the color filter to be in the second state, it is determined that sky illumination and fog effect are the first preview object, and the color filter is not the first preview object.
Referring to fig. 5, a setting item of the sky background is shown in the preview setting interface. However, since the sky background switcher is not set in the game editing scene, that is, the sky background in the game editing scene has no dynamic effect, the sky background cannot be previewed. Therefore, it can be understood that the game editing scene does not have the previewable object of the sky background at this time, the candidate preview object also does not include the object of the sky background, the setting item of the sky background in the preview setting interface cannot be operated, if the sky background cannot be used as the first preview object, and the dynamic effect of the sky background is not displayed in the preview process.
With continued reference to fig. 2, in step S240, in response to the first preview instruction in the game editing scene, a preview effect of the first preview object is presented in accordance with editing information of the first preview object.
The first preview instruction is an instruction for confirming that the preview is performed in the first preview mode. For example, the preview confirm control 502 is provided in the preview setup interface shown in fig. 5, and the user clicks or long presses the preview confirm control 502 to trigger the first preview instruction. And responding to the first preview instruction, and presenting the preview effect of the first preview object according to the editing information of the first preview object. For example, when it is determined that the sky light and the fog effect are the first preview object, the first preview instruction is responded, and the preview effect of the sky light and the fog effect is displayed according to the dynamic information of the sky light and the fog effect currently edited by the user.
In the preview process, the game editing scene can be displayed in a preview state, and dynamic information is loaded according to the editing information of the first preview object so as to present a dynamic preview effect. Or a game preview scene, such as a scene formed by loading a game map in a preview state, may be additionally set, and a dynamic preview effect is displayed in the game preview scene.
In one embodiment, the game editing preview method may further include the steps of:
The method comprises the steps of responding to a third preview setting instruction aiming at a first preview object, determining a first preview effect and a second preview effect of the first preview object, wherein one of the first preview effect and the second preview effect is an initial effect, the other is an editing preview effect determined according to editing information of the first preview object, or the first preview information and the second preview information are different editing preview effects determined according to different editing information of the first preview object, and the different editing information of the first preview object is information edited through different effect control components corresponding to the first preview object.
Accordingly, the presenting the preview effect of the first preview object according to the editing information of the first preview object may include the following steps:
And according to the editing information of the first preview object, presenting the first preview object to change from the first preview effect to the second preview effect.
It should be appreciated that for the same previewable object, multiple effects may be set for it during editing. For example, a plurality of sky illumination switches can be set for a previewable object of sky illumination, and editing can be performed respectively, and editing information of each sky illumination switch can correspond to a dynamic effect, so that sky illumination can present various dynamic effects in the game running process. The effect set by the user may be referred to as an edit effect, which is distinguished from an initial effect in the game map (i.e., an effect at the start of the game running process, or a default effect in the case where any dynamic effect is not set). In the preview process, the change condition between any two editing effects can be selected for previewing, or the change condition between the initial effect and any one editing effect can be previewed.
The first preview effect refers to an effect before dynamic change in the preview process, and the second preview effect refers to an effect after dynamic change in the preview process. Referring to fig. 5, in the setting item of each candidate preview object, the left side of the arrow indicates a first preview effect, the right side of the arrow indicates a second preview effect, and the user can set for the first preview effect and the second preview effect, respectively. For example, a third setting control 503 is provided through which the user can implement a third preview setting instruction to set the first preview effect and the second preview effect. Illustratively, according to the editing information of the user for the sky illumination, the sky illumination has two editing effects, which are marked as editing effect 1 and editing effect 2. The user can set the first preview effect and the second preview effect to the following cases:
the first preview effect is an initial effect, and the second preview effect is an editing effect 1;
the first preview effect is an initial effect, and the second preview effect is an editing effect 2;
the first preview effect is editing effect 1, and the second preview effect is initial effect;
The first preview effect is an editing effect 1, and the second preview effect is an editing effect 2;
the first preview effect is an editing effect 2, and the second preview effect is an initial effect;
The first preview effect is edit effect 2 and the second preview effect is edit effect 1.
Thus, the user can freely and flexibly set the first preview effect and the second preview effect. Accordingly, in the preview process, a screen in which the first preview object changes from the first preview effect to the second preview effect is displayed. The preview requirements of the diversification of users can be met.
In one embodiment, the determining the first preview effect and the second preview effect of the first preview object in response to the third preview setting instruction for the first preview object may include the steps of:
In response to a third preview setting instruction for the first preview object, a first preview effect and a second preview effect of the first preview object are determined according to a selection result in an effect control component corresponding to the initial effect and the first preview object.
For example, three fog switches, namely a fog switch 1, a fog switch 2 and a fog switch 3, are arranged in the game editing scene. Referring to fig. 6, if it is determined that the fog effect is the first preview object, when the first preview effect and the second preview effect are set for the fog effect, the provided options include an initial effect (i.e., a "scene default effect"), the fog effect switcher 1, the fog effect switcher 2, and the fog effect switcher 3. If the user sets the first preview effect to be the fog effect switch 1, the first preview effect is indicated as the preview effect determined according to the editing information of the fog effect switch 1. Further, the editing information of the mist switch 1 comprises a process parameter 1 and a state 1, wherein the state 1 indicates that the mist switch 1 is changed to the state 1 according to the process parameter 1, the editing information of the mist switch 2 comprises a process parameter 2 and a state 2, wherein the state 2 indicates that the mist switch 2 is changed to the state 2 according to the process parameter 2, and the editing information of the mist switch 3 comprises a process parameter 3 and a state 3, wherein the state 3 indicates that the mist switch is changed to the state 3 according to the process parameter 3. Fig. 7 shows a schematic diagram of setting a first preview effect and a second preview effect, the first preview effect of the fog effect may be set as the fog effect switcher 1 and the second preview effect may be set as the fog effect switcher 3. In the preview process, the fog effect is initially displayed as state 1 and the process of changing to state 3 according to process parameter 3 is displayed.
Through the first preview mode, a user can flexibly select which objects can be previewed, a plurality of objects can be previewed at one time, different effects can be set for previewing, and the method is very convenient.
In one embodiment, the game editing preview method may further include the steps of:
when the second preview object in the previewable objects is the current editing object, responding to the second preview instruction, and presenting the preview effect of the second preview object according to the editing information of the second preview object.
In addition to the first preview mode, a second preview mode (or referred to as an individual preview mode) may be provided, which is a mode for individually previewing the current editing object. The second preview object may be any previewable object. The second preview instruction is an instruction to trigger preview in the second preview mode. For example, in the case that the second preview object in the previewable objects is taken as the current editing object, a second preview control corresponding to the second preview object may be provided, and in response to a trigger instruction for the second preview control, a preview effect of the second preview object is presented according to editing information of the second preview object. For example, when the user selects the sky light switcher, the second preview control 402 may be provided in a setting interface of the sky light switcher, and when the user clicks or presses the second preview control 402 for a long time, the user triggers to enter a preview state, only the preview effect of the sky light switcher is displayed, and the preview effects of other scene components or environmental elements are not displayed.
Compared with the first preview mode, the operation process of the second preview mode is simpler, for example, a user can directly enter the second preview mode by triggering the second preview control to preview the current editing object. When the user needs to independently preview the current editing object, the second preview mode is more convenient to use.
By providing the at least two preview modes, the editing and preview operation process of the user is more free and flexible.
In one embodiment, the preview effect of the first preview object includes a dynamic effect. The presenting the preview effect of the first preview object according to the editing information of the first preview object may include the steps of:
And according to the editing information of the first preview object, presenting the dynamic effect of the first preview object from the preview starting moment.
In the game running process, the dynamic effect of the previewable object can have a certain triggering condition. In the preview process, in order to enable the user to immediately see the dynamic effect, the user does not need to wait until the trigger condition is met and then starts to present the dynamic effect of the first preview object from the preview starting time. The trigger condition can be always met in the process of setting the preview in the program, or only the instruction of the dynamic effect part in the dynamic information (or editing information) of the first preview object is executed, and the trigger condition is not judged. Thus, the preview time can be reduced and the preview efficiency can be improved.
In one embodiment, the game editing preview method may further include the steps of:
And determining the preview duration according to the effect duration of the first preview object.
And stopping previewing when the previewing duration is reached in the process of presenting the previewing effect of the first previewing object.
The duration of the effect of the first preview object may be set when the first preview object is edited, for example, in a setting interface of the effect control component shown in fig. 4, a user may set the duration of the illumination transformation time, which indicates the duration of the dynamic effect thereof, that is, the duration of the process of changing from one state to another state. If the first preview effect and the second preview effect are set for the first preview object, determining the preview duration according to the effect duration of the second preview effect. As in the preview setting interface shown in fig. 7, the first preview effect of the fog is set as the fog switcher 1, the second preview effect of the fog is set as the fog switcher 3, and the effect duration (i.e., 3 s) set in the fog switcher 3 may be set as the preview duration of the first preview object.
In the preview process, a dynamic change process, such as presenting a dynamic effect of the first preview object from the preview start time, may be mainly presented, so that the duration of the effect of the first preview object is the preview duration. And in the preview process, stopping the preview after reaching the preview time, and after stopping the preview, exiting to return to the game editing scene, returning to the editing state, or staying in the preview state, and displaying the state of the first preview object after dynamic change.
In one embodiment, if there are a plurality of first preview objects, the preview duration is determined according to the maximum value of the effect durations of the plurality of first preview objects. For example, referring to fig. 5, two first preview objects are set, where the duration of the effect of sky illumination is 1s and the duration of the effect of fog effect is 5s. The preview duration is determined to be the maximum of them, i.e., 5s. And may display the preview duration in the preview setup interface, such as displaying the information "5s" in the preview confirm control 502.
In one embodiment, a countdown of the preview duration may be displayed during the preview process. Fig. 8 shows a schematic diagram of a preview setup interface in the preview process in which the original preview confirm control 502 becomes a stop preview control 504 and may count down in the real preview duration of the stop preview control 504. If the preview duration is 5s, at the beginning of the preview, 5s may be displayed, and as the preview process proceeds, the remaining duration of the preview process is displayed, for example, 5s gradually decreases to 4.5s, 4s, 3.5s, until the preview process ends, and the time becomes 0. The user may also click on the stop preview control 504 before the preview ends to end the preview process in advance.
By the method, a user can more clearly understand the preview process and control the preview process. If the preview time length can be controlled according to the self requirement, the preview process can be finished in advance after the required preview information is seen, and the like.
The exemplary embodiment of the present disclosure also provides a game editing preview apparatus. Referring to fig. 9, the game edit preview apparatus 900 may include the following program modules:
a game editing scene display module 910 configured to display a game editing scene in a graphical user interface;
an editing module 920 configured to determine editing information of a previewable object of the game editing scene in response to a first editing instruction in the game editing scene;
A preview setting module 930 configured to determine one or more first preview objects from among candidate preview objects including all or part of the previewable objects in response to a preview setting instruction in the game editing scene;
A preview effect presenting module 940 configured to present a preview effect of the first preview object according to editing information of the first preview object in response to a first preview instruction in the game editing scene.
In one embodiment, the determining one or more first preview objects from candidate preview objects in response to preview setting instructions in the game editing scene includes providing a first setting control in response to first preview setting instructions in the game editing scene, and determining one or more first preview objects from the candidate preview objects in response to second preview setting instructions for the first setting control.
In one embodiment, the responding to the first preview setting instruction in the game editing scene provides a first setting control, wherein the responding to the first preview setting instruction in the game editing scene comprises the steps of providing the first preview control under the condition that any candidate preview object is taken as a current editing object, and responding to the triggering instruction of the first preview control to provide the first setting control.
In one embodiment, the first setting control comprises a second setting control corresponding to each candidate preview object, the responding to the second preview setting instruction of the first setting control determines one or more first preview objects from the previewable objects, the responding to the second preview setting instruction of the second setting control comprises determining the first preview object according to the setting state of each second setting control, wherein the setting state comprises a first state and a second state, and the setting state of the setting control corresponding to the first preview object is the first state.
In one embodiment, the method for determining the editing information of the previewable object of the game editing scene in response to the first editing instruction in the game editing scene comprises the steps of generating an effect control component in the game editing scene in response to a component generating instruction in the game editing scene, wherein the effect control component is a scene component used for controlling the dynamic effect of the corresponding previewable object, and determining the editing information of the previewable object corresponding to the effect control component in response to a second editing instruction aiming at the effect control component.
In one embodiment, the preview setting module 930 is further configured to determine a first preview effect and a second preview effect of the first preview object in response to a third preview setting instruction for the first preview object, wherein one of the first preview effect and the second preview effect is an initial effect, the other is an editing preview effect determined according to editing information of the first preview object, or the first preview information and the second preview information are different editing preview effects determined according to different editing information of the first preview object, the different editing information of the first preview object is information edited by different effect control components corresponding to the first preview object, and the displaying the preview effect of the first preview object according to the editing information of the first preview object includes displaying a change from the first preview effect to the second preview effect according to the editing information of the first preview object.
In one embodiment, the determining the first preview effect and the second preview effect of the first preview object in response to the third preview setting instruction for the first preview object includes determining the first preview effect and the second preview effect of the first preview object according to a selection result in an initial effect and an effect control component corresponding to the first preview object in response to the third preview setting instruction for the first preview object.
In one embodiment, the preview effect presenting module 940 is further configured to determine a preview duration according to the duration of the effect of the first preview object, and stop the preview if the preview duration is reached during the presenting of the preview effect of the first preview object.
In one embodiment, the determining the preview duration according to the duration of the effect of the first preview object includes determining the preview duration according to the maximum value of the durations of the effect of the plurality of first preview objects if the plurality of first preview objects exist.
In one embodiment, the preview effect of the first preview object comprises a dynamic effect, and the presenting the preview effect of the first preview object according to the editing information of the first preview object comprises presenting the dynamic effect of the first preview object from the preview starting time according to the editing information of the first preview object.
In one embodiment, the preview effect presenting module 940 is further configured to, in a case where a second preview object of the previewable objects is a current editing object, respond to a second preview instruction and present a preview effect of the second preview object according to editing information of the second preview object.
The specific details of each part in the above apparatus are already described in the method part embodiments, and the details not disclosed can refer to the embodiment content of the method part, so that the details are not repeated.
It should be noted that although in the above detailed description several modules or units of a device for action execution are mentioned, such a division is not mandatory. Indeed, the features and functionality of two or more modules or units described above may be embodied in one module or unit in accordance with exemplary embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into a plurality of modules or units to be embodied.
Exemplary embodiments of the present disclosure also provide a computer program product. The computer program product comprises a computer program which, when executed by a processor, implements the above method.
In one embodiment, the computer program product may be a tangible product comprising a computer program, such as a computer readable storage medium having the computer program stored thereon. The readable storage medium may be a storage medium based on signals of electric, magnetic, optical, electromagnetic, infrared, etc., including, but not limited to, random Access Memory (RAM), read Only Memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid State Disk (SSD), etc. By way of example, the computer program product may be embodied as a non-volatile storage medium, such as read-only memory, nand flash memory (NAND FLASH), or the like, in which the computer program is stored.
In one embodiment, the computer program product may be an intangible product containing a computer program. By way of example, the computer program product may be embodied as a virtual digital product, such as a digital file, an executable file storing a computer program, an installation package, or the like.
The code of the computer program may be written in one or more programming languages. Programming languages such as C language, java, c++, etc. The program code may execute entirely on the user's computing device, or partly on the user's computing device, or as a stand-alone software package, or partly on the user's computing device, partly on a remote computing device, or entirely on the remote computing device or server. In the case of remote computing devices, the remote computing device may be connected to the user computing device through any kind of network, such as a Local Area Network (LAN), wide Area Network (WAN), etc., or may be connected to an external computing device (e.g., an Internet connection provided by an operator).
The computer program may be carried or transmitted by signals of electronic, magnetic, optical, electromagnetic, infrared, etc. The electronic device may convert a signal carrying the computer program into a digital signal, thereby running the computer program. When the computer program is run on the electronic device, its code is used for causing the electronic device to execute (more specifically, the processor of the electronic device may be caused to execute) the method steps of the various exemplary embodiments of the present disclosure, such as may be performed by displaying a game editing scene in a graphical user interface, step S210, determining editing information of previewable objects of the game editing scene in response to a first editing instruction in the game editing scene, step S230, determining one or more first preview objects from candidate preview objects in response to a preview setting instruction in the game editing scene, the candidate preview objects including all or part of the previewable objects, and step S240, in response to the first preview instruction in the game editing scene, presenting a preview effect of the first preview objects according to the editing information of the first preview objects.
The method steps are realized through the computer program, a new preview mode is provided, a user is allowed to select an object to be previewed instead of only previewing a scene component which is currently edited, so that the limitation of a single preview mode in the related technology is broken through, particularly, the user is allowed to select a plurality of objects to be previewed at one time, such as the condition that sky illumination, sky background, fog effect and color filters in a preview display game map are dynamically changed at the same time, and the effect after a plurality of dynamic processes are displayed, so that the preview effect is more similar to the effect of actual game operation, the editing and preview requirements of the user are met, the user is facilitated to accurately adjust editing information according to the preview effect, and the editing effect and editing efficiency are improved.
Exemplary embodiments of the present disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as may be a computer program. The processor performs the method steps of the various exemplary embodiments of the present disclosure by executing the executable instructions.
In one implementation, the electronic device may further include a display for displaying the graphical user interface.
An electronic device is illustrated in the form of a general purpose computing device with reference to fig. 10. It should be understood that the electronic device 1000 shown in fig. 10 is merely an example and should not be construed as limiting the functionality and scope of use of embodiments of the present disclosure.
As shown in FIG. 10, electronic device 1000 may include a processor 1010, memory 1020, bus 1030, I/O (input/output) interface 1040, network adapter 1050, and display 1060.
Memory 1020 may include volatile memory such as RAM 1021, cache unit 1022, and may also include nonvolatile memory such as ROM 1023. 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 which may include an implementation of a network environment. For example, program modules 1024 may include modules in the apparatus described above.
The Processor 1010 may include one or more processing units, for example, the Processor 1010 may include processing units such as an AP (Application Processor ), modem Processor, GPU (Graphics Processing Unit, graphics Processor), ISP (IMAGE SIGNAL Processor ), controller, encoder, decoder, DSP (DIGITAL SIGNAL Processor ), baseband Processor, and/or NPU (Neural-Network Processing Unit, neural network Processor).
The processor 1010 may be configured to execute executable instructions stored in the memory 1020, such as displaying a game editing scene in a graphical user interface, step S210, determining editing information of previewable objects of the game editing scene in response to a first editing instruction in the game editing scene, step S230, determining one or more first preview objects from candidate preview objects in response to a preview setting instruction in the game editing scene, the candidate preview objects including all or part of the previewable objects, and step S240, presenting a preview effect of the first preview objects according to the editing information of the first preview objects in response to the first preview instruction in the game editing scene.
The above method steps are executed by the processor 1010, which provides a new preview mode, allows the user to select the object to be previewed instead of only previewing the currently edited scene component, thereby breaking through the limitation of a single preview mode in the related art, particularly allowing the user to select a plurality of objects to be previewed once, such as the situation that sky illumination, sky background, fog effect and color filters in the preview display game map are dynamically changed at the same time, and displaying the effect after a plurality of dynamic processes are finished, so that the preview effect is more similar to the effect of actual game running, the editing and previewing requirements of the user are met, the user can accurately adjust editing information according to the preview effect, and the editing effect and editing efficiency are improved.
The bus 1030 is used to enable connections between the various components of the electronic device 1000 and may include a data bus, an address bus, and a control bus.
The electronic device 1000 can communicate with one or more external devices 1100 (e.g., keyboard, mouse, external controller, etc.) through the I/O interface 1040.
Electronic device 1000 can communicate with one or more networks through network adapter 1050, e.g., network adapter 1050 can provide a mobile communication solution such as 3G/4G/5G, or a wireless communication solution such as wireless local area network, bluetooth, near field communication, etc. Network adapter 1050 can communicate with other modules of electronic device 1000 via bus 1030.
The electronic device 1000 may display a graphical user interface, such as displaying game editing scenes or the like, through the display 1060.
Although not shown in FIG. 10, other hardware and/or software modules may also be provided in electronic device 1000, including, but not limited to, microcode, device drivers, redundant processors, external disk drive arrays, tape drives, and data backup storage systems, among others.
From the foregoing, it will be appreciated that the techniques of this disclosure may be implemented as a method, apparatus, system, computer program product, storage medium, electronic device, or the like. Those skilled in the art will appreciate that the various aspects of the disclosure may be embodied in the form of an entirely hardware embodiment, an entirely software embodiment (including firmware, microcode, etc.), or an embodiment combining hardware and software aspects that may be referred to as a "circuit," "module" or "system," respectively.
It is to be understood that the disclosure is not limited to the particular process steps or structures described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. Other embodiments will readily occur to those skilled in the art based on the specific embodiments provided by this disclosure. Accordingly, the detailed description provided herein is exemplary only, and the scope and spirit of the present disclosure is indicated by the appended claims, to encompass any modifications, uses, or adaptations of the disclosure following the general principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains.
Claims (14)
1. A game editing preview method, the method comprising:
Displaying a game editing scene in a graphical user interface;
Responding to a first editing instruction in the game editing scene, and determining editing information of previewable objects of the game editing scene;
Determining one or more first preview objects from candidate preview objects in response to a preview setting instruction in the game editing scene;
And responding to a first preview instruction in the game editing scene, and presenting the preview effect of the first preview object according to the editing information of the first preview object.
2. The method of claim 1, wherein the determining one or more first preview objects from candidate preview objects in response to a preview setting instruction in the game editing scene comprises:
responding to a first preview setting instruction in the game editing scene, and providing a first setting control;
One or more first preview objects are determined from the candidate preview objects in response to a second preview setting instruction for the first setting control.
3. The method of claim 2, wherein the providing a first setting control in response to a first preview setting instruction in the game editing scene comprises:
Providing a first preview control under the condition that any candidate preview object is taken as a current editing object;
and responding to a trigger instruction of the first preview control, and providing the first setting control.
4. The method of claim 2, wherein the first setting control comprises a second setting control corresponding to each candidate preview object, wherein the determining one or more first preview objects from the previewable objects in response to the second preview setting instruction for the first setting control comprises:
And responding to a second preview setting instruction aiming at the second setting control, and determining the first preview object according to the setting state of each second setting control, wherein the setting state comprises a first state and a second state, and the setting state of the setting control corresponding to the first preview object is the first state.
5. The method of claim 1, wherein the determining edit information of the previewable object of the game edit scene in response to the first edit instruction in the game edit scene comprises:
Generating an effect control component in the game editing scene in response to a component generation instruction in the game editing scene, wherein the effect control component is a scene component for controlling dynamic effects of corresponding previewable objects;
and responding to a second editing instruction aiming at the effect control component, and determining editing information of the previewable object corresponding to the effect control component.
6. The method of claim 5, wherein the method further comprises:
Determining a first preview effect and a second preview effect of the first preview object in response to a third preview setting instruction for the first preview object, wherein one of the first preview effect and the second preview effect is an initial effect, the other is an editing preview effect determined according to editing information of the first preview object, or the first preview information and the second preview information are different editing preview effects determined according to different editing information of the first preview object, and the different editing information of the first preview object is information edited by different effect control components corresponding to the first preview object;
The presenting the preview effect of the first preview object according to the editing information of the first preview object includes:
and according to the editing information of the first preview object, presenting the first preview object to change from the first preview effect to the second preview effect.
7. The method of claim 6, wherein the determining the first preview effect and the second preview effect for the first preview object in response to the third preview setting instruction for the first preview object comprises:
And responding to a third preview setting instruction aiming at the first preview object, and determining a first preview effect and a second preview effect of the first preview object according to a selection result in an effect control component corresponding to the first preview object and the initial effect.
8. The method according to claim 1, wherein the method further comprises:
Determining a preview duration according to the effect duration of the first preview object;
and stopping previewing if the previewing duration is reached in the process of presenting the previewing effect of the first previewing object.
9. The method of claim 8, wherein the determining a preview duration from the effect duration of the first preview object comprises:
and if a plurality of first preview objects exist, determining the preview duration according to the maximum value of the effect duration of the plurality of first preview objects.
10. The method of claim 1, wherein the preview effect of the first preview object comprises a dynamic effect, wherein the presenting the preview effect of the first preview object in accordance with the editing information of the first preview object comprises:
and presenting the dynamic effect of the first preview object from the preview starting moment according to the editing information of the first preview object.
11. The method according to claim 1, wherein the method further comprises:
and responding to a second preview instruction under the condition that a second preview object in the previewable objects is taken as a current editing object, and presenting the preview effect of the second preview object according to the editing information of the second preview object.
12. A game editing preview apparatus, the apparatus comprising:
A game editing scene display module configured to display a game editing scene in a graphical user interface;
an editing module configured to determine editing information of previewable objects of the game editing scene in response to a first editing instruction in the game editing scene;
a preview setting module configured to determine one or more first preview objects from among candidate preview objects in response to a preview setting instruction in the game editing scene, the candidate preview objects including all or part of the previewable objects;
And the preview effect presentation module is configured to respond to a first preview instruction in the game editing scene and present the preview effect of the first preview object according to the editing information of the first preview object.
13. A computer program product comprising a computer program, characterized in that the computer program, when executed by a processor, implements the method of any one of claims 1 to 11.
14. An electronic device, comprising:
A processor;
a memory for storing executable instructions of the processor;
Wherein the processor is configured to perform the method of any one of claims 1 to 11 via execution of the executable instructions.
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