WO2023142494A1 - Resource data processing method and system, editor, electronic device, and storage medium - Google Patents

Resource data processing method and system, editor, electronic device, and storage medium Download PDF

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WO2023142494A1
WO2023142494A1 PCT/CN2022/118505 CN2022118505W WO2023142494A1 WO 2023142494 A1 WO2023142494 A1 WO 2023142494A1 CN 2022118505 W CN2022118505 W CN 2022118505W WO 2023142494 A1 WO2023142494 A1 WO 2023142494A1
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resource
game
modification information
modification
running
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PCT/CN2022/118505
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French (fr)
Chinese (zh)
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王凯鹏
林顺
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厦门雅基软件有限公司
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Publication of WO2023142494A1 publication Critical patent/WO2023142494A1/en

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    • 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

Abstract

The present application provides a resource data processing method and system, an editor, an electronic device, and a storage medium. The method comprises: receiving first resource modification information for a game and from a development end, and/or obtaining a modification operation performed on the game at a running end; modifying resource data of the game according to the first resource modification information and/or the modification operation by means of a running game engine; and if the resource data of the game is modified according to the modification operation, sending generated second resource modification information to the development end, so that the modification of the game resource on the development end is achieved, the modification can be immediately synchronized to the running end, the resource data is accordingly modified by the running end, and a modification effect can be seen in real time. If a running effect or the modification effect on the game is not satisfied, the game can also be directly modified at the running end, and then the effect of the modification conforming to an expectation is synchronized to the development end, so that game development efficiency is effectively improved.

Description

资源数据处理方法、系统、编辑器、电子设备及存储介质Resource data processing method, system, editor, electronic device and storage medium
相关申请的交叉引用Cross References to Related Applications
本申请要求2022年1月26日提交的申请号为202210095745.5的中国国家专利申请的优先权,其全部内容通过参考并入本文。This application claims priority to Chinese National Patent Application No. 202210095745.5 filed on January 26, 2022, the entire contents of which are incorporated herein by reference.
技术领域technical field
本申请涉及游戏开发技术领域,具体而言,本申请涉及一种资源数据处理方法、系统、编辑器、电子设备及存储介质。The present application relates to the technical field of game development, in particular, the present application relates to a resource data processing method, system, editor, electronic equipment and storage medium.
背景技术Background technique
游戏引擎是指一些已编写好的可编辑电脑游戏系统或者一些交互式实时图像应用程序的核心组件。游戏引擎为游戏设计者提供编写游戏所需的各种工具,其目的在于让游戏设计者更容易和快速地做出游戏程序而不用由零开始。编辑器为游戏引擎定制打造,包含从设计、开发、预览、调试到发布的整个工作流所需的全功能。Game engine refers to the core components of some well-written editable computer game systems or some interactive real-time graphics applications. The game engine provides game designers with various tools needed to write games, and its purpose is to make game programs easier and faster for game designers without starting from scratch. The editor is custom-built for the game engine and includes all the functions needed for the entire workflow from design, development, preview, debugging to publishing.
目前基于游戏引擎的开发流程,一般都是在编辑器上发布游戏,在目标设备上运行。如果目标设备上运行效果不符合预期,那么只能重复上述流程,直到目标设备上的游戏运行效果符合预期。这样的机制,会导致开发的时间变长。The current development process based on the game engine generally releases the game on the editor and runs it on the target device. If the running effect on the target device does not meet expectations, the above process can only be repeated until the running effect of the game on the target device meets expectations. Such a mechanism will lead to a longer development time.
发明内容Contents of the invention
本申请实施例旨在能解决游戏开发过程中的资源修改效率低的技术问题。The embodiment of the present application aims to solve the technical problem of low resource modification efficiency in the game development process.
第一方面,本申请实施例提供了一种资源数据的处理方法,应用于运行端,该方法包括:In the first aspect, the embodiment of the present application provides a method for processing resource data, which is applied to the running end, and the method includes:
接收来自开发端的针对游戏的第一资源修改信息,和/或,获取用于 在运行端对游戏进行的修改操作;Receive the first resource modification information for the game from the development end, and/or obtain the modification operation for the game on the running end;
通过运行的该游戏的游戏引擎,根据第一资源修改信息和/或修改操作,修改游戏的资源数据;Modify the resource data of the game according to the first resource modification information and/or modification operation through the running game engine of the game;
若根据修改操作修改游戏的资源数据,则将生成的第二资源修改信息发送给开发端。If the resource data of the game is modified according to the modification operation, the generated second resource modification information is sent to the development end.
第二方面,本申请实施例提供了一种资源数据的处理方法,应用于开发端,该方法包括:In the second aspect, the embodiment of the present application provides a method for processing resource data, which is applied to the development end, and the method includes:
获取开发端对游戏进行修改的第一资源修改信息;Obtain the first resource modification information for modifying the game by the development end;
将第一资源修改信息发送给运行端,以使得运行端根据第一资源修改信息修改安装的游戏的资源数据;sending the first resource modification information to the running terminal, so that the running terminal modifies the resource data of the installed game according to the first resource modification information;
和/或,接收来自运行端的针对游戏的第二资源修改信息,第二资源修改信息是基于在运行端对游戏进行的修改操作生成的;And/or, receiving second resource modification information for the game from the running terminal, where the second resource modification information is generated based on a modification operation performed on the game at the running terminal;
基于第二资源修改信息,得到游戏的资源文件。Based on the second resource modification information, the resource file of the game is obtained.
第三方面,本申请实施例提供了一种编辑器,应用于运行端,该编辑器包括:In the third aspect, the embodiment of the present application provides an editor, which is applied to the running terminal, and the editor includes:
同步模块和/或操作模块,同步模块用于接收来自开发端的针对游戏的第一资源修改信息,操作模块用于获取用于在运行端对游戏进行的修改操作;A synchronization module and/or an operation module, the synchronization module is used to receive the first resource modification information for the game from the development end, and the operation module is used to obtain the modification operation for the game on the running end;
修改模块,用于通过运行的该游戏的游戏引擎,根据第一资源修改信息和/或修改操作,修改游戏的资源数据;The modification module is used to modify the resource data of the game according to the first resource modification information and/or modification operation through the running game engine of the game;
若根据修改操作修改游戏的资源数据,则同步模块还用于将生成的第二资源修改信息发送给开发端。If the resource data of the game is modified according to the modification operation, the synchronization module is further configured to send the generated second resource modification information to the development end.
第四方面,本申请实施例提供了一种编辑器,应用于开发端,该编辑器包括:In the fourth aspect, the embodiment of the present application provides an editor, which is applied to the development end, and the editor includes:
获取模块,用于获取开发端对游戏进行修改的第一资源修改信息;The obtaining module is used to obtain the first resource modification information for modifying the game by the development end;
通信模块,用于将第一资源修改信息发送给运行端,以使得运行端根据第一资源修改信息修改安装的游戏的资源数据,和/或,接收来自运行端的针对游戏的第二资源修改信息,第二资源修改信息是基于在运行端对游戏进行的修改操作生成的;The communication module is configured to send the first resource modification information to the running terminal, so that the running terminal modifies the resource data of the installed game according to the first resource modification information, and/or, receives the second resource modification information for the game from the running terminal , the second resource modification information is generated based on the modification operation performed on the game at the running end;
生成模块,用于基于第二资源修改信息,得到游戏的资源文件。The generation module is used to obtain the resource file of the game based on the second resource modification information.
第五方面,本申请实施例提供了一种资源数据的处理系统,该系统包括:In the fifth aspect, the embodiment of the present application provides a resource data processing system, the system includes:
运行端,用于执行本申请实施例的第一方面提供的资源数据的处理方法;The running terminal is used to execute the resource data processing method provided in the first aspect of the embodiment of the present application;
开发端,用于执行本申请实施例的第二方面提供的资源数据的处理方法。The development end is configured to execute the resource data processing method provided in the second aspect of the embodiment of the present application.
第六方面,本申请实施例提供了一种电子设备,该电子设备包括存储器、处理器及存储在存储器上的计算机程序,该处理器执行该计算机程序以实现本申请实施例的第一方面提供的资源数据的处理方法的步骤。In a sixth aspect, an embodiment of the present application provides an electronic device, the electronic device includes a memory, a processor, and a computer program stored on the memory, and the processor executes the computer program to implement the first aspect of the embodiment of the present application. The steps of the resource data processing method.
第七方面,本申请实施例提供了一种电子设备,该电子设备包括存储器、处理器及存储在存储器上的计算机程序,该处理器执行该计算机程序以实现本申请实施例的第二方面提供的资源数据的处理方法的步骤。In a seventh aspect, an embodiment of the present application provides an electronic device, the electronic device includes a memory, a processor, and a computer program stored on the memory, and the processor executes the computer program to implement the second aspect of the embodiment of the present application. The steps of the resource data processing method.
第八方面,本申请实施例提供了一种计算机可读存储介质,其上存储有计算机程序,该计算机程序被处理器执行时实现本申请实施例的第一方面提供的资源数据的处理方法的步骤。In the eighth aspect, the embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the resource data processing method provided in the first aspect of the embodiment of the present application is implemented. step.
第九方面,本申请实施例提供了一种计算机可读存储介质,其上存储有计算机程序,该计算机程序被处理器执行时实现本申请实施例的第二方面提供的资源数据的处理方法的步骤。In the ninth aspect, the embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the resource data processing method provided in the second aspect of the embodiment of the present application is implemented. step.
第十方面,本申请实施例提供了一种计算机程序产品,该计算机程序被处理器执行时实现本申请实施例的第一方面提供的资源数据的处理方法的步骤。In a tenth aspect, the embodiment of the present application provides a computer program product, which implements the steps of the resource data processing method provided in the first aspect of the embodiment of the present application when the computer program is executed by a processor.
第十一方面,本申请实施例提供了一种计算机程序产品,该计算机程序被处理器执行时实现本申请实施例的第二方面提供的资源数据的处理方法的步骤。In an eleventh aspect, the embodiment of the present application provides a computer program product, which implements the steps of the resource data processing method provided in the second aspect of the embodiment of the present application when the computer program is executed by a processor.
附图说明Description of drawings
为了更清楚地说明本申请实施例中的技术方案,下面将对本申请实施例描述中所需要使用的附图作简单地介绍。In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings that need to be used in the description of the embodiments of the present application.
图1为本申请实施例提供的一种资源数据的处理方法的流程示意图;FIG. 1 is a schematic flowchart of a resource data processing method provided by an embodiment of the present application;
图2为本申请实施例提供的一种工具选择的示意图;Fig. 2 is a schematic diagram of a tool selection provided in the embodiment of the present application;
图3为本申请实施例提供的一种空间属性调整控件的示意图;FIG. 3 is a schematic diagram of a spatial attribute adjustment control provided by an embodiment of the present application;
图4为本申请实施例提供的另种资源数据的处理方法的流程示意图;FIG. 4 is a schematic flowchart of another resource data processing method provided by the embodiment of the present application;
图5为本申请实施例提供的一种资源数据的处理系统的架构示意图;FIG. 5 is a schematic structural diagram of a resource data processing system provided by an embodiment of the present application;
图6为本申请实施例提供的一种游戏资源修改的示例图;Fig. 6 is an example diagram of a game resource modification provided by the embodiment of the present application;
图7为本申请实施例提供的另一种游戏资源修改的示例图;FIG. 7 is an example diagram of another game resource modification provided by the embodiment of the present application;
图8为本申请实施例提供的一种资源数据的处理装置的结构示意图;FIG. 8 is a schematic structural diagram of a device for processing resource data provided by an embodiment of the present application;
图9为本申请实施例提供的另种资源数据的处理装置的结构示意图;FIG. 9 is a schematic structural diagram of another resource data processing device provided by the embodiment of the present application;
图10为本申请实施例提供的一种电子设备的结构示意图。FIG. 10 is a schematic structural diagram of an electronic device provided by an embodiment of the present application.
具体实施方式Detailed ways
下面结合本申请中的附图描述本申请的实施例。应理解,下面结合附图所阐述的实施方式,是用于解释本申请实施例的技术方案的示例性描述,对本申请实施例的技术方案不构成限制。Embodiments of the present application are described below with reference to the drawings in the present application. It should be understood that the implementation manner described below in conjunction with the accompanying drawings is an exemplary description for explaining the technical solutions of the embodiments of the present application, and does not limit the technical solutions of the embodiments of the present application.
本技术领域技术人员可以理解,除非特意声明,这里使用的单数形式“一”、“一个”和“该”也可包括复数形式。应该进一步理解的是,本申请实施例所使用的术语“包括”以及“包含”是指相应特征可以实现为所呈现的信息、数据、步骤、操作、元件和/或组件,但不排除实现为本技术领域所支持其他特征、信息、数据、步骤、操作、元件、组件和/或它们的组合等。应该理解,当我们称一个元件被“连接”或“耦接”到另一元件时,该一个元件可以直接连接或耦接到另一元件,也可以指该一个元件和另一元件通过中间元件建立连接关系。此外,这里使用的“连接”或“耦接”可以包括无线连接或无线耦接。这里使用的术语“和/或”指示该术语所限定的项目中的至少一个,例如“A和/或B”可以实现为“A”,或者实现为“B”,或者实现为“A和B”。Those skilled in the art will understand that the singular forms "a", "an" and "the" used herein may also include plural forms unless otherwise stated. It should be further understood that the terms "comprising" and "comprising" used in the embodiments of the present application mean that the corresponding features can be implemented as presented information, data, steps, operations, elements and/or components, but do not exclude implementation as Other features, information, data, steps, operations, elements, components and/or their combinations etc. are supported by the technical field. It should be understood that when we say that an element is "connected" or "coupled" to another element, the one element can be directly connected or coupled to the other element, or it can mean that the one element and another element pass through intermediate elements. Establish a connection relationship. Additionally, "connected" or "coupled" as used herein may include wireless connection or wireless coupling. The term "and/or" used herein indicates at least one of the items defined by the term, for example, "A and/or B" can be implemented as "A", or as "B", or as "A and B ".
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。In order to make the purpose, technical solution and advantages of the present application clearer, the implementation manners of the present application will be further described in detail below in conjunction with the accompanying drawings.
首先对本申请涉及的几个名词进行介绍和解释:First, introduce and explain several terms involved in this application:
(1)开发端:游戏开发者用于编译游戏的客户端或终端设备。(1) Development end: The client or terminal device used by game developers to compile games.
(2)发布游戏:控制游戏在目标设备上安装及运行,具体的发布方式包括但不限于拷贝资源到目标设备进行安装及运行,控制目标设备上在线下载游戏进行安装及运行等。(2) Release the game: control the installation and operation of the game on the target device. The specific release methods include but are not limited to copying resources to the target device for installation and operation, controlling the online download of the game on the target device for installation and operation, etc.
(3)运行端:即游戏发布的客户端或目标设备。(3) Running end: the client or target device where the game is released.
(4)游戏引擎:可编辑电脑游戏系统或者一些交互式实时图像应用程序的核心组件。(4) Game engine: the core component of an editable computer game system or some interactive real-time image applications.
(5)编辑器:游戏可视化开发工具,包含游戏设计、游戏开发、游戏预览、游戏调试即游戏发布等功能。(5) Editor: a visual game development tool, including functions such as game design, game development, game preview, game debugging, and game release.
下面通过对几个示例性实施方式的描述,对本申请实施例的技术方案以及本申请的技术方案产生的技术效果进行说明。需要指出的是,下述实施方式之间可以相互参考、借鉴或结合,对于不同实施方式中相同的术语、相似的特征以及相似的实施步骤等,不再重复描述。The following describes the technical solutions of the embodiments of the present application and the technical effects produced by the technical solutions of the present application by describing several exemplary implementations. It should be pointed out that the following embodiments may refer to, learn from or combine with each other, and the same terms, similar features, and similar implementation steps in different embodiments will not be described repeatedly.
本申请实施例中提供了一种资源数据的处理方法,应用于运行端,如图1所示,该方法包括:The embodiment of this application provides a resource data processing method, which is applied to the running end, as shown in Figure 1, the method includes:
步骤S101:接收来自开发端的针对游戏的第一资源修改信息,和/或,获取用于在运行端对游戏进行的修改操作;Step S101: receiving the first resource modification information for the game from the development end, and/or obtaining modification operations for the game on the execution end;
本申请实施例中,在开发端将游戏发布到运行端后,若开发端对游戏资源进行了修改,则可以将此次修改生成的第一资源修改信息发送给运行端,运行端接收到来自开发端的第一资源修改信息,可以同步对发布的游戏进行资源的修改。In this embodiment of the application, after the development end publishes the game to the running end, if the development end modifies the game resources, it can send the first resource modification information generated by this modification to the running end, and the running end receives the information from the The first resource modification information on the development side can simultaneously modify the resources of the released game.
本申请实施例中,在开发端将游戏发布到运行端后,也可以直接在运行端上,通过对游戏进行的修改操作,对发布的游戏进行资源的修改。In this embodiment of the application, after the development terminal publishes the game to the running terminal, the resources of the published game can also be modified directly on the running terminal through modification operations on the game.
本申请实施例中,也可以是在开发端将游戏发布到运行端,并且运行端接收到来自开发端的第一资源修改信息,对发布的游戏进行资源的修改后,再在运行端上,直接通过对游戏进行的修改操作,再次对游戏进行资源的修改。In this embodiment of the application, it is also possible to publish the game to the running terminal on the development side, and the running side receives the first resource modification information from the development side, and after modifying the resources of the released game, then directly on the running side Modify the resources of the game again by modifying the game.
步骤S102:通过运行的该游戏的游戏引擎,根据第一资源修改信息和/或修改操作,修改游戏的资源数据;Step S102: modify the resource data of the game according to the first resource modification information and/or modification operation through the running game engine of the game;
本申请实施例中,运行端接收到第一资源修改信息后,通过运行的该游戏的游戏引擎,对运行端上的游戏资源进行修改,这样就达成了在开发端上对游戏进行改动,马上在运行端上看到改动效果的目的,不需要再打包游戏资源,发布到运行端。In the embodiment of this application, after the running terminal receives the first resource modification information, it modifies the game resources on the running terminal through the running game engine, so that the game can be modified on the developing terminal, and immediately The purpose of seeing the effect of changes on the running end is not to need to package game resources and publish them to the running end.
本申请实施例中,可将运行端上对游戏的修改功能,实现为可在游戏引擎中运行的功能模块,直接在运行端上对游戏进行修改后,游戏引擎可以在运行端运行时,达到对游戏资源进行改动的目的。即可以将对游戏资源的改动,映射为游戏引擎对游戏资源的改动。In the embodiment of the present application, the modification function of the game on the running terminal can be implemented as a functional module that can run in the game engine. After the game is directly modified on the running terminal, the game engine can run on the running terminal to achieve The purpose of making changes to game assets. That is, changes to game resources can be mapped to changes made to game resources by the game engine.
本申请实施例中,若游戏引擎处于未运行状态,还可以启动游戏/游戏引擎,以通过运行的游戏引擎,根据第一资源修改信息和/或修改操作,修改游戏的资源数据。In the embodiment of the present application, if the game engine is not running, the game/game engine can also be started to modify the resource data of the game according to the first resource modification information and/or modification operation through the running game engine.
步骤S103:若根据修改操作修改游戏的资源数据,则将生成的第二资源修改信息发送给开发端。Step S103: If the resource data of the game is modified according to the modification operation, then the generated second resource modification information is sent to the development terminal.
本申请实施例中,运行端在根据修改操作修改游戏的资源数据,生成这次或这些修改的修改结果,即生成第二资源修改信息后,可以将第二资源修改信息同步到开发端上,从而达到同步修改的作用。开发端可以将最终的修改结果保存为游戏资源文件,以完成对游戏的开发。通过本申请实施例,可以实现在运行端上直接修改得到游戏的期望效果,是相对高效的游戏资源修改方式。In the embodiment of this application, after the running terminal modifies the resource data of the game according to the modification operation, and generates the modification results of this or these modifications, that is, after generating the second resource modification information, it can synchronize the second resource modification information to the development end, So as to achieve the effect of synchronous modification. The development end can save the final modification result as a game resource file to complete the development of the game. Through the embodiment of the present application, the desired effect of the game can be obtained by direct modification on the running terminal, which is a relatively efficient method of modifying game resources.
本申请实施例中,对游戏资源的修改也可以理解为对游戏资源的更新。In this embodiment of the application, the modification of the game resource can also be understood as the update of the game resource.
本申请实施例提供的资源数据的处理方法,在开发端上对游戏资源的修改,可以立即同步到运行端上,由运行端对资源数据进行相应的修改,便可实时地看到改动效果;若对游戏的运行效果或修改效果不满意,也可以直接在运行端对游戏进行修改,再将修改为符合预期的效果同步到开发端,达到有效提升游戏开发效率的目的。The resource data processing method provided by the embodiment of the present application can immediately synchronize the modification of game resources on the development end to the running end, and the running end can modify the resource data accordingly, and the modification effect can be seen in real time; If you are not satisfied with the running effect or modification effect of the game, you can also modify the game directly on the running end, and then synchronize the modification to the expected effect to the development end to effectively improve the efficiency of game development.
本申请实施例中,为步骤S101中“获取用于在运行端对游戏进行的修改操作”的步骤提供了一种可行的实施方式,获取用于在运行端对游戏进行修改的修改操作包括:激活运行端上的修改工具,获取通过修改工具对游戏进行修改的修改操作。具体地,可以包括:In the embodiment of the present application, a feasible implementation is provided for the step of "obtaining the modification operation for modifying the game at the running end" in step S101. Obtaining the modification operation for modifying the game at the running end includes: Activate the modification tool on the running end to obtain the modification operation for modifying the game through the modification tool. Specifically, it may include:
步骤SA:获取用于选择修改工具的工具选择指令;Step SA: obtaining a tool selection instruction for selecting a modification tool;
步骤SB:响应于工具选择指令,激活选择的修改工具;Step SB: activating the selected modification tool in response to the tool selection instruction;
步骤SC:获取通过修改工具对游戏进行的修改操作。Step SC: Obtain the modification operation performed on the game through the modification tool.
本申请实施例中,步骤SA至步骤SC可以重复执行,以选择不同的修改工具对游戏资源进行多次修改操作。则后续生成的第二资源修改信息可以对应一次步骤SA至步骤SC的修改操作,也可以对应多次步骤SA至步骤SC的修改操作。In this embodiment of the present application, steps SA to SC may be executed repeatedly, so as to select different modifying tools to perform multiple modifying operations on game resources. The subsequently generated second resource modification information may correspond to one modification operation from step SA to step SC, or may correspond to multiple modification operations from step SA to step SC.
本申请实施例中,在执行过一次步骤SA至步骤SC的修改操作后,第二次执行步骤SA至步骤SC的修改操作时,步骤SA也可以理解为获取用于切换修改工具的工具切换指令,步骤SB可以理解为响应于工具切换指令,激活切换的修改工具。In the embodiment of the present application, after the modification operation from step SA to step SC is performed once, when the modification operation from step SA to step SC is performed for the second time, step SA can also be understood as obtaining a tool switching instruction for switching the modification tool , step SB can be understood as activating the switched modification tool in response to the tool switching instruction.
一种可选的实施方式中,可以在游戏界面中展示一个工具选择接口,例如可以是悬浮图标控件或者指定位置的按钮控件等,用户对工具选择接口进行操作之后,会展示出可用的修改工具,用户点击任一修改工具,便可触发步骤SA。其中,悬浮图标控件也可以直接设置在指定位置,也可以根据用户的操作自由移动。悬浮图标控件包括但不限于圆形浮点、悬浮球等。In an optional implementation, a tool selection interface can be displayed in the game interface, for example, it can be a floating icon control or a button control at a specified position, etc. After the user operates the tool selection interface, the available modification tools will be displayed , the user clicks any modifying tool to trigger step SA. Wherein, the floating icon control can also be directly set at a specified position, and can also be moved freely according to the user's operation. Floating icon controls include, but are not limited to, circular floating points, floating balls, and the like.
如图2所示,以工具选择接口为圆形浮点为例,示出了工具选择的示意图。点击圆形浮点后会展示出可用的修改工具的按钮。本申请实施例中,修改工具包括但不限于:资源选择工具、属性编辑工具、空间属性调整工具等。可以点击想要使用的修改工具的按钮(即触发工具选择指令),激活选择的修改工具对游戏进行修改。As shown in FIG. 2 , taking the tool selection interface as a circular floating point as an example, it shows a schematic diagram of tool selection. After clicking the circular floating point, the buttons of the available modification tools will be displayed. In this embodiment of the application, the modification tools include, but are not limited to: resource selection tools, attribute editing tools, spatial attribute adjustment tools, and the like. You can click the button of the modification tool you want to use (that is, trigger the tool selection command) to activate the selected modification tool to modify the game.
本申请实施例中,步骤SC具体可以包括以下至少之一:In this embodiment of the application, step SC may specifically include at least one of the following:
(1)通过第一修改工具针对游戏的至少一个资源设置可被选中属性,获取对任一资源的选中操作;(1) setting selectable attributes for at least one resource of the game through the first modification tool, and obtaining a selection operation for any resource;
本申请实施例中,第一修改工具也可以理解为图2中的资源选择工具。In the embodiment of the present application, the first modification tool may also be understood as the resource selection tool in FIG. 2 .
本申请实施例中,激活该修改工具后,会在运行端针对游戏的至少一个资源设置可被选中属性。其中,至少一个资源可以是预定义的部分资源,也可以是全部资源。通过运行端提供的操作方式,比如运行端为手机等触 屏设备时,通过对屏幕的点击,可以选中点击操作对应的游戏资源。In the embodiment of the present application, after the modification tool is activated, at least one resource of the game will be set to be selectable at the running end. Wherein, at least one resource may be a part of predefined resources, or may be all resources. Through the operation mode provided by the running terminal, for example, when the running terminal is a touch screen device such as a mobile phone, by clicking on the screen, the game resource corresponding to the click operation can be selected.
本申请实施例中,选中操作对应的资源可以作为编辑的目标,也可以用于查看属性信息、放大效果等。In this embodiment of the application, the resource corresponding to the selected operation can be used as an editing target, and can also be used to view attribute information, zoom in, and so on.
(2)通过第二修改工具针对游戏的至少一个资源展示对应的空间属性调整控件,获取对至少一个空间位置调整控件的调整操作,空间位置调整控件的调整操作包括对相应的游戏资源的以下至少一项空间属性调整:移动、旋转、缩放、倾斜;(2) Use the second modification tool to display the corresponding spatial attribute adjustment control for at least one resource of the game, and obtain an adjustment operation on at least one spatial position adjustment control. The adjustment operation on the spatial position adjustment control includes at least the following for the corresponding game resource. A spatial attribute adjustment: move, rotate, scale, tilt;
本申请实施例中,第二修改工具也可以理解为图2中的空间属性调整工具。In the embodiment of the present application, the second modification tool may also be understood as the spatial attribute adjustment tool in FIG. 2 .
本申请实施例中,激活该修改工具后,会在运行端针对游戏的至少一个资源(例如可以是模型类资源)周围展示空间属性调整控件。其中,至少一个资源可以是预定义的部分资源,也可以是全部资源。In the embodiment of the present application, after the modification tool is activated, space attribute adjustment controls will be displayed around at least one resource (for example, a model resource) of the game on the running end. Wherein, at least one resource may be a part of predefined resources, or may be all resources.
本申请实施例中,如图3所示,空间属性调整控件可以类似一个右手系三维坐标轴,通过拖拽不同的坐标轴,可以修改游戏资源在空间上对应轴的属性,从而达到修改游戏资源所在的空间位置的目的;除了空间位置之外,该模块也可以修改资源的旋转、缩放、倾斜等游戏资源常见的空间相关属性。In the embodiment of the present application, as shown in Figure 3, the spatial attribute adjustment control can be similar to a right-handed three-dimensional coordinate axis. By dragging and dropping different coordinate axes, the attribute of the game resource corresponding to the axis in space can be modified, so as to modify the game resource. The purpose of the spatial location; in addition to the spatial location, this module can also modify the common space-related properties of game resources such as rotation, scaling, and tilting of the resource.
(3)通过第三修改工具针对游戏的当前选中的资源展示对应的属性信息及属性修改选项,获取对任一属性修改选项的选择操作。(3) The third modification tool displays the corresponding attribute information and attribute modification options for the currently selected resource of the game, and obtains a selection operation for any attribute modification option.
本申请实施例中,第三修改工具也可以理解为图2中的属性编辑工具。In the embodiment of the present application, the third modification tool may also be understood as the attribute editing tool in FIG. 2 .
本申请实施例中,激活该修改工具后,会在运行端针对当前选中的资源展示出的相关属性,并且为不同类型的属性提供了对应的属性修改选项(例如不同按钮对应不同的属性修改选项),选择任一属性修改选项,即可完成对资源属性的修改。In the embodiment of this application, after activating the modification tool, the relevant attributes of the currently selected resource will be displayed on the running end, and corresponding attribute modification options are provided for different types of attributes (for example, different buttons correspond to different attribute modification options. ), select any attribute modification option to complete the modification of resource attributes.
本申请实施例中,响应于对运行端上的修改工具对游戏进行的修改操作,游戏引擎会提供对游戏资源做出修改的接口。即修改操作可以理解为读取用户的输入,游戏引擎会是将用户的输入转为游戏资源可以理解的修改。比如操作空间属性调整控件时,将用户对坐标轴的操作,转换为对游戏资源的位置修改,这些修改可以基于游戏引擎本身开放的接口实现。In the embodiment of the present application, in response to the modification operation performed on the game by the modification tool on the running terminal, the game engine will provide an interface for modifying game resources. That is, the modification operation can be understood as reading the user's input, and the game engine will convert the user's input into a modification that the game resource can understand. For example, when manipulating space attributes to adjust controls, the user's operation on the coordinate axes is converted into the position modification of game resources. These modifications can be realized based on the open interface of the game engine itself.
本申请实施例中,为了使运行端的第二资源修改信息能够可靠地传回到开发端,提供了一种数据协议(也可称为游戏资源数据协议),指的是对游戏资源数据的一种约定。具体地,数据协议约定用于转换为目标格式的资源修改信息的格式,目标格式为开发端的编辑器可识别的格式。一般来说,游戏资源的数据,依赖于游戏引擎本身对游戏资源的定义,不同的游戏资源有不同的数据。数据协议可以理解为用于描述任意游戏资源的信息。游戏引擎通过这些信息,可以将游戏资源加载到引擎中,并展示加载结果。编辑器可以用于对这些信息进行编辑和保存。在编辑的过程中,会有一些额外的信息用于辅助编辑器修改游戏资源。所以编辑器可识别的数据一般来说是包含了游戏资源数据,和编辑器自身数据。In the embodiment of this application, in order to enable the second resource modification information on the running end to be reliably transmitted back to the developing end, a data protocol (also called the game resource data protocol) is provided, which refers to a data protocol for game resource data. kind of agreement. Specifically, the data protocol stipulates the format of the resource modification information to be converted into a target format, and the target format is a format recognizable by an editor at the development end. Generally speaking, the data of game resources depends on the definition of game resources by the game engine itself, and different game resources have different data. The data protocol can be understood as the information used to describe any game resource. Through these information, the game engine can load game resources into the engine and display the loading results. The editor can be used to edit and save the information. During the editing process, there will be some additional information to assist the editor in modifying game resources. Therefore, the data recognized by the editor generally includes the game resource data and the editor's own data.
本申请实施例中,基于数据协议将第二资源修改信息的格式转换为目标格式的过程可以在运行端执行,也可以在开发端执行,以将运行端上修改的游戏资源,转换成开发端的编辑器可以识别的数据格式,进而保存成编辑器支持的数据,这样在运行端设备上修改的游戏资源就可以正确同步到开发端设备。In the embodiment of the present application, the process of converting the format of the second resource modification information into the target format based on the data protocol can be performed on the running end, or can be executed on the developing end, so as to convert the game resources modified on the running end into those on the developing end. The data format that the editor can recognize, and then save as the data supported by the editor, so that the game resources modified on the running device can be correctly synchronized to the development device.
具体而言,对于步骤S103中的“将生成的第二资源修改信息发送给开发端”步骤,具体可以包括以下至少之一:Specifically, the step of "sending the generated second resource modification information to the developer" in step S103 may specifically include at least one of the following:
方式一:将基于数据协议生成的第二资源修改信息的格式转换为目标格式,并将目标格式的第二资源修改信息发送给开发端;Method 1: Convert the format of the second resource modification information generated based on the data protocol into a target format, and send the second resource modification information in the target format to the development end;
即基于数据协议将第二资源修改信息的格式转换为目标格式的过程在运行端执行,运行端在将第二资源修改信息的格式转换为目标格式后再发送给开发端。That is, the process of converting the format of the second resource modification information into the target format based on the data protocol is performed at the running end, and the running end converts the format of the second resource modification information into the target format before sending it to the development end.
方式二:将基于数据协议生成的第二资源修改信息发送给开发端,以使得开发端将基于数据协议生成的第二资源修改信息的格式转换为目标格式;Mode 2: Send the second resource modification information generated based on the data protocol to the development end, so that the development end converts the format of the second resource modification information generated based on the data protocol into a target format;
即基于数据协议将第二资源修改信息的格式转换为目标格式的过程在开发端执行,运行端直接将第二资源修改信息发送给开发端,开发端可以在接收到第二资源修改信息后将其格式转换为目标格式,进而开发端的编辑器可以识别和加载资源修改信息。That is, the process of converting the format of the second resource modification information into the target format based on the data protocol is performed on the development end, and the running end directly sends the second resource modification information to the development end, and the development end can send the second resource modification information to the development end after receiving the second resource modification information. Its format is converted into the target format, and then the editor on the development side can recognize and load the resource modification information.
以基于数据协议将第二资源修改信息的格式转换为目标格式的过程在开发端执行为例,主要的工作流程如下:Taking the process of converting the format of the second resource modification information into the target format based on the data protocol as an example on the development side, the main workflow is as follows:
(1)运行端上对游戏资源的修改已经完成,则将当前游戏资源按照游戏资源数据协议的约定,生成为游戏资源数据(即第二资源修改信息)。(1) The modification of the game resource on the running terminal has been completed, and the current game resource is generated as game resource data (that is, the second resource modification information) according to the agreement of the game resource data protocol.
(2)将生成的游戏资源数据发送给开发端设备。(2) Send the generated game resource data to the development device.
(3)开发端设备的编辑器接收到了游戏资源数据,将游戏资源数据转换为编辑器可以识别的数据。可以理解的是,这一个数据转换的步骤,也可以在运行端设备上进行。(3) The editor of the development device receives the game resource data, and converts the game resource data into data that can be recognized by the editor. It can be understood that this step of data conversion can also be performed on the running device.
(4)编辑器通过读取转换后的数据,将修改游戏资源后的最终的结果,保存为游戏资源文件。(4) The editor saves the final result after modifying the game resource as a game resource file by reading the converted data.
对于本申请实施例,第二资源修改信息基于数据协议生成,可以正确地转换为开端的编辑器可识别的格式,使得编辑器可以正确地识别和加载运行端修改资源后的数据,从而实现在运行端上进行主动修改,并将修改结果正确地同步到开发端,有效提升游戏开发效率。For this embodiment of the application, the second resource modification information is generated based on the data protocol, and can be correctly converted into a format recognizable by the editor at the beginning, so that the editor can correctly identify and load the data after the resource is modified at the running end, so as to achieve Make active modifications on the running side, and correctly synchronize the modification results to the development side, effectively improving the efficiency of game development.
可以理解的是,从开发端发送到运行端的第一资源修改信息,也可以是基于数据协议生成,游戏引擎可以直接加载的游戏资源数据。It can be understood that the first resource modification information sent from the development end to the execution end may also be game resource data generated based on the data protocol and directly loaded by the game engine.
本申请实施例中,为了使开发端的第一资源修改信息能够可靠地同步到运行端,以及运行端的第二资源修改信息能够可靠地同步到开发端,提供了一种同步协议,其中,同步协议约定修改内容的格式。具体地,同步协议约定修改游戏资源的相关操作对应的所修改的资源内容的表达方式,比如修改游戏资源的位置等空间属性信息可约定为属性本身的关键字及其修改后的值的键值对。同步协议可以选择多种文本格式,本申请实施例对具体的文本格式不做具体限定,比如可以采用json文本格式等。In the embodiment of this application, in order to reliably synchronize the first resource modification information on the development end to the running end, and to reliably synchronize the second resource modification information on the operating end to the development end, a synchronization protocol is provided, wherein the synchronization protocol Agree on the format of the modified content. Specifically, the synchronization protocol stipulates the expression of the modified resource content corresponding to the related operation of modifying the game resource. For example, modifying the location of the game resource and other spatial attribute information can be agreed as the keyword of the attribute itself and the key value of the modified value. right. A variety of text formats can be selected for the synchronization protocol. The embodiment of the present application does not specifically limit the specific text format, for example, the json text format can be used.
具体而言,对于步骤S103中的“将生成的第二资源修改信息发送给开发端”步骤,具体可以包括:将根据修改操作进行的对游戏的修改生成为第二资源修改信息;将第二资源修改信息转换为第二传输数据;将第二传输数据发送给开发端。Specifically, for the step of "sending the generated second resource modification information to the developer" in step S103, it may specifically include: generating the modification to the game according to the modification operation as second resource modification information; The resource modification information is converted into second transmission data; and the second transmission data is sent to the development end.
其中,将第二资源修改信息转换为第二传输数据的过程,也可以理解为编码过程,即将第二资源修改信息从同步协议约定的格式转换为可以传 输的数据。Wherein, the process of converting the second resource modification information into the second transmission data can also be understood as an encoding process, that is, converting the second resource modification information from the format stipulated in the synchronization protocol into data that can be transmitted.
进一步地,对于步骤S101中的“接收来自开发端的针对游戏的第一资源修改信息”步骤,具体可以包括:接收来自开发端的针对游戏的第一传输数据;将第一传输数据转换为第一资源修改信息,第一资源修改信息是开发端基于同步协议生成的。Further, for the step of "receiving the first resource modification information for the game from the development end" in step S101, it may specifically include: receiving the first transmission data for the game from the development end; converting the first transmission data into the first resource Modification information, the first resource modification information is generated by the development end based on the synchronization protocol.
其中,将第一传输数据转换为第一资源修改信息的过程,也可以理解为解码过程,即将开发端编码后的用于传输的数据,还原为同步协议约定的格式的过程。Among them, the process of converting the first transmission data into the first resource modification information can also be understood as a decoding process, that is, a process of restoring the data encoded by the development end for transmission to the format stipulated in the synchronization protocol.
可以理解的是,开发端和运行端都可以执行同步以及编码和解码的过程。以开发端的同步和编码,运行端的解码为例,主要的工作流程如下:It can be understood that both the development end and the running end can perform synchronization and encoding and decoding processes. Taking synchronization and encoding on the development side and decoding on the running side as an example, the main workflow is as follows:
(1)在开发端设备上,用编辑器打开运行端设备需要验证效果的场景文件,选中场景文件中要修改的游戏资源,根据编辑器提供的操作接口,修改游戏资源。(1) On the development device, use an editor to open the scene file that needs to be verified on the running device, select the game resource to be modified in the scene file, and modify the game resource according to the operation interface provided by the editor.
(2)修改完游戏资源后,将修改的操作,按照同步协议生成为待传输数据,也可称为同步数据(即第一资源修改信息),比如,编辑器修改了游戏资源的空间位置,那么根据同步协议,将修改的属性(这里是空间位置)和修改后的值记录到同步数据中。(2) After the game resource is modified, the modified operation is generated as data to be transmitted according to the synchronization protocol, which can also be called synchronization data (that is, the first resource modification information). For example, the editor modifies the spatial position of the game resource, Then, according to the synchronization protocol, the modified attribute (here, the spatial position) and the modified value are recorded in the synchronization data.
(3)同步数据准备好之后,编辑器会将同步数据转换成可以在开发端设备和运行端设备之间传输的数据。(3) After the synchronization data is ready, the editor will convert the synchronization data into data that can be transmitted between the development-end device and the running-end device.
(4)将转换后的数据传递给运行端设备。(4) Transfer the converted data to the running device.
(5)运行端设备接收到了数据,将数据解码为同步数据格式,再根据同步数据(这里是游戏资源空间位置的改动),把改动后的数据设置给游戏资源,游戏引擎会根据新的空间位置数据,更新游戏资源所在的位置。从而达到同步开发端的修改的作用。(5) The running device receives the data, decodes the data into a synchronous data format, and then sets the changed data to the game resource according to the synchronous data (here is the change of the space position of the game resource), and the game engine will use the new space Location data, update the location of game resources. So as to achieve the effect of synchronizing the modification of the development end.
以运行端的同步和编码,开发端的解码为例,主要的工作流程如下:Taking the synchronization and encoding at the running end and the decoding at the development end as examples, the main workflow is as follows:
(1)在运行端设备上,获取用于在运行端对游戏进行的修改操作,并通过运行的该游戏的游戏引擎,根据修改操作,修改游戏的资源数据。(1) On the running end device, obtain the modifying operation for the game on the running end, and modify the resource data of the game according to the modifying operation through the running game engine.
(2)按照同步协议,将根据修改操作进行的对游戏的修改生成为第二资源修改信息,比如,修改了游戏资源的空间位置,那么根据同步协议, 将修改的属性(这里是空间位置)和修改后的值记录到第二资源修改信息中。(2) According to the synchronization protocol, the modification of the game according to the modification operation is generated as the second resource modification information. For example, if the spatial position of the game resource is modified, then according to the synchronization protocol, the modified attribute (here is the spatial position) and the modified value are recorded in the second resource modification information.
(3)将第二资源修改信息转换成可以在运行端设备和开发端设备之间传输的第二传输数据。(3) Converting the second resource modification information into second transmission data that can be transmitted between the running device and the developing device.
(4)将第二传输数据传递给开发端设备。(4) Transfer the second transmission data to the development end device.
(5)开发端设备接收到了第二传输数据,将第二传输数据转换为第二资源修改信息,再根据第二资源修改信息(这里是游戏资源空间位置的改动),得到游戏的资源文件,从而达到同步运行端的修改的作用。(5) The development end device receives the second transmission data, converts the second transmission data into the second resource modification information, and then obtains the resource file of the game according to the second resource modification information (here is the change of the game resource space position), So as to achieve the effect of synchronizing the modification of the running end.
对于本申请实施例,第一资源修改信息、第二资源修改信息等资源修改信息基于同步协议,可以具有统一的相关操作的信息内容,使得开发端可以正确地识别和加载运行端修改资源后的数据,运行端可以正确地识别和加载开发端修改资源后的数据,从而实现在开发端的改动能够直接在运行端上看到改动效果,也可以在运行端上进行主动修改,再将修改结果同步到开发端,避免了重复打包、拷贝、安装游戏的过程,提升游戏开发效率。For the embodiment of this application, resource modification information such as the first resource modification information and the second resource modification information are based on the synchronization protocol, and can have unified information content related to operations, so that the development end can correctly identify and load the resources after the execution end modifies resources. Data, the running end can correctly identify and load the data after the resource is modified by the development end, so that the changes made on the development end can directly see the change effect on the running end, and can also be actively modified on the running end, and then the modification results are synchronized On the development side, the process of repeatedly packaging, copying, and installing games is avoided, and the efficiency of game development is improved.
本申请实施例中,在步骤S101或步骤S103之前,还可以包括步骤:建立运行端上与开发端之间的网络连接。In the embodiment of the present application, before step S101 or step S103, a step may also be included: establishing a network connection between the running terminal and the developing terminal.
具体而言,本申请实施例在开发端设备和运行端设备上都设有通信模块,当在开发端设备进行游戏资源改动后,通过通信模块,将游戏资源的修改信息(即第一资源修改信息)发送到运行端设备上。通信模块还用于让运行端设备将其上的修改的结果(即第二资源修改信息)传输给开发端设备上的编辑器。Specifically, in the embodiment of the present application, a communication module is provided on both the development-end device and the running-end device. After the game resource is modified on the development-end device, the modification information of the game resource (that is, the first resource modification information) to the running device. The communication module is also used to make the running device transmit the modification result (ie, the second resource modification information) to the editor on the developing device.
一种可行的实现方式为,在开发端设备或编辑器上搭建web服务器,在运行端设备上建立对该服务器的连接,成功连接后即可实现二者之间的通信。A feasible implementation method is to build a web server on the development-end device or the editor, establish a connection to the server on the running-end device, and realize communication between the two after successful connection.
本申请实施例中,转换得到的第一传输数据和第二传输数据即为在开发端设备和运行端设备之间通过通信模块可以传输的数据。In the embodiment of the present application, the converted first transmission data and second transmission data are the data that can be transmitted between the development end device and the operation end device through the communication module.
本申请实施例中,上述各实施例的方法可以利用预设的编辑模块执行,编辑模块是从开发端获取到的。In the embodiments of the present application, the methods in the above embodiments can be executed by using a preset editing module, and the editing module is obtained from the development terminal.
具体地,可以当开发端将游戏发布到运行端时,通过通信模块,将编辑模块发送到运行端上,也可以当需要在开发端进行游戏资源改动时,通过通信模块,将编辑模块发送到运行端上,也可以当需要在运行端进行游戏资源改动时,向开发端请求该编辑模块。本申请实施例在此对编辑模块的发送时机不做具体限定。Specifically, when the development terminal releases the game to the running terminal, the editing module can be sent to the running terminal through the communication module, or when game resources need to be changed on the developing terminal, the editing module can be sent to the On the running side, you can also request the editing module from the development side when you need to change the game resources on the running side. The embodiment of the present application does not specifically limit the sending timing of the editing module.
进一步地,为了节约发送资源,当需要在开发端进行游戏资源改动而预发送编辑模块到运行端上时,可以先判断运行端上是否已存在该编辑模块,若是则无需再次发送,若否则正常发送。Furthermore, in order to save sending resources, when it is necessary to modify the game resources on the development side and pre-send the editing module to the running side, you can first judge whether the editing module already exists on the running side, if so, there is no need to send it again, otherwise it is normal send.
本申请实施例中,编辑模块安装到运行端设备上后,可将开发端编辑器对游戏资源的编辑功能,实现为可在游戏引擎中运行的模块。游戏引擎可以在运行设备运行时,通过编辑模块,来达到对游戏资源的编辑。这样开发端编辑器对游戏资源的改动,就可以同步映射为运行端的游戏引擎对游戏资源的改动。In the embodiment of the present application, after the editing module is installed on the running device, the editing function of the editor on the development side for game resources can be implemented as a module that can run in the game engine. The game engine can edit the game resources by editing the module when the running device is running. In this way, changes made to game resources by the editor on the development side can be mapped synchronously to changes made to game resources by the game engine on the running side.
本申请实施例中,当游戏发布到运行端上后,若开发端使用编辑器对游戏资源进行修改后,通过通信模块将修改信息发送给运行端,运行端接收到开发端编辑器的修改信息(即第一资源修改信息),可以调用编辑模块,同步对运行端上的游戏资源进行修改,便可达到在开发端的编辑器上改动,在运行端上实时看到改动效果的目的。In the embodiment of this application, after the game is released to the running terminal, if the development terminal uses the editor to modify the game resources, the modification information is sent to the running terminal through the communication module, and the running terminal receives the modification information of the development terminal editor (that is, the first resource modification information), you can call the editing module to modify the game resources on the running side synchronously, so that you can make changes on the editor at the development side and see the modification effect in real time on the running side.
本申请实施例中,若想直接在运行端上对游戏内容进行修改,也可以通过编辑模块来进行相应的修改操作,再将修改后的结果(即第二资源修改信息)同步给开发端的编辑器进行文件的保存,这样就能减少重复修改打包的操作,直接在运行端上修改达到满意的效果,再将运行端上的数据同步给编辑器,由编辑器保存到项目文件中。In the embodiment of this application, if you want to modify the game content directly on the running end, you can also perform corresponding modification operations through the editing module, and then synchronize the modified results (that is, the second resource modification information) to the editor on the development end The file is saved by the editor, so that the repeated modification and packaging operations can be reduced, and the modification can be directly performed on the running end to achieve a satisfactory effect, and then the data on the running end is synchronized to the editor, and the editor saves it in the project file.
本申请实施例中,编辑模块具体可以包括同步模块、操作模块和修改模块。In the embodiment of the present application, the editing module may specifically include a synchronization module, an operation module and a modification module.
本申请实施例中,同步模块用于接收来自开发端的针对游戏的第一资源修改信息,和/或,将生成的第二资源修改信息发送给开发端。In the embodiment of the present application, the synchronization module is used to receive the first resource modification information for the game from the development terminal, and/or send the generated second resource modification information to the development terminal.
具体而言,同步模块用于在运行端设备收到开发端编辑器的修改信息(即第一资源修改信息)后,打开运行端设备上的游戏引擎,通过游戏引 擎对安装在运行端设备上的游戏资源进行同步修改。Specifically, the synchronization module is used to open the game engine on the running device after the running device receives the modification information of the development editor (that is, the first resource modification information), and install it on the running device through the game engine The game resources of the game are modified synchronously.
根据本公开的实施例,同步模块用于将运行端上进行的主动修改结果(即第二资源修改信息)同步到开发端的编辑器上。According to an embodiment of the present disclosure, the synchronization module is used for synchronizing the active modification result (that is, the second resource modification information) performed on the running end to the editor on the developing end.
即同步模块用于执行上述同步以及编码和解码的过程,具体地执行方式可以参见上文,在此不再赘述。That is, the synchronization module is used to perform the above-mentioned processes of synchronization, encoding and decoding, and the specific implementation method can be referred to above, and will not be repeated here.
进一步地,同步模块可以包括同步协议和编解码工具。Further, the synchronization module may include synchronization protocols and codec tools.
其中,对同步协议的介绍具体可以参见上文,在此不再赘述。Wherein, for the introduction of the synchronization protocol, reference may be made to the above, and details will not be repeated here.
编解码工具包括:用于进行编码的编码工具,作用是将依照同步协议生成的第二资源修改信息数据转化为通信模块可以传输的第二传输数据;以及用于进行解码的解码工具,作用是将编码后的第一传输数据,还原同步协议格式的第一资源修改信息。在需要转换数据时,调用编、解码工具进行处理即可,具体地处理流程可以参见上文,在此不再赘述。The encoding and decoding tools include: an encoding tool for encoding, whose role is to convert the second resource modification information data generated according to the synchronization protocol into second transmission data that can be transmitted by the communication module; and a decoding tool for decoding, whose role is The coded first transmission data is restored to the first resource modification information in the synchronization protocol format. When the data needs to be converted, just call the encoding and decoding tools for processing. The specific processing flow can be referred to above, and will not be repeated here.
本申请实施例中,操作模块用于获取用于在运行端对游戏进行修改的修改操作。In the embodiment of the present application, the operation module is used to obtain modification operations for modifying the game at the running end.
具体而言,操作模块是用于让用户能在运行端设备上操作游戏资源的模块,即当用户对游戏效果不满意时,可以在运行端上进行游戏主动的修改操作。具体而言,操作模块可以用于执行上述步骤SA至步骤SC的过程,具体过程可以参见上文中的介绍,在此不再赘述。Specifically, the operation module is a module used to allow users to operate game resources on the running device, that is, when the user is not satisfied with the game effect, he can actively modify the game on the running device. Specifically, the operation module can be used to execute the above steps SA to SC, the specific process can refer to the introduction above, and will not be repeated here.
进一步地,操作模块可以包含如图2和图3所示的工具选择接口、资源选择工具、属性编辑工具、空间属性调整工具等模块,具体的使用方式可以参见上文中的介绍,在此不再赘述。Furthermore, the operation module may include modules such as the tool selection interface, resource selection tool, attribute editing tool, and spatial attribute adjustment tool as shown in Figure 2 and Figure 3. For specific usage methods, please refer to the introduction above, which will not be repeated here. repeat.
本申请实施例中,修改模块用于通过运行的游戏的游戏引擎,根据第一资源修改信息和/或修改操作,修改游戏的资源数据。In the embodiment of the present application, the modification module is used to modify the resource data of the game according to the first resource modification information and/or modification operation through the game engine of the running game.
具体而言,修改模块用于响应对开发端设备或运行端设备上对游戏资源做出修改,转换为游戏资源可以理解的修改。即游戏引擎会提供对游戏资源做出修改的接口,修改模块根据从开发端接收的第一资源修改信息和/或运行端进行的修改操作,基于游戏引擎本身开放的接口实现对游戏资源的修改。Specifically, the modification module is used to respond to the modification of the game resource on the development device or the running device, and convert it into a modification that the game resource can understand. That is, the game engine will provide an interface for modifying game resources, and the modification module will modify the game resources based on the interface opened by the game engine itself based on the first resource modification information received from the development end and/or the modification operation performed by the running end .
进一步地,编辑模块还可以包括数据转换模块,用于将运行端上修改 的游戏资源,转换成编辑器可以识别的目标格式,再将目标格式的数据(即目标格式的第二资源修改信息)同步到开发端设备。Further, the editing module can also include a data conversion module, which is used to convert the game resources modified on the running terminal into a target format that can be recognized by the editor, and then convert the data in the target format (that is, the second resource modification information in the target format) Sync to the development device.
本申请实施例中,数据转换模块主要包含游戏资源数据协议和数据转换工具。In the embodiment of this application, the data conversion module mainly includes the game resource data protocol and data conversion tools.
其中,对游戏资源数据协议的介绍具体可以参见上文对数据协议的介绍,在此不再赘述。Wherein, for the introduction of the game resource data protocol, please refer to the introduction of the data protocol above, which will not be repeated here.
数据转换工具用来将游戏资源数据,转换为编辑器可以识别的数据,在需要转换数据为目标格式时,调用数据转换工具进行处理即可,具体的处理过程可以参见上文,在此不再赘述。The data conversion tool is used to convert the game resource data into data that can be recognized by the editor. When the data needs to be converted into the target format, just call the data conversion tool for processing. The specific processing process can be found above, and will not be repeated here. repeat.
本申请实施例中,编辑模块还可以不包括数据转换模块,而将数据转换模块设置在开发端的编辑器上。数据转换工具的具体细节类似,在此不再赘述。开发端的编辑器可以在接收到游戏资源数据(即第二资源修改信息)后,通过数据转换工具,将其转换为编辑器可以识别的目标格式,再进行读取及存储。In the embodiment of the present application, the editing module may not include the data conversion module, and the data conversion module may be set on the editor of the development end. The specific details of the data conversion tool are similar and will not be repeated here. After receiving the game resource data (that is, the modification information of the second resource), the editor on the development side can use the data conversion tool to convert it into a target format that the editor can recognize, and then read and store it.
本申请实施例提供的资源数据的处理方法,能够有效减少游戏修改时的处理步骤,显著提升游戏开发效率。The resource data processing method provided by the embodiment of the present application can effectively reduce the processing steps when modifying the game, and significantly improve the game development efficiency.
本申请实施例中还提供了一种资源数据的处理方法,应用于开发端,如图4所示,该方法包括:The embodiment of the present application also provides a resource data processing method, which is applied to the development end, as shown in Figure 4, the method includes:
步骤S401:获取开发端对游戏进行修改的第一资源修改信息;Step S401: Obtain the first resource modification information for modifying the game by the development end;
步骤S402:将第一资源修改信息发送给运行端,以使得运行端根据第一资源修改信息修改安装的游戏的资源数据;Step S402: Send the first resource modification information to the running terminal, so that the running terminal modifies the resource data of the installed game according to the first resource modification information;
步骤S403:接收来自运行端的针对游戏的第二资源修改信息,第二资源修改信息是基于在运行端对游戏进行的修改操作生成的;Step S403: receiving second resource modification information for the game from the running terminal, the second resource modification information is generated based on the modification operation performed on the game at the running terminal;
步骤S404:基于第二资源修改信息,得到游戏的资源文件。Step S404: Obtain the resource file of the game based on the second resource modification information.
其中,该方法可以仅执行步骤S401和步骤S402,而不执行步骤S403和步骤S404;也可以仅执行步骤S403和步骤S404,而不执行步骤S401和步骤S402;还可以步骤S401至步骤S404都执行。Wherein, the method may only execute step S401 and step S402, but not step S403 and step S404; it may also only execute step S403 and step S404, instead of executing step S401 and step S402; it may also execute step S401 to step S404 .
具体地,对于步骤S401和步骤S402,在开发端将游戏发布到运行端后,若开发端对游戏资源进行了修改,则可以将此次修改生成的第一资源 修改信息发送给运行端,运行端接收到来自开发端的第一资源修改信息,可以同步对发布的游戏进行资源的修改。Specifically, for steps S401 and S402, after the development end releases the game to the execution end, if the development end modifies the game resources, it can send the first resource modification information generated by this modification to the execution end, and run The end receives the first resource modification information from the development end, and can simultaneously modify the resources of the released game.
对于步骤S403和步骤S404,在开发端将游戏发布到运行端后,也可以直接在运行端上,通过对游戏进行的修改操作,对发布的游戏进行资源的修改,开发端接收到来自运行端的第二资源修改信息,最终得到游戏的资源文件。For steps S403 and S404, after the development end releases the game to the execution end, it can also modify the resources of the released game directly on the execution end by modifying the game, and the development end receives the information from the execution end The second resource modifies the information, and finally obtains the resource file of the game.
根据本公开的实施例,也可以是在开发端将游戏发布到运行端,并且通过步骤S401和步骤S402,运行端接收到来自开发端的第一资源修改信息,对发布的游戏进行资源的修改后,再在运行端上,直接通过对游戏进行的修改操作,再次对游戏进行资源的修改,开发端通过步骤S403和步骤S404接收到来自运行端的第二资源修改信息,最终得到游戏的资源文件。According to the embodiment of the present disclosure, it is also possible that the game is published on the development end to the running end, and through steps S401 and S402, the running end receives the first resource modification information from the development end, and modifies the resources of the released game , and then on the running end, modify the resources of the game again directly by modifying the game, and the development end receives the second resource modification information from the running end through steps S403 and S404, and finally obtains the resource file of the game.
本申请实施例中,运行端将修改游戏得到的第二资源修改信息同步到开发端上,从而达到同步修改的作用。开发端可以将最终的修改结果保存为游戏资源文件,以完成对游戏的开发。通过本申请实施例,可以实现在运行端上直接修改得到游戏的期望效果,是相对高效的游戏资源修改方式。In the embodiment of the present application, the running terminal synchronizes the second resource modification information obtained by modifying the game to the developing terminal, so as to achieve the function of synchronous modification. The development end can save the final modification result as a game resource file to complete the development of the game. Through the embodiment of the present application, the desired effect of the game can be obtained by direct modification on the running terminal, which is a relatively efficient method of modifying game resources.
本申请实施例中,为了使运行端的第二资源修改信息能够可靠地传回到开发端,提供了一种数据协议(也可称为游戏资源数据协议),指的是对游戏资源数据的一种约定。具体地,数据协议约定用于转换为目标格式的资源修改信息的格式,目标格式为开发端的编辑器可识别的格式。一般来说,游戏资源的数据,依赖于游戏引擎本身对游戏资源的定义,不同的游戏资源有不同的数据。数据协议可以理解为用于描述任意游戏资源的信息。游戏引擎通过这些信息,可以将游戏资源加载到引擎中,并展示加载结果。编辑器可以用于对这些信息进行编辑和保存。在编辑的过程中,会有一些额外的信息用于辅助编辑器修改游戏资源。所以编辑器可识别的数据一般来说是包含了游戏资源数据,和编辑器自身数据。In the embodiment of this application, in order to enable the second resource modification information on the running end to be reliably transmitted back to the developing end, a data protocol (also called the game resource data protocol) is provided, which refers to a data protocol for game resource data. kind of agreement. Specifically, the data protocol stipulates the format of the resource modification information to be converted into a target format, and the target format is a format recognizable by an editor at the development end. Generally speaking, the data of game resources depends on the definition of game resources by the game engine itself, and different game resources have different data. The data protocol can be understood as the information used to describe any game resource. Through these information, the game engine can load game resources into the engine and display the loading results. The editor can be used to edit and save the information. During the editing process, there will be some additional information to assist the editor in modifying game resources. Therefore, the data recognized by the editor generally includes the game resource data and the editor's own data.
本申请实施例中,基于数据协议将第二资源修改信息的格式转换为目标格式的过程可以在运行端执行,也可以在开发端执行,以将运行端上修改的游戏资源,转换成开发端的编辑器可以识别的数据格式,进而保存成 编辑器支持的数据,这样在运行端设备上修改的游戏资源就可以正确同步到开发端设备。In the embodiment of the present application, the process of converting the format of the second resource modification information into the target format based on the data protocol can be performed on the running end, or can be executed on the developing end, so as to convert the game resources modified on the running end into those on the developing end. The data format that the editor can recognize, and then save as the data supported by the editor, so that the game resources modified on the running device can be correctly synchronized to the development device.
具体而言,对于步骤S404中的“根据第二资源修改信息,得到游戏的资源文件”步骤,具体可以包括以下至少之一:Specifically, for the step of "obtaining the resource file of the game according to the second resource modification information" in step S404, it may specifically include at least one of the following:
方式一:将基于预定的数据协议生成的第二资源修改信息的格式转换为目标格式,并根据目标格式的第二资源修改信息,得到游戏的资源文件。Way 1: Convert the format of the second resource modification information generated based on the predetermined data protocol into the target format, and obtain the resource file of the game according to the second resource modification information in the target format.
即基于数据协议将第二资源修改信息的格式转换为目标格式的过程在开发端执行,运行端直接将第二资源修改信息发送给开发端,开发端可以在接收到第二资源修改信息后将其格式转换为目标格式,进而开发端的编辑器可以识别和加载资源修改信息。That is, the process of converting the format of the second resource modification information into the target format based on the data protocol is performed on the development end, and the running end directly sends the second resource modification information to the development end, and the development end can send the second resource modification information to the development end after receiving the second resource modification information. Its format is converted into the target format, and then the editor on the development side can recognize and load the resource modification information.
方式二:根据基于预定的数据协议生成的已转换为目标格式的第二资源修改信息,得到游戏的资源文件。Method 2: Obtain the resource file of the game according to the second resource modification information converted into the target format generated based on the predetermined data protocol.
即基于数据协议将第二资源修改信息的格式转换为目标格式的过程在运行端执行,运行端在将第二资源修改信息的格式转换为目标格式后再发送给开发端。That is, the process of converting the format of the second resource modification information into the target format based on the data protocol is performed at the running end, and the running end converts the format of the second resource modification information into the target format before sending it to the development end.
以基于数据协议将第二资源修改信息的格式转换为目标格式的过程在开发端执行为例,主要的工作流程如下:Taking the process of converting the format of the second resource modification information into the target format based on the data protocol as an example on the development side, the main workflow is as follows:
(1)运行端上对游戏资源的修改已经完成,则将当前游戏资源按照游戏资源数据协议的约定,生成为游戏资源数据(即第二资源修改信息)。(1) The modification of the game resource on the running terminal has been completed, and the current game resource is generated as game resource data (that is, the second resource modification information) according to the agreement of the game resource data protocol.
(2)将生成的游戏资源数据发送给开发端设备。(2) Send the generated game resource data to the development device.
(3)开发端设备的编辑器接收到了游戏资源数据,将游戏资源数据转换为编辑器可以识别的数据。可以理解的是,这一个数据转换的步骤,也可以在运行端设备上进行。(3) The editor of the development device receives the game resource data, and converts the game resource data into data that can be recognized by the editor. It can be understood that this step of data conversion can also be performed on the running device.
(4)编辑器通过读取转换后的数据,将修改游戏资源后的最终的结果,保存为游戏资源文件。(4) The editor saves the final result after modifying the game resource as a game resource file by reading the converted data.
对于本申请实施例,第二资源修改信息基于数据协议生成,可以正确地转换为开端的编辑器可识别的格式,使得编辑器可以正确地识别和加载运行端修改资源后的数据,从而实现在运行端上进行主动修改,并将修改结果正确地同步到开发端,有效提升游戏开发效率。For this embodiment of the application, the second resource modification information is generated based on the data protocol, and can be correctly converted into a format recognizable by the editor at the beginning, so that the editor can correctly identify and load the data after the resource is modified at the running end, so as to achieve Make active modifications on the running side, and correctly synchronize the modification results to the development side, effectively improving the efficiency of game development.
可以理解的是,从开发端发送到运行端的第一资源修改信息,也可以是基于数据协议生成,游戏引擎可以直接加载的游戏资源数据。It can be understood that the first resource modification information sent from the development end to the execution end may also be game resource data generated based on the data protocol and directly loaded by the game engine.
本申请实施例中,为了使开发端的第一资源修改信息能够可靠地同步到运行端,以及运行端的第二资源修改信息能够可靠地同步到开发端,提供了一种同步协议,其中,同步协议约定修改内容的格式。具体地,同步协议约定修改游戏资源的相关操作对应的所修改的资源内容的表达方式,比如修改游戏资源的位置等空间属性信息可约定为属性本身的关键字及其修改后的值的键值对。同步协议可以选择多种文本格式,本申请实施例对具体的文本格式不做具体限定,比如可以采用json文本格式等。In the embodiment of this application, in order to reliably synchronize the first resource modification information on the development end to the running end, and to reliably synchronize the second resource modification information on the operating end to the development end, a synchronization protocol is provided, wherein the synchronization protocol Agree on the format of the modified content. Specifically, the synchronization protocol stipulates the expression of the modified resource content corresponding to the related operation of modifying the game resource. For example, modifying the location of the game resource and other spatial attribute information can be agreed as the keyword of the attribute itself and the key value of the modified value. right. A variety of text formats can be selected for the synchronization protocol. The embodiment of the present application does not specifically limit the specific text format, for example, the json text format can be used.
具体而言,对于步骤S402中的“将第一资源修改信息发送给运行端”步骤,具体可以包括:按照预定的同步协议,将对游戏的修改生成为第一资源修改信息;将第一资源修改信息转换为第一传输数据;将第一传输数据发送给运行端。Specifically, for the step of "sending the first resource modification information to the running terminal" in step S402, it may specifically include: generating the modification to the game as the first resource modification information according to a predetermined synchronization protocol; The modification information is converted into the first transmission data; and the first transmission data is sent to the running terminal.
其中,将第一资源修改信息转换为第一传输数据的过程,也可以理解为编码过程,即将第一资源修改信息从同步协议约定的格式转换为可以传输的数据。Wherein, the process of converting the first resource modification information into the first transmission data can also be understood as an encoding process, that is, converting the first resource modification information from the format stipulated in the synchronization protocol into data that can be transmitted.
进一步地,对于步骤S403中的“接收来自运行端的针对游戏的第二资源修改信息”步骤,具体可以包括:接收来自运行端的针对游戏的第二传输数据;将第二传输数据转换为第二资源修改信息,第二资源修改信息是开发端基于同步协议,将根据修改操作进行的对游戏的修改生成的。Further, the step of "receiving the second resource modification information for the game from the running terminal" in step S403 may specifically include: receiving the second transmission data for the game from the running terminal; converting the second transmission data into the second resource The modification information, the second resource modification information is generated by the development end based on the synchronization protocol, and will modify the game according to the modification operation.
其中,将第二传输数据转换为第二资源修改信息的过程,也可以理解为解码过程,即将运行端编码后的用于传输的数据,还原为同步协议约定的格式的过程。Wherein, the process of converting the second transmission data into the second resource modification information can also be understood as a decoding process, that is, a process of restoring the encoded data for transmission at the running end to the format stipulated in the synchronization protocol.
可以理解的是,开发端和运行端都可以执行同步以及编码和解码的过程。以开发端的同步和编码,运行端的解码为例,主要的工作流程如下:It can be understood that both the development end and the running end can perform synchronization and encoding and decoding processes. Taking synchronization and encoding on the development side and decoding on the running side as an example, the main workflow is as follows:
(1)在开发端设备上,用编辑器打开运行端设备需要验证效果的场景文件,选中场景文件中要修改的游戏资源,根据编辑器提供的操作接口,修改游戏资源。(1) On the development device, use an editor to open the scene file that needs to be verified on the running device, select the game resource to be modified in the scene file, and modify the game resource according to the operation interface provided by the editor.
(2)修改完游戏资源后,将修改的操作,按照同步协议生成为待传 输数据,也可称为同步数据(即第一资源修改信息),比如,编辑器修改了游戏资源的空间位置,那么根据同步协议,将修改的属性(这里是空间位置)和修改后的值记录到同步数据中。(2) After the game resource is modified, the modified operation is generated as data to be transmitted according to the synchronization protocol, which can also be called synchronization data (that is, the first resource modification information). For example, the editor modifies the spatial position of the game resource, Then, according to the synchronization protocol, the modified attribute (here, the spatial position) and the modified value are recorded in the synchronization data.
(3)同步数据准备好之后,编辑器会将同步数据转换成可以在开发端设备和运行端设备之间传输的数据。(3) After the synchronization data is ready, the editor will convert the synchronization data into data that can be transmitted between the development-end device and the running-end device.
(4)将转换后的数据传递给运行端设备。(4) Transfer the converted data to the running device.
(5)运行端设备接收到了数据,将数据解码为同步数据格式,再根据同步数据(这里是游戏资源空间位置的改动),把改动后的数据设置给游戏资源,游戏引擎会根据新的空间位置数据,更新游戏资源所在的位置。从而达到同步开发端的修改的作用。(5) The running device receives the data, decodes the data into a synchronous data format, and then sets the changed data to the game resource according to the synchronous data (here is the change of the space position of the game resource), and the game engine will use the new space Location data, update the location of game resources. So as to achieve the effect of synchronizing the modification of the development end.
对于本申请实施例,第一资源修改信息、第二资源修改信息等资源修改信息基于同步协议,可以具有统一的相关操作的信息内容,使得开发端可以正确地识别和加载运行端修改资源后的数据,运行端可以正确地识别和加载开发端修改资源后的数据,从而实现在开发端的改动能够直接在运行端上看到改动效果,也可以在运行端上进行主动修改,再将修改结果同步到开发端,避免了重复打包、拷贝、安装游戏的过程,提升游戏开发效率。For the embodiment of this application, resource modification information such as the first resource modification information and the second resource modification information are based on the synchronization protocol, and can have unified information content related to operations, so that the development end can correctly identify and load the resources after the execution end modifies resources. Data, the running end can correctly identify and load the data after the resource is modified by the development end, so that the changes made on the development end can directly see the change effect on the running end, and can also be actively modified on the running end, and then the modification results are synchronized On the development side, the process of repeatedly packaging, copying, and installing games is avoided, and the efficiency of game development is improved.
本申请实施例中,在步骤S402或步骤S403之前,还可以包括步骤:建立运行端上与开发端之间的网络连接。In the embodiment of the present application, before step S402 or step S403, a step may also be included: establishing a network connection between the running terminal and the developing terminal.
具体而言,本申请实施例在开发端设备和运行端设备上都设有通信模块,当在开发端设备进行游戏资源改动后,通过通信模块,将游戏资源的修改信息(即第一资源修改信息)发送到运行端设备上。通信模块还用于让运行端设备将其上的修改的结果(即第二资源修改信息)传输给开发端设备上的编辑器。Specifically, in the embodiment of the present application, a communication module is provided on both the development-end device and the running-end device. After the game resource is modified on the development-end device, the modification information of the game resource (that is, the first resource modification information) to the running device. The communication module is also used to make the running device transmit the modification result (ie, the second resource modification information) to the editor on the developing device.
一种可行的实现方式为,在开发端设备或编辑器上搭建web服务器,在运行端设备上建立对该服务器的连接,成功连接后即可实现二者之间的通信。A feasible implementation method is to build a web server on the development-end device or the editor, establish a connection to the server on the running-end device, and realize communication between the two after successful connection.
本申请实施例中,转换得到的第一传输数据和第二传输数据即为在开发端设备和运行端设备之间通过通信模块可以传输的数据。In the embodiment of the present application, the converted first transmission data and second transmission data are the data that can be transmitted between the development end device and the operation end device through the communication module.
本申请实施例提供的资源数据的处理方法,能够有效减少游戏修改时的处理步骤,显著提升游戏开发效率。The resource data processing method provided by the embodiment of the present application can effectively reduce the processing steps when modifying the game, and significantly improve the game development efficiency.
本申请实施例中还提供了一种资源数据的处理系统,如图5所示,主要包括开发端和运行端。The embodiment of the present application also provides a resource data processing system, as shown in FIG. 5 , mainly including a development end and an operation end.
其中,运行端用于执行图1所示的资源数据的处理方法,具体的处理过程可以参见上文中的介绍,在此不再赘述。Wherein, the running end is used to execute the resource data processing method shown in FIG. 1 , and the specific processing process can refer to the introduction above, and will not be repeated here.
开发端用于执行图4所示的资源数据的处理方法,具体的处理过程也可以参见上文中的介绍,在此不再赘述。The development end is used to execute the resource data processing method shown in FIG. 4 . The specific processing process can also refer to the introduction above, and will not be repeated here.
本申请实施例中,在运行端上与开发端之间建立网络连接,用于开发端将游戏资源的修改信息(即第一资源修改信息)发送到运行端设备上。或者让运行端设备将其上的修改的结果(即第二资源修改信息)传输给开发端设备上的编辑器。具体实现也可以参见上文中的介绍,在此不再赘述。In the embodiment of the present application, a network connection is established between the running end and the developing end, for the developing end to send the modification information of the game resource (that is, the first resource modification information) to the running end device. Or let the running terminal device transmit the modification result on it (that is, the second resource modification information) to the editor on the developing terminal device. For specific implementation, refer to the introduction above, and details will not be repeated here.
本申请实施例中,该资源数据的处理系统可以基于跨平台技术实现,即开发端设备和运行端设备可以是基于相同或不同的操作系统或硬件架构。In the embodiment of this application, the resource data processing system can be implemented based on cross-platform technology, that is, the development-end device and the running-end device can be based on the same or different operating systems or hardware architectures.
其中开发端设备和运行端设备均可以为终端、服务器等设备。其中,终端可以为笔记本电脑、平板电脑、台式计算机、机顶盒、智能音箱、移动设备(例如,手机、便携式音乐播放器、个人数字助理、便携式游戏设备、智能手表、智能语音交互设备、车载终端等)、智能家电(例如但不限于智能电视)等设备,但并不局限于此。Both the development-end device and the operation-end device may be devices such as terminals and servers. Among them, the terminal can be a notebook computer, a tablet computer, a desktop computer, a set-top box, a smart speaker, a mobile device (for example, a mobile phone, a portable music player, a personal digital assistant, a portable game device, a smart watch, an intelligent voice interaction device, a vehicle terminal, etc. ), smart home appliances (such as but not limited to smart TVs) and other devices, but not limited thereto.
下面以开发端是电脑、运行端是目标设备为例,通过图6示出了本申请实施例的一个示例。具体地,电脑开发游戏并向目标设备发布后,可以使用电脑端的编辑器修改游戏资源,并通过通信模块向目标设备端发送修改指令,修改指令中携带资源修改信息,以将修改同步到目标设备端的游戏,目标设备端通信模块接收修改指令,通过预先获取的编辑模块修改资源并验证效果。Taking the development end as a computer and the execution end as a target device as an example, FIG. 6 shows an example of an embodiment of the present application. Specifically, after the computer develops the game and releases it to the target device, you can use the editor on the computer side to modify the game resources, and send modification instructions to the target device side through the communication module. The modification instructions carry resource modification information to synchronize the modification to the target device. For the game on the terminal, the communication module on the target device receives the modification instruction, modifies the resource through the pre-acquired editing module and verifies the effect.
图7示出了本申请实施例的另一个示例。具体地,开发端的编辑器向目标设备发布游戏后,目标设备可以编辑游戏资源,并将游戏资源的修改信息发送到开发端的编辑器,编辑器可以保存最终结果。Fig. 7 shows another example of the embodiment of the present application. Specifically, after the editor at the development end releases the game to the target device, the target device can edit the game resources and send the modification information of the game resources to the editor at the development end, and the editor can save the final result.
本申请实施例提供了一种编辑器(可对应上文中的编辑模块),应用于运行端,如图8所示,该编辑器80可以包括:同步模块801和/或操作模块802、以及修改模块803,其中,The embodiment of this application provides an editor (corresponding to the editing module above), which is applied to the running terminal. As shown in FIG. 8, the editor 80 may include: a synchronization module 801 and/or an operation module 802, and a modified module 803, wherein,
同步模块801用于接收来自开发端的针对游戏的第一资源修改信息,操作模块802用于获取用于在运行端对游戏进行的修改操作;The synchronization module 801 is used to receive the first resource modification information for the game from the development end, and the operation module 802 is used to obtain the modification operation for the game on the running end;
修改模块803用于通过运行的游戏的游戏引擎,根据第一资源修改信息和/或修改操作,修改游戏的资源数据;The modification module 803 is used to modify the resource data of the game according to the first resource modification information and/or modification operation through the game engine of the running game;
若根据修改操作修改游戏的资源数据,则同步模块801还用于将生成的第二资源修改信息发送给开发端。If the resource data of the game is modified according to the modification operation, the synchronization module 801 is further configured to send the generated second resource modification information to the development end.
在一种可选的实施方式中,操作模块802在用于获取用于在运行端对游戏进行的修改操作时,具体用于:In an optional implementation manner, when the operation module 802 is used to obtain the modification operation for the game at the running end, it is specifically used to:
激活运行端上的修改工具;Activate the modification tool on the running side;
获取通过修改工具对游戏进行的修改操作。Gets the modifications made to the game by the modding tool.
在一种可选的实施方式中,操作模块802在用于获取通过修改工具对游戏进行的修改操作时,具体用于以下至少之一:In an optional implementation manner, the operation module 802 is specifically used for at least one of the following:
通过第一修改工具针对游戏的至少一个资源设置可被选中属性,获取对任一资源的选中操作;Set the selectable attribute for at least one resource of the game through the first modification tool, and obtain a selection operation for any resource;
通过第二修改工具针对游戏的至少一个资源展示对应的空间属性调整控件,获取对至少一个空间位置调整控件的调整操作,空间位置调整控件的调整操作包括对相应的游戏资源的以下至少一项空间属性调整:移动、旋转、缩放、倾斜;Use the second modification tool to display the corresponding spatial attribute adjustment control for at least one resource of the game, and obtain an adjustment operation on at least one spatial position adjustment control. The adjustment operation on the spatial position adjustment control includes at least one of the following spaces of the corresponding game resource Attribute adjustment: move, rotate, scale, tilt;
通过第三修改工具针对游戏的当前选中的资源展示对应的属性信息及属性修改选项,获取对任一属性修改选项的选择操作。The third modification tool displays the corresponding attribute information and attribute modification options for the currently selected resource of the game, and obtains a selection operation for any attribute modification option.
在一种可选的实施方式中,同步模块801在用于将生成的第二资源修改信息发送给开发端时,具体用于以下至少之一:In an optional implementation manner, when the synchronization module 801 is used to send the generated second resource modification information to the development end, it is specifically used for at least one of the following:
将基于数据协议生成的第二资源修改信息的格式转换为目标格式,并将目标格式的第二资源修改信息发送给开发端;converting the format of the second resource modification information generated based on the data protocol into a target format, and sending the second resource modification information in the target format to the development end;
将基于数据协议生成的第二资源修改信息发送给开发端,以使得开发端将基于数据协议生成的第二资源修改信息的格式转换为目标格式;Sending the second resource modification information generated based on the data protocol to the development end, so that the development end converts the format of the second resource modification information generated based on the data protocol into a target format;
其中,数据协议约定用于转换为目标格式的资源修改信息的格式,目标格式为开发端的编辑器可识别的格式。Among them, the data protocol stipulates the format of the resource modification information to be converted into the target format, and the target format is a format recognizable by the editor at the development end.
在一种可选的实施方式中,同步模块801在用于接收来自开发端的针对游戏的第一资源修改信息时,具体用于:In an optional implementation manner, when the synchronization module 801 is used to receive the first resource modification information for the game from the development end, it is specifically used to:
接收来自开发端的针对游戏的第一传输数据;Receive the first transmission data for the game from the development end;
将第一传输数据转换为第一资源修改信息,第一资源修改信息是开发端基于同步协议生成的;Converting the first transmission data into first resource modification information, the first resource modification information is generated by the development end based on the synchronization protocol;
在一种可选的实施方式中,同步模块801在用于将生成的第二资源修改信息发送给开发端时,具体用于:In an optional implementation manner, when the synchronization module 801 is used to send the generated second resource modification information to the development end, it is specifically used to:
基于同步协议,将根据修改操作进行的对游戏的修改生成为第二资源修改信息;Based on the synchronization protocol, the modification to the game performed according to the modification operation is generated as second resource modification information;
将第二资源修改信息转换为第二传输数据;converting the second resource modification information into second transmission data;
将第二传输数据发送给开发端;Send the second transmission data to the development end;
其中,同步协议约定修改内容的格式。Wherein, the synchronization protocol stipulates the format of the modified content.
在一种可选的实施方式中,同步模块801在用于接收来自开发端的针对游戏的第一资源修改信息之前,或将生成的第二资源修改信息发送给开发端之前,还用于:In an optional implementation manner, before the synchronization module 801 is used to receive the first resource modification information for the game from the development terminal, or before sending the generated second resource modification information to the development terminal, it is also used to:
建立运行端上与开发端之间的网络连接。Establish a network connection between the running end and the development end.
在一种可选的实施方式中,编辑器80是从开发端获取到的。In an optional implementation manner, the editor 80 is acquired from the development end.
本申请实施例的编辑器可执行本申请实施例所提供的方法,其实现原理相类似,本申请各实施例的编辑器中的各模块所执行的动作是与本申请各实施例的方法中的步骤相对应的,对于编辑器的各模块的详细功能描述具体可以参见前文中所示的对应方法中的描述,此处不再赘述。The editor in the embodiment of the present application can execute the method provided in the embodiment of the present application, and its realization principle is similar. Corresponding to the steps, for the detailed function description of each module of the editor, please refer to the description in the corresponding method shown above, which will not be repeated here.
本申请实施例提供了一种编辑器,应用于开发端,如图9所示,该编辑器90可以包括:获取模块901、通信模块902、以及生成模块903,其中,The embodiment of this application provides an editor, which is applied to the development end. As shown in FIG. 9, the editor 90 may include: an acquisition module 901, a communication module 902, and a generation module 903, wherein,
获取模块901用于获取开发端对游戏进行修改的第一资源修改信息;The obtaining module 901 is used to obtain the first resource modification information that the development terminal modifies the game;
通信模块902用于将第一资源修改信息发送给运行端,以使得运行端根据第一资源修改信息修改安装的游戏的资源数据,和/或,接收来自运 行端的针对游戏的第二资源修改信息,第二资源修改信息是基于在运行端对游戏进行的修改操作生成的;The communication module 902 is configured to send the first resource modification information to the running terminal, so that the running terminal modifies the resource data of the installed game according to the first resource modification information, and/or, receives second resource modification information for the game from the running terminal , the second resource modification information is generated based on the modification operation performed on the game at the running end;
生成模块903用于基于第二资源修改信息,得到游戏的资源文件。The generation module 903 is used for obtaining the resource file of the game based on the second resource modification information.
在一种可选的实施方式中,生成模块903在用于根据第二资源修改信息,得到游戏的资源文件时,具体用于以下至少之一:In an optional implementation manner, when the generation module 903 is used to obtain the resource file of the game according to the second resource modification information, it is specifically used for at least one of the following:
将基于预定的数据协议生成的第二资源修改信息的格式转换为目标格式,并根据目标格式的第二资源修改信息,得到游戏的资源文件;converting the format of the second resource modification information generated based on the predetermined data protocol into a target format, and obtaining the resource file of the game according to the second resource modification information in the target format;
根据基于预定的数据协议生成的已转换为目标格式的第二资源修改信息,得到游戏的资源文件;Obtain the resource file of the game according to the second resource modification information converted into the target format generated based on the predetermined data protocol;
其中,数据协议约定用于转换为目标格式的资源修改信息的格式,目标格式为开发端的编辑器可识别的格式。Among them, the data protocol stipulates the format of the resource modification information to be converted into the target format, and the target format is a format recognizable by the editor at the development end.
在一种可选的实施方式中,通信模块902在用于将第一资源修改信息发送给运行端时,具体用于:In an optional implementation manner, when the communication module 902 is used to send the first resource modification information to the running terminal, it is specifically used to:
按照预定的同步协议,将对游戏的修改生成为第一资源修改信息;According to a predetermined synchronization protocol, the modification to the game is generated as first resource modification information;
将第一资源修改信息转换为第一传输数据;converting the first resource modification information into first transmission data;
将第一传输数据发送给运行端;sending the first transmission data to the running end;
在一种可选的实施方式中,通信模块902在用于接收来自运行端的针对游戏的第二资源修改信息时,具体用于:In an optional implementation manner, when the communication module 902 is used to receive the second resource modification information for the game from the running terminal, it is specifically used to:
接收来自运行端的针对游戏的第二传输数据;receiving the second transmission data for the game from the running end;
将第二传输数据转换为第二资源修改信息,第二资源修改信息是开发端基于同步协议,将根据修改操作进行的对游戏的修改生成的;Converting the second transmission data into second resource modification information, the second resource modification information is generated by the development end based on the synchronization protocol, and will modify the game according to the modification operation;
其中,同步协议约定修改内容的格式。Wherein, the synchronization protocol stipulates the format of the modified content.
本申请实施例的编辑器可执行本申请实施例所提供的方法,其实现原理相类似,本申请各实施例的编辑器中的各模块所执行的动作是与本申请各实施例的方法中的步骤相对应的,对于编辑器的各模块的详细功能描述具体可以参见前文中所示的对应方法中的描述,此处不再赘述。The editor in the embodiment of the present application can execute the method provided in the embodiment of the present application, and its realization principle is similar. Corresponding to the steps, for the detailed function description of each module of the editor, please refer to the description in the corresponding method shown above, which will not be repeated here.
本申请实施例中提供了一种电子设备,包括存储器、处理器及存储在存储器上的计算机程序,该处理器执行上述计算机程序以实现前述各方法实施例的步骤,可选地,电子设备可以是指开发端设备,或者电子设备可 以是指运行端设备。An embodiment of the present application provides an electronic device, including a memory, a processor, and a computer program stored on the memory. The processor executes the computer program to implement the steps of the foregoing method embodiments. Optionally, the electronic device can refers to the development end device, or the electronic device may refer to the operation end device.
在一个可选实施例中提供了一种电子设备,如图10所示,图10所示的电子设备1000包括:处理器1001和存储器1003。其中,处理器1001和存储器1003相连,如通过总线1002相连。可选地,电子设备1000还可以包括收发器1004,收发器1004可以用于该电子设备与其他电子设备之间的数据交互,如数据的发送和/或数据的接收等。需要说明的是,实际应用中收发器1004不限于一个,该电子设备1000的结构并不构成对本申请实施例的限定。An optional embodiment provides an electronic device, as shown in FIG. 10 , the electronic device 1000 shown in FIG. 10 includes: a processor 1001 and a memory 1003 . Wherein, the processor 1001 is connected to the memory 1003 , such as through a bus 1002 . Optionally, the electronic device 1000 may further include a transceiver 1004, and the transceiver 1004 may be used for data interaction between the electronic device and other electronic devices, such as sending data and/or receiving data. It should be noted that, in practical applications, the transceiver 1004 is not limited to one, and the structure of the electronic device 1000 does not limit the embodiment of the present application.
处理器1001可以是CPU(Central Processing Unit,中央处理器),通用处理器,DSP(Digital Signal Processor,数据信号处理器),ASIC(Application Specific Integrated Circuit,专用集成电路),FPGA(Field Programmable Gate Array,现场可编程门阵列)或者其他可编程逻辑器件、晶体管逻辑器件、硬件部件或者其任意组合。其可以实现或执行结合本申请公开内容所描述的各种示例性的逻辑方框,模块和电路。处理器1001也可以是实现计算功能的组合,例如包含一个或多个微处理器组合,DSP和微处理器的组合等。 Processor 1001 can be CPU (Central Processing Unit, central processing unit), general purpose processor, DSP (Digital Signal Processor, data signal processor), ASIC (Application Specific Integrated Circuit, application specific integrated circuit), FPGA (Field Programmable Gate Array , Field Programmable Gate Array) or other programmable logic devices, transistor logic devices, hardware components, or any combination thereof. It can implement or execute the various illustrative logical blocks, modules and circuits described in connection with the present disclosure. The processor 1001 may also be a combination that implements computing functions, for example, a combination of one or more microprocessors, a combination of DSP and a microprocessor, and the like.
总线1002可包括一通路,在上述组件之间传送信息。总线1002可以是PCI(Peripheral Component Interconnect,外设部件互连标准)总线或EISA(Extended Industry Standard Architecture,扩展工业标准结构)总线等。总线1002可以分为地址总线、数据总线、控制总线等。为便于表示,图10中仅用一条粗线表示,但并不表示仅有一根总线或一种类型的总线。 Bus 1002 may include a path for communicating information between the components described above. The bus 1002 may be a PCI (Peripheral Component Interconnect, Peripheral Component Interconnect Standard) bus or an EISA (Extended Industry Standard Architecture, Extended Industry Standard Architecture) bus, etc. The bus 1002 can be divided into address bus, data bus, control bus and so on. For ease of representation, only one thick line is used in FIG. 10 , but it does not mean that there is only one bus or one type of bus.
存储器1003可以是ROM(Read Only Memory,只读存储器)或可存储静态信息和指令的其他类型的静态存储设备,RAM(Random Access Memory,随机存取存储器)或者可存储信息和指令的其他类型的动态存储设备,也可以是EEPROM(Electrically Erasable Programmable Read Only Memory,电可擦可编程只读存储器)、CD-ROM(Compact Disc Read Only Memory,只读光盘)或其他光盘存储、光碟存储(包括压缩光碟、激光碟、光碟、数字通用光碟、蓝光光碟等)、磁盘存储介质、其他磁存储设备、或者能够用于携带或存储计算机程序并能够由计算机读取的任何其他 介质,在此不做限定。 Memory 1003 can be ROM (Read Only Memory, read-only memory) or other types of static storage devices that can store static information and instructions, RAM (Random Access Memory, random access memory) or other types of memory that can store information and instructions Dynamic storage devices can also be EEPROM (Electrically Erasable Programmable Read Only Memory, Electrically Erasable Programmable Read Only Memory), CD-ROM (Compact Disc Read Only Memory, CD-ROM) or other optical disc storage, optical disc storage (including compressed optical disc, laser disc, compact disc, digital versatile disc, blu-ray disc, etc.), magnetic disk storage media, other magnetic storage devices, or any other medium that can be used to carry or store a computer program and can be read by a computer, without limitation .
存储器1003用于存储执行本申请实施例的计算机程序,并由处理器1001来控制执行。处理器1001用于执行存储器1003中存储的计算机程序,以实现前述方法实施例所示的步骤。The memory 1003 is used to store the computer programs for executing the embodiments of the present application, and the execution is controlled by the processor 1001 . The processor 1001 is configured to execute the computer program stored in the memory 1003 to implement the steps shown in the foregoing method embodiments.
本申请实施例提供了一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,计算机程序被处理器执行时可实现前述方法实施例的步骤及相应内容。An embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps and corresponding contents of the aforementioned method embodiments can be realized.
本申请实施例还提供了一种计算机程序产品,包括计算机程序,计算机程序被处理器执行时可实现前述方法实施例的步骤及相应内容。The embodiment of the present application also provides a computer program product, including a computer program. When the computer program is executed by a processor, the steps and corresponding content of the aforementioned method embodiments can be realized.
本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例能够以除图示或文字描述以外的顺序实施。The terms "first", "second" and the like in the specification and claims of the present application and the above drawings are used to distinguish similar objects, and are not necessarily used to describe a specific sequence or sequence. It is to be understood that the data so used are interchangeable under appropriate circumstances such that the embodiments of the application described herein can be practiced in sequences other than those illustrated or described in writing.
应该理解的是,虽然本申请实施例的流程图中通过箭头指示各个操作步骤,但是这些步骤的实施顺序并不受限于箭头所指示的顺序。除非本文中有明确的说明,否则在本申请实施例的一些实施场景中,各流程图中的实施步骤可以按照需求以其他的顺序执行。此外,各流程图中的部分或全部步骤基于实际的实施场景,可以包括多个子步骤或者多个阶段。这些子步骤或者阶段中的部分或全部可以在同一时刻被执行,这些子步骤或者阶段中的每个子步骤或者阶段也可以分别在不同的时刻被执行。在执行时刻不同的场景下,这些子步骤或者阶段的执行顺序可以根据需求灵活配置,本申请实施例对此不限制。It should be understood that although arrows indicate various operation steps in the flow chart of the embodiment of the present application, the execution order of these steps is not limited to the order indicated by the arrows. Unless otherwise specified herein, in some implementation scenarios of the embodiments of the present application, the implementation steps in each flowchart may be performed in other orders as required. In addition, part or all of the steps in each flow chart may include multiple sub-steps or multiple stages based on actual implementation scenarios. Some or all of these sub-steps or stages may be executed at the same time, and each of these sub-steps or stages may also be executed at different times. In scenarios where execution times are different, the execution order of these sub-steps or stages can be flexibly configured according to requirements, which is not limited in this embodiment of the present application.
以上仅是本申请部分实施场景的可选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请的方案技术构思的前提下,采用基于本申请技术思想的其他类似实施手段,同样属于本申请实施例的保护范畴。The above are only optional implementations of some implementation scenarios of this application. It should be pointed out that for those of ordinary skill in the art, on the premise of not departing from the technical concept of this application, other similar methods based on the technical ideas of this application can be adopted. The means of implementation also belong to the scope of protection of the embodiments of the present application.

Claims (15)

  1. 一种资源数据的处理方法,应用于运行端,所述方法包括:A method for processing resource data, applied to a running terminal, the method comprising:
    接收来自开发端的针对游戏的第一资源修改信息,和/或,获取用于在所述运行端对所述游戏进行修改的修改操作;receiving the first resource modification information for the game from the development end, and/or acquiring a modification operation for modifying the game at the execution end;
    通过运行的所述游戏的游戏引擎,根据所述第一资源修改信息和/或所述修改操作,修改所述游戏的资源数据;modifying the resource data of the game according to the first resource modification information and/or the modification operation through the running game engine of the game;
    若根据所述修改操作修改所述游戏的资源数据,则将生成的第二资源修改信息发送给所述开发端。If the resource data of the game is modified according to the modification operation, the generated second resource modification information is sent to the development terminal.
  2. 根据权利要求1所述的处理方法,其中,所述获取用于在所述运行端对所述游戏进行修改的修改操作,包括:The processing method according to claim 1, wherein said obtaining a modification operation for modifying said game at said running end comprises:
    激活所述运行端上的修改工具;activate the modification tool on the running side;
    获取通过所述修改工具对所述游戏进行修改的修改操作;acquiring a modification operation for modifying the game through the modification tool;
    所述获取通过所述修改工具对所述游戏进行修改的修改操作,包括以下至少之一:The modifying operation of modifying the game through the modifying tool includes at least one of the following:
    通过第一修改工具针对所述游戏的至少一个资源设置可被选中属性,获取对任一资源的选中操作;Set the selectable attribute for at least one resource of the game through the first modification tool, and obtain a selection operation for any resource;
    通过第二修改工具针对所述游戏的至少一个资源展示对应的空间属性调整控件,获取对至少一个所述空间位置调整控件的调整操作,所述空间位置调整控件的调整操作包括对相应的游戏资源的以下至少一项空间属性调整:移动、旋转、缩放、倾斜;Use the second modification tool to display a corresponding spatial attribute adjustment control for at least one resource of the game, and obtain an adjustment operation on at least one of the spatial position adjustment controls, and the adjustment operation on the spatial position adjustment control includes adjusting the corresponding game resource. Adjustment of at least one of the following spatial attributes of : move, rotate, scale, tilt;
    通过第三修改工具针对所述游戏的当前选中的资源展示对应的属性信息及属性修改选项,获取对任一所述属性修改选项的选择操作。The third modification tool displays corresponding attribute information and attribute modification options for the currently selected resource of the game, and obtains a selection operation for any of the attribute modification options.
  3. 根据权利要求1所述的处理方法,其中,所述将生成的第二资源修改信息发送给所述开发端,包括以下至少之一:The processing method according to claim 1, wherein the sending the generated second resource modification information to the development end includes at least one of the following:
    将基于数据协议生成的第二资源修改信息的格式转换为目标格式,并将目标格式的第二资源修改信息发送给所述开发端;converting the format of the second resource modification information generated based on the data protocol into a target format, and sending the second resource modification information in the target format to the development end;
    将基于所述数据协议生成的第二资源修改信息发送给所述开发端,以使得所述开发端将基于所述数据协议生成的第二资源修改信息的格式转换为目标格式;sending the second resource modification information generated based on the data protocol to the development end, so that the development end converts the format of the second resource modification information generated based on the data protocol into a target format;
    其中,所述数据协议约定用于转换为目标格式的资源修改信息的格式,所述目标格式为所述开发端的编辑器可识别的格式。Wherein, the data protocol stipulates a format for converting resource modification information into a target format, and the target format is a format recognizable by an editor at the development end.
  4. 根据权利要求1所述的处理方法,其中,所述接收来自开发端的针对游戏的第一资源修改信息,包括:The processing method according to claim 1, wherein said receiving the first resource modification information for the game from the development end comprises:
    接收来自开发端的针对所述游戏的第一传输数据;receiving the first transmission data for the game from the development end;
    将所述第一传输数据转换为所述第一资源修改信息,所述第一资源修改信息是所述开发端基于同步协议生成的。Converting the first transmission data into the first resource modification information, the first resource modification information is generated by the development end based on a synchronization protocol.
  5. 根据权利要求1所述的处理方法,其中,所述将生成的第二资源修改信息发送给所述开发端,包括:The processing method according to claim 1, wherein the sending the generated second resource modification information to the development end includes:
    基于同步协议,将根据所述修改操作进行的对所述游戏的修改生成为所述第二资源修改信息;Based on a synchronization protocol, generating the modification to the game according to the modification operation as the second resource modification information;
    将所述第二资源修改信息转换为第二传输数据;converting the second resource modification information into second transmission data;
    将所述第二传输数据发送给所述开发端;sending the second transmission data to the development end;
    其中,所述同步协议约定修改内容的格式。Wherein, the synchronization protocol agrees to modify the format of the content.
  6. 根据权利要求1-5任一项所述的处理方法,其中,所述方法利用预设的编辑模块执行,所述编辑模块是从所述开发端获取到的。The processing method according to any one of claims 1-5, wherein the method is executed by using a preset editing module, and the editing module is obtained from the development terminal.
  7. 根据权利要求6所述的处理方法,其中,所述编辑模块包括同步模块、操作模块和修改模块;The processing method according to claim 6, wherein the editing module includes a synchronization module, an operation module and a modification module;
    所述同步模块用于所述接收来自开发端的针对游戏的第一资源修改信息,和/或,所述将生成的第二资源修改信息发送给所述开发端;The synchronization module is used for receiving the first resource modification information for the game from the development terminal, and/or, sending the generated second resource modification information to the development terminal;
    所述操作模块用于所述获取用于在所述运行端对所述游戏进行修改的修改操作;The operation module is used for the acquisition of modification operations for modifying the game at the running end;
    所述修改模块用于所述通过运行的所述游戏的游戏引擎,根据所述第一资源修改信息和/或所述修改操作,修改所述游戏的资源数据。The modifying module is used for the game engine of the game that is running, and modifies the resource data of the game according to the first resource modification information and/or the modification operation.
  8. 一种资源数据的处理方法,应用于开发端,所述方法包括:A method for processing resource data, applied to a development end, the method comprising:
    获取所述开发端对游戏进行修改的第一资源修改信息;Acquiring the first resource modification information that the development terminal modifies the game;
    将所述第一资源修改信息发送给运行端,以使得所述运行端根据所述第一资源修改信息修改安装的所述游戏的资源数据;sending the first resource modification information to the running terminal, so that the running terminal modifies the resource data of the installed game according to the first resource modification information;
    和/或,接收来自所述运行端的针对所述游戏的第二资源修改信息,所述第二资源修改信息是基于在所述运行端对所述游戏进行修改的修改操作生成的;And/or, receiving second resource modification information for the game from the running terminal, where the second resource modification information is generated based on a modification operation for modifying the game at the running terminal;
    根据所述第二资源修改信息,得到所述游戏的资源文件。According to the second resource modification information, the resource file of the game is obtained.
  9. 根据权利要求8所述的处理方法,其中,所述根据所述第二资源修改信息,得到所述游戏的资源文件,包括以下至少之一:The processing method according to claim 8, wherein said obtaining the resource file of the game according to the second resource modification information includes at least one of the following:
    将基于预定的数据协议生成的第二资源修改信息的格式转换为目标格式,并根据目标格式的第二资源修改信息,得到所述游戏的资源文件;converting the format of the second resource modification information generated based on the predetermined data protocol into a target format, and obtaining the resource file of the game according to the second resource modification information in the target format;
    根据基于预定的数据协议生成的已转换为目标格式的第二资源修改信息,得到所述游戏的资源文件;Obtaining the resource file of the game according to the second resource modification information converted into the target format generated based on the predetermined data protocol;
    其中,所述数据协议约定用于转换为目标格式的资源修改信息的格式,所述目标格式为所述开发端的编辑器可识别的格式。Wherein, the data protocol stipulates a format for converting resource modification information into a target format, and the target format is a format recognizable by an editor at the development end.
  10. 根据权利要求8或9所述的处理方法,其中,所述将所述第一资源修改信息发送给运行端,包括:The processing method according to claim 8 or 9, wherein the sending the first resource modification information to the running end comprises:
    按照预定的同步协议,将对所述游戏的修改生成为所述第一资源修改信息;generating the modification to the game as the first resource modification information according to a predetermined synchronization protocol;
    将所述第一资源修改信息转换为第一传输数据;converting the first resource modification information into first transmission data;
    将所述第一传输数据发送给所述运行端;sending the first transmission data to the running end;
    所述接收来自所述运行端的针对所述游戏的第二资源修改信息,包括:The receiving the second resource modification information for the game from the running terminal includes:
    接收来自所述运行端的针对所述游戏的第二传输数据;receiving second transmission data for the game from the running terminal;
    将所述第二传输数据转换为所述第二资源修改信息,所述第二资源修改信息是所述开发端基于所述同步协议,将根据所述修改操作进行的对所述游戏的修改生成的;Converting the second transmission data into the second resource modification information, the second resource modification information is generated by the developer based on the modification to the game according to the modification operation based on the synchronization protocol of;
    其中,所述同步协议约定修改内容的格式。Wherein, the synchronization protocol agrees to modify the format of the content.
  11. 一种编辑器,应用于运行端,所述编辑器包括:An editor applied to the running end, the editor includes:
    同步模块和/或操作模块,所述同步模块用于接收来自开发端的针对游戏的第一资源修改信息,所述操作模块用于获取用于在所述运行端对所述游戏进行修改的修改操作;A synchronization module and/or an operation module, the synchronization module is used to receive the first resource modification information for the game from the development terminal, and the operation module is used to obtain a modification operation for modifying the game at the running terminal ;
    修改模块,用于通过运行的所述游戏的游戏引擎,根据所述第一资源修改信息和/或所述修改操作,修改所述游戏的资源数据;A modification module, configured to modify the resource data of the game according to the first resource modification information and/or the modification operation through the running game engine of the game;
    若根据所述修改操作修改所述游戏的资源数据,则所述同步模块还用于将生成的第二资源修改信息发送给所述开发端。If the resource data of the game is modified according to the modification operation, the synchronization module is further configured to send the generated second resource modification information to the development terminal.
  12. 一种编辑器,应用于开发端,所述编辑器包括:An editor applied to the development end, the editor includes:
    获取模块,用于获取所述开发端对游戏进行修改的第一资源修改信息;An acquisition module, configured to acquire first resource modification information for modifying the game by the development terminal;
    通信模块,用于将所述第一资源修改信息发送给运行端,以使得所述运行端根据所述第一资源修改信息修改安装的所述游戏的资源数据,和/或,接收来自所述运行端的针对所述游戏的第二资源修改信息,所述第二资源修改信息是基于在所述运行端对所述游戏进行修改的修改操作生成的;A communication module, configured to send the first resource modification information to the running terminal, so that the running terminal modifies the resource data of the installed game according to the first resource modification information, and/or, receives information from the Second resource modification information for the game at the running end, where the second resource modification information is generated based on a modification operation for modifying the game at the running end;
    生成模块,用于基于所述第二资源修改信息,得到所述游戏的资源文件。A generating module, configured to obtain resource files of the game based on the second resource modification information.
  13. 一种资源数据的处理系统,包括:A system for processing resource data, comprising:
    运行端,用于执行权利要求1-7任一项所述的资源数据的处理方法;The running terminal is used to execute the resource data processing method described in any one of claims 1-7;
    开发端,用于执行权利要求8-10任一项所述的资源数据的处理方法。The development end is configured to execute the resource data processing method described in any one of claims 8-10.
  14. 一种电子设备,包括存储器、处理器及存储在存储器上的计算机程序,所述处理器执行所述计算机程序以实现权利要求1-7或权利要求8-10任一项所述方法的步骤。An electronic device, comprising a memory, a processor and a computer program stored on the memory, the processor executes the computer program to implement the steps of the method described in any one of claims 1-7 or 8-10.
  15. 一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现权利要求1-7或权利要求8-10任一项所述方法的步骤。A computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the method described in any one of claims 1-7 or 8-10 are implemented.
PCT/CN2022/118505 2022-01-26 2022-09-13 Resource data processing method and system, editor, electronic device, and storage medium WO2023142494A1 (en)

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