CN115671728A - Operation control method and device of game props and electronic equipment - Google Patents
Operation control method and device of game props and electronic equipment Download PDFInfo
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Abstract
Description
技术领域technical field
本发明涉及游戏技术领域,尤其是涉及一种游戏道具的操作控制方法、装置和电子设备。The invention relates to the technical field of games, in particular to an operation control method, device and electronic equipment for game props.
背景技术Background technique
在游戏系统中,玩家可以对道具进行改造。以武器道具为例,玩家可以更换武器的瞄准器、枪口、握把等配件,还可以更换武器的皮肤,例如,将武器的普通皮肤更换为迷彩皮肤。游戏系统中通常会设置多种道具皮肤,玩家从中选择一种皮肤并设置到道具上,从而改变道具的外观;由于玩家使用游戏系统给定的皮肤种类改造道具的外观,导致道具的外观效果较为单一,影响玩家在游戏中的视觉体验。如果需要提供更多的外观效果,则需要提供更多的皮肤素材,导致程序数据量很大,造成存储空间的浪费。In the game system, players can transform props. Taking weapon props as an example, players can change the sights, muzzles, grips and other accessories of the weapon, as well as the skin of the weapon, for example, changing the normal skin of the weapon to a camouflage skin. A variety of item skins are usually set in the game system, and the player chooses a skin and sets it on the item, thereby changing the appearance of the item; because the player uses the skin type given by the game system to modify the appearance of the item, the appearance effect of the item is relatively different. Single, affecting the player's visual experience in the game. If more appearance effects need to be provided, more skin materials need to be provided, resulting in a large amount of program data and a waste of storage space.
发明内容Contents of the invention
有鉴于此,本发明的目的在于提供一种游戏道具的操作控制方法、装置和电子设备,以提高道具外观的视觉效果丰富度,提高游戏体验。In view of this, the object of the present invention is to provide an operation control method, device and electronic equipment for game props, so as to increase the richness of the visual effect of the appearance of the props and improve the game experience.
第一方面,本发明实施例提供了一种游戏道具的操作控制方法,通过终端设备提供一图形用户界面,方法包括:响应于指定触发操作,在图形用户界面中显示染色材料和染色控件;响应作用于染色控件的第一触发操作,更新染色材料的材料参数,从多个备选染色参数中确定第一染色参数,其中,不同的备选染色参数对应不同的视觉效果;根据第一染色参数和待染色道具模型的初始外观参数,确定待染色道具模型的第一目标外观参数,其中,初始外观参数为待染色道具模型的皮肤道具所对应的参数;根据第一目标外观参数显示待染色道具模型。In the first aspect, an embodiment of the present invention provides an operation control method for game props, which provides a graphical user interface through a terminal device, and the method includes: displaying dyeing materials and dyeing controls in the graphical user interface in response to a specified trigger operation; responding Act on the first trigger operation of the dyeing control, update the material parameters of the dyed material, and determine the first dyeing parameter from a plurality of alternative dyeing parameters, where different alternative dyeing parameters correspond to different visual effects; according to the first dyeing parameter and the initial appearance parameter of the prop model to be dyed, determine the first target appearance parameter of the prop model to be dyed, wherein the initial appearance parameter is the parameter corresponding to the skin prop of the prop model to be dyed; display the prop to be dyed according to the first target appearance parameter Model.
第二方面,本发明实施例提供了一种游戏道具的操作控制装置,通过终端设备提供一图形用户界面,装置包括:控件显示模块,用于响应于指定触发操作,在图形用户界面中显示染色材料和染色控件;染色参数确定模块,用于响应作用于染色控件的第一触发操作,更新染色材料的材料参数,从多个备选染色参数中确定第一染色参数,其中,不同的备选染色参数对应不同的视觉效果;外观参数确定模块,用于根据第一染色参数和待染色道具模型的初始外观参数,确定待染色道具模型的第一目标外观参数,其中,初始外观参数为待染色道具模型的皮肤道具所对应的参数;模型显示模块,用于根据第一目标外观参数显示待染色道具模型。In the second aspect, an embodiment of the present invention provides an operation control device for game props, which provides a graphical user interface through a terminal device, and the device includes: a control display module, configured to display coloring in the graphical user interface in response to a specified trigger operation. Material and dyeing control; dyeing parameter determination module, used to respond to the first trigger operation acting on the dyeing control, update the material parameters of the dyed material, and determine the first dyeing parameter from a plurality of alternative dyeing parameters, wherein different alternatives The dyeing parameters correspond to different visual effects; the appearance parameter determination module is used to determine the first target appearance parameter of the prop model to be dyed according to the first dyeing parameter and the initial appearance parameter of the prop model to be dyed, wherein the initial appearance parameter is Parameters corresponding to the skin props of the prop model; a model display module, configured to display the prop model to be dyed according to the first target appearance parameter.
第三方面,本发明实施例提供了一种电子设备,包括处理器和存储器,存储器存储有能够被处理器执行的机器可执行指令,处理器执行机器可执行指令以实现上述游戏道具的操作控制方法。In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to realize the operation control of the above-mentioned game props method.
第四方面,本发明实施例提供了一种机器可读存储介质,机器可读存储介质存储有机器可执行指令,机器可执行指令在被处理器调用和执行时,机器可执行指令促使处理器实现上述游戏道具的操作控制方法。In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium. The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to Realize the operation control method of the above-mentioned game props.
本发明实施例带来了以下有益效果:Embodiments of the present invention bring the following beneficial effects:
上述游戏道具的操作控制方法、装置和电子设备,响应于指定触发操作,在图形用户界面中显示染色材料和染色控件;响应作用于染色控件的第一触发操作,更新染色材料的材料参数,从多个备选染色参数中确定第一染色参数,其中,不同的备选染色参数对应不同的视觉效果;根据第一染色参数和待染色道具模型的初始外观参数,确定待染色道具模型的第一目标外观参数,其中,初始外观参数为待染色道具模型的皮肤道具所对应的参数;根据第一目标外观参数显示待染色道具模型。该方式中,通过染色材料对待染色道具模型进行染色,在染色时,从多种备选染色参数中确定染色参数,该方式通过备选染色参数提供多种染色视觉效果,可以给玩家呈现出个性化多样化的道具外观,提高了道具外观的视觉效果丰富度,提高了游戏体验。同时,游戏系统中无需保存大量的皮肤素材,减少了游戏系统的数据量,节约存储空间资源。The operation control method, device and electronic device of the above game props, in response to the specified trigger operation, display the dyeing material and the dyeing control in the graphical user interface; respond to the first trigger operation acting on the dyeing control, update the material parameters of the dyeing material, from Determining a first coloring parameter among a plurality of candidate coloring parameters, wherein different candidate coloring parameters correspond to different visual effects; according to the first coloring parameter and the initial appearance parameters of the prop model to be dyed, determine the first coloring parameter of the prop model to be dyed. The target appearance parameter, wherein, the initial appearance parameter is a parameter corresponding to the skin prop of the prop model to be dyed; the prop model to be dyed is displayed according to the first target appearance parameter. In this method, the prop model to be dyed is dyed with the dyeing material, and the dyeing parameters are determined from a variety of alternative dyeing parameters when dyeing. This method provides a variety of dyeing visual effects through the optional dyeing parameters, which can present players with individuality The diversified appearance of props improves the richness of visual effects of the appearance of props and improves the game experience. At the same time, there is no need to save a large number of skin materials in the game system, which reduces the amount of data in the game system and saves storage space resources.
本发明的其他特征和优点将在随后的说明书中阐述,并且,部分地从说明书中变得显而易见,或者通过实施本发明而了解。本发明的目的和其他优点在说明书、权利要求书以及附图中所特别指出的结构来实现和获得。Additional features and advantages of the invention will be set forth in the description which follows, and in part will be apparent from the description, or may be learned by practice of the invention. The objectives and other advantages of the invention will be realized and attained by the structure particularly pointed out in the written description and claims hereof as well as the appended drawings.
为使本发明的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。In order to make the above-mentioned objects, features and advantages of the present invention more comprehensible, preferred embodiments will be described in detail below together with the accompanying drawings.
附图说明Description of drawings
为了更清楚地说明本发明具体实施方式或现有技术中的技术方案,下面将对具体实施方式或现有技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图是本发明的一些实施方式,对于本领域技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。In order to more clearly illustrate the specific implementation of the present invention or the technical solutions in the prior art, the following will briefly introduce the accompanying drawings that need to be used in the specific implementation or description of the prior art. Obviously, the accompanying drawings in the following description The drawings show some implementations of the present invention. For those skilled in the art, other drawings can also be obtained according to these drawings without creative work.
图1为本发明实施例提供的一种游戏道具的操作控制方法的流程图;FIG. 1 is a flow chart of an operation control method for game props provided by an embodiment of the present invention;
图2为本发明实施例提供的一种道具配置界面的示意图;Fig. 2 is a schematic diagram of an item configuration interface provided by an embodiment of the present invention;
图3为本发明实施例提供的一种配件设置界面的示意图;Fig. 3 is a schematic diagram of an accessory setting interface provided by an embodiment of the present invention;
图4为本发明实施例提供的一种枪械染色界面的示意图;Fig. 4 is a schematic diagram of a gun dyeing interface provided by an embodiment of the present invention;
图5为本发明实施例提供的一种配件染色界面的示意图;Fig. 5 is a schematic diagram of an accessory dyeing interface provided by an embodiment of the present invention;
图6为本发明实施例提供的一种待染色道具模型的染色外观和初始外观的对比示意图;Fig. 6 is a schematic diagram of a comparison between the dyed appearance and the initial appearance of a prop model to be dyed provided by an embodiment of the present invention;
图7为本发明实施例提供的一种游戏道具的操作控制装置的示意图;Fig. 7 is a schematic diagram of an operation control device for a game prop provided by an embodiment of the present invention;
图8为本发明实施例提供的一种电子设备的结构示意图。FIG. 8 is a schematic structural diagram of an electronic device provided by an embodiment of the present invention.
具体实施方式Detailed ways
为使本发明实施例的目的、技术方案和优点更加清楚,下面将结合附图对本发明的技术方案进行清楚、完整地描述,显然,所描述的实施例是本发明一部分实施例,而不是全部的实施例。基于本发明中的实施例,本领域技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本发明保护的范围。In order to make the purpose, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of them. the embodiment. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without making creative efforts belong to the protection scope of the present invention.
考虑到相关游戏中,道具的外观效果较为单一,玩家的改造余地较小,缺少个性化的道具外观设置方式,本发明实施例提供的一种游戏道具的操作控制方法、装置和电子设备,该技术可以应用于各类虚拟道具,游戏可以应用于枪械、武器等道具。Considering that in related games, the appearance effect of the props is relatively simple, the room for modification of the player is small, and there is a lack of personalized prop appearance setting methods, an operation control method, device and electronic equipment for game props provided in the embodiments of the present invention, the Technology can be applied to various virtual props, and games can be applied to firearms, weapons and other props.
在本公开其中一种实施例中的游戏道具的操作控制方法可以运行于本地终端设备或者是服务器。当游戏道具的操作控制方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。In one embodiment of the present disclosure, the operation control method of game props can run on a local terminal device or a server. When the operation control method of game props runs on the server, the method can be realized and executed based on the cloud interactive system, wherein the cloud interactive system includes a server and a client device.
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,游戏道具的操作控制方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。In an optional implementation manner, various cloud applications, such as cloud games, can be run under the cloud interactive system. Taking cloud games as an example, cloud games refer to game methods based on cloud computing. In the running mode of cloud games, the running subject of the game program and the presenting subject of the game screen are separated, the storage and operation of the operation control method of the game props are completed on the cloud game server, and the function of the client device is used for data storage. Receive, send and present the game screen, for example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, TV, computer, palmtop computer, etc.; but the information processing is Cloud game server in the cloud. When playing a game, the player operates the client device to send an operation command to the cloud game server, and the cloud game server runs the game according to the operation command, encodes and compresses the game screen and other data, and returns it to the client device through the network. Decode and output the game screen.
在一可选的实施方式中,以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。In an optional implementation manner, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through the graphical user interface, that is, the conventional electronic device downloads and installs the game program and runs it. The local terminal device may provide the graphical user interface to the player in various manners, for example, rendering and displaying it on the display screen of the terminal, or providing it to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the graphical user interface displayed on the display.
在一种可能的实施方式中,本发明实施例提供了一种游戏道具的操作控制方法,通过终端设备提供一图形用户界面,其中,终端设备可以是前述提到的本地终端设备,也可以是前述提到的云交互系统中的客户端设备。该图形用户界面中可以显示待染色道具模型;该待染色道具模型通常具有初始显示外观;本实施例提供的游戏道具的操作控制方法,通常在游戏对局之外实现;例如,玩家在参与游戏对局之前,通过本实施例的方式对待染色道具模型的外观进行改造。该情况下,图形用户界面中需要显示待染色道具模型,以及待染色道具模型在改造之前的初始显示外观。In a possible implementation, the embodiment of the present invention provides an operation control method for game props, which provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device, or it may be The client device in the aforementioned cloud interaction system. The prop model to be dyed can be displayed in the graphical user interface; the prop model to be dyed usually has an initial display appearance; the operation control method of the game prop provided by this embodiment is usually implemented outside the game; for example, the player participates in the game Before the game, the appearance of the prop model to be dyed is modified through the method of this embodiment. In this case, the prop model to be dyed and the initial display appearance of the prop model to be dyed before transformation need to be displayed in the graphical user interface.
可以理解的是,该初始显示外观可以通过待染色道具模型的道具皮肤实现,该道具皮肤可以从游戏商城中购买,也可以通过参与活动获得道具皮肤;该初始显示外观也可以是已经染色的外观,玩家可以针对已经染色的待染色道具模型进行再次染色。It can be understood that the initial display appearance can be achieved through the item skin of the item model to be dyed. The item skin can be purchased from the game store, or the item skin can be obtained by participating in activities; the initial display appearance can also be the appearance that has been dyed , the player can dye the prop model to be dyed again.
为便于对本实施例进行理解,首先对本发明实施例所公开的一种游戏道具的操作控制方法进行详细介绍,如图,1所示,该游戏道具的操作控制方法,通过终端设备提供图形用户界面,其中,终端设备可以为前述记载的本地终端设备,也可以为前述记载的客户端设备,本方法包括如下步骤:In order to facilitate the understanding of this embodiment, a method for operating and controlling game props disclosed in the embodiment of the present invention is firstly introduced in detail, as shown in Figure 1, the method for operating and controlling game props provides a graphical user interface through a terminal device , wherein the terminal device may be the aforementioned local terminal device or the aforementioned client device, the method includes the following steps:
步骤S102,响应于指定触发操作,在图形用户界面中显示染色材料和染色控件;Step S102, displaying dyeing materials and dyeing controls in the graphical user interface in response to a specified trigger operation;
该指定触发操作可以为作用于指定控件的操作,例如,点击、双击或长按指定控件等;该指定触发操作也可以为作用于待染色道具模型的相关操作。该指定触发操作通常用于指示:启动对待染色道具模型的染色流程。玩家发出指定触发操作后,则在图形用户界面中显示染色材料和染色控件;在本实施例中,通过染色的方式使待染色道具模型的外观富于变化。对待染色道具模型进行染色需要使用染色材料。The designated triggering operation may be an operation acting on a designated control, for example, clicking, double-clicking, or long-pressing a designated control; the designated triggering operation may also be a related operation acting on the prop model to be dyed. The specified trigger operation is usually used to indicate: start the dyeing process of the prop model to be dyed. After the player issues a designated trigger operation, the dyeing material and dyeing controls are displayed in the GUI; in this embodiment, the appearance of the prop model to be dyed is varied through dyeing. Dyeing materials are required to dye the prop model to be dyed.
需要说明的是,染色材料需要玩家预先获得。染色材料可以通过下述中的一种或多种方式获得:开启指定游戏道具、分解已染色道具获得和参数指定游戏活动。例如,玩家开启宝箱道具获得染色材料,玩家可以通过购买,以及在游戏场景中活跃探索,从而获得宝箱。开启宝箱可以获得配件、染色道具、基础武器等。还可以对已染色道具进行分解,得到染色材料,该染色材料可以用于染色其他道具;在实际实现时,可以仅设置部分种类的已染色道具具有可分解的属性,玩家对可分解的已染色道具执行分解操作,可以得到染色材料。另外,玩家可以参与指定游戏活动、例如,抽奖活动、完成指定游戏任务等,从而以活动奖励的方式得到染色材料。It should be noted that dyeing materials need to be obtained by players in advance. Dyeing materials can be obtained through one or more of the following methods: opening specified game props, decomposing dyed props to obtain, and parameter-specified game activities. For example, players open treasure chest props to obtain dyeing materials, and players can obtain treasure chests by purchasing and actively exploring in the game scene. Open the treasure chest to get accessories, dyed props, basic weapons, etc. It is also possible to decompose the dyed props to obtain dyeing materials, which can be used to dye other props; in actual implementation, only some types of dyed props can be set to have decomposable attributes, and the player can decompose the dyed props Props perform decomposition operations to obtain dyeing materials. In addition, players can participate in specified game activities, such as lottery draws, complete specified game tasks, etc., so as to obtain dyeing materials in the form of event rewards.
在上述图形用户界面中,显示待染色道具模型的染色材料。在实际实现时,染色材料可以给任何可染色道具进行染色,也可以对部分可染色道具进行染色。图形用户界面中可以显示适用于待染色道具模型的染色材料,具体可以显示染色材料的道具数量、染色能力值等信息。图形用户界面中还显示染色控件,玩家触发该染色控件后,即可得到被染色的待染色道具模型。In the above graphical user interface, the dyeing material of the prop model to be dyed is displayed. In actual implementation, dyeing materials can dye any dyeable props, and can also dye some dyeable props. The dyeing material suitable for the prop model to be dyed can be displayed in the graphical user interface, specifically, information such as the number of props of the dyeing material, dyeing ability value, etc. can be displayed. The graphical user interface also displays a dyeing control, and after the player triggers the dyeing control, the dyed item model to be dyed can be obtained.
步骤S104,响应作用于染色控件的第一触发操作,更新染色材料的材料参数,从多个备选染色参数中确定第一染色参数,其中,不同的备选染色参数对应不同的视觉效果;Step S104, updating the material parameters of the dyeing material in response to the first trigger operation acting on the dyeing control, and determining the first dyeing parameter from a plurality of candidate dyeing parameters, wherein different candidate dyeing parameters correspond to different visual effects;
该第一触发操作可以为作用于染色控件的点击、双击或长按染色控件的操作等。在本实施例中,预先设置了多种备选染色参数,不同的备选染色参数下的待染色道具模型的视觉效果不同。以第一染色参数为例,第一染色参数可以包括一种或者多个目标染色颜色,当第一染色参数包括一种目标染色颜色时,第一染色参数为纯色效果;当第一染色参数包括多种目标染色颜色时,第一染色参数为多色效果,例如,彩虹效果。The first trigger operation may be an operation of clicking, double-clicking or long-pressing the coloring control, etc. on the coloring control. In this embodiment, multiple optional dyeing parameters are preset, and the visual effects of the prop models to be dyed are different under different optional dyeing parameters. Taking the first coloring parameter as an example, the first coloring parameter may include one or more target coloring colors, when the first coloring parameter includes a target coloring color, the first coloring parameter is a pure color effect; when the first coloring parameter includes When multiple target dyeing colors are used, the first dyeing parameter is a multi-color effect, for example, a rainbow effect.
另一种实现方式中,第一染色参数中既包括目标染色颜色,还包括目标染色颜色对应的染色效果。具体的,可以预设多种染色颜色,每种染色颜色对应多种染色效果。在确定第一染色参数时,可以先从多种染色颜色中确定目标染色颜色,再从该目标染色颜色的多种染色效果中确定目标染色效果,从而确定第一染色参数。另外,目标染色颜色可以为默认设置,在确定第一染色参数时,仅从默认设置的目标染色颜色对应的多种染色效果中,确定目标染色效果。In another implementation manner, the first dyeing parameter includes both the target dyeing color and the dyeing effect corresponding to the target dyeing color. Specifically, multiple dyeing colors can be preset, and each dyeing color corresponds to multiple dyeing effects. When determining the first dyeing parameter, the target dyeing color can be determined from multiple dyeing colors first, and then the target dyeing effect can be determined from multiple dyeing effects of the target dyeing color, so as to determine the first dyeing parameter. In addition, the target dyeing color may be set as a default, and when determining the first dyeing parameter, the target dyeing effect is determined only from multiple dyeing effects corresponding to the default-set target dyeing color.
具体的,针对目标染色颜色,可以设置多种染色模板,染色模板用于控制模板染色颜色在待染色道具模型上的显示位置、显示区域、显示形状等。基于此,染色模板中可以保存目标染色颜色的颜色贴图与待染色道具模型上模型位置的对应关系,在实际实现时,每个染色模板设置对应的模板标识,染色颜色也可以设置颜色标识,颜色标识和模板标识组成上述第一染色参数。Specifically, for the target dyeing color, multiple dyeing templates can be set, and the dyeing template is used to control the display position, display area, display shape, etc. of the template dyeing color on the prop model to be dyed. Based on this, the corresponding relationship between the color map of the target dyeing color and the position of the model on the prop model to be dyed can be saved in the dyeing template. The identity and the template identity constitute the above-mentioned first staining parameters.
染色模板可以控制目标染色颜色的染色效果,该染色效果可以理解为,通过目标染色颜色对待染色道具模型进行染色时的染色方式,例如,染色效果具体为目标染色颜色在待染色道具模型上的染色区域,以枪械道具为例,目标染色颜色可以染色在枪械的枪口、握把、枪身、底座等多种染色区域,还可以对待染色道具模型的全身进行染色。在实际实现时,目标染色颜色可以预先设置颜色贴图,然后设置颜色贴图到待染色道具模型的映射方式,即UV映射关系,通过映射方式控制目标染色颜色在待染色道具模型上的染色区域;例如,从颜色贴图中预先确定多个关键像素点,从待染色道具模型上确定多个关键模型位置点,然后,在前述染色模板中设置关键像素点与关键模型位置点之间的映射关系;通过该映射关系,可以确定颜色贴图在待染色道具模型上的染色效果。The dyeing template can control the dyeing effect of the target dyeing color. The dyeing effect can be understood as the dyeing method when the prop model to be dyed is dyed with the target dyeing color. For example, the dyeing effect is specifically the dyeing of the target dyeing color on the prop model to be dyed For the area, take firearm props as an example, the target dyeing color can be dyed in various dyeing areas such as the muzzle, grip, gun body, base, etc. of the firearm, and the whole body of the prop model to be dyed can also be dyed. In actual implementation, the target dyeing color can be pre-set the color map, and then set the mapping method of the color map to the prop model to be dyed, that is, the UV mapping relationship, and control the dyeing area of the target dyeing color on the prop model to be dyed through the mapping method; for example , pre-determine a plurality of key pixel points from the color map, determine a plurality of key model position points from the prop model to be dyed, and then set the mapping relationship between the key pixel points and the key model position points in the aforementioned coloring template; through This mapping relationship can determine the dyeing effect of the color map on the prop model to be dyed.
在实际实现时,染色颜色显示在初始外观之上,即,在保持初始外观的基础上,待染色道具模型的局部或部分区域显示染色颜色。游戏系统中可以预先设置多种备选染色参数,多种备选染色参数之间的染色颜色可能相同,也可能不同,当染色颜色相同时,备选染色参数之间的染色效果不同。一种具体的实现方式中,预先设置多种染色颜色,每个染色颜色设置多种染色效果,染色颜色与染色效果的排列组合,得到多种备选染色参数。在实际实现时,随机从备选染色参数中确定第一染色参数,也可以按照预设的顺序确定第一染色参数,或者,根据玩家的账户数据、操作数据、对局数据等,确定第一染色参数。In actual implementation, the dyed color is displayed on the initial appearance, that is, on the basis of maintaining the initial appearance, a part or part of the area of the prop model to be dyed displays the dyed color. A variety of alternative dyeing parameters can be preset in the game system. The dyeing colors of the multiple alternative dyeing parameters may be the same or different. When the dyeing colors are the same, the dyeing effects of the alternative dyeing parameters are different. In a specific implementation manner, multiple dyeing colors are set in advance, and multiple dyeing effects are set for each dyeing color, and multiple dyeing parameters are obtained by arranging and combining the dyeing colors and the dyeing effects. In actual implementation, the first coloring parameter is randomly determined from the alternative coloring parameters, or the first coloring parameter can be determined in a preset order, or the first coloring parameter can be determined according to the player's account data, operation data, game data, etc. Coloring parameters.
由于对待染色道具模型进行染色需要消耗染色材料,因此,触发染色控件后,会更新染色材料的道具参数,例如,减少染色材料的道具数量,或者减少染色材料的染色能力值等。一种具体的方式中,上述图形用户界面中显示染色材料的可用材料数量;更新染色材料的道具参数时,减少染色材料的可用材料数量,最终显示染色后剩余的染色材料的道具数量。Because the dyeing of the prop model to be dyed needs to consume dyeing materials, after the dyeing control is triggered, the prop parameters of the dyeing material will be updated, for example, reducing the number of props of the dyeing material, or reducing the dyeing ability value of the dyeing material, etc. In a specific manner, the number of available materials for dyeing materials is displayed in the above-mentioned graphical user interface; when the prop parameters of dyeing materials are updated, the number of available materials for dyeing materials is reduced, and finally the number of props for remaining dyeing materials after dyeing is displayed.
步骤S106,根据第一染色参数和待染色道具模型的初始外观参数,确定待染色道具模型的第一目标外观参数,其中,初始外观参数为待染色道具模型的皮肤道具所对应的参数;Step S106, according to the first dyeing parameter and the initial appearance parameter of the prop model to be dyed, determine the first target appearance parameter of the prop model to be dyed, wherein the initial appearance parameter is the parameter corresponding to the skin prop of the prop model to be dyed;
初始外观参数具体可以为待染色道具模型的皮肤道具的皮肤贴图数据,第一染色参数可以控制染色颜色改变皮肤贴图的全部或局部的颜色,从而得到第一目标外观参数,第一目标外观参数可以理解为被染色颜色改变颜色的皮肤贴图数据。The initial appearance parameter can specifically be the skin texture data of the skin item of the prop model to be dyed. The first coloring parameter can control the dyeing color to change the color of all or part of the skin texture, thereby obtaining the first target appearance parameter. The first target appearance parameter can be It is understood as the skin texture data whose color is changed by dyeing color.
步骤S108,根据第一目标外观参数显示待染色道具模型。Step S108, displaying the prop model to be dyed according to the first target appearance parameter.
由于第一目标外观参数中包括皮肤道具的皮肤贴图,还包括第一染色参数对应的染色视觉效果,因此,显示的待染色道具模型的视觉效果既包括皮肤道具的效果,也包括染色视觉效果;一种方式中,染色视觉效果可以以一定的透明度显示在皮肤道具效果之上。Since the first target appearance parameter includes the skin texture of the skin prop and the dyeing visual effect corresponding to the first dyeing parameter, the displayed visual effect of the prop model to be dyed includes both the effect of the skin prop and the dyeing visual effect; In one way, the dyed visual effect can be displayed on top of the skin prop effect with a certain transparency.
上述游戏道具的操作控制方法,响应于指定触发操作,在图形用户界面中显示染色材料和染色控件;响应作用于染色控件的第一触发操作,更新染色材料的材料参数,从多个备选染色参数中确定第一染色参数,其中,不同的备选染色参数对应不同的视觉效果;根据第一染色参数和待染色道具模型的初始外观参数,确定待染色道具模型的第一目标外观参数,其中,初始外观参数为待染色道具模型的皮肤道具所对应的参数;根据第一目标外观参数显示待染色道具模型。该方式中,通过染色材料对待染色道具模型进行染色,在染色时,从多种备选染色参数中确定染色参数,该方式通过备选染色参数提供多种染色视觉效果,可以给玩家呈现出个性化多样化的道具外观,提高了道具外观的视觉效果丰富度,提高了游戏体验。同时,游戏系统中无需保存大量的皮肤素材,减少了游戏系统的数据量,节约存储空间资源。In the operation control method of the above-mentioned game props, in response to the specified trigger operation, the dyeing material and the dyeing control are displayed in the graphical user interface; in response to the first trigger operation acting on the dyeing control, the material parameters of the dyeing material are updated, and the coloring materials are selected from multiple alternative dyeing options. Determine the first coloring parameter in the parameter, wherein, different alternative coloring parameters correspond to different visual effects; according to the first coloring parameter and the initial appearance parameter of the prop model to be dyed, determine the first target appearance parameter of the prop model to be dyed, wherein , the initial appearance parameter is the parameter corresponding to the skin prop of the prop model to be dyed; the prop model to be dyed is displayed according to the first target appearance parameter. In this method, the prop model to be dyed is dyed with the dyeing material, and the dyeing parameters are determined from a variety of alternative dyeing parameters when dyeing. This method provides a variety of dyeing visual effects through the optional dyeing parameters, which can present players with individuality The diversified appearance of props improves the richness of visual effects of the appearance of props and improves the game experience. At the same time, there is no need to save a large number of skin materials in the game system, which reduces the amount of data in the game system and saves storage space resources.
一种具体的实现方式中,响应作用于染色控件的第二触发操作,更新染色材料的材料参数,从多个备选染色参数中随机确定第二染色参数;根据第二染色参数和待染色道具模型的初始外观参数确定第二目标外观参数;根据第二目标外观参数显示待染色道具模型。在前述实施例中,针对染色控件执行第一触发操作后,从备选染色参数中随机确定第一染色参数,进而显示对应的待染色道具模型,如果玩家对模型的染色效果不满意,即可触发前述第二触发操作,例如,再次点击染色控件,此时,会从备选染色参数中再次随机确定第二染色参数,该第二染色参数可以与第一染色参数相同,也可以与第一染色参数不同,第二触发操作可以执行一次或多次,从而得到待染色道具模型的多种染色效果,以供玩家从中选择。In a specific implementation, in response to the second trigger operation acting on the dyeing control, the material parameters of the dyed material are updated, and the second dyeing parameter is randomly determined from multiple alternative dyeing parameters; according to the second dyeing parameter and the props to be dyed The initial appearance parameters of the model determine the second target appearance parameters; display the prop model to be dyed according to the second target appearance parameters. In the aforementioned embodiments, after the first trigger operation is performed on the dyeing control, the first dyeing parameter is randomly determined from the alternative dyeing parameters, and then the corresponding prop model to be dyed is displayed. If the player is not satisfied with the dyeing effect of the model, you can Trigger the aforementioned second trigger operation, for example, click the coloring control again, at this time, the second coloring parameter will be randomly determined again from the alternative coloring parameters, and the second coloring parameter can be the same as the first coloring parameter, or can be the same as the first coloring parameter The dyeing parameters are different, and the second trigger operation can be performed once or multiple times, so as to obtain various dyeing effects of the prop model to be dyed for the player to choose from.
另外,当对染色控件执行第二触发操作时,可以花费玩家账户中的资源,例如,金币、钻石等,以通过资源获取多次染色的权限。In addition, when the second trigger operation is performed on the dyeing control, resources in the player's account, such as gold coins and diamonds, may be spent to obtain multiple dyeing permissions through the resources.
第一染色参数可以有多种确定方式。There are many ways to determine the first coloring parameter.
例如,备选染色参数包括备选染色贴图;预先存储多个备选染色贴图,其中,不同的备选染色贴图具有不同的贴图参数;在确定第一染色参数时,从多个备选染色贴图中随机确定第一染色贴图。该方式中,第一染色参数具体为第一染色贴图。不同的备选染色贴图中的染色颜色可以相同,也可以不同;当染色颜色相同时,不同的备选染色贴图中染色颜色的区域位置不同。因此,不同的备选染色贴图产生的染色效果就不同。每个备选染色贴图中的贴图参数,可以理解为备选染色贴图中贴图像素的像素参数,例如,颜色值、亮度值等。For example, the alternative dyeing parameters include an alternative dyeing map; a plurality of alternative dyeing maps are stored in advance, wherein different alternative dyeing maps have different texture parameters; Randomly determine the first color map in . In this manner, the first coloring parameter is specifically a first coloring map. The dyeing colors in different candidate dyeing maps may be the same or different; when the dyeing colors are the same, the positions of dyed areas in different candidate dyeing maps are different. Therefore, different alternative dye maps produce different dye effects. The texture parameters in each candidate coloring map can be understood as the pixel parameters of the texture pixels in the candidate coloring map, for example, color value, brightness value, etc.
另一种方式中,预先存储至少一染色贴图,在确定第一染色参数时,从预先存储的多个贴图选取参数集合中随机确定目标贴图选取参数;根据目标贴图选取参数在至少一染色贴图中确定至少部分区域,将确定出的至少部分区域作为第一染色贴图。该方式中,染色贴图中可以包括多种颜色区域,贴图选取参数集合中可以包括多种贴图选取参数,每个贴图选取参数具体可以为染色贴图中一个区域的区域位置参数,例如,当选取矩形的贴图区域时,该贴图选取参数具体可以为矩形区域的一个点的位置,以及矩形区域的长度和宽度;再如,该贴图选取参数具体可以包括矩形区域的四个点的位置。确定目标贴图选取参数后,即可从染色贴图中截取部分区域,作为第一染色贴图。In another way, at least one coloring map is stored in advance, and when the first coloring parameter is determined, the target texture selection parameter is randomly determined from a plurality of pre-stored texture selection parameter sets; according to the target texture selection parameter in at least one coloring map Determine at least a partial area, and use the determined at least partial area as a first coloring map. In this way, multiple color regions can be included in the coloring map, and multiple texture selection parameters can be included in the texture selection parameter set, and each texture selection parameter can specifically be an area position parameter of a region in the coloring map, for example, when selecting a rectangle In the case of a texture area, the texture selection parameter may specifically be the position of a point in the rectangular area, and the length and width of the rectangular area; for another example, the texture selection parameter may specifically include the positions of four points in the rectangular area. After determining the selection parameters of the target texture, a part of the region can be cut out from the coloring map as the first coloring map.
上述方式中,可以通过贴图选取参数获取到多样化的染色贴图,实现多变的染色效果,通过随机染色的方式提高了道具视觉效果的丰富性。In the above method, a variety of coloring maps can be obtained through texture selection parameters to achieve a variety of coloring effects, and the richness of visual effects of props is improved through random coloring.
得到第一染色贴图中,将第一染色贴图与待染色道具模型的初始外观贴图进行混合生成混合贴图;根据混合贴图渲染待染色道具模型。具体的,由于第一染色贴图中保存的是染色数据,因此,可以基于第一染色贴图,变换初始外观贴图中全部或部分区域的颜色,得到混合贴图;另一种方式中,可以基于预设的加权参数对第一染色贴图和初始外观贴图进行加权计算,得到混合贴图;或者,将第一染色贴图乘以一定的透明度参数,然后再叠加到初始外观贴图上,得到混合贴图。In the obtained first coloring map, the first coloring map is mixed with the initial appearance map of the prop model to be dyed to generate a mixed map; the prop model to be dyed is rendered according to the mixed map. Specifically, since the coloring data is stored in the first coloring map, the color of all or part of the initial appearance map can be transformed based on the first coloring map to obtain a mixed map; in another way, it can be based on a preset The weighting parameters of the first coloring map and the initial appearance map are weighted to obtain a mixed map; or, the first coloring map is multiplied by a certain transparency parameter, and then superimposed on the initial appearance map to obtain a mixed map.
另一种确定第一目标外观参数中,获取第一染色贴图中的关键像素点、以及待染色道具模型上的关键模型位置点;基于关系像素点与关系模型位置点之间的对应关系,将第一染色贴图中的像素点映射至待染色道具模型的模型位置点上,得到待染色道具模型相匹配的中间贴图;将中间贴图确定为待染色道具模型的第一目标外观参数。可以预先在第一染色贴图中指定关键像素点,例如,当第一染色贴图为矩形时,可以指定第一染色贴图的四个顶角位置的像素点为关键像素点,也可以指定其他位置的像素点为关键像素点;同样的,在待染色道具模型上也可以预先指定预设数量的关键模型位置点,通常,关键像素点和关键模型位置点的数量通常相同,并设置一一对应的关系;关系像素点和关键模型位置点对应完成后,通过对第一染色贴图进行拉伸、形变、压缩等,使第一染色贴图中的各个像素点映射到待染色道具模型的各个模型位置上,得到中间贴图;通常,该中间贴图的外形与待染色道具模型的外形形状相同;该中间贴图即前述第一目标外观贴图。Another way to determine the appearance parameters of the first target is to obtain the key pixel points in the first coloring map and the key model position points on the prop model to be dyed; based on the correspondence between the relationship pixel points and the relationship model position points, the The pixel points in the first coloring map are mapped to the model position points of the prop model to be dyed to obtain an intermediate map matching the prop model to be dyed; the intermediate map is determined as the first target appearance parameter of the prop model to be dyed. Key pixels can be specified in the first coloring map in advance. For example, when the first coloring map is a rectangle, you can specify the pixels at the four corners of the first coloring map as key pixels, or you can specify other positions Pixels are key pixel points; similarly, a preset number of key model position points can also be pre-specified on the prop model to be dyed. Usually, the number of key pixel points and key model position points is usually the same, and a one-to-one correspondence is set. Relationship; After the correspondence between pixel points and key model position points is completed, each pixel point in the first coloring map is mapped to each model position of the prop model to be dyed by stretching, deforming, compressing, etc. the first coloring map , to obtain an intermediate texture; usually, the shape of the intermediate texture is the same as that of the prop model to be dyed; the intermediate texture is the aforementioned first target appearance texture.
待染色道具模型具有染色效果后,为了使其他玩家看到染色效果,需要对相关数据进行同步。具体的,响应于受控虚拟对象携带待染色道具模型参与游戏对局,将待染色道具模型的第一染色参数发送至游戏对局中虚拟对象对应的指定设备,以在指定设备中通过第一染色参数显示待染色道具模型;其中,指定设备为其他玩家对应的终端设备;指定设备中预先存储有待染色道具模型的初始外观参数。指定设备中通常下载安装有游戏数据包,该游戏数据包中通常包括游戏中各个道具的数据,如上述初始外观参数;由于第一染色参数为终端设备对应的玩家随机确定参数,因此,指定设备中通常不具有该第一染色参数与待染色道具模型的对应关系。由于待染色道具模型被玩家携带至游戏对局中,该游戏对局中的其他玩家可能会观察到该待染色道具模型,为了在这些玩家直接同步待染色道具模型的染色效果,需要通过服务器将终端设备上随机确定出的第一染色参数同步到该游戏对局对应的所有指定设备上,以在指定设备上,基于第一染色参数和初始外观参数确定出第一目标外观参数,进而显示出具有染色效果的待染色道具模型。After the dyed prop model has the dyeing effect, in order for other players to see the dyeing effect, the relevant data needs to be synchronized. Specifically, in response to the controlled virtual object carrying the prop model to be dyed to participate in the game match, the first coloring parameter of the prop model to be dyed is sent to the designated device corresponding to the virtual object in the game match, so that the designated device can pass the first The dyeing parameters display the prop model to be dyed; wherein, the designated device is the terminal device corresponding to other players; the designated device pre-stores the initial appearance parameters of the prop model to be dyed. A game data package is usually downloaded and installed in the designated device, and the game data package usually includes the data of each prop in the game, such as the above-mentioned initial appearance parameters; since the first coloring parameter is a parameter randomly determined by the player corresponding to the terminal device, the designated device In general, there is no corresponding relationship between the first coloring parameter and the prop model to be dyed. Since the prop model to be dyed is carried by the player into the game, other players in the game may observe the prop model to be dyed. In order to directly synchronize the dyeing effect of the prop model to be dyed with these players, it is necessary to transfer the The first coloring parameter randomly determined on the terminal device is synchronized to all designated devices corresponding to the game match, so that the first target appearance parameter is determined on the designated device based on the first coloring parameter and the initial appearance parameter, and then displayed The prop model to be dyed with dyeing effect.
进一步的,响应针对第一目标外观参数下待染色道具模型的外观效果的保存操作,保存外观效果对应的第一染色参数。需要说明的是,第一染色参数属于备选染色参数的一种,已经在游戏系统中存在,但对于待染色道具模型来说,需要知晓通过哪种染色参数进行染色,因而,需要将第一染色参数与待染色道具模型关联保存,以便通过第一染色参数实现待染色道具模型的染色效果。Further, in response to the operation of saving the appearance effect of the prop model to be dyed under the first target appearance parameter, the first coloring parameter corresponding to the appearance effect is saved. It should be noted that the first coloring parameter is one of the optional coloring parameters, which already exists in the game system. The dyeing parameters are stored in association with the prop model to be dyed, so that the dyeing effect of the prop model to be dyed can be realized through the first dyeing parameter.
当第一染色参数与待染色道具模型关联保存后,通常,该待染色道具模型的皮肤始终为染色效果下的皮肤,如果玩家想恢复皮肤的初始外观,可以使用洗色道具,从而删除第一染色参数,也可以设置为第一染色参数与待染色道具模型始终关联保存,无法恢复皮肤的初始外观。After the first dyeing parameter is saved in association with the item model to be dyed, usually, the skin of the item model to be dyed is always the skin under the dyeing effect. If the player wants to restore the initial appearance of the skin, he can use the color washing item to delete the first Dyeing parameters can also be set as the first dyeing parameter and the prop model to be dyed are always associated and saved, and the initial appearance of the skin cannot be restored.
下述实施例描述显示图形用户界面的多种实现方式。The following embodiments describe various implementations of displaying a graphical user interface.
一种方式中,响应于道具配置操作,在图形用户界面中显示武器道具、武器道具的染色启动控件、以及武器道具的配件道具信息;响应作用于染色启动控件的触发操作,将武器道具确定为待染色道具模型,在图形用户界面中显示染色材料和染色控件。In one way, in response to the prop configuration operation, the weapon prop, the dyeing start control of the weapon prop, and the accessory prop information of the weapon prop are displayed in the graphical user interface; in response to the trigger operation acting on the dyeing start control, the weapon prop is determined as The model of the prop to be dyed, displaying dyeing materials and dyeing controls in the GUI.
在游戏系统中,通常设置有仓库子系统、背包子系统等,例如,可以在特定的子系统的页面上设置道具配置控件,通过触发该道具配置控件,执行上述道具配置操作。例如,在仓库子系统中,可以展示各类武器道具的外观以及道具的信息,在武器道具的展示页面上可以设置道具配置控件,以枪械道具为例,道具配置控件可以显示为“枪械DIY”。玩家触发该道具配置控件后,在图形用户界面中显示武器道具的配置页面。In a game system, a warehouse subsystem, a backpack subsystem, etc. are usually set up. For example, an item configuration control can be set on a specific subsystem page, and the above item configuration operation can be performed by triggering the item configuration control. For example, in the warehouse subsystem, the appearance and information of various weapons and props can be displayed, and props configuration controls can be set on the display page of weapons and props. Taking gun props as an example, the props configuration control can be displayed as "Gun DIY" . After the player triggers the item configuration control, the configuration page of the weapon item is displayed in the graphical user interface.
图2作为一个示例,玩家执行道具配置操作后,显示图2所示的界面。武器道具以枪械道具为例,界面中显示“更改染色”的染色启动控件,还显示枪械道具的道具外观,在界面的右侧区域显示配件道具信息,该配件道具信息可以包括枪械道具当前装配的配件道具,还可以显示配件道具的颜色、磨损值、道具特性等。Fig. 2 is used as an example, after the player performs the item configuration operation, the interface shown in Fig. 2 is displayed. Weapon props Take firearm props as an example, the interface displays the dyeing start control of "Change Dyeing", and also displays the appearance of the firearm props, and the information of accessories and props is displayed in the right area of the interface. Accessory props can also display the color, wear value, and prop characteristics of accessory props.
除了染色武器道具本身以外,武器道具的配件道具也可以进行染色。具体的,响应于道具配置操作,在图形用户界面中显示武器道具、以及武器道具的配件道具信息;响应作用于配件道具信息中第一配件道具的染色启动操作,将第一配件道具确定为待染色道具模型,在图形用户界面中显示染色材料和染色控件。In addition to dyeing the weapon prop itself, the accessory props of the weapon prop can also be dyed. Specifically, in response to the item configuration operation, the weapon item and the accessory item information of the weapon item are displayed in the graphical user interface; in response to the dyeing start operation acting on the first accessory item in the accessory item information, the first accessory item is determined to be Dyeing prop model, showing dyeing materials and dyeing controls in the GUI.
例如,可以在特定的子系统的页面上设置道具配置控件,通过触发该道具配置控件,执行上述道具配置操作。例如,在仓库子系统中,可以展示各类武器道具的外观以及道具的信息,在武器道具的展示页面上可以设置道具配置控件,以枪械道具为例,道具配置控件可以显示为“枪械DIY”。玩家触发该道具配置控件后,在图形用户界面中显示武器道具的配置页面。For example, an item configuration control may be set on a page of a specific subsystem, and the above item configuration operation may be performed by triggering the item configuration control. For example, in the warehouse subsystem, the appearance and information of various weapons and props can be displayed, and props configuration controls can be set on the display page of weapons and props. Taking gun props as an example, the props configuration control can be displayed as "Gun DIY" . After the player triggers the item configuration control, the configuration page of the weapon item is displayed in the graphical user interface.
在上述的UI设计中,界面中显示武器道具、武器道具的染色启动控件以及配件道具信息,玩家在界面中既可以对武器道具进行染色,也可以对配件道具进行染色,同时还可以观察到武器道具和配件道具被染色后的组合搭配效果,提高了玩家的染色操作的便捷性和染色视觉体验。In the above UI design, the interface displays weapons props, weapon prop dyeing start controls, and accessory prop information. Players can dye weapon props and accessory props in the interface, and at the same time, they can observe the The combination and matching effect of props and accessory props after being dyed improves the convenience of the player's dyeing operation and the visual experience of dyeing.
具体的,响应作用于配件道具信息的设置操作,在图形用户界面中显示武器道具对应的配件道具;响应作用于配件道具中第一配件道具的选中操作,显示第一配件道具对应的染色启动控件,以及第一配件道具的染色记录信息;其中,该染色记录信息包括:第一配件道具的历史染色次数和染色次数阈值;响应作用于染色启动控件的触发操作,将第一配件道具确定为待染色道具模型。Specifically, in response to the setting operation acting on the accessory prop information, display the accessory prop corresponding to the weapon prop in the GUI; in response to the selection operation acting on the first accessory prop among the accessory props, display the dyeing start control corresponding to the first accessory prop , and the dyeing record information of the first accessory prop; wherein, the dyeing record information includes: the historical dyeing times and the dyeing times threshold of the first accessory prop; in response to the trigger operation acting on the dyeing start control, the first accessory prop is determined to be Dye props model.
继续参考图2,玩家执行道具配置操作后,图形用户界面中显示武器道具,武器道具的染色启动控件,还显示武器道具的配件道具信息。配件道具信息中可以显示配件配置控件,玩家点击配件配置控件后,即执行上述配件道具信息的设置操作,然后显示多种配件道具,如图3所示。Continuing to refer to Figure 2, after the player executes the item configuration operation, the GUI displays the weapon item, the coloring start control of the weapon item, and the accessory item information of the weapon item. The accessory configuration control can be displayed in the accessory prop information. After the player clicks the accessory configuration control, the above-mentioned accessory prop information setting operation will be performed, and then various accessory props will be displayed, as shown in Figure 3.
玩家对其中的第一配件道具选中后,显示针对该第一配件道具的配件外观,该配件外观也可以是携带该配件的枪械道具的外观;还显示配件的磨损值、特性信息等,该特性信息中可以包括配件的功能、特效等。同时,还显示针对第一配件道具的染色启动控件。在图3中,染色启动控件中显示了第一配件道具的历史染色次数,以及染色次数阈值,表示为“1/3”,该标识代表第一配件道具已经染色一次,染色次数阈值为三次。玩家点击该染色启动控件后,第一配件道具确定为待染色道具模型,并为该第一配件道具染色。After the player selects the first accessory item, the accessory appearance for the first accessory item is displayed. The accessory appearance can also be the appearance of the gun item carrying the accessory; the wear value and characteristic information of the accessory are also displayed. The information may include functions, special effects, and the like of the accessory. At the same time, a dye activation control for the first accessory prop is also displayed. In FIG. 3 , the historical dyeing times of the first accessory item and the threshold value of the number of dyeing times are displayed in the dyeing start control, which is expressed as "1/3", which means that the first accessory item has been dyed once, and the threshold value of the number of dyeing times is three times. After the player clicks the dyeing start control, the first accessory item is determined as the item model to be dyed, and the first accessory item is dyed.
下述实施例描述为待染色道具模型染色的多种实现方式。The following examples describe various implementations of coloring a prop model to be dyed.
一种方式中,备选染色参数包括备选染色颜色,以及备选染色颜色的至少一种染色效果;染色效果指示:备选染色颜色在待染色道具模型上的显示位置和/或显示形状;备选染色颜色预设有选中概率;例如,备选染色颜色可以包括红色、绿色、蓝色、紫色和彩虹色;每种备选染色颜色预设有多种染色效果,具体的,每种备选染色颜色可以设置多种染色表现模板,并设置每种染色表现模板的目标编号;在染色表现模板中,可以设置染色颜色贴图与待染色道具模型之间的UV映射关系,从而确定染色颜色贴图在待染色道具模型上的显示位置、显示区域等。不同的备选染色颜色可以设置不同的选中概率,也可以设置相同的选中概率;例如,可以为备选染色颜色划分等级,等级越高的备选染色颜色,对应的选中概率越低。In one manner, the optional dyeing parameters include the optional dyeing color, and at least one dyeing effect of the alternative dyeing color; the dyeing effect indication: the display position and/or display shape of the alternative dyeing color on the prop model to be dyed; The alternative dyeing colors are preset with a probability of being selected; for example, the alternative dyeing colors can include red, green, blue, purple and rainbow colors; each alternative dyeing color is preset to have multiple dyeing effects, specifically, each alternative dyeing color Select dyeing color to set multiple dyeing expression templates, and set the target number of each dyeing expression template; in the dyeing expression template, you can set the UV mapping relationship between the dyeing color map and the prop model to be dyed, so as to determine the dyeing color map The display position, display area, etc. on the prop model to be dyed. Different candidate dyeing colors can have different selection probabilities, or the same selection probability can be set; for example, the candidate dyeing colors can be graded, and the higher the grade of the candidate dyeing color, the lower the corresponding selection probability.
响应作用于染色控件的第一触发操作,按照上述选中概率从备选染色颜色中确定目标染色颜色,并确定目标染色颜色在待染色道具模型上的染色效果。例如,触发染色控件后,按照上述选中概率从多个备选染色颜色中确定目标染色颜色;当目标染色颜色对应多种染色效果时,也可以随机的从中确定目标染色颜色在待染色道具模型上的染色效果。In response to the first trigger operation acting on the dyeing control, the target dyeing color is determined from the candidate dyeing colors according to the above selection probability, and the dyeing effect of the target dyeing color on the prop model to be dyed is determined. For example, after the dyeing control is triggered, the target dyeing color can be determined from multiple alternative dyeing colors according to the above selection probability; when the target dyeing color corresponds to multiple dyeing effects, the target dyeing color can also be randomly determined on the prop model to be dyed dyeing effect.
作为示例,当点击图2中的“更改染色”的染色控件后,可以显示图4所示的界面。该界面显示染色材料标识,以及染色控件,玩家触发该染色控件,即可显示第一目标外观参数下的待染色道具模型。As an example, after clicking the coloring control of "Change Coloring" in Figure 2, the interface shown in Figure 4 may be displayed. This interface displays the dyeing material logo and the dyeing control. When the player triggers the dyeing control, the item model to be dyed under the appearance parameter of the first target will be displayed.
在上述方式中,通过选中概率随机的确定待染色道具模型的染色颜色和染色效果,可以向玩家提供多种道具的视觉效果,且视觉效果具有多样性和不确定性,使道具的视觉效果更加个性化,提高了玩家的视觉体验。In the above method, the dyeing color and dyeing effect of the prop model to be dyed are randomly determined by the selection probability, and the visual effects of various props can be provided to the player, and the visual effects are diverse and uncertain, making the visual effect of the props more Personalization improves the player's visual experience.
另一种方式中,备选染色颜色的染色效果包括多种;预设染色效果集合中包括每种备选染色颜色对应的多种染色效果;备选染色颜色的选中概率,与备选染色颜色的染色效果的种类数量相关;响应作用于染色控件的第一触发操作,从染色效果集合中随机选取目标染色效果;其中,目标染色效果为目标染色颜色在待染色道具模型上的染色效果。In another way, the dyeing effects of the alternative dyeing colors include multiple dyeing effects; the preset dyeing effect set includes a variety of dyeing effects corresponding to each alternative dyeing color; the selection probability of the alternative dyeing colors is related to the In response to the first trigger operation acting on the dyeing control, the target dyeing effect is randomly selected from the dyeing effect set; wherein, the target dyeing effect is the dyeing effect of the target dyeing color on the prop model to be dyed.
当点击图3中的染色启动控件“染色1/3”后,显示图5所示的界面。该界面显示染色材料标识,以及染色控件,即显示“染色1/3”的控件,玩家触发该染色控件,即可显示第一目标外观参数下的待染色道具模型。After clicking the staining start control "staining 1/3" in Figure 3, the interface shown in Figure 5 is displayed. This interface displays the dyeing material logo and the dyeing control, that is, the control of "Dyeing 1/3". When the player triggers the dyeing control, the item model to be dyed under the first target appearance parameter will be displayed.
该方式中,备选染色颜色包括多种,每种备选染色颜色的染色效果也包括多种,全部的备选染色颜色的染色效果均保存在染色效果集合中,所有的染色效果均设置唯一的ID标识。例如,彩虹色共有十种染色效果,编号为1-10;紫色共有二十种染色效果,编号为11-30,等等。可以理解的是,当某一种颜色的染色效果种类多时,该颜色的选中概率就越大。In this method, there are multiple dyeing colors to choose from, and there are multiple dyeing effects for each dyeing color candidate. The dyeing effects of all dyeing colors are stored in the dyeing effect collection, and all dyeing effects are uniquely set. ID identification. For example, there are ten dyeing effects for rainbow colors, numbered 1-10; twenty dyeing effects for purple, numbered 11-30, and so on. It can be understood that when there are many types of dyeing effects of a certain color, the probability of selecting the color is greater.
染色控件被触发后,从上述染色效果集合中随机的选中目标染色效果,目标染色效果确定后,对应的染色即目标染色颜色。上述随机的确定染色效果,可以根据玩家染色道具的兴趣度,使得道具的外观丰富多变,提高玩家的视觉体验。After the dyeing control is triggered, the target dyeing effect is randomly selected from the above dyeing effect collection, and after the target dyeing effect is determined, the corresponding dyeing is the target dyeing color. The aforementioned randomly determined dyeing effect can make the appearance of the props rich and varied according to the player's interest in dyeing the props, and improve the player's visual experience.
除了为待染色道具模型染色以外,为了进一步丰富待染色道具模型的外观效果,还可以显示待染色道具模型的磨损效果。具体的,从预设的多个备选磨损参数中随机确定目标磨损参数;其中,备选磨损参数指示磨损效果;不同的备选磨损参数对应的磨损效果不同;在待染色道具模型上显示目标磨损参数对应的磨损效果。In addition to dyeing the prop model to be dyed, in order to further enrich the appearance effect of the prop model to be dyed, the wear effect of the prop model to be dyed can also be displayed. Specifically, the target wear parameter is randomly determined from a plurality of preset wear parameters; wherein, the wear parameter indicates the wear effect; different wear parameters correspond to different wear effects; the target is displayed on the prop model to be dyed The wear effect corresponding to the wear parameter.
上述备选磨损参数指示的磨损效果,具体可以包括磨损程度,以及磨损纹理在道具上出现的位置等。在实际实现时,备选磨损参数可以包括模型参数等级和磨损值;可以预先设置多种磨损参数等级,例如,崭新、略磨、久经和破损,每个磨损参数等级对应一个磨损值范围。上述染色控件被触发后,可以随机确定一个磨损参数等级,或者随机确定一个磨损值,从而得到目标磨损参数。显示第一目标外观参数下的待染色道具模型时,同时在待染色道具模型上显示目标磨损参数对应的磨损效果,该磨损效果可以与磨损参数等级对应,也可以与磨损值对应。显示磨损效果时,还可以显示确定出的磨损参数等级和磨损值。The wear effect indicated by the above alternative wear parameters may specifically include the degree of wear and the position where the wear texture appears on the prop. In actual implementation, the optional wear parameters may include model parameter grades and wear values; multiple wear parameter grades may be preset, for example, brand new, slightly worn, old and damaged, and each wear parameter grade corresponds to a wear value range. After the above dyeing control is triggered, a wear parameter level can be randomly determined, or a wear value can be randomly determined, so as to obtain the target wear parameter. When the prop model to be dyed under the first target appearance parameter is displayed, the wear effect corresponding to the target wear parameter is displayed on the prop model to be dyed at the same time, and the wear effect may correspond to the wear parameter level or the wear value. When displaying the wear effect, the determined wear parameter classes and wear values can also be displayed.
上述方式中,在确定染色状态时,还显示待染色道具模型的磨损效果,从而进一步增加待染色道具模型的外观效果的多样性。In the above method, when the dyeing state is determined, the wear effect of the prop model to be dyed is also displayed, thereby further increasing the diversity of appearance effects of the prop model to be dyed.
进一步地,显示待染色道具模型的初始外观参数对应的初始外观,以及第一目标外观参数对应的染色外观;显示针对染色外观的保存控件和放弃控件。Further, display the initial appearance corresponding to the initial appearance parameters of the prop model to be dyed, and the dyed appearance corresponding to the first target appearance parameter; display the save control and abandon control for the dyed appearance.
在该方式中,图形用户界面中同时显示初始外观,以及第一目标外观参数对应的染色外观,以供玩家进行对比,通过保存控件和放弃控件确定是否保留第一目标外观参数对应的染色外观。In this way, the initial appearance and the dyed appearance corresponding to the first target appearance parameter are simultaneously displayed on the graphical user interface for players to compare, and whether to retain the dyed appearance corresponding to the first target appearance parameter is determined through the save control and the discard control.
如图6所示,左侧区域显示初始外观,即在染色之前的原枪械的外观,还显示原枪械的磨损参数和颜色等;右侧区域显示第一目标外观参数下的染色外观,即新枪械的外观,还显示新枪械的模型参数和颜色。同时,可以针对每种外观对待染色道具模型进行评分,界面中还显示染色后的道具的评分,以及相对于初始显示外观的待染色道具模型,第一目标外观参数下的待染色道具模型的评分变化量,例如,评分增加量,评分减少量等。As shown in Figure 6, the left area shows the initial appearance, that is, the appearance of the original firearm before dyeing, and also shows the wear parameters and colors of the original firearm; the right area shows the dyed appearance under the first target appearance parameter, that is, the new The appearance of the gun, also showing the model parameters and colors of the new gun. At the same time, the prop model to be dyed can be scored for each appearance, and the score of the prop after dyeing is also displayed in the interface, as well as the score of the prop model to be dyed under the first target appearance parameter compared to the prop model to be dyed in the initial display appearance Amount of change, e.g. increase in score, decrease in score, etc.
基于上述,响应作用于保存控件的触发操作,确定待染色道具模型的最终显示外观为第一目标外观参数对应的染色外观;响应作用于放弃控件的触发操作,确定待染色道具模型的最终显示外观为初始外观。通过该方式,玩家可以选择是否保存待染色道具模型的染色状态,以供玩家自由选择,提高玩家选择的自由度。Based on the above, in response to the trigger operation acting on the save control, determine that the final display appearance of the prop model to be dyed is the dye appearance corresponding to the first target appearance parameter; in response to the trigger operation acting on the abandonment control, determine the final display appearance of the prop model to be dyed for the initial appearance. In this way, the player can choose whether to save the dyeing state of the item model to be dyed, so that the player can choose freely, and the freedom of the player's choice is improved.
另外,玩家可以通过分解已染色配件,获得染色材料。响应于配件分解操作,在图形用户界面中显示已染色配件;响应作用于已染色配件中第二配件的触发操作,分解第二配件,得到预设数量的染色材料。In addition, players can obtain dyeing materials by dismantling dyed accessories. Responsive to a component disassembly operation, displaying the dyed component in the graphical user interface; responsive to a trigger operation acting on a second component of the dyed component, decomposing the second component to obtain a predetermined amount of dyeing material.
如图3中,该界面中显示有待染色道具模型对应的配件,以及分解控件,通过触发该分解控件可以执行配件分解操作。然后,在界面中显示已染色配件,且该已染色控件具有可分解属性,玩家从中选择一个配件,即上述第二配件,例如,点击第二配件后,对该第二配件进行分解,得到历史染色第二配件时使用的染色材料。此时,由于获取到了染色材料,玩家的游戏账户中的染色材料的数量增加,或者染色能力增加。As shown in Figure 3, the interface displays the accessories corresponding to the prop model to be dyed, as well as the decomposition control, and the decomposition operation of the accessories can be performed by triggering the decomposition control. Then, the colored accessories are displayed in the interface, and the colored control has a decomposable property. The player selects an accessory, that is, the above-mentioned second accessory. For example, after clicking on the second accessory, the second accessory is decomposed to obtain the history The dye material to use when dyeing the second accessory. At this time, due to the acquisition of the dyeing material, the number of dyeing materials in the player's game account increases, or the dyeing ability increases.
另外,还可以从仓库子系统中的配件页面中选中配件,进而触发该配件对应的分解控件,也可以实现对该配件的分解,得到对应的染色材料。In addition, you can also select an accessory from the accessory page in the warehouse subsystem, and then trigger the decomposition control corresponding to the accessory, and also realize the decomposition of the accessory to obtain the corresponding dyeing material.
本实施例还提供针对待染色道具模型的外观评价参数。在确定待染色道具模型的最终显示外观之后,显示待染色道具模型对应的武器装配道具的外观评价参数;其中,待染色道具模型为武器装配道具中的武器道具或配件道具;该外观评价参数基于武器装配道具中武器道具和/或配件道具的染色颜色确定。This embodiment also provides appearance evaluation parameters for the prop model to be dyed. After the final display appearance of the prop model to be dyed is determined, the appearance evaluation parameters of the weapon assembly prop corresponding to the prop model to be dyed are displayed; wherein, the prop model to be dyed is a weapon prop or an accessory prop in the weapon assembly prop; the appearance evaluation parameters are based on The dye color of weapon props and/or accessory props in the weapon assembly props is determined.
由前述实施例可知,待染色道具模型可以为武器道具,也可以为武器道具的配件道具,作为示例,武器道具为枪械道具,配件道具可以包括刺刀、手电、计数器、手枪等。武器道具和配件道具均可以进行染色。上述武器装配道具中通常包括武器道具,以及武器道具的至少一种配件道具。在实际实现时,可以根据武器装配道具中武器道具和配件道具的染色颜色确定外观评价参数,也可以根据武器道具或配件道具之一的染色颜色确定外观评价参数。It can be known from the foregoing embodiments that the prop model to be dyed can be a weapon prop, or an accessory prop of the weapon prop. As an example, the weapon prop is a firearm prop, and the accessory prop can include a bayonet, a flashlight, a counter, a pistol, and the like. Both weapon props and accessory props can be dyed. The above-mentioned weapon assembly props usually include a weapon prop and at least one accessory prop of the weapon prop. In actual implementation, the appearance evaluation parameters can be determined according to the dyeing colors of the weapon props and accessory props in the weapon assembly props, or the appearance evaluation parameters can be determined according to the dyeing color of one of the weapon props or accessory props.
需要说明的是,本实施例中的配件道具,属于装饰性配件,如前述刺刀、手电、计数器、手枪等;通常不会对装配配件道具的武器道具的战斗数值产生影响;而对于武器战斗配件,例如,倍镜、枪托、握把、瞄具等,通常对武器道具的战斗值产生影响,与本实施例中的配件道具不同。It should be noted that the accessory props in this embodiment are decorative accessories, such as the aforementioned bayonets, flashlights, counters, pistols, etc.; usually they will not affect the combat value of the weapon props equipped with accessory props; , for example, scopes, gun stocks, grips, sights, etc., usually have an impact on the combat value of weapon props, which are different from the accessory props in this embodiment.
一种具体的实现方式中,外观评价参数可以包括武器道具的染色评分、配件道具的染色评分;另外,不同的染色颜色设置不同的评分等级,然后不同的磨损等级设置不同的评分参数,通过评分等级和评分参数进行函数运算,得到外观评价参数;另外,还可以根据武器道具和配件道具的染色颜色匹配程度,或者武器道具与配件道具的磨损参数的匹配程度确定外观评价参数。In a specific implementation, the appearance evaluation parameters may include dyeing scores of weapon props and accessory props; in addition, different dyeing colors set different scoring levels, and then set different scoring parameters for different wear levels. Perform function calculations on grades and scoring parameters to obtain appearance evaluation parameters; in addition, the appearance evaluation parameters can also be determined according to the matching degree of dyeing colors of weapon props and accessory props, or the matching degree of wear parameters of weapon props and accessory props.
另一种方式中,武器装配道具包括:武器道具和配件道具;基于武器道具的第一目标外观参数,确定武器道具的第一外观评价子参数;基于配件道具的第一目标外观参数,确定配件道具的第二外观评价子参数;确定武器道具的第一目标外观参数,与配件道具的第一目标外观参数之间的匹配程度;基于第一外观评价子参数、第二外观评价子参数以及匹配程度,确定武器装配道具的外观评价参数。In another way, the weapon assembly props include: weapon props and accessory props; based on the first target appearance parameters of the weapon props, the first appearance evaluation sub-parameter of the weapon props is determined; based on the first target appearance parameters of the accessory props, the accessory props are determined The second appearance evaluation sub-parameter of the prop; determine the matching degree between the first target appearance parameter of the weapon prop and the first target appearance parameter of the accessory prop; based on the first appearance evaluation sub-parameter, the second appearance evaluation sub-parameter and the matching To determine the appearance evaluation parameters of weapon assembly props.
具体的,可以对第一目标外观参数划分多个等级,每个等级对应一个外观评价子参数,例如,每个染色颜色对应一个外观评价子参数;基于此,可以得到上述武器道具的第一外观评价子参数和配件道具的第二外观评价子参数;第一外观评价子参数和第二外观评价子参数进行相加或相乘,可以得到基础参数;另外,基础参数还可以包括磨损效果对应的子参数。Specifically, the first target appearance parameter can be divided into multiple grades, each grade corresponds to an appearance evaluation sub-parameter, for example, each dyeing color corresponds to an appearance evaluation sub-parameter; based on this, the first appearance of the above-mentioned weapon props can be obtained The evaluation sub-parameter and the second appearance evaluation sub-parameter of the accessory prop; the first appearance evaluation sub-parameter and the second appearance evaluation sub-parameter are added or multiplied to obtain the basic parameter; in addition, the basic parameter can also include the wear effect corresponding subparameters.
得到基础参数后,基于上述匹配程度确定一个匹配程度参数,基于基础参数和匹配程度参数,得到外观评价参数。可以理解的是,如果匹配程度越高,外观评价参数就越高。一种方式中,如果至少部分配件道具的第一目标外观参数,与武器道具的第一目标外观参数相同,确定匹配程度为高匹配度;在第一外观评价子参数和第二外观评价子参数的基础上,增加外观评价参数的参数值,得到武器装配道具的外观评价参数。After the basic parameters are obtained, a matching degree parameter is determined based on the above matching degree, and an appearance evaluation parameter is obtained based on the basic parameter and the matching degree parameter. It can be understood that if the degree of matching is higher, the appearance evaluation parameter is higher. In one way, if the first target appearance parameters of at least some accessories and props are the same as the first target appearance parameters of weapon props, the matching degree is determined to be a high matching degree; the first appearance evaluation sub-parameter and the second appearance evaluation sub-parameter On the basis of , increase the parameter value of the appearance evaluation parameter to obtain the appearance evaluation parameters of the weapon assembly props.
例如,武器道具与其中一个配件道具的染色颜色相同,此时,可以认为武器道具和配件道具具有高匹配度,此时,匹配程度参数的参数值较高,最终得到的外观评价参数也就较高。For example, if the dyeing color of a weapon prop is the same as that of one of the accessory props, it can be considered that the weapon prop and one of the accessory props have a high degree of matching. high.
上述外观评价参数中还可以包括外观排名,以使玩家知晓当前道具在游戏系统一定范围内的外观效果水平。The above-mentioned appearance evaluation parameters may also include an appearance ranking, so that the player knows the appearance effect level of the current item within a certain range of the game system.
设置好待染色道具模型的染色后,玩家可以通过受控虚拟对象携带待染色道具模型对应的武器装配道具进入游戏对局。具体的,响应于受控虚拟对象携带武器装配道具参与游戏对局,在游戏场景中显示武器装配道具;其中,该武器装配道具包括武器道具和配件道具;待染色道具模型为武器装配道具中的武器道具或配件道具;响应于配件道具的激活操作,基于配件道具的染色颜色,确定配件道具的特效表现方式;按照特效表现方式显示配件道具的激活特效。After setting the dyeing of the prop model to be dyed, the player can carry the weapon assembly prop corresponding to the prop model to be dyed through the controlled virtual object to enter the game match. Specifically, in response to the controlled virtual object carrying the weapon assembly props to participate in the game match, the weapon assembly props are displayed in the game scene; wherein, the weapon assembly props include weapon props and accessory props; the prop model to be dyed is one of the weapon assembly props A weapon prop or an accessory prop; in response to the activation operation of the accessory prop, based on the dyeing color of the accessory prop, determine the special effect expression mode of the accessory prop; display the activation special effect of the accessory prop according to the special effect expression mode.
在游戏对局中,武器道具和配件道具显示染色颜色;另外,当配件道具被激活后,根据配件道具的染色颜色,显示配件道具的特效表现方式;例如,以手电配件为例,手电配件被激活后,根据手电配件的染色颜色,确定手电配件的发光颜色。In the game match, the weapon props and accessory props display dyeing colors; in addition, when the accessory props are activated, the special effects of the accessory props are displayed according to the dyeing color of the accessory props; for example, taking the flashlight accessory as an example, the flashlight accessory is After activation, the luminous color of the flashlight accessory is determined according to the dyeing color of the flashlight accessory.
上述方式中,通过道具的染色,可以是道具的特效表现更加丰富,进一步丰富游戏的视觉效果。In the above method, through the dyeing of the props, the special effects of the props can be expressed more abundantly, further enriching the visual effect of the game.
对应于上述方法实施例,参见图7所示的一种游戏道具的操作控制装置的结构示意图,通过终端设备提供一图形用户界面,图形用户界面中显示有待染色道具模型;待染色道具模型具有初始显示外观;该装置包括:Corresponding to the above-mentioned method embodiment, referring to the schematic structural diagram of an operation control device for a game prop shown in FIG. Appearance shown; the unit includes:
控件显示模块70,用于响应于指定触发操作,在所述图形用户界面中显示染色材料和染色控件;A control display module 70, configured to display dyeing materials and dyeing controls in the graphical user interface in response to a specified trigger operation;
染色参数确定模块72,用于响应作用于所述染色控件的第一触发操作,更新所述染色材料的材料参数,从多个备选染色参数中确定第一染色参数,其中,不同的所述备选染色参数对应不同的视觉效果;The dyeing parameter determination module 72 is configured to respond to the first trigger operation acting on the dyeing control, update the material parameters of the dyed material, and determine the first dyeing parameter from a plurality of alternative dyeing parameters, wherein the different Alternative coloring parameters correspond to different visual effects;
外观参数确定模块74,用于根据所述第一染色参数和待染色道具模型的初始外观参数,确定所述待染色道具模型的第一目标外观参数,其中,所述初始外观参数为所述待染色道具模型的皮肤道具所对应的参数;The appearance parameter determining module 74 is configured to determine a first target appearance parameter of the prop model to be dyed according to the first dyeing parameter and the initial appearance parameter of the prop model to be dyed, wherein the initial appearance parameter is the The parameters corresponding to the skin props of the dyed props model;
模型显示模块76,用于根据所述第一目标外观参数显示所述待染色道具模型。A model display module 76, configured to display the prop model to be dyed according to the first target appearance parameter.
上述游戏道具的操作控制装置,响应于指定触发操作,在图形用户界面中显示染色材料和染色控件;响应作用于染色控件的第一触发操作,更新染色材料的材料参数,从多个备选染色参数中确定第一染色参数,其中,不同的备选染色参数对应不同的视觉效果;根据第一染色参数和待染色道具模型的初始外观参数,确定待染色道具模型的第一目标外观参数,其中,初始外观参数为待染色道具模型的皮肤道具所对应的参数;根据第一目标外观参数显示待染色道具模型。该方式中,通过染色材料对待染色道具模型进行染色,在染色时,从多种备选染色参数中确定染色参数,该方式通过备选染色参数提供多种染色视觉效果,可以给玩家呈现出个性化多样化的道具外观,提高了道具外观的视觉效果丰富度,提高了游戏体验。同时,游戏系统中无需保存大量的皮肤素材,减少了游戏系统的数据量,节约存储空间资源。The above-mentioned operation control device of the game prop displays the dyeing material and the dyeing control in the graphical user interface in response to the specified trigger operation; responds to the first trigger operation acting on the dyeing control, updates the material parameters of the dyeing material, and selects from multiple alternative dyeing Determine the first coloring parameter in the parameter, wherein, different alternative coloring parameters correspond to different visual effects; according to the first coloring parameter and the initial appearance parameter of the prop model to be dyed, determine the first target appearance parameter of the prop model to be dyed, wherein , the initial appearance parameter is the parameter corresponding to the skin prop of the prop model to be dyed; the prop model to be dyed is displayed according to the first target appearance parameter. In this method, the prop model to be dyed is dyed with the dyeing material, and the dyeing parameters are determined from a variety of alternative dyeing parameters when dyeing. This method provides a variety of dyeing visual effects through the optional dyeing parameters, which can present players with individuality The diversified appearance of props improves the richness of the visual effects of the appearance of props and improves the game experience. At the same time, there is no need to save a large number of skin materials in the game system, which reduces the amount of data in the game system and saves storage space resources.
上述装置还包括:第二显示模块,用于响应作用于染色控件的第二触发操作,更新染色材料的材料参数,从多个备选染色参数中随机确定第二染色参数;根据第二染色参数和待染色道具模型的初始外观参数确定第二目标外观参数;根据第二目标外观参数显示待染色道具模型。The above device also includes: a second display module, configured to update the material parameters of the dyed material in response to the second trigger operation acting on the dyeing control, and randomly determine the second dyeing parameter from a plurality of alternative dyeing parameters; according to the second dyeing parameter and the initial appearance parameters of the prop model to be dyed to determine the second target appearance parameter; display the prop model to be dyed according to the second target appearance parameter.
上述备选染色参数包括备选染色贴图;预先存储多个备选染色贴图,其中,不同的备选染色贴图具有不同的贴图参数;上述染色参数确定模块,还用于:从多个备选染色贴图中随机确定第一染色贴图。The above-mentioned optional coloring parameters include optional coloring maps; multiple candidate coloring maps are stored in advance, wherein different candidate coloring maps have different texture parameters; the above-mentioned coloring parameter determination module is also used to: select from multiple candidate coloring maps Randomly determine the first coloring texture in the texture.
上述预先存储至少一染色贴图,上述染色参数确定模块,还用于:从预先存储的多个贴图选取参数集合中随机确定目标贴图选取参数;根据目标贴图选取参数在至少一染色贴图中确定至少部分区域,将确定出的至少部分区域作为第一染色贴图。The at least one coloring map is stored in advance, and the coloring parameter determination module is also used to: randomly determine the target texture selection parameter from a plurality of pre-stored texture selection parameter sets; region, using the determined at least part of the region as the first coloring map.
上述外观参数确定模块,还用于:将第一染色贴图与待染色道具模型的初始外观贴图进行混合生成混合贴图;根据第一目标外观参数显示待染色道具模型的步骤包括:根据混合贴图渲染待染色道具模型。The above-mentioned appearance parameter determination module is also used for: mixing the first coloring texture with the initial appearance texture of the prop model to be dyed to generate a mixed texture; the step of displaying the prop model to be dyed according to the first target appearance parameter includes: rendering the to-be-dyed prop model according to the mixed texture Dye props model.
上述外观参数确定模块,还用于:获取第一染色贴图中的关键像素点、以及待染色道具模型上的关键模型位置点;基于关系像素点与关系模型位置点之间的对应关系,将第一染色贴图中的像素点映射至待染色道具模型的模型位置点上,得到待染色道具模型相匹配的中间贴图;将中间贴图确定为待染色道具模型的第一目标外观参数。The above-mentioned appearance parameter determination module is also used to: obtain the key pixel points in the first coloring map and the key model position points on the prop model to be dyed; based on the correspondence between the relationship pixel points and the relationship model position points, the first A pixel point in the coloring map is mapped to the model position point of the prop model to be dyed to obtain an intermediate map matching the prop model to be dyed; the intermediate map is determined as the first target appearance parameter of the prop model to be dyed.
上述装置还包括数据同步模块,用于:响应于受控虚拟对象携带待染色道具模型参与游戏对局,将待染色道具模型的第一染色参数发送至游戏对局中虚拟对象对应的指定设备,以在指定设备中通过第一染色参数显示待染色道具模型;其中,指定设备中预先存储有待染色道具模型的初始外观参数。The above device also includes a data synchronization module, used for: in response to the controlled virtual object carrying the prop model to be dyed to participate in the game match, sending the first coloring parameter of the prop model to be dyed to the designated device corresponding to the virtual object in the game match, The prop model to be dyed is displayed in the designated device through the first dyeing parameter; wherein, the initial appearance parameters of the prop model to be dyed are pre-stored in the designated device.
上述模型显示模块,还用于:响应针对第一目标外观参数下待染色道具模型的外观效果的保存操作,保存外观效果对应的第一染色参数。The above-mentioned model display module is further used for: responding to the saving operation of the appearance effect of the prop model to be dyed under the first target appearance parameter, saving the first coloring parameter corresponding to the appearance effect.
上述备选染色参数包括备选染色颜色,以及备选染色颜色的至少一种染色效果;染色效果指示:备选染色颜色在待染色道具模型上的显示位置和/或显示形状;备选染色颜色预设有选中概率;上述染色参数确定模块,还用于:响应作用于染色控件的第一触发操作,按照选中概率从备选染色颜色中确定目标染色颜色,并确定目标染色颜色在待染色道具模型上的染色效果。The above-mentioned optional dyeing parameters include the optional dyeing color, and at least one dyeing effect of the alternative dyeing color; the dyeing effect indication: the display position and/or display shape of the alternative dyeing color on the prop model to be dyed; the alternative dyeing color There is a preset selection probability; the above dyeing parameter determination module is also used to: respond to the first trigger operation acting on the dyeing control, determine the target dyeing color from the candidate dyeing colors according to the selection probability, and determine the target dyeing color in the props to be dyed Dyeing effect on the model.
上述备选染色颜色的染色效果包括多种;预设染色效果集合中包括每种备选染色颜色对应的多种染色效果;备选染色颜色的选中概率,与备选染色颜色的染色效果的种类数量相关;上述染色参数确定模块,还用于:响应作用于染色控件的第一触发操作,从染色效果集合中随机选取目标染色效果;其中,目标染色效果为目标染色颜色在待染色道具模型上的染色效果。The dyeing effects of the above-mentioned alternative dyeing colors include multiple types; the preset dyeing effect set includes a variety of dyeing effects corresponding to each alternative dyeing color; the selection probability of the alternative dyeing colors, and the type of dyeing effects of the alternative dyeing colors The number is related; the above-mentioned dyeing parameter determination module is also used to: respond to the first trigger operation acting on the dyeing control, and randomly select the target dyeing effect from the dyeing effect set; wherein, the target dyeing effect is the target dyeing color on the prop model to be dyed dyeing effect.
上述染色材料预设有可用材料数量;上述染色参数确定模块,还用于:减少染色材料的可用材料数量。The dyeing material is preset with available material quantity; the dyeing parameter determination module is also used to: reduce the available material quantity of the dyeing material.
上述装置还包括磨损效果显示模块,用于:从预设的多个备选磨损参数中随机确定目标磨损参数;其中,备选磨损参数指示磨损效果;不同的备选磨损参数对应的磨损效果不同;在待染色道具模型上显示目标磨损参数对应的磨损效果。The above device also includes a wear effect display module, which is used to: randomly determine a target wear parameter from a plurality of preset alternative wear parameters; wherein, the alternative wear parameters indicate the wear effect; different alternative wear parameters correspond to different wear effects ; Display the wear effect corresponding to the target wear parameter on the prop model to be dyed.
上述模型显示模块,还用于:显示待染色道具模型的初始外观参数对应的初始外观,以及第一目标外观参数对应的染色外观;显示针对染色外观的保存控件和放弃控件。The above-mentioned model display module is also used for: displaying the initial appearance corresponding to the initial appearance parameters of the prop model to be dyed, and the dyeing appearance corresponding to the first target appearance parameter; displaying the save control and abandonment control for the dyed appearance.
上述装置还包括保存模块,用于:响应作用于保存控件的触发操作,确定待染色道具模型的最终外观为第一目标外观参数对应的染色外观;响应作用于放弃控件的触发操作,确定待染色道具模型的最终外观为初始外观。The above device also includes a saving module, configured to: respond to the trigger operation acting on the saving control, determine that the final appearance of the prop model to be dyed is the dyeing appearance corresponding to the first target appearance parameter; respond to the trigger operation acting on the abandonment control, determine The final appearance of the prop model is the initial appearance.
上述控件显示模块,还用于:响应于道具配置操作,在图形用户界面中显示武器道具、武器道具的染色启动控件、以及武器道具的配件道具信息;响应作用于染色启动控件的触发操作,将武器道具确定为待染色道具模型,在图形用户界面中显示染色材料和染色控件。The above-mentioned control display module is also used for: responding to the prop configuration operation, displaying the weapon prop, the dyeing start control of the weapon prop, and the accessory prop information of the weapon prop in the graphical user interface; responding to the trigger operation acting on the dyeing start control, displaying The weapon prop is determined as the prop model to be dyed, and the dyed material and dyed control are displayed in the graphical user interface.
上述控件显示模块,还用于:响应于道具配置操作,在图形用户界面中显示武器道具、以及武器道具的配件道具信息;响应作用于配件道具信息中第一配件道具的染色启动操作,将第一配件道具确定为待染色道具模型,在图形用户界面中显示染色材料和染色控件。The above-mentioned control display module is also used to: respond to the item configuration operation, display the weapon item and the accessory item information of the weapon item in the graphical user interface; An accessory prop is determined as the prop model to be dyed, and the dyed material and the dyed control are displayed in the graphical user interface.
上述控件显示模块,还用于:响应作用于配件道具信息的设置操作,在图形用户界面中显示武器道具对应的配件道具;响应作用于配件道具中第一配件道具的选中操作,显示第一配件道具对应的染色启动控件,以及第一配件道具的染色记录信息;其中,染色记录信息包括:第一配件道具的历史染色次数和染色次数阈值;响应作用于染色启动控件的触发操作,将第一配件道具确定为待染色道具模型。The above-mentioned control display module is also used for: responding to the setting operation acting on the accessory prop information, displaying the accessory prop corresponding to the weapon prop in the GUI; responding to the selection operation acting on the first accessory prop among the accessory props, displaying the first accessory The dyeing start control corresponding to the prop, and the dyeing record information of the first accessory prop; wherein, the dyeing record information includes: the historical dyeing times and the dyeing times threshold of the first accessory prop; in response to the trigger operation acting on the dyeing start control, the first Accessory props are determined as prop models to be dyed.
上述装置还包括分解模块,用于:响应于配件分解操作,在图形用户界面中显示已染色配件;响应作用于已染色配件中第二配件的触发操作,分解第二配件,得到预设数量的染色材料。The above device also includes a decomposing module, configured to: display the dyed part in the graphical user interface in response to the part decomposing operation; respond to a trigger operation acting on the second part in the dyed part, decompose the second part to obtain a preset number of dyeing material.
上述装置还包括评价参数显示模块,用于:显示待染色道具模型对应的武器装配道具的外观评价参数;其中,待染色道具模型为武器装配道具中的武器道具或配件道具;外观评价参数基于武器装配道具中武器道具和/或配件道具的染色颜色确定。The above device also includes an evaluation parameter display module, which is used to: display the appearance evaluation parameters of the weapon assembly props corresponding to the prop model to be dyed; wherein, the prop model to be dyed is a weapon prop or an accessory prop in the weapon assembly prop; the appearance evaluation parameters are based on weapon The dye color of weapon props and/or accessory props in the assembly props is determined.
上述武器装配道具包括:武器道具和配件道具;上述评价参数显示模块,还用于:基于武器道具的第一目标外观参数,确定武器道具的第一外观评价子参数;基于配件道具的第一目标外观参数,确定配件道具的第二外观评价子参数;确定武器道具的第一目标外观参数,与配件道具的第一目标外观参数之间的匹配程度;基于第一外观评价子参数、第二外观评价子参数以及匹配程度,确定武器装配道具的外观评价参数。The above weapon assembly props include: weapon props and accessory props; the above evaluation parameter display module is also used to: determine the first appearance evaluation sub-parameters of the weapon props based on the first target appearance parameters of the weapon props; The appearance parameter is to determine the second appearance evaluation sub-parameter of the accessory prop; determine the matching degree between the first target appearance parameter of the weapon prop and the first target appearance parameter of the accessory prop; based on the first appearance evaluation sub-parameter, the second appearance Evaluate the sub-parameters and matching degree, and determine the appearance evaluation parameters of weapon assembly props.
上述评价参数显示模块,还用于:如果至少部分配件道具的第一目标外观参数,与武器道具的第一目标外观参数相同,确定匹配程度为高匹配度;在第一外观评价子参数和第二外观评价子参数的基础上,增加外观评价参数的参数值,得到武器装配道具的外观评价参数。The above-mentioned evaluation parameter display module is also used for: if the first target appearance parameters of at least part of the accessories are the same as the first target appearance parameters of the weapon props, determine the matching degree as a high matching degree; On the basis of the second appearance evaluation sub-parameter, the parameter value of the appearance evaluation parameter is added to obtain the appearance evaluation parameter of the weapon assembly prop.
上述装置还包括道具操作模块,用于:响应于受控虚拟对象携带武器装配道具参与游戏对局,在游戏场景中显示武器装配道具;其中,武器装配道具包括武器道具和配件道具;待染色道具模型为武器装配道具中的武器道具或配件道具;响应于配件道具的激活操作,基于配件道具的染色颜色,确定配件道具的特效表现方式;按照特效表现方式显示配件道具的激活特效。The above device also includes a prop operation module, which is used to display the weapon fitting props in the game scene in response to the controlled virtual object carrying the weapon fitting props to participate in the game match; wherein, the weapon fitting props include weapon props and accessory props; the props to be dyed The model is a weapon prop or an accessory prop in the weapon assembly prop; in response to the activation operation of the accessory prop, based on the dyeing color of the accessory prop, the special effect expression mode of the accessory prop is determined; and the activation special effect of the accessory prop is displayed according to the special effect expression mode.
上述染色材料通过下述中的一种或多种方式获得:开启指定游戏道具、分解已染色道具获得和参数指定游戏活动。The above-mentioned dyeing materials are obtained through one or more of the following methods: opening specified game props, decomposing dyed props to obtain, and parameter-specified game activities.
本实施例还提供一种电子设备,包括处理器和存储器,存储器存储有能够被处理器执行的机器可执行指令,处理器执行机器可执行指令以实现上述游戏道具的操作控制方法。该电子设备可以是服务器,也可以是终端设备。This embodiment also provides an electronic device, including a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned method for controlling the operation of game props. The electronic device may be a server or a terminal device.
参见图8所示,该电子设备包括处理器100和存储器101,该存储器101存储有能够被处理器100执行的机器可执行指令,该处理器100执行机器可执行指令以实现上述游戏道具的操作控制方法。As shown in FIG. 8, the electronic device includes a
进一步地,图8所示的电子设备还包括总线102和通信接口103,处理器100、通信接口103和存储器101通过总线102连接。Further, the electronic device shown in FIG. 8 further includes a bus 102 and a
其中,存储器101可能包含高速随机存取存储器(RAM,Random Access Memory),也可能还包括非不稳定的存储器(non-volatile memory),例如至少一个磁盘存储器。通过至少一个通信接口103(可以是有线或者无线)实现该系统网元与至少一个其他网元之间的通信连接,可以使用互联网,广域网,本地网,城域网等。总线102可以是ISA总线、PCI总线或EISA总线等。所述总线可以分为地址总线、数据总线、控制总线等。为便于表示,图8中仅用一个双向箭头表示,但并不表示仅有一根总线或一种类型的总线。Wherein, the
处理器100可能是一种集成电路芯片,具有信号的处理能力。在实现过程中,上述方法的各步骤可以通过处理器100中的硬件的集成逻辑电路或者软件形式的指令完成。上述的处理器100可以是通用处理器,包括中央处理器(Central Processing Unit,简称CPU)、网络处理器(Network Processor,简称NP)等;还可以是数字信号处理器(DigitalSignal Processor,简称DSP)、专用集成电路(Application Specific IntegratedCircuit,简称ASIC)、现场可编程门阵列(Field-Programmable Gate Array,简称FPGA)或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件。可以实现或者执行本发明实施例中的公开的各方法、步骤及逻辑框图。通用处理器可以是微处理器或者该处理器也可以是任何常规的处理器等。结合本发明实施例所公开的方法的步骤可以直接体现为硬件译码处理器执行完成,或者用译码处理器中的硬件及软件模块组合执行完成。软件模块可以位于随机存储器,闪存、只读存储器,可编程只读存储器或者电可擦写可编程存储器、寄存器等本领域成熟的存储介质中。该存储介质位于存储器101,处理器100读取存储器101中的信息,结合其硬件完成前述实施例的方法的步骤。The
上述电子设备中的处理器,通过执行机器可执行指令,可以实现上述游戏道具的操作控制方法中的下述操作:The processor in the above-mentioned electronic device can realize the following operations in the operation control method of the above-mentioned game props by executing machine-executable instructions:
响应于指定触发操作,在图形用户界面中显示染色材料和染色控件;响应作用于染色控件的第一触发操作,更新染色材料的材料参数,从多个备选染色参数中确定第一染色参数,其中,不同的备选染色参数对应不同的视觉效果;根据第一染色参数和待染色道具模型的初始外观参数,确定待染色道具模型的第一目标外观参数,其中,初始外观参数为待染色道具模型的皮肤道具所对应的参数;根据第一目标外观参数显示待染色道具模型。In response to a specified trigger operation, displaying the dyeing material and the dyeing control in the graphical user interface; in response to the first trigger operation acting on the dyeing control, updating the material parameters of the dyeing material, and determining a first dyeing parameter from a plurality of alternative dyeing parameters, Among them, different candidate dyeing parameters correspond to different visual effects; according to the first dyeing parameter and the initial appearance parameters of the prop model to be dyed, the first target appearance parameter of the prop model to be dyed is determined, wherein the initial appearance parameter is the prop to be dyed The parameters corresponding to the skin props of the model; the prop model to be dyed is displayed according to the first target appearance parameters.
响应作用于染色控件的第二触发操作,更新染色材料的材料参数,从多个备选染色参数中随机确定第二染色参数;根据第二染色参数和待染色道具模型的初始外观参数确定第二目标外观参数;根据第二目标外观参数显示待染色道具模型。In response to the second trigger operation acting on the dyeing control, the material parameters of the dyed material are updated, and the second dyeing parameter is randomly determined from multiple alternative dyeing parameters; the second dyeing parameter is determined according to the second dyeing parameter and the initial appearance parameter of the prop model to be dyed. Target appearance parameter; display the prop model to be dyed according to the second target appearance parameter.
备选染色参数包括备选染色贴图;预先存储多个备选染色贴图,其中,不同的备选染色贴图具有不同的贴图参数;从多个备选染色贴图中随机确定第一染色贴图。The candidate coloring parameters include candidate coloring maps; multiple candidate coloring maps are stored in advance, wherein different candidate coloring maps have different texture parameters; the first coloring map is randomly determined from the multiple candidate coloring maps.
预先存储至少一染色贴图,从预先存储的多个贴图选取参数集合中随机确定目标贴图选取参数;根据目标贴图选取参数在至少一染色贴图中确定至少部分区域,将确定出的至少部分区域作为第一染色贴图。Store at least one coloring map in advance, and randomly determine target texture selection parameters from a plurality of pre-stored texture selection parameter sets; determine at least part of the region in at least one coloring map according to the target texture selection parameter, and use the determined at least part of the region as the first A coloring map.
将第一染色贴图与待染色道具模型的初始外观贴图进行混合生成混合贴图;根据第一目标外观参数显示待染色道具模型的步骤包括:根据混合贴图渲染待染色道具模型。The first coloring texture is mixed with the initial appearance texture of the prop model to be dyed to generate a mixed texture; the step of displaying the prop model to be dyed according to the first target appearance parameter includes: rendering the prop model to be dyed according to the mixed texture.
获取第一染色贴图中的关键像素点、以及待染色道具模型上的关键模型位置点;基于关系像素点与关系模型位置点之间的对应关系,将第一染色贴图中的像素点映射至待染色道具模型的模型位置点上,得到待染色道具模型相匹配的中间贴图;将中间贴图确定为待染色道具模型的第一目标外观参数。Obtain the key pixels in the first coloring map and the key model position points on the prop model to be dyed; based on the correspondence between the relationship pixel points and the relationship model position points, map the pixels in the first coloring map to the to-be-colored prop model On the model position of the prop model to be dyed, an intermediate map matching the prop model to be dyed is obtained; the intermediate map is determined as the first target appearance parameter of the prop model to be dyed.
响应于受控虚拟对象携带待染色道具模型参与游戏对局,将待染色道具模型的第一染色参数发送至游戏对局中虚拟对象对应的指定设备,以在指定设备中通过第一染色参数显示待染色道具模型;其中,指定设备中预先存储有待染色道具模型的初始外观参数。In response to the controlled virtual object carrying the prop model to be dyed to participate in the game match, the first dyeing parameter of the prop model to be dyed is sent to the designated device corresponding to the virtual object in the game match, so that it can be displayed on the designated device through the first dyed parameter The prop model to be dyed; wherein, the initial appearance parameters of the prop model to be dyed are pre-stored in the designated device.
响应针对第一目标外观参数下待染色道具模型的外观效果的保存操作,保存外观效果对应的第一染色参数。In response to the saving operation of the appearance effect of the prop model to be dyed under the first target appearance parameter, the first coloring parameter corresponding to the appearance effect is saved.
备选染色参数包括备选染色颜色,以及备选染色颜色的至少一种染色效果;染色效果指示:备选染色颜色在待染色道具模型上的显示位置和/或显示形状;备选染色颜色预设有选中概率;响应作用于染色控件的第一触发操作,按照选中概率从备选染色颜色中确定目标染色颜色,并确定目标染色颜色在待染色道具模型上的染色效果。The optional dyeing parameters include an optional dyeing color, and at least one dyeing effect of the optional dyeing color; dyeing effect indication: the display position and/or display shape of the alternative dyeing color on the prop model to be dyed; A selection probability is set; in response to the first trigger operation acting on the dyeing control, the target dyeing color is determined from the alternative dyeing colors according to the selection probability, and the dyeing effect of the target dyeing color on the prop model to be dyed is determined.
备选染色颜色的染色效果包括多种;预设染色效果集合中包括每种备选染色颜色对应的多种染色效果;备选染色颜色的选中概率,与备选染色颜色的染色效果的种类数量相关;响应作用于染色控件的第一触发操作,从染色效果集合中随机选取目标染色效果;其中,目标染色效果为目标染色颜色在待染色道具模型上的染色效果。The dyeing effects of the alternative dyeing colors include multiple dyeing effects; the preset dyeing effect set includes a variety of dyeing effects corresponding to each alternative dyeing color; the selection probability of the alternative dyeing colors is related to the number of dyeing effects of the alternative dyeing colors Relevant; responding to the first trigger operation acting on the dyeing control, randomly selecting a target dyeing effect from the dyeing effect set; wherein, the target dyeing effect is the dyeing effect of the target dyeing color on the prop model to be dyed.
染色材料预设有可用材料数量;减少染色材料的可用材料数量。Dyeing materials are preset with available material quantities; reduced available material quantities for dyed materials.
从预设的多个备选磨损参数中随机确定目标磨损参数;其中,备选磨损参数指示磨损效果;不同的备选磨损参数对应的磨损效果不同;在待染色道具模型上显示目标磨损参数对应的磨损效果。Randomly determine the target wear parameter from a plurality of preset alternative wear parameters; wherein, the alternative wear parameter indicates the wear effect; different alternative wear parameters correspond to different wear effects; the target wear parameter is displayed on the prop model to be dyed corresponding to wear effect.
显示待染色道具模型的初始外观参数对应的初始外观,以及第一目标外观参数对应的染色外观;显示针对染色外观的保存控件和放弃控件。Display the initial appearance corresponding to the initial appearance parameter of the prop model to be dyed, and the dyed appearance corresponding to the first target appearance parameter; display the save control and discard control for the dyed appearance.
响应作用于保存控件的触发操作,确定待染色道具模型的最终外观为第一目标外观参数对应的染色外观;响应作用于放弃控件的触发操作,确定待染色道具模型的最终外观为初始外观。In response to the trigger operation acting on the saving control, determine that the final appearance of the prop model to be dyed is the dyeing appearance corresponding to the first target appearance parameter; in response to the trigger operation acting on the discard control, determine that the final appearance of the prop model to be dyed is the initial appearance.
响应于道具配置操作,在图形用户界面中显示武器道具、武器道具的染色启动控件、以及武器道具的配件道具信息;响应作用于染色启动控件的触发操作,将武器道具确定为待染色道具模型,在图形用户界面中显示染色材料和染色控件。In response to the item configuration operation, display the weapon item, the dyeing start control of the weapon item, and the accessory item information of the weapon item in the graphical user interface; respond to the trigger operation acting on the dyeing start control, determine the weapon item as the item model to be dyed, Display staining materials and staining controls in the GUI.
响应于道具配置操作,在图形用户界面中显示武器道具、以及武器道具的配件道具信息;响应作用于配件道具信息中第一配件道具的染色启动操作,将第一配件道具确定为待染色道具模型,在图形用户界面中显示染色材料和染色控件。In response to the item configuration operation, display the weapon item and the accessory item information of the weapon item in the graphical user interface; in response to the dyeing start operation acting on the first accessory item in the accessory item information, determine the first accessory item as the item model to be dyed , which displays staining materials and staining controls in the GUI.
响应作用于配件道具信息的设置操作,在图形用户界面中显示武器道具对应的配件道具;响应作用于配件道具中第一配件道具的选中操作,显示第一配件道具对应的染色启动控件,以及第一配件道具的染色记录信息;其中,染色记录信息包括:第一配件道具的历史染色次数和染色次数阈值;响应作用于染色启动控件的触发操作,将第一配件道具确定为待染色道具模型。In response to the setting operation acting on the accessory prop information, display the accessory prop corresponding to the weapon prop in the graphical user interface; in response to the selection operation acting on the first accessory prop among the accessory props, display the dyeing start control corresponding to the first accessory prop, and the second Dyeing record information of an accessory prop; wherein, the dyeing record information includes: the historical dyeing times of the first accessory prop and the threshold value of the dyeing times; in response to a trigger operation acting on the dyeing start control, the first accessory prop is determined as the prop model to be dyed.
响应于配件分解操作,在图形用户界面中显示已染色配件;响应作用于已染色配件中第二配件的触发操作,分解第二配件,得到预设数量的染色材料。Responsive to a component disassembly operation, displaying the dyed component in the graphical user interface; responsive to a trigger operation acting on a second component of the dyed component, decomposing the second component to obtain a predetermined amount of dyeing material.
显示待染色道具模型对应的武器装配道具的外观评价参数;其中,待染色道具模型为武器装配道具中的武器道具或配件道具;外观评价参数基于武器装配道具中武器道具和/或配件道具的染色颜色确定。Display the appearance evaluation parameters of the weapon assembly props corresponding to the prop model to be dyed; wherein, the prop model to be dyed is the weapon prop or accessory prop in the weapon assembly prop; the appearance evaluation parameter is based on the dyeing of the weapon prop and/or accessory prop in the weapon assembly prop The color is OK.
武器装配道具包括:武器道具和配件道具;基于武器道具的第一目标外观参数,确定武器道具的第一外观评价子参数;基于配件道具的第一目标外观参数,确定配件道具的第二外观评价子参数;确定武器道具的第一目标外观参数,与配件道具的第一目标外观参数之间的匹配程度;基于第一外观评价子参数、第二外观评价子参数以及匹配程度,确定武器装配道具的外观评价参数。Weapon assembly props include: weapon props and accessory props; based on the first target appearance parameter of the weapon prop, determine the first appearance evaluation sub-parameter of the weapon prop; based on the first target appearance parameter of the accessory prop, determine the second appearance evaluation of the accessory prop Sub-parameters; determine the matching degree between the first target appearance parameter of the weapon prop and the first target appearance parameter of the accessory prop; determine the weapon assembly prop based on the first appearance evaluation sub-parameter, the second appearance evaluation sub-parameter and the matching degree Appearance evaluation parameters.
如果至少部分配件道具的第一目标外观参数,与武器道具的第一目标外观参数相同,确定匹配程度为高匹配度;在第一外观评价子参数和第二外观评价子参数的基础上,增加外观评价参数的参数值,得到武器装配道具的外观评价参数。If the first target appearance parameters of at least some accessories and props are the same as the first target appearance parameters of weapon props, the matching degree is determined to be a high matching degree; on the basis of the first appearance evaluation sub-parameter and the second appearance evaluation sub-parameter, increase The parameter value of the appearance evaluation parameter is used to obtain the appearance evaluation parameter of the weapon assembly prop.
响应于受控虚拟对象携带武器装配道具参与游戏对局,在游戏场景中显示武器装配道具;其中,武器装配道具包括武器道具和配件道具;待染色道具模型为武器装配道具中的武器道具或配件道具;响应于配件道具的激活操作,基于配件道具的染色颜色,确定配件道具的特效表现方式;按照特效表现方式显示配件道具的激活特效。In response to the controlled virtual object carrying the weapon assembly props to participate in the game match, the weapon assembly props are displayed in the game scene; wherein the weapon assembly props include weapon props and accessory props; the prop model to be dyed is the weapon prop or accessory in the weapon assembly props props; in response to the activation operation of the accessory props, based on the dyeing color of the accessory props, determine the special effect expression mode of the accessory props; display the activated special effects of the accessory props according to the special effect expression mode.
染色材料通过下述中的一种或多种方式获得:开启指定游戏道具、分解已染色道具获得和参数指定游戏活动。Dyeing materials are obtained through one or more of the following methods: opening specified game props, decomposing dyed props to obtain, and parameter-specified game activities.
该方式中,通过染色材料对待染色道具模型进行染色,在染色时,从多种备选染色参数中确定染色参数,该方式通过备选染色参数提供多种染色视觉效果,可以给玩家呈现出个性化多样化的道具外观,提高了道具外观的视觉效果丰富度,提高了游戏体验。In this method, the prop model to be dyed is dyed with the dyeing material, and the dyeing parameters are determined from a variety of alternative dyeing parameters when dyeing. This method provides a variety of dyeing visual effects through the optional dyeing parameters, which can present players with individuality The diversified appearance of props improves the richness of visual effects of the appearance of props and improves the game experience.
本实施例还提供一种机器可读存储介质,机器可读存储介质存储有机器可执行指令,机器可执行指令在被处理器调用和执行时,机器可执行指令促使处理器实现上述游戏道具的操作控制方法。This embodiment also provides a machine-readable storage medium. The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions prompt the processor to implement the above-mentioned game props. Operational control method.
上述机器可读存储介质存储中的机器可执行指令,通过执行该机器可执行指令,可以实现上述游戏道具的操作控制方法中的下述操作:The machine-executable instructions stored in the above-mentioned machine-readable storage medium can realize the following operations in the operation control method of the above-mentioned game props by executing the machine-executable instructions:
响应于指定触发操作,在图形用户界面中显示染色材料和染色控件;响应作用于染色控件的第一触发操作,更新染色材料的材料参数,从多个备选染色参数中确定第一染色参数,其中,不同的备选染色参数对应不同的视觉效果;根据第一染色参数和待染色道具模型的初始外观参数,确定待染色道具模型的第一目标外观参数,其中,初始外观参数为待染色道具模型的皮肤道具所对应的参数;根据第一目标外观参数显示待染色道具模型。In response to a specified trigger operation, displaying the dyeing material and the dyeing control in the graphical user interface; in response to the first trigger operation acting on the dyeing control, updating the material parameters of the dyeing material, and determining a first dyeing parameter from a plurality of alternative dyeing parameters, Among them, different candidate dyeing parameters correspond to different visual effects; according to the first dyeing parameter and the initial appearance parameters of the prop model to be dyed, the first target appearance parameter of the prop model to be dyed is determined, wherein the initial appearance parameter is the prop to be dyed The parameters corresponding to the skin props of the model; the prop model to be dyed is displayed according to the first target appearance parameters.
响应作用于染色控件的第二触发操作,更新染色材料的材料参数,从多个备选染色参数中随机确定第二染色参数;根据第二染色参数和待染色道具模型的初始外观参数确定第二目标外观参数;根据第二目标外观参数显示待染色道具模型。In response to the second trigger operation acting on the dyeing control, the material parameters of the dyed material are updated, and the second dyeing parameter is randomly determined from multiple alternative dyeing parameters; the second dyeing parameter is determined according to the second dyeing parameter and the initial appearance parameter of the prop model to be dyed. Target appearance parameter; display the prop model to be dyed according to the second target appearance parameter.
备选染色参数包括备选染色贴图;预先存储多个备选染色贴图,其中,不同的备选染色贴图具有不同的贴图参数;从多个备选染色贴图中随机确定第一染色贴图。The candidate coloring parameters include candidate coloring maps; multiple candidate coloring maps are stored in advance, wherein different candidate coloring maps have different texture parameters; the first coloring map is randomly determined from the multiple candidate coloring maps.
预先存储至少一染色贴图,从预先存储的多个贴图选取参数集合中随机确定目标贴图选取参数;根据目标贴图选取参数在至少一染色贴图中确定至少部分区域,将确定出的至少部分区域作为第一染色贴图。Store at least one coloring map in advance, and randomly determine target texture selection parameters from a plurality of pre-stored texture selection parameter sets; determine at least part of the region in at least one coloring map according to the target texture selection parameter, and use the determined at least part of the region as the first A coloring map.
将第一染色贴图与待染色道具模型的初始外观贴图进行混合生成混合贴图;根据第一目标外观参数显示待染色道具模型的步骤包括:根据混合贴图渲染待染色道具模型。The first coloring texture is mixed with the initial appearance texture of the prop model to be dyed to generate a mixed texture; the step of displaying the prop model to be dyed according to the first target appearance parameter includes: rendering the prop model to be dyed according to the mixed texture.
获取第一染色贴图中的关键像素点、以及待染色道具模型上的关键模型位置点;基于关系像素点与关系模型位置点之间的对应关系,将第一染色贴图中的像素点映射至待染色道具模型的模型位置点上,得到待染色道具模型相匹配的中间贴图;将中间贴图确定为待染色道具模型的第一目标外观参数。Obtain the key pixels in the first coloring map and the key model position points on the prop model to be dyed; based on the correspondence between the relationship pixel points and the relationship model position points, map the pixels in the first coloring map to the to-be-colored prop model On the model position of the prop model to be dyed, an intermediate map matching the prop model to be dyed is obtained; the intermediate map is determined as the first target appearance parameter of the prop model to be dyed.
响应于受控虚拟对象携带待染色道具模型参与游戏对局,将待染色道具模型的第一染色参数发送至游戏对局中虚拟对象对应的指定设备,以在指定设备中通过第一染色参数显示待染色道具模型;其中,指定设备中预先存储有待染色道具模型的初始外观参数。In response to the controlled virtual object carrying the prop model to be dyed to participate in the game match, the first dyeing parameter of the prop model to be dyed is sent to the designated device corresponding to the virtual object in the game match, so that it can be displayed on the designated device through the first dyed parameter The prop model to be dyed; wherein, the initial appearance parameters of the prop model to be dyed are pre-stored in the designated device.
响应针对第一目标外观参数下待染色道具模型的外观效果的保存操作,保存外观效果对应的第一染色参数。In response to the saving operation of the appearance effect of the prop model to be dyed under the first target appearance parameter, the first coloring parameter corresponding to the appearance effect is saved.
备选染色参数包括备选染色颜色,以及备选染色颜色的至少一种染色效果;染色效果指示:备选染色颜色在待染色道具模型上的显示位置和/或显示形状;备选染色颜色预设有选中概率;响应作用于染色控件的第一触发操作,按照选中概率从备选染色颜色中确定目标染色颜色,并确定目标染色颜色在待染色道具模型上的染色效果。The optional dyeing parameters include an optional dyeing color, and at least one dyeing effect of the optional dyeing color; dyeing effect indication: the display position and/or display shape of the alternative dyeing color on the prop model to be dyed; A selection probability is set; in response to the first trigger operation acting on the dyeing control, the target dyeing color is determined from the alternative dyeing colors according to the selection probability, and the dyeing effect of the target dyeing color on the prop model to be dyed is determined.
备选染色颜色的染色效果包括多种;预设染色效果集合中包括每种备选染色颜色对应的多种染色效果;备选染色颜色的选中概率,与备选染色颜色的染色效果的种类数量相关;响应作用于染色控件的第一触发操作,从染色效果集合中随机选取目标染色效果;其中,目标染色效果为目标染色颜色在待染色道具模型上的染色效果。The dyeing effects of the alternative dyeing colors include multiple dyeing effects; the preset dyeing effect set includes a variety of dyeing effects corresponding to each alternative dyeing color; the selection probability of the alternative dyeing colors is related to the number of dyeing effects of the alternative dyeing colors Relevant; responding to the first trigger operation acting on the dyeing control, randomly selecting a target dyeing effect from the dyeing effect set; wherein, the target dyeing effect is the dyeing effect of the target dyeing color on the prop model to be dyed.
染色材料预设有可用材料数量;减少染色材料的可用材料数量。Dyeing materials are preset with available material quantities; reduced available material quantities for dyed materials.
从预设的多个备选磨损参数中随机确定目标磨损参数;其中,备选磨损参数指示磨损效果;不同的备选磨损参数对应的磨损效果不同;在待染色道具模型上显示目标磨损参数对应的磨损效果。Randomly determine the target wear parameter from a plurality of preset alternative wear parameters; wherein, the alternative wear parameter indicates the wear effect; different alternative wear parameters correspond to different wear effects; the target wear parameter is displayed on the prop model to be dyed corresponding to wear effect.
显示待染色道具模型的初始外观参数对应的初始外观,以及第一目标外观参数对应的染色外观;显示针对染色外观的保存控件和放弃控件。Display the initial appearance corresponding to the initial appearance parameter of the prop model to be dyed, and the dyed appearance corresponding to the first target appearance parameter; display the save control and discard control for the dyed appearance.
响应作用于保存控件的触发操作,确定待染色道具模型的最终外观为第一目标外观参数对应的染色外观;响应作用于放弃控件的触发操作,确定待染色道具模型的最终外观为初始外观。In response to the trigger operation acting on the saving control, determine that the final appearance of the prop model to be dyed is the dyeing appearance corresponding to the first target appearance parameter; in response to the trigger operation acting on the discard control, determine that the final appearance of the prop model to be dyed is the initial appearance.
响应于道具配置操作,在图形用户界面中显示武器道具、武器道具的染色启动控件、以及武器道具的配件道具信息;响应作用于染色启动控件的触发操作,将武器道具确定为待染色道具模型,在图形用户界面中显示染色材料和染色控件。In response to the item configuration operation, display the weapon item, the dyeing start control of the weapon item, and the accessory item information of the weapon item in the graphical user interface; respond to the trigger operation acting on the dyeing start control, determine the weapon item as the item model to be dyed, Display staining materials and staining controls in the GUI.
响应于道具配置操作,在图形用户界面中显示武器道具、以及武器道具的配件道具信息;响应作用于配件道具信息中第一配件道具的染色启动操作,将第一配件道具确定为待染色道具模型,在图形用户界面中显示染色材料和染色控件。In response to the item configuration operation, display the weapon item and the accessory item information of the weapon item in the graphical user interface; in response to the dyeing start operation acting on the first accessory item in the accessory item information, determine the first accessory item as the item model to be dyed , which displays staining materials and staining controls in the GUI.
响应作用于配件道具信息的设置操作,在图形用户界面中显示武器道具对应的配件道具;响应作用于配件道具中第一配件道具的选中操作,显示第一配件道具对应的染色启动控件,以及第一配件道具的染色记录信息;其中,染色记录信息包括:第一配件道具的历史染色次数和染色次数阈值;响应作用于染色启动控件的触发操作,将第一配件道具确定为待染色道具模型。In response to the setting operation acting on the accessory prop information, display the accessory prop corresponding to the weapon prop in the graphical user interface; in response to the selection operation acting on the first accessory prop among the accessory props, display the dyeing start control corresponding to the first accessory prop, and the second Dyeing record information of an accessory prop; wherein, the dyeing record information includes: the historical dyeing times of the first accessory prop and the threshold value of the dyeing times; in response to a trigger operation acting on the dyeing start control, the first accessory prop is determined as the prop model to be dyed.
响应于配件分解操作,在图形用户界面中显示已染色配件;响应作用于已染色配件中第二配件的触发操作,分解第二配件,得到预设数量的染色材料。Responsive to a component disassembly operation, displaying the dyed component in the graphical user interface; responsive to a trigger operation acting on a second component of the dyed component, decomposing the second component to obtain a predetermined amount of dyeing material.
显示待染色道具模型对应的武器装配道具的外观评价参数;其中,待染色道具模型为武器装配道具中的武器道具或配件道具;外观评价参数基于武器装配道具中武器道具和/或配件道具的染色颜色确定。Display the appearance evaluation parameters of the weapon assembly props corresponding to the prop model to be dyed; wherein, the prop model to be dyed is the weapon prop or accessory prop in the weapon assembly prop; the appearance evaluation parameter is based on the dyeing of the weapon prop and/or accessory prop in the weapon assembly prop The color is OK.
武器装配道具包括:武器道具和配件道具;基于武器道具的第一目标外观参数,确定武器道具的第一外观评价子参数;基于配件道具的第一目标外观参数,确定配件道具的第二外观评价子参数;确定武器道具的第一目标外观参数,与配件道具的第一目标外观参数之间的匹配程度;基于第一外观评价子参数、第二外观评价子参数以及匹配程度,确定武器装配道具的外观评价参数。Weapon assembly props include: weapon props and accessory props; based on the first target appearance parameter of the weapon prop, determine the first appearance evaluation sub-parameter of the weapon prop; based on the first target appearance parameter of the accessory prop, determine the second appearance evaluation of the accessory prop Sub-parameters; determine the matching degree between the first target appearance parameter of the weapon prop and the first target appearance parameter of the accessory prop; determine the weapon assembly prop based on the first appearance evaluation sub-parameter, the second appearance evaluation sub-parameter and the matching degree Appearance evaluation parameters.
如果至少部分配件道具的第一目标外观参数,与武器道具的第一目标外观参数相同,确定匹配程度为高匹配度;在第一外观评价子参数和第二外观评价子参数的基础上,增加外观评价参数的参数值,得到武器装配道具的外观评价参数。If the first target appearance parameters of at least some accessories and props are the same as the first target appearance parameters of weapon props, the matching degree is determined to be a high matching degree; on the basis of the first appearance evaluation sub-parameter and the second appearance evaluation sub-parameter, increase The parameter value of the appearance evaluation parameter is used to obtain the appearance evaluation parameter of the weapon assembly prop.
响应于受控虚拟对象携带武器装配道具参与游戏对局,在游戏场景中显示武器装配道具;其中,武器装配道具包括武器道具和配件道具;待染色道具模型为武器装配道具中的武器道具或配件道具;响应于配件道具的激活操作,基于配件道具的染色颜色,确定配件道具的特效表现方式;按照特效表现方式显示配件道具的激活特效。In response to the controlled virtual object carrying the weapon assembly props to participate in the game match, the weapon assembly props are displayed in the game scene; wherein the weapon assembly props include weapon props and accessory props; the prop model to be dyed is the weapon prop or accessory in the weapon assembly props props; in response to the activation operation of the accessory props, based on the dyeing color of the accessory props, determine the special effect expression mode of the accessory props; display the activated special effects of the accessory props according to the special effect expression mode.
染色材料通过下述中的一种或多种方式获得:开启指定游戏道具、分解已染色道具获得和参数指定游戏活动。Dyeing materials are obtained through one or more of the following methods: opening specified game props, decomposing dyed props to obtain, and parameter-specified game activities.
该方式中,通过染色材料对待染色道具模型进行染色,在染色时,从多种备选染色参数中确定染色参数,该方式通过备选染色参数提供多种染色视觉效果,可以给玩家呈现出个性化多样化的道具外观,提高了道具外观的视觉效果丰富度,提高了游戏体验。In this method, the prop model to be dyed is dyed with the dyeing material, and the dyeing parameters are determined from a variety of alternative dyeing parameters when dyeing. This method provides a variety of dyeing visual effects through the optional dyeing parameters, which can present players with individuality The diversified appearance of props improves the richness of visual effects of the appearance of props and improves the game experience.
本发明实施例所提供的游戏道具的操作控制方法、装置和电子设备的计算机程序产品,包括存储了程序代码的计算机可读存储介质,所述程序代码包括的指令可用于执行前面方法实施例中所述的方法,具体实现可参见方法实施例,在此不再赘述。The computer program product of the operation control method and device of the game props and electronic equipment provided by the embodiments of the present invention includes a computer-readable storage medium storing program codes, and the instructions included in the program codes can be used to execute the above method embodiments. For the specific implementation of the method, refer to the method embodiments, and details are not repeated here.
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统和装置的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working process of the above-described system and device can refer to the corresponding process in the foregoing method embodiments, which will not be repeated here.
另外,在本发明实施例的描述中,除非另有明确的规定和限定,术语“安装”、“相连”、“连接”应做广义理解,例如,可以是固定连接,也可以是可拆卸连接,或一体地连接;可以是机械连接,也可以是电连接;可以是直接相连,也可以通过中间媒介间接相连,可以是两个元件内部的连通。对于本领域技术人员而言,可以具体情况理解上述术语在本发明中的具体含义。In addition, in the description of the embodiments of the present invention, unless otherwise specified and limited, the terms "installation", "connection" and "connection" should be understood in a broad sense, for example, it can be a fixed connection or a detachable connection , or integrally connected; it may be mechanically connected or electrically connected; it may be directly connected or indirectly connected through an intermediary, and it may be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood in specific situations.
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本发明的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本发明各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等各种可以存储程序代码的介质。If the functions described above are realized in the form of software function units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the essence of the technical solution of the present invention or the part that contributes to the prior art or the part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including Several instructions are used to make a computer device (which may be a personal computer, a server, or a network device, etc.) execute all or part of the steps of the methods described in various embodiments of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disk and other media that can store program codes. .
在本发明的描述中,需要说明的是,术语“中心”、“上”、“下”、“左”、“右”、“竖直”、“水平”、“内”、“外”等指示的方位或位置关系为基于附图所示的方位或位置关系,仅是为了便于描述本发明和简化描述,而不是指示或暗示所指的装置或元件必须具有特定的方位、以特定的方位构造和操作,因此不能理解为对本发明的限制。此外,术语“第一”、“第二”、“第三”仅用于描述目的,而不能理解为指示或暗示相对重要性。In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer" etc. The indicated orientation or positional relationship is based on the orientation or positional relationship shown in the drawings, and is only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the referred device or element must have a specific orientation, or in a specific orientation. construction and operation, therefore, should not be construed as limiting the invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and should not be construed as indicating or implying relative importance.
最后应说明的是:以上实施例,仅为本发明的具体实施方式,用以说明本发明的技术方案,而非对其限制,本发明的保护范围并不局限于此,尽管参照前述实施例对本发明进行了详细的说明,本领域技术人员应当理解:任何熟悉本技术领域的技术人员在本发明揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本发明实施例技术方案的精神和范围,都应涵盖在本发明的保护范围之内。因此,本发明的保护范围应以权利要求的保护范围为准。Finally, it should be noted that: the above examples are only specific implementations of the present invention, to illustrate the technical solutions of the present invention, rather than to limit them, and the protection scope of the present invention is not limited thereto, although with reference to the foregoing examples The present invention has been described in detail, and those skilled in the art should understand that: within the technical scope disclosed by the present invention, any person skilled in the art can still modify the technical solutions described in the foregoing embodiments or can easily think of them Changes, or equivalent replacements for some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be covered by the protection scope of the present invention Inside. Therefore, the protection scope of the present invention should be based on the protection scope of the claims.
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