Virtual object suit processing method and device, electronic equipment and storage medium

CN117258283BActive Publication Date: 2026-09-22TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202210671738.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-06-14
Publication Date
2026-09-22
Estimated Expiration
2042-06-14

AI Technical Summary

Technical Problem

[0003]虚拟对象在虚拟场景中可以穿着各种套装(例如:游戏外观、游戏装备等),在游戏对局过程中,玩家无法抽出较多时间和精力对套装进行搭配,相关技术中暂无较好的快捷换装方案

Benefits of technology

通过将虚拟对象的套装中至少部分部件替换为与虚拟场景的环境颜色匹配的部件,使得虚拟对象的套装中的部件跟随游戏内场景的颜色自动变化,虚拟对象在虚拟场景中被暴露的可能性降低、避免了丰富的套装部件对战斗带来的不良干扰,用户可自动更换隐蔽性套装,减少战斗内操作和思考成本,提升了用户的游戏体验。

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Abstract

The application provides a virtual object suit processing method and device, electronic equipment and storage medium; the method comprises the following steps: displaying a virtual scene, wherein the virtual scene comprises a first virtual object wearing a first suit, the first suit comprises a plurality of components, and the plurality of components are distributed on different parts of the first virtual object; during a period in which the first virtual object is in a first area in the virtual scene, in response to the fact that the color of the first area does not match the color of a first component in the first suit, the first component is replaced by a second component; wherein the second component matches the color of the first area and is the same as the wearing part of the first component. Through the application, the suit components of the virtual object can be quickly replaced according to the color of the virtual scene.
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Description

Technical Field

[0001] This application relates to computer technology, and more particularly to a method, apparatus, electronic device, and storage medium for processing virtual objects in a set. Background Technology

[0002] Display technologies based on graphics processing hardware have expanded the channels for perceiving the environment and acquiring information. In particular, virtual scene display technologies can realize diverse interactions between virtual objects controlled by users or artificial intelligence according to actual application needs. They have various typical application scenarios. For example, in virtual scenes such as games, they can simulate the real battle process between virtual objects.

[0003] Virtual objects can wear various outfits in virtual scenes (e.g., game appearance, game equipment, etc.). During gameplay, players cannot spare much time and effort to match outfits, and there is currently no good quick outfit-changing solution in related technologies. Summary of the Invention

[0004] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for processing virtual objects in outfits, which can improve the efficiency of changing outfits for virtual objects in virtual scenes.

[0005] The technical solution of this application embodiment is implemented as follows: This application provides a method for processing virtual object sets, including: Displaying a virtual scene, wherein the virtual scene includes a first virtual object wearing a first suit, the first suit including multiple parts distributed on different parts of the first virtual object; While the first virtual object is in a first region of the virtual scene, in response to a mismatch between the color of the first region and the color of the first component in the first set, the first component is replaced with a second component. The second component matches the color of the first area and is worn at the same location as the first component.

[0006] This application provides a method for processing virtual object sets, including: Displaying a virtual scene, wherein the virtual scene includes a first virtual object wearing a first outfit, the first outfit including multiple parts distributed on different parts of the first virtual object, and the virtual scene also includes a color-reversing dressing control; In response to a trigger operation on the color-reversing dressing control, the first component in the first set that matches the color of the first area is replaced with the fifth component; The fifth component is a component with a color opposite to that of the first region, and the wearing part of the fifth component is the same as that of the first component.

[0007] This application provides a method for processing virtual object sets, including: Displaying a virtual scene, wherein the virtual scene includes a first virtual object wearing a first suit, the first suit including multiple parts distributed on different parts of the first virtual object; In response to the first virtual object leaving the first region and entering the second region, the following processing is performed: If the color difference between the second region and the first region is greater than the color difference threshold, the first suit will be replaced with a second suit that matches the color of the second region, and the second suit will continue to be worn in the second region. If the color difference between the second region and the first region is less than or equal to the color difference threshold, then in the second region, the first virtual object is controlled to continue wearing the first outfit.

[0008] This application provides a virtual object set processing device, including: The display module is configured to display a virtual scene, wherein the virtual scene includes a first virtual object wearing a first suit, the first suit includes multiple parts, and the multiple parts are distributed in different parts of the first virtual object; The outfit switching module is configured to replace the first component with a second component while the first virtual object is in a first area of ​​the virtual scene, in response to a mismatch between the color of the first area and the color of the first component in the first outfit. The second component matches the color of the first area and is worn at the same location as the first component.

[0009] This application provides a virtual object set processing device, including: The display module is configured to display a virtual scene, wherein the virtual scene includes a first virtual object wearing a first outfit, the first outfit includes multiple parts, the multiple parts are distributed in different parts of the first virtual object, and the virtual scene also includes a color-reversing dressing control; The outfit switching module is configured to replace the first part of the first outfit that matches the color of the first area with the fifth part in response to a trigger operation of the color-reversing outfit control; The fifth component is a component with a color opposite to that of the first region, and the wearing part of the fifth component is the same as that of the first component.

[0010] This application provides a virtual object set processing device, including: The display module is configured to display a virtual scene, wherein the virtual scene includes a first virtual object wearing a first suit, the first suit includes multiple parts, and the multiple parts are distributed in different parts of the first virtual object; The suit switching module is configured to perform the following processing in response to the first virtual object leaving the first region and entering the second region: If the color difference between the second region and the first region is greater than the color difference threshold, the first suit will be replaced with a second suit that matches the color of the second region, and the second suit will continue to be worn in the second region. If the color difference between the second region and the first region is less than or equal to the color difference threshold, then in the second region, the first virtual object is controlled to continue wearing the first outfit.

[0011] This application provides an electronic device, including: Memory, used to store executable instructions; A processor, when executing executable instructions stored in the memory, implements the method provided in the embodiments of this application.

[0012] This application provides a computer-readable storage medium storing executable instructions for inducing a processor to execute and implement the method provided in this application.

[0013] This application provides a computer program product, including a computer program or instructions, which, when executed by a processor, implement the method provided in this application.

[0014] The embodiments of this application have the following beneficial effects: By replacing at least some parts of the virtual object's outfit with parts that match the environment color of the virtual scene, the parts of the virtual object's outfit automatically change color with the in-game scene. This reduces the likelihood of the virtual object being exposed in the virtual scene, avoids the negative interference of a large number of outfit parts in combat, allows users to automatically switch to a stealth outfit, reduces the cost of operation and thinking in combat, and improves the user's gaming experience. Attached Figure Description

[0015] Figure 1A This is a schematic diagram illustrating the application mode of the virtual object set processing method provided in the embodiments of this application; Figure 1B This is a schematic diagram illustrating the application mode of the virtual object set processing method provided in the embodiments of this application; Figure 2 This is a schematic diagram of the structure of the terminal device 400 provided in the embodiments of this application; Figures 3A to 3D This is a flowchart illustrating the virtual object set processing method provided in the embodiments of this application; Figure 4A and Figure 4B This is a flowchart illustrating the virtual object set processing method provided in the embodiments of this application; Figures 5A to 5C This is a schematic diagram of the virtual scene interface provided in the embodiments of this application; Figure 5D This is a schematic diagram of the control state provided in the embodiments of this application; Figure 5E This is a schematic diagram of the warehouse interface provided in an embodiment of this application; Figure 5F and Figure 5G This is a schematic diagram of the virtual scene interface provided in the embodiments of this application; Figures 6A to 6F This is a schematic diagram of the virtual scene interface provided in the embodiments of this application; Figure 7 This is a schematic diagram of a map of a virtual scene provided in an embodiment of this application; Figure 8 This is a schematic diagram of the color histogram provided in the embodiments of this application; Figure 9 This is an optional flowchart illustrating the virtual object set processing method provided in the embodiments of this application. Detailed Implementation

[0016] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0017] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0018] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0019] It should be noted that in the embodiments of this application, user information, user feedback data and other related data are involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0020] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.

[0021] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0022] 1) Virtual scenes utilize the scene output by the device that is different from the real world. Visual perception of virtual scenes can be formed with the naked eye or with the assistance of the device. For example, two-dimensional images are output through a display screen, and three-dimensional images are output through stereoscopic display technologies such as stereoscopic projection, virtual reality and augmented reality. In addition, various possible hardware can be used to form various perceptions that simulate the real world, such as auditory perception, tactile perception, olfactory perception and motion perception.

[0023] 2) In response, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed may be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0024] 3) Virtual objects are objects that interact in a virtual scene. They are controlled by the user or a robot program (e.g., an AI-based robot program) and can remain still, move, and perform various behaviors in the virtual scene, such as various characters in a game.

[0025] 4) Color histogram, short for color distribution histogram, is a histogram used to represent the global distribution of colors in an image. The length of each bar in the histogram represents the proportion of different colors in an image. A color distribution histogram can be generated for every image. Based on the color distribution histogram, the color vectors of the image can be determined. The vector distance between color vectors is used to represent the color similarity between two images, and the vector distance is negatively correlated with color similarity. For example, image A is a photo of a blue sky, and image B is a photo of a blue sea. Images A and B represent different content. If the vector distance between the color vectors corresponding to the color histograms of images A and B is small, then images A and B have a high color similarity.

[0026] 5) Sets: The clothing worn by virtual objects in the game. Sets consist of various parts, including tops, pants, shoes, accessories (cloaks, hats, gloves, jewelry, etc.), pets, hanging pets (pets attached to virtual objects), attack items, etc. Any item worn by a virtual object can be called a part of a set.

[0027] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for processing virtual objects in a virtual environment. These methods enable quick customization of virtual objects within a virtual environment, thereby improving the concealment of virtual objects in the virtual environment.

[0028] The electronic devices provided in this application embodiment can be implemented as various types of user terminals such as laptops, tablets, desktop computers, set-top boxes, and mobile devices (e.g., mobile phones, portable music players, personal digital assistants, dedicated messaging devices, portable gaming devices, and vehicle terminals), or as servers.

[0029] In one implementation scenario, refer to Figure 1A , Figure 1A This is a schematic diagram of the application mode of the virtual object set processing method provided in the embodiments of this application. It is applicable to some application modes that can complete the relevant data calculation of virtual scenes by relying entirely on the graphics processing hardware computing power of the terminal device 400, such as stand-alone / offline games, and complete the output of virtual scenes through various types of terminal devices 400 such as smartphones, tablets and virtual reality / augmented reality devices.

[0030] As an example, types of graphics processing hardware include central processing units (CPUs) and graphics processing units (GPUs).

[0031] When visual perception of a virtual scene is formed, the terminal device 400 calculates the data required for display through graphics computing hardware, and completes the loading, parsing and rendering of the display data. The graphics output hardware outputs video frames that can form visual perception of the virtual scene. For example, two-dimensional video frames are displayed on the display screen of a smartphone, or video frames that achieve a three-dimensional display effect are projected onto the lenses of augmented reality / virtual reality glasses. In addition, in order to enrich the perceptual effect, the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.

[0032] As an example, a client 401 (e.g., a standalone game application) runs on the terminal device 400. During the operation of the client 401, the output includes a virtual scene for role-playing. The virtual scene can be an environment for game characters to interact with, such as a plain, street, valley, etc., for game characters to fight. Taking the virtual scene displayed in a first-person perspective as an example, a first virtual object and a launching tool (e.g., a shooting tool or a throwing tool) held by the first virtual object through a gripping part (e.g., a hand) are displayed in the virtual scene. The first virtual object can be a game character controlled by the user, that is, the first virtual object is controlled by the real user and will move in the virtual scene in response to the real user's operation on the controller (e.g., touch screen, voice switch, keyboard, mouse, and joystick). For example, when the real user moves the joystick to the right, the first virtual object will move to the right in the virtual scene. It can also remain stationary, jump, and be controlled to perform shooting operations, etc.

[0033] For example, the first virtual object can be a user-controlled virtual object. The client displays a virtual scene (401 error). The first virtual object in the scene wears a first outfit, which includes multiple parts. When the first virtual object moves to a first area, in response to a mismatch between the color of the first part of the first outfit and the color of the first area, the first part is replaced with a second part that matches the color of the first area. The first and second parts are worn in the same position. For example, the first part is a green backpack, and the second parts are all white backpacks. Assuming the first area is a snowy area, when the first virtual object moves from a grassland area to a snowy area, the green backpack is replaced with a white backpack that matches the color of the snowy area.

[0034] In another implementation scenario, refer to Figure 1B , Figure 1B This is a schematic diagram of the application mode of the virtual object set processing method provided in the embodiments of this application. It is applied to the terminal device 400 and the server 200, and is suitable for the application mode that relies on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene on the terminal device 400.

[0035] Taking the visual perception of forming a virtual scene as an example, server 200 calculates display data related to the virtual scene (such as scene data) and sends it to terminal device 400 via network 300. Terminal device 400 relies on graphics computing hardware to load, parse, and render the calculated display data, and relies on graphics output hardware to output the virtual scene to form visual perception. For example, two-dimensional video frames can be displayed on the screen of a smartphone, or video frames with a three-dimensional display effect can be projected onto the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that it can be achieved with the help of the corresponding hardware output of terminal device 400, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0036] As an example, a client 401 (e.g., a network-based game application) runs on a terminal device 400. It interacts with other users in the game by connecting to a server 200 (e.g., a game server). The terminal device 400 outputs a virtual scene 101 from the client 401. The virtual scene displays a first virtual object and a launching prop (e.g., a shooting prop or a throwing prop) held by the first virtual object through a gripping part (e.g., a hand). The first virtual object can be a game character controlled by the user, that is, the first virtual object is controlled by the real user and will move in the virtual scene in response to the real user's operation on the controller (e.g., a touch screen, voice switch, keyboard, mouse, and joystick). For example, when the real user moves the joystick to the right, the first virtual object will move to the right in the virtual scene. It can also remain stationary, jump, and be controlled to perform shooting operations.

[0037] For example, the first virtual object can be a user-controlled virtual object. The client displays a virtual scene (401 error). The first virtual object in the scene wears a first outfit, which includes multiple parts. When the first virtual object moves to a first area, in response to a mismatch between the color of the first part of the first outfit and the color of the first area, the first part is replaced with a second part that matches the color of the first area. The first and second parts are worn in the same position. For example, the first part is a green backpack, and the second parts are all white backpacks. Assuming the first area is a snowy area, when the first virtual object moves from a grassland area to a snowy area, the green backpack is replaced with a white backpack that matches the color of the snowy area.

[0038] In some embodiments, the terminal device 400 can implement the virtual object set processing method provided in this application embodiment by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP), that is, a program that needs to be installed in the operating system to run, such as a shooting game APP (i.e., the client 401 mentioned above); it can also be a mini-program, that is, a program that only needs to be downloaded into the browser environment to run; or it can be a game mini-program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of application, module or plugin.

[0039] Taking a computer program as an example, in actual implementation, the terminal device 400 has an application that supports virtual scenes installed and running. This application can be any of the following: a first-person shooter (FPS) game, a third-person shooter game, a virtual reality application, a 3D map application, or a multiplayer survival game. Users use the terminal device 400 to manipulate virtual objects located in the virtual scene, and these activities include, but are not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up items, shooting, attacking, throwing, and constructing virtual buildings—at least one of these. Illustratively, the virtual object can be a virtual character, such as a realistic or anime character.

[0040] In other embodiments, the embodiments of this application can also be implemented with the aid of cloud technology, which refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or local area network to realize the computation, storage, processing, and sharing of data.

[0041] Cloud technology is a general term encompassing network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form resource pools, providing flexible and convenient on-demand access. Cloud computing technology will become a crucial support. The backend services of the technology network system require substantial computing and storage resources. Cloud gaming, also known as gaming on demand, is an online gaming technology based on cloud computing. Cloud gaming technology enables thin clients with relatively limited graphics processing and data computing capabilities to run high-quality games. In cloud gaming scenarios, the game does not reside on the player's gaming terminal but runs on a cloud server. The cloud server renders the game scene as a video and audio stream, which is then transmitted to the player's gaming terminal via the network. The player's gaming terminal does not need powerful graphics processing and data computing capabilities; it only needs basic streaming media playback capabilities and the ability to receive player input commands and send them to the cloud server.

[0042] Example, Figure 1B The server 200 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The terminal device 400 can be a smartphone, tablet, laptop, desktop computer, smart speaker, smartwatch, etc., but is not limited to these. The terminal device 400 and the server 200 can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.

[0043] The following is about Figure 1A The structure of the terminal device 400 shown in the figure will be described. (Refer to...) Figure 2 , Figure 2 This is a schematic diagram of the structure of the terminal device 400 provided in the embodiments of this application. Figure 2 The terminal device 400 shown includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in the terminal device 400 are coupled together via a bus system 440. It is understood that the bus system 440 is used to implement communication between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, ... Figure 2 The general labeled all buses as Bus System 440.

[0044] Processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0045] User interface 430 includes one or more output devices 431 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0046] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices physically located away from the processor 410.

[0047] The memory 450 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 450 described in this application embodiment is intended to include any suitable type of memory.

[0048] In some embodiments, memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0049] Operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks; The network communication module 452 is used to reach other computing devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc. Presentation module 453 is configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 associated with user interface 430 (e.g., a display screen, a speaker, etc.). The input processing module 454 is used to detect and translate one or more user inputs or interactions from one or more input devices 432.

[0050] In some embodiments, the virtual object set processing apparatus provided in this application can be implemented in software. Figure 2 A set processing device 455 for virtual objects stored in memory 450 is shown. It can be software in the form of programs and plug-ins, including the following software modules: display module 4551 and set switching module 4552. These modules are logical and can therefore be arbitrarily combined or further split according to the functions implemented.

[0051] The interactive processing method for virtual scenes provided in this application will now be described in detail with reference to the accompanying drawings. The interactive processing method for virtual scenes provided in this application can be... Figure 1A The terminal device 400 can be executed independently, or it can be... Figure 1B The terminal device 400 and server 200 work together to execute the commands.

[0052] Below, by Figure 1B The following description uses the example of a terminal device 400 and a server 200 collaboratively executing the virtual scene interaction processing method provided in this application embodiment. (See also...) Figure 3A , Figure 3A This is a flowchart illustrating the virtual scene interaction processing method provided in the embodiments of this application, which will be combined with... Figure 3A The steps shown will be explained. It should be noted that... Figure 3A The method shown can be executed by various forms of computer programs running on the terminal device 400, and is not limited to the client 410 described above. It can also be the operating system, software module and script mentioned above. Therefore, the client should not be regarded as a limitation on the embodiments of this application.

[0053] In step 301, a virtual scene is displayed.

[0054] Here, the virtual scene includes a first virtual object wearing a first suit, which includes multiple parts distributed in different parts of the first virtual object.

[0055] For example, the types of parts include tops, pants, shoes, accessories (cloaks, hats, gloves, jewelry, etc.), pets, pet mounts (pets attached to virtual objects), attack items, etc. Any part that a virtual object can wear can be a part of a set. At least two parts are required to form a set. The first virtual object can be a user-controlled virtual object.

[0056] In some embodiments, before step 301, when the first virtual object enters the game in the virtual scene, the first virtual object may be without any parts. When the first virtual object is not wearing any parts, parts may be equipped for the first virtual object based on the ambient color of the first area, or preset parts may be equipped for the first virtual object (e.g., the basic outfit required for the game, a preset outfit set by the player, etc.).

[0057] In step 302, while the first virtual object is in a first region of the virtual scene, in response to the color of the first region not matching the color of the first component in the first set, the first component is replaced with the second component.

[0058] Here, the second component matches the color of the first area and is worn at the same location as the first component.

[0059] For example, in the first set, there may be at least one first component whose color does not match the first region. Step 302 is performed for each first component, so that the color of each component in the switched set matches the color of the first region. The color mismatch between the first region and the first component means that the color similarity between the component's color and the color of the environment near the current location of the virtual object (the color similarity value ranges from [0, 1]) is less than the color similarity threshold (for example, the color similarity threshold is 0.5).

[0060] For example, the first region can be any area within the virtual scene. Regions within the virtual scene can be divided in any of the following ways: 1. Based on different terrain types, such as mountainous areas, plains, basins, forests, lakes, etc. 2. Based on area, such as dividing the virtual scene into multiple equal-sized regions using a grid on the map. 3. Based on different functions, such as warehouse areas, residential areas, wilderness areas, agricultural areas, etc.

[0061] refer to Figure 5A ,refer to Figure 5A , Figure 5A This is a schematic diagram of the virtual scene interface provided in an embodiment of this application. A first virtual object 502 is located in the virtual scene. The ambient color of the virtual scene is determined based on the color of the ground 503 of the virtual scene on which the first virtual object 502 stands. Component 501 is a component located at the head (wearing position) of the virtual object, such as a helmet. Component 501 does not match the ambient color of the virtual scene. (See reference...) Figure 5B , Figure 5B This is a schematic diagram of the virtual scene interface provided in the embodiments of this application, wherein component 501 is replaced with component 504 that matches the color of the virtual scene.

[0062] In this embodiment, by replacing the components in the virtual object's outfit with components whose colors match the virtual scene, the virtual object can be automatically dressed up during gameplay, improving its concealment in the virtual scene and enhancing the user's gaming experience.

[0063] In some embodiments, the virtual scene also includes an automatic dress-up control; in response to a mismatch between the color of the first area and the color of the first component in the first outfit, the first component is replaced with a second component, which can be achieved in the following ways: in response to an activation operation of the automatic dress-up control, the automatic dress-up control is displayed as being in the activated state; in response to a mismatch between the color of the first area and the color of at least one first component in the first outfit, the first component is automatically replaced with a second component.

[0064] For example, when the automatic dress-up control is enabled, it automatically switches components, changing the first component whose color doesn't match the first area to the second component. When the automatic dress-up control is disabled, no component switching occurs. Enabling the control can be done by the user clicking or long-pressing it. When the user clicks or long-presses an enabled automatic dress-up control, it switches to the disabled state.

[0065] Example, reference Figure 5C , Figure 5C This is a schematic diagram of the virtual scene interface provided in an embodiment of this application. The automatic costume change control 505 is displayed in the virtual scene as a floating layer. (See reference) Figure 5D , Figure 5D This is a schematic diagram of the control states provided in this application embodiment. When the automatic outfit-changing control is enabled, the automatic outfit-changing function is executed. After at least one component in the outfit has automatically switched, if the current number of outfit changes reaches the maximum number of changes (e.g., 10 times), the automatic outfit-changing control switches from the enabled state to the disabled state, and the automatic outfit-changing function is not executed. Furthermore, it does not respond to any activation triggers received for the automatic outfit-changing control. After at least one component in the outfit has automatically switched, if the current number of outfit changes has not reached the maximum number of changes, the automatic outfit-changing control enters a cooling state. In the cooling state, the automatic outfit-changing function is not executed, and a countdown corresponding to the preset cooling time is displayed on the automatic outfit-changing control until the preset cooling time (e.g., 60 seconds) ends. When the preset cooling time is reached, the automatic outfit-changing control returns to the enabled state.

[0066] In some embodiments, the virtual scene also includes manual costume change controls. See also... Figure 5CThe automatic outfit-changing control 505 is displayed as a floating layer in the virtual scene. When the automatic outfit-changing mode is enabled, the user can manually change the first part of the outfit to another part using the manual outfit-changing control. This switching can be achieved as follows: In response to a trigger operation on the manual outfit-changing control, the first part of the first outfit is replaced with the third part, and the switched first outfit is maintained within a wearing time threshold. The third part is any part that is worn in the same position as the first part. In response to the first outfit being maintained for a certain wearing time threshold, and the color of the first area not matching the color of the third part in the first outfit, the third part is replaced with the fourth part. The fourth part matches the color of the first area and is worn in the same position as the third part.

[0067] For example, the third component can be a component associated with the manual dress-up control or a component actively selected by the user. For instance, in automatic dress-up mode, if the user wants to try on a newly acquired hat B (the third component), in response to a trigger operation on the manual dress-up control, the hat A currently worn by the first virtual object (the first component) is replaced with hat B (the third component). Within a wear time threshold, the first virtual object continues to wear hat B. When the wear time threshold is reached, if the color of hat B does not match the ambient color of the virtual scene, hat B is replaced with hat D (the fourth component), which matches the ambient color.

[0068] In some embodiments, before responding to a triggering operation for a manual costume change control, the first component is determined by any of the following methods: 1. In response to a selection operation for any component in the first set, the selected component is designated as the first component; 2. The component in the first set with the largest color difference from other components is designated as the first component; for example: calculating the color similarity between every two components in the first set, and for each component, obtaining the sum of each color similarity between the component and other components, and designating the component with the smallest sum of similarity as the component with the largest color difference from other components; 3. The component in the first set with the smallest performance parameter is designated as the first component. The performance parameter includes at least one of the following: protection performance parameter, attack performance parameter, the level of the virtual object required to wear the component, and movement speed performance parameter.

[0069] In some embodiments, the virtual scene also includes a manual costume change control; in response to the color of the first area not matching the color of the first component in the first outfit, the first component is replaced with the second component, which can be achieved in the following ways: in response to the fulfillment of the manual costume change condition, the manual costume change control is displayed as being available; in response to the color of the first area not matching the color of at least one first component in the first outfit, and receiving a trigger operation for the manual costume change control, the first component is replaced with the second component.

[0070] Here, the conditions for manual costume change include at least one of the following: 1. The time interval between the current moment and the last costume change moment is greater than or equal to the interval threshold (e.g., 60 seconds); 2. The number of costume changes for the first virtual object in the current game has not reached the maximum number of costume changes (e.g., 10 times).

[0071] In some embodiments, in response to the failure to meet the manual dress-up conditions, the manual dress-up control is displayed as disabled in any of the following ways: hiding the manual dress-up control; displaying the manual dress-up control in grayscale; or displaying a disabled symbol on the manual dress-up control.

[0072] Continue to refer to Figure 5D If the conditions for manual costume change are met, the manual costume change control is available, and in response to a trigger operation on the control, at least some parts of the virtual object's outfit are switched; if the current costume change count reaches the maximum limit, the manual costume change control is disabled (see reference). Figure 5D The disabled state can be represented by a grayscale display or a disabled symbol displayed on the manual costume change control. After at least one piece in the outfit has automatically switched, if the current costume change count has not reached the maximum limit, the manual costume change control enters a cooldown state (a disabled state that can be restored to a usable state). In the cooldown state, the manual costume change control cannot be triggered, and a countdown corresponding to the preset cooldown duration is displayed on the manual costume change control until the preset cooldown duration (e.g., 60 seconds) ends. When the preset cooldown duration is reached, the manual costume change control returns to a usable state.

[0073] In some embodiments, if the current number of outfit changes has reached the maximum number of outfit changes, the automatic outfit change control or the manual outfit change control can be hidden to indicate that the use of the automatic outfit change control or the manual outfit change control is prohibited.

[0074] In some embodiments, before replacing the first component with the second component, the second component is determined by: acquiring a plurality of candidate components that are used for the same wearing part as the first component; and selecting the candidate components that meet the screening criteria from the plurality of candidate components as the second component, wherein the plurality of candidate components are owned by the first virtual object.

[0075] The filtering criteria include any one of the following: 1. The candidate component has the same function as the first component, and the candidate component has a stronger function than the first component; for example, the candidate component has at least one of the following functions: attack, defense, and movement speed.

[0076] 2. The wearing area of ​​the first component is not obscured by the virtual environment; for example, refer to... Figure 6A , Figure 6Ais a schematic diagram of a virtual scene interface provided by an embodiment of the present application; a first virtual object 502 wears a component 511 and a component 510A, legs of the first virtual object are below a water surface 509 of the virtual scene, the component 511 is obscured by water in the virtual scene, and the color of the underwater environment is difficult to distinguish above the water surface, so only the unobscured component 510A of the first virtual object 502 may be replaced. With reference to Figure 6B , Figure 6B is a schematic diagram of a virtual scene interface provided by an embodiment of the present application; the component 510A is replaced with a component 515 that matches the color of the virtual scene, while the water-obscured component 511 is not replaced.

[0077] 3. A color similarity between a candidate component and a first region is greater than a color similarity threshold. For example, if the color similarity between the candidate component and the first region is greater than the color similarity threshold, it indicates that the color of the candidate component matches the color of the first region. A second component may be the candidate component with the highest color similarity among candidate components that satisfy a screening condition.

[0078] In some embodiments, before replacing a first component with a second component, with reference to Figure 3B , Figure 3B is a schematic flow diagram of a suit processing method for a virtual object provided by an embodiment of the present application, color similarity is determined through the following steps 311 to 312, which will be described in detail below.

[0079] In step 311, a color vector of an associated region of the first component in the first region is determined.

[0080] For example, the associated region is a region corresponding to a virtual environment closest to the first component, and is a geometric region formed centering on the first virtual object. For example: if the virtual environment closest to the feet of the first virtual object is the ground, a circular associated region is formed on the ground of the virtual scene with the feet of the first virtual object as the center and a preset distance (positively correlated with the size of a part of the first virtual object) as the radius. An area of the associated region is determined according to an area occupied by the first virtual object in the virtual scene. For example: a circular region having an area that is a preset multiple (e.g., 10 times) of an area occupied by the virtual object on the ground is used as the associated region.

[0081] For example, a color vector is used to characterize color distribution features of a component or an environment of a virtual scene, and the color distribution features refer to types of colors included in the environment and a proportion of each color.

[0082] In some embodiments, with reference to Figure 3C , Figure 3C is a schematic flow diagram of a suit processing method for a virtual object provided by an embodiment of the present application, step 311 may be implemented through the following steps 3111 to 3114, which will be described in detail below.

[0083] In step 3111, the view image corresponding to the first virtual object is obtained.

[0084] For example, to save performance, when a virtual object is in a game, frames of the game screen within the virtual object's field of view can be captured every preset interval (e.g., 10 seconds) to obtain a view image. This view image does not include controls, minimaps, or other elements displayed as overlays in the virtual scene, avoiding additional interference and thus improving the accuracy of color vector acquisition.

[0085] In step 3112, the visual field image is segmented based on the associated region of the wearing part of the first component to obtain the associated region image.

[0086] For example, the virtual scene can be a 3D scene, and the plane where the associated region is located is not necessarily parallel to the plane where the view image is located. Based on the plane region mapped by the associated region in the view image, the view image is segmented to obtain the associated region image.

[0087] In some embodiments, to improve the accuracy of determining the associated region image, the texture material image of the virtual scene closest to the first virtual object can also be used as the associated region image. For example, at least a portion of the texture material image of the ground at the location where the first virtual object is standing can be cropped based on the associated region and used as the associated region image.

[0088] Example, reference Figure 5F , Figure 5F This is a schematic diagram of the virtual scene interface provided in this application embodiment. The upper body part of the virtual object 502 is closest to the virtual obstacle 517, and the leg parts are closest to the ground 503 of the virtual scene. Therefore, the associated area of ​​the upper body part of the first virtual object 502 is located at the virtual obstacle 517, and the associated area of ​​the leg parts of the first virtual object 502 is located at the ground 503 of the virtual scene. (Reference) Figure 5G , Figure 5G This is a schematic diagram of the virtual scene interface provided in the embodiments of this application. If the associated area image of the upper body component of the first virtual object 502 includes a part of the virtual obstacle 517, then the upper body component is switched to a component whose color matches that of the virtual obstacle 517. Similarly, if the associated area image of the leg component of the first virtual object 502 includes a part of the ground 503 of the virtual scene, then the leg component is switched to a component whose color matches that of the ground 503 of the virtual scene.

[0089] In step 3113, the associated region image is transformed to obtain the color ratio data of the associated region image.

[0090] For example, color proportion data can be presented in the form of data, tables, histograms, etc. The color proportion data includes the proportion of each color in the associated region image relative to all colors in the associated region image. Step 3113 can be implemented as follows: The associated region image is reduced in size to a preset size (e.g., 8 pixels × 8 pixels, 64 pixels in total; 16 pixels × 16 pixels, 256 pixels in total), and the reduced image is converted to grayscale to obtain a grayscale image; the proportion of each color in the grayscale image is statistically analyzed to obtain the color proportion data of the associated region image. For example: For an 8-pixel × 8-pixel reduced image, the reduced associated region image is downsampled based on a preset 64 grayscale levels to obtain a grayscale image. The maximum number of color types in the grayscale image is 64. The quantity of each color in the grayscale image is counted, and the proportion of each color is calculated.

[0091] In some embodiments, a histogram can be created based on color ratio data to obtain a color histogram. (See reference) Figure 8 , Figure 8 This is a schematic diagram of a color histogram provided in an embodiment of this application; the length of each histogram in the color histogram represents the proportion of different types of colors in the associated region image. S1, S2, S3, S4, S5, S6, S7, S8, S9, and S10 correspond to different color systems. Each color system includes multiple color types, and the number of color types corresponding to each color system is the same.

[0092] In step 3114, feature extraction processing is performed on the color ratio data to obtain the color vector of the associated region.

[0093] For example, feature extraction processing can be implemented using a neural network model, which is used to convert color ratio data into color vectors with lower complexity.

[0094] In some embodiments, feature extraction can be implemented as follows: based on the proportion value corresponding to each color in the color proportion data, determine the color proportion vector of the color proportion data, wherein the value of each dimension of the color proportion vector corresponds one-to-one with each proportion value; perform dimensionality reduction mapping on the color proportion vector to obtain the color vector of the associated region.

[0095] For example, suppose the color ratio data of the associated region image is represented as a color data set X, X = {x1, x2, ..., xn}, where xi is the color ratio corresponding to the i-th color in the color data set, and the value range of the color ratio is (1 ≥ xi ≥ 0). The colors in the color data set are sorted according to their color system. For example, the color data set includes seven colors, ordered as follows: red, orange, yellow, green, cyan, blue, and violet. This embodiment of the application uses 64 colors as an example for illustration. The color data set X is converted into a color ratio vector, and the dimension of the color ratio vector is 64. The color ratio vector is then subjected to dimensionality reduction mapping to obtain a color vector. Assuming the dimension of the color vector is 6-dimensional, the 64-dimensional color ratio vector is then subjected to dimensionality reduction mapping to obtain a 6-dimensional color vector A, represented as A = (c, d, e, f, g, h).

[0096] refer to Figure 3D , Figure 3D This is a flowchart illustrating the virtual object set processing method provided in this application embodiment. Before step 312, the color vector of each candidate component is determined through the following steps 3121 to 3123, which are described in detail below.

[0097] In step 3121, the following processing is performed on each candidate component: extract each texture material of the candidate component, and combine each texture material to obtain the candidate component image of the candidate component.

[0098] For example, when the virtual scene is two-dimensional and the components are also two-dimensional, the three views or front and back views of the components are tiled to form a component image. When the component is three-dimensional, the texture materials of all the outer surfaces of the component are obtained and tiled to form a component image. The color vector of each component of the virtual object can be obtained in advance and stored in a database. The dimension of the color vector is positively correlated with the precision required for color recognition.

[0099] In step 3122, the candidate component image is converted to obtain the color ratio data of the candidate component image.

[0100] In some embodiments, step 3122 is implemented by: reducing the size of the candidate component image and performing grayscale conversion on the reduced image to obtain a grayscale image; and performing proportional statistics on each color in the grayscale image to obtain color proportion data of the candidate component image.

[0101] For example, step 3122 is to perform conversion processing on the candidate component image, and step 3113 is to perform conversion processing on the associated region image. The conversion processing principles are the same for both. The execution of step 3122 can refer to step 3113, and will not be repeated here.

[0102] In step 3123, feature extraction processing is performed on the color ratio data to obtain the color vector of the candidate component.

[0103] In some embodiments, step 3123 is implemented in the following manner: based on the ratio value corresponding to each color in the color ratio data, a color ratio vector of the color ratio data is determined, wherein the value of each dimension of the color ratio vector corresponds one-to-one with each ratio value; the color ratio vector is subjected to dimensionality reduction mapping processing to obtain the color vector of the candidate component.

[0104] For example, the execution of step 3123 can be referred to step 3114, and will not be repeated here.

[0105] In step 312, the vector distance between the color vector of each candidate component and the color vector of the associated region is determined.

[0106] Here, the vector distance is used to characterize the color similarity between the candidate component and the first region, and the vector distance is negatively correlated with the color similarity.

[0107] For example, suppose that the color vector corresponding to the i-th candidate part of the wearing part of the first part is Bi, and Bi is represented as B = (Ci, Di, Ei, Fi, Gi, Hi). The vector distance x between color vector A and color vector Bi is expressed by the following formula (1):

[0108] When x is at its minimum, the candidate component corresponding to the color vector Bi is the component that best matches the ambient color of this wearable part. This candidate component can be used as the second component, and the first component can be replaced by the second component.

[0109] In this embodiment of the application, by comparing the colors of the local environment of the virtual scene with the colors of the components of the virtual object, the accuracy of determining color similarity is improved, the accuracy of virtual character costume changes is improved, the concealment of virtual objects in the virtual scene is improved, and the excessive memory usage of the client running the virtual scene is avoided due to incorrect costume changes.

[0110] In some embodiments, frequent replacement of components in a virtual object set can be avoided by replacing a first component with a second component in response to a replacement constraint being met, wherein the replacement constraint includes at least one of the following: 1. The first virtual object has not reached the maximum number of times it can change outfits in the current game (e.g., 10 times).

[0111] 2. The first virtual object needs to be concealed. The concealment requirement of a virtual object can be identified as follows: Based on the environmental parameters of the first region and the attribute parameters of the virtual object, a neural network model is invoked to perform concealment prediction processing on the first virtual object, obtaining a concealment prediction result characterizing whether the first virtual object needs to be concealed; wherein, the attribute parameters of the virtual object include: the location information of the first virtual object, the location information of the first virtual object's enemy virtual objects, and the location information of the first virtual object's teammates virtual objects; the environmental parameters of the first region include: the terrain information of the first region and the field of view of the first region.

[0112] In some embodiments, the neural network model is trained by: acquiring environmental parameters of a virtual scene and game data of at least two factions, wherein the at least two factions include a losing faction and a winning faction, and the game data includes: the location where virtual objects of the winning faction perform stealth actions and the location where virtual objects of the losing faction perform stealth actions; labeling the game data to obtain labeled game data, wherein the label for the location where virtual objects of the winning faction perform stealth actions is probability 1, and the label for the location where virtual objects of the losing faction perform stealth actions is probability 0; and training the initial neural network model based on the environmental parameters of the virtual scene and the labeled game data to obtain the trained neural network model.

[0113] 3. The dwell time of the first virtual object in the first area exceeds the duration threshold. For example, the dwell time can be predicted by calling a neural network model based on the area of ​​the first area and the attribute parameters of the virtual object to predict the dwell time of the first virtual object. In some embodiments, the neural network model is trained by obtaining the dwell time of the virtual object in each area of ​​the virtual scene and the area of ​​each area; training an initial neural network model with a large amount of data to learn the relationship between dwell time and area, thus obtaining the trained neural network model.

[0114] 4. The area of ​​the first region is greater than the outfit change area threshold. For example, if the area of ​​the first region is less than the outfit change area threshold, it means that the virtual object may quickly move from the current region to other regions. To avoid frequent switching, if the area of ​​the current region is less than the outfit change area threshold, the virtual object's outfit will not be switched.

[0115] In this embodiment of the application, the above-mentioned solution restricts users from frequently triggering outfit changes through manual outfit change controls and also restricts frequent outfit changes when the automatic outfit change control is enabled, thereby avoiding excessive memory usage on the client side and saving computing resources.

[0116] In some embodiments, in response to a mismatch between the color of the first region and the color of at least one first component in the first suit, the following process is performed: in response to the first region being a preset dressing area of ​​a first virtual object, and the wearing part corresponding to the first component being a preset wearing part of the preset dressing area, the preset component associated with the preset wearing part is used as the second component, and the first component is replaced with the second component.

[0117] Here, the color of the preset component matches the color of the first area.

[0118] For example, to save computing resources, preset components corresponding to preset wearing positions in each area of ​​the virtual scene can be pre-set. If a virtual object moves to that area, components in the virtual object's outfit that do not match the environment color will be replaced with the preset components corresponding to that wearing position. (Reference) Figure 7 , Figure 7 This is a schematic diagram of a virtual scene map provided in this application embodiment; in the virtual scene map 705, it is assumed that area 701 is a snow mountain terrain, the preset wearing part corresponding to area 701 is the upper body, and the preset component corresponding to the preset wearing part is a white top. When the first virtual object moves to the first area, if the color of the upper body component (first component) of the first virtual object does not match that of the first area, the upper body component of the first virtual object can be switched to a white top.

[0119] In this embodiment of the application, by setting corresponding preset components for different areas in the virtual scene, the computing resources required for the virtual scene are saved, and the memory occupied by the client running the virtual scene is reduced.

[0120] In some embodiments, the first suit can be completely replaced by replacing the entire first suit with a second suit whose color matches that of the first region in response to a global replacement condition being met, wherein the global replacement condition includes at least one of the following: 1. A corresponding second outfit is pre-set for the first virtual object in the first area. The second outfit can be an outfit manually set by the player to match the environment color, or it can be an automatically selected outfit with the highest color similarity to the environment color.

[0121] 2. Received a command to replace the entire first outfit set. For example: The player triggers the command to replace the entire outfit set of the virtual object with the second outfit set by manually changing individual pieces.

[0122] In some embodiments, the color of some components in the first set can be changed to match the color of the components with the ambient color in the following manner: in response to the color of the first area not matching the color of at least one first component in the first set, and the first component meeting the color change condition, the color of the first component is replaced with a target color that matches the color of the first area.

[0123] For example, the target color is determined by at least one of the following methods: extracting the target color based on the color of the first region; or pre-setting a target color that matches the color of the first region for the first region.

[0124] The conditions for color change include at least one of the following: 1. The color of each candidate component corresponding to the first component does not match the color of the first region, where the candidate component is owned by the first virtual object. For example, for a wearable part, if the color similarity between the color of each candidate component and the color of the first region is less than the color similarity threshold, then the color of each candidate component corresponding to the first component does not match the color of the first region.

[0125] 2. The first component has a binding relationship with other components in the first set. This binding relationship means that the components functionally support each other, allowing the virtual object to perform complex operations using these components. When a virtual object wears a component with a binding relationship, compared to when the virtual object is not wearing any components, the increase in the virtual object's attribute parameters equals the sum of the attribute parameters of each component plus the attribute parameters corresponding to the binding relationship. If the set currently worn by the virtual object does not contain any components with binding relationships, the increase in the virtual object's attribute parameters equals the sum of the attribute parameters of each component.

[0126] 3. The first component is more powerful than each of the candidate components corresponding to the first component, wherein the function includes at least one of the following: defense, attack, and movement speed.

[0127] 4. The function of the first component is associated with the task currently being performed by the first virtual object. The second component does not possess the function corresponding to the currently performed task. For example: If the virtual object's current task requires swimming, and the virtual object is wearing a swimming ring (first component), the swimming ring is associated with the current task. If a candidate component does not possess the function of a swimming ring, then the swimming ring's color is changed. If the virtual object's current task requires a bulletproof vest (first component), and the bulletproof vest's color does not match the environment color, then the bulletproof vest's color is changed.

[0128] For example, please continue to refer to [the example]. Figure 6A The first virtual object 502 is in water within a virtual scene. The color of component 510A (top) worn by the first virtual object 502 does not match the color of the virtual scene. If the color of each candidate component on the upper body (wearing part) corresponding to component 510A does not match the color of the first area, then component 510A can be recolored. (Refer to...) Figure 6C , Figure 6C This is a schematic diagram of the virtual scene interface provided in the embodiments of this application. The style of component 510A has not changed, but the color has been changed to form component 510B.

[0129] In some embodiments, in response to a mismatch between the color of the first region and the color of at least one first component in the first set, and the first component not meeting the color-changing condition, the first component is replaced with a second component.

[0130] For example, since changing the color of a component requires adjusting the color of the component's texture material or creating new texture material, in order to reduce the storage space occupied by the texture material corresponding to the component, we prioritize replacing the component. When the component does not meet the replacement conditions, we replace the color of the component.

[0131] This application embodiment avoids the problem that virtual objects cannot be hidden in the virtual scene because they do not have components of the corresponding color. By changing the color of the components, the virtual objects can avoid the problem that virtual objects cannot be hidden in the virtual scene.

[0132] In some embodiments, when the color of at least some parts of a virtual object's outfit is changed, or when at least some parts are replaced, a change-of-outfit prompt is displayed in at least one of the following ways: voice prompt, text message prompt, or special effects animation prompt (e.g., displaying a gradually fading halo centered on the replaced part of the virtual object). Reference Figure 6B The upper body part of the first virtual object 502 is replaced with part 515, and a prompt message 516 is displayed in the virtual scene, which reads "Appearance has been changed".

[0133] In some embodiments, reference Figure 4A , Figure 4A This is a flowchart illustrating the virtual object settling method provided in the embodiments of this application, which will be combined with... Figure 4A The steps shown are explained.

[0134] In step 401A, the virtual scene is displayed.

[0135] Here, the virtual scene includes a first virtual object wearing a first outfit. The first outfit includes multiple parts, which are distributed in different parts of the first virtual object. The virtual scene also includes color-reversing dressing controls.

[0136] For example, the processing of step 410A can be referred to step 301, and will not be repeated here.

[0137] In step 402A, in response to a trigger operation on the color-reversal dressing control, the first component in the first set that matches the color of the first area is replaced with the fifth component.

[0138] The fifth component is a component with a color opposite to that of the first region, and the wearing part of the fifth component is the same as that of the first component.

[0139] For example, "color opposite" means that the color of a component is less than the color similarity threshold between it and the ambient color of the first region. Among the candidate parts corresponding to the first component, the fifth component can be the component whose color is opposite to that of the first region and has the lowest color similarity to that of the first region.

[0140] For example, step 402A can be implemented as follows: in response to the first virtual object not needing to be hidden in the first area and receiving a trigger operation for the color-changing control, the first component in the first suit that matches the color of the first area is replaced with the fifth component.

[0141] In the following scenarios, the first virtual object does not need to be concealed: there are no hostile virtual objects around the first virtual object; it is not a combat area; the virtual scene presents rain or snow and the visibility is low; the first virtual object is participating in a multiplayer melee.

[0142] In some embodiments, prior to step 402A, the fifth component is determined by selecting the candidate component with the lowest color similarity to the color of the first region from among a plurality of candidate components located at the same wearing location as the first component.

[0143] refer to Figure 6D , Figure 6D This is a schematic diagram of the virtual scene interface provided in an embodiment of this application. The first virtual object 502 is located in an open plain area. If the user wants to make the first virtual object 502 stand out more easily for teammates to identify, they can trigger the color-reversal clothing control 512 to replace the component 513A worn by the first virtual object 502 that matches the environment color with a component of the opposite color. Component 513A matches the color of the ground 503A in the virtual scene. (Reference) Figure 6E , Figure 6E This is a schematic diagram of the virtual scene interface provided in an embodiment of this application. Component 513A is replaced with component 514, whose color does not match the environment, making the first virtual object 502 more recognizable in the virtual scene.

[0144] In this embodiment, the components worn by the virtual object are replaced with components that do not match the ambient color of the virtual scene, making the virtual object more recognizable in the virtual scene and facilitating the virtual object to perform tasks that do not require concealment in the virtual scene.

[0145] In some embodiments, the color-changing condition also applies to replacing the color of a virtual object's component with a color that does not match the ambient color, see reference. Figure 6F , Figure 6FThis is a schematic diagram of the virtual scene interface provided in the embodiments of this application. The color of component 513A of the first virtual object 502 is replaced with a color that does not match the environment color, forming component 513B.

[0146] In some embodiments, reference Figure 4B , Figure 4B This is a flowchart illustrating the virtual object settling method provided in the embodiments of this application, which will be combined with... Figure 4B The steps shown are explained.

[0147] In step 401B, the virtual scene is displayed.

[0148] Here, the virtual scene includes a first virtual object wearing a first suit, the first suit comprising multiple parts distributed in different parts of the first virtual object.

[0149] For example, the processing of step 410B can be referred to step 301, and will not be repeated here.

[0150] In step 402B, in response to the first virtual object leaving the first area and entering the second area, the following process is performed: if the color difference between the second area and the first area is greater than the color difference threshold, the first outfit is completely replaced with a second outfit that matches the color of the second area, and the second outfit is worn in the second area.

[0151] For example, color difference can be represented as the difference between 1 and color similarity, and the color difference threshold can be the difference between 1 and the color similarity threshold. Color similarity and color difference are negatively correlated; the higher the similarity, the smaller the difference. For instance, if the color similarity threshold is 0.7, then the color difference threshold is 0.3. When the color similarity between the first outfit and the environment color is 0.6, the color difference is 0.4, which is greater than the color difference threshold of 0.3, so the first outfit is replaced with the second outfit.

[0152] The following explanation is provided in conjunction with the accompanying drawings. Please refer to the attached drawings for further details. Figure 7 Assuming that region 701 (first region) is a snow mountain terrain and region 704 (second region) is a desert terrain, and regions 701 and 704 are adjacent, and the color difference between regions 701 and 704 is greater than the color difference threshold, then the first outfit will be completely replaced with the second outfit that matches the color of the second region, and the second outfit will continue to be worn in the second region.

[0153] In step 403B, if the color difference between the second region and the first region is less than or equal to the color difference threshold, then in the second region, the first virtual object is controlled to continue wearing the first suit.

[0154] For example, if a virtual scene is divided into regions based on scene type (e.g., city, ruins, snowfield, etc.), the color difference within each region is smaller than the color difference between regions, meaning the color difference within a region may be less than a color difference threshold. When a virtual object enters a region, the replaced outfit can remain in that region until the virtual object enters another region, or until the color difference between the color of the environment surrounding the virtual object and the color of the first outfit exceeds the color difference threshold.

[0155] In some embodiments, the first region and the second region are not adjacent, and there is a third region between the first region and the second region; when the first virtual object is in the third region, the first virtual object is controlled to continue wearing the first outfit.

[0156] For example, the third region can be a transitional area between the first and second regions, with minimal color difference between the third and first regions. See also... Figure 7 There is a third region (region 703) between region 701 (first region) and region 702 (second region). Assuming that the third region is a snowy terrain with little color difference from the first region, when the first virtual object is in the third region, the first virtual object is controlled to continue wearing the first outfit.

[0157] In some embodiments, before continuing to wear the second outfit in the second area, if the color distribution difference in the second area is less than or equal to a color difference threshold, the process of controlling the first virtual object to continue wearing the second outfit is initiated.

[0158] For example, the colors distributed at different locations in the second region may differ. If the color difference between each location is less than or equal to the color difference threshold, then the process of controlling the first virtual object to continue wearing the second outfit is initiated.

[0159] Before replacing the first set entirely with the second set whose color matches the second area, if the partial replacement condition is not met, then proceed to the process of replacing the first set entirely with the second set whose color matches the second area. If the partial replacement condition is met, the third component in the first set is replaced with the fourth component, wherein the fourth component matches the color of the second area and is worn on the same part as the third component. The third component can be determined in any of the following ways: 1. In response to a selection operation for any component in the first set, the selected component is used as the third component; 2. The component in the first set with the largest color difference from other components is used as the third component; for example: calculate the color similarity between every two components in the first set, and for each component, obtain the sum of each color similarity between the component and other components, and use the component with the smallest sum of similarity as the component with the largest color difference from other components; 3. The component in the first set with the smallest performance parameter is used as the third component. The performance parameter includes at least one of the following: protection performance parameter, attack performance parameter, the level of the virtual object required to wear the component, and movement speed performance parameter.

[0160] The local substitution conditions include at least one of the following: 1. The first virtual object does not have a corresponding second set in the second region; for example, "not having a corresponding second set" means that the second set corresponding to the second region has not been preset.

[0161] 2. The number of parts whose colors do not match the second area is less than the replacement quantity threshold. The replacement quantity threshold is positively correlated with the total number of parts in the set, and the replacement quantity threshold can be half of the total number of parts. For example: the set has six parts, including: hat, gloves, shoes, top, pants, and virtual attack prop; the replacement quantity threshold is 3. When the number of parts whose colors do not match the second area is less than 3, only the parts are replaced, instead of performing a complete replacement.

[0162] 3. The third component is not bound to any other components in the first set. A binding relationship means that components functionally support each other, allowing the virtual object to perform complex operations using these components. When a virtual object wears a component with a binding relationship, compared to when the virtual object is not wearing any components, the increase in the virtual object's attribute parameters equals the sum of the attribute parameters of each component plus the attribute parameter corresponding to the binding relationship. If the virtual object's current set does not contain any bound components, the increase in the virtual object's attribute parameters equals the sum of the attribute parameters of each component.

[0163] In this embodiment, by replacing at least some parts of the virtual object's suit with parts that match the environmental color of the virtual scene, the parts of the virtual object's suit automatically change color with the in-game scene. This reduces the likelihood of the virtual object being exposed in the virtual scene, avoids the negative interference of numerous suit parts on combat, allows users to automatically switch to concealment suits, reduces in-game operation and thinking costs, and improves the user's gaming experience.

[0164] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.

[0165] The virtual object set processing method provided in this application embodiment can be applied in the following application scenarios: In virtual environments, players can customize the outfits of their controlled virtual objects. Players can customize their virtual objects by selecting different clothing parts from the game inventory, or by picking up supply packs within the virtual environment during gameplay. However, the varied terrain and environment of virtual environments, coupled with the need to constantly monitor environmental changes and the movements of enemy virtual objects, limit players' time and effort in customizing outfits. This makes it difficult to quickly equip desired outfits (e.g., highly concealing outfits) within the virtual environment, lacking a convenient means of rapid customization. The virtual object outfit processing method provided in this application allows for the switching of outfit parts based on the color of the virtual environment during gameplay. Parts that do not match the environment's color are replaced with those that do, improving the virtual object's concealment within the virtual environment.

[0166] For example, the virtual scene includes virtual objects wearing outfits. These outfits are the virtual objects' clothing in the game, and they consist of various parts, such as shirts, pants, and shoes. In this embodiment, the outfits encompass all equipment, fashion items, and accessories worn by the virtual objects. Depending on the game, other pets and carry items may appear; as long as they intelligently change color according to the scene, they all fall within the scope of this application. The virtual object's inventory includes: a warehouse storing game items (this warehouse stores ghillie suits, clothing used for disguise) and a player's fashion inventory.

[0167] The virtual scene also includes automatic and manual outfit-changing controls. The virtual object outfit processing method provided in this application can intelligently identify the color of the area where the virtual object is located in the game, obtain the color type and the proportion of each color, and achieve outfit changing based on the area color of the virtual scene through automatic or manual methods. The automatic method involves setting the automatic outfit-changing control option to the "on" state, automatically switching the currently worn parts of the virtual object to parts that match the environmental color of the current scene. The manual method involves switching the currently worn parts of the virtual object to parts that match the environmental color of the current scene when the user triggers the manual outfit-changing control.

[0168] refer to Figure 9 , Figure 9This is an optional flowchart illustrating a virtual object set processing method provided in an embodiment of this application. It uses a terminal device as the execution entity, combined with... Figure 9 The steps shown are explained.

[0169] In step 901, the automatic outfit change control is enabled, and it is determined whether there is a first part in the current outfit of the virtual object that does not match the color of the current environment.

[0170] For example, before a virtual object enters a game, the user can equip it with a set; or, the virtual object may enter the game without wearing any set pieces, or only partially wearing any pieces. When the automatic outfit change control is enabled, in response to the virtual object moving from the current area to another area, the system checks if the virtual object's current set contains a first piece whose color does not match the current environment. Alternatively, the system checks if the time interval between the last check and the current check reaches a preset duration (e.g., 10 seconds).

[0171] For example, the automatic outfit change control is used to indicate whether the automatic outfit change function is enabled. When the automatic outfit change control is enabled, the system is in automatic outfit change mode and performs the automatic outfit change function. Conversely, when the automatic outfit change control is disabled, the automatic outfit change function is not performed. In automatic outfit change mode, the system automatically compares the parts corresponding to each wearing part of the player's virtual object (the first virtual object mentioned above) with the environment that most closely matches the wearing part to determine if their colors match. Color matching means that the color difference between the part and the environment is small; that is, the color similarity between the part's color and the environment's color is greater than or equal to the similarity threshold. The similarity threshold can be 0.5 (the similarity value range is 1 ≥ similarity ≥ 0). When the color similarity between the part's color and the environment's color is less than the similarity threshold, it means that the part and the environment's colors do not match.

[0172] If the result of step 901 is yes, proceed to step 902. If the result of step 901 is no, continue executing step 901 to determine whether there is a first component in the current set of the virtual object that does not match the color of the current environment.

[0173] In step 902, the game screen corresponding to the virtual object is captured as a frame to obtain the field of view image.

[0174] For example, to save performance, when a virtual object is in a game, frames of the game screen within the virtual object's field of view can be captured every preset interval (e.g., 10 seconds) to obtain a view image. To improve the accuracy of obtaining the multi-dimensional color vector, the view image does not include controls in the virtual scene.

[0175] In step 903, the field of view image is segmented to obtain the associated region image of the first component, the size of the associated region image is reduced, and the reduced associated region image is subjected to grayscale conversion processing.

[0176] For example, the field-of-view image is segmented as follows: Virtual objects and environmental interference factors in the field-of-view image are segmented to obtain a global environment image of the virtual scene in the game screen (e.g., the field-of-view image includes virtual objects, the sky, virtual buildings, virtual vehicles (e.g., virtual aircraft, cars, etc.), and the ground of the virtual scene). The virtual objects and sky are segmented from the field-of-view image, and the segmented field-of-view image is used as the global environment image. The associated regions of each part of the virtual object in the global environment image are determined, and the global environment image is segmented to obtain the associated region image for each part. The size of the associated region image is reduced to a preset size (e.g., ...). (8 pixels × 8 pixels, 64 pixels in total; 16 pixels × 16 pixels, 256 pixels in total) to remove the influence of image details on the image. Grayscale conversion is performed as follows: the reduced associated region image is downsampled based on a preset grayscale level (e.g., 64 levels, 256 levels) to obtain a grayscale-processed associated region image. The maximum number of color types in the grayscale-processed associated region image is equal to the number of grayscale levels. For example, for a reduced 8 pixel × 8 pixel image, the reduced associated region image is downsampled based on a preset grayscale level of 64 to obtain a grayscale-processed associated region image, which has a maximum of 64 color types.

[0177] In step 904, the color histogram of the associated region image is extracted, and the color distribution data based on the color histogram is used to form a multidimensional vector A.

[0178] For example, extracting the color histogram of the associated region image is done as follows: The proportion of each color in the grayscale image is statistically analyzed, and a color histogram is created based on the proportion of each color. Creating a color histogram is one way to statistically analyze color data. In practice, color data can also be statistically analyzed using tables, pie charts (where the angle of each color's sector in the pie chart represents the proportion of the color), etc.

[0179] refer to Figure 8 , Figure 8This is a schematic diagram of a color histogram provided in an embodiment of this application; the length of each histogram in the color histogram represents the proportion of different types of colors in the associated region image. S1, S2, S3, S4, S5, S6, S7, S8, S9, and S10 correspond to different color systems. Each color system includes multiple color types, and the number of color types corresponding to each color system is the same.

[0180] For example, in a specific embodiment, the dimension of the multi-dimensional vector (the color vector mentioned above) can be determined according to the level of precision required for game recognition, and precision is positively correlated with dimension. This embodiment uses a six-dimensional vector as an example. The proportion of each color in the color histogram is used as the value corresponding to each dimension in the vector, resulting in a color histogram vector. The color histogram vector is then dimensionality-reduced based on a preset dimension to obtain a six-dimensional vector. For example, all color types are divided into six groups, with each group having the same number of color types. The proportion of each color type in each group is weighted and summed to obtain the value corresponding to that group. The values ​​from the six groups are then combined to obtain a six-dimensional vector. Assume that the multi-dimensional vector A (color vector) is a six-dimensional vector, A = (c, d, e, f, g, h).

[0181] In some embodiments, the texture image of the object in the virtual scene closest to the component can also be obtained, a color histogram can be obtained based on the texture image, and a multidimensional vector A can be obtained based on the color histogram. For example, the shoes of the virtual object are closest to the ground of the virtual scene, and a multidimensional vector A can be obtained based on the texture image of the ground.

[0182] For example, steps 905 to 907 can be performed before step 901. The color information (represented as a multidimensional color vector) of each component of the virtual object is pre-acquired and stored in a database. For instance, if multiple components form a set, for each component, the texture material of its outer surface is tiled into a component image, and a multidimensional color vector is obtained based on the component image. When the player acquires a new component, the corresponding multidimensional color vector of the new component is simultaneously stored in the database.

[0183] In step 905, the component image of each part of the virtual object is obtained.

[0184] For example, when the virtual scene is a two-dimensional virtual scene and the component is also a two-dimensional component, the three views or front and back views of the component are tiled to form a component image; when the component is a three-dimensional component, the texture materials of all the outer surfaces of the component are obtained and tiled to form a component image.

[0185] In step 906, a color histogram for each component is obtained based on the component image of each component.

[0186] In step 907, the color distribution data based on the color histogram of each component is used to form a multidimensional vector B for each component.

[0187] For example, the dimension of multidimensional vector B is the same as the dimension of multidimensional vector A. The principles of steps 906 and 907 are the same as those of step 904, and will not be repeated here. Assume that multidimensional vector B is a six-dimensional vector, where the i-th multidimensional vector Bi is represented as B = (Ci, Di, Ei, Fi, Gi, Hi).

[0188] In step 908, the vector distance between multidimensional vector A and each multidimensional vector B is determined.

[0189] For example, the vector distance between color vectors can be used to characterize the color similarity between a part and its environment; the degree of matching is negatively correlated with color similarity. The distance between a multidimensional vector A and each multidimensional vector B is calculated; the two vectors with the smallest vector distance have the highest color similarity.

[0190] The vector distance x between multidimensional vector A and multidimensional vector Bi is expressed by the following formula (1):

[0191] In step 909, the component corresponding to the multidimensional vector B with the shortest vector distance is selected as the second component that is closest to the current environment color.

[0192] For example, when x is at its minimum, the component corresponding to the multidimensional vector Bi is the component for this wearable part that best matches the environment color. Replace the mismatched components with the component that best matches the color.

[0193] In step 910, the first component of the virtual object is replaced with the second component.

[0194] For example, the second component corresponds to the same wearing area as the first component. For that wearing area, the second component is the component of the virtual object with the highest color similarity to the environment color of the virtual scene. After the first component is replaced with the second component, a prompt message can be displayed in the virtual scene interface to inform the player that the component worn by the virtual object has been replaced.

[0195] refer to Figure 5A , Figure 5A This is a schematic diagram of the virtual scene interface provided in an embodiment of this application. A first virtual object 502 is located in the virtual scene. The ambient color of the virtual scene can be determined based on the ground 503 of the virtual scene where the first virtual object 502 stands. Component 501 is a component located at the head (wearing position) of the virtual object, such as a helmet. Component 501 does not match the ambient color of the virtual scene. (See reference...) Figure 5B , Figure 5BThis is a schematic diagram of the virtual scene interface provided in the embodiments of this application, wherein component 501 is replaced with component 504 that matches the color of the virtual scene.

[0196] This application embodiment improves the concealment of virtual objects in virtual scenes by replacing at least some parts of the virtual object's outfit with parts that match the environmental color of the virtual scene, making it easier for virtual objects to quickly change outfits during game matches.

[0197] In some embodiments, when the automatic costume change control is off, if the user visually perceives that the color of the virtual object's outfit differs from the ambient color of the virtual scene, the automatic costume change control can be triggered. In response to the trigger operation on the automatic costume change control, parts of the virtual object's outfit that are different in color from the ambient color are replaced with parts that match the ambient color. Alternatively, in response to the trigger operation on the automatic costume change control, the virtual object's outfit is replaced with an outfit pre-set by the player.

[0198] In some embodiments, automatic and manual costume change controls are displayed in the virtual scene. (See reference) Figure 5C , Figure 5C This is a schematic diagram of the virtual scene interface provided in this application embodiment. The automatic costume change control 505 and the manual costume change control 506 are displayed in the virtual scene as overlays. To avoid excessive consumption of computing resources due to frequent automatic costume changes, a cooldown time for the costume change function can be set. Before the cooldown time is reached, the costume change control is displayed in a cooldown state. A maximum number of costume changes can also be set. In the same game, if the virtual object reaches the maximum number of costume changes, automatic costume change and manual costume change are prohibited (the manual costume change control is displayed in a disabled state), thus avoiding the occupation of client memory and saving computing resources.

[0199] refer to Figure 5D , Figure 5D This is a schematic diagram of the control states provided in this application embodiment. When the automatic outfit-changing control is enabled, the automatic outfit-changing function is executed. After at least one component in the outfit has automatically switched, if the current number of outfit changes reaches the maximum number of changes (e.g., 10 times), the automatic outfit-changing control switches from the enabled state to the disabled state, and the automatic outfit-changing function is not executed. Furthermore, it does not respond to any activation triggers received for the automatic outfit-changing control. After at least one component in the outfit has automatically switched, if the current number of outfit changes has not reached the maximum number of changes, the automatic outfit-changing control enters a cooling state. In the cooling state, the automatic outfit-changing function is not executed, and a countdown corresponding to the preset cooling time is displayed on the automatic outfit-changing control until the preset cooling time (e.g., 60 seconds) ends. When the preset cooling time is reached, the automatic outfit-changing control returns to the enabled state.

[0200] Similarly, if the current number of outfit changes has not reached the maximum number of changes, the manual outfit change control is available, and in response to a trigger operation on the manual outfit change control, at least some parts of the virtual object's outfit will be switched; if the current number of outfit changes has reached the maximum number of changes (e.g., 10 times), the manual outfit change control will be displayed in a disabled state (see reference). Figure 5D The disabled state can be represented by a grayscale display or a disabled symbol displayed on the manual costume change control. After at least one piece in the outfit has automatically switched, if the current costume change count has not reached the maximum number of costume changes, the manual costume change control enters a cooldown state. In the cooldown state, the manual costume change control cannot be triggered, and a countdown corresponding to the preset cooldown duration is displayed on the manual costume change control until the preset cooldown duration (e.g., 60 seconds) ends. When the preset cooldown duration is reached, the manual costume change control returns to a usable state.

[0201] In some embodiments, if the current number of outfit changes has reached the maximum number of outfit changes, the automatic outfit change control or the manual outfit change control can be hidden to indicate that the use of the automatic outfit change control or the manual outfit change control is prohibited.

[0202] In some embodiments, the automatic and manual costume change controls in the virtual scene are displayed in the virtual scene's warehouse interface. The warehouse is used to store virtual items and parts owned by virtual objects, and players can view these virtual items and parts in the warehouse interface. (Reference) Figure 5E , Figure 5E This is a schematic diagram of the warehouse interface provided in this application embodiment; a warehouse control 507 is set in the virtual scene. In response to a trigger operation on the warehouse control 507, a warehouse interface 508 is displayed. The warehouse interface 508 includes an inventory and a fashion inventory. The inventory stores virtual prop parts and virtual equipment parts owned by the virtual object, and the fashion inventory stores fashion parts owned by the virtual object. When the automatic outfit change control 505 is in the open state, the automatic outfit change function can be executed. In response to a trigger operation on the manual outfit change control 506, at least some parts of the virtual object's outfit are replaced with parts that match the environment color; or, the virtual object's outfit is replaced with a preset outfit corresponding to the manual outfit change control 506, and "in use" is displayed on the manual outfit change control 506 to indicate that the preset outfit is being used.

[0203] In this embodiment, the automatic outfit change control and the manual outfit change control are set in the warehouse interface, which avoids multiple controls from obscuring the virtual scene.

[0204] In some embodiments, when the automatic outfit change control is enabled, if the virtual object's clothing area is not wearing any parts, the system automatically equips that clothing area with the part that best matches the ambient color of the current area. This part corresponds to the clothing area. For example, if a virtual object enters a game wearing only a shirt and pants, with no parts on its feet or head, the system automatically equips the virtual object with shoes and a hat that match the ambient color of the current area. Alternatively, if the virtual object is not wearing any parts, the system automatically matches the virtual object with an outfit that matches the ambient color of the current area.

[0205] In some embodiments, after a player turns on the automatic outfit change function, if the virtual object is not yet dressed, the system will automatically match the outfit with the closest color to the current environment and dress it automatically; if the object is already dressed and some parts of the outfit do not match the environment color, the system will replace the parts with colors that match the environment color based on the current environment; if all parts do not match the environment color, the system will replace the entire outfit.

[0206] In some embodiments, the use of automatic outfit changing controls and manual outfit changing controls is not mutually exclusive. In automatic outfit changing mode, the manual outfit changing control can be used to switch the entire outfit or parts of the outfit. For example, a user selects any part of the virtual object's outfit as the part to be replaced and triggers the manual outfit changing control to replace the part to be replaced with another part associated with the manual outfit changing control. The other part can be any part that meets any of the following conditions: a part whose color matches the current area better than the part to be replaced; a part whose performance parameters are better than the part to be replaced; a part whose usage frequency is higher than the part to be replaced; a part whose color is opposite to the part to be replaced; a part that the user prefers, etc.

[0207] In some embodiments, when the automatic costume change control is enabled, if the player manually equips any part (e.g., a part the player prefers) to the virtual object using the manual costume change control, the automatic costume change function will not be executed for a preset duration. In response to the preset duration being reached, and the ambient color of the virtual scene not matching the color of at least some parts of the virtual object's outfit, at least some parts will be switched to the parts that best match the current ambient color.

[0208] In some embodiments, when a part of a virtual object is occluded by the virtual scene, the component of that part may not need to be replaced. (See reference) Figure 6A , Figure 6AThis is a schematic diagram of the virtual scene interface provided in this application embodiment; the first virtual object 502 is wearing parts 511 and 510A. The legs of the first virtual object are below the water surface 509 of the virtual scene. Therefore, part 511 is obscured by the water in the virtual scene, making it difficult to distinguish the color of the underwater environment from above the water surface. Only the unobscured parts 510A of the first virtual object 502 can be replaced. (Reference) Figure 6B , Figure 6B This is a schematic diagram of the virtual scene interface provided in this application embodiment; component 510A has been replaced with component 515 whose color matches the virtual scene, while component 511, which is obscured by water, has not been replaced. After replacing the components, a prompt message 516 can also be displayed (see reference). Figure 6B The message could be something like "Appearance has been changed" to alert the player that a piece of the virtual object's outfit has been replaced.

[0209] In this embodiment, only the parts of the virtual object that are not obscured by the virtual scene are switched, avoiding frequent replacement of the parts worn by the virtual object, reducing the frequency of judging the similarity between the environment color and the color of the suit, and reducing the consumption of computing resources and the memory usage of the client.

[0210] In the following scenarios, users may need to improve the visibility of the first virtual object: multiple virtual objects are in a chaotic battle; the first virtual object is acting collectively with its teammates; the first virtual object is located outside the game's combat area; weather or environmental factors in the virtual scene affect the visibility of the virtual object (e.g., rain, snow, smoke, etc.). In these scenarios, users may need to distinguish the first virtual object from other virtual objects and the virtual scene itself.

[0211] In some embodiments, the virtual scene also includes a color-reversal outfit control. Users can trigger the color-reversal outfit control to partially or entirely switch the virtual object's outfit to an outfit with a color opposite to the virtual scene's environment. Color reversal, meaning low color similarity, selects the component among the virtual object's parts that has the lowest color similarity to the current area's environment as the color-reversal component (the fifth component mentioned above), replacing the virtual object's currently worn component with the color-reversal component, thus improving the virtual object's recognizability in the virtual scene.

[0212] Example, reference Figure 6D , Figure 6DThis is a schematic diagram of the virtual scene interface provided in this application embodiment. Assuming the current area is a grassland, the environmental color of the virtual scene can be determined based on the ground 503. The ground 503 of the virtual scene is grass green, and the component 513A worn by the virtual object 512 is a component whose color matches the ground 503 of the virtual scene; for example, component 513A is a green camouflage uniform. In response to a trigger operation on the color-reversing clothing control 512, the component 513A worn by the first virtual object 502 is replaced with a component whose environmental color does not match the virtual scene's color. (See reference...) Figure 6E , Figure 6E This is a schematic diagram of the virtual scene interface provided in the embodiment of this application; the component 513A on the virtual object 502 is replaced with a component 514 that does not match the environment color of the virtual scene, so that the virtual object 502 is more recognizable in the virtual scene.

[0213] In this embodiment of the application, by replacing at least some parts of the virtual object's set with parts whose colors do not match the environment of the virtual scene, the virtual object becomes more recognizable in the virtual scene, making it easier for users to observe the virtual object and distinguish it from the virtual scene and other virtual objects, thereby improving the efficiency of human-computer interaction for users to control virtual objects.

[0214] In some embodiments, the virtual scene is divided into regions based on scene type (e.g., city, ruins, snowfield, etc.), with the color differences within each region being smaller than the color differences between regions. When a virtual object enters a region, its outfit is partially or entirely replaced according to the color corresponding to the region, and the replaced outfit is maintained within the region until the virtual object enters another region.

[0215] The following explanation is provided in conjunction with the accompanying drawings. Figure 7 , Figure 7 This is a schematic diagram of a virtual scene map provided in this application embodiment. In the virtual scene map 705, it is assumed that region 701 is a snow-capped mountain, region 702 is a grassland, and region 704 is a desert. Region 703 exists between region 701 and region 702. It is assumed that the color difference within the three regions is small (color similarity greater than the color similarity threshold), but the color difference between regions is large (color similarity less than the color similarity threshold). Since the colors of the texture materials in the virtual scene are fixed, before the virtual object enters the game, the color matching sets or parts for different regions can be pre-determined based on the parts possessed by the virtual object. Regions 701, 702, and 704 are each provided with corresponding color matching sets. The color difference between some locations in region 703 and the color of region 701 is less than the color similarity threshold, while the color difference between some locations and the color of region 701 is greater than the color similarity threshold.

[0216] When a virtual object enters area 701, some parts of the virtual object's first outfit are switched to parts that match the pre-set environmental color of the snow mountain scene in area 701, forming a third outfit, and the virtual object continues to wear the second outfit in area 701; or, the first outfit is switched entirely to the second outfit that matches the environmental color, and the virtual object continues to wear the second outfit in area 701; when a virtual object enters area 703, in response to a mismatch between the environmental color and the color of the parts in the virtual object's outfit, the virtual object's outfit is switched to an outfit that matches the environmental color.

[0217] In this embodiment, the components in the virtual object's set are switched based on the region switching in the virtual scene, which reduces the frequency of judging the similarity between the environment color and the set color, thereby reducing the consumption of computing resources and the memory usage of the client.

[0218] In this embodiment, by replacing at least some parts of the virtual object's suit with parts that match the environmental color of the virtual scene, the parts of the virtual object's suit automatically change color with the in-game scene. This reduces the likelihood of the virtual object being exposed in the virtual scene, avoids the negative interference of numerous suit parts on combat, allows users to automatically switch to concealment suits, reduces in-game operation and thinking costs, and improves the user's gaming experience.

[0219] The following description continues to illustrate the exemplary structure of the virtual object set processing device 455 provided in the embodiments of this application as a software module. In some embodiments, such as Figure 2 As shown, the software modules in the virtual object suit processing device 455 stored in the memory 450 may include: a display module 4551 configured to display a virtual scene, wherein the virtual scene includes a first virtual object wearing a first suit, the first suit including multiple parts distributed on different parts of the first virtual object; and a suit switching module 4552 configured to, while the first virtual object is in a first area of ​​the virtual scene, replace the first part with a second part in response to a mismatch between the color of the first area and the color of the first part in the first suit. Here, the second part matches the color of the first area and is worn on the same part as the first part.

[0220] In some embodiments, the virtual scene also includes an automatic outfit change control; the outfit switching module 4552 is configured to display that the automatic outfit change control is in an on state in response to an operation to enable the automatic outfit change control; and to automatically replace the first part with the second part in response to a mismatch between the color of the first area and the color of the first part in the first outfit.

[0221] In some embodiments, the virtual scene also includes a manual outfit change control and an outfit switching module 4552, configured to, in response to a trigger operation of the manual outfit change control, replace a first component in a first outfit with a third component, and maintain the switched first outfit within a wearing time threshold, wherein the third component is any component that is worn at the same location as the first component; in response to maintaining the switched first outfit until the wearing time threshold is reached, and the color of the first area does not match the color of the third component in the first outfit, replace the third component with a fourth component; wherein the fourth component matches the color of the first area and is worn at the same location as the third component.

[0222] In some embodiments, the suit switching module 4552 is configured to determine the first component in any of the following ways before responding to a trigger operation for a manual suit change control: in response to a selection operation for any component in the first suit, the selected component is designated as the first component; the component in the first suit with the largest color difference from other components is designated as the first component; or the component in the first suit with the smallest performance parameter is designated as the first component.

[0223] In some embodiments, the virtual scene also includes a manual costume change control; the costume switching module 4552 is configured to display that the manual costume change control is available in response to the fulfillment of the manual costume change conditions; wherein, the manual costume change conditions include at least one of the following: the time interval between the current time and the last costume change time is greater than or equal to the interval threshold; the number of costume changes of the first virtual object has not reached the upper limit of the number of costume changes; in response to the color of the first area not matching the color of the first component in the first costume, and receiving a trigger operation for the manual costume change control, the first component is replaced with the second component.

[0224] In some embodiments, the outfit switching module 4552 is configured to display that the manual outfit change control is disabled in any of the following ways in response to the failure to meet the manual outfit change conditions: hiding the manual outfit change control; displaying the manual outfit change control in grayscale; or displaying a disable symbol on the manual outfit change control.

[0225] In some embodiments, the suit switching module 4552 is configured to, before replacing the first component with the second component, acquire multiple candidate components that are used for the same wearing part as the first component; select the candidate components that meet the filtering conditions from the multiple candidate components as the second component, wherein the multiple candidate components are owned by the first virtual object; wherein the filtering conditions include any one of the following: the function of the candidate component is the same as the function of the first component; the wearing part of the first component is not occluded by the virtual environment; the color similarity between the candidate component and the first region is greater than the color similarity threshold.

[0226] In some embodiments, the kit switching module 4552 is configured to determine color similarity before replacing the first component with the second component by: determining the color vector of the associated region of the first component in the first region; determining the vector distance between the color vector of each candidate component and the color vector of the associated region, wherein the vector distance is used to characterize the color similarity between the candidate component and the first region, and the vector distance is negatively correlated with the color similarity.

[0227] In some embodiments, the outfit switching module 4552 is configured to acquire a field-view image corresponding to the first virtual object; segment the field-view image based on the associated region of the wearing part of the first component to obtain an associated region image; perform conversion processing on the associated region image to obtain color ratio data of the associated region image; and perform feature extraction processing on the color ratio data to obtain a color vector of the associated region.

[0228] In some embodiments, the kit switching module 4552 is configured to reduce the size of the associated region image, and perform grayscale conversion on the reduced image to obtain a grayscale image; and perform proportional statistics on each color in the grayscale image to obtain color ratio data of the associated region image.

[0229] In some embodiments, the suit switching module 4552 is configured to determine the color ratio vector of the color ratio data based on the ratio value corresponding to each color in the color ratio data, wherein the value of each dimension of the color ratio vector corresponds one-to-one with each ratio value; and to perform dimensionality reduction mapping processing on the color ratio vector to obtain the color vector of the associated region.

[0230] In some embodiments, the kit switching module 4552 is configured to determine the color vector of each candidate component before determining the color vector of the associated region of the first component in the first region by performing the following processing on each candidate component: extracting each texture material of the candidate component and combining each texture material to obtain a candidate component image of the candidate component; performing transformation processing on the candidate component image to obtain color ratio data of the candidate component image; and performing feature extraction processing on the color ratio data to obtain the color vector of the candidate component.

[0231] In some embodiments, the kit switching module 4552 is configured to reduce the size of the candidate component image, perform grayscale conversion on the reduced image to obtain a grayscale image, and perform proportional statistics on each color in the grayscale image to obtain color proportion data of the candidate component image.

[0232] In some embodiments, the kit switching module 4552 is configured to determine the color ratio vector of the color ratio data based on the ratio value corresponding to each color in the color ratio data, wherein the value of each dimension of the color ratio vector corresponds one-to-one with each ratio value; and to perform dimensionality reduction mapping processing on the color ratio vector to obtain the color vector of the candidate component.

[0233] In some embodiments, the outfit switching module 4552 is configured to replace the first component with the second component in response to meeting replacement restriction conditions, wherein the replacement restriction conditions include at least one of the following: the number of times the first virtual object has changed outfits has not reached the upper limit of the number of outfit changes; the first virtual object needs to be concealed; the duration of the first virtual object's stay in the first area is greater than the duration threshold; the area of ​​the first area is greater than the outfit change area threshold.

[0234] In some embodiments, the kit switching module 4552 is configured to identify the concealment requirements of virtual objects before replacing the first component with the second component by: calling a neural network model to perform concealment prediction processing on the first virtual object based on the environmental parameters of the first region and the attribute parameters of the virtual object, and obtaining a concealment prediction processing result characterizing whether the first virtual object needs to be concealed; wherein, the attribute parameters of the virtual object include: the location information of the first virtual object, the location information of the first virtual object's enemy virtual objects, and the location information of the first virtual object's teammate virtual objects; the environmental parameters of the first region include: the terrain information of the first region and the field of view of the first region.

[0235] In some embodiments, the kit switching module 4552 is configured to train the neural network model in the following manner before calling the neural network model to perform covert prediction processing on the first virtual object based on the environmental parameters of the first region and the attribute parameters of the virtual object: acquiring the environmental parameters of the virtual scene and the game data of at least two factions, wherein the at least two factions include the losing faction and the winning faction, and the game data includes: the location where the virtual object of the winning faction performs covert behavior and the location where the virtual object of the losing faction performs covert behavior; labeling the game data to obtain labeled game data, wherein the label of the location where the virtual object of the winning faction performs covert behavior is probability 1, and the label of the location where the virtual object of the losing faction performs covert behavior is probability 0; training the initial neural network model based on the environmental parameters of the virtual scene and the labeled game data to obtain the trained neural network model.

[0236] In some embodiments, the outfit switching module 4552 is configured to perform the following processing in response to a mismatch between the color of the first area and the color of the first component in the first outfit: in response to the first area being a preset dressing area of ​​the first virtual object, and the wearing part corresponding to the first component being a preset wearing part of the preset dressing area, the preset component associated with the preset wearing part is used as the second component, and the first component is replaced by the second component; wherein the color of the preset component matches the color of the first area.

[0237] In some embodiments, the suit switching module 4552 is configured to replace the first suit entirely with a second suit whose color matches that of the first region in response to a global replacement condition being met, wherein the global replacement condition includes at least one of the following: a corresponding second suit is pre-set for the first virtual object in the first region; or a global replacement instruction for the first suit is received.

[0238] In some embodiments, the outfit switching module 4552 is configured to perform the following processing in response to a first virtual object leaving a first area and entering a second area: if the color difference between the second area and the first area is less than or equal to a color difference threshold, then in the second area, the first virtual object is controlled to continue wearing the first outfit; if the color difference between the second area and the first area is greater than the color difference threshold, then the first outfit is completely replaced with a second outfit that matches the color of the second area, and the first virtual object continues to wear the second outfit in the second area.

[0239] In some embodiments, the outfit switching module 4552 is configured to, before replacing the first outfit entirely with a second outfit whose color matches the second region, if the partial replacement condition is not met, proceed to the process of replacing the first outfit entirely with a second outfit whose color matches the second region; if the partial replacement condition is met, replace the third component in the first outfit with the fourth component, wherein the fourth component matches the color of the second region and is worn at the same location as the third component; wherein the partial replacement condition includes at least one of the following: the first virtual object does not have a corresponding second outfit in the second region; the number of components whose color does not match the second region is less than a replacement quantity threshold; the third component is not bound to other components in the first outfit.

[0240] In some embodiments, the set switching module 4552 is configured to replace the first component with a second component in response to a mismatch between the color of the first region and the color of the first component in the first set, and the first component not meeting the color-changing conditions; wherein the color-changing conditions include at least one of the following: the color of each candidate component corresponding to the first component does not match the color of the first region, wherein the candidate component is owned by the first virtual object; the first component has a binding relationship with other components in the first set; the function of the first component is stronger than each candidate component corresponding to the first component; the function of the first component is associated with the task currently being executed by the first virtual object, wherein the second component does not have the function corresponding to the currently executed task.

[0241] In some embodiments, the set switching module 4552 is configured to, in response to a mismatch between the color of the first region and the color of the first component in the first set, and the first component meeting the color-changing condition, replace the color of the first component with a target color that matches the color of the first region.

[0242] In some embodiments, the virtual scene also includes a color-reversing dress-up control; the outfit switching module 4552 is configured to, in response to the first virtual object not needing to be hidden in the first area and receiving a trigger operation for the color-reversing dress-up control, replace the first part of the first outfit that matches the color of the first area with the fifth part; wherein the fifth part is a part that is the opposite color to the first area, and the wearing part of the fifth part is the same as the wearing part of the first part.

[0243] In some embodiments, the suit switching module 4552 is configured to, before replacing the first component in the first suit that matches the color of the first region with the fifth component, select the candidate component with the lowest color similarity to the color of the first region from among a plurality of candidate components that are located at the same wearing position as the first component, wherein the plurality of candidate components are owned by the first virtual object.

[0244] In some embodiments, the display module 4552 is configured to display a virtual scene, wherein the virtual scene includes a first virtual object wearing a first suit, the first suit includes multiple parts distributed on different parts of the first virtual object, and the virtual scene also includes a color-reversing dressing control; the suit switching module 4551 is configured to replace a first part in the first suit that matches the color of a first area with a fifth part in response to a trigger operation of the color-reversing dressing control; wherein the fifth part is a part with a color opposite to that of the first area, and the wearing part of the fifth part is the same as the wearing part of the first part.

[0245] In some embodiments, the display module 4551 is configured to display a virtual scene, wherein the virtual scene includes a first virtual object wearing a first suit, the first suit includes multiple parts distributed on different parts of the first virtual object; the suit switching module 4552 is configured to perform the following processing in response to the first virtual object leaving the first area and entering the second area: if the color difference between the second area and the first area is greater than a color difference threshold, then the first suit is completely replaced with a second suit that matches the color of the second area, and the first virtual object continues to wear the second suit in the second area; if the color difference between the second area and the first area is less than or equal to the color difference threshold, then the first virtual object continues to wear the first suit in the second area.

[0246] In some embodiments, the first region and the second region are not adjacent, and there is a third region between the first region and the second region; the outfit switching module 4552 is configured to control the first virtual object to continue wearing the first outfit when the first virtual object is in the third region.

[0247] In some embodiments, the outfit switching module 4552 is configured to, before continuing to wear the second outfit in the second area, if the color distribution difference in the second area is less than or equal to a color difference threshold, then switch to the process of controlling the first virtual object to continue wearing the second outfit.

[0248] In some embodiments, the outfit switching module 4552 is configured to, before replacing the first outfit entirely with a second outfit whose color matches the second region, if the partial replacement condition is not met, proceed to the process of replacing the first outfit entirely with a second outfit whose color matches the second region; if the partial replacement condition is met, replace the third component in the first outfit with the fourth component, wherein the fourth component matches the color of the second region and is worn at the same location as the third component; wherein the partial replacement condition includes at least one of the following: the first virtual object does not have a corresponding second outfit in the second region; the number of components whose color does not match the second region is less than a replacement quantity threshold; the third component is not bound to other components in the first outfit.

[0249] This application provides a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the virtual object assembly processing method described above in this application.

[0250] This application provides a computer-readable storage medium storing executable instructions. When these executable instructions are executed by a processor, they cause the processor to execute the virtual object assembly processing method provided in this application. For example, ... Figure 3A , 4A Or the method of handling virtual objects shown in 4B.

[0251] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.

[0252] In some embodiments, executable instructions may take the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a standalone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0253] As an example, executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple collaborating files (e.g., a file that stores one or more modules, subroutines, or code sections).

[0254] As an example, executable instructions can be deployed to execute on a single computing device, or on multiple computing devices located in one location, or on multiple computing devices distributed across multiple locations and interconnected via a communication network.

[0255] In summary, by replacing at least some parts of the virtual object's suit with parts that match the environmental color of the virtual scene through the embodiments of this application, the parts of the virtual object's suit automatically change with the color of the in-game scene. This reduces the possibility of the virtual object being exposed in the virtual scene, avoids the adverse interference of a large number of suit parts in combat, allows users to automatically change to a concealment suit, reduces the operational and thinking costs in combat, and improves the user's gaming experience.

[0256] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. A method for processing the set of virtual objects, characterized in that, The method includes: Displaying a virtual scene, wherein the virtual scene includes a first virtual object wearing a first outfit, the first outfit including multiple parts distributed on different parts of the first virtual object, and the virtual scene also includes automatic outfit changing controls and manual outfit changing controls; While the first virtual object is in a first area of ​​the virtual scene, in response to a mismatch between the color of the first area and the color of a first component in the first outfit, the first component is replaced with a second component; wherein the second component matches the color of the first area and is worn at the same location as the first component; When the automatic dressing control is in the enabled state, in response to the trigger operation of the manual dressing control, the first component in the first set is replaced with the third component, wherein the third component is any component with the same wearing position as the first component, and the first set is maintained within the wearing time threshold. In response to maintaining the first set at the wear duration threshold and the color of the first area not matching the color of the third component, the third component is replaced with a fourth component; wherein the fourth component matches the color of the first area and is worn at the same location as the third component.

2. The method as described in claim 1, characterized in that, The response to a mismatch between the color of the first region and the color of the first component in the first set, replacing the first component with the second component, includes: In response to the activation operation of the automatic costume change control, it is displayed that the automatic costume change control is in the activated state; In response to a mismatch between the color of the first area and the color of the first component in the first set, the first component is automatically replaced with the second component.

3. The method as described in claim 1, characterized in that, Prior to responding to a trigger operation on the manual costume change control, the method further includes: The first component is determined by any of the following methods: In response to a selection operation for any component in the first set, the selected component is designated as the first component; The component with the greatest color difference from the other components in the first set is designated as the first component. The component with the lowest performance parameters in the first set is designated as the first component.

4. The method as described in claim 1, characterized in that, The response to a mismatch between the color of the first region and the color of the first component in the first set, replacing the first component with the second component, includes: In response to the fulfillment of the manual outfit change conditions, the manual outfit change control is displayed as being available; wherein, the manual outfit change conditions include at least one of the following: the time interval between the current moment and the last outfit change moment is greater than or equal to an interval threshold; the first virtual object has not reached the maximum number of outfit changes; In response to a mismatch between the color of the first area and the color of the first component in the first set, and upon receiving a trigger operation for the manual dressing control, the first component is replaced with the second component.

5. The method as described in claim 4, characterized in that, The method further includes: In response to the failure to meet the manual outfit change conditions, the manual outfit change control is displayed as disabled in any of the following ways: the manual outfit change control is hidden; the manual outfit change control is displayed in grayscale; a disable symbol is displayed on the manual outfit change control.

6. The method according to any one of claims 1 to 5, characterized in that, Before replacing the first component with the second component, the method further includes: Obtain multiple candidate components that are used for the same wearing site as the first component; The candidate component that meets the screening criteria among the plurality of candidate components is taken as the second component, wherein the plurality of candidate components are owned by the first virtual object; The filtering criteria include any one of the following: the function of the candidate component is the same as that of the first component; the wearing part of the first component is not obscured by the virtual scene; the color similarity between the candidate component and the first region is greater than the color similarity threshold.

7. The method as described in claim 6, characterized in that, Before replacing the first component with the second component, the method further includes: The color similarity is determined in the following way: Determine the color vector of the associated region of the first component in the first region; Determine the vector distance between the color vector of each candidate component and the color vector of the associated region, wherein the vector distance is used to characterize the color similarity between the candidate component and the first region, and the vector distance is negatively correlated with the color similarity.

8. The method as described in claim 7, characterized in that, Determining the color vector of the associated region of the first component in the first region includes: Obtain the view image corresponding to the first virtual object; The visual field image is segmented based on the associated region of the wearing part of the first component to obtain the associated region image; The image of the associated region is transformed to obtain the color ratio data of the image of the associated region. The color ratio data is subjected to feature extraction processing to obtain the color vector of the associated region.

9. The method as described in claim 8, characterized in that, The step of converting the associated region image to obtain the color ratio data of the associated region image includes: The image of the associated region is reduced in size, and the reduced image is then converted to grayscale to obtain a grayscale image. The proportion of each color in the grayscale image is statistically analyzed to obtain the color proportion data of the associated region image.

10. The method as described in claim 8, characterized in that, The step of performing feature extraction processing on the color ratio data to obtain the color vector of the associated region includes: Based on the ratio value corresponding to each color in the color ratio data, a color ratio vector of the color ratio data is determined, wherein the value of each dimension of the color ratio vector corresponds one-to-one with each ratio value; The color ratio vector is subjected to dimensionality reduction mapping to obtain the color vector of the associated region.

11. The method as described in claim 7, characterized in that, Before determining the color vector of the associated region of the first component in the first region, the method further includes: The color vector of each candidate component is determined in the following manner: For each of the candidate components, the following processing is performed: Extract each texture material of the candidate component, and combine each texture material to obtain the candidate component image of the candidate component; The candidate component image is converted to obtain the color ratio data of the candidate component image; The color ratio data is processed by feature extraction to obtain the color vector of the candidate component.

12. The method as described in claim 11, characterized in that, The process of converting the candidate component image to obtain the color ratio data of the candidate component image includes: The candidate component image is reduced in size, and the reduced image is then converted to grayscale to obtain a grayscale image. The proportion of each color in the grayscale image is statistically analyzed to obtain the color proportion data of the candidate component image.

13. The method as described in claim 11, characterized in that, The step of performing feature extraction processing on the color ratio data to obtain the color vector of the candidate component includes: Based on the ratio value corresponding to each color in the color ratio data, a color ratio vector of the color ratio data is determined, wherein the value of each dimension of the color ratio vector corresponds one-to-one with each ratio value; The color ratio vector is subjected to dimensionality reduction mapping to obtain the color vector of the candidate component.

14. The method according to any one of claims 1 to 5, characterized in that, The replacement of the first component with the second component includes: In response to the satisfaction of a replacement constraint, the first component is replaced with a second component, wherein the replacement constraint includes at least one of the following: The first virtual object has not reached the maximum number of times it can change outfits; The first virtual object needs to be hidden; The duration of the first virtual object's stay in the first area exceeds the duration threshold; The area of ​​the first region is greater than the replacement area threshold.

15. The method as described in claim 14, characterized in that, Before replacing the first component with the second component, the method further includes: The hidden requirements of the first virtual object are identified in the following ways: Based on the environmental parameters of the first region and the attribute parameters of the virtual object, a neural network model is invoked to perform concealment prediction processing on the first virtual object, thereby obtaining a concealment prediction processing result characterizing whether the first virtual object needs to be concealed. The attribute parameters of the first virtual object include: the location information of the first virtual object, the location information of the first virtual object's enemy virtual objects, and the location information of the first virtual object's teammate virtual objects; the environmental parameters of the first area include: the terrain information of the first area and the field of view of the first area.

16. The method as described in claim 15, characterized in that, Before invoking a neural network model to perform covert prediction processing on the first virtual object based on the environmental parameters of the first region and the attribute parameters of the virtual object, the method further includes: The neural network model is trained in the following manner: The environment parameters of the virtual scene and the game data of at least two factions are obtained, wherein the at least two factions include the losing faction and the winning faction, and the game data includes: the location of the virtual object of the winning faction performing the stealth behavior and the location of the virtual object of the losing faction performing the stealth behavior. The game data is labeled to obtain labeled game data, wherein the location where the virtual object of the winning team performs the stealth behavior is labeled with probability 1, and the location where the virtual object of the losing team performs the stealth behavior is labeled with probability 0. The initial neural network model is trained based on the environmental parameters of the virtual scene and the labeled game data to obtain the trained neural network model.

17. The method according to any one of claims 1 to 5, characterized in that, The response to a mismatch between the color of the first region and the color of the first component in the first set, replacing the first component with the second component, includes: In response to the color of the first area not matching the color of the first component in the first set, the following processing is performed: In response to the first area being a preset dressing area of ​​the first virtual object, and the wearing part corresponding to the first component being a preset wearing part of the preset dressing area, the preset component associated with the preset wearing part is used as the second component, and the first component is replaced by the second component; wherein, the color of the preset component matches the color of the first area.

18. The method according to any one of claims 1 to 5, characterized in that, The method further includes: In response to satisfying a global replacement condition, the first suit is entirely replaced with a second suit whose color matches that of the first region, wherein the global replacement condition includes at least one of the following: A corresponding second set is pre-set in the first area for the first virtual object; A replacement instruction for the entire first set has been received.

19. The method as described in claim 1, characterized in that, The method further includes: In response to the first virtual object leaving the first region and entering the second region, the following processing is performed: If the color difference between the second region and the first region is less than or equal to the color difference threshold, then in the second region, the first virtual object is controlled to continue wearing the first outfit; If the color difference between the second region and the first region is greater than the color difference threshold, the first suit will be completely replaced with a second suit that matches the color of the second region, and the second suit will continue to be worn in the second region.

20. The method as described in claim 19, characterized in that, Before replacing the first suit entirely with a second suit that matches the color of the second area, the method further includes: If the partial replacement condition is not met, then proceed to the process of replacing the first set entirely with the second set whose color matches that of the second region; If the local replacement condition is met, the third component in the first set is replaced with the fourth component, wherein the fourth component matches the color of the second area and is worn at the same location as the third component; The local replacement conditions include at least one of the following: The first virtual object does not have a corresponding second set in the second region; The number of parts whose color does not match the second region is less than the replacement quantity threshold; The third component is not bound to any other component in the first set.

21. The method according to any one of claims 1 to 5, characterized in that, The response to a mismatch between the color of the first region and the color of the first component in the first set, replacing the first component with the second component, includes: In response to the fact that the color of the first area does not match the color of the first component in the first set, and the first component does not meet the color change condition, the first component is replaced with the second component; The color-changing conditions include at least one of the following: The color of each candidate component corresponding to the first component does not match the color of the first region, wherein the candidate component is owned by the first virtual object; The first component is bound to the other components in the first kit; The first component is more powerful than each candidate component corresponding to the first component; The function of the first component is associated with the task currently being executed by the first virtual object, while the second component does not have the function corresponding to the currently executed task.

22. The method as described in claim 21, characterized in that, The method further includes: In response to the fact that the color of the first area does not match the color of the first component in the first set, and the first component meets the color-changing condition, the color of the first component is replaced with a target color that matches the color of the first area.

23. The method according to any one of claims 1 to 5, characterized in that, The virtual scene also includes a color-reversing dress-up control; the method further includes: In response to the fact that the first virtual object does not need to be hidden in the first area and a trigger operation is received for the inverted color changing control, the first component in the first outfit that matches the color of the first area is replaced with the fifth component; The fifth component is a component with a color opposite to that of the first region, and the wearing part of the fifth component is the same as the wearing part of the first component.

24. The method as described in claim 23, characterized in that, Before replacing the first component in the first set that matches the color of the first region with the fifth component, the method further includes: Among a plurality of candidate components located at the same wearable part as the first component, the candidate component with the lowest color similarity to the color of the first region is selected as the fifth component, wherein the plurality of candidate components are owned by the first virtual object.

25. A method for processing the set of virtual objects, characterized in that, The method includes: Displaying a virtual scene, wherein the virtual scene includes a first virtual object wearing a first outfit, the first outfit including multiple parts distributed on different parts of the first virtual object, and the virtual scene also includes a color-reversing dressing control; Among multiple candidate components located at the same wearing position as the first component, the candidate component with the lowest color similarity to the color of the first region is selected as the fifth component, wherein the multiple candidate components are owned by the first virtual object; In response to a trigger operation on the color-reversing dressing control, the first component in the first suit that matches the color of the first area is replaced with the fifth component; The fifth component is a component with a color opposite to that of the first region, and the wearing part of the fifth component is the same as the wearing part of the first component.

26. A method for processing the set of virtual objects, characterized in that, The method includes: Displaying a virtual scene, wherein the virtual scene includes a first virtual object wearing a first suit, the first suit including multiple parts distributed on different parts of the first virtual object; Among them, the virtual scene is divided into regions based on scene type, and the color difference within each region is smaller than the color difference between regions; In response to the first virtual object leaving the first region and entering the second region, the following processing is performed: If the color difference between the second region and the first region is greater than the color difference threshold, the first suit will be replaced with a second suit that matches the color of the second region, and the second suit will continue to be worn in the second region. If the color difference between the second region and the first region is less than or equal to the color difference threshold, then in the second region, the first virtual object is controlled to continue wearing the first outfit; Wherein, the first region and the second region are not adjacent, and there is a third region between the first region and the second region; When the first virtual object is in the third area, control the first virtual object to continue wearing the first outfit.

27. The method as described in claim 26, characterized in that, Before continuing to wear the second suit in the second area, the method further includes: If the color distribution difference in the second region is less than or equal to the color difference threshold, then the process of controlling the first virtual object to continue wearing the second outfit is initiated.

28. The method as described in claim 26, characterized in that, Before replacing the first suit entirely with a second suit that matches the color of the second area, the method further includes: If the partial replacement condition is not met, then proceed to the process of replacing the first set entirely with the second set whose color matches that of the second region; If the local replacement condition is met, the third component in the first set is replaced with the fourth component, wherein the fourth component matches the color of the second area and is worn at the same location as the third component; The local replacement conditions include at least one of the following: The first virtual object does not have a corresponding second set in the second region; The number of parts whose color does not match the second region is less than the replacement quantity threshold; The third component is not bound to any other component in the first set.

29. A virtual object set processing device, characterized in that, The device includes: The display module is configured to display a virtual scene, wherein the virtual scene includes a first virtual object wearing a first outfit, the first outfit includes multiple parts, the multiple parts are distributed in different parts of the first virtual object, and the virtual scene also includes automatic outfit changing controls and manual outfit changing controls; The outfit switching module is configured to, while the first virtual object is in a first area of ​​the virtual scene, in response to a mismatch between the color of the first area and the color of a first component in the first outfit, replace the first component with a second component; wherein the second component matches the color of the first area and is worn at the same location as the first component; when the automatic outfit changing control is enabled, in response to a trigger operation on the manual outfit changing control, replace the first component in the first outfit with a third component, wherein the third component is any component that is worn at the same location as the first component, and maintain the first outfit within a wearing time threshold; in response to maintaining the first outfit to reach the wearing time threshold and a mismatch between the color of the first area and the color of the third component, replace the third component with a fourth component; wherein the fourth component matches the color of the first area and is worn at the same location as the third component.

30. A virtual object set processing device, characterized in that, The device includes: The display module is configured to display a virtual scene, wherein the virtual scene includes a first virtual object wearing a first outfit, the first outfit includes multiple parts, the multiple parts are distributed in different parts of the first virtual object, and the virtual scene also includes a color-reversing dressing control; The outfit switching module is configured to select the candidate component with the lowest color similarity to the color of the first region from among multiple candidate components that are located at the same wearing position as the first component, wherein the multiple candidate components are owned by the first virtual object; in response to a trigger operation of the color-reversing outfit control, the first component in the first outfit that matches the color of the first region is replaced with the fifth component; wherein the fifth component is a component with a color opposite to that of the first region, and the wearing position of the fifth component is the same as that of the first component.

31. A virtual object set processing device, characterized in that, The device includes: The display module is configured to display a virtual scene, wherein the virtual scene includes a first virtual object wearing a first suit, the first suit includes multiple parts, and the multiple parts are distributed in different parts of the first virtual object; wherein the virtual scene is divided into regions based on the scene type, and the color difference within each region is smaller than the color difference between regions; The outfit switching module is configured to perform the following processing in response to the first virtual object leaving the first area and entering the second area: if the color difference between the second area and the first area is greater than a color difference threshold, then the first outfit is completely replaced with a second outfit whose color matches that of the second area, and the first virtual object continues to wear the second outfit in the second area; if the color difference between the second area and the first area is less than or equal to the color difference threshold, then the first virtual object continues to wear the first outfit in the second area; wherein the first area and the second area are not adjacent, and there is a third area between the first area and the second area; when the first virtual object is in the third area, the first virtual object continues to wear the first outfit.

32. An electronic device, characterized in that, The electronic device includes: Memory, used to store executable instructions; A processor, when executing executable instructions stored in the memory, implements the method according to any one of claims 1 to 28.

33. A computer-readable storage medium storing executable instructions, characterized in that, When the executable instructions are executed by the processor, they implement the method according to any one of claims 1 to 28.

34. A computer program product, comprising a computer program or instructions, characterized in that, When the computer program or instructions are executed by a processor, they implement the method described in any one of claims 1 to 28.

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