An information processing method and device in a game, electronic equipment and storage medium

By utilizing the graphical user interface and model analysis in the game to identify visual effect tags and material properties, and combining them with user preference information, a fast and efficient skin setting method was achieved, solving the problem of cumbersome operation in existing technologies.

CN119565135BActive Publication Date: 2025-11-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411758334.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-12-02
Publication Date
2025-11-21
Estimated Expiration
2044-12-02

AI Technical Summary

Technical Problem

Setting skins for target components in games using current technology is cumbersome and time-consuming.

Method used

By displaying a skin editing panel on a graphical user interface, identifying visual effect tags, obtaining material attribute information, and combining user's historical editing operations and style preferences, the system uses model analysis to match target materials for skin updates.

Benefits of technology

It reduces the time spent setting skins for target components and improves the efficiency of skin setting.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The application discloses a game information processing method and device, electronic equipment and computer readable storage medium. In the game editing stage, a first game scene corresponding to the game editing stage is displayed on a graphical user interface. In response to a first editing instruction for a plurality of appearance components, a visual effect label corresponding to at least part of the appearance components is determined. The target appearance component on which each visual effect label acts is determined in the plurality of appearance components. Material attribute information of skin material used by the target appearance component is obtained. Through a first model, a target material in the skin material that matches the visual effect label of the target appearance component is identified. The target appearance component is updated based on the target material of the target appearance component, so that the target component presents a corresponding skin performance effect in a second game scene corresponding to a game running stage. The time spent in setting the skin for the target component can be reduced.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, specifically to a method, apparatus, electronic device, and storage medium for information processing in games. Background Technology

[0002] The rise of the internet and the continuous development and evolution of hardware and software technologies have spurred the emergence of smart devices and software. Simultaneously, a large number of games of various themes have sprung up to meet user needs.

[0003] Currently, in the game, if players want to set the skin for a target component, they often have to delete the skins set in each skin area of ​​the target component and then set new skins. This operation is quite cumbersome and requires a lot of time to set the skin for the target component. Summary of the Invention

[0004] This application provides an information processing method, apparatus, electronic device, and storage medium for games, which can reduce the time required to set skins for target components.

[0005] In a first aspect, embodiments of this application provide an information processing method for a game, which provides a graphical user interface through a terminal device. The game includes a game editing stage and a game running stage. The method includes:

[0006] During the game editing stage, a first game scene corresponding to the game editing stage is displayed on the graphical user interface. The first game scene includes at least one target component, which includes multiple appearance parts.

[0007] In response to a first editing command for the aforementioned plurality of appearance components, a skin editing panel for the aforementioned target component is displayed in the aforementioned graphical user interface;

[0008] In response to a second editing instruction triggered by the skin editing panel, visual effect tags corresponding to at least some of the appearance components are determined, and each of the visual effect tags corresponds to a component visual effect.

[0009] Among the above-mentioned multiple appearance components, the target appearance component for each of the above-mentioned visual effect labels is determined, and the material property information of the skin material used for the above-mentioned target appearance component is obtained;

[0010] Obtain the current user's historical editing operations during the game editing phase, as well as the current user's style preference information;

[0011] Using the first model, based on the aforementioned historical editing operation information, the aforementioned style preference information, and the aforementioned visual effect labels and corresponding material attribute information of the aforementioned target appearance component, material analysis is performed to identify the target material in the aforementioned skin material that matches the aforementioned visual effect labels of the aforementioned target appearance component.

[0012] Based on the target material of the target appearance component, the skin of the target appearance component is updated so that the target component presents the corresponding skin appearance effect in the second game scene corresponding to the above game operation stage.

[0013] Secondly, embodiments of this application provide an information processing device for a game, which provides a graphical user interface through a terminal device. The game includes a game editing stage and a game running stage. The device includes:

[0014] The scene display module is used to display the first game scene corresponding to the game editing stage on the graphical user interface during the game editing stage, wherein the first game scene includes at least one target component, and the target component includes multiple appearance parts;

[0015] A panel display module is configured to display a skin editing panel for the target component in the graphical user interface in response to a first editing command for the plurality of appearance components.

[0016] The label determination module is used to determine visual effect labels corresponding to at least a portion of the appearance components in response to a second editing instruction triggered by the skin editing panel, wherein each visual effect label corresponds to a component visual effect;

[0017] The component determination module is used to determine the target appearance component for each of the above-mentioned visual effect labels among the above-mentioned multiple appearance components, and to obtain the material property information of the skin material used for the above-mentioned target appearance components;

[0018] The information acquisition module is used to acquire the current user's historical editing operations during the game editing stage, as well as the current user's style preference information.

[0019] The material recognition module is used to perform material analysis based on the above-mentioned historical editing operation information, style preference information, visual effect labels of the target appearance component and corresponding material attribute information through the first model, and to identify the target material in the skin material that matches the visual effect labels of the target appearance component.

[0020] The skin update module is used to update the skin of the target appearance component based on the target material of the target appearance component, so that the target component can present the corresponding skin performance effect in the second game scene corresponding to the above game running stage.

[0021] Thirdly, embodiments of this application also provide an electronic device, including a memory storing multiple instructions; a processor loads instructions from the memory to execute the steps of any of the information processing methods in a game provided in embodiments of this application.

[0022] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute the steps of any of the information processing methods in a game provided in embodiments of this application.

[0023] Fifthly, embodiments of this application also provide a computer program product, including a computer program or instructions, which, when executed by a processor, implement the steps in any of the information processing methods in a game provided in embodiments of this application.

[0024] The solution adopted in this application embodiment can, during the game editing stage, display a first game scene corresponding to the game editing stage on the graphical user interface. This first game scene includes at least one target component, which comprises multiple appearance parts. Then, in response to a first editing instruction for the multiple appearance parts, a skin editing panel for the target component can be displayed on the graphical user interface. In response to a second editing instruction triggered by the skin editing panel, visual effect tags corresponding to at least some of the appearance parts are determined, with each visual effect tag corresponding to a component's visual effect. Then, among the multiple appearance parts, the target appearance part affected by each of the visual effect tags is determined, and material property information of the skin material used for the target appearance part is obtained. Furthermore, the historical editing operation information of the current user during the game editing stage and the current user's style preference information are obtained. Using a first model, material analysis is performed based on the historical editing operation information, the style preference information, and the visual effect tags and corresponding material property information of the target appearance parts to identify target materials in the skin material that match the visual effect tags of the target appearance parts. Finally, based on the target material of the target appearance component, the skin of the target appearance component is updated so that the target component presents the corresponding skin performance effect in the second game scene corresponding to the above game operation stage. Thus, by simply editing the label indicating the skin visual effect, the skin of the target appearance component in the component can be updated directly at the same time, reducing the time required to set the skin for the target component. Attached Figure Description

[0025] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0026] Figure 1 This is a schematic flowchart of an embodiment of the information processing method in a game provided in this application.

[0027] Figure 2 This is a schematic diagram of the skin editing trigger button provided in the embodiments of this application;

[0028] Figure 3 This is a schematic diagram of a skin editing panel provided in an embodiment of this application;

[0029] Figure 4 This is a schematic diagram of another skin editing panel provided in the embodiments of this application;

[0030] Figure 5 This is a schematic diagram of the target material provided in the embodiments of this application;

[0031] Figure 6 This is a schematic diagram of the structure of the information processing device in the game provided in the embodiments of this application;

[0032] Figure 7 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation

[0033] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application. At the same time, in the description of the embodiments of this application, the terms "first," "second," etc., are only used to distinguish descriptions and should not be construed as indicating or implying relative importance. Thus, features defined with "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of this application, "multiple" means two or more, unless otherwise explicitly specified.

[0034] Before providing a detailed explanation of the embodiments of this application, some terms involved in the embodiments of this application will be explained.

[0035] The graphical user interface (GUI) is a graphical user interface obtained by executing software applications on the processor of a mobile terminal or other terminal and rendering them on a display screen. It can be the display screen interface of the terminal device. The GUI can include a UI interface and game screen for player interaction. The UI interface can include game controls (e.g., skill controls, movement controls, function controls), indicators (e.g., direction indicators, character indicators), information display areas (e.g., kill count, match time), or game setting controls (e.g., system settings, shop, coins). In an optional implementation, the game screen is the display screen corresponding to the virtual scene shown on the terminal device. This game screen presents the entire virtual scene, or only a part of the virtual scene can be presented when the virtual scene is large. The virtual scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, buildings, etc., and also multiple dynamic virtual objects, such as game characters, NPC characters, AI characters, etc., that execute game logic within the virtual scene.

[0036] The virtual scene refers to the virtual scene displayed (or provided) by the application when it runs on a terminal or server. Optionally, the virtual scene can be a simulation environment of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene; this application embodiment does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user can control the game character to move within the virtual scene.

[0037] In an optional implementation, the game screen is the display screen corresponding to the virtual scene displayed on the terminal device. The game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.

[0038] This application provides an information processing method, apparatus, electronic device, and computer-readable storage medium for games.

[0039] Specifically, this embodiment will be described from the perspective of an information processing device in a game. This information processing device can be integrated into an electronic device, meaning that the information processing method in the game according to this embodiment can be executed by an electronic device. Optionally, the electronic device may include a terminal device. The terminal device may be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC), etc.

[0040] The information processing method for games provided in this application can be applied to information processing systems such as those in games. This information processing system can include a player terminal device and a server. The terminal can be a device that includes both receiving and transmitting hardware, i.e., a device with receiving and transmitting hardware capable of performing bidirectional communication over a bidirectional communication link. The player terminal device and the server can communicate bidirectionally via a network.

[0041] Optionally, the server can be a standalone server, or a server network or server cluster, including but not limited to computers, network hosts, single network servers, multiple network server sets, or cloud servers composed of multiple servers. Cloud servers consist of a large number of computers or network servers based on cloud computing.

[0042] In one embodiment of this disclosure, the information processing method in the game can run on a local terminal device or a server. When the game interaction method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0043] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of in-game interaction methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0044] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0045] The following detailed description is provided in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the order of description in the following embodiments is not intended to limit the preferred order of the embodiments. Although a logical order is shown in the flowcharts, in some cases, the steps shown or described may be performed in a different order than that shown in the accompanying drawings.

[0046] In this embodiment, the information processing method in the game displays a first game scene corresponding to the game editing stage on the graphical user interface during the game editing stage. The first game scene includes at least one target component, which comprises multiple appearance parts. In response to a first editing instruction for the multiple appearance parts, a skin editing panel for the target component is displayed on the graphical user interface. In response to a second editing instruction triggered by the skin editing panel, visual effect tags corresponding to at least some of the appearance parts are determined, each visual effect tag corresponding to a component visual effect. The target appearance part for each visual effect tag is determined among the multiple appearance parts, and a visual effect tag for the target appearance part is obtained. The system analyzes the material properties of the skin material used by the component; it acquires the user's historical editing operations during the game editing phase and the user's style preference information; it performs material analysis based on the historical editing operation information, style preference information, visual effect tags of the target appearance component, and corresponding material properties using a first model to identify target materials that match the visual effect tags of the target appearance component; it updates the skin of the target appearance component based on the target material so that the target component presents the corresponding skin performance effect in the second game scene corresponding to the game running phase, thereby reducing the time required to set skins for the target component.

[0047] Please refer to Figure 1Taking a terminal as an example, this embodiment provides an information processing method in a game. A graphical user interface is provided through the terminal device. The game includes a game editing stage and a game running stage. The specific flow of the information processing method in this game can be described by the following steps 101 to 107, wherein:

[0048] Step 101: In the above game editing stage, the first game scene corresponding to the above game editing stage is displayed on the above graphical user interface, wherein the above first game scene includes at least one target component, and the target component includes multiple appearance parts.

[0049] The aforementioned game editing stage allows the current user to edit certain components in the game scene, such as editing the component's skin or its attributes.

[0050] Accordingly, the first game scene mentioned above is a game scene in which components can be edited.

[0051] The aforementioned target components are objects located in the aforementioned virtual scene, including but not limited to virtual buildings, virtual characters, or virtual venues.

[0052] It should be noted that the target component mentioned above may include multiple appearance parts, which constitute the target component. For example, when the target component is a virtual building, the multiple appearance parts may include, but are not limited to, walls, floors and ceilings. When the target component is a virtual character, the multiple appearance parts may be the legs, feet, waist, etc. of the virtual character. The specific settings are determined according to the requirements and are not limited here.

[0053] The method for identifying multiple appearance components of a target component can be obtained by recognizing the structure of the target component using an artificial intelligence model. For example, if the target component is a virtual building, the terminal or server can use artificial intelligence technology to extract the frame structure of the virtual building and obtain its architectural structure. Then, the terminal or server can use AI computer vision technology or deep learning algorithms to automatically scan, identify, and parse the architectural structure of the virtual building, thereby identifying each appearance component in the architectural structure and the spatial location information of each appearance component. These appearance components include, but are not limited to, walls, floors, and ceilings, so that the terminal can accurately set the skin for at least one appearance component later.

[0054] Step 102: In response to the first editing command for the plurality of appearance components, display the skin editing panel for the target component in the graphical user interface.

[0055] The aforementioned skin editing panel provides an editing path for the skin of the target component. Through this skin editing page, players can edit the skin requirements of the target component. The appearance of the skin editing panel can be set according to needs and is not limited here. For example, some controls can be set on the skin editing panel to perform skin editing operations by controlling the controls, or shortcut gesture operations or shortcut key operations can be implemented on the skin editing panel to achieve the desired results.

[0056] In this embodiment, the terminal displays a skin editing panel for the target component on a graphical user interface, so that the current user of the terminal can edit the skin of the target component through the skin editing panel.

[0057] In some embodiments, to facilitate the current user in editing the skin of the target component, the terminal can provide a skin editing trigger button to trigger the display of the skin editing panel. That is, by adding a skin editing trigger button to the corresponding graphical user interface, the terminal can receive the current user's touch operation on the skin editing trigger button to display the skin editing panel for the target component on the graphical user interface, thereby prompting the current user to make skin settings on the skin editing panel.

[0058] For example, such as Figure 2 As shown, if the target component is set as a virtual building, an "AI Skin Reskin" control can be provided on the building details page where the virtual building is edited. This is the aforementioned skin editing trigger button. Figure 2 The control that the finger is pointing to allows the current user to trigger an action on the "AI Skinning" control, which will then pop up a pop-up in the graphical user interface, such as... Figure 3 The skin editing panel shown.

[0059] Step 103: In response to the second editing instruction triggered by the skin editing panel, determine the visual effect tags corresponding to at least some of the appearance components, each of the visual effect tags corresponding to a component visual effect.

[0060] The second editing instruction mentioned above is generated based on editing operations performed on the skin information of the target component.

[0061] In this embodiment, the terminal can determine the visual effect label to be presented by recognizing the second editing instruction. The visual effect label corresponds to at least a portion of the appearance components among a plurality of appearance components.

[0062] The aforementioned visual effect tags indicate the skin update method for at least some of the appearance parts of the target component. The aforementioned visual effect tags include, but are not limited to, style tags, color tags, material tags, reflective property tags, texture tags, etc., which can be set according to needs and are not limited here.

[0063] It should be noted that there can be one, two or more visual effect tags. The current user can select multiple visual effect tags to indicate the skin of the same appearance component from different dimensions. Alternatively, the multiple visual effect tags selected by the current user can be applied to the corresponding appearance components, so that the update method of the skin of all appearance components that need to be updated in the target component can be indicated with one operation.

[0064] In some embodiments, the skin editing panel described above includes a label editing area, for example, such as Figure 3 The skin editing panel shown is... Figure 3 The area corresponding to "AI Skin Change: Please select the label you want" is the label editing area, which is used to select the visual effect label of the target component.

[0065] Specifically, the above-mentioned response to the second editing instruction triggered by the skin editing panel to determine the corresponding visual effect label in at least some appearance components may include: the terminal may generate a second editing instruction in response to the label editing operation in the label editing area, the second editing instruction being used to indicate that the template label indicated by the label editing operation is a visual effect label corresponding to at least some appearance components, and then the terminal may determine the visual effect label corresponding to at least some appearance components based on the second editing instruction.

[0066] It should be noted that the target component mentioned above is associated with template labels of at least one dimension. Each template label is obtained by extracting the material features of the skin material used by the target component in the corresponding dimension.

[0067] The aforementioned skin material refers to the material that constitutes the skin of the target component, such as wallpaper, furniture, and decorations.

[0068] Understandably, the terminal or server can dynamically extract features from all skin materials that the target component can use through natural language processing (NLP) technology, based on the extracted features, to generate corresponding labels and associate the labels with the corresponding skin materials in the database. While ensuring the real-time and accuracy of the data in the database, it can also facilitate the current user to obtain the skin material corresponding to a certain label when selecting a label, so as to update the skin of the target component.

[0069] The dimensions mentioned above include, but are not limited to, style, color scheme, material, reflective properties, and texture. The specific dimensions can be set according to the requirements and are not limited here.

[0070] For example, the tags under the above style dimensions include, but are not limited to, modern style tags, classical style tags, and futuristic style tags.

[0071] Specifically, the above-mentioned response to the label editing operation in the label editing area to generate a second editing instruction may include: the terminal may, in response to the label editing operation in the label editing area, determine the template label indicated by the label editing operation from the template labels of at least one dimension, so as to generate a second editing instruction based on the template label indicated by the label editing operation.

[0072] It should be noted that since at least one dimension contains multiple template tags, and different template tags are applied to different appearance parts of the target component, template tags in at least one dimension can be selected, and / or at least one template tag can be selected from the template tags in one dimension.

[0073] In some embodiments, the aforementioned label editing area includes template labels of at least one dimension, such as... Figure 3 As shown, Figure 3 The label editing area includes template labels in three dimensions: "style", "color scheme" and "material". In response to the label editing operation in the label editing area, a second editing instruction is generated based on the template label indicated by the label editing operation. This may include: the terminal can receive the current user's selection operation of the template label in the label editing area, and then, in response to the selection operation of the template label in the label editing area, generate a second editing instruction based on the selected template label, that is, use the selected template label as the visual effect label.

[0074] In some embodiments, the current user can also customize tag information to improve the user experience and ease of operation. Specifically, the above-mentioned response to the tag editing operation in the tag editing area, and the generation of a second editing instruction based on the template tag indicated by the tag editing operation, may include: the terminal can respond to the information input operation in the tag editing area, obtain the tag information input in the tag editing area, and then the terminal can determine the target template tag with the highest similarity to the tag information from the template tags of at least one dimension, so as to generate a second editing instruction based on the target template tag, that is, to use the target template tag with the highest similarity to the tag information as the visual effect tag.

[0075] Step 104: Among the above-mentioned multiple appearance components, determine the target appearance component for each of the above-mentioned visual effect labels, and obtain the material property information of the skin material used for the above-mentioned target appearance components.

[0076] It should be noted that since different visual effect labels apply to different components, for example, when the target component is a virtual building, the marble label in the material dimension can only be applied to the floor of the virtual building. Therefore, the terminal can pre-associate and store different labels (such as the template labels mentioned above) with the corresponding appearance components. After determining the visual effect label, the terminal can determine the component that the visual effect label should apply to from the appearance components, that is, the component that is associated with the visual effect label, so as to apply the skin material corresponding to the visual effect label to the corresponding component.

[0077] Accordingly, the target appearance component affected by the visual effect label is denoted as the component in the target assembly that needs skin update. Then, the terminal can obtain the material property information of the skin material that can be used by the target appearance component. The material property information is used to indicate the skin material that can be used by the target appearance component, so that the terminal can rotate the skin material and then update the skin of the target appearance component.

[0078] Specifically, the terminal can pre-store a set of label relationships between each visual effect label and an appearance component. After determining the visual effect label, it can determine the component to which each visual effect label acts based on the set of label relationships, so that the skin material corresponding to the visual effect label can be applied to the corresponding component in the future.

[0079] In some embodiments, since there may be multiple appearance components that the visual effect label can apply to, in order to make the skin update of the target component more in line with the current user's expectations, the current user can pre-select the appearance component so that the updated component is the component selected by the current user.

[0080] Specifically, the skin editing panel may include a component editing area. The process of determining the target appearance component for each visual effect label among the plurality of appearance components may include: the terminal may, in response to a component editing operation in the component editing area, determine at least two appearance components to be updated from the plurality of appearance components, and then the terminal may determine the target appearance component for each visual effect label from the appearance components to be updated.

[0081] The above-mentioned component editing operation can be performed by: inputting the corresponding component information in the component editing area to determine the appearance component to be updated based on the component information; or, setting appearance component identifiers corresponding to each appearance component in the component editing area, so that in response to the selection operation of the appearance component identifier, the appearance component to which the selected appearance component identifier belongs is determined as the appearance component to be updated, etc. The specific settings can be set according to the requirements and are not limited here.

[0082] For example, such as Figure 3 The skin editing panel shown is... Figure 3 The area corresponding to "Please select the structure you want to replace" is the component editing area, which is used to select the appearance component to be updated.

[0083] In this embodiment, there may be one, two or more target appearance components. The current user can directly select the target appearance component that the current user wants to edit on the skin editing panel through the terminal, which avoids the cumbersome steps of having to repeatedly edit multiple appearance components, thus improving the efficiency of editing the skin of the target component.

[0084] In some embodiments, in order to enable the current user to clearly understand the operation being performed, the terminal can provide the current user with a visual view of the target component, so that the current user can understand the real-time status of the target component at any time.

[0085] Specifically, the graphical user interface also includes a component display window, which includes the target component. After determining the target appearance component for each of the visual effect labels among the multiple appearance components, the component display window further includes displaying the target appearance component in a display style that is different from other appearance components, so that the current user can quickly distinguish the target appearance component that needs to be edited and other appearance components that the current user does not need to edit.

[0086] The component display window can be displayed on the graphical user interface simultaneously with the skin editing panel. For example, the component display window can be in the skin editing panel, or it can be displayed independently instead of in the skin editing panel. This allows the target component in the component display window to be updated in real time when the skin of the target component is set on the skin editing panel.

[0087] For example, such as Figure 4 As shown, Figure 4 The skin editing panel and component display window are shown simultaneously. Figure 4 The right side of the pop-up window shown is the skin editing panel. Figure 4The pop-up window shown has a component display window on the left. When the current user triggers the "One-Click Generate" confirmation control, the terminal can receive the current user's confirmation message. Figure 4 The skin editing panel displays operation information, and based on this information, the target appearance component to be edited, as well as the visual effect labels of the target component, are determined. This includes the ability to... Figure 4 The currently selected structure, i.e. the target appearance component, in the component display window is highlighted.

[0088] Step 105: Obtain the current user's historical editing operation information during the game editing stage, as well as the aforementioned style preference information of the current user.

[0089] In this embodiment, in order to enable the update of the target component to better meet the current user's expectations, the terminal can obtain the current user's historical editing operation information during the game editing stage and the current user's style preference information, so that the terminal can generate an update scheme for the target appearance part of the target component based on the current user's historical editing operation information during the game editing stage and the current user's style preference information, that is, determine the material required for the skin of the target appearance part.

[0090] For example, the current user's historical editing operation information can be the current user's historical selections. For instance, the current user may have selected candidate skin material A in a historical period. Or, candidate skin material A may be a skin material that matches the user's preference data. In subsequent steps, if candidate skin material A matches the visual effect label, then candidate skin material A can be used as the target material.

[0091] Step 106: Using the first model, perform material analysis based on the above-mentioned historical editing operation information, style preference information, visual effect labels of the target appearance component and corresponding material attribute information, and identify the target material in the skin material that matches the visual effect labels of the target appearance component.

[0092] The aforementioned target material refers to the material used for skin updates of the target appearance components.

[0093] In this embodiment, after obtaining the visual effect label that can express the visual effect of the skin set by the current user, the appearance component to which the visual effect label is applied, and the current user's historical editing operation information and style preference information, the terminal can use the first model based on the obtained information to obtain the skin material corresponding to each target appearance component, i.e., the aforementioned target material.

[0094] Specifically, the target material that matches the visual effect label of the target appearance component can be identified by calculating the similarity between the skin material and the visual effect label.

[0095] In some embodiments, after identifying the target material in the skin material that matches the visual effect label of the target appearance component, the process may further include: the terminal acquiring spatial information of the target appearance component within the target assembly, the spatial information being obtained by identifying the structure of the target assembly using a second model. Then, based on the spatial information of the target appearance component, the terminal can determine a first quantity of the target material required by the target appearance component. Finally, the terminal can display the target material and the first quantity of material on the graphical user interface.

[0096] The aforementioned spatial information includes, but is not limited to, the location and size of the target appearance component. The terminal can determine the first material quantity of the target material required by the target appearance component based on the size of the target appearance component and the material size of a target material.

[0097] The second model mentioned above is an artificial intelligence model. The first model and the second model mentioned above can be the same model, or they can be different models.

[0098] For example, such as Figure 5 As shown, Figure 5 The graphical user interface shown displays "Pre-consumed Materials," and the materials "Material 1," "Material 2," "Material 3," "Material 4," and "Material 5" shown in the images of "Pre-consumed Materials" are the target materials. The number "10" in the upper right corner of the image represents the quantity of the first material.

[0099] In some embodiments, the method may further include: the terminal may respond to the material replacement operation of the target material, indicating that the current user is not satisfied with the current solution of applying the target material to the skin of the target component, and needs to re-determine a new target material for the skin corresponding to the target appearance part of the target component. Therefore, the terminal needs to return to the step of performing material analysis based on the historical editing operation information, the style preference information, the visual effect label of the target appearance part and the corresponding material attribute information, and identifying the target material in the skin material that matches the visual effect label of the target appearance part. That is, the terminal needs to perform material analysis based on the historical editing operation information, the style preference information, the visual effect label of the target appearance part and the corresponding material attribute information, and identify the new target material in the skin material that matches the visual effect label of the target appearance part.

[0100] The above-mentioned material replacement operation can be performed by setting a replacement control in the graphical user interface of the terminal, such as... Figure 5 The "Regenerate" control in the terminal can be used to perform material replacement operations by triggering the replacement control; alternatively, the terminal can receive preset gesture operations or shortcut key operations from the current user to perform material replacement operations through the current user's operation, etc. The specific settings can be configured according to the requirements and are not limited here.

[0101] In some embodiments, the method may further include: if the quantity of materials currently held by the user does not meet the first quantity of the target material, then displaying the quantity of the target material that the user currently lacks on the graphical user interface.

[0102] For example, such as Figure 5 As shown, Figure 5 The term "lack of materials" refers to the quantity of the target material that the current user lacks.

[0103] In some embodiments, the method may further include: the terminal may display a material replenishment control for the target material on the graphical user interface, so as to replenish the target material by triggering the material replenishment control; then, in response to the triggering operation of the material replenishment control, the terminal may display a material replenishment page on the graphical user interface, so as to prompt the current user to replenish the material through the material replenishment page, avoiding the time spent by the current user to find the material replenishment page; finally, in response to the material replenishment completion event on the material replenishment page, the terminal may send the target material corresponding to the material replenishment completion event to the current user.

[0104] The aforementioned material replenishment page could be a transaction page that generates a purchase list based on the quantity of the target material currently lacking in the user's possession, allowing the user to trade for the required quantity of the target material on this page; alternatively, the aforementioned material replenishment page could be a task page, where the user obtains the target material by completing tasks on this task page; or alternatively, the aforementioned material replenishment page could be an information prompt page, whereby the user is prompted that the target material needs to be obtained through a specific task, and the conditions required to activate the specific task are explained, since the target material is not yet available.

[0105] Specifically, by displaying a material replenishment page, the terminal can prompt the current user to perform a material replenishment operation on the material replenishment page. When the material replenishment operation meets the preset completion conditions, the terminal responds to the material replenishment completion event on the material replenishment page and sends the target material corresponding to the material replenishment completion event to the current user.

[0106] The aforementioned material completion event can vary depending on the material completion page. For example, when the material completion page is a transaction page, the material completion event can be a transaction completion event for the target material; when the material completion page is a task page, the material completion event can be a specific task completion event.

[0107] For example, such as Figure 5 As shown, Figure 5 The "One-Click Completion" control in the document refers to the aforementioned material completion control. This control provides a one-click completion function, enabling the completion of missing materials with a single click, thus improving operational convenience.

[0108] In some embodiments, the terminal may add a local adjustment area for the target component in the graphical user interface. This local adjustment area contains component adjustment controls for each appearance part of the target component, so that the current user can touch the component adjustment control of an appearance part to adjust the skin of the corresponding appearance part, such as changing the skin's color, material, brightness, etc. The specific settings can be configured according to the requirements and are not limited here.

[0109] In some embodiments, the terminal can provide a component preview control. The current user can trigger the control to directly update the skin of the target component in the virtual scene, so that the current user can more intuitively experience the target component after the skin update. When the current user triggers the display of the skin editing page again, the target component in the virtual scene will restore the original skin.

[0110] In some embodiments, the terminal can perform material analysis based on the historical editing operation information, style preference information, visual effect labels of the target appearance component, and corresponding material attribute information through a first model, identify the target material in the skin material that matches the visual effect labels of the target appearance component, and further consider the material priority information set by the current user to generate the material.

[0111] When there are multiple target materials that match the visual effect label of the target appearance component among the aforementioned skin materials, the terminal determines the target material to be used from the target materials based on the material priority information. That is, the target material to be used is the skin material of the target appearance component that needs to be updated.

[0112] The rule priority information is used to indicate the dimensions that are given priority consideration for skin materials, such as... Figure 4As shown, the current user can select the option to prioritize the use of existing materials, so that the terminal can prioritize the skin material currently held by the user as the target material from the candidate skin materials, thereby maximizing the use of existing resources and reducing waste while ensuring the effect.

[0113] In some embodiments, since the graphical user interface further includes a component display window that displays the target component, in order to facilitate the user to determine whether to apply the edited skin to the target component based on the effect of the skin update, the terminal can provide a skin preview screen. By providing a preview function of the overall effect, the current user can fully understand the final effect before confirmation.

[0114] Specifically, when displaying the target material and the quantity of the first material on the graphical user interface, the method further includes: the terminal can display, in the component display window, the updated target component based on the quantity of the first material, such as... Figure 5 As shown in the left-hand area, the terminal provides an intelligent preview function of the overall effect before skin update, ensuring that the current user can see the finished effect in advance before final confirmation. This allows the current user to make adjustments through the interactive interface if they are not satisfied, avoiding the cumbersome operation.

[0115] Furthermore, the current user can drag the model to view it from different angles. For example, the current user can drag the model on the left to adjust the viewpoint corresponding to the model's visible angle based on the direction of the drag.

[0116] Step 107: Update the skin of the target appearance component based on the target material of the target appearance component so that the target component presents the corresponding skin performance effect in the second game scene corresponding to the above game running stage.

[0117] In this embodiment, after obtaining the skin material corresponding to each target appearance component, the terminal can apply the skin material corresponding to each target appearance component to update the skin of each target appearance component. This achieves overall skin update of the target components, thereby enabling quick skin settings for target components based on current user preferences, reducing the complexity of operations and improving the user experience.

[0118] Specifically, to ensure fit and realism during the skin update process, the terminal can pre-create corresponding 3D models for each appearance component of the target component in the database based on the appearance components identified by the aforementioned artificial intelligence model, and store model information such as the size and rendering textures of each appearance component. This allows the terminal to perform skin updates on the target component based on the target materials corresponding to each target appearance component when applying them to each target appearance component.

[0119] In some embodiments, in order to ensure that the updated skin of the target component satisfies the current user, the terminal may provide the current user with a confirmation step for the generated skin scheme, so that the terminal can update the skin of the target component in response to the current user's confirmation event of the generated skin scheme.

[0120] Specifically, when the target material and the quantity of the first material are displayed on the graphical user interface, the skin update of the target appearance component based on the target material of the target appearance component further includes: the terminal can update the skin of the target appearance component based on the quantity of the first material in response to the material confirmation operation of the target material.

[0121] The aforementioned material confirmation operation can be a trigger operation by the current user on the material confirmation control provided by the terminal, or it can be a gesture operation or shortcut key operation preset by the current user. The specific settings can be configured according to the requirements and are not limited here.

[0122] For example, such as Figure 5 As shown, Figure 5 The "Confirm Application" control is the material confirmation control provided by the current user to the terminal, and the material confirmation operation is realized by triggering the material confirmation control.

[0123] In some embodiments, after the terminal responds to the material confirmation operation for the target material, if the quantity of materials currently held by the user does not meet the first quantity of the target material, a material replenishment page is displayed on the graphical user interface to prompt the user to replenish the materials, thus avoiding the time spent by the user searching for the material replenishment page. Then, in response to the material replenishment completion event on the material replenishment page, the terminal may send the target material corresponding to the material replenishment completion event to the user.

[0124] As can be seen from the above, during the game editing stage, a first game scene corresponding to the game editing stage can be displayed on the graphical user interface. This first game scene includes at least one target component, which includes multiple appearance parts. Then, in response to a first editing instruction for the multiple appearance parts, a skin editing panel for the target component can be displayed on the graphical user interface. In response to a second editing instruction triggered by the skin editing panel, visual effect tags corresponding to at least some of the appearance parts are determined, with each visual effect tag corresponding to a component's visual effect. Then, among the multiple appearance parts, the target appearance parts affected by each of the visual effect tags are determined, and the material property information of the skin material used for the target appearance parts is obtained. Furthermore, the historical editing operation information of the current user during the game editing stage and the current user's style preference information are obtained. Using a first model, material analysis is performed based on the historical editing operation information, the style preference information, and the visual effect tags and corresponding material property information of the target appearance parts to identify target materials in the skin material that match the visual effect tags of the target appearance parts. Finally, based on the target material of the target appearance component, the skin of the target appearance component is updated so that the target component presents the corresponding skin performance effect in the second game scene corresponding to the above game operation stage. Thus, by simply editing the label indicating the skin visual effect, the skin of the target appearance component in the component can be updated directly at the same time, reducing the time required to set the skin for the target component.

[0125] This embodiment also provides an information processing device for a game, which provides a graphical user interface through a terminal device. The game includes a game editing stage and a game running stage, and the information processing device for the game can be specifically integrated into the terminal device. For example, such as... Figure 6 As shown, the information processing device in this game may include:

[0126] The scene display module 601 is used to display a first game scene corresponding to the game editing stage on the graphical user interface during the game editing stage, wherein the first game scene includes at least one target component, and the target component includes multiple appearance parts.

[0127] The panel display module 602 is configured to display a skin editing panel for the target component in the graphical user interface in response to a first editing command for the plurality of appearance components.

[0128] The label determination module 603 is used to determine visual effect labels corresponding to at least a portion of the appearance components in response to a second editing instruction triggered by the skin editing panel, wherein each visual effect label corresponds to a component visual effect;

[0129] The component determination module 604 is used to determine the target appearance component for each of the above-mentioned visual effect labels among the above-mentioned multiple appearance components, and to obtain the material property information of the skin material used for the above-mentioned target appearance component.

[0130] The information acquisition module 605 is used to acquire the current user's historical editing operation information during the game editing stage and the aforementioned style preference information of the current user;

[0131] The material recognition module 606 is used to perform material analysis based on the above-mentioned historical editing operation information, style preference information, visual effect labels of the target appearance component and corresponding material attribute information through the first model, and to identify the target material in the skin material that matches the visual effect labels of the target appearance component.

[0132] The skin update module 607 is used to update the skin of the target appearance component based on the target material of the target appearance component, so that the target component can present the corresponding skin performance effect in the second game scene corresponding to the game running stage.

[0133] In some embodiments, the skin editing panel includes a label editing area, and the label determination module 603 is specifically used for:

[0134] In response to a label editing operation in the aforementioned label editing area, a second editing instruction is generated;

[0135] Based on the second editing instruction mentioned above, visual effect labels corresponding to at least some of the appearance components are determined.

[0136] In some embodiments, the target component is associated with a template label of at least one dimension, and each dimension's template label is obtained by extracting the material features of the skin material used for the target component in the corresponding dimension; the label determination module 603 is specifically used for:

[0137] In response to a label editing operation in the aforementioned label editing area, a second editing instruction is generated based on the template label indicated by the aforementioned label editing operation.

[0138] In some embodiments, the label editing area includes template labels of at least one dimension, and the label determination module 603 is specifically used for:

[0139] In response to the selection of a template label in the aforementioned label editing area, a second editing instruction is generated based on the selected template label.

[0140] In some embodiments, the label determining module 603 is specifically used for:

[0141] In response to an information input operation in the aforementioned label editing area, the label information entered in the aforementioned label editing area is obtained;

[0142] From the template tags of at least one of the above dimensions, determine the target template tag with the highest similarity to the above tag information;

[0143] Based on the target template tags mentioned above, a second editing instruction is generated.

[0144] In some embodiments, the skin editing panel includes a component editing area, and the component determination module 604 is specifically used for:

[0145] In response to a component editing operation in the aforementioned component editing area, at least two appearance components to be updated are determined from the plurality of appearance components;

[0146] From the above-mentioned appearance components to be updated, determine the target appearance components for each of the aforementioned visual effect labels.

[0147] In some embodiments, the information processing device in the game further includes a material display module, which is specifically used for:

[0148] The spatial information of the target appearance component within the target assembly is obtained, and the spatial information is obtained by identifying the structure of the target assembly through a second model;

[0149] Based on the spatial information of the target appearance component, the first material quantity of the target material required for the target appearance component is determined.

[0150] The target material and the quantity of the first material are displayed on the graphical user interface described above.

[0151] The aforementioned skin update module 607 is specifically used for:

[0152] In response to the material verification operation of the target material, the target appearance component is skin-updated based on the target material of the first material quantity.

[0153] In some embodiments, the information processing device in the game further includes a material replacement module, which is specifically used for:

[0154] In response to the material replacement operation of the target material, the process returns to the first model and performs material analysis based on the historical editing operation information, the style preference information, the visual effect label of the target appearance component and the corresponding material attribute information to identify the target material in the skin material that matches the visual effect label of the target appearance component.

[0155] In some embodiments, the information processing device in the game further includes a quantity display module, which is specifically used for:

[0156] If the current user's current material quantity does not meet the first material quantity of the target material, then the current user's missing target material quantity will be displayed on the graphical user interface.

[0157] In some embodiments, the information processing device in the game further includes a material replenishment module, which is specifically used for:

[0158] Display the material completion control for the target material in the graphical user interface described above;

[0159] In response to the triggering operation of the aforementioned material replenishment control, the material replenishment page is displayed on the aforementioned graphical user interface;

[0160] In response to the material completion event on the aforementioned material completion page, the target material corresponding to the aforementioned material completion event is sent to the aforementioned current user.

[0161] In some embodiments, the graphical user interface further includes a component display window, which includes the target component. The information processing device in the game further includes a component display module, which is specifically used for:

[0162] In the aforementioned component display window, the target appearance component is displayed in a display style that distinguishes it from other appearance components.

[0163] In some embodiments, the information processing device in the game further includes a component update module, which is specifically used for:

[0164] The aforementioned component display window displays the target component updated based on the aforementioned first material quantity.

[0165] As can be seen from the above, during the game editing stage, a first game scene corresponding to the game editing stage can be displayed on the graphical user interface. This first game scene includes at least one target component, which includes multiple appearance parts. Then, in response to a first editing instruction for the multiple appearance parts, a skin editing panel for the target component can be displayed on the graphical user interface. In response to a second editing instruction triggered by the skin editing panel, visual effect tags corresponding to at least some of the appearance parts are determined, with each visual effect tag corresponding to a component's visual effect. Then, among the multiple appearance parts, the target appearance parts affected by each of the visual effect tags are determined, and the material property information of the skin material used for the target appearance parts is obtained. Furthermore, the historical editing operation information of the current user during the game editing stage and the current user's style preference information are obtained. Using a first model, material analysis is performed based on the historical editing operation information, the style preference information, and the visual effect tags and corresponding material property information of the target appearance parts to identify target materials in the skin material that match the visual effect tags of the target appearance parts. Finally, based on the target material of the target appearance component, the skin of the target appearance component is updated so that the target component presents the corresponding skin performance effect in the second game scene corresponding to the above game operation stage. Thus, by simply editing the label indicating the skin visual effect, the skin of the target appearance component in the component can be updated directly at the same time, reducing the time required to set the skin for the target component.

[0166] Accordingly, this application also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Alternatively, the electronic device can be a server.

[0167] like Figure 7 As shown, Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 700 includes a processor 701 with one or more processing cores, a memory 702 with one or more computer-readable storage media, and a computer program stored on the memory 702 and executable on the processor. The processor 701 and the memory 702 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0168] The processor 701 is the control center of the electronic device 700. It connects various parts of the electronic device 700 via various interfaces and lines. By running or loading software programs and / or units stored in the memory 702, and by calling data stored in the memory 702, it executes various functions and processes data of the electronic device 700, thereby providing overall monitoring of the electronic device 700. The processor 701 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application.

[0169] In this embodiment, the processor 701 in the electronic device 700 loads the instructions corresponding to the processes of one or more applications into the memory 702 according to the following steps, and the processor 701 runs the applications stored in the memory 702 to realize various functions, such as:

[0170] During the game editing stage, a first game scene corresponding to the game editing stage is displayed on the graphical user interface. The first game scene includes at least one target component, which includes multiple appearance parts.

[0171] In response to a first editing command for the aforementioned plurality of appearance components, a skin editing panel for the aforementioned target component is displayed in the aforementioned graphical user interface;

[0172] In response to a second editing instruction triggered by the skin editing panel, visual effect tags corresponding to at least some of the appearance components are determined, and each of the visual effect tags corresponds to a component visual effect.

[0173] Among the above-mentioned multiple appearance components, the target appearance component for each of the above-mentioned visual effect labels is determined, and the material property information of the skin material used for the above-mentioned target appearance component is obtained;

[0174] Obtain the current user's historical editing operations during the game editing phase, as well as the current user's style preference information;

[0175] Using the first model, based on the aforementioned historical editing operation information, the aforementioned style preference information, and the aforementioned visual effect labels and corresponding material attribute information of the aforementioned target appearance component, material analysis is performed to identify the target material in the aforementioned skin material that matches the aforementioned visual effect labels of the aforementioned target appearance component.

[0176] Based on the target material of the target appearance component, the skin of the target appearance component is updated so that the target component presents the corresponding skin appearance effect in the second game scene corresponding to the above game operation stage.

[0177] In some embodiments, the skin editing panel includes a label editing area, and the determination of corresponding visual effect labels in at least a portion of the appearance components in response to a second editing instruction triggered by the skin editing panel includes:

[0178] In response to a label editing operation in the aforementioned label editing area, a second editing instruction is generated;

[0179] Based on the second editing instruction mentioned above, visual effect labels corresponding to at least some of the appearance components are determined.

[0180] In some embodiments, the target component is associated with a template label of at least one dimension, and the template label of each dimension is obtained by extracting the material features of the skin material used by the target component in the corresponding dimension.

[0181] The above-mentioned response to a label editing operation in the above-mentioned label editing area generates a second editing instruction, including:

[0182] In response to a label editing operation in the aforementioned label editing area, a second editing instruction is generated based on the template label indicated by the aforementioned label editing operation.

[0183] In some embodiments, the label editing area includes template labels of at least one dimension, and in response to a label editing operation in the label editing area, a second editing instruction is generated based on the template label indicated by the label editing operation, including:

[0184] In response to the selection of a template label in the aforementioned label editing area, a second editing instruction is generated based on the selected template label.

[0185] In some embodiments, in response to a label editing operation in the label editing area, generating a second editing instruction based on the template label indicated by the label editing operation includes:

[0186] In response to an information input operation in the aforementioned label editing area, the label information entered in the aforementioned label editing area is obtained;

[0187] From the template tags of at least one of the above dimensions, determine the target template tag with the highest similarity to the above tag information;

[0188] Based on the target template tags mentioned above, a second editing instruction is generated.

[0189] In some embodiments, the skin editing panel includes a component editing area, and the determination of the target appearance component for each of the plurality of appearance components, where the visual effect label applies, includes:

[0190] In response to a component editing operation in the aforementioned component editing area, at least two appearance components to be updated are determined from the plurality of appearance components;

[0191] From the above-mentioned appearance components to be updated, determine the target appearance components for each of the aforementioned visual effect labels.

[0192] In some embodiments, after identifying the target material in the skin material that matches the visual effect label of the target appearance component, the method further includes:

[0193] The spatial information of the target appearance component within the target assembly is obtained, and the spatial information is obtained by identifying the structure of the target assembly through a second model;

[0194] Based on the spatial information of the target appearance component, the first material quantity of the target material required for the target appearance component is determined.

[0195] The target material and the quantity of the first material are displayed on the graphical user interface described above.

[0196] The above-mentioned skin update of the target appearance component based on the target material of the target appearance component includes:

[0197] In response to the material verification operation of the target material, the target appearance component is skin-updated based on the target material of the first material quantity.

[0198] In some embodiments, the above method further includes:

[0199] In response to the material replacement operation of the target material, the process returns to the first model and performs material analysis based on the historical editing operation information, the style preference information, the visual effect label of the target appearance component and the corresponding material attribute information to identify the target material in the skin material that matches the visual effect label of the target appearance component.

[0200] In some embodiments, the above method further includes:

[0201] If the current user's current material quantity does not meet the first material quantity of the target material, then the current user's missing target material quantity will be displayed on the graphical user interface.

[0202] In some embodiments, the above method further includes:

[0203] Display the material completion control for the target material in the graphical user interface described above;

[0204] In response to the triggering operation of the aforementioned material replenishment control, the material replenishment page is displayed on the aforementioned graphical user interface;

[0205] In response to the material completion event on the aforementioned material completion page, the target material corresponding to the aforementioned material completion event is sent to the aforementioned current user.

[0206] In some embodiments, the graphical user interface further includes a component display window, which includes the target component. After determining the target appearance component for each visual effect label among the plurality of appearance components, the interface further includes:

[0207] In the aforementioned component display window, the target appearance component is displayed in a display style that distinguishes it from other appearance components.

[0208] In some embodiments, when displaying the target material and the quantity of the first material on the graphical user interface, the method further includes:

[0209] The aforementioned component display window displays the target component updated based on the aforementioned first material quantity.

[0210] Therefore, the electronic device 700 provided in this embodiment can bring the following technical effects: reduce the time required to set the skin for the target component.

[0211] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0212] Optional, such as Figure 7 As shown, the electronic device 700 also includes: a touch display screen 703, a radio frequency circuit 704, an audio circuit 705, an input unit 706, and a power supply 707. The processor 701 is electrically connected to the touch display screen 703, the radio frequency circuit 704, the audio circuit 705, the input unit 706, and the power supply 707. Those skilled in the art will understand that... Figure 7 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0213] The touch display screen 703 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 703 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 701. It can also receive and execute commands from the processor 701. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 701 to determine the type of touch event. Subsequently, the processor 701 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 703 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 703 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 703 can also be used as part of the input unit 706 to achieve input functions.

[0214] The radio frequency circuit 704 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0215] Audio circuitry 705 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuitry 705 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 705, converted back into audio data, and then processed by processor 701 before being transmitted via radio frequency circuitry 704 to, for example, another electronic device, or output to memory 702 for further processing. Audio circuitry 705 may also include an earphone jack to facilitate communication between peripheral headphones and electronic devices.

[0216] The input unit 706 can be used to receive input numbers, character information or user feature information (such as fingerprints, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control.

[0217] Power supply 707 is used to supply power to various components of electronic device 700. Optionally, power supply 707 can be logically connected to processor 701 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 707 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0218] although Figure 7 As not shown in the diagram, the electronic device 700 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0219] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0220] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0221] Therefore, embodiments of this application provide a computer-readable storage medium storing multiple computer programs that can be loaded by a processor to execute any of the information processing methods in a game provided in embodiments of this application. The computer program can execute the steps of the information processing method in the game as follows:

[0222] During the game editing stage, a first game scene corresponding to the game editing stage is displayed on the graphical user interface. The first game scene includes at least one target component, which includes multiple appearance parts.

[0223] In response to a first editing command for the aforementioned plurality of appearance components, a skin editing panel for the aforementioned target component is displayed in the aforementioned graphical user interface;

[0224] In response to a second editing instruction triggered by the skin editing panel, visual effect tags corresponding to at least some of the appearance components are determined, and each of the visual effect tags corresponds to a component visual effect.

[0225] Among the above-mentioned multiple appearance components, the target appearance component for each of the above-mentioned visual effect labels is determined, and the material property information of the skin material used for the above-mentioned target appearance component is obtained;

[0226] Obtain the current user's historical editing operations during the game editing phase, as well as the current user's style preference information;

[0227] Using the first model, based on the aforementioned historical editing operation information, the aforementioned style preference information, and the aforementioned visual effect labels and corresponding material attribute information of the aforementioned target appearance component, material analysis is performed to identify the target material in the aforementioned skin material that matches the aforementioned visual effect labels of the aforementioned target appearance component.

[0228] Based on the target material of the target appearance component, the skin of the target appearance component is updated so that the target component presents the corresponding skin appearance effect in the second game scene corresponding to the above game operation stage.

[0229] As can be seen, the computer program can be loaded by the processor to execute any of the information processing methods in the game provided in the embodiments of this application, thereby bringing about the following technical effects: reducing the time required to set skins for target components.

[0230] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0231] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0232] Since the computer program stored in the computer-readable storage medium can execute any of the information processing methods in the game provided in the embodiments of this application, the beneficial effects that the information processing methods in the game provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.

[0233] According to one aspect of this application, a computer program product or computer program is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.

[0234] In the above embodiments of the information processing device, computer-readable storage medium, electronic device, and computer program product in the game, the descriptions of each embodiment have different focuses. Parts not described in detail in a certain embodiment can be referred to in the relevant descriptions of other embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes and beneficial effects of the information processing device, computer-readable storage medium, computer program product, electronic device, and their corresponding units in the game described above can be referred to the description of the information processing method in the game as shown in the above embodiments, and will not be repeated here.

[0235] The foregoing has provided a detailed description of an information processing method, apparatus, electronic device, computer-readable storage medium, and computer program product for a game, as provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the embodiments above are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. An information processing method in a game, characterized in that, The game, which provides a graphical user interface via a terminal device and includes a game editing phase and a game running phase, includes the following methods: During the game editing stage, a first game scene corresponding to the game editing stage is displayed on the graphical user interface, wherein the first game scene includes at least one target component, and the target component includes multiple appearance parts; In response to a first editing command for the plurality of appearance components, a skin editing panel for the target component is displayed in the graphical user interface; In response to a second editing command triggered by the skin editing panel, visual effect tags corresponding to at least a portion of the appearance components are determined, each of the visual effect tags corresponding to a component visual effect; Among the plurality of appearance components, the target appearance component for which each visual effect label acts is determined, and the material property information of the skin material used by the target appearance component is obtained; Obtain the current user's historical editing operations during the game editing phase, as well as the current user's style preference information; Using the first model, material analysis is performed based on the historical editing operation information, the style preference information, and the visual effect labels and corresponding material attribute information of the target appearance component to identify the target material in the skin material that matches the visual effect labels of the target appearance component; The target appearance component is updated with skin based on the target material of the target appearance component, so that the target component presents the corresponding skin appearance effect in the second game scene corresponding to the game running stage.

2. The information processing method in the game as described in claim 1, characterized in that, The skin editing panel includes a label editing area, and the step of determining corresponding visual effect labels in at least a portion of the appearance components in response to a second editing command triggered by the skin editing panel includes: In response to a label editing operation in the label editing area, a second editing instruction is generated; Based on the second editing instruction, visual effect labels corresponding to at least some of the appearance components are determined.

3. The information processing method in the game as described in claim 2, characterized in that, The target component is associated with a template label of at least one dimension, and each template label is obtained by extracting the material features of the skin material used by the target component in the corresponding dimension. The second editing instruction is generated in response to a label editing operation in the label editing area, including: In response to a label editing operation in the label editing area, a second editing instruction is generated based on the template label indicated by the label editing operation.

4. The information processing method in the game as described in claim 3, characterized in that, The label editing area includes template labels of at least one dimension. In response to a label editing operation in the label editing area, a second editing instruction is generated based on the template label indicated by the label editing operation, including: In response to the selection of a template label in the label editing area, a second editing instruction is generated based on the selected template label.

5. The information processing method in the game as described in claim 3, characterized in that, In response to a label editing operation in the label editing area, a second editing instruction is generated based on the template label indicated by the label editing operation, including: In response to an information input operation in the label editing area, the label information entered in the label editing area is obtained; From the template tags of the at least one dimension, determine the target template tag with the highest similarity to the tag information; Based on the target template tag, a second editing instruction is generated.

6. The information processing method in the game as described in claim 1, characterized in that, The skin editing panel includes a component editing area, and the step of determining the target appearance component for each of the multiple appearance components and the effect of each visual effect label includes: In response to a component editing operation in the component editing area, at least two appearance components to be updated are determined from the plurality of appearance components; The target appearance component for which each visual effect label applies is determined from the appearance components to be updated.

7. The information processing method in a game as described in any one of claims 1 to 6, characterized in that, After identifying the target material in the skin material that matches the visual effect label of the target appearance component, the method further includes: The spatial information of the target appearance component within the target assembly is obtained, and the spatial information is obtained by identifying the structure of the target assembly through a second model; Based on the spatial information of the target appearance component, determine the first material quantity of the target material required by the target appearance component; The target material and the quantity of the first material are displayed on the graphical user interface. The skin update of the target appearance component based on the target material of the target appearance component includes: In response to the material verification operation of the target material, the target appearance component is skin-updated based on the first material quantity of the target material.

8. The information processing method in a game as described in claim 7, characterized in that, The method further includes: In response to the material replacement operation of the target material, the process returns to the first model and performs material analysis based on the historical editing operation information, the style preference information, and the visual effect label and corresponding material attribute information of the target appearance component to identify the target material in the skin material that matches the visual effect label of the target appearance component.

9. The information processing method in a game as described in claim 7, characterized in that, The method further includes: If the current user's current material quantity does not meet the first material quantity of the target material, then the current user's missing target material quantity is displayed on the graphical user interface.

10. The information processing method in a game as described in claim 9, characterized in that, The method further includes: A material completion control for the target material is displayed in the graphical user interface; In response to a triggering operation on the material replenishment control, a material replenishment page is displayed on the graphical user interface; In response to the material completion event on the material completion page, the target material corresponding to the material completion event is sent to the current user.

11. The information processing method in a game as described in claim 7, characterized in that, The graphical user interface also includes a component display window, which includes the target component. After determining the target appearance component for each visual effect label among the plurality of appearance components, the interface further includes: In the component display window, the target appearance component is displayed in a display style that distinguishes it from other appearance components.

12. The information processing method in a game as described in claim 11, characterized in that, When displaying the target material and the quantity of the first material on the graphical user interface, the method further includes: The target component, updated based on the first material quantity, is displayed in the component display window.

13. An information processing device for games, characterized in that, The game, which provides a graphical user interface via a terminal device, includes a game editing stage and a game running stage, and the device includes: A scene display module is used to display a first game scene corresponding to the game editing stage on the graphical user interface during the game editing stage, wherein the first game scene includes at least one target component, and the target component includes multiple appearance parts; A panel display module is configured to display a skin editing panel for the target component in the graphical user interface in response to a first editing command for the plurality of appearance components; A tag determination module is used to determine visual effect tags corresponding to at least a portion of the appearance components in response to a second editing instruction triggered by the skin editing panel, wherein each visual effect tag corresponds to a component visual effect; The component determination module is used to determine the target appearance component for each visual effect label among the plurality of appearance components, and to obtain the material property information of the skin material used for the target appearance component. The information acquisition module is used to acquire the current user's historical editing operation information during the game editing stage and the current user's style preference information; The material identification module is used to perform material analysis based on the historical editing operation information, the style preference information, and the visual effect label and corresponding material attribute information of the target appearance component through the first model, and to identify the target material in the skin material that matches the visual effect label of the target appearance component; The skin update module is used to update the skin of the target appearance component based on the target material of the target appearance component, so that the target component can present the corresponding skin performance effect in the second game scene corresponding to the game running stage.

14. An electronic device, characterized in that, It includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps of the information processing method in a game as described in any one of claims 1 to 12.

15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the information processing method in a game as described in any one of claims 1 to 12.

Citation Information

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