CN115098747A - Method and device for processing scene resources in game, readable storage medium and electronic device - Google Patents
Method and device for processing scene resources in game, readable storage medium and electronic device Download PDFInfo
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Abstract
The invention discloses a method and a device for processing scene resources in a game, a readable storage medium and an electronic device. The method comprises the following steps: acquiring scene data of a game scene from a game engine, wherein the scene data is used for representing scene resources of the game scene; converting the scene data into graph data of the scene resources, wherein the graph data is used for determining a relation graph of the scene resources, the relation graph is used for representing the incidence relation among a plurality of sub-scene resources in the scene resources, and nodes of the relation graph are used for representing the sub-scene resources; displaying image identifications of the sub-scene resources on the corresponding nodes based on the graph data; resource states of the sub-scene resources are displayed based on the image identification. The invention solves the technical problem of low efficiency of checking scene resources in games.
Description
Technical Field
The invention relates to the field of computers, in particular to a method and a device for processing scene resources in a game, a readable storage medium and an electronic device.
Background
At present, scene resources are mainly checked through a resource list and a resource editor which are arranged in an engine tool, but the tool can only be used for dependency check and simple resource search of single resources, and cannot perform statistical analysis on the whole scene resources, so that the technical problem of low efficiency of checking the scene resources in games is caused.
In view of the above problems, no effective solution has been proposed.
Disclosure of Invention
At least part of embodiments of the present invention provide a method and an apparatus for processing scene resources in a game, a readable storage medium, and an electronic apparatus, so as to at least solve the technical problem of low efficiency of checking scene resources in a game.
According to an embodiment of the present invention, there is provided a method for processing scene resources in a game, the method may include: acquiring scene data of a game scene from a game engine, wherein the scene data is used for representing scene resources of the game scene; converting the scene data into graph data of the scene resources, wherein the graph data is used for determining a relation graph of the scene resources, the relation graph is used for representing the incidence relation among a plurality of sub-scene resources in the scene resources, and nodes of the relation graph are used for representing the sub-scene resources; displaying image identifications of the sub-scene resources on the corresponding nodes based on the graph data; resource states of the sub-scene resources are displayed based on the image identification.
Optionally, the converting the scene data into the graph data of the scene resource includes: determining an association relation in the scene data; and converting the scene data into graph data based on the incidence relation.
Optionally, converting the scene data into graph data based on the association relationship includes: in response to that the association relation does not include a sub-association relation needed between the first sub-scenario resource and the second sub-scenario resource, adding the sub-association relation to the association relation to obtain a target association relation, wherein the plurality of sub-scenario resources include the first sub-scenario resource and the second sub-scenario resource, and the sub-association relation is associated with a resource state; and converting the scene data into graph data based on the target incidence relation.
Optionally, in response to the raw data format of the graph data not being the target data format associated with the resource state, the raw data format is converted to the target data format.
Optionally, the obtaining scene data of the game scene from the game engine includes: and scanning the game files in the game engine to obtain scene data of the game scene, wherein the game files are used for generating the game scene.
Optionally, scanning a game file in the game engine to obtain scene data of a game scene, including: scanning a game file in a game engine to obtain a scanning result; and removing abnormal scene data from the scanning result to obtain scene data.
Optionally, the resource status is used to represent at least one of: attribute information of sub-scene resources; the proportion of the sub-scene resources in the scene resources; the incidence relation between the sub-scene resources and other sub-scene resources except the sub-scene resources in the scene resources; an abnormal state of a sub-scene resource; the reusability of sub-scene resources in the game scene.
Optionally, the relational graph is a tree structure graph or a force directed graph.
According to an embodiment of the present invention, there is provided another method for processing scene resources in a game, where the method includes: displaying an image identifier of a sub-scene resource in a scene resource on a graphical user interface, wherein the image identifier is displayed based on scene resource graph data, the graph data is obtained by converting the scene data of a game scene corresponding to the scene resource and is used for determining a relation graph of the scene resource, the relation graph is used for representing the incidence relation among a plurality of sub-scene resources, nodes of the relation graph are used for representing the sub-scene resource, and the scene data is obtained from a game engine and is used for determining the scene resource; and responding to the operation instruction identified by the image, and displaying the resource state of the sub-scene resource on the graphical user interface.
Optionally, when the resource status of the sub-scene resource is displayed on the graphical user interface, the method includes: hiding resource states of other sub-scene resources except the sub-scene resource from the plurality of sub-scene resources on the graphical user interface.
According to an embodiment of the present invention, there is also provided an apparatus for processing scene resources in a game, the apparatus may include: the game system comprises an acquisition unit, a processing unit and a processing unit, wherein the acquisition unit is used for acquiring scene data of a game scene from a game engine, and the scene data is used for representing scene resources of the game scene; the conversion unit is used for converting the scene data into graph data of the scene resources, wherein the graph data is used for determining a relation graph of the scene resources, the relation graph is used for representing the incidence relation among a plurality of sub-scene resources in the scene resources, and nodes of the relation graph are used for representing the sub-scene resources; the first display unit is used for displaying image identifications of the sub-scene resources on the corresponding nodes based on the image data; and the second display unit is used for displaying the resource state of the sub-scene resource based on the image identification.
According to an embodiment of the present invention, there is provided another apparatus for processing scene resources in a game, the apparatus may include: the third display unit is used for displaying image identifications of sub-scene resources in the scene resources on the graphical user interface, wherein the image identifications are displayed based on the scene resources, the image data are obtained by converting the scene data of the game scene corresponding to the scene resources and are used for determining a relation graph of the scene resources, the relation graph is used for representing the incidence relation among a plurality of sub-scene resources, the nodes of the relation graph are used for representing the sub-scene resources, and the scene data are acquired from the game engine and are used for determining the scene resources; and the fourth display unit is used for responding to the operation instruction of the image identifier and displaying the resource state of the scene resource on the graphical user interface.
According to an embodiment of the present invention, there is further provided a readable storage medium, in which a computer program is stored, where the computer program is configured to execute, when running, the method for processing scene resources in a game in any one of the above.
There is further provided, according to an embodiment of the present invention, an electronic device, including a memory and a processor, where the memory stores a computer program, and the processor is configured to execute the computer program to perform the method for processing scene resources in a game in any one of the above.
In at least some embodiments of the present invention, scene data of a game scene is obtained from a game engine, where the scene data is used to represent scene resources of the game scene; converting the scene data into graph data of the scene resources, wherein the graph data is used for determining a relation graph of the scene resources, the relation graph is used for representing the incidence relation among a plurality of sub-scene resources in the scene resources, and nodes of the relation graph are used for representing the sub-scene resources; displaying image identifications of the sub-scene resources on the corresponding nodes based on the graph data; resource states of the sub-scene resources are displayed based on the image identification. That is to say, in the embodiment of the present invention, the scene data of the game scene is collected from the game engine, the scene data is analyzed and optimized to obtain the graph data, the data visualization tool is made based on the graph data, and the resource state of the sub-scene resource is detected by using the tool, so that the purpose of performing visualization inspection on the whole scene resource is achieved, the technical effect of improving the efficiency of inspecting the scene resource in the game is achieved, and the technical problem of low efficiency of inspecting the scene resource in the game is solved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention and do not constitute a limitation of the invention. In the drawings:
fig. 1 is a block diagram of a hardware structure of a mobile terminal of a method for processing scene resources in a game according to an embodiment of the present invention;
FIG. 2 is a flow chart of a method for processing scene assets in a game according to an embodiment of the invention;
FIG. 3 is a flow chart of another method for processing scene resources in a game according to an embodiment of the invention;
FIG. 4 is a schematic diagram of a visualization tool interface according to an embodiment of the present invention;
FIG. 5(a) is a schematic diagram of a function-interface of a visualization tool, according to an embodiment of the present invention;
FIG. 5(b) is a schematic diagram of a functional bi-interface of a visualization tool according to an embodiment of the invention;
FIG. 5(c) is a schematic illustration of a functional four-interface of a visualization tool according to an embodiment of the invention;
FIG. 5(d) is a schematic illustration of a functional five-interface of a visualization tool according to an embodiment of the invention;
FIG. 5(e) is a schematic illustration of a functional seven-interface of a visualization tool according to an embodiment of the invention;
FIG. 6(a) is a schematic diagram of an application interface of a visualization tool, according to an embodiment of the present invention;
FIG. 6(b) is a schematic illustration of an operator interface of a visualization tool, in accordance with an embodiment of the present invention;
FIG. 6(c) is a schematic diagram of a basic data statistics interface of a visualization tool, according to an embodiment of the present invention;
FIG. 6(d) is a schematic diagram of a basic dependency check interface of a visualization tool in accordance with an embodiment of the present invention;
FIG. 6(e) is a schematic diagram of a basic dependency check click node interface of a visualization tool, according to an embodiment of the present invention;
FIG. 6(f) is a schematic diagram of a dependent view interface of the Lod model of a visualization tool to a full engineering resource, in accordance with an embodiment of the present invention;
FIG. 6(g) is a schematic diagram of a resource reuse level check interface of a visualization tool according to an embodiment of the present invention;
FIG. 6(h) is a schematic diagram of a MD5 resource repetition check interface of a visualization tool according to an embodiment of the present invention;
FIG. 6(i) is a schematic diagram of a static batch status determination interface of a visualization tool according to an embodiment of the present invention;
FIG. 6(j) is a schematic diagram of a material ball reuse interface of a visualization tool according to an embodiment of the present invention;
FIG. 6(k) is a schematic diagram of a full engineering resource analysis interface of a visualization tool according to an embodiment of the present invention;
FIG. 7 is a schematic diagram of an apparatus for processing scene resources in a game according to an embodiment of the invention;
FIG. 8 is a schematic diagram of another in-game scene resource processing device according to an embodiment of the invention;
fig. 9 is a schematic diagram of an electronic device according to an embodiment of the invention.
Detailed Description
In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
First, some of the nouns or terms appearing in the description of the embodiments of the present application are used for the following explanation:
data visualization is scientific and technical research on visual expression forms of data, wherein the visual expression forms of the data are defined as information extracted in a certain summary form, include various attributes and variables of corresponding information units, and can be applied to various fields, such as weather analysis, traffic data analysis and the like;
game scenes including models (e.g., Model and LOD Model), grid data, texture data (e.g., Material, Shader Graph Material), shaders (shaders), lights, etc., which have a dependency relationship, e.g., the models depend on the grid;
open-source free Data visualization tool (Data-drive Documents, abbreviated as D3), which is a browser-based tool developed using a programming language (e.g., javascript);
and (3) data cleaning, namely sorting the data, wherein the data can comprise complementing missing attributes, marking data types and item types, and organizing the data to be processed into a uniform data structure, so that the subsequent processing is facilitated.
In accordance with one embodiment of the present invention, there is provided an embodiment of a method for processing scene resources in a game, it is noted that the steps illustrated in the flowchart of the drawings may be performed in a computer system such as a set of computer executable instructions, and that while a logical order is illustrated in the flowchart, in some cases the steps illustrated or described may be performed in an order different than that presented herein.
The method embodiments may be performed in a mobile terminal, a computer terminal or a similar computing device. Taking the Mobile terminal as an example, the Mobile terminal may be a terminal device such as a smart phone (e.g., an Android phone, an iOS phone, etc.), a tablet computer, a palm computer, a Mobile Internet device (MID for short), a PAD, a game console, and the like. Fig. 1 is a block diagram of a hardware structure of a mobile terminal of a method for processing scene resources in a game according to an embodiment of the present invention. As shown in fig. 1, the mobile terminal may include one or more (only one shown in fig. 1) processors 102 (the processors 102 may include, but are not limited to, a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), a Digital Signal Processing (DSP) chip, a Microprocessor (MCU), a programmable logic device (FPGA), a neural Network Processor (NPU), a Tensor Processor (TPU), an Artificial Intelligence (AI) type processor, etc.) and a memory 104 for storing data. Optionally, the mobile terminal may further include a transmission device 106, an input/output device 108, and a display device 110 for communication functions. It will be understood by those skilled in the art that the structure shown in fig. 1 is only an illustration, and does not limit the structure of the mobile terminal. For example, the mobile terminal may also include more or fewer components than shown in FIG. 1, or have a different configuration than shown in FIG. 1.
The memory 104 may be used to store a computer program, for example, a software program and a module of an application software, such as a computer program corresponding to the processing method of the scene resource in the game in the embodiment of the present invention, and the processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, that is, implements the processing method of the scene resource in the game. The memory 104 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 104 may further include memory located remotely from the processor 102, which may be connected to the mobile terminal over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The transmission device 106 is used to receive or transmit data via a network. Specific examples of the network described above may include a wireless network provided by a communication provider of the mobile terminal. In one example, the transmission device 106 includes a Network adapter (NIC) that can be connected to other Network devices through a base station to communicate with the internet. In one example, the transmission device 106 may be a Radio Frequency (RF) module, which is used to communicate with the internet via wireless.
The inputs in the input output Device 108 may come from a plurality of Human Interface Devices (HIDs). For example: keyboard and mouse, game pad, other special game controller (such as steering wheel, fishing rod, dance mat, remote controller, etc.). In addition to providing input functionality, some human interface devices may also provide output functionality, such as: force feedback and vibration of the gamepad, audio output of the controller, etc.
The display device 110 may be, for example, a head-up display (HUD), a touch screen type Liquid Crystal Display (LCD), and a touch display (also referred to as a "touch screen" or "touch display screen"). The liquid crystal display may enable a user to interact with a user interface of the mobile terminal. In some embodiments, the mobile terminal has a Graphical User Interface (GUI) with which a user can interact by touching finger contacts and/or gestures on a touch-sensitive surface, where the human-machine interaction function optionally includes the following interactions: executable instructions for creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, emailing, call interfacing, playing digital video, playing digital music, and/or web browsing, etc., for performing the above-described human-computer interaction functions, are configured/stored in one or more processor-executable computer program products or readable storage media.
In a possible implementation manner, an embodiment of the present invention provides a method for processing a scene resource in a game, where the method may be applied to a visualization analysis tool (visualization tool), a game resource check tool, a statistical analysis tool, and the like, and fig. 2 is a flowchart of a method for processing a scene resource in a game according to an embodiment of the present invention, as shown in fig. 2, where the method includes the following steps:
step S202, scene data of a game scene is acquired from a game engine, wherein the scene data is used for representing scene resources of the game scene.
In the technical solution provided in step S202 of the present invention, scene data of a game scene may be obtained from a game engine through a data scanning tool, where the game engine may be a core component of a compiled editable computer game system or some interactive real-time image application programs, the game scene may be an environment, a building, a machine, a prop, and the like in a game, the scene data may be dependency relationship data between nodes, and the scene resource may be all scene resources of the game scene.
Optionally, the scene data may include resource list data and resource dependency data, where the resource list data may include Globally Unique Identifiers (GUIDs) of all resources, types, affiliated warehouses, paths, resource types, and the like, and the resource dependency data may include dependencies among all resources.
Optionally, the data scanning tool may be configured to output the scanned data as a text entry, remove error dependency, and sort the abnormal file data, for example, the abnormal file data may be a damaged file caused by an operation error of a version control system (svn) of the open source code, which is merely illustrated by way of example and is not limited in particular.
Optionally, the game scene may further include a whole Model (Model), a level of detail Model (LOD Model), and the game scene may further include a mesh, a Material (Material), a Shader Material (Shader Graph Material), a Shader (Shader), a light, and the like, which are not limited herein.
Step S204, converting the scene data into graph data of the scene resources, wherein the graph data is used for determining a relation graph of the scene resources, the relation graph is used for representing the incidence relation among a plurality of sub-scene resources in the scene resources, and nodes of the relation graph are used for representing the sub-scene resources.
In the technical solution provided in step S204 of the present invention, data structure optimization and supplementation are performed on scene data to obtain graph data of scene resources, where the graph data may be used to determine a relationship graph of the scene resources, the relationship graph may be used to represent an association relationship between a plurality of sub-scene resources in the scene resources, that is, a dependency relationship between nodes, and the sub-scene resources may be part of resources in the scene resources.
Optionally, performing data structure optimization and supplementation on the scene data may include: optimizing and supplementing the relationship of the grandfather node, if the file only stores the dependency of a level of detail Model (Lod Model) on the Model (Model), the dependency of the Lod Model on the Texture (Texture) and the bidirectional dependency of each resource need to be supplemented; the dependency data is optimized and supplemented, e.g. if a model belongs to multiple scenes or to multiple regions, bidirectional dependencies need to be supplemented.
Alternatively, the relationship graph may be a tree graph and a force guide graph, which are not specifically limited herein.
Step S206, displaying image identification of the sub-scene resources on the corresponding nodes based on the graph data
In the technical solution provided in step S206 of the present invention, after the graph data of the scene resource is obtained, a visualization tool may be built based on the graph data, and the image identifier of the sub-scene resource on the corresponding node is displayed in the visualization tool, where the image identifier may be an identifier for quickly identifying the sub-scene resource in the relationship graph of the scene resource.
Optionally, the graph data may also display the association relationship and the statistical information between a plurality of different scene resources described in the form of a graph, which is not specifically limited herein.
Alternatively, the image identifications of different sub-scene resources may be distinguished according to colors, for example, pink may represent Model, yellow may represent LOD Model, dark blue may represent Shader Graph, yellow small circle may represent Texture, green small circle may represent Mesh, red may represent Material, and flesh color may represent Shader Graph Material, where colors are merely illustrative and not particularly limited.
Step S208, displaying resource state of sub-scene resource based on image identification
In the technical scheme provided in step S208 of the present invention, in the visualization tool, each sub-scene resource has a corresponding image identifier, and the resource state of the sub-scene resource can be displayed according to the image identifier, where the resource state can be used to represent attribute information of the sub-scene resource, a ratio of the sub-scene resource in the scene resource, an association relationship between the sub-scene resource and other sub-scene resources, an abnormal state of the sub-scene resource, and a reuse degree of the sub-scene resource in the game scene, and is not specifically limited herein.
For example, in a visualization tool, basic information such as a game resource Package (Package), an identifier (GUID), a name, and the like, to which a sub-scene resource to be inspected belongs may be acquired by selecting or clicking an image identifier corresponding to the sub-scene resource, and then, through parameter setting, a dependency relationship of the whole scene resource on the sub-scene resource may be displayed in a force-oriented graph at a lower right corner of the visualization tool, and a proportion of the sub-scene resource in the scene resource may be displayed in a pie graph at an upper left corner of the visualization tool.
Through the steps S202 to S208, scene data of a game scene is acquired from a game engine; converting the scene data into graph data of the scene resources, and displaying image identifications of the sub-scene resources on corresponding nodes based on the graph data; resource states of the sub-scene resources are displayed based on the image identification. That is to say, in the embodiment of the present invention, the scene data of the game scene is collected from the game engine, the scene data is analyzed and optimized to obtain the graph data, the data visualization tool is made based on the graph data, and the resource state of the sub-scene resource is detected by using the tool, so that the purpose of performing visualization inspection on the whole scene resource is achieved, the technical effect of improving the efficiency of inspecting the scene resource in the game is achieved, and the technical problem of low efficiency of inspecting the scene resource in the game is solved.
The above method of this embodiment is further described below.
As an alternative implementation, step S204, converting the scene data into the graph data of the scene resource, includes: determining an association relation in the scene data; and converting the scene data into graph data based on the incidence relation.
In this embodiment, the scene resources acquired from the game engine are analyzed, the association relationship among the multiple sub-scene resources is determined according to the analysis result, and then the association relationship is supplemented to obtain the graph data of the scene resources, where the association relationship may include a dependency relationship and a dependency relationship, and the graph data may be used to represent the association relationship among all the sub-scene resources in the scene resources.
Optionally, the dependency relationship between the sub-scene resources is supplemented, and if the file only stores the dependency of the Lod Model on the Model, the dependency of the Lod Model on the Texture and the bidirectional dependency of each resource need to be supplemented; and (3) supplementing and optimizing the dependency relationship among the sub-scene resources, wherein if one model belongs to a plurality of scenes or a plurality of areas, the bidirectional dependency relationship needs to be supplemented.
As an alternative implementation, step S204, converting the scene data into graph data based on the association relationship, includes: in response to that the association relation does not comprise a required sub-association relation between the first sub-scenario resource and the second sub-scenario resource, adding the sub-association relation into the association relation to obtain a target association relation, wherein the plurality of sub-scenario resources comprise the first sub-scenario resource and the second sub-scenario resource, and the sub-association relation is associated with the resource state; and converting the scene data into graph data based on the target incidence relation.
In this embodiment, if the association relationship does not include a sub-association relationship between the first sub-scene resource and the second sub-scene resource, the sub-association relationship is added to the association relationship, and the added association relationship is determined as a target association relationship, where the first sub-scene resource may be any one sub-scene resource in the scene resources, the second sub-scene resource may be any one sub-scene resource except the first sub-scene resource in the scene resources, the sub-association relationship may be a relationship that needs to be supplemented between the first sub-scene resource and the second sub-scene resource, and the target association relationship may be a relationship that is obtained by performing supplemental optimization on the association relationship.
Optionally, the child association relationship may be a grandparent and a subordinate relationship, and the target association relationship may be an association relationship constructed based on the dependency relationship and the subordinate relationship of all types of resources, which is not specifically limited herein.
For example, the association relationship between the first sub-scene resource and the second sub-scene resource is the dependency of the Lod Model on the Model, the sub-association relationships are the dependency of the Lod Model on the Texture and the bidirectional dependency of each resource, and the target association relationship is the dependency of the Lod Model on the Texture, the bidirectional dependency between the first sub-scene resource and the second sub-scene resource, and the dependency of the Lod Model on the Model.
For another example, if the association between the first sub-scene resource and the second sub-scene resource is that a model belongs to multiple scenes, the sub-association is a bidirectional dependency, and the target association is that a model belongs to multiple scenes and the bidirectional dependency.
As an alternative embodiment, in response to the raw data format of the graph data not being the target data format associated with the resource state, the raw data format is converted to the target data format.
In this embodiment, if the original data format of the graph data is not consistent with the target data format associated with the resource state, the original data format needs to be converted into a data format consistent with the target data format, where the target data format may be a data format required for building a visualization tool.
As an alternative implementation, step S202, acquiring scene data of a game scene from a game engine, includes: and scanning the game files in the game engine to obtain scene data of the game scene, wherein the game files are used for generating the game scene.
In this embodiment, all game files in the game engine may be scanned through a code (e.g., Python), and the scanned out data is processed to obtain scene data of a game scene, where the game file may be a file used for generating a game scene.
Optionally, all game files in the game engine may also be scanned by a data scanning tool, which is not specifically limited herein.
As an optional implementation manner, step S202, scanning a game file in the game engine to obtain scene data of a game scene, includes: scanning a game file in a game engine to obtain a scanning result; and removing abnormal scene data from the scanning result to obtain scene data.
In this embodiment, a game file in a game engine is scanned to obtain a scanning result, abnormal scene data in the scanning result is removed, and missing scene data is supplemented to obtain scene data with a uniform format and content, where the scanning result may be a data file output by scanning the game file in the game engine, and the abnormal scene data may be data in which a relationship between sub-scene resources is an error dependency, or data in which an abnormality occurs due to file damage, and is not specifically limited herein.
As an alternative embodiment, the resource status is used to indicate at least one of: attribute information of sub-scene resources; the proportion of the sub-scene resources in the scene resources; the incidence relation between the sub-scene resources and other sub-scene resources except the sub-scene resources in the scene resources; abnormal state of sub-scene resources; the reusability of sub-scene resources in the game scene.
In this embodiment, the resource state may be used to represent attribute information of the sub-scene resources, a proportion of the sub-scene resources in the scene resources, an association relationship between the sub-scene resources and other sub-scene resources except the sub-scene resources in the scene resources, an abnormal state of the sub-scene resources, and a reuse degree of the sub-scene resources in the game scene, where the attribute information may include basic information such as Package, GUID, and name to which the sub-scene resources belong, an association relationship between the sub-scene resources and other sub-scene resources except the sub-scene resources in the scene resources may be a dependency relationship and a relationship number between the sub-scene resources, the abnormal state may be used to represent that a reference relationship and a dependency relationship of the sub-scene resources are in error, and the reuse degree may be used to represent a utilization rate of the sub-scene resources in the scene resources.
Optionally, when the reference relationship and the dependency relationship of the sub-scenario resource have a format error, a data loss, a size error, or the like, it indicates that the sub-scenario resource is in an abnormal state, which is only illustrated here without specific limitation.
In a possible implementation manner, an embodiment of the present invention further provides another processing method for scene resources in a game, which can be applied to a client, and provides a graphical user interface through a terminal device, where the terminal device may be a local terminal device or a client device in a cloud interaction system.
Fig. 3 is a flowchart of another method for processing scene resources in a game according to an embodiment of the present invention, in which a terminal device provides a graphical user interface, and content displayed by the graphical user interface includes a touch area, as shown in fig. 3, the method may include the following steps:
step S302, displaying the image identification of the sub-scene resource in the scene resource on the graphical user interface.
In the technical solution provided in step S302 of the present invention, an image identifier of a sub-scene resource in a scene resource is displayed on a graphical user interface, where the graphical user interface may be an operation interface of a visualization tool, the image identifier may be a node in a scene resource relationship diagram on the graphical user interface, the image identifier is displayed based on diagram data of the scene resource, the diagram data is a relationship diagram obtained based on game resource references, dependencies, and associations in a game scene corresponding to the scene resource and may be used for describing a resource type, the relationship diagram is used for representing associations among a plurality of sub-scene resources, the node of the relationship diagram is used for representing a sub-scene resource, and the scene data is obtained from a game engine and is used for determining the scene resource.
Optionally, the types, file sizes, and displays of the scene resources are different, and the image identifiers thereof are also different, and the image identifiers may be identifiers of different colors, such as red and green, or identifiers of different shapes, such as circles and squares, which is not specifically limited herein.
Alternatively, the graph data may be a relational graph formed by connecting image identifiers representing respective resources.
And step S304, responding to the operation instruction of the image identifier, and displaying the resource state of the sub-scene resource on the graphical user interface.
In the technical solution provided by step S304 of the present invention, according to an operation instruction of a user, an image identifier is operated on a graphical user interface, and a resource state of a sub-scene resource is displayed, where the resource state may be used to represent basic information such as Package, GUID, and name to which the sub-scene resource belongs, to represent a number of dependencies and relationships between the sub-scene resources, to represent a reference relationship and a dependency relationship of the sub-scene resource that are wrong, and to represent a utilization rate of the sub-scene resource in the sub-scene resource, which is only illustrated here and not specifically limited.
Optionally, the operation instruction may be a selection or a click, and is not specifically limited herein.
For example, the sub-scene to be checked and the resource referenced by the sub-scene may be selected on the graphical user interface, and then the dependency relationship of all sub-scene resources is seen in the force-directed graph of the graphical user interface.
Displaying the image identifier of the sub-scene resource in the scene resource on the graphical user interface through the steps S302 to S304; and responding to the operation instruction of the image identifier, and displaying the resource state of the sub-scene resources on the graphical user interface, so that the purpose of detecting the resource state of the full-scene resources is achieved, the technical effect of improving the efficiency of the scene resource inspection in the game is realized, and the technical problem of low efficiency of the scene resource inspection in the game is solved.
The above method of this embodiment is further described below.
As an optional embodiment, in step S304, when the resource status of the sub-scenario resource is displayed on the graphical user interface, the method includes: hiding resource states of other sub-scene resources except the sub-scene resource from the plurality of sub-scene resources on the graphical user interface.
In this embodiment, the visualization tool may further display only the selected sub-scene resource state on the graphical user interface, and hide the resource states of other sub-scene resources.
The technical solutions of the embodiments of the present invention are further described below with reference to preferred embodiments.
The game resources are inspected, different resources need to be inspected through script scanning, required script logics are different, and program cooperation is needed, so that the workload of a development group is large, and an art group and a test group are difficult to quickly intervene, and comprehensive scene information cannot be obtained. In addition, the current resource dependence analysis tool can only see dozens of resources at most, the limitation of the checked content is large, the analysis of resources in a full scene and a full project cannot be realized, and most of the tools are integrated in an editor and are difficult to migrate and expand.
However, the embodiment of the present invention provides a game resource inspection method that introduces a visualization technology into game resource inspection, and develops a game resource inspection tool independent of an engine based on the method, thereby achieving the purpose of rapidly and intuitively inspecting, counting, and analyzing the state of the full scene game resource through the visualization tool, achieving the technical effect of improving the efficiency of scene resource inspection in the game, and further solving the technical problem of low efficiency of scene resource inspection in the game.
The method for checking game resources provided by the above embodiments of the present invention is further described by way of example. The method may comprise the steps of:
first, data collection.
Data collection mainly needs to be performed by scanning from a game engine through a data scanning tool, then all data are output to be text entries, error dependencies are removed, abnormal file data are collated, data content to be recorded can include a resource list and resource dependencies, wherein the resource list can include Globally Unique Identifiers (GUIDs) of all resources, types, belonged warehouses, paths, resource types and the like, and the resource dependencies can include dependencies among all resources.
For example, the resource list may be a map size, a level of model multiple level of Detail (Lod) level, and a Message-Digest Algorithm (MD 5).
Alternatively, the exception file may be a file corruption caused by a version control system (svn) misoperation of the open source code, which is not specifically limited herein.
And secondly, analyzing data.
The data analysis mainly comprises dependence analysis, content supplement and data structure optimization. The data obtained in the data collection phase is the dependency relationship between the nodes, and since the visualization phase usually does not perform data modification operation, data optimization is also needed for better visualization.
The data optimization may include: relationship optimization and complementation of grandfather nodes, for example: if the file only stores the dependency of the level of detail Model (Lod Model) on the Model (Model), the dependency of the Lod Model on the Texture (Texture) and the bidirectional dependency of each resource need to be supplemented; dependency data: one model belongs to a plurality of scenes, belongs to one scene, belongs to a plurality of areas and the like, and bidirectional dependency relations need to be supplemented.
And thirdly, visualizing the data.
After obtaining the desired data, visualization tools can be developed based on the data, including: developing basic visual codes, namely completing the construction of a visual framework by using a Data-drive Documents (D3 for short), a programming language (such as JavaScript) and a JavaScript operation environment (node. js) based on a browser engine; and (3) adjusting the stress of the force guide diagram, such as: the tension of the dependency relationship of the mapping and the model is 1, the aggregate force is 10 and the like, so that the distribution of the nodes can be clearly seen in the force simulation process; data mapping of trees and graphs, which is mainly to map data into a legend through coding and map different data into unused attributes of visualizations; interactive function development and supplementation, such as: click response of the nodes, data display, operation interface development and the like. Other basic statistical functions, such as: the number of resources, the number of dependencies, the proportion, etc. of the basis are counted using a pie chart.
The game resources are usually complex many-to-many dependency relationships, the resources are various in types, large in quantity and high in iteration speed, the embodiment of the invention adopts a programming language (such as Python) to extract the dependency relationships and clean data, and performs data analysis through a force guide graph, a tree and a general statistical tool of D3 by the steps to build a tool capable of performing visual analysis on the game resources so as to achieve the purpose of improving the resource checking efficiency.
Fig. 4 is a schematic diagram of a visualization tool interface according to an embodiment of the present invention, and as shown in fig. 4, the visualization tool interface 400 may include: a dependency graph 401 for the entire scene resource, a control 402, and a dependency graph 403 for the individual resources.
The dependency graph 401 of the whole scene resource is used for displaying the dependency graph of the resource types selected by the control 402, black solid circles in the graph represent materials, and hollow circles represent models, wherein a pie chart at the upper left corner of the dependency graph 401 of the whole scene resource is a statistical pie chart of the quantity of each resource type in the current scene, and the quantity of the materials in each resource type in the current scene is displayed in the pie chart.
Alternatively, the statistical pie charts may be differentiated by different fill colors, such as pink for Model, yellow for LOD Model, dark blue for shade Graph, yellow for paste (Texture), green for Model Mesh (Mesh), red for Material ball (Material), and flesh for shade Graph Material.
And a control 402 for controlling the type of resource to be exposed and the scene to be opened.
A dependency graph 403 of a single resource is used to show all resources that have a dependency relationship with a resource.
Optionally, each resource in the game project has a unique identifier, e.g., 4f1743cd-ea32-44bc-acbe-7a4cf6483e46, on the dependency graph interface of a single resource.
The visualization tool of the above embodiment of the present invention comprehensively analyzes the resource status of the entire scene through the visualization graph and the tree, and has the following beneficial effects: the force guide graph and the tree graph are used for visualizing resource dependence and resource states, the resources of the whole scene are analyzed, and resource proportions, resource dependence conditions and error resources in tens of thousands of levels can be clearly presented; the method has the advantages that Python is used for data cleaning, D3 visualization is used, the method is mainly developed aiming at various game resources, and is suitable for various commercial or self-developed engines (such as UE4 and Unity), and D3 is a special visualization tool and completely separated from the game engine, so that the whole project can be rapidly popularized, and the transplantation cost is avoided; the game resources are checked on the view, both art and programs can be used, the learning cost is avoided, the difficulty of resource checking is reduced, and the control capability of the resources is improved.
The main functions of the visualization tool of embodiments of the present invention are further described below.
In order to fully examine the resources in the whole scene, the visualization tool is provided with a plurality of functions, and the main functions of the visualization tool can comprise:
and the function I is to display the dependency tree structure of the whole project on a certain resource by searching and clicking any node in the graph.
Fig. 5(a) is a schematic diagram of a function-interface of a visualization tool according to an embodiment of the present invention, as shown in fig. 5(a), lines indicate that dependency relationship is from left to right, and black nodes represent shaders.
It should be noted that, in practical applications, the visualization tool of the embodiment of the present invention has different representations for different color connecting lines and different types of resources, for example, pink may represent a Model, yellow may represent a LOD Model, where the LOD Model is composed of multiple models, dark blue may represent Shader Graph, yellow small circle may represent Texture, green small circle may represent Mesh, red may represent Material, flesh color may represent Shader Graph Material, and green large circle red edge may represent MD5, and is used to mark the identification whether the file contents are consistent.
And a second function of displaying the whole tree-shaped reference structure of the whole project to a certain resource by searching and clicking any node in the graph.
FIG. 5(b) is a diagram of a functional two-interface of a visualization tool according to an embodiment of the present invention, as shown in FIG. 5(b), the line indicates that the reference relationship is from left to right, the leftmost small hollow circle indicates a Material, the rightmost small solid circle indicates a LOD Model resource, and the remaining three small solid circles indicate a Model.
It should be noted that in practical applications of the visualization tool according to the embodiment of the present invention, the LOD Model resource may be represented by yellow nodes, the Model may be represented by purple nodes, and the Material may be represented by red nodes.
And thirdly, displaying the descendant dependency relationship of the whole project by specifying two resource types.
For example, selecting the Lod Model and the Texture, the dependency relationship between the Lod Model and the Texture can be directly displayed through a visualization tool, and other resources which are not important in the middle can be hidden.
And fourthly, displaying all resource dependence information of the whole scene.
The resource nodes can automatically optimize the positions, and in practical application, each color and size of the nodes have different meanings, so that the relation among the resources can be easily seen. Fig. 5(c) is a schematic diagram of a functional four-interface of a visualization tool according to an embodiment of the present invention, as shown in fig. 5(c), different types of circles in the diagram respectively represent Shader graphics Material, Shader, Material, grid, model and Lod model, in fig. 5(c), a Shader Graph Material is selected in the center, which is connected to almost all resources of the entire scene, it can be understood that the multiplexing of the resource is high, and furthermore, the number and type distribution of the resources associated with the node in the diagram can be easily seen through the node in the diagram, for example, the Shader at the lower left corner is associated with two materials.
And fifthly, displaying a resource proportion statistical view of the whole scene.
Fig. 5(d) is a schematic diagram of a functional five-interface of a visualization tool according to an embodiment of the present invention, and as shown in fig. 5(d), a quantity statistical graph of resource types in a current scene may be displayed by the visualization tool according to an embodiment of the present invention, each part in the graph may represent the quantity of different resource types in the current scene, for example, the pie chart of fig. 5 shows the quantity ratios of materials, grids, and models in resources of the current scene, respectively, and the quantity statistical pie chart is distinguished by different filling colors in actual application.
And a sixth function of exporting and displaying the table statistics of the data, and displaying the data of the current inspection condition for subsequent reference.
Function seven, the multiplexed MD5 relies on duplicate checking.
Fig. 5(e) is a schematic diagram of a functional seven interface of a visualization tool according to an embodiment of the present invention, where as shown in fig. 5(e), a black node represents an MD5 node, a small circle connected with a black large circle represents a chartlet, and the interface shown in fig. 5(e) is the screened chartlet resource with the common MD 5.
The following illustrates the visualization result of the visualization tool applied to all resources of the medium scene.
In the visualization tool according to the embodiment of the present invention, by selecting a scene to be checked and a resource referenced by the scene, a dependency relationship of all resources can be seen in a force guide graph at a lower right corner, fig. 6(a) is a schematic diagram of an application interface of the visualization tool according to the embodiment of the present invention, as shown in fig. 6(a), a grid portion of an upper left-corner pie graph and a resource node connected by a straight line and a dependency relationship of resources seen in the force guide graph at the lower right corner correspond to each other, a solid circle in the graph represents a material ball, a framed portion in the upper left-corner pie graph represents a proportion of the material ball in the entire resource node, and the force guide graph at the lower right corner represents a dependency relationship of the material ball. Fig. 6(b) is a schematic diagram of an operation interface of a visualization tool according to an embodiment of the present invention, and as shown in fig. 6(b), a display Link (Show Link) is selected in an operation box, and only the proportion and the quantity of resources may be displayed on the visualization interface, where a large circle represents a material and a small circle represents a grid.
The visualization tool of the embodiment of the present invention may count the number of contents such as a current scene, a whole game project, or a special dependency relationship, and display the number through a pie chart or a bar chart, and fig. 6(c) is a schematic diagram of a basic data statistics interface of the visualization tool according to the embodiment of the present invention, and as shown in fig. 6(c), the number ratios of materials, grids, and models in the current scene resources are respectively displayed through the pie chart.
The visualization tool of the embodiment of the present invention may check the basic dependency relationship of the resources of the current scenario, fig. 6(d) is a schematic diagram of a node interface clicked according to the basic dependency check of the visualization tool of the embodiment of the present invention, and as shown in fig. 6(d), when any node is clicked, the game resource Package (Package), the identifier (GUID), the name, and other basic information to which the node belongs may be displayed. Meanwhile, the dependency of the current resource on all other game resources is also displayed in the lower right-hand corner dependent view, fig. 6(e) is a schematic diagram of a basic dependency check node interface of a visualization tool according to an embodiment of the present invention, and as shown in fig. 6(e), the dependency of the current resource (node 1) on all other game resources is displayed in the lower right-hand corner dependent view.
Fig. 6(f) is a schematic diagram of a dependency view interface of a LOD Model of the visualization tool for the full engineering resource, as shown in fig. 6(f), the left side is a dependency tree diagram, the leftmost side in the dependency tree diagram is a selected node, and the right side thereof is other resources that generate direct dependency on the left side resources, that is, the leftmost node 1(Model) depends on node 2(Mesh) and node 3(Material), that is, a complete Model needs to be composed of grids and Material spheres; the right side is a reference tree, the leftmost side of the reference tree is the selected node, and its right side is the other resource that made a direct reference to the left resource, i.e., node 4(Model) is referenced by node 5(Lod Model). It should be noted that the node information shown in the figure is not all information, and is only illustrated as an example and not limited in detail here.
The visualization tool of the embodiment of the invention can check the connection relation of resources, and all connecting lines of the view have special meanings in practical application, for example, green representation of a tree view represents a reference view and red representation represents a dependent view, a black line in a force-directed graph represents single-layer dependence and blue representation of multi-layer dependence, for example, A depends on B and B depends on C, the A depends on B in a single layer, the B depends on C in a single layer, and the A depends on C in a multi-layer manner.
The visualization tool of the embodiment of the invention can position abnormal resources, for example, some scenes should not use the Lod Mesh resources, if the inspection is needed, only the Lod Mesh needs to be selected, and then Model contents which can possibly generate dependence on the Lod Mesh are selected, the result can be obtained: some models have dependence on the Lod Mesh, and click on a Model with abnormal dependence can check the complete dependence relationship.
The visualization tool of the embodiment of the present invention may check the resource multiplexing degree, and fig. 6(g) is a schematic diagram of a resource multiplexing degree check interface of the visualization tool according to the embodiment of the present invention, as shown in fig. 6(g), which is a visualization result of a large-scale scene, a hollow represents a Material, a solid circle represents a Model, and a multiplexing condition of a Shader Graph Material is to be checked, in order to constrain a Shader variation, a scene is multiplexed with a large number of the same Shader Graph Material, a Shader variation corresponds to a Shader variation at present, and a large number of centralized dependencies can be seen by selecting the Shader Graph Material, the Material and the Model, and special materials are around the scene, so that a rapid screening and checking can be performed.
The visualization tool of the embodiment of the invention can repeatedly check MD5 resources, and because many repeated resources can be found in ordinary tests, screening can be carried out by checking the dependency of MD5, for example, due to the artistic resource naming relationship, many repeated situations may occur in a map. Fig. 6(h) is a schematic diagram of an MD5 resource duplication check interface of a visualization tool according to an embodiment of the present invention, where, as shown in fig. 6(h), a black solid great circle is an MD5 node, and a small hollow circle connected with the black solid great circle represents a map, in which a plurality of small hollow circles and the same black solid great circle are connected to indicate that data of their MD5 are identical, that is, the contents are identical, and these duplicate maps can be handed to the art for modification. In addition to the map repeat, each resource dependency is computed as a MD 5. By combining the GUID orders of dependent resources, a virtual node of MD5 is generated, checking for duplication of resource dependencies.
The visualization tool of the embodiment of the invention can judge the static batching state, wherein the static batching refers to merging the models using the same Mesh and Material into one model. Fig. 6(i) is a schematic diagram of a static batching state judgment interface of a visualization tool according to an embodiment of the present invention, and as shown in fig. 6(i), static batching judgment is performed by starting a model and a Material mode, since the scene uses vertex colors, multiplexing of different mesh balls of the same Material is realized, so that result check of static mesh merging can be realized, possibility and aggregation condition of batching can be seen in the mode, and a relatively independent model is removed.
The visualization tool of the embodiment of the invention can check the Material ball multiplexing, usually Texture and Shader are stored in the Material ball, and the Material and Texture views are opened to check which materials are repeated, fig. 6(j) is a schematic diagram of a Material ball multiplexing interface of the visualization tool according to the embodiment of the invention, as shown in fig. 6(j), a large circle represents a model, a small circle represents materials, and a part enclosed by the circle is a Material multiplexing part, and in addition, auxiliary checking can be performed through other interactive tools.
The visualization tool of the embodiment of the invention can analyze the resources of the whole project, can display the dependence of any two resources of the whole game project by selecting the node type, and can display the dependence in a way of spanning multiple levels, fig. 6(k) is a schematic diagram of the analysis interface of the resources of the whole project of the visualization tool according to the embodiment of the invention, as shown in fig. 6(k), the node type a is a Lod model, the node type B is a grid, the graph mode is a resource mode, a resource graph generating the dependence is displayed on the right side, the hollow circle in the graph represents the Lod model resource, and the solid circle represents the grid resource.
In addition, the visualization tool in the embodiment of the present invention has functions such as level dependent analysis and lightmap distribution analysis in addition to the above functions, and may further produce a more complicated analysis tool, for example: analyzing time domain data of scene resource change according to the submitted record; the scene playing thermodynamic diagram is analyzed according to the randomly sampled player positions, and is similar to a web-click thermodynamic tool, which is only used for illustration and is not limited specifically.
The beneficial effects brought by the embodiment of the invention can comprise: the method helps to rapidly check the resource state of the whole scene for each function, is free from the dependence on an engine, and rapidly performs migration and reuse among projects; the visualization tool fills the gap of game resource analysis, can assist each function to quickly know the resource quantity and the resource utilization rate of the scene and search wrong resources, and is quick, flexible and visual.
In the embodiment of the invention, the data collection is carried out by a data scanning tool provided by a program to obtain the dependency relationship between the nodes, then the dependency analysis, the content supplement and the data structure optimization are carried out on the data by the data analysis, and finally a data visualization tool is manufactured based on the optimized data, so that the aim of visually inspecting the whole scene resource is fulfilled, the technical effect of improving the efficiency of inspecting the scene resource in the game is realized, and the technical problem of low efficiency of inspecting the scene resource in the game is solved.
Through the description of the foregoing embodiments, it is clear to those skilled in the art that the method according to the foregoing embodiments may be implemented by software plus a necessary general hardware platform, and certainly may also be implemented by hardware, but the former is a better implementation mode in many cases. Based on such understanding, the technical solutions of the present invention may be embodied in the form of a software product, which is stored in a storage medium (e.g., ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal device (e.g., a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present invention.
In this embodiment, a processing device for executing scene resources in a game according to the embodiment shown in fig. 2 is further provided, and the device is used to implement the foregoing embodiment and preferred embodiments, which have already been described and are not described again. As used below, the terms "unit", "module" may implement a combination of software and/or hardware of predetermined functions. Although the means described in the embodiments below are preferably implemented in software, an implementation in hardware, or a combination of software and hardware is also possible and contemplated.
Fig. 7 is a schematic diagram of a processing apparatus for in-game scene resources according to an embodiment of the invention, and as shown in fig. 7, the processing apparatus 700 for in-game scene resources may include: an acquisition unit 701, a conversion unit 702, a first display unit 703, and a second display unit 704.
An obtaining unit 701 is configured to obtain scene data of a game scene from a game engine, where the scene data is used to represent scene resources of the game scene.
A converting unit 702, configured to convert the scene data into graph data of the scene resource, where the graph data is used to determine a relationship graph of the scene resource, the relationship graph is used to represent an association relationship between multiple sub-scene resources in the scene resource, and a node of the relationship graph is used to represent the sub-scene resource.
A first display unit 703, configured to display, based on the graph data, an image identifier of the sub-scene resource on the corresponding node.
A second display unit 704, configured to identify a resource status of the sub-scene resource based on the image.
Alternatively, the conversion unit 702 may include: the determining module is used for determining the incidence relation in the scene data; and the conversion module is used for converting the scene data into the graph data based on the incidence relation.
Optionally, the conversion module may include: the adding sub-module is used for responding to the association relationship which does not comprise the sub-association relationship needed between the first sub-scene resource and the second sub-scene resource, and adding the sub-association relationship into the association relationship to obtain a target association relationship, wherein the plurality of sub-scene resources comprise the first sub-scene resource and the second sub-scene resource, and the sub-association relationship is associated with the resource state; and the conversion sub-module is used for converting the scene data into the graph data based on the target incidence relation.
Optionally, the apparatus may further include: and the first conversion unit is used for responding to the situation that the original data format of the graph data is not the target data format associated with the resource state, and converting the original data format into the target data format.
Alternatively, the obtaining unit 701 may include: and the scanning module is used for scanning the game files in the game engine to obtain scene data of the game scene, wherein the game files are used for generating the game scene.
Optionally, the scanning module may include: the scanning submodule is used for scanning the game files in the game engine to obtain a scanning result; and the removing submodule is used for removing the abnormal scene data from the scanning result to obtain the scene data.
Optionally, the resource status is used to represent at least one of: attribute information of the sub-scene resources; the proportion of sub-scene resources in the scene resources; the incidence relation between the sub-scene resources and other sub-scene resources except the sub-scene resources in the scene resources; an abnormal state of a sub-scene resource; the reusability of the sub-scene resources in the game scene.
Optionally, the relationship graph is a tree structure graph or a force directed graph.
In the apparatus for processing a scene resource in a game in this embodiment, the obtaining unit obtains scene data of a game scene from the game engine, the converting unit converts the scene data into graph data of the scene resource, the first display unit displays the image identifier of the sub-scene resource on the corresponding node based on the graph data, and the second display unit displays the resource state of the sub-scene resource based on the image identifier, so as to achieve the purpose of visually checking the whole scene resource, thereby achieving the technical effect of improving the efficiency of checking the scene resource in the game, and further solving the technical problem of low efficiency of checking the scene resource in the game.
In this embodiment, a processing apparatus for executing the in-game scene resource shown in fig. 3 is further provided, and fig. 8 is a schematic diagram of another processing apparatus for in-game scene resource according to an embodiment of the present invention, a graphical user interface is provided through a terminal device, content displayed by the graphical user interface includes a touch area, and the processing apparatus 800 for in-game scene resource includes: a third display unit 801 and a fourth display unit 802.
A third display unit 801, configured to display, on a graphical user interface, an image identifier of a sub-scene resource in a scene resource, where the image identifier is a graph data display based on the scene resource, the graph data is obtained by converting a game scene based on the scene resource, and is used to determine a relationship graph of the scene resource, the relationship graph is used to represent an association relationship between multiple sub-scene resources, a node of the relationship graph is used to represent the sub-scene resource, and the scene data is obtained from a game engine and is used to determine the scene resource.
A fourth display unit 802, configured to display, on the graphical user interface, a resource status of the scene resource in response to the operation instruction for the image identifier.
In the apparatus for processing scene resources in a game in this embodiment, the third display unit displays the image identifier of the sub-scene resource in the scene resource on the graphical user interface, and the fourth display unit displays the resource state of the scene resource on the graphical user interface in response to the operation instruction for the image identifier, so as to achieve the purpose of performing visual inspection on the whole scene resource, thereby achieving the technical effect of improving the efficiency of inspecting the scene resource in the game, and further solving the technical problem of low efficiency of inspecting the scene resource in the game.
It should be noted that, the above units and modules may be implemented by software or hardware, and for the latter, the following may be implemented, but not limited to: the units and the modules are all positioned in the same processor; alternatively, the units and modules may be located in different processors in any combination.
Embodiments of the present invention also provide a readable storage medium having a computer program stored thereon, wherein the computer program is arranged to perform the steps of any of the above method embodiments when executed.
Optionally, in this embodiment, the readable storage medium may include, but is not limited to: various media capable of storing computer programs, such as a usb disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic disk, or an optical disk.
Optionally, in this embodiment, the readable storage medium may be located in any one of a group of computer terminals in a computer network, or in any one of a group of mobile terminals.
Alternatively, in the present embodiment, the above-mentioned readable storage medium may be configured to store a computer program for executing the steps of:
s1, obtaining scene data of the game scene from the game engine, wherein the scene data is used for representing scene resources of the game scene;
s2, converting the scene data into graph data of the scene resources, wherein the graph data is used for determining a relation graph of the scene resources, the relation graph is used for representing the incidence relation among a plurality of sub-scene resources in the scene resources, and the nodes of the relation graph are used for representing the sub-scene resources;
s3, displaying image identifications of the sub scene resources on the corresponding nodes based on the graph data;
s4, the resource state of the sub-scene resource is displayed based on the image identification.
Alternatively, the above-mentioned readable storage medium may be arranged to store a computer program for performing the steps of: determining an association relationship in the scene data; and converting the scene data into graph data based on the incidence relation.
Alternatively, the above-mentioned readable storage medium may be arranged to store a computer program for performing the steps of: in response to that the association relation does not comprise a required sub-association relation between the first sub-scenario resource and the second sub-scenario resource, adding the sub-association relation into the association relation to obtain a target association relation, wherein the plurality of sub-scenario resources comprise the first sub-scenario resource and the second sub-scenario resource, and the sub-association relation is associated with the resource state; and converting the scene data into graph data based on the target incidence relation.
Alternatively, the above-mentioned readable storage medium may be arranged to store a computer program for performing the steps of: in response to the raw data format of the graph data not being the target data format associated with the resource state, the raw data format is converted to the target data format.
Alternatively, the above-mentioned readable storage medium may be arranged to store a computer program for performing the steps of: and scanning the game files in the game engine to obtain scene data of the game scene, wherein the game files are used for generating the game scene.
Alternatively, the above-mentioned readable storage medium may be arranged to store a computer program for performing the steps of: scanning a game file in a game engine to obtain a scanning result; and removing abnormal scene data from the scanning result to obtain scene data.
Optionally, the resource status is used to represent at least one of: attribute information of the sub-scene resources; the proportion of the sub-scene resources in the scene resources; the incidence relation between the sub-scene resources and other sub-scene resources except the sub-scene resources in the scene resources; an abnormal state of a sub-scene resource; the reusability of the sub-scene resources in the game scene.
Optionally, the relational graph is a tree structure graph or a force directed graph.
The above readable storage medium is further configured to store program code for performing the steps of:
s1, displaying an image identifier of the sub-scene resource in the scene resource on the graphical user interface, wherein the image identifier is displayed based on the scene resource, the image data is obtained by converting the scene data of the game scene corresponding to the scene resource and is used for determining a relation graph of the scene resource, the relation graph is used for representing the incidence relation among a plurality of sub-scene resources, the node of the relation graph is used for representing the sub-scene resource, and the scene data is obtained from the game engine and is used for determining the scene resource;
and S2, responding to the operation instruction identified by the image, and displaying the resource state of the sub-scene resource on the graphical user interface.
Alternatively, the above-mentioned readable storage medium may be arranged to store a computer program for performing the steps of: hiding resource states of sub-scene resources other than the sub-scene resource from the plurality of sub-scene resources on the graphical user interface.
In the readable storage medium of this embodiment, a technical solution for processing a scene resource in a game is provided, where scene data of a game scene is obtained from a game engine, the scene data is converted into graph data of the scene resource, an image identifier of a sub-scene resource on a corresponding node is displayed based on the graph data, and a resource state of the sub-scene resource is displayed based on the image identifier, so as to achieve a purpose of performing visual inspection on a full scene resource, thereby achieving a technical effect of improving efficiency of inspecting the scene resource in the game, and further solving a technical problem of low efficiency of inspecting the scene resource in the game.
Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein may be implemented by software, or by software in combination with necessary hardware. Therefore, the technical solution according to the embodiment of the present invention can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (which can be a CD-ROM, a usb disk, a removable hard disk, etc.) or on a network, and includes several instructions to make a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) execute the method according to the embodiment of the present invention.
In an exemplary embodiment of the present application, a computer-readable storage medium has stored thereon a program product capable of implementing the above-described method of the present embodiment. In some possible implementations, various aspects of the embodiments of the present invention may also be implemented in the form of a program product including program code for causing a terminal device to perform the steps according to various exemplary implementations of the present invention described in the above section "exemplary method" of this embodiment, when the program product is run on the terminal device.
According to the program product for realizing the method, the portable compact disc read only memory (CD-ROM) can be adopted, the program code is included, and the program product can be operated on terminal equipment, such as a personal computer. However, the program product of the embodiments of the invention is not limited thereto, and in the embodiments of the invention, the computer readable storage medium may be any tangible medium that can contain or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The program product described above may employ any combination of one or more computer-readable media. The computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples (a non-exhaustive list) of the computer readable storage medium would include the following: an electrical connection having one or more wires, a portable disk, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
It should be noted that the program code embodied on the computer readable storage medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Embodiments of the present invention also provide an electronic device comprising a memory having a computer program stored therein and a processor arranged to run the computer program to perform the steps of any of the above method embodiments.
Optionally, the electronic apparatus may further include a transmission device and an input/output device, wherein the transmission device is connected to the processor, and the input/output device is connected to the processor.
Optionally, in this embodiment, the processor may be configured to execute the following steps by a computer program:
s1, obtaining scene data of the game scene from the game engine, wherein the scene data is used for representing scene resources of the game scene;
s2, converting the scene data into graph data of the scene resources, wherein the graph data is used for determining a relation graph of the scene resources, the relation graph is used for representing the incidence relation among a plurality of sub-scene resources in the scene resources, and the nodes of the relation graph are used for representing the sub-scene resources;
s3, displaying image identifications of the sub scene resources on the corresponding nodes based on the graph data;
s4, the resource state of the sub-scene resource is displayed based on the image identification.
Alternatively, the processor may be configured to execute the following steps by a computer program: determining an association relationship in the scene data; and converting the scene data into graph data based on the incidence relation.
Alternatively, the processor may be configured to execute the following steps by a computer program: in response to that the association relation does not include a sub-association relation needed between the first sub-scenario resource and the second sub-scenario resource, adding the sub-association relation to the association relation to obtain a target association relation, wherein the plurality of sub-scenario resources include the first sub-scenario resource and the second sub-scenario resource, and the sub-association relation is associated with a resource state; and converting the scene data into graph data based on the target incidence relation.
Alternatively, the processor may be configured to execute the following steps by a computer program: in response to the raw data format of the graph data not being the target data format associated with the resource state, the raw data format is converted to the target data format.
Alternatively, the processor may be configured to execute the following steps by a computer program: and scanning the game files in the game engine to obtain scene data of the game scene, wherein the game files are used for generating the game scene.
Alternatively, the processor may be configured to execute the following steps by a computer program: scanning a game file in a game engine to obtain a scanning result; and removing abnormal scene data from the scanning result to obtain scene data.
Optionally, the resource status is used to represent at least one of: attribute information of the sub-scene resources; the proportion of the sub-scene resources in the scene resources; the incidence relation between the sub-scene resources and other sub-scene resources except the sub-scene resources in the scene resources; an abnormal state of a sub-scene resource; the reusability of the sub-scene resources in the game scene.
Optionally, the relational graph is a tree structure graph or a force directed graph.
The processor may be further configured to perform the following steps by the computer program:
s1, displaying image identification of sub-scene resources in the scene resources on a graphical user interface, wherein the image identification is image data display based on the scene resources, the image data is obtained by converting scene data of a game scene corresponding to the scene resources and is used for determining a relation graph of the scene resources, the relation graph is used for representing incidence relations among a plurality of sub-scene resources, nodes of the relation graph are used for representing the sub-scene resources, and the scene data is obtained from a game engine and is used for determining the scene resources;
and S2, responding to the operation instruction identified by the image, and displaying the resource state of the sub-scene resource on the graphical user interface.
Alternatively, the processor may be configured to execute the following steps by a computer program: hiding resource states of other sub-scene resources except the sub-scene resource from the plurality of sub-scene resources on the graphical user interface.
In the electronic device of this embodiment, a technical solution for processing the scene resource in the game is provided, where the scene data of the game scene is obtained from the game engine, the scene data is converted into graph data of the scene resource, an image identifier of the sub-scene resource on a corresponding node is displayed based on the graph data, and a resource state of the sub-scene resource is displayed based on the image identifier, so as to achieve a purpose of performing visual inspection on the full scene resource, thereby achieving a technical effect of improving efficiency of inspecting the scene resource in the game, and further solving a technical problem of low efficiency of inspecting the scene resource in the game.
Fig. 9 is a schematic diagram of an electronic device according to an embodiment of the invention. As shown in fig. 9, the electronic device 900 is only an example and should not bring any limitation to the functions and the scope of the application of the embodiments of the present invention.
As shown in fig. 9, the electronic apparatus 900 is embodied in the form of a general purpose computing device. The components of electronic device 900 may include, but are not limited to: the at least one processor 910, the at least one memory 920, the bus 930 connecting the various system components (including the memory 920 and the processor 910), and the display 940.
Wherein the above-mentioned memory 920 stores program code, which can be executed by the processor 910, to cause the processor 910 to perform the steps according to various exemplary embodiments of the present invention described in the above-mentioned method section of the embodiments of the present application.
The memory 920 may include readable media in the form of volatile memory units, such as a random access memory unit (RAM)9201 and/or a cache memory unit 9202, may further include a read only memory unit (ROM)9203, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory.
In some examples, memory 920 can also include program/utility 9204 having a set (at least one) of program modules 9205, such program modules 9205 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which, or some combination thereof, may comprise an implementation of a network environment. The memory 920 may further include memory remotely located from the processor 910 and such remote memory may be coupled to the electronic device 900 via a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The display 940 may be, for example, a touch screen type Liquid Crystal Display (LCD) that may enable a user to interact with a user interface of the electronic device 900.
Optionally, the electronic apparatus 900 may also communicate with one or more external devices 900 (e.g., keyboard, pointing device, Bluetooth device, etc.), with one or more devices that enable a user to interact with the electronic apparatus 900, and/or with any devices (e.g., router, modem, etc.) that enable the electronic apparatus 900 to communicate with one or more other computing devices. Such communication may occur via input/output (I/O) interface 950. Also, the electronic device 900 may communicate with one or more networks (e.g., a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network, such as the internet) via the network adapter 960. As shown in fig. 9, the network adapter 960 communicates with the other modules of the electronic device 900 via the bus 930. It should be appreciated that although not shown in FIG. 9, other hardware and/or software modules may be used in conjunction with the electronic device 900, which may include but are not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, among others.
The electronic device 900 may further include: a keyboard, a cursor control device (e.g., a mouse), an input/output interface (I/O interface), a network interface, a power source, and/or a camera.
It will be understood by those skilled in the art that the structure shown in fig. 9 is only an illustration and is not intended to limit the structure of the electronic device. For example, electronic device 900 may also include more or fewer components than shown in FIG. 9, or have a different configuration than shown in FIG. 1. The memory 920 may be used to store a computer program and corresponding data, such as a computer program and corresponding data corresponding to the method for processing scene resources in a game according to the embodiment of the present invention. The processor 910 executes various functional applications and data processing by running a computer program stored in the memory 920, that is, implements the above-described processing method of scene resources in a game.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
In the above embodiments of the present invention, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the embodiments provided in the present application, it should be understood that the disclosed technology can be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units may be a logical division, and in actual implementation, there may be another division, for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic or optical disk, and other various media capable of storing program codes.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.
Claims (14)
1. A method for processing scene resources in a game is characterized by comprising the following steps:
acquiring scene data of a game scene from a game engine, wherein the scene data is used for representing scene resources of the game scene;
converting the scene data into graph data of the scene resources, wherein the graph data is used for determining a relation graph of the scene resources, the relation graph is used for representing the incidence relation among a plurality of sub-scene resources in the scene resources, and nodes of the relation graph are used for representing the sub-scene resources;
displaying image identifications of the sub-scene resources on the corresponding nodes based on the graph data;
and displaying the resource state of the sub-scene resource based on the image identification.
2. The method of claim 1, wherein converting the scene data into graph data of the scene resources comprises:
determining the incidence relation in the scene data;
and converting the scene data into the graph data based on the incidence relation.
3. The method of claim 2, wherein converting the scene data into the graph data based on the association comprises:
in response to that the association relationship does not include a sub-association relationship required between a first sub-scenario resource and a second sub-scenario resource, adding the sub-association relationship to the association relationship to obtain a target association relationship, wherein the plurality of sub-scenario resources include the first sub-scenario resource and the second sub-scenario resource, and the sub-association relationship is associated with the resource state;
and converting the scene data into the graph data based on the target incidence relation.
4. The method of claim 1, further comprising:
in response to a raw data format of the graph data not being a target data format associated with the resource state, converting the raw data format to the target data format.
5. The method of claim 1, wherein obtaining scene data for a game scene from a game engine comprises:
scanning a game file in the game engine to obtain the scene data of the game scene, wherein the game file is used for generating the game scene.
6. The method of claim 5, wherein scanning a game file in the game engine to obtain the scene data of the game scene comprises:
scanning the game file in the game engine to obtain a scanning result;
and removing abnormal scene data from the scanning result to obtain the scene data.
7. The method according to any of claims 1 to 6, wherein the resource status is used to represent at least one of:
attribute information of the sub-scene resources;
the proportion of the sub-scene resources in the scene resources;
the incidence relation between the sub-scene resources and other sub-scene resources except the sub-scene resources in the scene resources;
an abnormal state of the sub-scene resource;
the reusability of the sub-scene resources in the game scene.
8. The method according to any one of claims 1 to 6, wherein the relational graph is a tree structure graph or a force directed graph.
9. A method for processing scene resources in a game, wherein a graphical user interface is provided through a terminal device, the method comprising:
displaying an image identifier of a sub-scene resource in a scene resource on the graphical user interface, wherein the image identifier is displayed based on the scene resource, the graph data is obtained by converting the scene data of a game scene corresponding to the scene resource and is used for determining a relationship graph of the scene resource, the relationship graph is used for representing the incidence relation among a plurality of sub-scene resources, the node of the relationship graph is used for representing the sub-scene resource, and the scene data is obtained from a game engine and is used for determining the scene resource;
and responding to the operation instruction identified to the image, and displaying the resource state of the sub-scene resource on the graphical user interface.
10. The method of claim 9, wherein when displaying the resource status of the sub-scene resource on the graphical user interface, the method comprises:
hiding resource states of other sub-scene resources of the plurality of sub-scene resources except the sub-scene resource on the graphical user interface.
11. An apparatus for processing scene resources in a game, comprising:
the game system comprises an acquisition unit, a processing unit and a processing unit, wherein the acquisition unit is used for acquiring scene data of a game scene from a game engine, and the scene data is used for representing scene resources of the game scene;
a converting unit, configured to convert the scene data into graph data of the scene resource, where the graph data is used to determine a relationship graph of the scene resource, the relationship graph is used to represent an association relationship between multiple sub-scene resources in the scene resource, and a node of the relationship graph is used to represent the sub-scene resource;
a first display unit, configured to display, based on the graph data, an image identifier of the sub-scene resource on the corresponding node;
and the second display unit is used for displaying the resource state of the sub-scene resource based on the image identification.
12. An apparatus for processing scene resources in a game, wherein a graphical user interface is provided through a terminal device, the apparatus comprising:
a third display unit, configured to display, on the graphical user interface, an image identifier of a sub-scene resource in a scene resource, where the image identifier is displayed based on graph data of the scene resource, the graph data is obtained by converting the scene data of a game scene corresponding to the scene resource, and is used to determine a relationship graph of the scene resource, the relationship graph is used to represent an association relationship between a plurality of sub-scene resources, a node of the relationship graph is used to represent the sub-scene resource, and the scene data is obtained from a game engine and is used to determine the scene resource;
and the fourth display unit is used for responding to the operation instruction of the image identifier and displaying the resource state of the scene resource on the graphical user interface.
13. A computer-readable storage medium, in which a computer program is stored, wherein the computer program is configured to, when executed by a processor, perform the processing method of the scene resource as set forth in any one of claims 1 to 10.
14. An electronic device comprising a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the computer program to perform the method for processing the scene resource according to any one of claims 1 to 10.
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