CN113342470A - Virtual resource management method, device, storage medium and electronic equipment - Google Patents
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
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Abstract
The present disclosure provides a virtual resource management method, apparatus, storage medium and electronic device; relates to the technical field of computers. The method comprises the steps of running a game engine through terminal equipment and providing a user interface of the game engine, wherein the user interface comprises a plurality of virtual resources. The method comprises the following steps: responding to a trigger operation of a favorite control associated with a first target virtual resource, and storing a resource unique identifier of the first target virtual resource into a virtual resource favorite list; determining whether a second target virtual resource is collected according to the resource unique identifier of the second target virtual resource; and if the second target virtual resource is not collected, storing the resource unique identifier of the second target virtual resource into the virtual resource collection list. The method and the device can directly collect the virtual resources in the game engine, and compared with the file folder level collection in the game engine, the collection granularity is finer.
Description
Technical Field
The present disclosure relates to the field of computer technologies, and in particular, to a virtual resource management method, a virtual resource management apparatus, a computer-readable storage medium, and an electronic device.
Background
With the development of network technology, in order to meet the requirements of users, the functions of software need to be developed and improved continuously. Taking a game engine as an example, the game engine refers to some core components of a written editable computer game system or some interactive real-time image application programs. These systems provide game designers with the various tools required to compose games, with the goal of allowing game designers to easily and quickly program games without starting from zero.
The existing collection function of the game engine is generally collected aiming at a folder, and the collected folder may contain contents which are not interesting, so that the problem of collection redundancy exists. In addition, when too many folders are collected, the searching is only carried out according to the folder information, and the searching efficiency is not high.
Therefore, how to improve the collection function of the game engine becomes a technical problem to be solved urgently.
It is to be noted that the information disclosed in the above background section is only for enhancement of understanding of the background of the present disclosure, and thus may include information that does not constitute prior art known to those of ordinary skill in the art.
Disclosure of Invention
The present disclosure is directed to a virtual resource management method, a virtual resource management apparatus, a computer-readable storage medium, and an electronic device, so as to overcome, at least to some extent, the problems of collection redundancy and low search efficiency of a collection function of a game engine due to limitations of related technologies.
According to a first aspect of the present disclosure, there is provided a virtual resource management method, in which a terminal device runs a game engine, and a user interface of the game engine is provided, the user interface including a plurality of virtual resources, the method including:
responding to a trigger operation of a favorite control associated with a first target virtual resource, and storing a resource unique identifier of the first target virtual resource into a virtual resource favorite list;
determining whether a second target virtual resource is collected according to the resource unique identifier of the second target virtual resource;
and if the second target virtual resource is not collected, storing the resource unique identifier of the second target virtual resource into the virtual resource collection list.
In an exemplary embodiment of the present disclosure, the determining whether the second target virtual resource is collected according to the resource unique identifier of the second target virtual resource includes:
acquiring resource view data of the second target virtual resource, wherein the resource view data comprises a resource unique identifier of the second target virtual resource;
and querying the virtual resource collection list according to the resource unique identifier of the second target virtual resource, and determining whether the second target virtual resource is collected according to a query result.
In an exemplary embodiment of the present disclosure, the method further comprises:
and filtering the plurality of target virtual resources by using a preset filtering rule.
In an exemplary embodiment of the present disclosure, the filtering the plurality of target virtual resources by using a preset filtering rule includes:
inputting the target virtual resources into a virtual resource filtering function to obtain an output result;
and filtering the plurality of target virtual resources according to the output result.
In an exemplary embodiment of the disclosure, the inputting the plurality of target virtual resources into a virtual resource filtering function to obtain an output result includes:
inputting the target virtual resources into a virtual resource filtering function to generate input parameters of the virtual resource filtering function;
acquiring resource unique identifiers of the target virtual resources from the input parameters;
inquiring the virtual resource collection list according to the plurality of resource unique identifiers, and determining whether the plurality of target virtual resources are collected;
and if the target virtual resources are collected, returning an output result containing collected identifications.
In an exemplary embodiment of the disclosure, after filtering the plurality of target virtual resources according to the output result, the method further includes:
and displaying the target virtual resource containing the collected identification in the output result on a virtual resource collection page.
In an exemplary embodiment of the present disclosure, the method further comprises:
in response to a triggering operation of a favorites control associated with a first target virtual resource, the first target virtual resource is displayed on a user interface of the game engine in an identifying manner.
In an exemplary embodiment of the present disclosure, the method further comprises:
and mapping the data in the virtual resource favorite list to a target configuration file.
According to a second aspect of the present disclosure, there is provided a virtual resource management apparatus, comprising:
the first storage module is used for responding to triggering operation of a favorite control associated with a first target virtual resource, and storing a resource unique identifier of the first target virtual resource into a virtual resource favorite list;
the information determining module is used for determining whether the second target virtual resource is collected according to the resource unique identifier of the second target virtual resource;
and the second storage module is used for storing the resource unique identifier of the second target virtual resource into the virtual resource collection list if the second target virtual resource is not collected.
According to a third aspect of the present disclosure, there is provided a computer readable storage medium having stored thereon a computer program which, when executed by a processor, implements the method of any one of the above.
According to a fourth aspect of the present disclosure, there is provided an electronic device comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of any one of the above via execution of the executable instructions.
Exemplary embodiments of the present disclosure may have some or all of the following benefits:
in the virtual resource management method provided by the present disclosure, a resource unique identifier of a first target virtual resource is stored in a virtual resource favorite list by responding to a trigger operation on a favorite control associated with the first target virtual resource; determining whether a second target virtual resource is collected according to the resource unique identifier of the second target virtual resource; and if the second target virtual resource is not collected, storing the resource unique identifier of the second target virtual resource into the virtual resource collection list. On one hand, virtual resources in the game engine can be directly collected, and compared with the file folder level collection in the game engine, the collection granularity is finer; on the other hand, the user only needs to collect the interested virtual resources, so that the problem of redundant collection of the virtual resources can be avoided; on the other hand, the target virtual resource can be accurately and quickly searched according to the unique resource identifier, and the searching efficiency is high.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present disclosure and together with the description, serve to explain the principles of the disclosure. It is to be understood that the drawings in the following description are merely exemplary of the disclosure, and that other drawings may be derived from those drawings by one of ordinary skill in the art without the exercise of inventive faculty.
Fig. 1 is a schematic diagram illustrating an exemplary system architecture to which a virtual resource management method and apparatus according to an embodiment of the present disclosure may be applied;
FIG. 2 illustrates a schematic structural diagram of a computer system suitable for use with the electronic device used to implement embodiments of the present disclosure;
FIG. 3 schematically illustrates a schematic diagram of a game engine user interface;
FIG. 4 schematically illustrates a flow diagram of a virtual resource management method according to one embodiment of the present disclosure;
FIG. 5A schematically illustrates a schematic diagram of asset management according to one embodiment of the present disclosure;
FIG. 5B schematically illustrates a schematic diagram of a collected asset display, according to one embodiment of the present disclosure;
FIG. 6 schematically illustrates a flow diagram for determining whether an asset is favorites according to one embodiment of the present disclosure;
FIG. 7 is a schematic diagram that schematically illustrates a resource unique identification storage form;
FIG. 8 schematically illustrates a flow diagram for asset filtering according to one embodiment of the present disclosure;
FIG. 9 schematically illustrates a flow diagram for obtaining asset filter results according to one embodiment of the present disclosure;
fig. 10 schematically shows a block diagram of a virtual resource management apparatus according to one embodiment of the present disclosure.
Detailed Description
Example embodiments will now be described more fully with reference to the accompanying drawings. Example embodiments may, however, be embodied in many different forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of embodiments of the disclosure. One skilled in the relevant art will recognize, however, that the subject matter of the present disclosure can be practiced without one or more of the specific details, or with other methods, components, devices, steps, and the like. In other instances, well-known technical solutions have not been shown or described in detail to avoid obscuring aspects of the present disclosure.
Furthermore, the drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and thus their repetitive description will be omitted. Some of the block diagrams shown in the figures are functional entities and do not necessarily correspond to physically or logically separate entities. These functional entities may be implemented in the form of software, or in one or more hardware modules or integrated circuits, or in different networks and/or processor devices and/or microcontroller devices.
Fig. 1 is a schematic diagram illustrating a system architecture of an exemplary application environment to which a virtual resource management method and apparatus according to an embodiment of the present disclosure may be applied.
As shown in fig. 1, the system architecture 100 may include one or more of terminal devices 101, 102, 103, a network 104, and a server 105. The network 104 serves as a medium for providing communication links between the terminal devices 101, 102, 103 and the server 105. Such as network 104, may include various connection types, such as wired, wireless communication links, or fiber optic cables, to name a few. The terminal devices 101, 102, 103 may be various electronic devices including a fixed camera, a display screen, and a terminal processor, including but not limited to a smartphone, a camera carrying a processing module, and the like. The server 105 may be a background server for providing background services in the terminal devices 101, 102, 103. It should be understood that the number of terminal devices, networks, and servers in fig. 1 is merely illustrative. There may be any number of terminal devices, networks, and servers, as desired for implementation. For example, server 105 may be a server cluster comprised of multiple servers, or the like.
The virtual resource management method provided by the embodiment of the present disclosure is generally executed by the server 105, and accordingly, the virtual resource management apparatus is generally disposed in the server 105. However, it is easily understood by those skilled in the art that the virtual resource management method provided in the present disclosure may also be executed by the terminal devices 101, 102, and 103, and accordingly, the virtual resource management apparatus may also be disposed in the terminal devices 101, 102, and 103, which is not particularly limited in this exemplary embodiment.
FIG. 2 illustrates a schematic structural diagram of a computer system suitable for use in implementing the electronic device of an embodiment of the present disclosure.
It should be noted that the computer system 200 of the electronic device shown in fig. 2 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 disclosure.
As shown in fig. 2, the computer system 200 includes a Central Processing Unit (CPU)201 that can perform various appropriate actions and processes in accordance with a program stored in a Read Only Memory (ROM)202 or a program loaded from a storage section 208 into a Random Access Memory (RAM) 203. In the RAM 203, various programs and data necessary for system operation are also stored. The CPU 201, ROM 202, and RAM 203 are connected to each other via a bus 204. An input/output (I/O) interface 205 is also connected to bus 204.
The following components are connected to the I/O interface 205: an input portion 206 including a keyboard, a mouse, and the like; an output section 207 including a display such as a Cathode Ray Tube (CRT), a Liquid Crystal Display (LCD), and the like, and a speaker; a storage section 208 including a hard disk and the like; and a communication section 209 including a network interface card such as a LAN card, a modem, or the like. The communication section 209 performs communication processing via a network such as the internet. A drive 210 is also connected to the I/O interface 205 as needed. A removable medium 211 such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, or the like is mounted on the drive 210 as necessary, so that a computer program read out therefrom is mounted into the storage section 208 as necessary.
In particular, the processes described below with reference to the flowcharts may be implemented as computer software programs, according to embodiments of the present disclosure. For example, embodiments of the present disclosure include a computer program product comprising a computer program embodied on a computer readable medium, the computer program comprising program code for performing the method illustrated in the flow chart. In such an embodiment, the computer program may be downloaded and installed from a network through the communication section 209 and/or installed from the removable medium 211. The computer program, when executed by a Central Processing Unit (CPU)201, performs various functions defined in the methods and apparatus of the present application.
As another aspect, the present application also provides a computer-readable medium, which may be contained in the electronic device described in the above embodiments; or may exist separately without being assembled into the electronic device. The computer readable medium carries one or more programs which, when executed by an electronic device, cause the electronic device to implement the method as described in the embodiments below. For example, the electronic device may implement the steps shown in fig. 4, fig. 6, fig. 8, and fig. 9, and the like.
It should be noted that the computer readable media shown in the present disclosure may be computer readable signal media or computer readable storage media or any combination of the two. A 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 of the computer readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer diskette, 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. In the present disclosure, a 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. In contrast, in the present disclosure, a computer-readable signal medium may include a propagated data signal with computer-readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may also be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device. Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to: wireless, wire, fiber optic cable, RF, etc., or any suitable combination of the foregoing.
The technical solution of the embodiment of the present disclosure is explained in detail below:
the present disclosure is illustrated with a game engine as an example, and with reference to fig. 3, a user interface of the game engine is schematically shown. In the user interface, contents for making games and animations can be contained, and specifically, a plurality of folders such as a geometry folder, a human body model folder, a third person folder and the like can be contained. Illustratively, content items such as circles, hexagons, and triangles may be contained in the geometry folder. Where each content item is an asset, an asset being a basic resource of the game engine during use.
In the user interface, searching can be performed through the search control according to the name of the target asset, and different assets can be filtered through a filter in the game engine. Illustratively, the filter may be a type filter or a front-end filter. The type filter filters assets according to the types of the assets, and if a material filter with the type of material is selected, the assets with the type of material can be filtered from all the assets; the filtering rules of the front-end filter are relatively flexible, for example, when the front-end filter is selected to be opened recently, the assets opened recently can be filtered out, for example, 20 assets opened recently can be filtered out.
In the user interface, assets of interest may also be collected, such as a folder in which the assets are collected, and in particular, the "add to favorites" may be selected by right clicking on the "content" column on the left side of the user interface shown in fig. 3 for the folder to add to the "favorites" column. When any of the hidden folders is clicked in the "favorites" column, all of the assets in that folder may be presented on the right side of the user interface.
It can be seen that existing favorites for game engines are typically favorites for folders. The collected folders may contain interesting content items and also may contain uninteresting content items, so that the problem of collection redundancy exists. In addition, when too many folders are collected, the searching is only carried out according to the folder information, and the searching efficiency is not high.
Based on one or more of the above problems, the present exemplary embodiment provides a virtual resource management method, which may be applied to the server 105, and may also be applied to one or more of the terminal devices 101, 102, and 103, which is not limited in this exemplary embodiment. Referring to fig. 4, the virtual resource management method may include the following steps S410 to S430:
step 410, in response to a triggering operation on a collection control associated with a first target virtual resource, storing a resource unique identifier of the first target virtual resource into a virtual resource collection list;
step S420, determining whether a second target virtual resource is collected according to the resource unique identifier of the second target virtual resource;
step S430, if the second target virtual resource is not collected, storing the resource unique identifier of the second target virtual resource in the virtual resource collection list.
In the virtual resource management method provided by the present disclosure, a resource unique identifier of a first target virtual resource is stored in a virtual resource favorite list by responding to a trigger operation on a favorite control associated with the first target virtual resource; determining whether a second target virtual resource is collected according to the resource unique identifier of the second target virtual resource; and if the second target virtual resource is not collected, storing the resource unique identifier of the second target virtual resource into the virtual resource collection list. On one hand, virtual resources in the game engine can be directly collected, and compared with the file folder level collection in the game engine, the collection granularity is finer; on the other hand, the user only needs to collect the interested virtual resources, so that the problem of redundant collection of the virtual resources can be avoided; on the other hand, the target virtual resource can be accurately and quickly searched according to the unique resource identifier, and the searching efficiency is high.
The virtual resource management method provided by the disclosed example embodiment can be applied to a game engine, and the game engine is a set of design tools which can be used for game development and animation development. The user interface at the game engine, i.e. the content browser interface, may contain a number of virtual resources, where a virtual resource is an asset that can be used to make games, animations. In the content browser interface of the game engine, three types of asset views can be included, namely a tile view, a list view and a column view, and the assets can be filtered according to filters such as a skeleton grid body, an animation sequence, a particle system, a checkpoint and the like.
The above steps of the present exemplary embodiment will be described in more detail below.
In step S410, in response to a triggering operation on a favorite control associated with a first target virtual resource, storing a resource unique identifier of the first target virtual resource in a virtual resource favorite list.
In an example implementation, each virtual resource on the content browser interface of the game engine corresponds to a unique resource identifier, where the unique resource identifier may be a Long Package Name (Long Package Name), and one Long Package Name may uniquely locate one asset. For example, the format of a Long Package Name of an asset may be:
the/Game/Mannequin/Character/Mesh/Mannequin _ Skeleton may indicate that the storage path for the asset is a Character/Mesh/skeletal asset in a Mannequin folder used to make the Game.
Referring to fig. 5A, in the content browser interface of the game engine, if the user is interested in a "circular" asset in the geometry folder, the "circular" asset may be collected, and correspondingly, in this example, the "circular" asset is the first target asset. Specifically, when the user mouses over the "round" asset, a control display page associated with the "round" asset may be provided at the content browser interface, where the control display page may include a favorites control and a cancel favorites control. When a user performs a triggering operation such as a click operation on a collection control, an asset collection request may be sent to an asset collection manager through an API (Application Programming Interface) provided by an asset collection manager in a game engine, for example, an HTTP request is sent, the asset collection request may carry a resource unique identifier of the "round" asset, and the resource unique identifier Long Package Name of the "round" asset is stored in an asset collection list in the asset collection manager, so as to collect the "round" asset into a favorite.
In this example, each asset and the corresponding unique identifier of the resource may be stored, for example, in a Redis database, or in a MySQL database. The Redis is a key-value storage system, and when stored in the Redis database, the key-value storage system may include: and forming a key-value pair (key-value) by the asset name and the resource unique identifier corresponding to the asset, wherein the key (key) is the asset name, and the value (value) is the resource unique identifier corresponding to the asset. Redis is an efficient caching technology, can support the read-write frequency of more than 100K + per second, and has certain advantages in the speed of data reading and storage. MySQL is a relational database management system, the relational database stores data in different tables, and not stores all data uniformly, so that the speed is increased and the flexibility is improved. It should be noted that the asset favorite list may be used to store the resource unique identifiers of all the collected assets, and the asset favorite list may be maintained and stored in the memory through the asset favorite manager.
Meanwhile, in response to the triggering operation of the user on the collection control associated with the first target virtual resource, the first target virtual resource can also be displayed in an identification manner on the user interface of the game engine. Referring to FIG. 5B, in the content browser interface of the game engine, when the user clicks on the favorites control associated with a "round" asset, the asset pentagram view of the "round" asset may be added to display the "round" asset as identifying in the content browser interface to favorites the asset.
In step S420, it is determined whether the second target virtual resource is collected according to the resource unique identifier of the second target virtual resource.
In an example embodiment, the asset favorites list manager may query whether a particular asset is already favorited. Specifically, referring to FIG. 6, it may be determined whether the second target asset has been collected according to steps S610 and S620:
in step S610, resource view data of the second target virtual resource is obtained, where the resource view data includes a resource unique identifier of the second target virtual resource.
In the content browser interface of the game engine, three types of asset views can be included, a tile view, a list view, and a column view. Referring to the asset view area shown in fig. 5A, the asset view is of the type tile view and can be arranged with all assets in a tiled grid, the list view is a list of thumbnails that arrange all assets with names, and the column view is a spreadsheet format layout that arranges all assets in attributes. The game engine can add the asset pentagram views to the three types of asset views respectively, and can also control the display and the hiding of the asset pentagram views by monitoring the view shift-in event and the view shift-out event, thereby realizing the hovering effect of the asset collection entry. For example, an asset hovering collection entry is added for an asset on a content browser interface, when a mouse hovers over a certain asset, the asset collection entry is displayed, and collection cancellation of the asset can be triggered at the collection entry; and hiding the asset collection entry after the mouse moves out of the boundary of the asset. In this example, view data of the second target asset may be obtained, where the view data may include a resource unique identifier Long Package Name of the second target asset, and may also include attribute parameters such as an asset type.
In step S620, the virtual resource favorite list is queried according to the resource unique identifier of the second target virtual resource, and it is determined whether the second target virtual resource is favorite according to a query result.
After the resource unique identifier of the second target asset is obtained, whether the resource unique identifier is collected or not can be inquired in the asset collection manager according to the resource unique identifier. Specifically, the user may send a query request to the asset collection manager through an API provided by the asset collection manager in the game engine, for example, send an HTTP request, where the query request may carry a name of an asset to be queried, so as to query whether the resource unique identifier corresponding to the asset is stored in the asset collection list in the asset collection manager through the name of the asset. The HTTP request is established on the basis of TCP, and for example, when the browser needs to obtain web page data from the server, the HTTP request is sent once, a channel connected to the server may be established through TCP, and when data required by the request is returned, the connection with TCP may be disconnected.
After the asset collection manager receives the query request, the asset name to be queried can be obtained by analyzing the asset collection manager request. Then, a database query may be performed according to the asset name to be queried. For example, a key value pair storing a key as an asset name to be queried can be queried in the Redis database, and a resource unique identifier of the asset to be queried is obtained according to the key value pair. Illustratively, for an asset named "circle," the unique identification of the asset's resource when a query is made to the database is: when the resource is/Game/Geometry/Meshes/1M _ Cube _ Chamfer, the unique resource identifier is stored in the asset collection list, namely the second target asset is collected; if the record of the resource unique identifier of the asset is not inquired in the database, the resource unique identifier is not stored in the asset collection list, namely the second target asset is not collected. It will be appreciated that bookmarking, unmarking, or unmarking a particular asset is the addition or removal of the asset's unique resource identifier to or from the asset favorites list.
In step S430, if the second target virtual resource is not collected, the resource unique identifier of the second target virtual resource is stored in the virtual resource collection list.
When the resource unique identifier of the second target asset is not stored in the asset collection list, a User Interface (UI) of the second target asset in a content browser Interface of the game engine may be switched to a collection state, and an asset collection request, such as an HTTP request, may be sent to the asset collection manager, where the resource unique identifier of the second target asset may be carried in the asset collection request, and the second target asset is collected into the favorite by storing the resource unique identifier of the second target asset in the asset collection list in the asset collection manager. Additionally, a message may also be sent to the asset collection manager to inform the asset collection manager to synchronously update the latest asset collection list into the ini profile.
In other examples, when the resource unique identifier of the second target asset is stored in the asset collection list, the UI of the second target asset in the content browser interface of the game engine may also be switched to the uncontracted state, and an asset collection canceling request, such as an HTTP request, may be sent to the asset collection manager, where the resource unique identifier of the second target asset may be carried in the asset collection request, and the second target asset is removed from the favorite by removing the resource unique identifier of the second target asset in the asset collection list. Similarly, a message may also be sent to the asset collection manager to inform the asset collection manager to synchronously update the latest asset collection list into the ini profile.
According to the method, the collection of the asset level is realized, and the collection granularity is finer. Because the assets which are interested by the user can be stored in a plurality of different folders, the assets collection list is managed through the assets collection manager, the collected assets can be represented and stored in the form of the assets collection list, the user does not need to collect excessive folders and the assets which are not interested by the user, and the problem of redundant collection of the assets can be avoided. The asset collection manager may also provide an API for querying, adding, and canceling asset collections, through which queries may determine whether a certain asset is already collected, and through which collection marking and canceling of a certain asset may also be performed. The target virtual resource can be accurately and quickly searched according to the unique resource identifier, and the searching efficiency is high.
In this example, to implement persistent storage of the asset favorite list, data in the virtual resource favorite list may be stored in a Redis database, or the data in the virtual resource favorite list may be mapped into a target configuration File, where the target configuration File may be an ini (Initialization File) configuration File, and a suffix name of the File may be. An ini profile may consist of multiple sections, each Section may consist of multiple keys, and each Key may be assigned, for example, to be a unique resource identifier for each asset. Therefore, reading and writing the ini configuration file is to read and write the value of the corresponding Key in a certain Section.
For example, in a game engine, a User may store all resource unique identifiers stored in an asset collection list in an Editor Per-Project User settings. Data storage form referring to fig. 7, the unique asset identifier of 6 assets contained in the Section is shown, which is:
Item0=/Game/Geometry/Meshes/1M_Cube_Chamfer
Item1=/Game/Geometry/Meshes/CubeMaterial
Item2=/Game/Mannequin/Character/Mesh/SK_Mannequin
Item3=/Game/Mannequin/Animations/ThirdPersonWalk
Item4=/Game/ThirdPersonCPP//Maps/ThirdPersonExampleMap
Item5=/Game/Mannequin/Animations/ThirdPersonJump_Start
when the game engine starts, the asset collection manager may load the section "Content Browser My Love" in the Editor Per-Project User settings. When the collection state of a certain asset is modified each time, the asset collection list is correspondingly updated, and the updated asset collection list is synchronously written into the section "Content Browser My Love" in the Editor Per-Project User settings.
In an example embodiment, referring to fig. 8, the target virtual resources may be filtered according to steps S810 and S820 by using a preset filtering rule.
The preset filtering rule may be a type filter or a front-end filter. Preferably, the front-end filter is used to screen and filter the collected assets. Taking the "my favorite" front-end filter as an example, the "my favorite" front-end filter inherits the front-end filter base class, and can filter a plurality of assets by rewriting and acquiring a filter name, a filter display name, filter prompt information, an asset filtering function and the like. In this example, an example of filtering a plurality of assets by using an asset filtering function is described, and the filtering principle of the asset filtering function is as follows: after a asset is passed into the function, a pool (boolean value) is returned, and whether the asset is allowed to pass through the filter can be determined based on the pool value.
In step S810, the target virtual resources are input into a virtual resource filtering function, and an output result, that is, an asset filtering result, is obtained. Fig. 9 may be referred to in the process of obtaining the asset filtering result, and specifically, the asset filtering result may be obtained according to steps S910 to S940:
step S910, inputting the plurality of target virtual resources into a virtual resource filtering function, and generating input parameters of the virtual resource filtering function.
When a user clicks the My favorites front-end filter in the game engine content browser interface, all assets to be filtered can be sequentially transmitted into the asset filtering function as parameters, and all assets to be filtered form input parameters of the asset filtering function.
Step S920, acquiring resource unique identifiers of the target virtual resources from the input parameters. For example, the resource unique identifiers Long Package Name of a plurality of assets to be filtered can be obtained from the input parameters of the asset filtering function.
Step S930, inquiring the virtual resource collection list according to the plurality of resource unique identifiers, and determining whether the plurality of target virtual resources are collected.
In the asset collection manager, an asset collection list can be queried according to the resource unique identifiers Long Package Name of a plurality of assets to be filtered, so as to determine whether the plurality of assets to be filtered are collected.
And S940, if the target virtual resources are collected, returning an output result containing collected identifications.
And if the Long Package Name of the asset to be filtered is stored in the asset favorite list, returning a query result true, wherein true can be used for indicating that the asset to be filtered is already favorite. If the Long Package Name of the asset to be filtered is not stored in the asset favorites list, returning a query result false, wherein the false can be used for indicating that the asset to be filtered is not favorited.
In step S820, the target virtual resources are filtered according to the output result.
In this example, the target virtual resource including the collected identifier in the output result may be displayed on the virtual resource collection page, that is, the target virtual resource that is not collected may be filtered out. For example, after a plurality of assets are input into the asset filtering function, the assets returning a query result of true may be presented in a content browser interface of the game engine. Through the My collection front-end filter, the assets collected by the user can be secondarily filtered, the assets displayed on the content browser interface are interesting and really collected assets, and the problem of redundant collection of the assets in a collection function built in a game engine is further solved.
In the virtual resource management method provided by the present disclosure, a resource unique identifier of a first target virtual resource is stored in a virtual resource favorite list by responding to a trigger operation on a favorite control associated with the first target virtual resource; determining whether a second target virtual resource is collected according to the resource unique identifier of the second target virtual resource; and if the second target virtual resource is not collected, storing the resource unique identifier of the second target virtual resource into the virtual resource collection list. On one hand, virtual resources in the game engine can be directly collected, and compared with the file folder level collection in the game engine, the collection granularity is finer; on the other hand, the user only needs to collect the interested virtual resources, so that the problem of redundant collection of the virtual resources can be avoided; on the other hand, the target virtual resource can be accurately and quickly searched according to the unique resource identifier, and the searching efficiency is high.
It should be noted that although the various steps of the methods of the present disclosure are depicted in the drawings in a particular order, this does not require or imply that these steps must be performed in this particular order, or that all of the depicted steps must be performed, to achieve desirable results. Additionally or alternatively, certain steps may be omitted, multiple steps combined into one step execution, and/or one step broken down into multiple step executions, etc.
Further, in this example embodiment, an apparatus for virtual resource management is also provided. The device can be applied to a server or terminal equipment. Referring to fig. 10, the virtual resource management apparatus 1000 may include a first storage module 1010, an information determination module 1020, and a second storage module 1030, wherein:
a first storage module 1010, configured to, in response to a trigger operation on a favorite control associated with a first target virtual resource, store a resource unique identifier of the first target virtual resource in a virtual resource favorite list;
an information determining module 1020, configured to determine whether a second target virtual resource is collected according to a resource unique identifier of the second target virtual resource;
a second storing module 1030, configured to store the resource unique identifier of the second target virtual resource in the virtual resource favorite list if the second target virtual resource is not favorite.
In an alternative embodiment, the information determining module 1020 includes:
an identifier obtaining unit, configured to obtain resource view data of the second target virtual resource, where the resource view data includes a resource unique identifier of the second target virtual resource;
and the list query unit is used for querying the virtual resource collection list according to the resource unique identifier of the second target virtual resource and determining whether the second target virtual resource is collected according to a query result.
In an optional implementation manner, the virtual resource management apparatus 1000 further includes:
and the resource filtering module is used for filtering the plurality of target virtual resources by using a preset filtering rule.
In an alternative embodiment, the resource filtering module comprises:
the resource input unit is used for inputting the target virtual resources into a virtual resource filtering function to obtain an output result;
and the resource filtering unit is used for filtering the target virtual resources according to the output result.
In an alternative embodiment, the resource input unit includes:
a parameter generating subunit, configured to input the multiple target virtual resources into a virtual resource filtering function, and generate input parameters of the virtual resource filtering function;
the identification obtaining subunit is configured to obtain the resource unique identifications of the multiple target virtual resources from the input parameter;
the list query subunit is configured to query the virtual resource collection list according to the plurality of resource unique identifiers, and determine whether the plurality of target virtual resources are collected;
and the result returning subunit is used for returning an output result containing the collected identification if the plurality of target virtual resources are collected.
In an optional implementation manner, the virtual resource management apparatus 1000 further includes:
and the resource display module is used for displaying the target virtual resources containing the collected identifications in the output result on a virtual resource collection page after filtering the target virtual resources according to the output result.
In an optional implementation manner, the virtual resource management apparatus 1000 further includes:
and the display module is used for responding to the triggering operation of the collection control related to the first target virtual resource and displaying the first target virtual resource on the user interface of the game engine in an identification mode.
In an optional implementation manner, the virtual resource management apparatus 1000 further includes:
and the data mapping module is used for mapping the data in the virtual resource favorite list to a target configuration file.
The details of each module in the virtual resource management apparatus have been described in detail in the corresponding virtual resource management method, and therefore are not described herein again.
It should be noted that although in the above detailed description several modules or units of the device for action execution are mentioned, such a division is not mandatory. Indeed, the features and functionality of two or more modules or units described above may be embodied in one module or unit, according to embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into embodiments by a plurality of modules or units.
It will be understood that the present disclosure is not limited to the precise arrangements described above and shown in the drawings and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.
Claims (11)
1. A virtual resource management method, wherein a game engine is run by a terminal device, and a user interface of the game engine is provided, the user interface including a plurality of virtual resources, the method comprising:
responding to a trigger operation of a favorite control associated with a first target virtual resource, and storing a resource unique identifier of the first target virtual resource into a virtual resource favorite list;
determining whether a second target virtual resource is collected according to the resource unique identifier of the second target virtual resource;
and if the second target virtual resource is not collected, storing the resource unique identifier of the second target virtual resource into the virtual resource collection list.
2. The virtual resource management method according to claim 1, wherein said determining whether the second target virtual resource is collected according to the resource unique identifier of the second target virtual resource comprises:
acquiring resource view data of the second target virtual resource, wherein the resource view data comprises a resource unique identifier of the second target virtual resource;
and querying the virtual resource collection list according to the resource unique identifier of the second target virtual resource, and determining whether the second target virtual resource is collected according to a query result.
3. The virtual resource management method of claim 1, wherein the method further comprises:
and filtering the plurality of target virtual resources by using a preset filtering rule.
4. The virtual resource management method according to claim 3, wherein the filtering the plurality of target virtual resources by using a preset filtering rule comprises:
inputting the target virtual resources into a virtual resource filtering function to obtain an output result;
and filtering the plurality of target virtual resources according to the output result.
5. The virtual resource management method of claim 4, wherein the inputting the target virtual resources into a virtual resource filter function to obtain an output result comprises:
inputting the target virtual resources into a virtual resource filtering function to generate input parameters of the virtual resource filtering function;
acquiring resource unique identifiers of the target virtual resources from the input parameters;
inquiring the virtual resource collection list according to the plurality of resource unique identifiers, and determining whether the plurality of target virtual resources are collected;
and if the target virtual resources are collected, returning an output result containing collected identifications.
6. The virtual resource management method of claim 5, wherein after filtering the plurality of target virtual resources according to the output result, the method further comprises:
and displaying the target virtual resource containing the collected identification in the output result on a virtual resource collection page.
7. The virtual resource management method of claim 1, wherein the method further comprises:
in response to a triggering operation of a favorites control associated with a first target virtual resource, the first target virtual resource is displayed on a user interface of the game engine in an identifying manner.
8. The virtual resource management method of claim 1, wherein the method further comprises:
and mapping the data in the virtual resource favorite list to a target configuration file.
9. A virtual resource management apparatus, comprising:
the first storage module is used for responding to triggering operation of a favorite control associated with a first target virtual resource, and storing a resource unique identifier of the first target virtual resource into a virtual resource favorite list;
the information determining module is used for determining whether the second target virtual resource is collected according to the resource unique identifier of the second target virtual resource;
and the second storage module is used for storing the resource unique identifier of the second target virtual resource into the virtual resource collection list if the second target virtual resource is not collected.
10. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, carries out the method of any one of claims 1 to 8.
11. An electronic device, comprising:
a processor; and
a memory for storing executable instructions of the processor;
wherein the processor is configured to perform the method of any of claims 1-8 via execution of the executable instructions.
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