Control method, device and electronic terminal of virtual props in game

By using the virtual object's prop logo switching and viewing weapon functions in the game interface, the risk of interface crowding and misoperation caused by excessive game interface logos is solved, and the weapon viewing function is realized without adding new buttons.

CN113546404BActive Publication Date: 2025-04-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202110878680.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-07-30
Publication Date
2025-04-25
Estimated Expiration
2041-07-30

AI Technical Summary

Technical Problem

There are too many logos on the game interface, which leads to congestion in the interface and increases the risk of players' misoperation.

Method used

By using the prop identifier of the virtual object in the game interface, switching props in response to touch operations, and obtaining the viewing animation parameters to control the rotation of the virtual object to achieve the viewing function of the props.

Benefits of technology

Without adding a new button, the multiplexed weapon switching logo will increase the function of viewing weapons, save the interface area, reduce the operating pressure, and reduce the probability of misoperation.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides a control method, device and electronic terminal for virtual props in a game, which relates to the field of game technology and alleviates the technical problem that there are too many and crowded logos on the game interface, which easily increases the risk of players' misoperation. The method includes: displaying a game interface corresponding to a virtual object on a graphical user interface; wherein the game interface includes a first virtual prop currently used by the virtual object and a first prop logo corresponding to the first virtual prop, and the first prop logo is configured to respond to a touch operation when the virtual object is using a second virtual prop, and control the switching of the second virtual prop to the first virtual prop corresponding to the first prop logo; respond to a specified operation on the first prop logo, obtain the inspection animation parameters corresponding to the first virtual prop, and control the virtual object to rotate the first virtual prop in a state of holding the first virtual prop according to the inspection animation parameters.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a method, device and electronic terminal for controlling virtual props in a game. Background Art

[0002] In the game, players can inspect virtual props by clicking the prop inspection button in the game interface. For example, in a shooting game, players can click the weapon inspection button in the game interface to play the inspection animation of the virtual weapon, thereby inspecting the firearm held by the current virtual object.

[0003] However, there are many function icons on the game interface, which take up a large area of ​​the interface, resulting in a crowded interface and increasing the risk of player misoperation. Summary of the invention

[0004] The purpose of the present application is to provide a method, device and electronic terminal for controlling virtual props in a game, so as to alleviate the technical problem that there are too many and crowded logos on the game interface, which easily increases the risk of players' misoperation.

[0005] In a first aspect, an embodiment of the present application provides a method for controlling a virtual prop in a game, wherein a graphical user interface is provided by a terminal, and a game scene of the game includes a virtual object controlled by the terminal, and the method comprises:

[0006] Displaying a game interface corresponding to the virtual object on the graphical user interface; wherein the game interface includes a first virtual prop currently used by the virtual object and a first prop identifier corresponding to the first virtual prop, wherein the first prop identifier is configured to respond to a touch operation when the virtual object is using a second virtual prop, and control the switching of the second virtual prop to the first virtual prop corresponding to the first prop identifier;

[0007] In response to the designated operation for the first prop identifier, a viewing animation parameter corresponding to the first virtual prop is obtained, and according to the viewing animation parameter, the virtual object is controlled to rotate the first virtual prop while holding the first virtual prop.

[0008] In a possible implementation, the step of obtaining the inspection animation parameters corresponding to the first virtual prop includes:

[0009] Acquire appearance identification information of the first virtual prop;

[0010] The corresponding viewing animation parameters are determined according to the appearance identification information.

[0011] In a possible implementation, the step of obtaining the appearance identification information of the first virtual prop includes:

[0012] Obtaining identification information of the first virtual item;

[0013] Determine appearance identification information of the first virtual item according to the identification information.

[0014] In a possible implementation, the appearance identification information of the first virtual prop includes appearance prop identification information of an appearance prop assembled with the first virtual prop.

[0015] In a possible implementation, before the step of acquiring the inspection animation parameters corresponding to the first virtual prop, and controlling the virtual object to rotate the first virtual prop while holding the first virtual prop according to the inspection animation parameters, the method further includes:

[0016] Acquire a shooting state of the virtual object, wherein the shooting state includes a hip-fire state and a shoulder-fire state;

[0017] In response to the shooting state of the virtual object being the hip-fire state, obtaining inspection animation parameters corresponding to the first virtual prop, and controlling the virtual object to rotate the first virtual prop while holding the first virtual prop according to the inspection animation parameters.

[0018] In a possible implementation, the first prop logo is highlighted in the game interface.

[0019] In a possible implementation, the game interface further includes a quantity adjustment mark for objects to be launched in the first virtual prop, and the quantity adjustment mark is configured to respond to a touch operation to control the adjustment of the current quantity of objects to be launched in the first virtual prop when the current quantity of objects to be launched in the first virtual prop does not reach a preset threshold; the method further includes:

[0020] When the current number reaches the preset threshold, in response to a specified operation on the number adjustment identifier, an inspection animation parameter corresponding to the first virtual prop is obtained, and according to the inspection animation parameter, the virtual object is controlled to rotate the first virtual prop while holding the first virtual prop.

[0021] In one possible implementation, the method further includes:

[0022] In response to the first virtual item currently used by the virtual object being switched to a specific melee item, switching the quantity adjustment mark in the game interface to a melee item inspection mark corresponding to the specific melee item;

[0023] In response to a designated operation on the melee prop inspection identifier, an inspection animation parameter corresponding to the specific melee prop is obtained, and the virtual object is controlled according to the inspection animation parameter to rotate the first virtual prop while holding the first virtual prop.

[0024] In a possible implementation, the quantity adjustment flag and the melee item inspection flag are the same as any one or more of the following:

[0025] The size, position, color and border shape displayed in the game interface.

[0026] In one possible implementation, the method further includes:

[0027] In response to the operation of controlling the virtual object to perform a designated hand motion, the virtual object is controlled to stop rotating the first virtual prop.

[0028] In a possible implementation, in response to the operation of controlling the virtual object to perform a specified hand movement, the step of controlling the virtual object to stop rotating the first virtual prop includes:

[0029] In response to the operation of controlling the virtual object to perform a specified hand movement, the virtual object is controlled to end rotating the first virtual prop according to a specified transition animation.

[0030] In one possible implementation, the method further includes:

[0031] In response to the virtual object rotating the first virtual prop while holding the first virtual prop, the hand of the virtual object is controlled to maintain a preset distance from the first virtual prop in the game interface.

[0032] In a possible implementation, the rotation position of the first virtual prop in the game interface is located in a preset interface area;

[0033] The preset interface area is located at a portion of the game interface outside the crosshairs of the first virtual prop.

[0034] In a possible implementation, the game interface also includes a viewing setting mark; and the method further includes:

[0035] In response to the operation on the inspection setting identifier, the first prop identifier and / or the quantity adjustment identifier are adjusted to trigger the acquisition condition of the inspection animation parameter.

[0036] In a possible implementation, the acquisition trigger condition includes any one or more of the following:

[0037] The acquisition of the viewing animation parameters is not triggered under any conditions, and the acquisition of the viewing animation parameters is triggered under touch conditions.

[0038] In a second aspect, a control device for virtual props in a game is provided, wherein a graphical user interface is provided through a terminal, and a game scene of the game includes a virtual object controlled by the terminal, and the device comprises:

[0039] a display module, configured to display a game interface corresponding to the virtual object on the graphical user interface, wherein the game interface includes a first virtual prop currently used by the virtual object and a first prop identifier corresponding to the first virtual prop, wherein the first prop identifier is configured to respond to a touch operation when the virtual object is using a second virtual prop, and control the switching of the second virtual prop to the first virtual prop corresponding to the first prop identifier;

[0040] The control module is used to respond to the designated operation for the first prop identifier, obtain the inspection animation parameters corresponding to the first virtual prop, and control the virtual object to rotate the first virtual prop in a state of holding the first virtual prop according to the inspection animation parameters.

[0041] In a third aspect, an embodiment of the present application provides an electronic terminal, including a memory and a processor, wherein the memory stores a computer program that can be executed on the processor, and when the processor executes the computer program, the steps of the method described in the first aspect are implemented.

[0042] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to execute the method described in the first aspect above.

[0043] The embodiments of the present application bring the following beneficial effects:

[0044] The embodiments of the present application provide a method, device and electronic terminal for controlling virtual props in a game. First, a game interface corresponding to a virtual object is displayed on a graphical user interface, wherein the game interface includes a first virtual prop currently used by the virtual object and a first prop identifier corresponding to the first virtual prop. The first prop identifier is configured to respond to a touch operation when the virtual object is using a second virtual prop, and control the switching of the second virtual prop to the first virtual prop corresponding to the first prop identifier. Thereafter, the method can respond to a specified operation on the first prop identifier, obtain inspection animation parameters corresponding to the first virtual prop, and control the virtual object to rotate the first virtual prop while holding the first virtual prop according to the inspection animation parameters. In this solution, by utilizing the existing weapon switching mark, a weapon inspection function is added on the basis of the weapon switching function, so that the weapon switching mark can trigger different functions in different situations, which does not affect the weapon switching function and can also have the weapon inspection function. It realizes the reuse of the weapon switching mark to increase the weapon inspection function without adding a new button, and then omits the separately set weapon inspection button, saving interface area, reducing the operating pressure of the game interface, reducing the probability of misoperation, and alleviating the technical problem that the weapon inspection button on the game interface makes the interface more crowded and easily increases the risk of player misoperation. Moreover, it also realizes the need to inspect weapons at any time during the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0045] In order to more clearly illustrate the specific implementation methods of the present application or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0046] Figure 1 A schematic diagram of an application scenario provided for an embodiment of the present application;

[0047] Figure 2 A schematic diagram of the structure of an electronic terminal provided in an embodiment of the present application is shown;

[0048] Figure 3 A flowchart of a method for controlling virtual props in a game provided by an embodiment of the present application;

[0049] Figure 4 A schematic diagram of an electronic terminal displaying a graphical user interface provided in an embodiment of the present application;

[0050] Figure 5 A schematic diagram of an electronic terminal displaying another graphical user interface provided in an embodiment of the present application;

[0051] Figure 6 A schematic diagram of an electronic terminal displaying another graphical user interface provided in an embodiment of the present application;

[0052] Figure 7 A schematic diagram of an electronic terminal displaying another graphical user interface provided in an embodiment of the present application;

[0053] Figure 8 A schematic diagram of an electronic terminal displaying another graphical user interface provided in an embodiment of the present application;

[0054] Fig. 9 A schematic diagram of an electronic terminal displaying another graphical user interface provided in an embodiment of the present application;

[0055] Fig.10 A schematic diagram of an electronic terminal displaying another graphical user interface provided in an embodiment of the present application;

[0056] Fig.11 A schematic diagram of an electronic terminal displaying another graphical user interface provided in an embodiment of the present application;

[0057] Fig.12 This is a structural intention of a control device for virtual props in a game provided in an embodiment of the present application. DETAILED DESCRIPTION

[0058] In order to make the purpose, technical solution and advantages of the embodiments of the present application clearer, the technical solution of the present application will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present application.

[0059] The terms "including" and "having" and any variations thereof mentioned in the embodiments of the present application are intended to cover non-exclusive inclusions. For example, a process, method, system, product or device including a series of steps or units is not limited to the listed steps or units, but may optionally include other steps or units that are not listed, or may optionally include other steps or units that are inherent to these processes, methods, products or devices.

[0060] In existing games, there are two main ways to meet players' needs for inspecting the default appearance of weapons and the appearance of weapon skins. The first way is that for some skin firearms in the game, players can click the inspect weapon button to play the inspect weapon animation, thereby inspecting the firearm held by the current virtual object. However, in this way, only some firearms can be inspected, and the rules are unclear. In addition, independent buttons are required, making the interface more crowded and easily increasing the risk of player misoperation. The second way is that when the virtual weapon magazine is full, the player can click the weapon switching module to play the inspect weapon animation to inspect the weapon held by the current virtual object. However, in this way, the firearm can only be inspected when the magazine is full, and the weapon cannot be inspected at any time, and there is no guidance.

[0061] From the above defects, it can be seen that since the weapon inspection button on the game interface occupies the area of ​​the interface, the interface becomes more crowded, which easily increases the risk of players' misoperation.

[0062] Based on this, the embodiments of the present application provide a method, device and electronic terminal for controlling virtual props in a game. This method can alleviate the technical problem that there are too many and crowded logos on the game interface, which easily increases the risk of player misoperation.

[0063] In one embodiment of the present application, the control method of the virtual props in the game can be run on a terminal device or a server. The terminal device can be a local terminal device. When the control method of the virtual props in the game is run on the server, the method can be implemented and executed based on the cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0064] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method of the virtual props in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0065] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0066] In one possible implementation, an embodiment of the present application provides a method for controlling virtual props in a game, providing a graphical user interface through a first terminal device, wherein the first terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interaction system mentioned above.

[0067] For example, Figure 1 As shown, Figure 1 Schematic diagram of an application scenario provided by an embodiment of the present application. The application scenario may include a touch terminal (e.g., a mobile phone 102) and a server 101, and the touch terminal may communicate with the server 101 via a wired network or a wireless network. The touch terminal is used to run a virtual desktop, through which the virtual desktop may interact with the server 101 to control virtual objects in the server 101.

[0068] The touch terminal of this embodiment is described by taking a mobile phone 102 as an example. The mobile phone 102 includes components such as a radio frequency (RF) circuit 210, a memory 220, a touch screen 230, and a processor 240. Those skilled in the art can understand that Figure 2 The mobile phone structure shown in the figure does not constitute a limitation on the mobile phone, and may include more or fewer components than shown in the figure, or combine some components, or separate some components, or arrange the components differently. Those skilled in the art will understand that the touch screen 230 belongs to the user interface (UI), and the mobile phone 102 may include more or fewer user interfaces than shown in the figure.

[0069] The RF circuit 210 can also communicate with the network and other devices through wireless communication. The wireless communication can use any communication standard or protocol, including but not limited to Global System of Mobilecommunication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), etc.

[0070] The memory 220 can be used to store software programs and modules. The processor 240 executes various functional applications and data processing of the mobile phone 102 by running the software programs and modules stored in the memory 220. The memory 220 can mainly include a program storage area and a data storage area, wherein the program storage area can store an operating system, an application required for at least one function, etc.; the data storage area can store data created according to the use of the mobile phone 102, etc. In addition, the memory 220 can include a high-speed random access memory, and can also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.

[0071] The touch screen 230 may be used to display a graphical user interface and receive user operations on the graphical user interface. Specifically, the touch screen 230 may include a display panel and a touch panel. The display panel may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel may collect user contact or non-contact operations on or near it (e.g., Figure 3As shown, the user uses any suitable object or accessory such as a finger 301, a stylus, etc. to operate on or near the touch panel), and generates a pre-set operation instruction. In addition, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation and posture, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, and converts it into information that the processor can process, and then sends it to the processor 240, and can receive the command sent by the processor 240 and execute it. In addition, the touch panel can be implemented by various types such as resistive, capacitive, infrared and surface acoustic waves, and any technology developed in the future can be used to implement the touch panel. Further, the touch panel can cover the display panel, and the user can operate on or near the touch panel covered on the display panel according to the graphical user interface displayed on the display panel. After the touch panel detects the operation on or near it, it is transmitted to the processor 240 to determine the user input, and then the processor 240 provides corresponding visual output on the display panel in response to the user input. In addition, the touch panel and the display panel can be implemented as two independent components or integrated.

[0072] Processor 240 is the control center of mobile phone 102. It uses various interfaces and lines to connect various parts of the entire mobile phone. It executes various functions of mobile phone 102 and processes data by running or executing software programs and / or modules stored in memory 220, and calling data stored in memory 220, thereby monitoring the mobile phone as a whole.

[0073] The embodiments of the present application are further described below in conjunction with the accompanying drawings.

[0074] Figure 4 The present invention provides a flowchart of a method for controlling a virtual item in a game according to an embodiment of the present invention. The method can be applied to a terminal (e.g., Figure 2 The mobile phone 102 shown in the figure provides a graphical user interface through the terminal, and the game scene of the game includes virtual objects controlled by the terminal. Figure 4 As shown, the method includes:

[0075] Step S410: displaying a game interface corresponding to the virtual object on a graphical user interface.

[0076] Among them, the game interface includes a first virtual prop currently used by the virtual object and a first prop identifier corresponding to the first virtual prop. The first prop identifier is configured to respond to a touch operation when the virtual object is using the second virtual prop, and control the switching of the second virtual prop to the first virtual prop corresponding to the first prop identifier.

[0077] For example, Figure 5 As shown, the pistol logo, sniper logo and dagger logo are all prop logos, and have the function of a prop switching button. Sniper rifle 501 is the first virtual prop currently used by the virtual object, and sniper rifle logo 502 (i.e., the first prop logo) corresponds to sniper rifle 501 (the first virtual prop). The configuration of sniper rifle logo 502 (the first prop logo) is to respond to a touch operation when the virtual object is using a dagger (the second virtual prop) and control the dagger to be switched to the sniper rifle 501 corresponding to the sniper rifle 501 (the first virtual prop).

[0078] In actual applications, the props logo corresponding to the virtual props currently held by the virtual object can be highlighted. Figure 5 The virtual object is currently holding a sniper rifle 501, and the corresponding sniper rifle logo 502 is highlighted. The highlighting indicates that the prop logo corresponding to the currently held prop has a state parameter, that is, if it is in use, the logo has an "activated" state, otherwise, it has an inactivated state. If the logo with an activated state is clicked, the "view" function is triggered.

[0079] It should be noted that Figure 5 The size, shape and position of each logo shown are special drawings for the purpose of facilitating the understanding of the embodiments of the present application. They do not constitute limitations on actual applications, and their size, shape and position may be adjusted in actual applications.

[0080] Step S420 , in response to the designated operation for the first prop identifier, obtaining inspection animation parameters corresponding to the first virtual prop, and controlling the virtual object to rotate the first virtual prop while holding the first virtual prop according to the inspection animation parameters.

[0081] In practical applications, the designated operation for the first prop identifier may include a touch operation for the highlighted prop identifier. Figure 5 As shown, the pistol logo, sniper logo and dagger logo are all prop logos. When the player clicks the sniper logo 502 in a highlighted state, the prop inspection function will be triggered, instead of triggering the function of retracting the current handheld prop as in the prior art. The system will obtain the inspection animation parameters corresponding to the sniper rifle 501, and control the virtual object to rotate the sniper rifle 501 in the state of holding the sniper rifle 501 according to the inspection animation parameters to perform the prop inspection action.

[0082] As an example, the virtual object first places the sniper rifle 501 horizontally to examine the side of the sniper rifle 501, and then can gradually examine the sniper rifle 501 from different angles according to a preset animation.

[0083] As another example, Figure 5As shown, when the virtual object is currently holding a sniper rifle, after the player clicks the dagger mark 503, the virtual object switches the sniper rifle to the dagger corresponding to the dagger mark 503, and the dagger mark 503 is highlighted. At this time, after the player clicks the dagger mark 503 again, the prop inspection function will be triggered, and the system will obtain the inspection animation parameters corresponding to the dagger, and control the virtual object to rotate the dagger in the state of holding the dagger according to the inspection animation parameters to perform the prop inspection action.

[0084] It should be noted that if Figure 6 As shown, since there is more than one prop switching button in the game, the logic of the prop switching button can be set uniformly, that is, the player clicks the prop icon corresponding to the virtual prop currently held by the virtual object to trigger the function of viewing the virtual object's current weapon.

[0085] As a possible implementation of the embodiment of the present application, the graphical user interface also includes a second prop identifier, and the method may also include: in response to a touch operation on the second prop identifier, controlling the first virtual prop to switch to a second virtual prop corresponding to the second prop identifier; after switching to the second virtual prop, in response to a specified operation on the second prop identifier, obtaining the inspection animation parameters corresponding to the second virtual prop, and according to the inspection animation parameters corresponding to the second virtual prop, controlling the virtual object to rotate the second virtual prop while holding the second virtual prop. For example, after switching from the first virtual prop to the second virtual prop corresponding to the second prop identifier, if the player clicks on the second virtual prop at this time, the inspection animation will be triggered.

[0086] In the embodiment of the present application, by utilizing the existing weapon switching mark, a weapon inspection function is added on the basis of the weapon switching function, so that the weapon switching mark can trigger different functions in different situations, which does not affect the weapon switching function and can also have the weapon inspection function, and realizes the reuse of the weapon switching mark to increase the weapon inspection function without adding a new button, thereby omitting the separately set weapon inspection button, saving the interface area, reducing the operating pressure of the game interface, reducing the probability of misoperation, and alleviating the technical problem that the weapon inspection button on the game interface makes the interface more crowded and easily increases the risk of player misoperation. Moreover, the need to inspect weapons at any time during the game is also realized.

[0087] The above steps are described in detail below.

[0088] In some embodiments, the corresponding inspection animation may be determined according to the appearance identifier of the first virtual item, so as to provide the corresponding inspection animation for the player. As an example, the above step S420 may specifically include the following steps:

[0089] Step a), obtaining appearance identification information of a first virtual prop.

[0090] Step b), determining corresponding inspection animation parameters according to the appearance identification information.

[0091] For example, the same item in the game can have multiple appearance identification information, and each appearance identification information corresponds to different inspection animation parameters. Taking a sniper rifle as an example, the same sniper rifle can have multiple skins (appearance identification), different skins correspond to different qualities, and high-quality skins have more fancy inspection animations. In the same game, sniper rifles with different skins have different identification numbers (IdentifyDocument, ID), for example, the ID corresponding to a low-quality skin is S1, the ID corresponding to a medium-quality skin is S2, and the ID corresponding to a high-quality skin is S3.

[0092] In an optional implementation, corresponding unique inspection animations can be prepared for different IDs in advance, and then different inspection animations can be determined in the game according to different IDs, that is, different skin qualities can be distinguished according to the sniper rifle ID, and different skins correspond to different prop inspection animations. For example, the sniper rifle ID currently held by the virtual object in the game is S1. After the player triggers the prop inspection function, the system will control the virtual object to perform the actions included in the prop inspection animation corresponding to S1. As the game progresses, the player controls the virtual object to obtain a sniper rifle with an ID of S2. At this time, after the player triggers the prop inspection function, the system will control the virtual object to perform the actions included in the prop inspection animation corresponding to S2.

[0093] In another optional implementation, the same item in the game can have unique identification information, and the unique identification information corresponds to a unique inspection animation parameter. Taking a sniper rifle as an example, the same sniper rifle can have multiple skins (appearance identification), but for a sniper rifle, it only has a unique item inspection animation, that is, different skins correspond to unique item inspection animations. Regardless of the quality of the skin of the sniper rifle currently held by the virtual object, after the player triggers the item inspection function, the system will control the virtual object to perform the actions included in the unique item inspection animation.

[0094] It should be noted that the appearance identification information of the first virtual prop may include the appearance prop identification information of the appearance props assembled by the first virtual prop. The appearance props may include but are not limited to prop skins, prop additional accessories, prop stickers, etc. Different appearance props have different appearance prop identification information. The system can determine the corresponding inspection animation parameters according to the appearance prop identification information, and thus control the virtual object to rotate the first virtual prop in the state of holding the first virtual prop according to the inspection animation parameters.

[0095] By configuring different inspection animations for different appearance identifiers, the corresponding inspection animation can be determined in the game according to the appearance identifier of the first virtual prop, so as to provide the corresponding inspection animation for the player and enhance the player's visual experience.

[0096] Based on the above steps a) and b), the corresponding inspection animation can be determined according to the identifier of the first virtual item to provide the player with the corresponding inspection animation. As an example, the above step a) can specifically include the following steps:

[0097] Step c), obtaining identification information of the first virtual item.

[0098] Step d), determining appearance identification information of the first virtual prop according to the identification information.

[0099] For example, the same item in the game can have unique identification information, and the unique identification information corresponds to a unique inspection animation parameter. Taking a sniper rifle as an example, the same sniper rifle can have multiple skins (appearance identification), but for a sniper rifle, it only has a unique item inspection animation, that is, different skins correspond to unique item inspection animations. Regardless of the quality of the skin of the sniper rifle currently held by the virtual object, after the player triggers the item inspection function, the system will control the virtual object to perform the actions included in the unique item inspection animation.

[0100] By configuring a unique viewing animation for the first virtual prop, the storage space of the storage device can be saved, and unnecessary burden on the storage device caused by configuring unique viewing animations for multiple skins can be avoided.

[0101] In some embodiments, the appearance identification information of the first virtual prop may include the appearance prop identification information of the appearance props assembled by the first virtual prop, so as to play an identification role for the first virtual prop. As an example, the appearance identification information of the first virtual prop includes the appearance prop identification information of the appearance props assembled by the first virtual prop.

[0102] In practical applications, appearance props may include but are not limited to prop skins, prop additional accessories, prop stickers, etc. Different appearance props have different appearance prop identification information, and the system can determine the corresponding inspection animation parameters according to the appearance prop identification information, thereby controlling the virtual object to rotate the first virtual prop in the state of holding the first virtual prop according to the inspection animation parameters.

[0103] In some embodiments, the virtual object can be set to be in a preset state before the prop inspection function can be triggered to avoid the prop inspection animation affecting the player's operation. As an example, before the above step S420, the method can also include the following steps:

[0104] Step e), obtaining the shooting state of the virtual object, the shooting state including the hip-shooting state and the shoulder-shooting state.

[0105] Step f), in response to the shooting state of the virtual object being the hip-fire state, obtaining inspection animation parameters corresponding to the first virtual prop, and controlling the virtual object to rotate the first virtual prop while holding the first virtual prop according to the inspection animation parameters.

[0106] For example, Figure 7 As shown in the figure, the left half shows the hip-fire state, and the right half shows the shoulder-fire state. In the game, the aiming modes of virtual objects are divided into hip-fire and shoulder-fire. Hip-fire means aiming and shooting without opening the scope, using the screen crosshairs, and shoulder-fire means aiming and shooting with the scope open. During the game, the prop inspection function can only be triggered when the virtual object is in the hip-fire state and holding a prop. The prop inspection function cannot be triggered when the virtual object is in the shoulder-fire state and holding a prop, that is, the prop inspection function is blocked by the system.

[0107] It should be noted that when the virtual object holds other props or skills, the prop inspection function can also be blocked. The virtual object holds other props, including but not limited to grenades, smoke bombs and other throwing props. The logic of the virtual object using skills is the same as that of using grenades, smoke bombs and other throwing props. There is also a state of holding and waiting to throw. At this time, the prop inspection function is not triggered.

[0108] By setting the virtual object to be in hip-fire state, the prop inspection function can be triggered, and in shoulder-fire state, the triggering of the prop inspection function is blocked. This can prevent the prop inspection animation from affecting the player's operation, so that the prop inspection and game combat do not affect each other, thereby improving the player's gaming experience.

[0109] In some embodiments, the first item identifier can be displayed in a differentiated manner from other item identifiers to prompt the player the item identifier corresponding to the item currently held by the virtual object. As an example, the first item identifier is highlighted in the game interface.

[0110] For example, Figure 5 As shown, the virtual object currently holds a sniper rifle 501, and the corresponding sniper rifle logo 502 is highlighted. The highlighting indicates that the prop logo corresponding to the currently held prop has a state parameter, that is, if it is in use, the logo has an "activated" state, otherwise, it has an inactivated state. If the logo with an activated state is clicked, the "inspection" function is triggered, and the system will obtain the inspection animation parameters corresponding to the sniper rifle, and control the virtual object to rotate the sniper rifle in the state of holding the sniper rifle according to the inspection animation parameters to perform the prop inspection action.

[0111] By highlighting the first item icon in the game interface, players can be prompted to quickly select the review function to avoid players accidentally operating the item switching function, thereby improving the player's gaming experience.

[0112] In some embodiments, the inspection animation of the props can also be triggered in other ways to adapt to the different operating habits of different players. As an example, the game interface also includes a number adjustment mark for the first virtual prop to be launched, and the number adjustment mark is configured to respond to the touch operation when the current number of the objects to be launched in the first virtual prop does not reach the preset threshold, and control the current number of the objects to be launched in the first virtual prop to be adjusted; the method can also include the following steps:

[0113] Step g), when the current number reaches a preset threshold, in response to a specified operation on the number adjustment mark, obtaining inspection animation parameters corresponding to the first virtual prop, and controlling the virtual object to rotate the first virtual prop while holding the first virtual prop according to the inspection animation parameters.

[0114] For example, Figure 8 As shown, the mark shown in 801 is the mark for adjusting the number of objects to be launched in the first virtual prop, that is, the bullet reload button. Figure 8 The middle mark 802 shows that the current number of bullets (to be fired) in the sniper rifle 803 (the first virtual item) is 8, and the magazine capacity is 10 (preset threshold). In this case, if the player clicks the reload button 801, the reload operation will be triggered, that is, the virtual object reloads the sniper rifle 803 until the number of bullets in the sniper rifle 803 reaches a full load of 10.

[0115] In practical applications, the specified operation for the quantity adjustment indicator may include a touch operation. Figure 8 As shown, when the number of bullets in the sniper rifle 803 reaches the full load of 10 rounds, after the player clicks the reload button 801, the prop inspection function will be triggered, and the system will obtain the inspection animation parameters corresponding to the sniper rifle 803, and control the virtual object to rotate the sniper rifle 803 in the state of holding the sniper rifle 803 according to the inspection animation parameters to perform the prop inspection action.

[0116] It should be noted that Figure 8 The size, shape and position of each logo shown are special drawings for the purpose of facilitating the understanding of the embodiments of the present application. They do not constitute limitations on actual applications, and their size, shape and position may be adjusted in actual applications.

[0117] By clicking the reload button when the current weapon magazine is full, the inspection animation of the currently held weapon can also be triggered, omitting the separate item inspection button and avoiding taking up extra space in the game interface. It also avoids the problem that when the current weapon magazine is not full, the player wants to inspect the weapon but triggers the reload function.

[0118] Based on the above step g), after the player switches the ranged props to the melee props, the quantity adjustment mark can be switched to the inspection mark to avoid occupying additional area on the game interface. As an example, the method can also include the following steps:

[0119] Step h), in response to the first virtual prop currently used by the virtual object being switched to a specific melee prop, the quantity adjustment mark in the game interface is switched to a melee prop inspection mark corresponding to the specific melee prop.

[0120] Step i), in response to a designated operation on a melee prop inspection identifier, obtaining inspection animation parameters corresponding to a specific melee prop, and controlling the virtual object to rotate the first virtual prop while holding the first virtual prop according to the inspection animation parameters.

[0121] For example, Fig. 9 As shown, when the player is holding a sniper rifle as a virtual object, after clicking on the dagger mark shown in 901, the first virtual prop switches to a melee prop dagger 902. Since melee props cannot be reloaded, the reload mark in the game interface switches to a melee prop inspection mark 903 corresponding to a specific melee prop. After the player clicks on the melee prop inspection mark 903, the prop inspection function is triggered. The system will obtain the inspection animation parameters corresponding to the dagger 902, and control the virtual object to rotate the dagger 902 while holding the dagger 902 according to the inspection animation parameters to perform the prop inspection action.

[0122] By targeting the melee situations in the game, the reload button is changed to a melee item inspection button, so that it has the melee item inspection function, and the inspection logic of melee items and ranged items is consistent. The separately set melee item inspection button is omitted, avoiding occupying extra area in the game interface.

[0123] Based on the above steps h) and i), the position, size and other attributes of the quantity adjustment mark and the melee item inspection mark can be the same to remind the player that the icon can trigger the item inspection function. As an example, any one or more of the following attributes of the quantity adjustment mark and the melee item inspection mark are the same:

[0124] The size, position, color, and border shape displayed in the game interface.

[0125] For example, the size, position, color, and border shape of the quantity adjustment mark and the melee item inspection mark in the game interface can be set to be exactly the same. Figure 8 The reload icon shown in 801 is changed to Fig. 9 The eye icon shown in 903.

[0126] By setting one or more of the properties of the size, position, color, and border shape of the quantity adjustment mark and the melee item inspection mark in the game interface to be the same, the melee item inspection icon can serve as a reminder to the player that the icon can trigger the item inspection function. It can also guide the player that the quantity adjustment mark can trigger the item inspection function.

[0127] In some embodiments, the player's designated operation on the virtual object can end the prop inspection to avoid the prop inspection animation affecting the player's operation. As an example, the method may also include the following steps:

[0128] Step j), in response to the operation of controlling the virtual object to perform a designated hand movement, controlling the virtual object to stop rotating the first virtual prop.

[0129] For example, the virtual object's designated hand movements include, but are not limited to, switching skills / props, using skills, switching props, firing, aiming, and reloading. When the virtual object performs the above movements, the prop inspection animation will be interrupted. In contrast, the operations that cannot interrupt the prop inspection animation include, but are not limited to, moving, jumping, standing still, squatting, picking up non-currently held props, spraying paint, and switching the prop firing mode (automatic switching to three bursts). When the virtual object performs the above movements, the prop inspection animation cannot be interrupted.

[0130] It should be noted that when the virtual object is attacked, the prop inspection animation cannot be interrupted.

[0131] By setting the specified hand movements of the virtual object, the inspection animation can be interrupted when the virtual object uses the hand movements to avoid negative impact on the battle.

[0132] Based on the above step j), after the virtual object finishes rotating the first virtual prop, the transition can be achieved through animation to make the picture smoother. As an example, the above step j) may specifically include the following steps:

[0133] Step k), in response to the operation of controlling the virtual object to perform a specified hand movement, controlling the virtual object to end rotating the first virtual prop according to a specified transition animation.

[0134] For example, when the player controls the virtual object to perform a specified hand movement, resulting in the interruption of the prop inspection animation, the interruption process is transitioned using animation transition fusion, making the entire process more natural and smooth, and increasing the player's immersion in the game. Moreover, different props can correspond to different transition animations to increase the player's visual experience.

[0135] In some embodiments, when the virtual object is inspecting the prop, the hand of the virtual object can be set to maintain a certain distance from the first virtual prop to prevent penetration. As an example, the method can also include the following steps:

[0136] Step 1), in response to the virtual object rotating the first virtual prop while holding the first virtual prop, controlling the hand of the virtual object to maintain a preset distance from the first virtual prop in the game interface.

[0137] For example, Figure 5 As shown, when the virtual object rotates the sniper rifle 501 in its hand, the system can control the virtual object to use the right hand to rotate the sniper rifle 501 with the left hand fully spread out, thereby avoiding the penetration phenomenon caused by the overlapping front and back parts between the virtual object's hand model and the sniper rifle model due to the sniper rifle 501 model being too large, and avoiding the penetration phenomenon caused by the different sizes of the models of the two hands of the virtual object.

[0138] By setting the hand of the virtual object to maintain a certain distance from the first virtual prop to prevent penetration, the player's gaming experience and visual experience are improved.

[0139] In some embodiments, the rotation position of the first virtual prop can be preset to be within a specified area to prevent the virtual prop from blocking the player's game field of view. As an example, the rotation position of the first virtual prop in the game interface is within a preset interface area; wherein the preset interface area is located in the game interface at a portion of the position other than the crosshairs of the first virtual prop.

[0140] For example, Fig.10 As shown, the dotted line divides the game interface into two areas, namely, a preset interface area 1002 excluding the crosshair 1001 and other areas 1003 including the crosshair 1001. The first virtual prop rotates only in the preset interface area 1002.

[0141] By setting the preset interface area, the first virtual prop can be rotated only in the preset interface area, and the display area of ​​the preset inspection image does not include the crosshair position to avoid blocking the crosshair and affecting the battle.

[0142] Based on the above step g), an independent switch can be set in the game interface so that the player can freely adjust the triggering conditions of the prop inspection, so that the triggering conditions are more in line with the player's gaming habits. As an example, the game interface also includes an inspection setting mark; the method can also include the following steps:

[0143] Step m), in response to the operation on the inspection setting flag, adjusting the first prop flag and / or the quantity adjustment flag for obtaining the trigger condition for the inspection animation parameter.

[0144] For example, Fig.11 As shown, two switches for the item inspection function (i.e., the inspection setting identifier) ​​can be set in the game options interface. As shown in the figure, the item switch button trigger function is turned off, and the reload button trigger function is turned on, that is, the player cannot trigger the item inspection function by clicking the item switch button; when the virtual object's weapon magazine is fully loaded, the player can trigger the item inspection function by clicking the reload button.

[0145] By setting the inspection setting flag, the player can adjust the first prop flag and / or quantity adjustment flag for the acquisition trigger condition of the inspection animation parameters, and can adjust the triggering of the inspection prop function according to the player's habits.

[0146] Based on the above step m), the trigger conditions may include multiple ones to adapt to the gaming habits of different players. As an example, the trigger conditions include any one or more of the following:

[0147] The acquisition of viewing animation parameters is not triggered under any conditions, and the acquisition of viewing animation parameters is triggered under touch conditions.

[0148] For example, the player can set the item inspection function not to be triggered under any conditions; or the item inspection function is triggered only when the item switch button is clicked, while clicking the reload button does not trigger the item inspection function; or the item inspection function is triggered only when the reload button is clicked, and the item switch button does not trigger the item inspection function; or the item inspection function is triggered by both clicking the item switch button and clicking the reload button.

[0149] In actual applications, touch conditions can also be set, including but not limited to long press trigger, single click trigger, double click trigger, etc.

[0150] Players can adjust the inspection setting icon to enable one of the inspection functions individually, or turn them all on / off, allowing players to flexibly adjust the switch of the inspection item function.

[0151] Fig.12A schematic diagram of a control device 1200 for virtual props in a game is provided. The device can be applied to an electronic terminal that can run a game program, provide a graphical user interface through the terminal, and the game scene of the game includes virtual objects controlled by the terminal. Fig.12 As shown, the control device 1200 of the virtual props in the game includes:

[0152] The display module 1201 is used to display a game interface corresponding to the virtual object on a graphical user interface, wherein the game interface includes a first virtual prop currently used by the virtual object and a first prop identifier corresponding to the first virtual prop, and the first prop identifier is configured to respond to a touch operation when the virtual object is using the second virtual prop, and control the second virtual prop to be switched to the first virtual prop corresponding to the first prop identifier;

[0153] The control module 1202 is used to respond to the designated operation on the first prop identifier, obtain the inspection animation parameters corresponding to the first virtual prop, and control the virtual object to rotate the first virtual prop in the state of holding the first virtual prop according to the inspection animation parameters.

[0154] In some embodiments, the control module 1202 is specifically configured to:

[0155] Obtaining appearance identification information of a first virtual prop;

[0156] Determine the corresponding viewing animation parameters according to the appearance identification information.

[0157] In some embodiments, the control module 1202 is specifically configured to:

[0158] Obtaining identification information of the first virtual item;

[0159] The appearance identification information of the first virtual item is determined according to the identification information.

[0160] In some embodiments, the appearance identification information of the first virtual prop includes appearance prop identification information of an appearance prop equipped with the first virtual prop.

[0161] In some embodiments, before obtaining the inspection animation parameters corresponding to the first virtual prop and controlling the virtual object to rotate the first virtual prop while holding the first virtual prop according to the inspection animation parameters, the device further includes:

[0162] A first acquisition module is used to acquire the shooting state of the virtual object, where the shooting state includes a hip-fire state and a shoulder-fire state;

[0163] In response to the shooting state of the virtual object being the hip-fire state, obtaining inspection animation parameters corresponding to the first virtual prop, and controlling the virtual object to rotate the first virtual prop while holding the first virtual prop according to the inspection animation parameters.

[0164] In some embodiments, the first item logo is highlighted in the game interface.

[0165] In some embodiments, the game interface further includes a number adjustment mark for objects to be launched in the first virtual prop, and the number adjustment mark is configured to respond to a touch operation to control the adjustment of the current number of objects to be launched in the first virtual prop when the current number of objects to be launched in the first virtual prop does not reach a preset threshold; the device further includes:

[0166] The second acquisition module is used to obtain the inspection animation parameters corresponding to the first virtual prop in response to the specified operation of the quantity adjustment identifier when the current quantity reaches a preset threshold, and control the virtual object to rotate the first virtual prop in a state of holding the first virtual prop according to the inspection animation parameters.

[0167] In some embodiments, the apparatus further comprises:

[0168] A switching module, configured to switch a quantity adjustment mark in a game interface to a melee item inspection mark corresponding to the specific melee item in response to the first virtual item currently used by the virtual object being switched to a specific melee item;

[0169] In response to a designated operation on a melee prop inspection identifier, an inspection animation parameter corresponding to the specific melee prop is obtained, and the virtual object is controlled to rotate the first virtual prop while holding the first virtual prop according to the inspection animation parameter.

[0170] In some embodiments, the quantity adjustment flag and the melee item inspection flag are the same as any one or more of the following:

[0171] The size, position, color, and border shape displayed in the game interface.

[0172] In some embodiments, the apparatus further comprises:

[0173] The second control module is used to control the virtual object to stop rotating the first virtual prop in response to the operation of controlling the virtual object to perform a specified hand movement.

[0174] In some embodiments, the second control module is specifically configured to:

[0175] In response to the operation of controlling the virtual object to perform a specified hand motion, the virtual object is controlled to end rotating the first virtual prop according to a specified transition animation.

[0176] In some embodiments, the apparatus further comprises:

[0177] The third control module is used to control the hand of the virtual object to maintain a preset distance from the first virtual prop in the game interface in response to the virtual object rotating the first virtual prop while holding the first virtual prop.

[0178] In some embodiments, the rotation position of the first virtual prop in the game interface is located in a preset interface area;

[0179] The preset interface area is located at a portion of the game interface outside the crosshairs of the first virtual prop.

[0180] In some embodiments, the game interface further includes a viewing setting indicator; the device further includes:

[0181] The adjustment module is used to adjust the acquisition trigger condition of the first prop identifier and / or the quantity adjustment identifier for viewing the animation parameters in response to the operation on the viewing setting identifier.

[0182] In some embodiments, the acquisition trigger condition includes any one or more of the following:

[0183] The acquisition of viewing animation parameters is not triggered under any conditions, and the acquisition of viewing animation parameters is triggered under touch conditions.

[0184] The control device for virtual props in the game provided in the embodiment of the present application has the same technical features as the control method for virtual props in the game provided in the above embodiment, so it can also solve the same technical problems and achieve the same technical effects.

[0185] Corresponding to the control method of virtual props in the above-mentioned game, an embodiment of the present application also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to execute the steps of the control method of virtual props in the above-mentioned game.

[0186] The control device for the virtual props in the game provided in the embodiment of the present application can be specific hardware on the device or software or firmware installed on the device. The device provided in the embodiment of the present application, its implementation principle and the technical effect produced are the same as those in the aforementioned method embodiment. For the sake of brief description, the parts not mentioned in the device embodiment can refer to the corresponding contents in the aforementioned method embodiment. It can be clearly understood by those skilled in the art that for the convenience and simplicity of description, the specific working processes of the systems, devices and units described above can all refer to the corresponding processes in the aforementioned method embodiment, and will not be repeated here.

[0187] In the embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of the devices or units can be electrical, mechanical or other forms.

[0188] For another example, the flowchart and block diagram in the accompanying drawings show the possible architecture, function and operation of the device, method and computer program product according to multiple embodiments of the present application. In this regard, each box in the flowchart or block diagram can represent a module, a program segment or a part of the code, and the module, the program segment or a part of the code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in a different order from the order marked in the accompanying drawings. For example, two consecutive boxes can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and / or the flowchart, and the combination of the boxes in the block diagram and / or the flowchart can be implemented with a dedicated hardware-based system that performs a specified function or action, or can be implemented with a combination of dedicated hardware and computer instructions.

[0189] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0190] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0191] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application can be essentially or partly embodied in the form of a software product that contributes to the prior art. The computer software product is stored in a storage medium, including several instructions to enable a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the control method of virtual props in the game described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, etc., and other media that can store program codes.

[0192] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.

[0193] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solution of the present application, rather than to limit it. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the aforementioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solution recorded in the aforementioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solution deviate from the scope of the technical solution of the embodiment of the present application. They should all be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.

Claims

1. A method for controlling virtual props in a game, characterized in that: A graphical user interface is provided through a terminal, a game scene of the game includes a virtual object controlled by the terminal, and the method includes: Displaying a game interface corresponding to the virtual object on the graphical user interface, wherein the game interface includes a first virtual prop currently used by the virtual object and a first prop identifier corresponding to the first virtual prop, and the game interface also includes a second prop identifier corresponding to the second virtual prop, the first prop identifier is configured to respond to a touch operation when the virtual object is using the second virtual prop, control the switching of the second virtual prop to the first virtual prop corresponding to the first prop identifier, and the first prop identifier is highlighted in the game interface and has an activated state; In response to a designated operation on the first prop identifier, obtaining inspection animation parameters corresponding to the first virtual prop, and controlling the virtual object to rotate the first virtual prop while holding the first virtual prop according to the inspection animation parameters, wherein the designated operation includes a touch operation on a highlighted prop identifier; The method further comprises: In response to the virtual object rotating the first virtual prop while holding the first virtual prop, controlling the hand of the virtual object to maintain a preset distance from the first virtual prop in the game interface; The game interface also includes a quantity adjustment mark for objects to be launched in the first virtual item, and the quantity adjustment mark is configured to respond to a touch operation and control the adjustment of the current quantity of objects to be launched in the first virtual item when the current quantity of objects to be launched in the first virtual item does not reach a preset threshold value; the method also includes: When the current number reaches the preset threshold, in response to a specified operation on the number adjustment identifier, an inspection animation parameter corresponding to the first virtual prop is obtained, and according to the inspection animation parameter, the virtual object is controlled to rotate the first virtual prop while holding the first virtual prop.

2. The method according to claim 1, characterized in that: The step of obtaining the inspection animation parameters corresponding to the first virtual prop includes: Acquire appearance identification information of the first virtual prop; The corresponding viewing animation parameters are determined according to the appearance identification information.

3. The method according to claim 2, characterized in that The step of obtaining the appearance identification information of the first virtual prop includes: Obtaining identification information of the first virtual item; Determine appearance identification information of the first virtual item according to the identification information.

4. The method according to claim 2, characterized in that: The appearance identification information of the first virtual prop includes appearance prop identification information of the appearance props equipped with the first virtual prop.

5. The method according to claim 1, characterized in that Before the step of acquiring the inspection animation parameters corresponding to the first virtual prop, and controlling the virtual object to rotate the first virtual prop while holding the first virtual prop according to the inspection animation parameters, the method further includes: Acquire a shooting state of the virtual object, wherein the shooting state includes a hip-fire state and a shoulder-fire state; In response to the shooting state of the virtual object being the hip-fire state, obtaining inspection animation parameters corresponding to the first virtual prop, and controlling the virtual object to rotate the first virtual prop while holding the first virtual prop according to the inspection animation parameters.

6. The method according to claim 1, characterized in that The method further comprises: In response to the first virtual item currently used by the virtual object being switched to a specific melee item, switching the quantity adjustment mark in the game interface to a melee item inspection mark corresponding to the specific melee item; In response to a designated operation on the melee prop inspection identifier, an inspection animation parameter corresponding to the specific melee prop is obtained, and the virtual object is controlled according to the inspection animation parameter to rotate the first virtual prop while holding the first virtual prop.

7. The method according to claim 6, characterized in that The quantity adjustment flag and the melee item inspection flag are the same as any one or more of the following: The size, position, color and border shape displayed in the game interface.

8. The method according to claim 1, characterized in that The method further comprises: In response to the operation of controlling the virtual object to perform a designated hand motion, the virtual object is controlled to stop rotating the first virtual prop.

9. The method according to claim 8, characterized in that The step of controlling the virtual object to stop rotating the first virtual prop in response to the operation of controlling the virtual object to perform a specified hand movement comprises: In response to the operation of controlling the virtual object to perform a specified hand movement, the virtual object is controlled to end rotating the first virtual prop according to a specified transition animation.

10. The method according to claim 1, characterized in that The rotation position of the first virtual prop in the game interface is located in a preset interface area; The preset interface area is located at a portion of the game interface outside the crosshairs of the first virtual prop.

11. The method according to claim 1, characterized in that: The game interface also includes a viewing setting mark; the method also includes: In response to the operation on the inspection setting identifier, the first prop identifier and / or the quantity adjustment identifier are adjusted to trigger the acquisition condition of the inspection animation parameter.

12. The method according to claim 11, characterized in that The acquisition trigger condition includes any one or more of the following: The acquisition of the viewing animation parameters is not triggered under any conditions, and the acquisition of the viewing animation parameters is triggered under touch conditions.

13. A control device for virtual props in a game, characterized in that: A graphical user interface is provided through a terminal, a game scene of the game includes a virtual object controlled by the terminal, and the device includes: A display module, configured to display a game interface corresponding to the virtual object on the graphical user interface, wherein the game interface includes a first virtual prop currently used by the virtual object and a first prop identifier corresponding to the first virtual prop, and the game interface also includes a second prop identifier corresponding to a second virtual prop, the first prop identifier being configured to respond to a touch operation when the virtual object is using the second virtual prop, control the switching of the second virtual prop to the first virtual prop corresponding to the first prop identifier, and the first prop identifier being highlighted in the game interface and having an activated state; a control module, configured to respond to a designated operation on the first prop identifier, obtain inspection animation parameters corresponding to the first virtual prop, and control the virtual object to rotate the first virtual prop in a state of holding the first virtual prop according to the inspection animation parameters, wherein the designated operation includes a touch operation on a highlighted prop identifier; The device also includes: A third control module, configured to control the hand of the virtual object to maintain a preset distance from the first virtual prop in the game interface in response to the virtual object rotating the first virtual prop while holding the first virtual prop; The game interface also includes a number adjustment mark for objects to be launched in the first virtual prop, and the number adjustment mark is configured to respond to a touch operation and control the adjustment of the current number of objects to be launched in the first virtual prop when the current number of objects to be launched in the first virtual prop does not reach a preset threshold; The device also includes: The second acquisition module is used to obtain the inspection animation parameters corresponding to the first virtual prop in response to the specified operation of the quantity adjustment identifier when the current quantity reaches a preset threshold, and control the virtual object to rotate the first virtual prop in a state of holding the first virtual prop according to the inspection animation parameters.

14. An electronic terminal, comprising a memory and a processor, wherein the memory stores a computer program that can be run on the processor, characterized in that: When the processor executes the computer program, the steps of the method according to any one of claims 1 to 12 are implemented.

15. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to execute the method according to any one of claims 1 to 12.