Virtual wearable component transaction control method, device, electronic device and storage medium
By directly performing transactions of virtual wearable components in the virtual character display area during the game process, the problem of cumbersome trading operations in the prior art is solved, and transaction efficiency and human-computer interaction efficiency are improved.
Patent Information
- Application Number
- CN202210803374.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-07-07
- Publication Date
- 2025-08-15
- Estimated Expiration
- 2042-07-07
AI Technical Summary
In existing games, the transaction operations of virtual wearable parts are cumbersome and the transaction efficiency is low. Players need to select and confirm virtual items on the trading platform before sending transaction requests, resulting in a complicated purchase process.
During the game process, the sales information of the virtual wearable parts to be sold is displayed directly in the virtual character association display area. Players can perform trading operations in this area without jumping to the trading platform to realize the direct purchase of the virtual wearable parts.
It simplifies the operation process of players in purchasing virtual wearable parts, improves transaction efficiency and human-computer interaction efficiency, and reduces the cumbersome steps of selecting and confirming virtual items.
Smart Images

Figure CN115212563B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a method, device, electronic device and storage medium for controlling transactions of virtual wearable components. Background Art
[0002] Typically, online games provide players with a way to trade virtual wearable parts through trading platforms.
[0003] Currently, in games, players mainly use the following transaction method to purchase costume props: when a first virtual character and a second virtual character meet preset conditions, the virtual item icon of the second virtual character is displayed, and the target virtual item is selected from the virtual item icon. Then, a transaction invitation request for the target virtual item is sent to the second terminal, so that the second terminal corresponding to the second virtual character conducts a transaction operation for the target virtual item with the first terminal corresponding to the first virtual character according to the transaction invitation request.
[0004] However, this transaction method requires players to select and confirm the items to be traded, and send a transaction request to the virtual character selling the items when purchasing the items for the game characters, which results in cumbersome purchase operations and low purchase efficiency. Summary of the Invention
[0005] The purpose of the present invention is to address the deficiencies in the above-mentioned prior art and provide a virtual wearable component transaction control method, device, electronic device and storage medium, so as to solve the problems of cumbersome transaction operations and low transaction efficiency in existing transaction methods.
[0006] To achieve the above objectives, the technical solutions adopted in the embodiments of the present application are as follows:
[0007] In a first aspect, embodiments of the present application provide a method for controlling transactions of virtual wearable components in a game, wherein a first terminal device provides a graphical user interface, wherein the graphical user interface displays at least a portion of a virtual scene and a first virtual character located in the virtual scene, wherein the first virtual character is a virtual character controlled by the first terminal device. The method includes:
[0008] During a designated game process jointly participated in by the first virtual character and the second virtual character, sales information corresponding to a virtual wearable component to be sold of the second virtual character is displayed in an associated display area of the second virtual character; wherein the sales information includes at least a selling price of the virtual wearable component to be sold; the second virtual character is the virtual character whose virtual wearable component to be sold is included in the designated game process;
[0009] In response to a transaction instruction for the virtual wearable component to be sold, the first virtual character is controlled to trade the virtual wearable component to be sold based on the selling information, so as to transfer the virtual wearable component to be sold from the second virtual character to the first virtual character.
[0010] In a second aspect, an embodiment of the present application further provides a device for controlling transactions of virtual wearable parts in a game, wherein a graphical user interface is provided through a first terminal device, wherein the graphical user interface displays at least a portion of a virtual scene and a first virtual character located in the virtual scene, wherein the first virtual character is a virtual character controlled by the first terminal device, and the device comprises:
[0011] a display module configured to display, in a display area associated with the second virtual character, sales information corresponding to a virtual wearable component to be sold of the second virtual character during a designated game process in which the first virtual character and the second virtual character participate together; wherein the sales information includes at least a selling price of the virtual wearable component to be sold; and the second virtual character is the virtual character whose virtual wearable component to be sold is included in the designated game process;
[0012] The response module is used to control the first virtual character to trade the virtual wearable component to be sold based on the sales information in response to the transaction instruction for the virtual wearable component to be sold, so as to transfer the virtual wearable component to be sold from the second virtual character to the first virtual character.
[0013] In a third aspect, an embodiment of the present application further provides an electronic device comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to execute the steps of the method for controlling the transaction of virtual wearable parts in a game as provided in the first aspect.
[0014] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium having a computer program stored thereon. When the computer program is executed by a processor, the steps of the method for controlling transactions of virtual wearable parts in a game as provided in the first aspect are executed.
[0015] The beneficial effects of this application are:
[0016] The embodiments of the present application provide a method, device, electronic device and storage medium for controlling the transaction of virtual wearable parts. The method proposes that during a game, a player can directly perform a purchase operation on the virtual wearable parts to be sold displayed in the associated display area of other virtual characters. The player can complete the purchase operation of the virtual wearable parts without jumping to the transaction platform interface, which simplifies the operation process of players purchasing virtual wearable parts, solves the cumbersome operations caused by the players having to select and confirm the props to be traded when viewing and purchasing the costume props of the virtual character, and send a transaction request to the virtual character selling the costume props, thereby improving the transaction efficiency of players for virtual wearable parts and the human-computer interaction efficiency in the game. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present invention and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without paying any creative work.
[0018] Figure 1 A flowchart of a method for controlling transactions of virtual wearable components in a game provided by an embodiment of the present application;
[0019] Figure 2 Schematic diagram of a trading scenario of virtual wearable parts in a game provided by an embodiment of the present application Figure 1 ;
[0020] Figure 3 A flowchart of another method for controlling transactions of virtual wearable components in a game provided by an embodiment of the present application;
[0021] Figure 4 Schematic diagram of a trading scenario of virtual wearable parts in a game provided by an embodiment of the present application Figure 2 ;
[0022] Figure 5 A flowchart of another method for controlling transactions of virtual wearable components in a game provided by an embodiment of the present application;
[0023] Figure 6 A flowchart of another method for controlling transactions of virtual wearable components in a game provided by an embodiment of the present application;
[0024] Figure 7 A flowchart of another method for controlling transactions of virtual wearable components in a game provided by an embodiment of the present application;
[0025] Figure 8A flowchart of another method for controlling transactions of virtual wearable components in a game provided by an embodiment of the present application;
[0026] Figure 9 Schematic diagram of a trading scenario of virtual wearable parts in a game provided by an embodiment of the present application Figure 3 ;
[0027] Figure 10 A flowchart of another method for controlling transactions of virtual wearable components in a game provided by an embodiment of the present application;
[0028] Figure 11 A flowchart of another method for controlling transactions of virtual wearable components in a game provided by an embodiment of the present application;
[0029] Figure 12 A schematic diagram of the structure of a virtual wearable component transaction control device in a game provided by an embodiment of the present application;
[0030] Figure 13 A schematic diagram of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0031] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of illustration and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowcharts can be implemented out of sequence, and steps without logical context can be reversed or implemented simultaneously. In addition, those skilled in the art, under the guidance of the contents of this application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.
[0032] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present application.
[0033] To enable those skilled in the art to utilize the contents of this application, the following implementation is provided in conjunction with a specific application scenario, "a trading scenario for virtual wearable components owned by virtual characters in a game." Those skilled in the art will appreciate that the general principles defined herein can be applied to other embodiments and application scenarios without departing from the spirit and scope of this application. While this application primarily describes a trading scenario for virtual wearable components, it should be understood that this is merely an exemplary embodiment.
[0034] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.
[0035] Before the present application, in traditional gaming scenarios, players would list their virtual wearable parts on a trading platform located in the game lobby. Other players would then access the trading platform and purchase any virtual wearable parts listed on the trading platform.
[0036] However, this existing transaction method has the problems of cumbersome purchase operations and low purchase efficiency.
[0037] The embodiments of the present application are based on the above-mentioned problems. The present application provides a method for controlling the transaction of virtual wearable parts in a game. In a specified game process jointly participated by a first virtual character and a second virtual character, the second virtual character is a virtual character that owns at least one virtual wearable part to be sold. The sales information corresponding to the virtual wearable part to be sold of the second virtual character is displayed on the associated display area of the second virtual character. The sales information includes at least the selling price of the virtual wearable part to be sold. If player A, the controller of the first virtual character, wants to purchase one or more of the virtual wearable parts to be sold of the second virtual character, player A can perform a transaction operation on the sales information corresponding to the virtual wearable part to be sold displayed on the associated area of the second virtual character. In response to the transaction operation on the virtual wearable part to be sold of the second virtual character, the first virtual character is controlled to trade the virtual wearable part to be sold based on the sales information, so as to transfer the virtual wearable part to be sold selected by player A from the second virtual character to the first virtual character. By adopting the above-mentioned transaction method, players can directly purchase the virtual wearable parts for sale displayed in the associated display area of other virtual characters during the game process, which greatly simplifies the operation process of players purchasing virtual wearable parts, solves the cumbersome operations caused by players having to select and confirm the props to be traded when viewing and purchasing the virtual character's costume props, and send transaction requests to the virtual character selling the costume props, thereby improving the transaction efficiency of players' virtual wearable parts in the game and improving the efficiency of human-computer interaction.
[0038] In one embodiment of the present application, the in-game virtual wearable component transaction control method can be run on a local terminal device or a server. When the in-game virtual wearable component transaction control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0039] In an optional embodiment, the cloud interaction system can run various cloud applications, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program's execution and the game screen presentation are separate. The storage and execution of the in-game virtual wearable component transaction control method are completed on the cloud gaming server. The client device is responsible for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA. However, the cloud gaming server in the cloud performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device via the network. Finally, the client device decodes and outputs the game screen.
[0040] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0041] In one possible implementation, an embodiment of the present application provides a method for controlling transactions of virtual wearable parts in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interaction system mentioned above.
[0042] The following describes in detail the method for controlling transactions of virtual wearable components in the game of the present application through multiple embodiments.
[0043] Figure 1This is a flow chart of the method for controlling the transaction of virtual wearable parts in the game provided by the embodiment of the present application. It should be noted that the game display method provided by the present application is not based on Figure 1 and the specific order described below are limitations.
[0044] It should be understood that in other embodiments, the order of some steps in the virtual wearable parts transaction control method provided by the present application can be interchanged according to actual needs, or some steps can be omitted or deleted. A graphical user interface is provided through a first terminal device, and the graphical user interface displays a portion of a virtual scene and a first virtual character located in the virtual scene. The first virtual character is a virtual character controlled by the first terminal device, such as Figure 1 As shown, the method includes:
[0045] S101: In a designated game process in which a first virtual character and a second virtual character participate together, displaying sales information corresponding to a virtual wearable component to be sold of the second virtual character in an associated display area of the second virtual character.
[0046] The selling information at least includes the selling price of the virtual wearable component to be sold; the second virtual character is the virtual character that includes the virtual wearable component to be sold in the designated game process.
[0047] Exemplarily, the virtual wearable components to be sold of the second virtual character may be one or more of the virtual wearable components worn by the second virtual character. For example, the virtual wearable components to be sold may be virtual costume props worn on different parts of the second virtual character, such as a helmet or hat equipped on the head of the second virtual character, or brocade clothes, colorful ornaments, soft armor, or armbands equipped on the torso of the second virtual character. For another example, the sales information of the helmet may include at least: the selling price of the helmet, which is the price set by the controller of the second virtual character, player B, for the helmet to be sold. The selling price of the helmet may be lower than the reference price on the trading platform, or higher than or equal to the reference price on the trading platform. The selling price of the virtual wearable components to be sold may be in game currency.
[0048] Optionally, the associated display area of the second virtual character may be an area related to the display position of the second virtual character on the graphical user interface. For example, the associated display area of the second virtual character is any position within a preset distance of the position of the second virtual character in the game, for example, Figure 2 As shown, the position of the second virtual character in the game is a certain point, and the associated display area of the second virtual character is to the right of the position of the second virtual character.
[0049] S102: In response to a transaction instruction for the virtual wearable component to be sold, control the first virtual character to trade the virtual wearable component to be sold based on the sales information, so as to transfer the virtual wearable component to be sold from the second virtual character to the first virtual character.
[0050] In this embodiment, for example, in a certain game, player A controls a first virtual character, and player B controls a second virtual character, where the second virtual character is a virtual character that owns at least one virtual wearable component to be sold. In a designated game process in which the first virtual character and the second virtual character participate together (for example, the first virtual character and the second virtual character may be teammates in the same team or the same camp), if player A sees one (or more) virtual wearable components to be sold equipped on the second virtual character in the associated display area of the second virtual character during the game that are of a type that player A likes, player A may select the virtual wearable components to be sold that player A likes. The first terminal device responds to player A's selection operation on the selected virtual wearable components to be sold and controls the first virtual character to perform a transaction based on the sales information of the selected virtual wearable components to be sold, thereby transferring the virtual wearable components that have been traded from the second virtual character to the first virtual character. For example, player A may directly equip the purchased virtual wearable components, or may store the purchased virtual wearable components in player A's item warehouse. At this point, the second virtual character no longer owns the virtual wearable components purchased by player A. This solution mainly proposes that during game battles, players can directly purchase virtual wearable parts for sale displayed in the associated display area of other virtual characters, without the need for players to jump to the trading platform interface to complete the purchase operation of virtual wearable parts, which greatly simplifies the operation process of players purchasing virtual wearable parts, and solves the cumbersome operations caused by players having to select and confirm the props to be traded when viewing and purchasing the costume props of virtual characters, and sending transaction requests to the virtual characters selling the costume props, thereby improving the transaction efficiency of players' virtual wearable parts in the game and improving the efficiency of human-computer interaction.
[0051] In summary, the embodiment of the present application provides a method for controlling the transaction of virtual wearable parts in a game. The method proposes that during the game battle process, players can directly perform purchase operations on the virtual wearable parts to be sold displayed in the associated display area of other virtual characters. Players can complete the purchase operation of virtual wearable parts without jumping to the trading platform interface, which greatly simplifies the operation process of players purchasing virtual wearable parts, solves the cumbersome operations caused by the need for players to select and confirm the props to be traded when viewing and purchasing the costume props of virtual characters, and send transaction requests to the virtual characters selling the costume props, thereby improving the transaction efficiency of players' virtual wearable parts in the game and improving the efficiency of human-computer interaction.
[0052] As an optional implementation, the associated display area moves along with the movement of the second virtual character.
[0053] In this embodiment, in order to facilitate player A to quickly observe from the graphical user interface which virtual wearable components equipped on the virtual characters in the current game are for sale, it is proposed that the associated display area of the second virtual character can move as the second virtual character moves. That is, the associated display area of the second virtual character is not fixed to a certain area on the graphical user interface. In this way, during the game, player A can directly view the sales information corresponding to the virtual wearable components for sale displayed in the associated display areas corresponding to different virtual characters, quickly understand the virtual wearable components for sale of each virtual character, and determine whether to execute a transaction operation on a specific virtual wearable component for sale, thereby improving the efficiency of virtual wearable component selection and thus improving transaction efficiency.
[0054] As an optional implementation manner, the first virtual character is equipped with a first virtual weapon, and in response to a transaction instruction to sell a virtual wearable component, the steps include:
[0055] In response to the crosshairs of the first virtual weapon being aimed at the second virtual character and / or the virtual wearable component to be sold, a transaction instruction for the virtual wearable component to be sold is generated.
[0056] The first virtual weapon is a weapon owned by the first virtual character. During the game, the first virtual character will use the crosshairs of the first virtual weapon to aim at the target virtual character and attack.
[0057] In this embodiment, player A can manipulate the crosshairs of a first virtual weapon to aim at a second virtual character. In this case, the first terminal device generates a transaction instruction for the virtual wearable component to be sold, which is equipped on the second virtual character, in response to the crosshairs of the first virtual weapon aiming at the second virtual character. Alternatively, player A can manipulate the crosshairs of a first virtual weapon to directly aim at the virtual wearable component to be sold, which is equipped on the second virtual character. In this case, the first terminal device generates a transaction instruction for the virtual wearable component to be sold, in response to the crosshairs of the first virtual weapon aiming at the virtual wearable component to be sold. This increases the diversity and flexibility of virtual wearable component trading methods in the game, thereby improving transaction efficiency.
[0058] As an optional implementation, the designated game process includes a single game process.
[0059] In this embodiment, the designated game process in which the first virtual character and the second virtual character participate together may be a single game process.
[0060] As an optional implementation, refer to Figure 3As shown, the method further includes:
[0061] S301: In response to the crosshairs of a first virtual weapon aiming at a virtual wearable component to be sold, displaying a platform reference price of the virtual wearable component to be sold in an associated display area.
[0062] Among them, the platform reference price is used to represent the reference price of virtual wearable parts to be sold on the game trading platform.
[0063] In this embodiment, if player A wants to purchase the virtual wearable component C1 to be sold that is equipped on the second virtual character, player A can directly aim at the virtual wearable component C1 to be sold by controlling the crosshairs of the first virtual weapon. The first terminal device responds to the crosshairs of the first virtual weapon aiming at the virtual wearable component C1 to be sold, and simultaneously displays the platform reference price and the selling price of the virtual wearable component C1 to be sold on the associated display area of the second virtual character, so that player A can promptly understand whether player B's independent pricing (i.e., the selling price) for the virtual wearable component C1 to be sold is higher than the platform reference price on the trading platform, and then determine whether to continue the transaction operation of the virtual wearable component C1 to be sold.
[0064] In step S102, in response to the transaction instruction for the virtual wearable component to be sold, controlling the first virtual character to trade the virtual wearable component to be sold based on the sales information includes:
[0065] S302: In response to a transaction instruction for a virtual wearable component to be sold, control the first virtual character to trade the virtual wearable component to be sold based on the selling information and the platform reference price.
[0066] Based on the above embodiment, if player A determines to continue the transaction operation on the virtual wearable component C1 to be sold, the first terminal device responds to the crosshairs of the first virtual weapon aiming at the virtual wearable component C1 to be sold, generates a transaction instruction for the virtual wearable component C1 to be sold, and controls the first virtual character to trade the virtual wearable component to be sold based on the sales information and the platform reference price, so as to transfer the virtual wearable component C1 for which the transaction is completed from the second virtual character to the first virtual character, thereby realizing player A's purchase demand for the virtual wearable component C1 to be sold equipped on the second virtual character during the game.
[0067] As an optional implementation, the method further includes:
[0068] Displaying a component transaction control corresponding to the virtual wearable component to be sold in the associated display area, the above step S302 responds to the transaction instruction for the virtual wearable component to be sold, including:
[0069] In response to a selection operation of a component transaction control corresponding to the virtual wearable component to be sold, a transaction instruction for the virtual wearable component to be sold is generated.
[0070] In this embodiment, reference Figure 4 As shown, for example, the virtual wearable component C1 to be sold is a hat. In addition to the platform reference price and selling price of the hat, the associated display area also displays a component transaction control for the hat. If player A determines to continue trading the hat based on the platform reference price of the hat on the trading platform and player B's independent pricing for the hat (i.e., the selling price), player A can perform a selection operation on the component transaction control corresponding to the hat. At this time, the first terminal device generates a trading instruction for the hat in response to the selection operation on the component transaction control corresponding to the hat.
[0071] In this embodiment, the associated display area also displays component trading controls for all virtual wearable components for sale on the second avatar. Players can trigger component trading controls for different virtual wearable components for sale to purchase the target virtual wearable component. This improves the accuracy of the player's purchase of the target virtual wearable component and avoids incorrect operations.
[0072] As an optional embodiment, the second virtual character includes a wearable set to be sold consisting of a plurality of virtual wearable parts to be sold, referring to Figure 5 As shown, the method further includes:
[0073] S501: Displaying a combination transaction control corresponding to the wearable combination to be sold in an associated display area.
[0074] In this embodiment, in order to improve the transaction efficiency of players for multiple virtual wearable parts to be sold equipped by other virtual characters, it is proposed that a combination transaction control corresponding to a wearable combination to be sold consisting of multiple virtual wearable parts to be sold can also be displayed on the associated display area.
[0075] The above step S302 responds to the transaction instruction for selling the virtual wearable component, including:
[0076] S502: In response to a selection operation of a combination transaction control corresponding to the wearable combination to be sold, a transaction instruction for the wearable combination to be sold is generated.
[0077] For example, if the virtual wearable component 1, the virtual wearable component 2, and the virtual wearable component 3 equipped on the second virtual character are all in a state of being sold, then the virtual wearable component 1, the virtual wearable component 2, and the virtual wearable component 3 can be arbitrarily combined to obtain multiple wearable combinations to be sold. For example, the virtual wearable component 1 and the virtual wearable component 2 are used as the wearable combination 1 to be sold, the virtual wearable component 2 and the virtual wearable component 3 are used as the wearable combination 2 to be sold, the virtual wearable component 1 and the virtual wearable component 3 are used as the wearable combination 3 to be sold, and the virtual wearable component 1, the virtual wearable component 2, and the virtual wearable component 3 are used as the wearable combination 4 to be sold, and the combination transaction controls corresponding to each wearable combination to be sold are displayed on the associated display area, that is, the combination transaction control 1 corresponding to the wearable combination 1 to be sold, the combination transaction control 2 corresponding to the wearable combination 2 to be sold, the combination transaction control 3 corresponding to the wearable combination 3 to be sold, and the combination transaction control 4 corresponding to the wearable combination 4 to be sold are displayed on the associated display area, wherein the combination transaction control 4 can also be called a full set purchase control.
[0078] If player A wants to purchase multiple (or a full set) of virtual wearable components equipped on the second virtual character at one time, player A can trigger the combination transaction control corresponding to the wearable combination for sale consisting of multiple (or a full set) of virtual wearable components to complete the purchase operation of the multiple (or a full set) of virtual wearable components equipped on the second virtual character. In this way, the player can trigger the purchase method for multiple (or a full set) of virtual wearable components through the shortcut key operation of the combination transaction control corresponding to the wearable combination for sale, thereby realizing the demand for purchasing multiple (or a full set) of virtual wearable components equipped on other virtual characters at one time, realizing the process of fast transaction, and greatly improving the player's purchase efficiency of multiple (or a full set) of virtual wearable components equipped on other virtual characters.
[0079] As an optional implementation, refer to Figure 6 As shown, in step S102, in response to the transaction instruction for the virtual wearable component to be sold, controlling the first virtual character to trade the virtual wearable component to be sold based on the selling information includes:
[0080] S601: In response to a transaction instruction for selling a virtual wearable component, a transaction request for selling the virtual wearable component is sent to a second virtual character.
[0081] S602: upon receiving a transaction confirmation from the second virtual character in response to the transaction request, controlling the first virtual character to trade the virtual wearable component to be sold based on the selling information.
[0082] In this embodiment, for example, if player A determines to bid for a virtual wearable component to be sold based on the selling price of the component displayed in the associated display area of the second virtual character, the first terminal device generates a transaction instruction in response to player A's bid for the component to be sold, and sends a transaction request for the component to be sold to the second virtual character, so that the second virtual character can determine whether it is willing to sell the component to the first virtual character based on the received transaction request. If it is willing, the second terminal device (wherein the second terminal device is the device that controls the second virtual character) generates transaction confirmation information in response to the transaction request and returns the transaction confirmation information to the first terminal device. Upon receiving the transaction confirmation feedback from the second virtual character in response to the transaction request, the first terminal device controls the first virtual character to trade the component to be sold based on the sales information. This can improve player interactivity in the game.
[0083] As an optional implementation, after the transaction request for the virtual wearable component to be sold is sent to the second virtual character in response to the transaction instruction for the virtual wearable component to be sold in step S601, the method further includes:
[0084] When receiving a transaction rejection in response to the transaction request from the second virtual character, a transaction failure prompt message is displayed.
[0085] In another achievable manner, if the second virtual character disagrees with selling the virtual wearable component to the first virtual character based on the received transaction request for the virtual wearable component, the second virtual character can send a transaction rejection message to the first virtual character in response to the received transaction request. That is, the second terminal device generates a transaction rejection message in response to the transaction request and returns the transaction rejection message to the first terminal device. When the first terminal device receives the transaction rejection message from the second virtual character in response to the transaction request, it displays a transaction failure prompt message in the graphical user interface, so that player A can promptly understand the failure of the purchase of the virtual wearable component based on the transaction failure prompt message. At this time, player A can re-bid for the virtual wearable component.
[0086] As an optional implementation, refer to Figure 7 As shown, the method further includes:
[0087] S701: In response to a selection operation for a first virtual wearable component of a second virtual character, a first purchase request for the first virtual wearable component is sent to the second virtual character.
[0088] The first purchase request at least includes a transaction price for the first virtual wearable component, which is the player's bid for the first virtual wearable component. In addition, the first purchase request may also include identification information of the first virtual wearable component.
[0089] Exemplarily, the selection operation may include: aiming operation, framing operation, and clicking operation.
[0090] Among them, the aiming operation is that the player aims at the first virtual wearable component of the second virtual character through the crosshairs of the first virtual weapon equipped by the first virtual character; the selection operation is that the player selects the first virtual wearable component of the second virtual character displayed in the graphical interface; and the click operation is that the player clicks on the first virtual wearable component of the second virtual character displayed in the graphical interface.
[0091] Optionally, the first virtual wear component of the second virtual character is any one of a plurality of virtual wear components equipped by the second virtual character.
[0092] S702: In response to receiving the first confirmation information fed back by the second virtual character regarding the first purchase request, control the first virtual character to trade the first virtual wearable component based on the transaction price to transfer the first virtual wearable component from the second virtual character to the first virtual character.
[0093] In this embodiment, if player A wants to purchase a first virtual wearable component equipped by a second virtual character, player A can select the first virtual wearable component and enter a transaction price for the first virtual wearable component. In response to the selection operation for the first virtual wearable component, the first terminal device sends the transaction price for the first virtual wearable component to the second virtual character, so that the second virtual character can determine whether to agree to sell the first virtual wearable component to the first virtual character based on the transaction price in the received first purchase request. If the second virtual character agrees, the second terminal device generates a first confirmation message for the first purchase request and returns the first confirmation message to the first terminal device. After receiving the first confirmation message for the first purchase request from the second virtual character, the first terminal device controls the first virtual character to trade the first virtual wearable component based on the transaction price, thereby transferring the first virtual wearable component from the second virtual character to the first virtual character. In this way, the interactivity of players in the game can be improved.
[0094] As an optional implementation, after sending the first purchase request for the first virtual wearable component to the second virtual character, the method further includes:
[0095] If a rejection message is received from the second virtual character in response to the first purchase request, a transaction failure prompt message is displayed.
[0096] In another feasible manner, if the second virtual character does not agree to sell the first virtual wearable component to the first virtual character based on the transaction price in the first purchase request received for the first virtual wearable component, the second terminal device generates a rejection message for the first purchase request feedback and returns the rejection message to the first terminal device. After receiving the rejection message, the first terminal device displays a transaction failure prompt message in the graphical user interface, so that player A can promptly understand the failure of the purchase of the first virtual wearable component based on the transaction failure prompt message.
[0097] As an optional embodiment, the first virtual character is equipped with a first virtual weapon, and in response to a selection operation of a first virtual wearable component of a second virtual character, a first purchase request for the first virtual wearable component is sent to the second virtual character, including:
[0098] In response to the crosshairs of the first virtual weapon aiming at the first virtual wearable component of the second virtual character, a first purchase request for the first virtual wearable component is sent to the second virtual character.
[0099] In this embodiment, player A can aim the crosshairs of a first virtual weapon at a first virtual wearable component of a second virtual character to trigger a purchase operation for the first virtual wearable component. In response to the crosshairs of the first virtual weapon aiming at the first virtual wearable component of the second virtual character, the first terminal device sends a first purchase request for the first virtual wearable component to the second virtual character. This can improve the efficiency of players' purchase operations for virtual wearable components.
[0100] As an optional implementation, refer to Figure 8 As shown, in response to a selection operation on a first virtual wearable component of a second virtual character, sending a first purchase request for the first virtual wearable component to the second virtual character includes:
[0101] S801: In response to a selection operation on a first virtual wearable component equipped by a second virtual character, a purchase control corresponding to the first virtual wearable component is displayed.
[0102] The purchase control is used to indicate whether to perform a purchase operation on the first virtual wearable component.
[0103] In this embodiment, reference Figure 9 As shown, when player A performs a selection operation on the first virtual wearable component (such as a hat) equipped on the second virtual character's body, the first terminal device responds to the selection operation on the hat equipped on the second virtual character and displays the purchase control corresponding to the hat on the graphical user interface, that is, the hat purchase control.
[0104] S802: In response to a triggering operation on a purchase control, a first purchase request for a first virtual wearable component is sent to a second virtual character.
[0105] Based on the above embodiment, if player A determines that he wants to buy the hat equipped by the second virtual character, player A can perform a trigger operation on the hat purchase control. The first terminal device responds to the trigger operation on the hat purchase control and sends a first purchase request for the hat to the second virtual character, so that the second virtual character can determine whether to agree to sell the hat after receiving the first purchase request.
[0106] As an optional implementation, refer to Figure 10 As shown, the method includes:
[0107] S1001: If the second virtual character is in an eliminated state in the game, in response to a selection operation of a first virtual wearable component for the second virtual character, a second purchase request is sent to the second virtual character.
[0108] The second purchase request includes identification information of at least one virtual wearable component to be sold.
[0109] Optionally, the first virtual wearable component is any one of the virtual wearable components to be sold that is equipped by the second virtual character.
[0110] It should be understood that during the game, the second virtual character may be eliminated. If the second virtual character is in an eliminated state in the game, the second virtual character may be waiting in the game lobby interface or in the next game.
[0111] In this embodiment, if the second virtual character is eliminated in the game, when player A comes to loot, player A finds that a virtual wearable component (such as the first virtual wearable component) equipped by the second virtual character is very good-looking. Then player A can perform a selection operation on the first virtual wearable component of the first virtual character. At this time, the first terminal device responds to the selection operation on the first virtual wearable component and sends a second purchase request to the second virtual character, so that player B, who controls the second virtual character, decides whether to sell the first virtual wearable component to the first virtual character based on the received second purchase request. In this way, the interactivity of players in the game can be improved.
[0112] S1002: If second confirmation information fed back by the second virtual character in response to the second purchase request is received, send a third purchase request to the second virtual character.
[0113] The third purchase request includes: identification information of the first virtual wearable component and a transaction price for the first virtual wearable component.
[0114] In this embodiment, if player B who controls the second virtual character determines to sell the first virtual wearable component to the first virtual character based on the received second purchase request, at this time, player B generates a second confirmation message for the second purchase request feedback through the second terminal device, and returns the second confirmation message to the first terminal device; if the first terminal device receives the second confirmation message for the second purchase request, player A sends the identification information of the first virtual wearable component and the transaction price for the first virtual wearable component to the second virtual character through the first terminal device.
[0115] S1003: upon receiving third confirmation information fed back by the first virtual character in response to the third purchase request, controlling the first virtual character to trade the first virtual wearable component based on the transaction price, so as to transfer the first virtual wearable component from the second virtual character to the first virtual character.
[0116] The third confirmation information is used to indicate that the second virtual character agrees to sell the first virtual wearable component to the first virtual character.
[0117] Based on the above embodiment, if a third confirmation message is received for the third purchase request, the first virtual character is controlled to trade the first virtual wearable component based on the transaction price to transfer the first virtual wearable component from the second virtual character to the first virtual character. Player A can directly equip the purchased first virtual wearable component to the first virtual character, or can also store the first virtual wearable component in the item warehouse of the first virtual character. At this time, the second virtual character no longer owns the first virtual wearable component purchased by player A.
[0118] In this embodiment, players can purchase virtual wearable parts not only from live avatars in the game but also from obsolete avatars. This increases the variety of ways players can purchase virtual wearable parts, greatly simplifying the process and improving transaction efficiency.
[0119] As an optional implementation, refer to Figure 11 As shown, controlling the first virtual character to trade the virtual wearable component to be sold based on the selling information so as to transfer the virtual wearable component to be sold from the second virtual character to the first virtual character includes:
[0120] S1101: Transferring virtual wearable components to be sold from the second virtual character to the first virtual character, and displaying wearing prompt information for the first virtual character.
[0121] The wearing prompt information is used to indicate whether to immediately equip the first virtual character with the purchased virtual wearing parts.
[0122] In this embodiment, the virtual wearable components to be sold are virtual wearable components that have been purchased for the first virtual character.
[0123] The transfer of the virtual wearable component from the second virtual character to the first virtual character is a process of transferring ownership of the virtual wearable component. For example, after a virtual wearable component is transferred from the second virtual character to the first virtual character, the second virtual character no longer has the right to use the virtual wearable component.
[0124] It should be understood that in the game, each virtual character has his or her own item warehouse, which can store various types of virtual wearable components.
[0125] In this embodiment, to enable the first avatar to flexibly handle the purchased virtual wearable components, during the process of transferring the purchased virtual wearable components to the first avatar, a wearing prompt is displayed for the first avatar in the graphical user interface. This allows player A to determine whether to immediately equip the first avatar with the purchased virtual wearable components based on the wearing prompt. For example, player A can choose to immediately equip the first avatar with the purchased virtual wearable components, or directly store the purchased virtual wearable components in the first avatar's item inventory.
[0126] S1102: In response to a confirmation operation on the wearing prompt information within a preset time period, equip the first virtual character with the virtual wearable components to be sold.
[0127] S1103: In response to no confirmation operation for the equipment prompt occurring within a preset time period, the virtual wearable component to be sold is stored in the item warehouse of the first virtual character.
[0128] Exemplarily, for example, the preset duration may be 5 seconds.
[0129] Based on the above embodiment, for example, if player A chooses to directly equip the first virtual character with the purchased virtual wearable components, player A needs to trigger the wearing prompt information within 5 seconds. The first terminal device responds to the execution result of the wearing prompt information and immediately equips the first virtual character with the purchased virtual wearable components, thereby increasing the interactivity between the first virtual character and the purchased virtual wearable components, thereby improving the player's gaming experience.
[0130] In another possible implementation, if player A does not perform a trigger operation on the wearing prompt information within 5 seconds, the purchased virtual wearing parts will be directly stored in the item warehouse of the first virtual character, thereby improving the player's flexibility in handling the purchased virtual wearing parts.
[0131] Based on the same inventive concept, the embodiment of the present application also provides a virtual wearable component transaction control device in the game corresponding to the virtual wearable component transaction control method in the game. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the virtual wearable component transaction control method in the above-mentioned game embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0132] Figure 12 This is a module structure diagram of a virtual wearable component transaction control device in a game provided by an embodiment of the present application. The device provides a graphical user interface through a first terminal device. The graphical user interface displays at least part of a virtual scene and a first virtual character located in the virtual scene. The first virtual character is a virtual character controlled by the first terminal device. The device includes:
[0133] Display module 1201 is configured to display, in a display area associated with the second virtual character, sales information corresponding to a virtual wearable component to be sold of the second virtual character during a specified game process in which the first virtual character and the second virtual character participate together; wherein the sales information includes at least a selling price of the virtual wearable component to be sold; and the second virtual character is the virtual character whose virtual wearable component to be sold is included in the specified game process.
[0134] The response module 1202 is configured to control the first virtual character to trade the virtual wearable component to be sold based on the sales information in response to the transaction instruction for the virtual wearable component to be sold, so as to transfer the virtual wearable component to be sold from the second virtual character to the first virtual character.
[0135] An embodiment of the present application provides a virtual wearable component transaction control device in a game. The device proposes that during a game battle, players can directly perform purchase operations on virtual wearable components to be sold displayed in the associated display area of other virtual characters. Players can complete the purchase operation of virtual wearable components without jumping to the transaction platform interface, which greatly simplifies the operation process of players purchasing virtual wearable components. It solves the cumbersome operations caused by the need for players to select and confirm props to be traded when viewing and purchasing virtual character costume props, and send transaction requests to the virtual character selling the costume props, thereby improving the transaction efficiency of players' virtual wearable components in the game and improving the efficiency of human-computer interaction.
[0136] As an optional implementation, the associated display area moves along with the movement of the second virtual character.
[0137] As an optional implementation manner, the first virtual character is equipped with a first virtual weapon, and the response module 1202 is further configured to:
[0138] In response to the crosshairs of the first virtual weapon being aimed at the second virtual character and / or the virtual wearable component to be sold, a transaction instruction for the virtual wearable component to be sold is generated.
[0139] As an optional implementation, the designated game process includes a single game process.
[0140] As an optional implementation manner, the display module 1201 is further configured to:
[0141] In response to the crosshairs of the first virtual weapon being aimed at the virtual wearable component to be sold, displaying a platform reference price of the virtual wearable component to be sold in the associated display area; wherein the platform reference price is used to represent a reference price of the virtual wearable component to be sold on the game trading platform;
[0142] The response module 1202 is further configured to:
[0143] In response to a transaction instruction for the virtual wearable component to be sold, the first virtual character is controlled to trade the virtual wearable component to be sold based on the selling information and the platform reference price.
[0144] As an optional implementation, the component transaction control corresponding to the virtual wearable component to be sold is displayed in the associated display area, and the response module 1202 is further configured to:
[0145] In response to a selection operation of a component transaction control corresponding to the virtual wearable component to be sold, a transaction instruction for the virtual wearable component to be sold is generated.
[0146] As an optional implementation, the second virtual character includes a wearable set to be sold consisting of a plurality of virtual wearable parts to be sold;
[0147] The display module 1201 is further configured to:
[0148] Display the combination transaction control corresponding to the wearable combination to be sold in the associated display area;
[0149] The response module 1202 is further configured to:
[0150] In response to a selection operation of a combination transaction control corresponding to the wear combination to be sold, a transaction instruction for the wear combination to be sold is generated.
[0151] As an optional implementation, the response module 1202 is further configured to:
[0152] In response to the transaction instruction for selling the virtual wearable component, sending a transaction request for selling the virtual wearable component to the second virtual character;
[0153] When receiving the transaction confirmation fed back by the second virtual character in response to the transaction request, the first virtual character is controlled to trade the virtual wearable component to be sold based on the selling information.
[0154] As an optional implementation manner, the display module 1201 is further configured to:
[0155] When receiving a transaction rejection in response to the transaction request from the second virtual character, a transaction failure prompt message is displayed.
[0156] As an optional implementation manner, the response module 1201 is further configured to:
[0157] In response to a selection operation of the first virtual wearable component for the second virtual character, sending a first purchase request for the first virtual wearable component to the second virtual character; wherein the first purchase request at least includes a transaction price for the first virtual wearable component;
[0158] In response to receiving first confirmation information fed back by the second virtual character regarding the first purchase request, the first virtual character is controlled to trade the first virtual wearable component based on the transaction price to transfer the first virtual wearable component from the second virtual character to the first virtual character.
[0159] As an optional implementation manner, the first virtual character is equipped with a first virtual weapon, and the response module 1202 is further configured to:
[0160] In response to the crosshairs of the first virtual weapon aiming at the first virtual wearable component of the second virtual character, a first purchase request for the first virtual wearable component is sent to the second virtual character.
[0161] As an optional implementation, the response module 1202 is further configured to:
[0162] In response to a selection operation on a first virtual wearable component equipped by the second virtual character, displaying a purchase control corresponding to the first virtual wearable component;
[0163] In response to the triggering operation on the purchase control, a first purchase request for the first virtual wearable component is sent to the second virtual character.
[0164] As an optional implementation, the response module 1202 is further configured to:
[0165] If the second virtual character is in an eliminated state in the game, in response to a selection operation of the first virtual wearable component of the second virtual character, a second purchase request is sent to the second virtual character, the second purchase request including identification information of at least one virtual wearable component to be sold;
[0166] The device also includes:
[0167] a sending module configured to send a third purchase request to the second virtual character upon receiving second confirmation information fed back by the second virtual character in response to the second purchase request, wherein the third purchase request includes: identification information of the first virtual wearable component and a transaction price for the first virtual wearable component;
[0168] The control module is configured to control the first virtual character to trade the first virtual wearable component based on the transaction price when receiving third confirmation information fed back by the first virtual character in response to the third purchase request, so as to transfer the first virtual wearable component from the second virtual character to the first virtual character.
[0169] As an optional implementation manner, the display module 1201 is further configured to:
[0170] If a rejection message is received from the second virtual character in response to the first purchase request, a transaction failure prompt message is displayed.
[0171] As an optional implementation, the response module 1202 is further configured to:
[0172] Transferring the virtual wearable parts to be sold from the second virtual character to the first virtual character, and displaying wearing prompt information for the first virtual character;
[0173] In response to a confirmation operation on the wearing prompt information within a preset time period, equipping the first virtual character with the virtual wearable component to be sold;
[0174] In response to no confirmation operation for the equipment prompt occurring within a preset time period, the virtual wearable component to be sold is stored in the item warehouse of the first virtual character.
[0175] The above-mentioned device is used to execute the method provided in the above-mentioned embodiment. Its implementation principle and technical effect are similar and will not be repeated here.
[0176] The above modules can be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASICs), one or more digital singnal processors (DSPs), or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented by scheduling program code through a processing element, the processing element can be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0177] See also Figure 13 The embodiment of the present application further provides an electronic device, comprising: a processor 1301, a storage medium 1302, and a bus 1303. The storage medium 1302 stores machine-readable instructions executable by the processor 1301. When the electronic device is running, the processor 1301 communicates with the storage medium 1302 via the bus 1303. The processor 1301 executes the machine-readable instructions to perform the following steps:
[0178] During a designated game process jointly participated in by the first virtual character and the second virtual character, sales information corresponding to a virtual wearable component to be sold of the second virtual character is displayed in an associated display area of the second virtual character; wherein the sales information includes at least a selling price of the virtual wearable component to be sold; the second virtual character is the virtual character whose virtual wearable component to be sold is included in the designated game process;
[0179] In response to a transaction instruction for the virtual wearable component to be sold, the first virtual character is controlled to trade the virtual wearable component to be sold based on the selling information, so as to transfer the virtual wearable component to be sold from the second virtual character to the first virtual character.
[0180] As an optional implementation manner, the associated display area moves along with the movement of the second virtual character.
[0181] As an optional implementation manner, the first virtual character is equipped with a first virtual weapon, and the processor 1301, when executing the transaction instruction in response to the virtual wearable component to be sold, is specifically configured to:
[0182] In response to the crosshairs of the first virtual weapon being aimed at the second virtual character and / or the virtual wearable component to be sold, a transaction instruction for the virtual wearable component to be sold is generated.
[0183] As an optional implementation, the designated game process includes a single game process.
[0184] As an optional implementation manner, the processor 1301 is further configured to execute:
[0185] In response to the crosshairs of the first virtual weapon being aimed at the virtual wearable component to be sold, displaying a platform reference price of the virtual wearable component to be sold in the associated display area; wherein the platform reference price is used to represent a reference price of the virtual wearable component to be sold on the game trading platform;
[0186] The processor 1301 executes the transaction instruction in response to the virtual wearable component to be sold, and controls the first virtual character to trade the virtual wearable component to be sold based on the selling information, specifically for:
[0187] In response to a transaction instruction for the virtual wearable component to be sold, the first virtual character is controlled to trade the virtual wearable component to be sold based on the selling information and the platform reference price.
[0188] As an optional embodiment, the component transaction control corresponding to the virtual wearable component to be sold is displayed in the associated display area, and the processor 1301, when executing the transaction instruction in response to the virtual wearable component to be sold, is specifically configured to:
[0189] In response to a selection operation on a component transaction control corresponding to the virtual wearable component to be sold, a transaction instruction for the virtual wearable component to be sold is generated.
[0190] As an optional implementation manner, the second virtual character includes a wearable set to be sold consisting of a plurality of virtual wearable parts to be sold, and the processor 1301 is further configured to execute:
[0191] Displaying a combination transaction control corresponding to the wearable combination to be sold in the associated display area;
[0192] The processor 1301, when executing the transaction instruction in response to the virtual wearable component to be sold, is specifically configured to:
[0193] In response to a selection operation on a combination transaction control corresponding to the wear combination to be sold, a transaction instruction for the wear combination to be sold is generated.
[0194] As an optional implementation manner, the processor 1301, in response to the transaction instruction for the virtual wearable component to be sold, controls the first virtual character to trade the virtual wearable component to be sold based on the selling information, including:
[0195] In response to the transaction instruction for the virtual wearable component to be sold, sending the transaction request for the virtual wearable component to be sold to the second virtual character;
[0196] Upon receiving a transaction confirmation fed back by the second virtual character in response to the transaction request, the first virtual character is controlled to trade the virtual wearable component to be sold based on the selling information.
[0197] As an optional implementation manner, after executing the transaction instruction for the virtual wearable component to be sold and sending the transaction request for the virtual wearable component to be sold to the second virtual character, the processor 1301 is further specifically configured to:
[0198] When receiving a transaction rejection signaled by the second virtual character in response to the transaction request, a transaction failure prompt message is displayed.
[0199] As an optional implementation manner, the processor 1301 is further configured to execute:
[0200] In response to a selection operation on a first virtual wearable component of the second virtual character, sending a first purchase request for the first virtual wearable component to the second virtual character; wherein the first purchase request includes at least a transaction price for the first virtual wearable component;
[0201] In response to receiving first confirmation information fed back by the second virtual character regarding the first purchase request, the first virtual character is controlled to trade the first virtual wearable component based on the transaction price to transfer the first virtual wearable component from the second virtual character to the first virtual character.
[0202] As an optional embodiment, the first virtual character is equipped with a first virtual weapon, and the processor 1301, in response to the selection operation of the first virtual wearable component for the second virtual character, sends a first purchase request for the first virtual wearable component to the second virtual character, specifically for:
[0203] In response to the crosshairs of the first virtual weapon aiming at the first virtual wearable component of the second virtual character, a first purchase request for the first virtual wearable component is sent to the second virtual character.
[0204] As an optional implementation manner, the processor 1301, in response to the selection operation of the first virtual wearable component for the second virtual character, sends a first purchase request for the first virtual wearable component to the second virtual character, specifically for:
[0205] In response to a selection operation on a first virtual wearable component equipped with the second virtual character, displaying a purchase control corresponding to the first virtual wearable component;
[0206] In response to a triggering operation on the purchase control, a first purchase request for the first virtual wearable component is sent to the second virtual character.
[0207] As an optional implementation manner, the processor 1301 is further configured to execute:
[0208] If the second virtual character is in an eliminated state in the game, in response to a selection operation of a first virtual wearable component of the second virtual character, sending a second purchase request to the second virtual character, wherein the second purchase request includes identification information of the at least one virtual wearable component to be sold;
[0209] If a second confirmation message is received from the second virtual character in response to the second purchase request, a third purchase request is sent to the second virtual character, wherein the third purchase request includes: identification information of the first virtual wearable component and a transaction price for the first virtual wearable component;
[0210] Upon receiving third confirmation information fed back by the first virtual character in response to the third purchase request, the first virtual character is controlled to trade the first virtual wearable component based on the transaction price to transfer the first virtual wearable component from the second virtual character to the first virtual character.
[0211] As an optional implementation manner, after executing the sending of the first purchase request for the first virtual wearable component to the second virtual character, the processor 1301 is further configured to execute:
[0212] If a rejection message is received from the second virtual character in response to the first purchase request, a transaction failure prompt message is displayed.
[0213] As an optional implementation manner, the processor 1301, when executing the control of the first virtual character to trade the virtual wearable component to be sold based on the selling information, so as to transfer the virtual wearable component to be sold from the second virtual character to the first virtual character, includes:
[0214] Transferring the virtual wearable component to be sold from the second virtual character to the first virtual character, and displaying wearing prompt information for the first virtual character;
[0215] In response to a confirmation operation on the wearing prompt information within a preset time period, equipping the first virtual character with the virtual wearable component to be sold;
[0216] In response to no confirmation operation for the equipment prompt occurring within the preset time period, the virtual wearable component to be sold is stored in the item warehouse of the first virtual character.
[0217] Through the above-mentioned transaction method, players can directly perform purchase operations on the virtual wearable parts to be sold displayed in the display area associated with other virtual characters. Players can complete the purchase operation of virtual wearable parts without jumping to the transaction platform interface, which greatly simplifies the operation process of players purchasing virtual wearable parts. It solves the cumbersome operations caused by players having to select and confirm the props to be traded when viewing and purchasing the costume props of virtual characters, and sending transaction requests to the virtual characters selling the costume props, thereby improving the transaction efficiency of players' virtual wearable parts in the game and improving the efficiency of human-computer interaction.
[0218] Optionally, the present invention further provides a program product, such as a computer-readable storage medium, comprising a program, wherein when the program is executed by a processor, the processor performs the following steps:
[0219] During a designated game process jointly participated in by the first virtual character and the second virtual character, sales information corresponding to a virtual wearable component to be sold of the second virtual character is displayed in an associated display area of the second virtual character; wherein the sales information includes at least a selling price of the virtual wearable component to be sold; the second virtual character is the virtual character whose virtual wearable component to be sold is included in the designated game process;
[0220] In response to a transaction instruction for the virtual wearable component to be sold, the first virtual character is controlled to trade the virtual wearable component to be sold based on the selling information, so as to transfer the virtual wearable component to be sold from the second virtual character to the first virtual character.
[0221] As an optional implementation manner, the associated display area moves along with the movement of the second virtual character.
[0222] As an optional embodiment, the first virtual character is equipped with a first virtual weapon, and the processor, when executing the transaction instruction in response to the virtual wearable component to be sold, is specifically configured to:
[0223] In response to the crosshairs of the first virtual weapon being aimed at the second virtual character and / or the virtual wearable component to be sold, a transaction instruction for the virtual wearable component to be sold is generated.
[0224] As an optional implementation, the designated game process includes a single game process.
[0225] As an optional implementation, the processor is further configured to execute:
[0226] In response to the crosshairs of the first virtual weapon being aimed at the virtual wearable component to be sold, displaying a platform reference price of the virtual wearable component to be sold in the associated display area; wherein the platform reference price is used to represent a reference price of the virtual wearable component to be sold on the game trading platform;
[0227] The processor, when executing the transaction instruction in response to the virtual wearable component to be sold, controls the first virtual character to trade the virtual wearable component to be sold based on the sales information, specifically for:
[0228] In response to a transaction instruction for the virtual wearable component to be sold, the first virtual character is controlled to trade the virtual wearable component to be sold based on the selling information and the platform reference price.
[0229] As an optional embodiment, a component transaction control corresponding to the virtual wearable component to be sold is displayed in the associated display area, and the processor, when executing the transaction instruction in response to the virtual wearable component to be sold, is specifically configured to:
[0230] In response to a selection operation on a component transaction control corresponding to the virtual wearable component to be sold, a transaction instruction for the virtual wearable component to be sold is generated.
[0231] As an optional implementation manner, the second virtual character includes a wearable set to be sold consisting of a plurality of virtual wearable parts to be sold, and the processor is further configured to execute:
[0232] Displaying a combination transaction control corresponding to the wearable combination to be sold in the associated display area;
[0233] The processor, when executing the transaction instruction in response to the virtual wearable component to be sold, is specifically configured to:
[0234] In response to a selection operation on a combination transaction control corresponding to the wear combination to be sold, a transaction instruction for the wear combination to be sold is generated.
[0235] As an optional embodiment, the processor, in response to the transaction instruction for the virtual wearable component to be sold, controls the first virtual character to trade the virtual wearable component to be sold based on the selling information, including:
[0236] In response to the transaction instruction for the virtual wearable component to be sold, sending the transaction request for the virtual wearable component to be sold to the second virtual character;
[0237] Upon receiving a transaction confirmation fed back by the second virtual character in response to the transaction request, the first virtual character is controlled to trade the virtual wearable component to be sold based on the selling information.
[0238] As an optional implementation manner, after executing the transaction instruction for the virtual wearable component to be sold and sending the transaction request for the virtual wearable component to be sold to the second virtual character, the processor is further specifically configured to:
[0239] When receiving a transaction rejection signaled by the second virtual character in response to the transaction request, a transaction failure prompt message is displayed.
[0240] As an optional implementation, the processor is further configured to execute:
[0241] In response to a selection operation on a first virtual wearable component of the second virtual character, sending a first purchase request for the first virtual wearable component to the second virtual character; wherein the first purchase request includes at least a transaction price for the first virtual wearable component;
[0242] In response to receiving first confirmation information fed back by the second virtual character regarding the first purchase request, the first virtual character is controlled to trade the first virtual wearable component based on the transaction price to transfer the first virtual wearable component from the second virtual character to the first virtual character.
[0243] As an optional embodiment, the first virtual character is equipped with a first virtual weapon, and the processor, in response to the selection operation for the first virtual wearable component of the second virtual character, sends a first purchase request for the first virtual wearable component to the second virtual character, specifically for:
[0244] In response to the crosshairs of the first virtual weapon aiming at the first virtual wearable component of the second virtual character, a first purchase request for the first virtual wearable component is sent to the second virtual character.
[0245] As an optional implementation manner, the processor, in response to the selection operation of the first virtual wearable component for the second virtual character, sends a first purchase request for the first virtual wearable component to the second virtual character, specifically configured to:
[0246] In response to a selection operation on a first virtual wearable component equipped with the second virtual character, displaying a purchase control corresponding to the first virtual wearable component;
[0247] In response to a triggering operation on the purchase control, a first purchase request for the first virtual wearable component is sent to the second virtual character.
[0248] As an optional implementation, the processor is further configured to execute:
[0249] If the second virtual character is in an eliminated state in the game, in response to a selection operation of a first virtual wearable component of the second virtual character, sending a second purchase request to the second virtual character, wherein the second purchase request includes identification information of the at least one virtual wearable component to be sold;
[0250] If a second confirmation message is received from the second virtual character in response to the second purchase request, a third purchase request is sent to the second virtual character, wherein the third purchase request includes: identification information of the first virtual wearable component and a transaction price for the first virtual wearable component;
[0251] Upon receiving third confirmation information fed back by the first virtual character in response to the third purchase request, the first virtual character is controlled to trade the first virtual wearable component based on the transaction price to transfer the first virtual wearable component from the second virtual character to the first virtual character.
[0252] As an optional implementation manner, after executing the sending of the first purchase request for the first virtual wearable component to the second virtual character, the processor is further configured to execute:
[0253] If a rejection message is received from the second virtual character in response to the first purchase request, a transaction failure prompt message is displayed.
[0254] As an optional embodiment, the processor, when executing the step of controlling the first virtual character to trade the virtual wearable component to be sold based on the selling information so as to transfer the virtual wearable component to be sold from the second virtual character to the first virtual character, includes:
[0255] Transferring the virtual wearable component to be sold from the second virtual character to the first virtual character, and displaying wearing prompt information for the first virtual character;
[0256] In response to a confirmation operation on the wearing prompt information within a preset time period, equipping the first virtual character with the virtual wearable component to be sold;
[0257] In response to no confirmation operation for the equipment prompt occurring within the preset time period, the virtual wearable component to be sold is stored in the item warehouse of the first virtual character.
[0258] Through the above-mentioned transaction method, players can directly perform purchase operations on the virtual wearable parts to be sold displayed in the display area associated with other virtual characters. Players can complete the purchase operation of virtual wearable parts without jumping to the transaction platform interface, which greatly simplifies the operation process of players purchasing virtual wearable parts. It solves the cumbersome operations caused by players having to select and confirm the props to be traded when viewing and purchasing the costume props of virtual characters, and sending transaction requests to the virtual characters selling the costume props, thereby improving the transaction efficiency of players' virtual wearable parts in the game and improving the efficiency of human-computer interaction.
[0259] In the several embodiments provided by the present invention, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0260] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0261] In addition, the functional units in various embodiments of the present invention may be integrated into a single processing unit, each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or hardware plus software functional units.
[0262] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium and includes a number of instructions for causing a computer device (which can be a personal computer, server, or network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: a USB flash drive, a mobile hard disk, a read-only memory (English: Read-Only Memory, abbreviated: ROM), a random access memory (English: Random Access Memory, abbreviated: RAM), a magnetic disk or an optical disk, and other media that can store program code.
Claims
1. A method for controlling transactions of virtual wearable parts in a game, characterized in that: A graphical user interface is provided through a first terminal device, wherein the graphical user interface displays at least a portion of a virtual scene and a first virtual character located in the virtual scene, wherein the first virtual character is a virtual character controlled by the first terminal device, and the method includes: During a designated game process jointly participated in by the first virtual character and the second virtual character, sales information corresponding to a virtual wearable component to be sold of the second virtual character is displayed in an associated display area of the second virtual character; wherein the sales information includes at least a selling price of the virtual wearable component to be sold; the second virtual character is the virtual character whose virtual wearable component to be sold is included in the designated game process; In response to a transaction instruction for the virtual wearable component to be sold, controlling the first virtual character to trade the virtual wearable component to be sold based on the selling information, so as to transfer the virtual wearable component to be sold from the second virtual character to the first virtual character; The first virtual character is equipped with a first virtual weapon, and the response to the transaction instruction for the virtual wearable component to be sold includes: In response to the crosshairs of the first virtual weapon being aimed at the second virtual character and / or the virtual wearable component to be sold, a transaction instruction for the virtual wearable component to be sold is generated.
2. The method according to claim 1, characterized in that The associated display area moves along with the movement of the second virtual character.
3. The method according to claim 1, characterized in that The designated game process includes a single game process.
4. The method according to claim 1, wherein The method further comprises: In response to the crosshairs of the first virtual weapon being aimed at the virtual wearable component to be sold, displaying a platform reference price of the virtual wearable component to be sold in the associated display area; wherein the platform reference price is used to represent a reference price of the virtual wearable component to be sold on the game trading platform; The step of controlling the first virtual character to trade the virtual wearable component to be sold based on the selling information in response to the trading instruction for the virtual wearable component to be sold includes: In response to a transaction instruction for the virtual wearable component to be sold, the first virtual character is controlled to trade the virtual wearable component to be sold based on the selling information and the platform reference price.
5. The method according to claim 4, characterized in that The method further comprises: Displaying a component transaction control corresponding to the virtual wearable component to be sold in the associated display area, and responding to a transaction instruction for the virtual wearable component to be sold, including: In response to a selection operation on a component transaction control corresponding to the virtual wearable component to be sold, a transaction instruction for the virtual wearable component to be sold is generated.
6. The method according to claim 5, characterized in that The second virtual character includes a wear set to be sold consisting of a plurality of virtual wear parts to be sold, and the method further includes: Displaying a combination transaction control corresponding to the wearable combination to be sold in the associated display area; The responding to the transaction instruction for the virtual wearable component to be sold includes: In response to a selection operation on a combination transaction control corresponding to the wear combination to be sold, a transaction instruction for the wear combination to be sold is generated.
7. The method according to claim 1, characterized in that The step of controlling the first virtual character to trade the virtual wearable component to be sold based on the selling information in response to the trading instruction for the virtual wearable component to be sold includes: In response to the transaction instruction for the virtual wearable component to be sold, sending the transaction request for the virtual wearable component to be sold to the second virtual character; Upon receiving a transaction confirmation fed back by the second virtual character in response to the transaction request, the first virtual character is controlled to trade the virtual wearable component to be sold based on the selling information.
8. The method according to claim 7, characterized in that After sending the transaction request for the virtual wearable component to be sold to the second virtual character in response to the transaction instruction for the virtual wearable component to be sold, the method further includes: When receiving a transaction rejection signaled by the second virtual character in response to the transaction request, a transaction failure prompt message is displayed.
9. The method according to claim 1, characterized in that The method further comprises: In response to a selection operation on a first virtual wearable component of the second virtual character, sending a first purchase request for the first virtual wearable component to the second virtual character; wherein the first purchase request includes at least a transaction price for the first virtual wearable component; In response to receiving first confirmation information fed back by the second virtual character regarding the first purchase request, the first virtual character is controlled to trade the first virtual wearable component based on the transaction price to transfer the first virtual wearable component from the second virtual character to the first virtual character.
10. The method according to claim 9, characterized in that The first virtual character is equipped with a first virtual weapon, and in response to a selection operation on a first virtual wearable component of the second virtual character, sending a first purchase request for the first virtual wearable component to the second virtual character includes: In response to the crosshairs of the first virtual weapon aiming at the first virtual wearable component of the second virtual character, a first purchase request for the first virtual wearable component is sent to the second virtual character.
11. The method according to claim 9, characterized in that The step of sending a first purchase request for the first virtual wearable component to the second virtual character in response to a selection operation for the first virtual wearable component of the second virtual character includes: In response to a selection operation on a first virtual wearable component equipped with the second virtual character, displaying a purchase control corresponding to the first virtual wearable component; In response to a triggering operation on the purchase control, a first purchase request for the first virtual wearable component is sent to the second virtual character.
12. The method according to claim 9, characterized in that The method further comprises: If the second virtual character is in an eliminated state in the game, in response to a selection operation of a first virtual wearable component of the second virtual character, sending a second purchase request to the second virtual character, wherein the second purchase request includes identification information of the at least one virtual wearable component to be sold; If a second confirmation message is received from the second virtual character in response to the second purchase request, a third purchase request is sent to the second virtual character, wherein the third purchase request includes: identification information of the first virtual wearable component and a transaction price for the first virtual wearable component; Upon receiving third confirmation information fed back by the first virtual character in response to the third purchase request, the first virtual character is controlled to trade the first virtual wearable component based on the transaction price to transfer the first virtual wearable component from the second virtual character to the first virtual character.
13. The method according to claim 9, characterized in that After sending the first purchase request for the first virtual wearable component to the second virtual character, the method further includes: If a rejection message is received from the second virtual character in response to the first purchase request, a transaction failure prompt message is displayed.
14. The method according to claim 1, wherein The controlling the first virtual character to trade the virtual wearable component to be sold based on the selling information, so as to transfer the virtual wearable component to be sold from the second virtual character to the first virtual character, includes: Transferring the virtual wearable component to be sold from the second virtual character to the first virtual character, and displaying wearing prompt information for the first virtual character; In response to a confirmation operation on the wearing prompt information within a preset time period, equipping the first virtual character with the virtual wearable component to be sold; In response to no confirmation operation for the equipment prompt occurring within the preset time period, the virtual wearable component to be sold is stored in the item warehouse of the first virtual character.
15. A virtual wearable parts transaction control device in a game, characterized in that: A graphical user interface is provided through a first terminal device, wherein the graphical user interface displays at least a portion of a virtual scene and a first virtual character located in the virtual scene, wherein the first virtual character is a virtual character controlled by the first terminal device, and the apparatus includes: a display module configured to display, in a display area associated with the second virtual character, sales information corresponding to a virtual wearable component to be sold of the second virtual character during a designated game process in which the first virtual character and the second virtual character participate together; wherein the sales information includes at least a selling price of the virtual wearable component to be sold; and the second virtual character is the virtual character whose virtual wearable component to be sold is included in the designated game process; a response module, configured to, in response to a transaction instruction for the virtual wearable component to be sold, control the first virtual character to trade the virtual wearable component to be sold based on the sales information, so as to transfer the virtual wearable component to be sold from the second virtual character to the first virtual character; The first virtual character is equipped with a first virtual weapon, and the response module is further configured to generate a transaction instruction for the virtual wearable component to be sold in response to the crosshairs of the first virtual weapon being aimed at the second virtual character and / or the virtual wearable component to be sold.
16. An electronic device, characterized in that: include: A processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any method described in claims 1-14.
17. A computer-readable storage medium, characterized in that The storage medium stores a computer program, which, when executed by a processor, executes the method according to any one of claims 1 to 14.
Citation Information
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Dress-up prop processing method and device, storage medium and electronic equipment
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