Virtual weapon switching method and device, computer device and storage medium
By determining the target shortcut slot on the game's graphical user interface and responding to gamepad input, and displaying the target's virtual weapon using a mapping relationship, the problem of players having difficulty switching virtual weapons conveniently while using a gamepad is solved, enabling fast and convenient switching and equipping of virtual weapons.
Patent Information
- Application Number
- CN202310254027.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-03-09
- Publication Date
- 2025-12-19
- Estimated Expiration
- 2043-03-09
AI Technical Summary
In existing games, when players use a gamepad, it is difficult to conveniently set or switch the virtual weapons displayed in the quick slots, requiring them to frequently open the virtual weapon inventory to operate them.
By identifying a target shortcut slot on the graphical user interface and responding to the operation of the control handle, the target virtual weapon is displayed using the target mapping relationship, enabling quick switching and equipping of virtual weapons without having to open the virtual weapon backpack or virtual weapon slot.
It improves the ease of setting or switching virtual weapons displayed in the shortcut slots when operating the controller, and enhances the convenience and efficiency of switching virtual weapons.
Smart Images

Figure CN116251354B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of electronic games, in particular to a virtual weapon switching method and device, a computer device and a storage medium. BACKGROUND
[0002] Many games are provided with multiple shortcut slots, which are usually displayed in a graphical user interface, and each shortcut slot can display a virtual weapon equipped by a virtual character currently controlled by a player in the game. The player can trigger each shortcut slot to equip the virtual character with a virtual weapon in a different shortcut slot.
[0003] Most existing games generally require the player to set the virtual weapon displayed in the shortcut slot in the configuration interface. For example, the player can open a virtual weapon backpack and drag any virtual weapon in the virtual weapon backpack to a weapon equipment column, so as to display the virtual weapon in the shortcut slot. In addition, the player can select a shortcut slot and display the virtual weapon in the shortcut slot as the virtual weapon currently selected by the virtual character.
[0004] However, when the player needs to change the virtual weapon displayed in the shortcut slot or needs to adjust the currently equipped virtual weapon, the player needs to reopen the virtual weapon backpack to set another virtual weapon in the shortcut slot. Thus, it is difficult for the player to conveniently set or switch the virtual weapon displayed in the shortcut slot when the player uses a handle to operate. SUMMARY
[0005] The present application aims to provide a virtual weapon switching method and device, a computer device and a storage medium, which can improve the convenience of setting or switching the virtual weapon displayed in the shortcut slot when the player uses a handle to operate.
[0006] Embodiments of the present application are implemented as follows:
[0007] In a first aspect, the present application provides a virtual weapon switching method, which provides a graphical user interface by a computer device, and the method comprises:
[0008] determining a target shortcut slot from multiple shortcut slots provided by the graphical user interface, each shortcut slot corresponding to a virtual weapon equipment slot;
[0009] displaying a target virtual weapon according to a target mapping relationship of the target shortcut slot in response to a first operation of the control handle, the target mapping relationship being used to indicate a candidate virtual weapon in a virtual weapon backpack corresponding to the target shortcut slot, and the target virtual weapon being one of the candidate virtual weapons.
[0010] In a second aspect, the embodiment of the present application provides a virtual weapon switching device applied to a computer device, the computer device providing a graphical user interface, and the device comprising:
[0011] a determining module configured to determine a target shortcut position from a plurality of shortcut positions provided on the graphical user interface, each of the shortcut positions corresponding to a virtual weapon equipment position;
[0012] a displaying module configured to display a target virtual weapon according to a target mapping relationship of the target shortcut position in response to a first operation on the control handle, the target mapping relationship being used to indicate a candidate virtual weapon in a virtual weapon backpack corresponding to the target shortcut position, and the target virtual weapon being one of the candidate virtual weapons.
[0013] In a third aspect, the embodiment of the present application provides a computer device, which comprises a memory, a processor, and a computer program stored in the memory and executable on the processor, and the computer program is executed by the processor to implement the virtual weapon switching method in the first aspect.
[0014] In a fourth aspect, the embodiment of the present application provides a computer readable storage medium, which stores a computer program, and the computer program is executed by a processor to implement the virtual weapon switching method in the first aspect.
[0015] The embodiment of the present application has the following beneficial effects:
[0016] The virtual weapon switching method provided by the embodiment of the present application determines a target shortcut position from a plurality of shortcut positions provided on the graphical user interface, and displays a target virtual weapon according to a target mapping relationship of the target shortcut position in response to a first operation on the control handle.
[0017] Since each shortcut position on the graphical user interface corresponds to a virtual weapon equipment position, the player can display the virtual weapon corresponding to the shortcut position on the graphical user interface without opening the virtual weapon backpack or the virtual weapon column, and the player can directly select the virtual weapon displayed on the graphical user interface without opening the virtual weapon backpack or the virtual weapon column, so as to quickly use or equip the virtual weapon displayed on the graphical user interface.
[0018] In response to the first operation of the operation handle, a target virtual weapon is displayed in the target quick slot according to a target mapping relationship of the target quick slot. Since the target mapping relationship can indicate the candidate virtual weapons in the virtual weapon backpack corresponding to the target quick slot, when the first operation is responded to, the candidate virtual weapons that can be switched are determined according to the target mapping relationship without opening the virtual weapon backpack or the virtual weapon column, and then the target virtual weapon to be displayed is determined from the candidate virtual weapons according to the first operation, so that the operation of switching the virtual weapon to be equipped or placed in the virtual weapon equipment slot corresponding to the target quick slot without opening the virtual weapon backpack or the virtual weapon column can be realized.
[0019] It can be understood that when the player uses the operation handle, multiple key positions need to be used to open the virtual weapon backpack or the virtual equipment column, and it is difficult to perform a drag operation when the operation handle is used. However, the virtual weapon switching method provided in the present application can quickly use or equip the virtual weapon displayed on the graphical user interface without opening the virtual weapon backpack or the virtual weapon column. In this way, the convenience of setting or switching the virtual weapon displayed on the graphical user interface and the convenience of switching the virtual weapon in the virtual weapon equipment slot can be improved when the handle is used for operation. BRIEF DESCRIPTION OF DRAWINGS
[0020] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings needed in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be considered as a limitation on the scope. For those skilled in the art, other related drawings can also be obtained without creative labor.
[0021] Figure 1 Flowchart of the first virtual weapon switching method provided by the embodiments of the present application;
[0022] Figure 2 Schematic diagram of the first graphical user interface provided by the embodiments of the present application;
[0023] Figure 3 Flowchart of the second virtual weapon switching method provided by the embodiments of the present application;
[0024] Figure 4 Flowchart of the third virtual weapon switching method provided by the embodiments of the present application;
[0025] Figure 5A flowchart illustrating the fourth virtual weapon switching method provided in this application embodiment;
[0026] Figure 6 A schematic diagram of a second graphical user interface provided in an embodiment of this application;
[0027] Figure 7 A schematic diagram illustrating a third graphical user interface provided in an embodiment of this application;
[0028] Figure 8 A schematic diagram illustrating a fourth graphical user interface provided in an embodiment of this application;
[0029] Figure 9 A schematic diagram illustrating a fifth graphical user interface provided in an embodiment of this application;
[0030] Figure 10 This is a schematic diagram of the structure of a virtual weapon switching device provided in an embodiment of this application;
[0031] Figure 11 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation
[0032] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0033] Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.
[0034] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.
[0035] In the description of this application, the terms "first," "second," "third," etc., are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.
[0036] In most existing games, players generally need to set virtual weapons displayed in the shortcut positions in the configuration interface. For example, a player can set any virtual weapon in the virtual weapon backpack to the weapon equipment column by dragging the virtual weapon in the virtual weapon backpack to the weapon equipment column, so as to set the virtual weapon in the shortcut position. In addition, the virtual weapon displayed in a shortcut position can be selected as the currently selected virtual weapon of the virtual character. However, when the player needs to replace the virtual weapon displayed in the shortcut position or needs to adjust the currently equipped virtual weapon, the virtual weapon backpack needs to be opened again to set another virtual weapon to the shortcut position. Thus, when the player uses a handle to operate, it is difficult to conveniently set or switch the virtual weapon displayed in the shortcut position.
[0037] Therefore, an embodiment of the present application provides a virtual weapon switching method. The target shortcut position is determined from a plurality of shortcut positions provided on the graphical user interface. In response to a first operation on the control handle, a target virtual weapon is displayed in the target shortcut position according to a target mapping relationship of the target shortcut position. The convenience of setting or switching the virtual weapon displayed in the shortcut position can be improved when the handle is used to operate.
[0038] The virtual weapon switching method in an embodiment of the present application can run on a terminal device or a server. The terminal device can be a local terminal device. When the virtual weapon switching method runs on the 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, various cloud applications can run under the cloud interaction system, for example, cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running body of the game program and the presentation body of the game picture are separated, and the storage and running of the game display method are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the terminal device for information processing is the cloud game server in the cloud. When playing games, the player operates the client device to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.
[0040] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game picture. The local terminal device is used to interact with a player through a graphical user interface, that is, a conventional game program is downloaded and installed through an electronic device and is run. The local terminal device can provide the graphical user interface to the player in various ways, for example, can render display on a display screen of the terminal, or is provided to the player through holographic projection. For example, the local terminal device can include a display screen used to present a graphical user interface including a game picture, and a processor used to run the game, generate the graphical user interface, and control display of the graphical user interface on the display screen.
[0041] In a possible embodiment, the embodiment of the present application provides a virtual weapon switching method, and a graphical user interface is provided through a first terminal device. The first terminal device can be the local terminal device mentioned above or the client device in the cloud interaction system mentioned above.
[0042] The embodiment of the present application takes a virtual weapon switching method applied in a terminal game as an example for description. However, it does not mean that the embodiment of the present application can only be applied to virtual weapon switching in a terminal game.
[0043] The virtual weapon switching method provided by the embodiment of the present application is explained in detail below.
[0044] Figure 1 A flowchart of a virtual weapon switching method provided by the present application is shown in FIG. 1. The method can be applied to a computer device, which can be the terminal device or the server mentioned above. Referring to FIG. 1, the embodiment of the present application provides a virtual weapon switching method, including: Figure 1 The embodiment of the present application provides a virtual weapon switching method, including:
[0045] Step 1001: determining a target shortcut position from a plurality of shortcut positions provided on the graphical user interface.
[0046] Optionally, each shortcut position corresponds to a virtual weapon equipment position, that is, each shortcut position can generally display a virtual weapon in a virtual weapon equipment position.
[0047] Each shortcut position can be a position used to display a virtual weapon equipped by a virtual character on the graphical user interface.
[0048] Optionally, the size of each shortcut position can be set to be small. The number of shortcut positions can be set according to actual needs, for example, the number of shortcut positions can be set to 2, or the number of shortcut positions can be set to 3, or the number of shortcut positions can be set to any possible number. The embodiment of the present application does not limit this.
[0049] Each virtual weapon can be any kind, for example, each virtual weapon can be a virtual gun, a virtual knife, a virtual sword, a virtual bow and arrow, a virtual hammer, etc.
[0050] Each virtual weapon can be actually stored in a virtual weapon backpack or a virtual equipment column in the game, and each virtual weapon is displayed in each shortcut position for the convenience of the player to view, use, equip or switch each virtual weapon actually stored in the virtual weapon backpack or the virtual equipment column.
[0051] The virtual weapon equipment position can refer to a position in the virtual equipment column in the game for placing or equipping a virtual weapon.
[0052] For example, the virtual equipment column can include at least one virtual weapon equipment position, and each virtual weapon equipment position is used to store or equip one virtual weapon.
[0053] The virtual weapon backpack can be a backpack in the game for storing virtual props, virtual weapons and other virtual items that can appear in the game. Embodiments of the present application do not limit this.
[0054] The virtual character can be a virtual object operated by the player or the user.
[0055] Optionally, each shortcut position can display one virtual weapon, and the attribute information of the virtual weapon displayed in each shortcut position can be the same or different. For example, the attribute information of the virtual weapon can include the quality of the virtual weapon, the durability of the virtual weapon, the type of the virtual weapon, etc., and embodiments of the present application do not limit this.
[0056] The target shortcut position can be one shortcut position selected by the player or the user from each shortcut position. When the target shortcut position is selected, the virtual character can equip the weapon in the virtual weapon equipment position corresponding to the target shortcut position as the first priority weapon and / or make the virtual character hold the first priority weapon, and if the target shortcut position displays a virtual weapon, the virtual weapon displayed in the target shortcut position can also be used as the first priority weapon, and embodiments of the present application do not limit this.
[0057] Referring to Figure 2 , Figure 2 A schematic diagram of a graphical user interface is provided, in Figure 2 which the graphical user interface T1 displays the shortcut position K1, the shortcut position K2, the virtual weapon backpack B, the virtual equipment column L, the virtual weapon equipment position G1, the virtual weapon equipment position G2, the virtual weapon backpack position W1, the virtual weapon backpack position W2 and the virtual weapon backpack position W3.
[0058] The quick location K1 and the quick location K2 can display the virtual weapons stored in the virtual weapon equipment location G1 and the virtual weapon equipment location G2 respectively. The virtual weapon backpack B can be used to store the virtual weapons that have not been equipped by the virtual character, the virtual equipment column L can be used to store the virtual weapons that have been equipped by the virtual character, the virtual weapon equipment location G1 and the virtual weapon equipment location G2 can be the locations in the virtual equipment column L used to display the virtual weapons that have been equipped, and the virtual weapon backpack location W1, the virtual weapon backpack location W2 and the virtual weapon backpack location W3 can be the locations in the virtual weapon backpack B used to display the virtual weapons that have not been equipped.
[0059] By Figure 2 It can be seen that the virtual weapon backpack location W1 in the virtual weapon backpack B stores a virtual weapon, and the virtual weapon backpack location W2 and the virtual weapon backpack location W3 do not store any virtual weapon. The virtual weapon equipment location G1 and the virtual weapon equipment location G2 in the virtual equipment column L store a virtual weapon respectively.
[0060] The virtual weapon equipment location G1 displays the virtual weapon stored in the virtual weapon equipment location G1 in the quick location K1, and the virtual weapon equipment location G2 displays the virtual weapon stored in the virtual weapon equipment location G2 in the quick location K2. In addition, the quick location K1 has a selected mark, so the quick location K1 can be the target quick location. It can be seen that the virtual character J holds the virtual weapon displayed in the quick location K1, that is, the virtual character J currently uses the virtual weapon stored in the virtual weapon equipment location G1.
[0061] It can be understood that the correspondence between each quick location and each virtual weapon equipment location can be adjusted according to actual needs, and the embodiments of the present application do not limit this.
[0062] It is worth noting that Figure 2 This is only an example and does not mean that the virtual weapon switching method or the quick location in the graphical user interface provided by the present application can only have two, the virtual weapon backpack can only have three virtual weapon backpack locations, or the virtual equipment column can only have two virtual weapon equipment locations, and the virtual character can only hold one virtual weapon at the same time. The embodiments of the present application do not limit this.
[0063] It is worth mentioning that each shortcut position on the graphical user interface corresponds to a virtual weapon equipment position, so that the player can display the virtual weapon corresponding to the shortcut position on the graphical user interface without opening the virtual weapon backpack or the virtual weapon column, and then the player can directly select the target shortcut position from the shortcut positions without opening the virtual weapon backpack or the virtual weapon column to quickly use or equip the virtual weapon displayed in the target shortcut position. In this way, the convenience of switching the virtual weapon currently equipped or used by the virtual character can be greatly improved.
[0064] Step 1002: In response to the first operation of the operation handle, display the target virtual weapon according to the target mapping relationship of the target shortcut position.
[0065] Optionally, the operation handle can be any handle capable of inputting corresponding operation instructions, and the player can control the virtual character or change the settings in the game by triggering the keys or the joystick on the operation handle. The embodiments of the present application do not limit this.
[0066] The first operation can be a single operation or a combined operation, and the embodiments of the present application do not limit this.
[0067] For example, assuming that the operation handle includes multiple keys and a joystick, the first operation can be a combined operation, such as the first operation can include a first sub-operation and a second sub-operation, wherein the first sub-operation can be an operation of pressing a certain function key on the handle, and the second sub-operation can be an operation of dialing the joystick in a certain direction.
[0068] Generally, when the first sub-operation is responded to, it can be determined that the target shortcut position needs to be operated, and when the second sub-operation is responded to, the target virtual weapon can be displayed in the target shortcut position. The embodiments of the present application do not limit this.
[0069] Optionally, the target mapping relationship is used to indicate a candidate virtual weapon in the virtual weapon backpack corresponding to the target shortcut position.
[0070] The candidate virtual weapon can refer to a virtual weapon in the virtual weapon backpack that can be displayed in the target shortcut position, or a virtual weapon in the virtual weapon backpack that can be equipped or placed in the virtual weapon equipment position corresponding to the target shortcut position.
[0071] The target virtual weapon is a virtual weapon in the candidate virtual weapon, which can specifically refer to a virtual weapon that the player determines to be equipped and / or displayed in the target shortcut position through the first operation.
[0072] Specifically, when the target virtual weapon is displayed, the target virtual weapon can be displayed in the target shortcut slot, or can be displayed at any possible position on the graphical user interface or other slot, and the embodiments of the present application do not make any limitation in this regard.
[0073] It is worth noting that since the target mapping relationship can indicate the candidate virtual weapon in the virtual weapon backpack corresponding to the target shortcut slot, when responding to the first operation, the candidate virtual weapon capable of being switched can be directly determined according to the target mapping relationship without opening the virtual weapon backpack or the virtual weapon column, and then the target virtual weapon to be displayed can be determined from the candidate virtual weapons according to the first operation, so that the operation of switching the virtual weapon equipped or placed in the virtual weapon equipment slot corresponding to the target shortcut slot without opening the virtual weapon backpack or the virtual weapon column can be realized. In this way, the convenience of switching the virtual weapon displayed on the graphical user interface and switching the virtual weapon equipped or placed in the virtual weapon equipment slot corresponding to the target shortcut slot can be greatly improved.
[0074] In the embodiments of the present application, the target virtual weapon is displayed according to the target mapping relationship of the target shortcut slot in response to the first operation on the control handle by determining the target shortcut slot from the plurality of shortcut slots provided on the graphical user interface.
[0075] Since each shortcut slot on the graphical user interface corresponds to a virtual weapon equipment slot, the player can display the virtual weapon corresponding to the shortcut slot on the graphical user interface without opening the virtual weapon backpack or the virtual weapon column, and then the player can directly select the virtual weapon displayed on the graphical user interface without opening the virtual weapon backpack or the virtual weapon column to quickly use or equip the virtual weapon displayed on the graphical user interface by determining the target shortcut slot from the plurality of shortcut slots provided on the graphical user interface.
[0076] In response to the first operation on the control handle, the target virtual weapon is displayed in the target shortcut slot according to the target mapping relationship of the target shortcut slot. Since the target mapping relationship can indicate the candidate virtual weapon in the virtual weapon backpack corresponding to the target shortcut slot, when responding to the first operation, the candidate virtual weapon capable of being switched can be directly determined according to the target mapping relationship without opening the virtual weapon backpack or the virtual weapon column, and then the target virtual weapon to be displayed can be determined from the candidate virtual weapons according to the first operation, so that the operation of switching the virtual weapon equipped or placed in the virtual weapon equipment slot corresponding to the target shortcut slot without opening the virtual weapon backpack or the virtual weapon column can be realized.
[0077] It can be understood that in the case that the player uses the operation handle, it is required to use multiple key positions to cooperate with the operation to open the virtual weapon backpack or the virtual equipment column, and it is difficult to perform the drag operation when using the operation handle. However, the virtual weapon switching method provided in the present application can quickly use or equip the virtual weapon displayed on the graphical user interface without opening the virtual weapon backpack or the virtual weapon column. Thus, the convenience of setting or switching the virtual weapon displayed on the graphical user interface and the convenience of switching the virtual weapon in the equipped or placed virtual weapon equipment grid can be improved when using the handle to operate.
[0078] In a possible implementation, in response to the first operation on the operation handle, the target virtual weapon is displayed according to the target mapping relationship of the target shortcut grid, including:
[0079] In response to the first operation, the target virtual weapon is displayed in the target shortcut grid according to the target mapping relationship of the target shortcut grid.
[0080] It is worth noting that since the position of the target shortcut grid is generally fixed, displaying the target virtual weapon in the target shortcut grid can accurately and intuitively indicate the relationship between the target virtual weapon and the target shortcut grid and / or the virtual weapon equipment grid corresponding to the target shortcut grid.
[0081] Then, the player can directly select the target shortcut grid from the shortcut grids to quickly and conveniently use or equip the virtual weapon displayed in the target shortcut grid without opening the virtual weapon backpack or the virtual weapon column.
[0082] In a possible implementation, referring to Figure 3 In response to the first operation, the target virtual weapon is displayed in the target shortcut grid according to the target mapping relationship of the target shortcut grid, including:
[0083] Step 1003: In response to the first operation, the target shortcut grid is selected.
[0084] For example, the target shortcut grid can be selected in response to the first sub-operation.
[0085] It is worth noting that when the target shortcut grid is selected, it can be determined that the target shortcut grid needs to be operated at present.
[0086] Step 1004: Each virtual weapon to be selected is determined from each virtual weapon in the virtual weapon backpack according to the target mapping relationship.
[0087] Optionally, the target mapping relationship is determined by a current weapon switching mode.
[0088] The target mapping relationship is used to indicate a candidate virtual weapon in the virtual weapon backpack corresponding to the target quick slot in the current weapon switching mode.
[0089] Optionally, the weapon switching mode refers to a mode set by the player or generated by the system to indicate the type of virtual weapons that can be displayed in each quick slot, the order or priority of switching virtual weapons displayed in each quick slot.
[0090] And the current weapon switching mode refers to the weapon switching mode selected by the player or the default weapon switching mode of the system at the current time.
[0091] For example, assuming there are 2 quick slots, and the weapon switching mode can be a long-range switching mode, in which one of the 2 quick slots can only display long-range virtual weapons, and the other quick slot can only display short-range virtual weapons. And when one quick slot can only display long-range virtual weapons, the virtual weapon equipment slot corresponding to this quick slot can only equip or place long-range virtual weapons.
[0092] For another example, assuming there are 2 quick slots, and the weapon switching mode can be a use preference switching mode, in which when switching virtual weapons displayed in the 2 quick slots, the type of virtual weapons with higher use frequency of the player can be preferentially switched and displayed. For example, there is a virtual knife, a virtual bow and arrow, and a virtual sword in the virtual weapon backpack, and in the last 100 games or in the last 100 days of game time, the player uses the virtual knife the most frequently, then when switching virtual weapons displayed in any of the 2 quick slots, the virtual knife will be preferentially displayed in the any of the 2 quick slots, and the virtual knife in the virtual weapon backpack will be equipped or placed in the virtual weapon equipment slot corresponding to the any of the 2 quick slots.
[0093] For another example, assuming the weapon switching mode can be a quality priority switching mode, in which when switching virtual weapons displayed in the quick slots, the virtual weapons with higher quality can be preferentially switched and displayed.
[0094] For another example, assuming the weapon switching mode can be a durability priority switching mode, in which when switching virtual weapons displayed in the quick slots, the virtual weapons with higher durability can be preferentially switched and displayed.
[0095] In this way, the virtual weapon that can be displayed in the target quick slot in the current weapon switching mode can be accurately determined.
[0096] Step 1005: determining the target virtual weapon from the virtual weapons according to the first operation.
[0097] For example, the target virtual weapon can be determined in response to the second sub-operation.
[0098] In this way, the virtual weapon that needs to be displayed in the target quick slot can be accurately determined from the virtual weapons according to the current weapon switching mode and the first operation input by the player.
[0099] Step 1006: displaying the target virtual weapon in the target quick slot.
[0100] It should be noted that, since the target mapping relationship can indicate the virtual weapons in the virtual weapon backpack corresponding to the target quick slot in the current weapon switching mode, when the first operation is responded to, the virtual weapons that can be switched can be directly determined according to the target mapping relationship without opening the virtual weapon backpack or the virtual weapon column, and then the target virtual weapon that needs to be displayed can be determined from the virtual weapons according to the first operation, so that the operation of switching the virtual weapon equipped or placed in the virtual weapon equipment slot corresponding to the target quick slot can be realized without opening the virtual weapon backpack or the virtual weapon column. In this way, the convenience of switching the virtual weapon displayed in the target quick slot and the virtual weapon equipped or placed in the virtual weapon equipment slot can be greatly improved.
[0101] In this way, the purpose of switching the virtual weapon displayed in the target quick slot can be achieved, and since the target quick slot corresponds to a virtual weapon equipment slot, the purpose of switching the virtual weapon equipped or placed in the virtual weapon equipment slot can also be achieved.
[0102] In a possible implementation, the target virtual weapon is determined from the virtual weapons according to the first operation, including:
[0103] Determining a switching queue in the current weapon switching mode.
[0104] Optionally, the switching queue includes the virtual weapons, and the virtual weapons in the switching queue are arranged in a preset order.
[0105] Optionally, the preset order is an order of switching the virtual weapons determined based on the current weapon switching mode.
[0106] Determining a switching mode indicated by the first operation.
[0107] Optionally, the switching mode includes a directional mode or a non-directional mode.
[0108] Exemplarily, if the switching mode is the directional mode, it indicates that the first operation is an operation with a directional direction performed by the user.
[0109] If the switching mode is the non-directional mode, it indicates that the first operation is an operation without a directional direction performed by the user.
[0110] The target virtual weapon is determined from the candidate virtual weapons according to the switching queue and the switching mode.
[0111] In this way, the virtual weapon that needs to be displayed in the target shortcut position can be accurately determined from the switching queue based on the current weapon switching mode and the operation mode of the first operation.
[0112] In a possible implementation, the target virtual weapon is determined from the candidate virtual weapons according to the switching queue and the switching mode, including:
[0113] If the switching mode is the non-directional mode, the switching times indicated by the first operation are determined.
[0114] Optionally, the switching times can be the times of single switching operations indicated by the first operation.
[0115] The candidate virtual weapon corresponding to the switching times in the switching queue is taken as the target virtual weapon.
[0116] For example, if the switching times are 1, only the candidate virtual weapon arranged at the first or last position in the switching queue needs to be taken as the target virtual weapon in response to the first operation.
[0117] For another example, if the switching times are 2, only the candidate virtual weapon arranged at the second or last-but-one position in the switching queue needs to be taken as the target virtual weapon in response to the first operation.
[0118] In this way, the virtual weapon that needs to be displayed in the target shortcut position can be accurately determined.
[0119] In a possible implementation, the target virtual weapon is determined from the candidate virtual weapons according to the switching queue and the switching mode, including:
[0120] If the switching mode is the directional mode, the switching times and the switching direction indicated by the first operation are determined.
[0121] Optionally, the switching direction can refer to whether the first operation indication is in a forward order or a reverse order when a single switching operation is performed each time.
[0122] The target virtual weapon is determined from the to-be-switched queue according to the switching number and the switching direction.
[0123] For example, the switching number is 2, and the switching direction is in a forward order in the first switching and in a reverse order in the second switching. Then, the virtual weapon currently displayed in the target shortcut position is taken as the target virtual weapon. If the switching direction is in a forward order in the first switching and in a forward order in the second switching, the second virtual weapon in the to-be-switched queue is taken as the target virtual weapon. If the switching direction is in a reverse order in the first switching and in a reverse order in the second switching, the second-to-last virtual weapon in the to-be-switched queue is taken as the target virtual weapon. The embodiments of the present application are not limited in this regard.
[0124] In this way, the virtual weapon that needs to be displayed in the target shortcut position can be accurately determined.
[0125] In a possible implementation manner, referring to Figure 4 displaying the target virtual weapon in the target shortcut position comprises:
[0126] Step 1007: If the initial virtual weapon is not displayed in the target shortcut position, displaying the target virtual weapon in the target shortcut position.
[0127] Optionally, the initial virtual weapon can be any virtual weapon displayed in the target shortcut position at the current moment.
[0128] It is worth noting that if the initial virtual weapon is not displayed in the target shortcut position, it can be determined that the virtual weapon corresponding to the target shortcut position is not equipped or placed in the virtual weapon equipment position.
[0129] Step 1008: If the initial virtual weapon is displayed in the target shortcut position, switching the virtual weapon currently displayed in the target shortcut position from the initial virtual weapon to the target virtual weapon.
[0130] It is worth noting that if the initial virtual weapon is displayed in the target shortcut position, it can be determined that the initial virtual weapon is equipped or placed in the virtual weapon equipment position corresponding to the target shortcut position.
[0131] In this way, the problem that multiple virtual weapons are displayed in the target shortcut position at the same time can be avoided, and the target virtual weapon can be correctly displayed in the target shortcut position.
[0132] In a possible implementation manner, referring toFigure 5 switching the currently displayed virtual weapon in the target shortcut slot from the initial virtual weapon to the target virtual weapon, comprising:
[0133] Step 1009: moving the initial virtual weapon from the virtual weapon equipment slot to the virtual weapon backpack, and canceling display of the initial virtual weapon in the target shortcut slot.
[0134] Step 1010: moving the target virtual weapon from the virtual weapon backpack to the virtual weapon equipment slot, and displaying the target virtual weapon in the target shortcut slot.
[0135] Generally, step 1009 can be performed before step 1010, or step 1010 can be performed before step 1009, or step 1009 and step 1010 can be performed simultaneously, and the embodiments of the present application do not limit this.
[0136] Exemplarily, continuing to refer to the shortcut slot K1 in Figure 2 , Figure 2 , the virtual weapon displayed in the shortcut slot K1 is the initial virtual weapon, and the virtual weapon stored in the virtual weapon backpack slot W1 is the target virtual weapon.
[0137] Based on the graphical user interface T1 shown in Figure 2 , after steps 1009 and 1010 are performed, the graphical user interface T1 becomes the graphical user interface T2 shown in Figure 6 . As shown in Figure 6 , the virtual weapon stored in the virtual weapon backpack slot W1 of the graphical user interface T1 is placed in the virtual weapon equipment slot G3 of the graphical user interface T2, and the virtual weapon stored in the virtual weapon equipment slot G1 of the graphical user interface T1 is placed in the virtual weapon backpack slot W4 of the graphical user interface T2. In addition, the virtual weapon displayed in the shortcut slot K3 of the graphical user interface T2 becomes the virtual weapon in the virtual weapon equipment slot G3.
[0138] In a possible implementation, the target shortcut slot is determined from a plurality of shortcut slots provided on the graphical user interface, comprising:
[0139] In response to a second operation on the control handle, the slot selection box in the graphical user interface is controlled to move on the shortcut slots.
[0140] Optionally, the second operation can be an operation for adjusting the selected shortcut slot, that is, an operation for determining the target shortcut slot.
[0141] The second operation can be input by pressing a direction key of the control handle or rotating a joystick of the control handle.
[0142] Optionally, the cell selection box is configured to select the target quick cell from the quick cells.
[0143] In response to the second operation ending, the quick cell currently selected by the cell selection box is selected as the target quick cell.
[0144] Optionally, the second operation ending is in response to the cell selection box stopping moving.
[0145] For example, continuing to refer to Figure 2 The cell selection box can be a selection box X in the graphical user interface T1. As shown, the selection box X in the graphical user interface T1 selects the quick cell K1, and the quick cell K1 is the target quick cell.
[0146] Based on Figure 2 , refer to Figure 7 As shown, the selection box X in the graphical user interface T3 selects the quick cell K2, and the quick cell K2 is the target quick cell. As shown, the virtual weapon held by the virtual character J is changed to the virtual weapon placed in the virtual weapon equipment cell G2 corresponding to the quick cell K2.
[0147] In a possible implementation, after the first operation on the control handle is responded to, the method further includes:
[0148] Displaying a first selection interface on the graphical user interface.
[0149] Optionally, the first selection interface includes at least one weapon switching option.
[0150] Optionally, each weapon switching option corresponds to a virtual weapon to be selected. When any weapon switching option is triggered, the virtual weapon to be selected corresponding to the triggered weapon switching option is selected as the target virtual weapon.
[0151] In response to a trigger operation on each weapon switching option input by the control handle, the virtual weapon to be selected corresponding to the triggered weapon switching option is displayed in the target quick cell.
[0152] Optionally, the trigger operation on each weapon switching option input by the control handle can be input by pressing a specific key position on the control handle.
[0153] For example, refer to Figure 8In (a) of FIG. 10, in response to the first operation on the control handle, it is assumed that the target quick slot is the quick slot K5 displayed by the graphical user interface T4, and two weapon switching options in the first selection interface Z1 of the graphical user interface T4 correspond to the virtual weapons in the virtual weapon backpack slot W7 and the virtual weapon backpack slot W8 respectively. In addition, from (a) of FIG. 10, it can be seen that the graphical user interface T4 further includes a virtual weapon equipment slot G5, a virtual character J, and other slots. Figure 8 In (a) of FIG. 10, in response to the first operation on the control handle, it is assumed that the target quick slot is the quick slot K5 displayed by the graphical user interface T4, and two weapon switching options in the first selection interface Z1 of the graphical user interface T4 correspond to the virtual weapons in the virtual weapon backpack slot W7 and the virtual weapon backpack slot W8 respectively. In addition, from (a) of FIG. 10, it can be seen that the graphical user interface T4 further includes a virtual weapon equipment slot G5, a virtual character J, and other slots.
[0154] It is assumed that the second weapon switching option in the first selection interface Z1 is triggered, and the graphical user interface T5 shown in (b) of FIG. 11 is obtained, where the virtual weapon backpack slot W9 and the virtual weapon backpack slot W10 correspond to the virtual weapon backpack slot W7 and the virtual weapon backpack slot W8 respectively, the quick slot K6 corresponds to the quick slot K5, and the virtual weapon equipment slot G6 corresponds to the virtual weapon equipment slot G5. Figure 8 From the graphical user interface T5, it can be seen that the weapon switching options in the first selection interface Z2 correspond to the virtual weapons in the virtual weapon backpack slot W9 and the virtual weapon backpack slot W10 respectively. In addition, the weapons placed in the virtual weapon equipment slot G6 and the virtual weapon backpack slot W10, and the virtual weapon held by the virtual character J have also been adjusted, which correspond to the second weapon switching option in the first selection interface Z1 triggered before.
[0155] In a possible implementation, the method further includes:
[0156] In response to a third operation on the control handle, a second selection interface is displayed on the graphical user interface.
[0157] Optionally, the third operation can be an operation input by a user or a player for adjusting a weapon switching mode.
[0158] Optionally, the second selection interface includes at least one switching mode option. Each switching mode option corresponds to a weapon switching mode that can be selected in the game.
[0159] In response to a triggering operation on each switching mode option input by the control handle, a weapon switching mode corresponding to the triggered switching mode option is taken as the current weapon switching mode.
[0160] For example, referring to
[0161] , Figure 9 Figure 9 The graphical user interface T6 is shown, which includes the shortcut position K1, the shortcut position K2, the virtual character J and the second selection interface Q. It can be seen that the second selection interface Q shows the use preference switching option, the long-short range switching option, the quality priority switching option and the durability priority switching option, which correspond to the use preference switching mode, the long-short range switching mode, the quality priority switching mode and the durability priority switching mode respectively.
[0162] For example, after triggering the long-short range switching option in the second selection interface Q, the long-short range switching mode can be set as the current weapon switching mode.
[0163] In this way, the user or the player can quickly and conveniently select or adjust the current weapon switching mode.
[0164] In a possible implementation, after setting the weapon switching mode corresponding to the triggered switching mode option as the current weapon switching mode, the method further includes:
[0165] Determining the switching condition corresponding to each shortcut position indicated by the current weapon switching mode.
[0166] Optionally, the switching condition is used to limit the parameters of the virtual weapon displayed in each shortcut position under the current weapon switching mode.
[0167] Optionally, the switching condition can be set in advance by the player or the relevant technical personnel.
[0168] Determining whether any virtual weapon meets the switching condition corresponding to the shortcut position.
[0169] Optionally, the any virtual weapon can be a virtual weapon stored in the virtual weapon backpack, a virtual weapon stored in the virtual equipment column or any possible virtual weapon.
[0170] If yes, it is determined that the any virtual weapon has a mapping relationship with the shortcut position.
[0171] If no, the any virtual weapon does not have a mapping relationship with the shortcut position.
[0172] In this way, after adjusting or determining the current weapon switching mode, the mapping relationship between each virtual weapon and each shortcut position under the current weapon switching mode can be accurately determined, which facilitates displaying the target virtual weapon in the target shortcut position based on the target mapping relationship when step 1002 is performed.
[0173] Exemplarily, taking the shortcut positions K1 and K2 in the graphical user interface T1 as an example. It is assumed that the current weapon switching mode is the long-range and short-range switching mode, and the switching condition corresponding to the shortcut position K1 indicated by the long-range and short-range switching mode is that the weapon type is long-range, and the switching condition corresponding to the shortcut position K2 is that the weapon type is short-range. However, at this time, the virtual weapon displayed in the shortcut position K1 is a broadsword of the short-range type, that is, the virtual weapon stored in the virtual weapon equipment position corresponding to the shortcut position K1 is a broadsword. Then, in this case, the broadsword stored in the virtual weapon equipment position corresponding to the shortcut position K1 can be moved to the virtual backpack, and the currently displayed broadsword in the shortcut position K1 can be canceled.
[0174] In addition, any virtual weapon stored in the virtual backpack and satisfying the switching condition corresponding to the shortcut position K1 can be stored in the virtual weapon equipment position corresponding to the shortcut position K1, and the virtual weapon satisfying the switching condition corresponding to the shortcut position K1 can be displayed in the shortcut position K1.
[0175] In this way, the practicability and flexibility of the virtual weapon switching method can be improved.
[0176] In a possible implementation manner, the method further includes:
[0177] In response to the equipment operation on the second virtual weapon in the virtual weapon backpack, the second virtual weapon is moved to the virtual weapon equipment position.
[0178] Optionally, the second virtual weapon can be any virtual weapon stored in the virtual weapon backpack.
[0179] Optionally, the equipment operation can be an operation for equipping the second virtual weapon to the designated virtual weapon equipment position in the case of opening the virtual weapon backpack.
[0180] For example, the second virtual weapon can be moved to any virtual weapon equipment position in the virtual equipment column, can be moved to any virtual weapon equipment position in the virtual equipment column where no virtual weapon is placed, or can be moved to the virtual weapon equipment position where the virtual weapon with the lowest quality or the lowest durability is placed in the virtual equipment column. The present embodiment is not limited in this regard.
[0181] The second virtual weapon is displayed in the shortcut position corresponding to the virtual weapon equipment position.
[0182] In this way, the purpose of accurately switching the virtual weapon displayed in the shortcut position according to the equipment operation when the player inputs the equipment operation can be achieved.
[0183] In a possible implementation manner, the method further includes:
[0184] displaying a first prompt region corresponding to each shortcut position on the graphical user interface.
[0185] Optionally, the first prompt region can be used to prompt a number of candidate virtual weapons that have a mapping relationship with the shortcut position, a type of candidate virtual weapons that have a mapping relationship with the shortcut position, and / or attribute information of candidate virtual weapons that have a mapping relationship with the shortcut position.
[0186] Optionally, the attribute information can include information such as durability and effective duration of the virtual weapons.
[0187] For example, continuing to refer to the schematic diagrams of the graphical user interfaces, Figure 6 Since only one virtual weapon is stored in the virtual weapon backpack B of the graphical user interface T2, and it is assumed that the weapon switching mode at this time is a quality priority switching mode, the shortcut position K3 and the shortcut position K4 can both display the virtual weapon in the virtual weapon backpack B. It can be seen from the first prompt region S1 in the graphical user interface T2 that the candidate virtual weapons that have a mapping relationship with the shortcut position K3 and the shortcut position K4 are the same, and the number is 1, the quality is rare, the type is broadsword, and the durability is 100%.
[0188] In this way, effective prompt assistance can be provided for the player.
[0189] In a possible implementation manner, the method further includes:
[0190] displaying a second prompt region on the graphical user interface.
[0191] Optionally, the second prompt region is used to indicate the current weapon switching mode.
[0192] For example, continuing to refer to the schematic diagrams of the graphical user interfaces. It can be seen from the graphical user interface T1 and the graphical user interface T2 that the current weapon switching mode indicated by the second prompt region S2 is a quality priority switching mode. It can be seen from the graphical user interface T3 that the current weapon switching mode indicated by the second prompt region S2 is a use preference switching mode.
[0193] In this way, effective prompt assistance can be provided for the player, so that the player can intuitively observe the current weapon switching mode from the graphical user interface.
[0194] It should be noted that the above embodiments are drawn in the schematic diagram of the graphical user interface provided by the embodiments of the present application in order to facilitate explanation and illustration. However, in actual implementation of the virtual weapon switching method, when the player does not actively open the virtual backpack or the virtual equipment column, the graphical user interface can not display any virtual weapon backpack, virtual equipment column, virtual weapon equipment grid, virtual weapon backpack grid, but only display the virtual character, the shortcut grid, the virtual weapon in each shortcut grid, the corresponding selection interface and / or the corresponding prompt area.
[0195] The following describes the device, equipment and computer readable storage medium for performing the virtual weapon switching method provided by the present application. The specific implementation process and technical effects are described above, and will not be described again.
[0196] Figure 10 FIG. 1 is a structural schematic diagram of a virtual weapon switching device provided by an embodiment of the present application. As shown in FIG. 1, the device includes: Figure 10
[0197] The determining module 201 is configured to determine a target shortcut grid from a plurality of shortcut grids provided on the graphical user interface, each shortcut grid corresponding to a virtual weapon equipment grid.
[0198] The display module 202 is configured to display a target virtual weapon according to a target mapping relationship of the target shortcut grid in response to a first operation on the control handle.
[0199] The target mapping relationship is used to indicate a to-be-selected virtual weapon in the virtual weapon backpack corresponding to the target shortcut grid, and the target virtual weapon is one virtual weapon in the to-be-selected virtual weapon.
[0200] Optionally, the display module 202 is further configured to display the target virtual weapon in the target shortcut grid according to the target mapping relationship of the target shortcut grid in response to the first operation.
[0201] Optionally, the display module 202 is specifically configured to select the target shortcut grid in response to the first operation. The to-be-selected virtual weapon is determined from each virtual weapon in the virtual weapon backpack according to the target mapping relationship. The target virtual weapon is determined from the to-be-selected virtual weapon according to the first operation. The target virtual weapon is displayed in the target shortcut grid.
[0202] The target mapping relationship is determined by a current weapon switching mode. The target mapping relationship is specifically used to indicate the to-be-selected virtual weapon in the virtual weapon backpack corresponding to the target shortcut grid in the current weapon switching mode.
[0203] The display module 202 is further configured to determine a to-be-switched queue in the current weapon switching mode. Determine a switching manner indicated by the first operation. Determine the target virtual weapon from the to-be-switched queue and the switching manner.
[0204] The display module 202 is further configured to, when the switching manner is a non-directional manner, determine a switching number indicated by the first operation. Take the to-be-switched virtual weapon corresponding to the switching number in the to-be-switched queue as the target virtual weapon.
[0205] The display module 202 is further configured to, when the switching manner is a directional manner, determine a switching number and a switching direction indicated by the first operation. Determine the target virtual weapon from the to-be-switched queue according to the switching number and the switching direction.
[0206] The display module 202 is further configured to, when the initial virtual weapon is not displayed in the target shortcut slot, display the target virtual weapon in the target shortcut slot.
[0207] When the initial virtual weapon is displayed in the target shortcut slot, switch the virtual weapon currently displayed in the target shortcut slot from the initial virtual weapon to the target virtual weapon.
[0208] The display module 202 is further configured to move the initial virtual weapon from the virtual weapon equipment slot to the virtual weapon backpack, and cancel the display of the initial virtual weapon in the target shortcut slot.
[0209] Move the target virtual weapon from the virtual weapon backpack to the virtual weapon equipment slot, and display the target virtual weapon in the target shortcut slot.
[0210] The determination module 201 is further configured to, in response to a second operation on the control handle, control a slot selection box in the graphical user interface to move on the shortcut slots. In response to the end of the second operation, take the shortcut slot currently selected by the slot selection box as the target shortcut slot.
[0211] The display module 202 is further configured to display a first selection interface on the graphical user interface. In response to a trigger operation on each to-be-switched weapon option input through the control handle, display the to-be-switched virtual weapon corresponding to the triggered to-be-switched weapon option in the target shortcut slot.
[0212] The display module 202 is further configured to, in response to a third operation on the control handle, display a second selection interface on the graphical user interface. In response to a trigger operation on each switching mode option input through the control handle, take the weapon switching mode corresponding to the triggered switching mode option as the current weapon switching mode.
[0213] The display module 202 is further configured to determine a switching condition corresponding to each shortcut position indicated by the current weapon switching mode. It is determined whether any virtual weapon meets the switching condition corresponding to the shortcut position respectively. If yes, it is determined that the any virtual weapon and the shortcut position have a mapping relationship. If not, the any virtual weapon and the shortcut position do not have a mapping relationship.
[0214] The display module 202 is further configured to move a second virtual weapon in the virtual weapon backpack to the virtual weapon equipment position in response to an equipment operation on the second virtual weapon. The second virtual weapon is displayed in a shortcut position corresponding to the virtual weapon equipment position.
[0215] The display module 202 is further configured to display a first prompt area corresponding to each shortcut position on the graphical user interface.
[0216] The display module 202 is further configured to display a second prompt area on the graphical user interface.
[0217] The apparatus is configured to execute the method provided by the foregoing embodiments, and has similar implementation principles and technical effects, which will not be described here.
[0218] The above modules can be one or more integrated circuits configured to implement the above method, for example, one or more application specific integrated circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (FPGAs), etc. For another example, when the above module is implemented in the form of a processing element scheduling code, the processing element can be a general-purpose processor, such as a central processing unit (CPU) or other processor that can invoke program code. For another example, the modules can be integrated together to implement in the form of a system on a chip (SOC).
[0219] Figure 11 FIG. 1 is a structural schematic diagram of a computer device provided by an embodiment of the present application. Referring to FIG. 1, Figure 11 The computer device includes a memory 301 and a processor 302. The memory 301 stores a computer program that can run on the processor 302. When the processor 302 executes the computer program, the steps in any of the above method embodiments are implemented.
[0220] The processor 302 is configured to determine a target shortcut position from a plurality of shortcut positions provided by the graphical user interface, each shortcut position corresponding to a virtual weapon equipment position.
[0221] The processor 302 is configured to determine a target shortcut slot from a plurality of shortcut slots provided on the graphical user interface, each shortcut slot corresponding to a virtual weapon slot.
[0222] The processor 302 is configured to display a target virtual weapon according to a target mapping relationship of the target shortcut slot in response to a first operation on the control handle.
[0223] The target mapping relationship is used to indicate candidate virtual weapons in the virtual weapon backpack corresponding to the target shortcut slot, and the target virtual weapon is one of the candidate virtual weapons.
[0224] Optionally, the processor 302 is further configured to display the target virtual weapon in the target shortcut slot according to the target mapping relationship of the target shortcut slot in response to the first operation.
[0225] Optionally, the processor 302 is specifically configured to select the target shortcut slot in response to the first operation, determine the candidate virtual weapons from the virtual weapons in the virtual weapon backpack according to the target mapping relationship, determine the target virtual weapon from the candidate virtual weapons according to the first operation, and display the target virtual weapon in the target shortcut slot.
[0226] The target mapping relationship is determined by a current weapon switching mode. The target mapping relationship is specifically used to indicate the candidate virtual weapons in the virtual weapon backpack corresponding to the target shortcut slot in the current weapon switching mode.
[0227] The processor 302 is further configured to determine a switching queue in the current weapon switching mode, determine a switching mode indicated by the first operation, and determine the target virtual weapon from the candidate virtual weapons according to the switching queue and the switching mode.
[0228] The processor 302 is further configured to determine a switching number indicated by the first operation when the switching mode is a non-directional mode, and take the candidate virtual weapon corresponding to the switching number in the switching queue as the target virtual weapon.
[0229] The processor 302 is further configured to determine a switching number and a switching direction indicated by the first operation when the switching mode is a directional mode, and determine the target virtual weapon from the switching queue according to the switching number and the switching direction.
[0230] The processor 302 is further configured to display the target virtual weapon in the target shortcut slot when an initial virtual weapon is not displayed in the target shortcut slot.
[0231] The current virtual weapon displayed in the target quick slot is switched to the initial virtual weapon when the initial virtual weapon is displayed in the target quick slot.
[0232] The processor 302 is further configured to move the initial virtual weapon from the virtual weapon equipment slot to the virtual weapon backpack, and cancel the display of the initial virtual weapon in the target quick slot.
[0233] The target virtual weapon is moved from the virtual weapon backpack to the virtual weapon equipment slot, and the target virtual weapon is displayed in the target quick slot.
[0234] The processor 302 is further configured to control the movement of the slot selection box in the graphical user interface on each quick slot in response to a second operation of the control handle. The quick slot where the slot selection box is currently located is selected as the target quick slot in response to the end of the second operation.
[0235] The processor 302 is further configured to display a first selection interface on the graphical user interface. In response to a trigger operation of each weapon option to be switched input through the control handle, a virtual weapon to be selected corresponding to the weapon option to be switched that is triggered is displayed in the target quick slot.
[0236] The processor 302 is further configured to display a second selection interface on the graphical user interface in response to a third operation of the control handle. In response to a trigger operation of each switching mode option input through the control handle, a weapon switching mode corresponding to the switching mode option that is triggered is selected as the current weapon switching mode.
[0237] The processor 302 is further configured to determine a switching condition corresponding to each quick slot indicated by the current weapon switching mode. It is determined whether any virtual weapon meets the switching condition corresponding to the quick slot, respectively. If it meets, it is determined that the any virtual weapon and the quick slot have a mapping relationship. If it does not meet, the any virtual weapon and the quick slot do not have a mapping relationship.
[0238] The processor 302 is further configured to move a second virtual weapon in the virtual weapon backpack to the virtual weapon equipment slot in response to an equipment operation of the second virtual weapon in the virtual weapon backpack. The second virtual weapon is displayed in the quick slot corresponding to the virtual weapon equipment slot.
[0239] The processor 302 is further configured to display a first prompt area corresponding to each quick slot on the graphical user interface.
[0240] The processor 302 is further configured to display a second prompt area on the graphical user interface.
[0241] The embodiment of the application further provides a computer readable storage medium, which stores a computer program, and the computer program is executed by a processor to implement the steps in each of the above method embodiments.
[0242] The processor is configured to determine a target shortcut position from a plurality of shortcut positions provided on the graphical user interface, each shortcut position corresponding to a virtual weapon equipment position.
[0243] The processor is configured to determine a target shortcut position from a plurality of shortcut positions provided on the graphical user interface, each shortcut position corresponding to a virtual weapon equipment position.
[0244] The processor is configured to display a target virtual weapon according to a target mapping relationship of the target shortcut position in response to a first operation on the control handle.
[0245] The target mapping relationship is used to indicate candidate virtual weapons in the virtual weapon backpack corresponding to the target shortcut position, and the target virtual weapon is one of the candidate virtual weapons.
[0246] Optionally, the processor is further configured to display the target virtual weapon in the target shortcut position according to the target mapping relationship of the target shortcut position in response to the first operation.
[0247] Optionally, the processor is specifically configured to select the target shortcut position in response to the first operation, determine the candidate virtual weapons from the virtual weapons in the virtual weapon backpack according to the target mapping relationship, determine the target virtual weapon from the candidate virtual weapons according to the first operation, and display the target virtual weapon in the target shortcut position.
[0248] The target mapping relationship is determined according to a current weapon switching mode. The target mapping relationship is specifically used to indicate the candidate virtual weapons in the virtual weapon backpack corresponding to the target shortcut position in the current weapon switching mode.
[0249] The processor is further configured to determine a switching queue in the current weapon switching mode, determine a switching mode indicated by the first operation, and determine the target virtual weapon from the candidate virtual weapons according to the switching queue and the switching mode.
[0250] The processor is further configured to determine a switching number indicated by the first operation when the switching mode is a non-directional mode, and take the candidate virtual weapon corresponding to the switching number in the switching queue as the target virtual weapon.
[0251] The processor is further configured to determine a switching number and a switching direction indicated by the first operation when the switching mode is the directional mode, and determine the target virtual weapon from the to-be-switched queue according to the switching number and the switching direction.
[0252] The processor is further configured to display the target virtual weapon in the target quick slot when no initial virtual weapon is displayed in the target quick slot.
[0253] The initial virtual weapon is switched to the target virtual weapon in the target quick slot when the initial virtual weapon is displayed in the target quick slot.
[0254] The processor is further configured to move the initial virtual weapon from the virtual weapon equipment slot to the virtual weapon backpack, and cancel the display of the initial virtual weapon in the target quick slot.
[0255] The target virtual weapon is moved from the virtual weapon backpack to the virtual weapon equipment slot, and the target virtual weapon is displayed in the target quick slot.
[0256] The processor is further configured to control the selection frame to move on the quick slots in response to a second operation of the control handle. The quick slot currently selected by the selection frame is selected as the target quick slot in response to the end of the second operation.
[0257] The processor is further configured to display a first selection interface on the graphical user interface. In response to a trigger operation of each to-be-switched weapon option input by the control handle, a to-be-selected virtual weapon corresponding to the triggered to-be-switched weapon option is displayed in the target quick slot.
[0258] The processor is further configured to display a second selection interface on the graphical user interface in response to a third operation of the control handle. In response to a trigger operation of each switching mode option input by the control handle, a weapon switching mode corresponding to the triggered switching mode option is selected as the current weapon switching mode.
[0259] The processor is further configured to determine a switching condition corresponding to each quick slot indicated by the current weapon switching mode. It is determined whether any virtual weapon meets the switching condition corresponding to the quick slot respectively. If yes, it is determined that the any virtual weapon has a mapping relationship with the quick slot. If not, the any virtual weapon has no mapping relationship with the quick slot.
[0260] The processor is further configured to move a second virtual weapon in the virtual weapon backpack to the virtual weapon equipment slot in response to an equipment operation of the second virtual weapon in the virtual weapon backpack. The second virtual weapon is displayed in the quick slot corresponding to the virtual weapon equipment slot.
[0261] The processor is further configured to display a first prompt area corresponding to each shortcut position on the graphical user interface.
[0262] The processor is further configured to display a second prompt area on the graphical user interface.
[0263] Optionally, the present application also provides a program product, for example, a computer readable storage medium, comprising a program which, when executed by a processor, is configured to perform any of the above virtual weapon switching method embodiments.
[0264] In several embodiments provided by the present application, it should be understood that the disclosed apparatus and method can be implemented in other manners. For example, the embodiments of the apparatus described above are merely schematic; the division of the units is only a logical function division; there can be another division manner for the actual implementation, for example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the displayed or discussed mutual couplings or direct couplings or communication connections between the units can be indirect couplings or communication connections through some interfaces, devices or units, and can be electrical, mechanical or in other forms.
[0265] The units described as separated components can or can not be physically separated, and the components displayed as units can or can not be physical units, i.e., can be located in one place, or can be distributed on multiple network units. Some or all of the units can be selected according to actual needs to achieve the purposes of the embodiments of the present application.
[0266] In addition, each functional unit in the embodiments of the present application can be integrated in a processing unit, or each unit can exist physically as a separate unit, or two or more units can be integrated in one unit. The above integrated unit can be implemented in the form of hardware, or in the form of hardware plus software function units.
[0267] The integrated unit implemented in the form of software function units can be stored in a computer readable storage medium. The above software function unit stored in a storage medium includes a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute some steps of the embodiments of the present application. The above storage medium includes: a U disk, a mobile hard disk, a read-only memory (English: Read-Only Memory, abbreviated as: ROM), a random access memory (English: Random Access Memory, abbreviated as: RAM), a magnetic disk or an optical disk, and various media that can store program codes.
[0268] The above merely provides the specific implementation of the present application, but the protection scope of the present application is not limited thereto, any person skilled in the art can easily think of the changes or replacements within the technical range disclosed by the present application, which should be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.
[0269] The above merely provides the specific implementation of the present application, but the protection scope of the present application is not limited thereto, any person skilled in the art can easily think of the changes or replacements within the technical range disclosed by the present application, which should be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims. The above merely provides the specific implementation of the present application, but the protection scope of the present application is not limited thereto, any person skilled in the art can easily think of the changes or replacements within the technical range disclosed by the present application, which should be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.
Claims
1. A virtual weapon switching method, characterized by, Providing a graphical user interface by a computer device, the method comprising: determining a target shortcut slot from a plurality of shortcut slots provided on the graphical user interface, each of the shortcut slots corresponding to a virtual weapon slot; in response to a first operation on a control handle, displaying a target virtual weapon according to a target mapping relationship of the target shortcut slot, the target mapping relationship being used to indicate candidate virtual weapons in a virtual weapon backpack corresponding to the target shortcut slot, the target virtual weapon being one of the candidate virtual weapons; the response to the first operation on the control handle, displaying the target virtual weapon according to the target mapping relationship of the target shortcut slot, comprising: in response to the first operation, selecting the target shortcut slot; determining the candidate virtual weapons from the virtual weapons in the virtual weapon backpack according to the target mapping relationship, the target mapping relationship being determined by a current weapon switching mode, the target mapping relationship being specifically used to indicate the candidate virtual weapons in the virtual weapon backpack corresponding to the target shortcut slot in the current weapon switching mode; determining the target virtual weapon from the candidate virtual weapons according to the first operation; displaying the target virtual weapon in the target shortcut slot.
2. The virtual weapon switching method of claim 1, wherein, the determination of the target virtual weapon from the candidate virtual weapons according to the first operation, comprising: determining a switching queue in the current weapon switching mode, the switching queue including the candidate virtual weapons, and the candidate virtual weapons in the switching queue being arranged in a preset order; determining a switching mode indicated by the first operation, the switching mode including a directional mode or a non-directional mode; determining the target virtual weapon from the candidate virtual weapons according to the switching queue and the switching mode.
3. The virtual weapon switching method of claim 2, wherein, the determination of the target virtual weapon from the candidate virtual weapons according to the switching queue and the switching mode, comprising: if the switching mode is the non-directional mode, determining a switching number indicated by the first operation; taking the candidate virtual weapon in the switching queue corresponding to the switching number as the target virtual weapon.
4. The virtual weapon switching method of claim 2, wherein, the determination of the target virtual weapon from the candidate virtual weapons according to the switching queue and the switching mode, comprising: if the switching mode is the directional mode, determining a switching number and a switching direction indicated by the first operation; determining the target virtual weapon from the switching queue according to the switching number and the switching direction.
5. The virtual weapon switching method of claim 1, wherein, the displaying of the target virtual weapon in the target shortcut slot, comprising: if an initial virtual weapon is not displayed in the target shortcut slot, displaying the target virtual weapon in the target shortcut slot; if the initial virtual weapon is displayed in the target shortcut slot, switching the virtual weapon currently displayed in the target shortcut slot from the initial virtual weapon to the target virtual weapon.
6. The virtual weapon switching method of claim 5, wherein, the switching of the virtual weapon currently displayed in the target shortcut slot from the initial virtual weapon to the target virtual weapon, comprising: moving the initial virtual weapon from the virtual weapon equipment slot to the virtual weapon backpack, and canceling display of the initial virtual weapon in the target quick slot; moving the target virtual weapon from the virtual weapon backpack to the virtual weapon equipment slot, and displaying the target virtual weapon in the target quick slot.
7. The virtual weapon switching method of claim 1, wherein, The determining of the target quick slot from the plurality of quick slots provided on the graphical user interface comprises: in response to a second operation on the control handle, controlling a slot selection box in the graphical user interface to move on each quick slot; in response to the end of the second operation, selecting the quick slot currently selected by the slot selection box as the target quick slot.
8. The virtual weapon switching method of any of claims 1-7, wherein, After the response to the first operation on the control handle, the method further comprises: displaying a first selection interface on the graphical user interface, the first selection interface comprising at least one weapon to be switched option; in response to a trigger operation on each weapon to be switched option input through the control handle, displaying a virtual weapon to be selected corresponding to the triggered weapon to be switched option in the target quick slot.
9. The virtual weapon switching method of any of claims 1-7, wherein, The method further comprises: in response to a third operation on the control handle, displaying a second selection interface on the graphical user interface, the second selection interface comprising at least one switching mode option; in response to a trigger operation on each switching mode option input through the control handle, taking a weapon switching mode corresponding to the triggered switching mode option as a current weapon switching mode.
10. The virtual weapon switching method of claim 9, wherein, After taking the weapon switching mode corresponding to the triggered switching mode option as the current weapon switching mode, the method further comprises: determining a switching condition corresponding to each quick slot indicated by the current weapon switching mode; respectively determining whether any virtual weapon meets the switching condition corresponding to the quick slot; if yes, determining that the any virtual weapon and the quick slot have a mapping relationship; if no, determining that the any virtual weapon and the quick slot do not have a mapping relationship.
11. The virtual weapon switching method of any of claims 1-7, wherein, The method further comprises: in response to an equipment operation on a second virtual weapon in the virtual weapon backpack, moving the second virtual weapon to the virtual weapon equipment slot; displaying the second virtual weapon in the quick slot corresponding to the virtual weapon equipment slot.
12. The virtual weapon switching method of any one of claims 1-7, wherein, The method further comprises: displaying a first prompt area corresponding to each quick slot on the graphical user interface, the first prompt area being used to prompt a number of virtual weapons to be selected, a type of virtual weapons to be selected, and / or attribute information of virtual weapons to be selected which have a mapping relationship with the quick slot.
13. The virtual weapon switching method of any of claims 1-7, wherein, The method further comprises: displaying a second prompt area on the graphical user interface, the second prompt area being used to indicate the current weapon switching mode.
14. A virtual weapon switching device, characterized by, Applied to a computer device, the computer device providing a graphical user interface, the device comprises: A determining module is configured to determine a target shortcut position from a plurality of shortcut positions provided on the graphical user interface, each of the shortcut positions corresponding to a virtual weapon equipment position; A display module is configured to display a target virtual weapon according to a target mapping relationship of the target shortcut position in response to a first operation on the control handle, the target mapping relationship being used to indicate candidate virtual weapons in a virtual weapon backpack corresponding to the target shortcut position, the target virtual weapon being one of the candidate virtual weapons; The display module is specifically configured to: select the target shortcut position in response to the first operation; determine each of the candidate virtual weapons from each of the virtual weapons in the virtual weapon backpack according to the target mapping relationship, the target mapping relationship being determined according to a current weapon switching mode, the target mapping relationship being specifically used to indicate the candidate virtual weapons in the virtual weapon backpack corresponding to the target shortcut position in the current weapon switching mode; determine the target virtual weapon from each of the candidate virtual weapons according to the first operation; and display the target virtual weapon in the target shortcut position.
15. A computer device, comprising: The method comprises the following steps: A memory and a processor, the memory storing a computer program executable on the processor, and the processor implementing the steps of the method according to any one of claims 1 to 13 when executing the computer program.
16. A computer-readable storage medium, characterized in that, The computer program is stored on the computer readable storage medium and is executed by the processor to implement the steps of the method according to any one of claims 1 to 13.
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