An information processing method and device, electronic equipment and readable storage medium

CN116421965BActive Publication Date: 2026-10-16NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310482555.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-04-27
Publication Date
2026-10-16
Estimated Expiration
2043-04-27

AI Technical Summary

Technical Problem

[0003]现阶段,在背包中的虚拟道具一般是按照道具的拾取或者是获取时间放置在背包中的,这可能会导致玩家要寻找特定道具(需要进行丢弃的虚拟道具)时,需要花费一定的时间进行道具筛选,导致图形用户界面上的显示长时间停留在道具展示界面中,不利于玩家对当前战局的观察,进而导致游戏任务失败,人机交互效率较低

Benefits of technology

[0015] The information processing method, apparatus, electronic device, and readable storage medium provided in this application embodiment, in response to an interactive control operation on a target virtual character, control the target virtual character to perform virtual actions using currently held items; in response to a display trigger operation on an item display interface, display an item display interface on a graphical user interface; wherein, the item display interface includes a first display area and a second display area; items displayed in the first display area are items that meet the usage conditions, and items displayed in the second display area are items that do not meet the usage conditions. Thus, when a player triggers the display trigger operation on the item display interface, the item display interface is divided into a first display area and a second display area, thereby classifying the items possessed by the target virtual character according to whether they meet the usage conditions. Players can intuitively perform corresponding operations on different virtual items in different display areas, reducing the time players spend searching for items and helping to improve human-computer interaction efficiency.

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Abstract

The application provides an information processing method and device, electronic equipment and readable storage medium. In response to an interactive control operation on a target virtual character, the target virtual character performs a virtual action using a current prop held by the target virtual character. In response to a display trigger operation on a prop display interface, the prop display interface is displayed on a graphical user interface. The prop display interface includes a first display area and a second display area. The props displayed in the first display area are props that meet the use conditions, and the props displayed in the second display area are props that do not meet the use conditions. In this way, the player can intuitively operate different virtual props in different display areas, reducing the player's prop searching time and helping to improve human-computer interaction efficiency.
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Description

Technical Field

[0001] This application relates to the field of game technology, and in particular to an information processing method, apparatus, electronic device, and readable storage medium. Background Technology

[0002] In today's rapidly developing technological world, people's quality of life is constantly improving, and the terminal devices people use are becoming more and more intelligent. There are more and more online games developed based on terminal devices. Among them, for competitive games, the target virtual character can pick up different virtual items while performing game tasks, and can also put the virtual items into the backpack for storage.

[0003] Currently, virtual items in the backpack are generally placed in the backpack according to the time of pickup or acquisition. This may cause players to spend a certain amount of time filtering items when they want to find specific items (virtual items that need to be discarded). As a result, the graphical user interface will stay on the item display screen for a long time, which is not conducive to the player's observation of the current battle situation, and may lead to the failure of game missions and low human-computer interaction efficiency. Summary of the Invention

[0004] In view of this, the purpose of this application is to provide an information processing method, apparatus, electronic device and readable storage medium, which divides the item display interface into a first display area and a second display area when the player triggers the display operation of the item display interface, thereby classifying the items owned by the target virtual character according to whether they meet the usage conditions. Players can intuitively perform corresponding operations on different virtual items in different display areas, reducing the time players spend searching for items and helping to improve the efficiency of human-computer interaction.

[0005] In a first aspect, embodiments of this application provide an information processing method, the information processing method comprising:

[0006] In response to an interactive control operation targeting a virtual character, the target virtual character is controlled to perform virtual actions using the currently held props;

[0007] In response to a display trigger operation on the item display interface, the item display interface is displayed on the graphical user interface;

[0008] The prop display interface includes a first display area and a second display area; the props displayed in the first display area are those that meet the usage conditions, and the props displayed in the second display area are those that do not meet the usage conditions.

[0009] Secondly, embodiments of this application also provide an information processing apparatus, the information processing apparatus comprising:

[0010] An action execution module is used to respond to interactive control operations on a target virtual character and control the target virtual character to perform virtual actions using the currently held props;

[0011] The interface display module is used to respond to the display trigger operation of the item display interface and display the item display interface on the graphical user interface;

[0012] The prop display interface includes a first display area and a second display area; the props displayed in the first display area are those that meet the usage conditions, and the props displayed in the second display area are those that do not meet the usage conditions.

[0013] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the information processing method as described in any of the first aspects.

[0014] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the information processing method as described in any of the first aspects.

[0015] The information processing method, apparatus, electronic device, and readable storage medium provided in this application embodiment, in response to an interactive control operation on a target virtual character, control the target virtual character to perform virtual actions using currently held items; in response to a display trigger operation on an item display interface, display an item display interface on a graphical user interface; wherein, the item display interface includes a first display area and a second display area; items displayed in the first display area are items that meet the usage conditions, and items displayed in the second display area are items that do not meet the usage conditions. Thus, when a player triggers the display trigger operation on the item display interface, the item display interface is divided into a first display area and a second display area, thereby classifying the items possessed by the target virtual character according to whether they meet the usage conditions. Players can intuitively perform corresponding operations on different virtual items in different display areas, reducing the time players spend searching for items and helping to improve human-computer interaction efficiency.

[0016] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0017] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0018] Figure 1 A flowchart illustrating an information processing method provided in an embodiment of this application;

[0019] Figure 2 One of the schematic diagrams of the graphical user interface provided in the embodiments of this application;

[0020] Figure 3 This is a second schematic diagram of the graphical user interface provided in the embodiments of this application;

[0021] Figure 4 This is a third schematic diagram of the graphical user interface provided in the embodiments of this application;

[0022] Figure 5 This is one of the structural schematic diagrams of an information processing device provided in the embodiments of this application;

[0023] Figure 6 This is a second schematic diagram of the structure of an information processing device provided in an embodiment of this application;

[0024] Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0025] 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. 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 represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.

[0026] First, let me introduce the terms used in this application:

[0027] (1) Target virtual character

[0028] A target virtual character refers to a virtual object that can be controlled by a player and move within the game environment. It is also called a player virtual character or player virtual object, and in some video games, it may be referred to as a shikigami (spirit) or hero character. A target virtual character can be at least one of the following forms: virtual person, virtual animal, anime character, virtual vehicle, etc.

[0029] Secondly, the applicable scenarios for this application are described. This application can be applied to the field of game technology.

[0030] In today's rapidly developing technological world, people's quality of life is constantly improving, and the terminal devices people use are becoming more and more intelligent. There are more and more online games developed based on terminal devices. Among them, for competitive games, the target virtual character can pick up different virtual items while performing game tasks, and can also put the virtual items into the backpack for storage.

[0031] Currently, virtual items in the backpack are generally placed in the backpack according to the time of pickup or acquisition. This may cause players to spend a certain amount of time filtering items when they want to find specific items (virtual items that need to be discarded). As a result, the graphical user interface will stay on the item display screen for a long time, which is not conducive to the player's observation of the current battle situation, and may lead to the failure of game missions and low human-computer interaction efficiency.

[0032] For example, in battle royale games, you might often find equipment, attachments, or ammunition that don't belong to your current weapon A or B. However, you might need these attachments sometimes because you might find a weapon C that matches these attachments later in the game and use the attachments you found later, just in case.

[0033] If a player fails to find their desired weapon (C) for an extended period, they will need to discard attachments or ammunition that cannot be used with any of their current weapons. If multiple weapons are currently unusable, the player must click on each one to discard it. In the tense combat environment of battle royale games, lingering too long in the inventory area, unable to properly observe the current map situation or see who is in front of or in the distance, greatly increases the risk of being ambushed by other enemies or even being killed instantly.

[0034] Spending a long time in the backpack, clicking to discard multiple pieces of equipment, and being unable to observe the surrounding enemy situation significantly impacts the player's gaming experience.

[0035] Specifically, in current battle royale games, all actions involving discarding equipment require players to manually open their inventory, remain on the inventory screen, and then discard the specific equipment. Different equipment is automatically categorized into different locations in the inventory based on the order of pickup and type. This results in different attachments for the same weapon (e.g., A / B / C) not being arranged adjacently in the inventory. If a player wants to discard A / B / C, assuming the player is controlling the game using an external input device (mouse), they need to click in multiple different locations to perform the discard operation.

[0036] The need for players to click multiple times in different locations within their inventory during intense combat can lead to them spending excessive time on the inventory screen. This prevents them from effectively observing the game situation and seeing enemy spawns on the current map, increasing their vulnerability to being killed. Furthermore, clicking in different locations within the inventory increases the risk of accidental clicks under pressure. This not only further increases the risk of being killed but also negatively impacts the player's mindset, as accidentally clicking on discarded equipment or items often requires picking them up again from the ground.

[0037] Based on this, this application provides an information processing method to reduce the time players spend searching for items and improve human-computer interaction efficiency.

[0038] In one embodiment of the application, the information processing method can run on a local terminal device or a server. When the information processing method runs 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 implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of information processing methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0040] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0041] In one possible implementation, embodiments of the present invention provide an information processing method that provides a graphical user interface through a terminal device. The terminal device can be a local terminal device (such as a local touch terminal) as mentioned above, or a client device in the aforementioned cloud interaction system. The following description uses the example of the information processing method running on a local terminal device (hereinafter referred to as the terminal device).

[0042] Please see Figure 1 , Figure 1 This is a flowchart illustrating an information processing method provided in an embodiment of this application. Figure 1 As shown in the embodiments of this application, the information processing method includes:

[0043] S101. In response to an interactive control operation on a target virtual character, control the target virtual character to perform a virtual action using the currently held prop.

[0044] S102. In response to a display trigger operation for the prop display interface, display the prop display interface on the graphical user interface; wherein the prop display interface includes a first display area and a second display area; the props displayed in the first display area are props that meet the usage conditions, and the props displayed in the second display area are props that do not meet the usage conditions.

[0045] The information processing method provided in this application provides that when a player triggers the display of an item display interface, the display interface is divided into a first display area and a second display area. This allows the items owned by the target virtual character to be categorized according to whether they meet the usage conditions. Players can intuitively perform corresponding operations on different virtual items in different display areas, reducing the time players spend searching for items and helping to improve the efficiency of human-computer interaction.

[0046] The exemplary steps of the embodiments of this application are described below:

[0047] S101. In response to an interactive control operation on a target virtual character, control the target virtual character to perform a virtual action using the currently held prop.

[0048] In one optional embodiment of this application, players can use touch controls on a graphical user interface to issue interactive control operations for a target virtual character, control the target virtual character to hold corresponding virtual items, and hold the current items to perform corresponding virtual actions.

[0049] In one possible implementation, touch operations on the graphical user interface can be single-click, double-click, swipe, long-press, etc.

[0050] In one possible implementation, at least one functional control (such as an attack control or a movement control control) can be present in the graphical user interface. Players can control the target virtual character to perform virtual actions by touching the functional control.

[0051] In another optional embodiment of this application, the player can also issue interactive control operations on the target virtual character by operating on an external input device (such as a keyboard) (such as pressing a specific key or combination of keys on the keyboard), controlling the target virtual character to hold the corresponding virtual item and perform the corresponding virtual action while holding the current item.

[0052] Specifically, on the one hand, the target virtual character can use the currently held items to interact with other virtual characters (for example, the target virtual character can use an attack-type virtual item to attack an enemy virtual character, or the target virtual character can use a rescue-type virtual item to rescue a teammate virtual character, etc.); on the other hand, the target virtual character can use the currently held items to apply the item's function to itself (for example, if the target virtual character is currently injured, it can use a medicine virtual item to heal itself).

[0053] S102. In response to a display trigger operation for the item display interface, display the item display interface on the graphical user interface.

[0054] In one optional embodiment of this application, for a scheme that controls via touch operation on a graphical user interface, a backpack control can be displayed in the graphical user interface. Players can open the item display interface by touching the backpack control to view the virtual items currently owned by the target virtual character. At the same time, they can also organize the virtual items in the backpack and decide whether to discard or use them.

[0055] In another optional embodiment of this application, for a scheme that issues interactive control operations on a target virtual character by operating on an external input device (such as a keyboard) (such as pressing a specific key or combination of keys on the keyboard), the player can display an item display interface on a graphical user interface by operating on an external device (such as pressing a specific key or combination of keys on the keyboard).

[0056] It is worth noting that currently, virtual items in the backpack are generally placed in the backpack according to the time of pickup or acquisition, without any distinction between items. This means that when players want to find a specific item (a virtual item that needs to be discarded), they may need to spend a certain amount of time filtering through the items. As a result, the graphical user interface displays the item display for a long time, which is not conducive to the player's observation of the current battle situation.

[0057] To address the aforementioned issues, in an optional implementation of this application, the prop display interface is divided into a first display area and a second display area; the props displayed in the first display area are those that meet the usage conditions, while the props displayed in the second display area are those that do not meet the usage conditions.

[0058] Specifically, the items that meet the usage conditions are target accessory items that are compatible with the current items held by the target virtual character and / or target virtual items that match the current state of the target virtual character;

[0059] The items that do not meet the usage conditions are virtual items that are incompatible with the current items held by the target virtual character and / or virtual items that do not match the current state of the target virtual character.

[0060] Specifically, the first display area displays items that meet the usage conditions. Items that meet the usage conditions can be target accessory items that are compatible with the current items held by the target virtual character (the item can be equipped on the items currently held by the target virtual character, for example, the item is an accessory item of the items currently held by the target virtual character); or target virtual items that match the current state of the target virtual character (for example, if the target virtual character is currently injured, the item can be a virtual medicine item that can heal the target virtual character).

[0061] The second display area shows items that do not meet the usage conditions: virtual items that are incompatible with the current items held by the target virtual character (these items cannot be equipped to the items currently held by the target virtual character) and / or virtual items that do not match the current state of the target virtual character.

[0062] For example, the virtual items displayed in the second display area are target accessory items that cannot be matched with the current items used by the target virtual character: If the target virtual character is currently using virtual weapon A and virtual weapon B, then the target accessory item X in the second display area is an accessory that does not match virtual weapon A and virtual weapon B, but matches virtual weapon C, which the target virtual character does not currently own.

[0063] In one possible implementation, the first display area and the second display area are separate areas in the prop display interface. The division of the first display area and the second display area in the prop display interface is done when the prop display interface is displayed. It can be based on a preset ratio or on the number of virtual props that meet the usage conditions and those that do not.

[0064] Specifically, the first display area and the second display area are divided through the following steps:

[0065] a1: Based on the display area of ​​the prop display interface and the area ratio of the preset first display area and second display area, determine the first display area and the second display area; or,

[0066] a2: Determine the first display area and the second display area based on the ratio of the number of items that meet the usage conditions and the number of items that do not meet the usage conditions currently possessed by the target virtual character, as well as the display area of ​​the item display interface.

[0067] In one possible implementation, the specific division of the first and second display areas when displaying props on the prop display interface can be determined based on the display area of ​​the prop display interface and the area ratio of the preset first and second display areas.

[0068] Specifically, on the one hand, the prop display interface can be divided according to the number of prop grid areas displayed. If there are 10 prop grid areas displayed in the prop display interface, and the area ratio of the preset first display area and the second display area is 6:4, then 6 consecutive prop grid areas in the prop display interface are the first display area, and 4 consecutive prop grid areas are the second display area.

[0069] It is worth noting that the display method of the item display interface may vary for different games. For example, some item display interfaces are displayed horizontally above the graphical user interface; others are displayed vertically on the side of the graphical user interface. In this case, the first display area and the second display area need to be divided to adapt to the display of the item display interface.

[0070] On the other hand, it can also be determined based on the proportion of items that meet the usage conditions and those that do not meet the usage conditions currently possessed by the target virtual character. In this case, the division of the first display area and the second display area may be different for different ownership situations of virtual items of the target virtual character, which can better adapt to the ownership situation of the target virtual character's items.

[0071] For example, if the item display interface shows 10 item slots, and the ratio of the number of items that meet the usage conditions to the number of items that do not meet the usage conditions for the target virtual character is 6:4, then 6 consecutive item slots in the item display interface constitute the first display area; and 4 consecutive item slots constitute the second display area.

[0072] It is worth noting that there may be empty areas in both the first and second display areas.

[0073] In one possible implementation, after a target virtual character picks up an accessory item, the storage location of the picked-up item in the backpack (the display location in different display areas of the item display interface when the player opens the backpack) can be determined based on the matching status and attributes of the picked-up item.

[0074] Specifically, the information processing method further includes:

[0075] b1: In response to an item pickup operation, detect whether the first item picked up now matches any item currently used by the target virtual character.

[0076] b2: If the first picked-up item does not match any of the items currently used by the target virtual character, the first picked-up item is stored in the second display area according to its item attributes.

[0077] In an optional embodiment of this application, after the target virtual character picks up the first item, it is first necessary to determine the item attribute of the first item. If it is determined that the first item is a regular equipment item, then the first item is directly stored in the first display area of ​​the backpack. If it is determined that the first item is an accessory item, then it is necessary to determine whether the first item is compatible with the current item currently used by the target virtual character. If the first item is compatible with the current item, then the first item is also directly stored in the first display area of ​​the backpack. If the first item is not compatible with the current item, then the first item is stored in the second display area according to the item attribute of the first item.

[0078] In one possible implementation, when a first pick-up item that is not compatible with the current item is placed in the second display area, the specific storage method of the first pick-up item in the second display area needs to be determined based on the available space in the second display area.

[0079] Specifically, the step "Storing the first picked-up item in the second display area according to its item attributes" includes:

[0080] c1: Detect whether there is any free storage space in the second display area.

[0081] c2: If there is an empty storage location in the second display area, store the first picked-up item in the empty storage location in the second display area.

[0082] c3: If there is no free storage space in the second display area, based on the item attributes of the first picked-up item and the historical item usage information of the target virtual character, determine the replacement item in the second display area that has the same item attributes as the first picked-up item and a historical usage rate that is lower than that of the first picked-up item.

[0083] c4: Store the first picked-up item in the location of the replacement item in the second display area, and discard the replacement item.

[0084] In an optional embodiment of this application, when it is determined that the first picked-up item needs to be stored in the second display area, it is necessary to first determine whether there is a spare storage location in the second display area. If there is a spare storage location in the second display area, the first picked-up item is directly stored in the spare storage location in the second display area. If there is no spare storage location in the second display area, the first picked-up item is stored in the second display area according to the item attributes of the first picked-up item and the historical item usage information of the target virtual character.

[0085] In one possible implementation, if there is no available storage space in the second display area, it is first determined whether there is an item with the same attributes as the first picked-up item among all the items stored in the second display area. If there is a target item with the same attributes as the first picked-up item, it is necessary to determine the historical usage rate of the target item with the same attributes as the first picked-up item and the first picked-up item based on the historical usage information of the target virtual character. If the historical usage rate of the target item is less than the historical usage frequency of the first picked-up item, the target item is discarded, and the first picked-up item is stored at the location of the target item. If the historical usage rate of the target item is greater than the historical usage frequency of the first picked-up item, the first picked-up item is directly discarded and no longer stored.

[0086] For example, if a target virtual character picks up item Y in the game scene, and it is determined that it does not match the current item held by the target virtual character, item Y needs to be stored in the second display area. If there is no free storage space in the second display area, based on the item attributes of item Y, it is determined that there is item M in the second display area with the same item attributes as item Y. Based on the target virtual character's historical item usage information, it is determined that the historical usage rate of item Y is higher than that of item M. Item M is discarded, and item Y is stored in the second display area at the location of item M.

[0087] In another possible implementation, if there is no target item in the second display area that has the same item attributes as the first picked-up item, the historical usage rate of each item in the second display area and the historical usage rate of the first picked-up item are determined directly based on the historical item usage information of the target virtual item. If the historical usage rate of at least one item in the second display area is less than the historical usage rate of the first picked-up item, the virtual item with the lowest historical usage rate among all items in the second display area is discarded, and the first picked-up item is stored at the location of the discarded item. If the historical usage rate of all items in the second display area is greater than the historical usage rate of the first picked-up item, the first picked-up item is discarded directly and is not stored.

[0088] In one possible implementation, the storage of the first picked-up item can be an automatic storage process where the target virtual character directly stores the item in their inventory after picking it up; or it can be a process where the player manually stores the first picked-up item in different display areas after opening the item display interface of their inventory.

[0089] In one possible implementation, if the item picked up by the target virtual character is not a matching item but a regular equipment item, then the virtual item in the second display area can be automatically equipped according to the matching relationship of the picked-up item.

[0090] Specifically, the information processing method further includes:

[0091] d1: After the target virtual character picks up the second pick-up item, check whether there is a matching item in the second display area that matches the second pick-up item. If there is, equip the matching item to the second pick-up item and leave the position of the matching item in the second display area empty.

[0092] In an optional embodiment of this application, after the target virtual character picks up the second pick-up item, if it is determined that the second pick-up item is not an accessory item but a regular equipment item, it is detected whether there is a second matching item (a virtual item that can be equipped onto the second pick-up item) in the second display area. If there is, the second matching item is directly equipped onto the second pick-up item, and at the same time, the position of the matching item in the second display area is controlled.

[0093] For example, if the target virtual character picks up a weapon C, and there is a matching item W in the second display that matches weapon C, the matching item W will be automatically equipped to weapon C after the weapon C is picked up, thus completing the equipment assembly process.

[0094] In one possible implementation, after the props in the second display area are assembled, the purpose of leaving the empty props is to retain the player's impression of the prop storage location in the second display area, so that the player can operate on other virtual props in the second display area without misoperation due to changes in prop position (when props in the second display area are reduced, they are moved forward to fill the gap), thereby reducing the frequency of misoperation and ensuring the accuracy of the player's operation.

[0095] In another possible implementation, as the target virtual character moves in the game scene or performs corresponding game tasks, the currently held items of the target virtual character may also change. After the currently held items are changed, the items that match the currently held items may also change. If the player does not currently need to equip items, the storage locations of items in the first display area and the second display area can be swapped.

[0096] Specifically, after the step of "storing the first picked-up item in the second display area", the information processing method further includes:

[0097] e1: In response to the item switching operation, detect whether there is a first matching item in the second display area that matches the currently held item of the target virtual character after switching.

[0098] e2: If there is a first matching item that matches the currently held item of the target virtual character after switching, store the target matching item in the first display area and leave the position of the first matching item in the second display area empty.

[0099] In an optional embodiment of this application, after the target virtual character performs an item switching operation, based on the item currently held by the target virtual character after the switch, it is detected whether there is a first matching item (a virtual item that can be equipped onto the currently held item) in the second display area that matches the currently held item. If there is, and the player has not performed an item equipping operation at this time, the first matching item in the second display area is directly stored in an empty space in the first display area (the empty space can be an empty space that already exists in the first display area, or it can be the position where the item that does not match the currently held item was previously moved to the second display area after the switch).

[0100] In one possible implementation, if the target virtual character changes the currently held item, there may be items that do not match the currently held item. In this case, the mismatched items in the first display area need to be temporarily moved to the second display area for storage and display.

[0101] For example, if the target virtual character picks up weapon C and performs an item switching operation, changing the target virtual character's current item from weapon A to weapon C, then there is a matching item W in the second display area that matches weapon C. If the player has not performed an item equipping operation at this time, the matching item W needs to be moved from the second display area to the first display area for storage and display. At the same time, the item M in the original first display area is compatible with weapon A, but not with weapon C. In this case, the matching item M also needs to be moved from the first display area to the second display area for storage and display.

[0102] In one possible implementation, after the props in the second display area are assembled, the purpose of leaving the empty props is to retain the player's impression of the prop storage location in the second display area, so that the player can operate on other virtual props in the second display area without misoperation due to changes in prop position (when props in the second display area are reduced, they are moved forward to fill the gap), thereby reducing the frequency of misoperation and ensuring the accuracy of the player's operation.

[0103] In one possible implementation, after dividing the item display area, items in different display areas can be directly and intuitively operated within the item display interface, reducing the time spent searching for virtual items on the item display interface and improving operational efficiency.

[0104] Specifically, the information processing method shown also includes:

[0105] f1: In response to an item processing operation on the item display interface, the selected virtual item is processed according to the selected preset processing method, and the position of the processed virtual item in the item display interface is left empty.

[0106] In one optional embodiment of this application, the prop handling operation command can be issued through touch operation on the prop display interface; or it can be issued through operation on an external input device (such as a keyboard) (pressing a specific key or a specific key combination).

[0107] In one possible implementation, the player's action position in the item display interface can be used to determine whether the player wants to process virtual items in the first display area or virtual items in the second display area.

[0108] Alternatively, players can directly issue item processing commands for the first or second display area, thus processing items in different display areas.

[0109] The preset processing methods include at least one of the following: discarding props, giving away props, selling props, etc.

[0110] In one possible implementation, selecting a virtual item in the item display interface can be achieved by directly selecting at least one virtual item within the interface through continuous touch operations. In another possible implementation, leaving the positions corresponding to empty virtual items serves to retain the player's memory of the item storage locations within the second display area. This allows the player to interact with other virtual items in the second display area without misoperation due to item position changes (items decreasing in the second display area and being moved forward to fill the gap), thus reducing the frequency of misoperations and ensuring the accuracy of player actions.

[0111] In one possible implementation, all virtual props displayed in the second display area can be discarded in batches by discarding them on the prop display interface.

[0112] Specifically, the information processing method further includes:

[0113] g1: In response to the first discard operation on the prop display interface, discard all virtual props displayed in the second display area.

[0114] In one possible implementation, for the method of issuing operation commands through touch operation of the graphical user interface, the discard operation can be a special operation for the prop display interface. For example, if other operations for the prop display interface are single-click operations, then the discard operation can be a double-click operation for the prop display interface. For the method of issuing operation commands through an external input device, the discard operation can be issued by setting a corresponding key combination.

[0115] In one possible implementation, corresponding controls can be set directly within the item display interface to process virtual items in batches.

[0116] In one possible implementation, the discard control can be set in the second display area.

[0117] Specifically, the item display interface includes a discard control; the step "responding to the first discard operation on the item display interface, discarding all virtual items displayed in the second display area" includes:

[0118] h1: In response to a touch operation on the discard control, discard all virtual items displayed in the second display area.

[0119] In an optional embodiment of this application, if a touch operation is received for the discard control, all props in the second display area are discarded directly.

[0120] In one possible implementation, the discard control can be set on one side of the second display area, which further facilitates the player's discarding operation without obscuring the virtual items in the second display area.

[0121] In another possible implementation of this application, virtual props in the second display area may be selectively discarded.

[0122] Specifically, the information processing method further includes:

[0123] i1: In response to a second discard operation on the item display interface, determine a target item in the item display interface according to the second discard operation, and discard the target item.

[0124] In optional embodiments of this application, the second discarding operation can also be performed by touch operation on the prop display interface; or by operation on an external input device (such as a keyboard) (pressing a specific key or a specific key combination).

[0125] Specifically, in the case of performing the second discard operation through touch operation on the item display interface, the target item to be discarded in this discard operation can be determined based on the operation position of the second discard operation on the item display interface.

[0126] For example, if the player's touch operation on the item display interface is the third grid in the second display area, then it can be determined that the target item stored in the third grid area of ​​the second display area needs to be discarded.

[0127] Specifically, for the second discard operation performed through an operation on an external input device (such as a keyboard) (pressing a specific key or a specific key combination), different operations can be performed in steps to select the target item to be discarded.

[0128] For example, you can first select the target item in the item display interface using an external input device (mouse) (e.g., click the target location in the item display interface), and then discard the selected target item by operating on an external input device (such as a keyboard) (pressing a specific key or a specific key combination).

[0129] In one possible implementation, the number of selected target items discarded by performing a second discard operation can be one or more. If the number of selected target items is multiple, multiple target items can be selected simultaneously through continuous touch operations or continuous external device input operations.

[0130] Furthermore, similarly, after discarding the selected target item, its position in the item display interface needs to be left empty. This preserves the player's memory of the item's storage location within the display interface, allowing the player to interact with other virtual items in the display interface without misoperation due to changes in item position (items in the display interface are reduced and then moved forward to fill the gap). This reduces the frequency of misoperations and ensures the accuracy of the player's actions.

[0131] The information processing process in this application embodiment will be illustrated below with a specific example. In this example, the target virtual character's current item is a shooting item, and the item display interface is opened by touching the backpack control in the graphical user interface.

[0132] Please see Figure 2 , Figure 2 One of the schematic diagrams of the graphical user interface provided in the embodiments of this application is shown below. Figure 2 As shown, the graphical user interface 200 displays a target virtual character 210, a target virtual character currently holding a target held item 220, and a backpack control 230.

[0133] For further details, please refer to Figure 3 , Figure 3 This is a second schematic diagram of the graphical user interface provided in the embodiments of this application, as shown below. Figure 3 As shown, after the player clicks on the backpack control 230, the item display interface 240 is displayed in the graphical user interface. The item display interface displays a first display area 2401 and a second display area 2402. The second display area 2402 displays a discard control 24021 and four item slots. The item slots display mismatched item 1, mismatched item 2, mismatched item 3 and mismatched item 4.

[0134] For further details, please refer to Figure 4 , Figure 4 This is a third schematic diagram of the graphical user interface provided in the embodiments of this application, as shown below. Figure 4 As shown, the player performs an operation in the second display area 2402, discarding mismatched item 2 and mismatched item 3. At this time, the positions of mismatched item 2 and mismatched item 3 in the second display area 2402 need to be left empty, waiting for the next mismatched item to be picked up and then filled.

[0135] The information processing method provided in this application embodiment, in response to an interactive control operation on a target virtual character, controls the target virtual character to perform virtual actions using currently held items; in response to a display trigger operation on an item display interface, it displays an item display interface on a graphical user interface; wherein, the item display interface includes a first display area and a second display area; items displayed in the first display area are items that meet the usage conditions, and items displayed in the second display area are items that do not meet the usage conditions. Thus, when a player triggers the display trigger operation on the item display interface, the first and second display areas are divided in the item display interface, thereby classifying the items possessed by the target virtual character according to whether they meet the usage conditions. Players can intuitively perform corresponding operations on different virtual items in different display areas, reducing the time players spend searching for items and helping to improve human-computer interaction efficiency.

[0136] Based on the same inventive concept, this application also provides an information processing device corresponding to the information processing method. Since the principle of the device in this application is similar to that of the information processing method described above in this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0137] Please see Figure 5 , Figure 6 , Figure 5 This is one of the structural schematic diagrams of an information processing device provided in the embodiments of this application. Figure 6This is a second schematic diagram of the structure of an information processing device provided in an embodiment of this application. Figure 5 As shown, the information processing device 500 includes:

[0138] Action execution module 510 is used to respond to interactive control operations on a target virtual character and control the target virtual character to perform virtual actions using the currently held props;

[0139] The interface display module 520 is used to display the item display interface on the graphical user interface in response to the display trigger operation for the item display interface;

[0140] The prop display interface includes a first display area and a second display area; the props displayed in the first display area are those that meet the usage conditions, and the props displayed in the second display area are those that do not meet the usage conditions.

[0141] In one possible implementation, such as Figure 6 As shown, the information processing device 500 further includes a region division module 530, which is used to divide the first display area and the second display area through the following steps:

[0142] Based on the display area of ​​the prop display interface and the area ratio of the preset first display area and second display area, the first display area and the second display area are determined; or,

[0143] The first display area and the second display area are determined based on the ratio of the number of items that meet the usage conditions and the number of items that do not meet the usage conditions currently possessed by the target virtual character, as well as the display area of ​​the item display interface.

[0144] In one possible implementation, such as Figure 6 As shown, the information processing device 500 further includes a prop storage module 540, which is used for:

[0145] In response to an item pickup operation, it is detected whether the first item picked up matches any item currently used by the target virtual character;

[0146] If the first picked-up item does not match any of the items currently used by the target virtual character, the first picked-up item is stored in the second display area according to its item attributes.

[0147] In one possible implementation, such as Figure 6 As shown, the information processing device 500 further includes a prop storage location conversion module 550, which is used for:

[0148] In response to the item switching operation, detect whether there is a first matching item in the second display area that matches the item currently held by the target virtual character after switching;

[0149] If there is a first matching item that matches the currently held item of the target virtual character after switching, the target matching item is stored in the first display area, and the position of the first matching item in the second display area is left empty.

[0150] In one possible implementation, such as Figure 6 As shown, the information processing device 500 further includes a prop assembly module 560, which is used for:

[0151] After the target virtual character picks up the second item, it is detected whether there is a second matching item in the second display area that matches the second item. If there is, the second matching item is equipped to the second item and the position of the second matching item in the second display area is left empty.

[0152] In one possible implementation, such as Figure 6 As shown, the information processing device 500 further includes a prop processing module 570, which is used for:

[0153] In response to an item processing operation on the item display interface, the selected virtual item is processed according to the selected preset processing method, and the position of the processed virtual item in the item display interface is left empty.

[0154] The preset processing methods include at least one of the following: discarding props, giving away props, and selling props.

[0155] In one possible implementation, such as Figure 6 As shown, the information processing device 500 further includes a first prop discarding module 580, which is used for:

[0156] In response to the first discard operation on the item display interface, all virtual items displayed in the second display area are discarded.

[0157] In one possible implementation, such as Figure 6 As shown, the information processing device 500 further includes a second prop discarding module 590, which is used for:

[0158] In response to a second discard operation on the item display interface, a target item is identified in the item display interface according to the second discard operation, and the target item is discarded.

[0159] In one possible implementation, the item that meets the usage conditions is a target accessory item that is compatible with the current item held by the target virtual character and / or a target virtual item that matches the current state of the target virtual character;

[0160] The items that do not meet the usage conditions are virtual items that are incompatible with the current items held by the target virtual character and / or virtual items that do not match the current state of the target virtual character.

[0161] In one possible implementation, the first display area and the second display area are separate areas within the prop display interface.

[0162] In one possible implementation, when the item storage module 540 stores the first picked-up item in the second display area according to the item attributes of the first picked-up item, the item storage module 540 is used to:

[0163] Detect whether there is any free storage space in the second display area;

[0164] If there is an empty storage location in the second display area, store the first picked-up item in the empty storage location in the second display area;

[0165] If there is no free storage space in the second display area, based on the item attributes of the first picked-up item and the historical item usage information of the target virtual character, determine the replacement item in the second display area that has the same item attributes as the first picked-up item and a historical usage rate that is lower than that of the first picked-up item.

[0166] Store the first picked-up item in the location of the replacement item in the second display area, and then discard the replacement item.

[0167] In one possible implementation, a discard control is displayed in the item display interface area; when the item discard module 580 responds to a first discard operation on the item display interface and discards all items displayed in the second display area, the item discard module 580 is configured to:

[0168] In response to a touch operation on the discard control, all virtual items displayed in the second display area are discarded.

[0169] The information processing apparatus provided in this application embodiment, in response to an interactive control operation on a target virtual character, controls the target virtual character to perform virtual actions using currently held items; in response to a display trigger operation on an item display interface, it displays an item display interface on a graphical user interface; wherein, the item display interface includes a first display area and a second display area; items displayed in the first display area are items that meet the usage conditions, and items displayed in the second display area are items that do not meet the usage conditions. Thus, when a player triggers the display trigger operation on the item display interface, the first and second display areas are divided in the item display interface, thereby classifying the items possessed by the target virtual character according to whether they meet the usage conditions. Players can intuitively perform corresponding operations on different virtual items in different display areas, reducing the time players spend searching for items and helping to improve human-computer interaction efficiency.

[0170] Please see Figure 7 , Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 7 As shown, the electronic device 700 includes a processor 710, a memory 720, and a bus 730.

[0171] The memory 720 stores machine-readable instructions executable by the processor 710. When the electronic device 700 is running, the processor 710 communicates with the memory 720 via the bus 730, causing the processor 710 to execute the following instructions during operation:

[0172] In response to an interactive control operation targeting a virtual character, the target virtual character is controlled to perform virtual actions using the currently held props;

[0173] In response to a display trigger operation on the item display interface, the item display interface is displayed on the graphical user interface;

[0174] The prop display interface includes a first display area and a second display area; the props displayed in the first display area are those that meet the usage conditions, and the props displayed in the second display area are those that do not meet the usage conditions.

[0175] In one possible implementation, the item that meets the usage conditions is a target accessory item that is compatible with the current item held by the target virtual character and / or a target virtual item that matches the current state of the target virtual character;

[0176] The items that do not meet the usage conditions are virtual items that are incompatible with the current items held by the target virtual character and / or virtual items that do not match the current state of the target virtual character.

[0177] In one possible implementation, the first display area and the second display area are separate areas within the prop display interface.

[0178] In one possible implementation, the instructions executed by the processor 710 divide the first display area and the second display area through the following steps:

[0179] Based on the display area of ​​the prop display interface and the area ratio of the preset first display area and second display area, the first display area and the second display area are determined; or,

[0180] The first display area and the second display area are determined based on the ratio of the number of items that meet the usage conditions and the number of items that do not meet the usage conditions currently possessed by the target virtual character, as well as the display area of ​​the item display interface.

[0181] In one possible implementation, the instructions executed by the processor 710 further include:

[0182] In response to an item pickup operation, it is detected whether the first item picked up matches any item currently used by the target virtual character;

[0183] If the first picked-up item does not match any of the items currently used by the target virtual character, the first picked-up item is stored in the second display area according to its item attributes.

[0184] In one possible implementation, the instruction executed by the processor 710, which includes storing the first picked-up item in the second display area according to the item attributes of the first picked-up item, includes:

[0185] Detect whether there is any free storage space in the second display area;

[0186] If there is an empty storage location in the second display area, store the first picked-up item in the empty storage location in the second display area;

[0187] If there is no free storage space in the second display area, based on the item attributes of the first picked-up item and the historical item usage information of the target virtual character, determine the replacement item in the second display area that has the same item attributes as the first picked-up item and a historical usage rate that is lower than that of the first picked-up item.

[0188] Store the first picked-up item in the location of the replacement item in the second display area, and then discard the replacement item.

[0189] In one possible implementation, the instructions executed by the processor 710 further include:

[0190] In response to the item switching operation, detect whether there is a first matching item in the second display area that matches the item currently held by the target virtual character after switching;

[0191] If there is a first matching item that matches the currently held item of the target virtual character after switching, the target matching item is stored in the first display area, and the position of the first matching item in the second display area is left empty.

[0192] In one possible implementation, the instructions executed by the processor 710 further include:

[0193] After the target virtual character picks up the second item, it is detected whether there is a second matching item in the second display area that matches the second item. If there is, the second matching item is equipped to the second item and the position of the second matching item in the second display area is left empty.

[0194] In one possible implementation, the instructions executed by the processor 710 further include:

[0195] In response to an item processing operation on the item display interface, the selected virtual item is processed according to the selected preset processing method, and the position of the processed virtual item in the item display interface is left empty.

[0196] The preset processing methods include at least one of the following: discarding props, giving away props, and selling props.

[0197] In one possible implementation, the instructions executed by the processor 710 further include:

[0198] In response to the first discard operation on the item display interface, all virtual items displayed in the second display area are discarded.

[0199] In one possible implementation, the instructions executed by the processor 710 further include:

[0200] In response to a second discard operation on the item display interface, a target item is identified in the item display interface according to the second discard operation, and the target item is discarded.

[0201] In one possible implementation, the instructions executed by the processor 710 include a discard control displayed in the item display interface area; the response to the first discard operation of the item display interface, discarding all items displayed in the second display area, includes:

[0202] In response to a touch operation on the discard control, all virtual items displayed in the second display area are discarded.

[0203] By employing the above method, when a player triggers the item display interface, the interface is divided into a first display area and a second display area. This allows the items possessed by the target virtual character to be categorized according to whether they meet the usage conditions. Players can intuitively perform corresponding operations on different virtual items in different display areas, reducing the time players spend searching for items and improving human-computer interaction efficiency. Simultaneously, a discard control is provided in the item display interface. By touching the discard control, virtual items in the second display area can be discarded in batches, reducing the time players spend selecting which virtual items to discard and further improving item discarding efficiency and human-computer interaction efficiency.

[0204] This application embodiment also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following instructions:

[0205] In response to an interactive control operation targeting a virtual character, the target virtual character is controlled to perform virtual actions using the currently held props;

[0206] In response to a display trigger operation on the item display interface, the item display interface is displayed on the graphical user interface;

[0207] The prop display interface includes a first display area and a second display area; the props displayed in the first display area are those that meet the usage conditions, and the props displayed in the second display area are those that do not meet the usage conditions.

[0208] In one possible implementation, the item that meets the usage conditions is a target accessory item that is compatible with the current item held by the target virtual character and / or a target virtual item that matches the current state of the target virtual character;

[0209] The items that do not meet the usage conditions are virtual items that are incompatible with the current items held by the target virtual character and / or virtual items that do not match the current state of the target virtual character.

[0210] In one possible implementation, the first display area and the second display area are separate areas within the prop display interface.

[0211] In one possible implementation, the instructions executed by the computer-readable storage medium divide the first display area and the second display area through the following steps:

[0212] Based on the display area of ​​the prop display interface and the area ratio of the preset first display area and second display area, the first display area and the second display area are determined; or,

[0213] The first display area and the second display area are determined based on the ratio of the number of items that meet the usage conditions and the number of items that do not meet the usage conditions currently possessed by the target virtual character, as well as the display area of ​​the item display interface.

[0214] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0215] In response to an item pickup operation, it is detected whether the first item picked up matches any item currently used by the target virtual character;

[0216] If the first picked-up item does not match any of the items currently used by the target virtual character, the first picked-up item is stored in the second display area according to its item attributes.

[0217] In one possible implementation, the instructions executable by the computer-readable storage medium, wherein storing the first picked-up item in the second display area according to the item attributes of the first picked-up item, includes:

[0218] Detect whether there is any free storage space in the second display area;

[0219] If there is an empty storage location in the second display area, store the first picked-up item in the empty storage location in the second display area;

[0220] If there is no free storage space in the second display area, based on the item attributes of the first picked-up item and the historical item usage information of the target virtual character, determine the replacement item in the second display area that has the same item attributes as the first picked-up item and a historical usage rate that is lower than that of the first picked-up item.

[0221] Store the first picked-up item in the location of the replacement item in the second display area, and then discard the replacement item.

[0222] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0223] In response to the item switching operation, detect whether there is a first matching item in the second display area that matches the item currently held by the target virtual character after switching;

[0224] If there is a first matching item that matches the currently held item of the target virtual character after switching, the target matching item is stored in the first display area, and the position of the first matching item in the second display area is left empty.

[0225] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0226] After the target virtual character picks up the second item, it is detected whether there is a second matching item in the second display area that matches the second item. If there is, the second matching item is equipped to the second item and the position of the second matching item in the second display area is left empty.

[0227] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0228] In response to an item processing operation on the item display interface, the selected virtual item is processed according to the selected preset processing method, and the position of the processed virtual item in the item display interface is left empty.

[0229] The preset processing methods include at least one of the following: discarding props, giving away props, and selling props.

[0230] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0231] In response to the first discard operation on the item display interface, all virtual items displayed in the second display area are discarded.

[0232] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0233] In response to a second discard operation on the item display interface, a target item is identified in the item display interface according to the second discard operation, and the target item is discarded.

[0234] In one possible implementation, a discard control is displayed in the item display interface area; in the instructions executed by the computer-readable storage medium, the response to a first discard operation of the item display interface, discarding all items displayed in the second display area, includes:

[0235] In response to a touch operation on the discard control, all virtual items displayed in the second display area are discarded.

[0236] By employing the above method, when a player triggers the item display interface, the interface is divided into a first display area and a second display area. This allows the items possessed by the target virtual character to be categorized according to whether they meet the usage conditions. Players can intuitively perform corresponding operations on different virtual items in different display areas, reducing the time players spend searching for items and improving human-computer interaction efficiency. Simultaneously, a discard control is provided in the item display interface. By touching the discard control, virtual items in the second display area can be discarded in batches, reducing the time players spend selecting which virtual items to discard and further improving item discarding efficiency and human-computer interaction efficiency.

[0237] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0238] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0239] The units described as separate components may or may not be physically separate. 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 the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0240] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0241] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0242] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. An information processing method, characterized in that, The information processing method includes: In response to an interactive control operation targeting a virtual character, the target virtual character is controlled to perform virtual actions using the currently held props; In response to a display trigger operation on the item display interface, the item display interface is displayed on the graphical user interface; the item display interface is used to display all the virtual items currently owned by the target virtual character; The item display interface includes a first display area and a second display area; the items displayed in the first display area are items that meet the usage conditions, and the items displayed in the second display area are items that do not meet the usage conditions; the items that meet the usage conditions are target accessory items that are compatible with the current items held by the target virtual character and / or target virtual items that match the current state of the target virtual character; the items that do not meet the usage conditions are virtual items that are not compatible with the current items held by the target virtual character and / or virtual items that do not match the current state of the target virtual character.

2. The information processing method according to claim 1, characterized in that, The first display area and the second display area are separate areas in the prop display interface.

3. The information processing method according to claim 1, characterized in that, The first display area and the second display area are divided by the following steps: Based on the display area of ​​the prop display interface and the area ratio of the preset first display area and second display area, the first display area and the second display area are determined; or, The first display area and the second display area are determined based on the ratio of the number of items that meet the usage conditions and the number of items that do not meet the usage conditions currently possessed by the target virtual character, as well as the display area of ​​the item display interface.

4. The information processing method according to claim 1, characterized in that, The information processing method further includes: In response to an item pickup operation, it is detected whether the first item picked up matches any item currently used by the target virtual character; If the first picked-up item does not match any of the items currently used by the target virtual character, the first picked-up item is stored in the second display area according to its item attributes.

5. The information processing method according to claim 4, characterized in that, The step of storing the first picked-up item in the second display area according to its item attributes includes: Detect whether there is any free storage space in the second display area; If there is an empty storage location in the second display area, store the first picked-up item in the empty storage location in the second display area; If there is no free storage space in the second display area, based on the item attributes of the first picked-up item and the historical item usage information of the target virtual character, determine the replacement item in the second display area that has the same item attributes as the first picked-up item and a historical usage rate that is lower than that of the first picked-up item. Store the first picked-up item in the location of the replacement item in the second display area, and then discard the replacement item.

6. The information processing method according to claim 4, characterized in that, After storing the first pick-up item in the second display area, the information processing method further includes: In response to the item switching operation, detect whether there is a first matching item in the second display area that matches the item currently held by the target virtual character after switching; If there is a first matching item that matches the currently held item of the target virtual character after switching, store the first matching item in the first display area and leave the position of the first matching item in the second display area empty.

7. The information processing method according to claim 4, characterized in that, After storing the first pick-up item in the second display area, the information processing method further includes: After the target virtual character picks up the second item, it is detected whether there is a second matching item in the second display area that matches the second item. If there is, the second matching item is equipped to the second item and the position of the second matching item in the second display area is left empty.

8. The information processing method according to claim 1, characterized in that, The information processing method further includes: In response to an item processing operation on the item display interface, the selected virtual item is processed according to the selected preset processing method, and the position of the processed virtual item in the item display interface is left empty. The preset processing methods include at least one of the following: discarding props, giving away props, and selling props.

9. The information processing method according to claim 1, characterized in that, The information processing method further includes: In response to the first discard operation on the item display interface, all virtual items displayed in the second display area are discarded.

10. The information processing method according to claim 1, characterized in that, The information processing method further includes: In response to a second discard operation on the item display interface, a target item is identified in the item display interface according to the second discard operation, and the target item is discarded.

11. The information processing method according to claim 9, characterized in that, The item display interface area displays a discard control; the response to the first discard operation of the item display interface discards all items displayed in the second display area, including: In response to a touch operation on the discard control, all virtual items displayed in the second display area are discarded.

12. An information processing device, characterized in that, The information processing device includes: An action execution module is used to respond to interactive control operations on a target virtual character and control the target virtual character to perform virtual actions using the currently held props; The interface display module is used to respond to the display trigger operation of the prop display interface and display the prop display interface on the graphical user interface; the prop display interface is used to display all the virtual props currently owned by the target virtual character; The item display interface includes a first display area and a second display area; the items displayed in the first display area are items that meet the usage conditions, and the items displayed in the second display area are items that do not meet the usage conditions; the items that meet the usage conditions are target accessory items that are compatible with the current items held by the target virtual character and / or target virtual items that match the current state of the target virtual character; the items that do not meet the usage conditions are virtual items that are not compatible with the current items held by the target virtual character and / or virtual items that do not match the current state of the target virtual character.

13. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is in operation, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the information processing method as described in any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the information processing method as described in any one of claims 1 to 11.

Citation Information

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