A prop control method and device, electronic equipment and readable storage medium
Patent Information
- Application Number
- CN202210224886.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-03-09
- Publication Date
- 2026-10-16
- Estimated Expiration
- 2042-03-09
AI Technical Summary
[0003]但是,在游戏过程中,当玩家想要给虚拟角色更换穿戴的虚拟道具时,需要通过搜索虚拟背包,从已拾取到的虚拟背包中的虚拟道具中选择最适合于穿戴的虚拟道具;当虚拟背包中的虚拟道具过多时,玩家需在已存放的虚拟道具中不断的翻找,才能够找到适合于穿戴的虚拟道具,无形之中增加了玩家更换虚拟道具的时间,降低了玩家的获胜概率
[0073]This application provides a method, apparatus, electronic device, and readable storage medium for controlling virtual items. Responding to a part-specific operation issued to a target virtual character, the method determines a target wearable part from multiple wearable parts of the target virtual character; determines candidate virtual items from the target virtual character's virtual inventory based on the target wearable part; determines the target virtual item from the candidate virtual items; and wears the target virtual item onto the target wearable part. This allows for rapid identification of a suitable virtual item for the target wearable part of the virtual character, reducing the time players spend selecting virtual items, increasing the wearing speed of virtual items, and consequently accelerating the player's game progress. It also reduces the time players spend searching for virtual items, indirectly reducing the frequency of interaction between the player and the terminal device.
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Figure CN116764197B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and in particular to a method, apparatus, electronic device, and readable storage medium for controlling an item. Background Technology
[0002] In recent years, people have been exposed to a wider variety of game types, such as real-time strategy games and multiplayer online battle arena (MOBA) games. In MOBA games, players need to constantly upgrade the virtual items worn by their virtual characters to improve their character attributes and enhance their combat strength in order to achieve victory.
[0003] However, during the game, when players want to change the virtual items worn by their virtual characters, they need to search their virtual backpacks and select the most suitable virtual items from the virtual items they have already picked up. When there are too many virtual items in the virtual backpack, players have to keep searching through the stored virtual items to find the right ones to wear, which increases the time players spend changing virtual items and reduces their chances of winning. Summary of the Invention
[0004] In view of this, the purpose of this application is to provide a method, device, electronic device and readable storage medium for controlling a prop, which can quickly put a target virtual prop in the virtual backpack onto a target wearing part, thereby simplifying the steps of putting on the target virtual prop, helping to reduce the difficulty of operation for players and reduce the frequency of interaction between players and terminal devices.
[0005] This application provides a method for controlling a prop, the method comprising:
[0006] In response to a part-specific operation given to the target virtual character, the target wearable part is determined from multiple wearable parts of the target virtual character;
[0007] Candidate virtual items are identified in the virtual backpack of the target virtual character based on the target wearing part;
[0008] The target virtual item is determined from the candidate virtual items, and the target virtual item is worn on the target wearing part.
[0009] In one possible implementation, the graphical user interface displays functional controls, and the part-pointing operation includes the entire dragging process of the first drag operation; the response to the part-pointing operation issued to the target virtual character, determining the target wearable part from multiple wearable parts of the target virtual character, includes:
[0010] In response to the start of a first drag operation on the functional control, the functional control is controlled to move following the touch point of the first drag operation during the dragging process of the first drag operation;
[0011] In response to the end of the first drag operation, the target wearable part is determined from the multiple wearable parts of the target virtual character based on the end position of the function control at the end of the first drag operation and the position of each wearable part of the target virtual character.
[0012] In one possible implementation, determining the target wearable part from multiple wearable parts of the target virtual character based on the end position of the prop-wearing control at the end of the first drag operation and the positions of each wearable part of the target virtual character includes:
[0013] Determine whether the end position of the function control is located at any wearable part of the target virtual character when the drag operation ends;
[0014] If so, the wearable part where the ending position is located is determined as the target wearable part.
[0015] In one possible implementation, the control method further includes:
[0016] During the process of controlling the functional control to move following the touch point of the first drag operation, if the duration of the functional control's stay on the current wearable part exceeds a preset duration threshold, the current wearable part is determined as the target wearable part.
[0017] In one possible implementation, the control method further includes:
[0018] During the process of controlling the functional control to move following the touch point of the first drag operation, the display content of the time prompt control is updated according to the duration of the functional control's stay on the wearable part.
[0019] In one possible implementation, the graphical user interface displays functional controls, including prop wearing controls, which in turn include multiple body part wearing controls, each corresponding to a wearable body part. The body part pointing operation includes a first touch operation. The response to the body part pointing operation issued to the target virtual character, determining the target wearable body part from the multiple wearable body parts of the target virtual character, includes:
[0020] For each wearable control, in response to the first touch operation on that wearable control, the wearable part of the target virtual character associated with that wearable control is determined as the target wearable part.
[0021] In one possible implementation, a character model of a target virtual character is displayed in the graphical user interface, and the part-pointing operation includes a second touch operation; the response to the part-pointing operation issued to the target virtual character, determining the target wearable part from multiple wearable parts of the target virtual character, includes:
[0022] In response to a second touch operation on the character model of the target virtual character, the wearable part selected by the second touch operation is determined as the target wearable part.
[0023] In one possible implementation, the response is directed to a part-specific operation performed on the target virtual character, and the target wearable part is determined from multiple wearable parts of the target virtual character, including:
[0024] In response to a part-specific operation issued to a target virtual character, the target virtual character is controlled to enter the equipment changing interface, and the character model and / or function controls of the target virtual character are displayed in the equipment changing interface.
[0025] In response to a third touch operation on the functional controls and / or the character model, a target wearable part is determined from multiple wearable parts of the target virtual character.
[0026] In one possible implementation, determining candidate virtual items in the virtual backpack of the target virtual character based on the target wearing location includes:
[0027] Virtual items from the virtual backpack that can be worn on the target wearing part are identified as candidate virtual items; or...
[0028] Virtual items from the virtual backpack that can be worn on the target body part and have a wearing priority greater than a preset priority threshold are identified as candidate virtual items; or...
[0029] Virtual items in the virtual backpack that belong to the same item set as the virtual items currently worn by the target virtual character and can be worn on the target's wearing parts are identified as candidate virtual items.
[0030] In one possible implementation, determining the target virtual item from the candidate virtual items includes:
[0031] The candidate virtual item with the highest wearing priority is determined as the target virtual item; and / or
[0032] The candidate virtual item with the highest matching degree with the virtual items currently worn by the target virtual character is determined as the target virtual item.
[0033] In one possible implementation, the wearing priority of virtual items in the virtual backpack is determined by the following method:
[0034] The wearing priority of virtual items in the virtual backpack is determined based on any one or more of the following reference parameters: the degree of association with the game task being performed by the target virtual character, the character attribute information of the target virtual character, and the item attribute information of the virtual items.
[0035] In one possible implementation, the control method further includes:
[0036] In response to the first drag operation given to the function control, the various virtual items stored in the virtual backpack are displayed in the graphical user interface;
[0037] During the process of controlling the functional control to move following the touch point of the first drag operation, if the duration of the functional control on the current wearable part is greater than a preset duration threshold, the virtual props in the virtual backpack that can be worn on the current wearable part are highlighted.
[0038] This application embodiment also provides a control device for a prop, the control device for the prop comprising:
[0039] The wearable part determination module is used to respond to the part-pointing operation given to the target virtual character and determine the target wearable part from multiple wearable parts of the target virtual character.
[0040] The candidate item determination module is used to determine candidate virtual items in the virtual backpack of the target virtual character based on the target wearing part;
[0041] The prop wearing module is used to determine the target virtual prop from the candidate virtual props and wear the target virtual prop on the target wearing part.
[0042] In one possible implementation, the graphical user interface displays functional controls, and the part-pointing operation includes the entire dragging process of the first drag operation; when the wearable part determination module determines the target wearable part from multiple wearable parts of the target virtual character in response to a part-pointing operation issued to the target virtual character, the wearable part determination module is used to:
[0043] In response to the start of a first drag operation on the functional control, the functional control is controlled to move following the touch point of the first drag operation during the dragging process of the first drag operation;
[0044] In response to the end of the first drag operation, the target wearable part is determined from the multiple wearable parts of the target virtual character based on the end position of the function control at the end of the first drag operation and the position of each wearable part of the target virtual character.
[0045] In one possible implementation, when the wearable part determination module determines the target wearable part from multiple wearable parts of the target virtual character based on the end position of the prop wear control at the end of the first drag operation and the positions of each wearable part of the target virtual character, the wearable part determination module is configured to:
[0046] Determine whether the end position of the function control is located at any wearable part of the target virtual character when the drag operation ends;
[0047] If so, the wearable part where the ending position is located is determined as the target wearable part.
[0048] In one possible implementation, the control device further includes a duration determination module, the duration determination module being used for:
[0049] During the process of controlling the functional control to move following the touch point of the first drag operation, if the duration of the functional control's stay on the current wearable part exceeds a preset duration threshold, the current wearable part is determined as the target wearable part.
[0050] In one possible implementation, the control device further includes a content update module, the content update module being used for:
[0051] During the process of controlling the functional control to move following the touch point of the first drag operation, the display content of the time prompt control is updated according to the duration of the functional control's stay on the wearable part.
[0052] In one possible implementation, the graphical user interface displays functional controls, including a prop wearing control, which in turn includes multiple body part wearing controls, each corresponding to a wearable body part. The body part pointing operation includes a first touch operation. When the body part determining module responds to a body part pointing operation issued to the target virtual character and determines the target wearable body part from the multiple wearable body parts of the target virtual character, the body part determining module is configured to:
[0053] For each wearable control, in response to the first touch operation on that wearable control, the wearable part of the target virtual character associated with that wearable control is determined as the target wearable part.
[0054] In one possible implementation, a character model of the target virtual character is displayed in the graphical user interface, and the part-pointing operation includes a second touch operation; when the wearable part determination module determines the target wearable part from multiple wearable parts of the target virtual character in response to the part-pointing operation issued to the target virtual character, the wearable part determination module is configured to:
[0055] In response to a second touch operation on the character model of the target virtual character, the wearable part selected by the second touch operation is determined as the target wearable part.
[0056] In one possible implementation, when the wearable part determination module determines a target wearable part from multiple wearable parts of the target virtual character in response to a part-pointing operation issued to the target virtual character, the wearable part determination module is configured to:
[0057] In response to a part-specific operation issued to a target virtual character, the target virtual character is controlled to enter the equipment changing interface, and the character model and / or function controls of the target virtual character are displayed in the equipment changing interface.
[0058] In response to a third touch operation on the functional controls and / or the character model, a target wearable part is determined from multiple wearable parts of the target virtual character.
[0059] In one possible implementation, when the candidate item determination module determines candidate virtual items in the virtual backpack of the target virtual character based on the target wearing location, the candidate item determination module is configured to:
[0060] Virtual items from the virtual backpack that can be worn on the target wearing part are identified as candidate virtual items; or...
[0061] Virtual items from the virtual backpack that can be worn on the target body part and have a wearing priority greater than a preset priority threshold are identified as candidate virtual items; or...
[0062] Virtual items in the virtual backpack that belong to the same item set as the virtual items currently worn by the target virtual character and can be worn on the target's wearing parts are identified as candidate virtual items.
[0063] In one possible implementation, when the prop-wearing module is used to determine the target virtual prop from the candidate virtual props, the prop-wearing module is configured to:
[0064] The candidate virtual item with the highest wearing priority is determined as the target virtual item; and / or
[0065] The candidate virtual item with the highest matching degree with the virtual items currently worn by the target virtual character is determined as the target virtual item.
[0066] In one possible implementation, the item-wearing module is used to determine the wearing priority of virtual items in the virtual backpack in the following manner:
[0067] The wearing priority of virtual items in the virtual backpack is determined based on any one or more of the following reference parameters: the degree of association with the game task being performed by the target virtual character, the character attribute information of the target virtual character, and the item attribute information of the virtual items.
[0068] In one possible implementation, the control device further includes an item prompting module, the item prompting module being used for:
[0069] In response to a first drag operation on the function control, the graphical user interface displays the various virtual items that have been stored in the virtual backpack;
[0070] During the process of controlling the functional control to move following the touch point of the first drag operation, if the duration of the functional control on the current wearable part is greater than a preset duration threshold, the virtual props in the virtual backpack that can be worn on the current wearable part are highlighted.
[0071] This application embodiment also provides an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, the steps of the control method for the prop described above are performed.
[0072] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the control method for the prop described above.
[0073] This application provides a method, apparatus, electronic device, and readable storage medium for controlling virtual items. Responding to a part-specific operation issued to a target virtual character, the method determines a target wearable part from multiple wearable parts of the target virtual character; determines candidate virtual items from the target virtual character's virtual inventory based on the target wearable part; determines the target virtual item from the candidate virtual items; and wears the target virtual item onto the target wearable part. This allows for rapid identification of a suitable virtual item for the target wearable part of the virtual character, reducing the time players spend selecting virtual items, increasing the wearing speed of virtual items, and consequently accelerating the player's game progress. It also reduces the time players spend searching for virtual items, indirectly reducing the frequency of interaction between the player and the terminal device.
[0074] 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
[0075] 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.
[0076] Figure 1 A flowchart illustrating a method for controlling a prop provided in an embodiment of this application;
[0077] Figure 2 One of the schematic diagrams of a graphical user interface provided in the embodiments of this application;
[0078] Figure 3 A second schematic diagram of a graphical user interface provided in an embodiment of this application;
[0079] Figure 4 This is one of the structural schematic diagrams of a control device for a prop provided in an embodiment of this application;
[0080] Figure 5 This is a second schematic diagram of the structure of a control device for a prop provided in an embodiment of this application;
[0081] Figure 6 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0082] 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.
[0083] Virtual characters:
[0084] This refers to a controllable dynamic object within a game scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. The virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a game scene. Optionally, this virtual character is a virtual figure competing in the game scene. Optionally, the number of virtual characters in the game scene battle is preset or dynamically determined based on the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills and virtual items provided by the application to fight against other virtual characters.
[0085] Game interface:
[0086] This refers to the interface of an application provided or displayed through a graphical user interface (GUI), which includes a UI for player interaction and a game screen. In optional implementations, the UI may include game controls (e.g., skill controls, movement controls, function controls), indicators (e.g., direction indicators, character indicators), information display areas (e.g., kill count, match time), or game settings controls (e.g., system settings, shop, coins). In optional implementations, the game screen is the display screen corresponding to the virtual scene shown on the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic within the virtual scene.
[0087] In one embodiment of this disclosure, the control method for the prop can run on a terminal device or a server. The terminal device can be a local terminal device. When the control method for the prop runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0088] 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 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, the terminal device for information processing is 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.
[0089] In an alternative implementation, the terminal device can be a local terminal device. 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, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0090] Research has revealed that currently, in games, when players want to change the virtual items worn by their virtual characters, they need to open the virtual character's virtual inventory and select the most suitable virtual item from the already picked-up items. When there are too many virtual items in the inventory, players have to constantly search through the stored items to find the right one. If players are unfamiliar with the attributes of the stored virtual items, they also need to check the attribute information to determine the most suitable virtual item to wear on the target body part of their virtual character. With a large number of virtual items, regardless of whether the attribute information is checked, it consumes a significant amount of the player's time. If the player's virtual character is currently engaged in combat with other virtual characters, the player will not have much time to select virtual items. If players insist on spending a lot of time selecting virtual items, it will cause them to prematurely end the game.
[0091] Based on this, the present application provides a method for controlling props, which can quickly determine the target virtual props suitable for wearing on the target wearing parts of the virtual character, thereby reducing the time players spend selecting virtual props, increasing the wearing speed of virtual props, and thus helping to speed up the game process and shorten the game time.
[0092] Please see Figure 1 , Figure 1 This is a flowchart illustrating a method for controlling a prop provided in an embodiment of this application. Figure 1 As shown in the embodiments of this application, the method for controlling the prop includes:
[0093] S101, responding to a part-specific operation issued to the target virtual character, determine the target wearable part from multiple wearable parts of the target virtual character.
[0094] S102. Based on the target wearing part, determine the candidate virtual items in the virtual backpack of the target virtual character.
[0095] S103. Determine the target virtual item from the candidate virtual items and wear the target virtual item on the target wearing part.
[0096] This application provides a method for controlling virtual items. Players can issue directional commands to a target virtual character, thereby identifying the target virtual item to be worn or replaced from multiple wearable parts of the target virtual character. Candidate virtual items are then identified from the virtual items already stored in the target virtual character's virtual backpack. Finally, a suitable target virtual item is selected from the candidate virtual items to be worn on the target wearable part. This allows for rapid wearing or replacement of virtual items, reducing the time required for players to select target virtual items, simplifying the wearing process, lowering the game difficulty, and preventing errors in player item selection, thus increasing the player's probability of winning.
[0097] Here, players can select the target wearable part from multiple wearable parts of the target virtual character through part-point targeting.
[0098] Wearable parts refer to the parts of the target virtual character's character model where virtual items can be worn or replaced, such as the target virtual character's head, neck, elbows, and legs; target wearable parts refer to the parts that the player wants to wear or replace with virtual items when issuing this part-specific operation.
[0099] In the solution provided in this application, the response to a part-pointing operation issued to a target virtual character can be specifically as follows: when the player presses the operation control corresponding to the part-pointing operation (e.g., a function control in a game), the part-pointing operation to the target virtual character can be issued; wherein, the user can issue part-pointing operation commands through operation controls and / or preset key combinations; specifically, the player can use touch operation controls such as fingers or a mouse; or through preset key combinations on the keyboard, such as the Ctrl key, Alt key, A key, etc., and the preset keys can be manually set according to the player's needs.
[0100] In step S101, when a player wants to change the virtual item currently worn on a certain wearable part of the target virtual character, or wants to equip a virtual item on a certain wearable part of the target virtual character, a part-pointing operation can be issued to the target virtual character controlled by the player. Then, through the part-pointing operation, the target wearable part that the player wants to change or equip the item on can be determined from the multiple wearable parts that the target virtual character can change or equip.
[0101] Here, part-oriented operations include click operations, swipe operations, double-click operations, etc.; and the objects of part-oriented operations can include functional controls displayed in the graphical user interface, the character model of the target virtual character, etc.
[0102] For example, the target virtual character controlled by the player currently has wearable parts including the head, neck, elbow, and legs. If the player wants to wear protective gear on the elbow, they can use a part-pointing operation (e.g., a click operation) to indicate that the part to be worn with the virtual gear is the elbow, which is one of the multiple wearable parts such as the head, neck, elbow, and legs.
[0103] To facilitate players in issuing targeted actions for specific body parts, players can issue these actions in different display interfaces. These different display interfaces can include the game interface when the target virtual character is engaged in combat, as well as a specially designed equipment changing interface for the target virtual character, such as a fitting room scene. Furthermore, multiple methods for issuing targeted actions for specific body parts can be provided to players in different display interfaces.
[0104] Specifically, when the target virtual character controlled by the player is in the game, the player can execute part-targeting operations by dragging the functional controls displayed in the graphical user interface; or, click the functional controls displayed in the graphical user interface to execute part-targeting operations. Here, functional controls can include backpack controls, skill controls, direction controls, and additional item equipping controls, etc. Alternatively, the player can click the character model of the target virtual character displayed in the graphical user interface to execute part-targeting operations. In this way, the player can quickly change or equip virtual items for the target virtual character during the battle, so as to change the equipment of the target virtual character in a timely manner during the battle.
[0105] Alternatively, players can issue targeted actions on specific body parts within a specially designed equipment changing interface for the target virtual character. For example, this can be done by dragging or clicking on the functional controls displayed in the equipment changing interface. These functional controls can include inventory controls, skill controls, directional controls, and additional item equipping controls. Alternatively, players can click on the target virtual character's model displayed in the equipment changing interface to issue targeted actions on specific body parts.
[0106] In one embodiment, a graphical user interface displays a functional control, and the part-pointing operation includes the entire dragging process of a first dragging operation; step S101 includes: S1011 responding to the start of the first dragging operation for the functional control, controlling the functional control to move following the touch point of the first dragging operation during the dragging process of the first dragging operation; S1012 responding to the end of the first dragging operation, determining the target wearable part from multiple wearable parts of the target virtual character based on the end position of the functional control at the end of the first dragging operation and the positions of each wearable part of the target virtual character.
[0107] In the solution provided in this application, at the start of the first drag operation of the functional control, the functional control is controlled to move along the touch point of the first drag operation during the dragging process. Specifically, when the player presses the functional control, a first drag command for the functional control can be issued, and the functional control is controlled to move along the touch point of the first drag operation. The user can issue the first drag operation command for the functional control by dragging the functional control and / or by using preset key combinations. Specifically, the player can touch the functional control with their finger, mouse, etc., or use preset key combinations on the keyboard, such as the Ctrl key, Alt key, and A key. The preset keys can be manually set according to the player's needs.
[0108] Here, the function control that moves with the touch point can be the function control that was initially displayed in the graphical user interface. That is, when the function control moves with the touch point, the position where the function control was originally displayed will no longer display the function control. Alternatively, the display method of the function control can be changed. For example, when the function control moves with the touch point, the display resolution of the function control that was originally displayed can be reduced, that is, the function control that was originally displayed can be blurred.
[0109] Alternatively, the function control that moves with the touch point can be an auxiliary control to the function control that was initially displayed in the equipment changing interface. That is, when the function control is dragged, the auxiliary control that moves with the touch point is a control that is different from the original function control. The original item wearing control is still displayed in the initial display position, and its auxiliary control can be overlaid in the graphical user interface in a low-resolution form.
[0110] In step S1011, in response to the start of the first drag operation, during the dragging process of the first drag operation, the control function in the graphical user interface moves with the touch point position of the first drag operation, that is, the display position of the control function is consistent with the touch position of the touch point of the first drag operation.
[0111] Here, functional controls may include backpack controls, skill controls, direction controls, and additionally provided item wearing controls, etc.
[0112] In step S1012, in response to the end of the first drag operation, the position where the function control is located at the end of the first drag operation is determined as the end position of the function control. By comparing the end position of the function control with the position of each wearable part in the target virtual character, the target wearable part is determined from the multiple wearable parts of the target virtual character.
[0113] In one embodiment, step S1012 includes: determining whether the end position of the function control at the end of the first drag operation is located at any wearable part of the target virtual character; if so, determining the wearable part where the end position is located as the target wearable part.
[0114] In this step, it is determined whether the end position of the function control is located on any wearable part of the target virtual character, that is, whether the end position of the function control coincides with the position of any wearable part of the target virtual character; if so, the wearable part where the end position is located is determined as the target wearable part of the target virtual character that needs to be replaced or worn with virtual props.
[0115] If the end position of the function control is not located on any wearable part, then the replacement or wearing of the virtual prop is abandoned, and the current settings of the target virtual character are maintained, that is, the appearance parameters and character attribute parameters of the target virtual character are maintained.
[0116] In games, different virtual items can be used in combination, or rather, different virtual items have different effects when used together. In order to achieve the best effect, when changing the equipment of the target virtual character, players usually change multiple virtual items on multiple wearable parts at once, so that the virtual items worn by the target virtual character can achieve the best effect. Therefore, in order to further reduce the steps of changing virtual items, players can change multiple virtual items on multiple target wearable parts with a single drag operation.
[0117] In one embodiment, the control method further includes: during the process of controlling the functional control to move following the touch point of the first drag operation, in response to the fact that the dwell time of the functional control on the current wearable part is greater than a preset duration threshold, determining the current wearable part as the target wearable part.
[0118] In this step, during the process of controlling the function control to move along with the touch point of the drag operation, if it is detected that the function control is paused on the wearable part of the target virtual character, the pause time of the function control on the current wearable part is determined. If the pause time of the function control on the current wearable part is greater than the preset duration threshold, in response to the pause time of the function control on the current wearable part being greater than the preset duration threshold, the wearable part where the function control is currently paused is determined as the target wearable part.
[0119] If the time a function control stays on a wearable part is less than or equal to a preset time threshold, it can be assumed that the player has given up on changing the virtual item on that wearable part and keeps the original virtual item on that wearable part.
[0120] To prevent players from missing the opportunity to change virtual items and to avoid unnecessary time spent changing them, reminders can be given during the process.
[0121] In one embodiment, the control method further includes: during the process of controlling the functional control to move following the touch point of the first drag operation, updating the display content of the time prompt control according to the duration of the functional control's stay on the wearable part.
[0122] Here, the time prompt control is used to prompt the player for the required dwell time to change or wear virtual items. If the dwell time of the control function at its current real-time location exceeds the dwell time displayed in the time prompt control, the wearable part where the real-time location of the control function is located will be determined as the target wearable part.
[0123] The time-based indicator control can display prompts, including information such as the item replacement location and remaining waiting time. For an example, please refer to [link to example]. Figure 2 , Figure 2 This is one of the schematic diagrams of a graphical user interface provided in an embodiment of this application. For example... Figure 2 As shown, the graphical user interface 2a displays a character model 2b. The target virtual character 2b includes multiple wearable parts, specifically the head 2b-1, neck 2b-2, elbows 2b-3, and legs 2b-4. When the player drags the function control 2c to the position of the head 2b-1 of the target virtual character 2b, a time prompt control 2d is displayed near the target virtual character 2b. The time prompt control 2d displays "Change headgear after staying at the current position for 3 seconds".
[0124] In another embodiment, the functional control includes a prop wearing control, which includes multiple part wearing controls, each part wearing control corresponding to a wearable part, and the part directional operation includes a first touch operation; step S101 includes: for each part wearing control, in response to the first touch operation for that part wearing control, determining the wearable part of the target virtual character associated with that part wearing control as the target wearing part.
[0125] In this step, the function control that the player drags when changing virtual items can be a specially designed item wearing control. In order to make it easier for players to change or wear virtual items more quickly, the specially designed item wearing control can include multiple part wearing controls. Each part wearing control corresponds to a wearable part of the target virtual character. In this way, players can quickly change or replace the virtual items of the corresponding wearable parts by clicking on the part wearing control.
[0126] For any one of the multiple wearable controls, in response to the first touch operation on that wearable control, the wearable part of the target virtual character associated with that wearable control is determined as the target wearable part.
[0127] The first touch operation includes click, swipe, double-tap, and other operations.
[0128] As an example, the graphical user interface displays three wearable parts control controls: Part Wearable Control 1, Part Wearable Control 2, and Part Wearable Control 3. The wearable part of the target virtual character corresponding to Part Wearable Control 1 is the head, the wearable part of the target virtual character corresponding to Part Wearable Control 2 is the neck, and the wearable part of the target virtual character corresponding to Part Wearable Control 3 is the hand. When the player touches Part Wearable Control 1, the head is identified as the target wearable part; when the player touches Part Wearable Control 2, the neck is identified as the target wearable part; and when the player touches Part Wearable Control 3, the hand is identified as the target wearable part.
[0129] To avoid obstructing the player's game screen during gameplay, any controls displayed in the graphical user interface should be minimized or avoided as much as possible. In order to enable players to change or wear virtual items on the target virtual character, players can touch the character model of the target virtual character displayed in the graphical user interface to change or wear virtual items on the target wearing parts.
[0130] In another embodiment, a character model of a target virtual character is displayed in the graphical user interface, and the part-pointing operation includes a second touch operation; step S101 includes: in response to the second touch operation on the character model of the target virtual character, determining the wearable part selected by the second touch operation as the target wearable part.
[0131] In this step, the character model of the target virtual character displayed in the graphical user interface is in a touchable state. The part-pointing operation can include a second touch operation. The player can touch any wearable part of the target virtual character presented by the character model through the second touch operation, and the wearable part selected by the second touch operation can be determined as the target wearable part that the player selects to wear or replace virtual props.
[0132] The character model displayed in the graphical user interface can be a character model of a target virtual character during the game, such as a character model that can fight against other virtual characters; or it can be a schematic character model used only to represent the various parts worn by the virtual character, such as a character model displayed in a fitting room scene.
[0133] The presentation of the character model depends on the presentation of the equipment changing interface. For example, when the graphical user interface is a game scene during gameplay, the character model is a model that can move within the game scene; when the graphical user interface is a specially set equipment changing scene, the character model can be a simplified model that can show the wearable parts of the virtual character, thereby reducing the amount of data processing on the server and / or terminal devices.
[0134] The character model can clearly show the positions of multiple wearable parts on the target virtual character. Therefore, based on the position of the second touch operation and the position of each wearable part in the character model, the target wearable part that the player wants to change the virtual item can be determined.
[0135] Here, when the player-controlled virtual character is in the middle of a game, the scene displayed in the graphical user interface is the game interface where virtual characters can fight. To avoid players accidentally equipping or replacing virtual items directly in the game interface, when the player issues a part-pointing operation, the display interface in the graphical user interface can be changed from the game interface where combat can take place to a specially set equipment changing interface, so that players can equip or replace virtual items in the equipment changing interface and avoid accidental operation.
[0136] In one embodiment, step S101 includes: responding to a part-pointing operation issued to a target virtual character, controlling the target virtual character to enter an equipment changing interface, and displaying the character model and / or function controls of the target virtual character in the equipment changing interface; and responding to a third touch operation on the function controls and / or the character model, determining a target wearable part from multiple wearable parts of the target virtual character.
[0137] In this step, when the player issues a directional operation on a part of the target virtual character, the target virtual character can be controlled to enter a specially set equipment changing interface. After entering the equipment changing interface, the game scene during the game can be set as the equipment changing interface by default, such as the fitting room scene.
[0138] After entering the equipment change interface, the target virtual character's character model and prop wearing controls can be displayed in the equipment change interface; and in response to a third touch operation on the function controls and / or the character model, the target wearing part can be determined from multiple wearable parts of the target virtual character.
[0139] The functional controls include prop wearing controls, which in turn include multiple part wearing controls.
[0140] In the equipment changing interface, virtual items can be worn or replaced on the target wearing part through touch function controls and / or character models. Specifically, in response to the start of the second drag operation, the control function controls move with the touch point position during the drag operation, that is, the display position of the function controls is consistent with the touch position of the touch point of the second drag operation.
[0141] In response to the end of the second drag operation, the position where the function control was located at the end of the second drag operation is determined as the end position of the function control. By comparing the end position of the function control with the position of each wearable part in the character model, the target wearable part is determined from multiple wearable parts of the target virtual character.
[0142] Determine whether the end position of the function control is located on any wearable part of the target virtual character, that is, whether the end position of the function control coincides with the position of any wearable part of the target virtual character; if so, determine the wearable part where the end position is located as the target wearable part of the target virtual character that needs to be replaced with equipment.
[0143] If the end position of the function control is not located on any wearable part, the virtual prop replacement operation will be abandoned, the drag operation will be ended, and the current settings of the character model will be maintained, that is, the appearance parameters of the character model and the character attribute parameters of the target virtual character represented by the character model will be maintained.
[0144] In step S102, based on the target wearable part selected by the player through a single-part directional operation, candidate virtual items that can be worn on the target wearable part are determined from the virtual backpack carried by the target virtual character.
[0145] In one implementation, step S102 includes: identifying virtual items in the virtual backpack that can be worn on the target wearing part as candidate virtual items;
[0146] In this step, virtual items that can be worn on the target wearing position selected by the player can be identified from the virtual items already stored in the virtual backpack, and these virtual items that can be worn on the target wearing position are identified as candidate virtual items.
[0147] In one implementation, virtual items that can be worn on a target body part are determined by: determining the item description information of each virtual item in the virtual backpack of the target virtual character; for each virtual item, determining the applicable body part of the virtual item based on the item description information; for example, if the virtual item is a "helmet" and the item description information of the helmet is "reduces the damage to the virtual character's head by 40%", then the applicable body part of the virtual item (helmet) can be determined to be the "head". When the target body part is determined to be the head, the helmet is determined to be a virtual item that can be worn on the target body part.
[0148] Alternatively, virtual items in the virtual backpack that can be worn on the target wearing part and whose wearing priority is greater than a preset priority threshold can be identified as candidate virtual items;
[0149] In this step, in order to reduce the number of candidate virtual items, after further identifying the virtual items in the virtual backpack that can be worn on the target wearing part, the virtual items that can be worn on the target wearing part can be further filtered according to the wearing priority of the virtual items, and the virtual items that can be worn on the target wearing part with a wearing priority greater than a preset priority threshold are identified as candidate virtual items.
[0150] In one implementation, the wearing priority of virtual items in the virtual backpack is determined by: determining the wearing priority of virtual items in the virtual backpack based on any one or more of the following reference parameters: the degree of association with the target virtual character performing a game task, the character attribute information of the target virtual character, and the item attribute information of the virtual items.
[0151] In this step, when there are multiple virtual items that can be worn on the target body part, the wearing priority of each virtual item can be determined based on the degree of association between each virtual item and the game task being performed by the target virtual character. For example, if there are multiple virtual guns, virtual gun 1, virtual gun 2, and virtual gun 3, and it is known from the analysis of the game task being performed by the target virtual character that if the target virtual character has the highest probability of winning by using virtual gun 3, then virtual gun 3 has a higher wearing priority than virtual gun 1 and virtual gun 2 when determining the wearing priority.
[0152] The priority of each virtual item can be determined based on the character attribute information of the target virtual character. The character attribute information includes one or more of the following: character attack power, character defense power, character health, and character damage power. For example, taking character defense power as an example, if the current target virtual character's character defense power is weak, and the target virtual character urgently needs to improve its own defense power; among virtual armor 4, virtual armor 5, and virtual armor 6, virtual armor 4 can improve defense power by 40%, virtual armor 5 can improve defense power by 20%, and virtual armor 6 can improve defense power by 25%. Therefore, when determining the priority of wearing, virtual armor 4 has a higher priority than virtual armor 5 and virtual armor 6.
[0153] The wearing priority of each virtual item can also be determined based on its attribute information. The attribute information includes one or more of the following: item attack power, item defense power, and item damage power. For example, if the target virtual character's attack power is weak and there is an urgent need to increase the target virtual character's attack power, among virtual gun 1, virtual gun 2, and virtual gun 3, virtual gun 1 can increase attack power by 40%, virtual gun 2 can increase attack power by 35%, and virtual gun 3 can increase attack power by 25%. Therefore, when determining the wearing priority, virtual gun 1 has a higher wearing priority than virtual gun 2 and virtual gun 3.
[0154] The wearing priority of virtual items can also be determined based on other virtual items already worn on other wearable parts of the target virtual character's character model. For example, if virtual item A and virtual item B belong to an item set, and the character model is already wearing virtual item A, if the player wants to change to a virtual item that virtual item B can be worn on, then virtual item B has the highest wearing priority compared to other virtual items that can be worn on that target wearable part.
[0155] Alternatively, virtual items in the virtual backpack that belong to the same item set as the virtual items currently worn by the target virtual character and can be worn on the target's wearing part can be identified as candidate virtual items.
[0156] In step S103, the target virtual item determined from the candidate virtual items is worn onto the target wearing part.
[0157] In one implementation, step S103 includes: determining the candidate virtual item with the highest wearing priority as the target virtual item;
[0158] In this step, the target virtual item can be determined from the candidate virtual items based on the wearing priority of each candidate virtual item. Specifically, the wearing priority of each candidate virtual item can be determined based on information such as the degree of association of the target virtual character performing the game task, the character attribute information of the target virtual character, and the item attribute information of the virtual item. Then, the candidate virtual item with the highest wearing priority among the candidate virtual items can be determined as the target virtual item.
[0159] And / or, the candidate virtual item with the highest matching degree with the virtual item currently worn by the target virtual character is determined as the target virtual item.
[0160] In this step, the target virtual item can be determined from the candidate virtual items based on the matching degree between each candidate virtual item and the virtual items currently worn by the target virtual character. Specifically, the matching degree between each candidate virtual item and the currently worn virtual item can be determined based on the item attribute information of the currently worn virtual item and the item attribute information of the candidate virtual items. Then, the candidate virtual item with the highest matching degree with the currently worn virtual item can be determined as the target virtual item.
[0161] Furthermore, after the target virtual prop is worn on the target wearing part, the character model of the target virtual character is updated.
[0162] Here, updating the character model refers to updating the appearance parameters of the character model and / or the character attribute information of the target virtual character represented by the character model, so that after the virtual item is changed, the character model can represent the changed virtual item, the appearance structure of the virtual item worn by the character model is consistent with the appearance structure of the changed virtual item, and the character attribute information of the target virtual character is related to the item attribute information of the changed virtual item; wherein, the character attribute information includes one or more of the following: character attack power, character defense power, character health, and character damage power; the item attribute information includes one or more of the following: item attack power, item defense power, and item damage power.
[0163] During the game, players can also exchange virtual items with other players in the same team. Therefore, in some cases, the purpose of players opening the virtual backpack is to check whether there are virtual items needed by their teammates. At this time, players can also drag the item wearing control to view the virtual items in the virtual backpack that can be worn to a certain wearable part.
[0164] In one embodiment, the control method further includes: in response to a first drag operation on the functional control, displaying various virtual items stored in the virtual backpack in the graphical user interface; and while controlling the functional control to move following the touch point of the first drag operation, highlighting virtual items in the virtual backpack that can be worn on the current wearable part in response to the functional control staying on the current wearable part for a duration greater than a preset duration threshold.
[0165] In this step, in response to the first drag operation on the function control, the virtual items in the virtual backpack are displayed. The virtual items stored in the virtual backpack are displayed in the graphical user interface. When the player drags the function control to any wearable part of the target virtual character and stays on the current wearable part for a longer than a preset time threshold, the virtual items in the virtual backpack that can be worn on the current wearable part are highlighted.
[0166] Here, highlighting can refer to displaying virtual items that can be worn on the current wearable part in a highlighted form; or, it can refer to using icons to highlight virtual items that can be worn on the current wearable part.
[0167] For example, please refer to Figure 3 , Figure 3 This is a second schematic diagram of a graphical user interface provided in an embodiment of this application. Figure 3 As shown, the graphical user interface 3a displays various virtual items stored in the virtual backpack 3b. When the player drags the item wearing control 3c to the head 3e of the character model 3d, the virtual items in the virtual backpack that can be worn on the head 3e are highlighted with an icon.
[0168] This application provides a method for controlling virtual items. In response to a part-specific operation given to a target virtual character, the method determines a target wearable part from multiple wearable parts of the target virtual character; based on the target wearable part, it determines candidate virtual items from the target virtual character's virtual inventory; it then determines the target virtual item from the candidate virtual items and equips the target virtual item to the target wearable part. This allows for the rapid determination of virtual items suitable for the target wearable part of the virtual character, reducing the time players spend selecting virtual items, increasing the rate at which virtual items are equipped, and consequently accelerating the player's game progress. It also reduces the time players spend searching for virtual items, indirectly reducing the frequency of interaction between the player and the terminal device.
[0169] Please see Figure 4 , Figure 5 , Figure 4 This is one of the structural schematic diagrams of a control device for a prop provided in an embodiment of this application. Figure 5 This is a second schematic diagram of the structure of a control device for a prop provided in an embodiment of this application. Figure 4 As shown, the control device 400 includes:
[0170] Wearable part determination module 410 is used to respond to the part-pointing operation given to the target virtual character and determine the target wearable part from multiple wearable parts of the target virtual character.
[0171] The candidate item determination module 420 is used to determine candidate virtual items in the virtual backpack of the target virtual character based on the target wearing part;
[0172] The prop wearing module 430 is used to determine the target virtual prop from the candidate virtual props and wear the target virtual prop to the target wearing part.
[0173] Furthermore, the graphical user interface displays functional controls, and the part-pointing operation includes the entire dragging process of the first drag operation; when the wearable part determination module 410 responds to the part-pointing operation issued to the target virtual character and determines the target wearable part from multiple wearable parts of the target virtual character, the wearable part determination module 410 is used to:
[0174] In response to the start of a first drag operation on the functional control, the functional control is controlled to move following the touch point of the first drag operation during the dragging process of the first drag operation;
[0175] In response to the end of the first drag operation, the target wearable part is determined from the multiple wearable parts of the target virtual character based on the end position of the function control at the end of the first drag operation and the position of each wearable part of the target virtual character.
[0176] Furthermore, when the wearable part determination module 410 determines the target wearable part from multiple wearable parts of the target virtual character based on the end position of the prop wear control at the end of the drag operation and the positions of each wearable part of the target virtual character, the wearable part determination module 410 is used to:
[0177] Determine whether the end position of the function control is located at any wearable part of the target virtual character when the drag operation ends;
[0178] If so, the wearable part where the ending position is located is determined as the target wearable part.
[0179] Furthermore, such as Figure 5 As shown, the control device 400 further includes a duration determination module 440, which is used for:
[0180] During the process of controlling the functional control to move following the touch point of the first drag operation, if the duration of the functional control's stay on the current wearable part exceeds a preset duration threshold, the current wearable part is determined as the target wearable part.
[0181] Furthermore, such as Figure 5 As shown, the control device 400 further includes a content update module 450, which is used for:
[0182] During the process of controlling the functional control to move following the touch point of the first drag operation, the display content of the time prompt control is updated according to the duration of the functional control's stay on the wearable part.
[0183] Furthermore, the functional controls include prop wearing controls, which include multiple part wearing controls, each part wearing control corresponding one-to-one with a wearable part, and the part pointing operation includes a first touch operation; when the wearable part determining module 410 responds to a part pointing operation issued to the target virtual character and determines the target wearable part from the multiple wearable parts of the target virtual character, the wearable part determining module 410 is used to:
[0184] For each wearable control, in response to the first touch operation on that wearable control, the wearable part of the target virtual character associated with that wearable control is determined as the target wearable part.
[0185] Furthermore, the graphical user interface displays a character model of the target virtual character, and the part-pointing operation includes a second touch operation; when the wearable part determination module 410 determines the target wearable part from multiple wearable parts of the target virtual character in response to a part-pointing operation issued for the target virtual character, the wearable part determination module 410 is used to:
[0186] In response to a second touch operation on the character model of the target virtual character, the wearable part selected by the second touch operation is determined as the target wearable part.
[0187] Furthermore, when the wearable part determination module 410 determines the target wearable part from multiple wearable parts of the target virtual character in response to a part-pointing operation issued to the target virtual character, the wearable part determination module 410 is used to:
[0188] In response to a part-specific operation issued to a target virtual character, the target virtual character is controlled to enter the equipment changing interface, and the character model and / or function controls of the target virtual character are displayed in the equipment changing interface.
[0189] In response to a third touch operation on the functional controls and / or the character model, a target wearable part is determined from multiple wearable parts of the target virtual character.
[0190] Furthermore, when the candidate item determination module 420 determines candidate virtual items in the virtual backpack of the target virtual character based on the target wearing location, the candidate item determination module 420 is used to:
[0191] Virtual items from the virtual backpack that can be worn on the target wearing part are identified as candidate virtual items; or...
[0192] Virtual items from the virtual backpack that can be worn on the target body part and have a wearing priority greater than a preset priority threshold are identified as candidate virtual items; or...
[0193] Virtual items in the virtual backpack that belong to the same item set as the virtual items currently worn by the target virtual character and can be worn on the target's wearing parts are identified as candidate virtual items.
[0194] Furthermore, when the prop-wearing module 430 is used to determine the target virtual prop from the candidate virtual props, the prop-wearing module 430 is used to:
[0195] The candidate virtual item with the highest wearing priority is determined as the target virtual item; and / or
[0196] The candidate virtual item with the highest matching degree with the virtual items currently worn by the target virtual character is determined as the target virtual item.
[0197] Furthermore, the item-wearing module 430 is used to determine the wearing priority of virtual items in the virtual backpack in the following ways:
[0198] The wearing priority of virtual items in the virtual backpack is determined based on any one or more of the following reference parameters: the degree of association with the game task being performed by the target virtual character, the character attribute information of the target virtual character, and the item attribute information of the virtual items.
[0199] Furthermore, such as Figure 5 As shown, the control device 400 further includes an item prompting module 460, which is used for:
[0200] In response to a first drag operation on the function control, the graphical user interface displays the various virtual items that have been stored in the virtual backpack;
[0201] During the process of controlling the functional control to move following the touch point of the first drag operation, if the duration of the functional control on the current wearable part is greater than a preset duration threshold, the virtual props in the virtual backpack that can be worn on the current wearable part are highlighted.
[0202] This application provides a device for controlling virtual items. Responding to a directional operation on a target virtual character, the device determines a target wearable part from multiple wearable parts of the target virtual character; it then determines candidate virtual items from the target virtual character's virtual inventory based on the target wearable part; finally, it determines the target virtual item from the candidate virtual items and equips the target virtual item to the target wearable part. This allows for rapid identification of suitable virtual items for the target wearable part of the virtual character, reducing the time players spend selecting virtual items, increasing the rate at which virtual items are equipped, and consequently accelerating the player's game progress. It also reduces the time players spend searching for virtual items, indirectly reducing the frequency of interaction between the player and the terminal device.
[0203] Please see Figure 6 , Figure 6 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 6 As shown, the electronic device 600 includes a processor 610, a memory 620, and a bus 630.
[0204] The memory 620 stores machine-readable instructions executable by the processor 610. When the electronic device 600 is running, the processor 610 and the memory 620 communicate via the bus 630. When the machine-readable instructions are executed by the processor 610, they can perform the operations described above. Figure 1 The steps of the control method for the props in the method embodiment shown are described in detail in the method embodiment, and will not be repeated here.
[0205] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, can perform the above-described actions. Figure 1 The steps of the control method for the props in the method embodiment shown are described in detail in the method embodiment, and will not be repeated here.
[0206] 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.
[0207] 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.
[0208] 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.
[0209] 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.
[0210] 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.
[0211] 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. A method for controlling a prop, characterized in that, The control method includes: In response to a part-specific operation given to the target virtual character, the target wearable part is determined from multiple wearable parts of the target virtual character; Candidate virtual items are identified in the virtual backpack of the target virtual character based on the target wearing part; Determine the target virtual item from the candidate virtual items, and equip the target virtual item to the target wearing part; The graphical user interface displays functional controls, and the part-pointing operation includes the entire dragging process of the first drag operation; the response to the part-pointing operation issued to the target virtual character determines the target wearable part from multiple wearable parts of the target virtual character, including: In response to the start of a first drag operation on the functional control, the functional control is controlled to move following the touch point of the first drag operation during the dragging process of the first drag operation; In response to the end of the first drag operation, the target wearable part is determined from the multiple wearable parts of the target virtual character based on the end position of the function control at the end of the first drag operation and the position of each wearable part of the target virtual character. The control method further includes: In response to a first drag operation on the function control, the graphical user interface displays the various virtual items that have been stored in the virtual backpack; During the process of controlling the functional control to move following the touch point of the first drag operation, if the duration of the functional control on the current wearable part is greater than a preset duration threshold, the virtual props in the virtual backpack that can be worn on the current wearable part are highlighted.
2. The control method according to claim 1, characterized in that, The step of determining the target wearable part from multiple wearable parts of the target virtual character based on the end position of the prop wearing control at the end of the first drag operation and the positions of each wearable part of the target virtual character includes: Determine whether the end position of the function control is located at any wearable part of the target virtual character when the drag operation ends; If so, the wearable part where the ending position is located is determined as the target wearable part.
3. The control method according to claim 1, characterized in that, The control method further includes: During the process of controlling the functional control to move following the touch point of the first drag operation, if the duration of the functional control's stay on the current wearable part exceeds a preset duration threshold, the current wearable part is determined as the target wearable part.
4. The control method according to claim 1, characterized in that, The control method further includes: During the process of controlling the functional control to move following the touch point of the first drag operation, the display content of the time prompt control is updated according to the duration of the functional control's stay on the wearable part.
5. The control method according to claim 1, characterized in that, The graphical user interface displays functional controls, including a prop wearing control. The prop wearing control includes multiple body part wearing controls, each corresponding to a wearable body part. The body part pointing operation includes a first touch operation. The response to the body part pointing operation issued to the target virtual character determines the target wearing body part from the multiple wearable body parts of the target virtual character, including: For each wearable control, in response to the first touch operation on that wearable control, the wearable part of the target virtual character associated with that wearable control is determined as the target wearable part.
6. The control method according to claim 1, characterized in that, The graphical user interface displays a character model of the target virtual character, and the part-pointing operation includes a second touch operation; the response to the part-pointing operation issued to the target virtual character determines the target wearable part from multiple wearable parts of the target virtual character, including: In response to a second touch operation on the character model of the target virtual character, the wearable part selected by the second touch operation is determined as the target wearable part.
7. The control method according to claim 1, characterized in that, The response is a part-specific operation issued to the target virtual character, determining the target wearable part from multiple wearable parts of the target virtual character, including: In response to a part-specific operation issued to a target virtual character, the target virtual character is controlled to enter the equipment changing interface, and the character model and / or function controls of the target virtual character are displayed in the equipment changing interface. In response to a third touch operation on the functional controls and / or the character model, a target wearable part is determined from multiple wearable parts of the target virtual character.
8. The control method according to claim 1, characterized in that, The step of determining candidate virtual items in the virtual backpack of the target virtual character based on the target wearing part includes: Virtual items from the virtual backpack that can be worn on the target wearing part are identified as candidate virtual items; or... Virtual items from the virtual backpack that can be worn on the target body part and have a wearing priority greater than a preset priority threshold are identified as candidate virtual items; or... Virtual items in the virtual backpack that belong to the same item set as the virtual items currently worn by the target virtual character and can be worn on the target's wearing parts are identified as candidate virtual items.
9. The control method according to claim 1, characterized in that, The step of determining the target virtual item from the candidate virtual items includes: The candidate virtual item with the highest wearing priority is determined as the target virtual item; and / or The candidate virtual item with the highest matching degree with the virtual items currently worn by the target virtual character is determined as the target virtual item.
10. The control method according to claim 9, characterized in that, The wearing priority of virtual items in the virtual backpack is determined by the following methods: The wearing priority of virtual items in the virtual backpack is determined based on any one or more of the following reference parameters: the degree of association with the game task being performed by the target virtual character, the character attribute information of the target virtual character, and the item attribute information of the virtual items.
11. A control device for a prop, characterized in that, The control device includes: The wearable part determination module is used to respond to the part-pointing operation given to the target virtual character and determine the target wearable part from multiple wearable parts of the target virtual character. The candidate item determination module is used to determine candidate virtual items in the virtual backpack of the target virtual character based on the target wearing part; A prop-wearing module is used to determine a target virtual prop from the candidate virtual props and wear the target virtual prop onto the target wearing part. The graphical user interface displays functional controls, and the part-pointing operation includes the entire dragging process of the first drag operation; when the wearable part determination module responds to the part-pointing operation given to the target virtual character and determines the target wearable part from multiple wearable parts of the target virtual character, the wearable part determination module is used to: In response to the start of a first drag operation on the functional control, the functional control is controlled to move following the touch point of the first drag operation during the dragging process of the first drag operation; In response to the end of the first drag operation, the target wearable part is determined from the multiple wearable parts of the target virtual character based on the end position of the function control at the end of the first drag operation and the position of each wearable part of the target virtual character. The control device further includes an item prompting module, which is used for: In response to a first drag operation on the function control, the graphical user interface displays the various virtual items that have been stored in the virtual backpack; During the process of controlling the functional control to move following the touch point of the first drag operation, if the duration of the functional control on the current wearable part is greater than a preset duration threshold, the virtual props in the virtual backpack that can be worn on the current wearable part are highlighted.
12. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. The machine-readable instructions are executed by the processor to perform the steps of the control method for the prop as described in any one of claims 1 to 10.
13. 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 control method for the prop as described in any one of claims 1 to 10.
Citation Information
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