Weapon accessory equipping method and device in game, electronic equipment and storage medium

CN116785702BActive Publication Date: 2026-11-03NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310891244.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-07-19
Publication Date
2026-11-03
Estimated Expiration
2043-07-19

AI Technical Summary

Technical Problem

In tactical competitive games, the process of changing weapon attachments is lengthy and complicated, making it difficult to quickly change attachments in emergency situations, which affects the game experience and the flexibility to adapt to different situations.

Method used

By displaying the target weapon and its attachment controls on the graphical user interface, and pre-configuring candidate attachments, players can quickly change attachments by triggering equipment commands, avoiding the need to open the backpack.

Benefits of technology

It improves the efficiency of weapon attachment replacement, reduces the difficulty of game operation, and enhances the game's adaptability and replayability.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The application provides a weapon accessory equipping method and device in a game, electronic equipment and a storage medium. A game interface of the game is displayed on a graphical user interface provided by a terminal device, the game includes a target game character equipped with a target weapon, and the method comprises the following steps: displaying the target weapon and an accessory control of a weapon part in the target weapon on the graphical user interface; the weapon part of the target weapon is pre-configured with a candidate accessory matched with the weapon part; in response to an equipping instruction triggered by the accessory control of the weapon part, a target candidate accessory is determined from the candidate accessories of the weapon part, and the target candidate accessory is equipped at the weapon part matched with the target weapon. The application can enable a player to quickly replace the accessories of each part in the weapon, improve the replacement efficiency of the accessories in the weapon, and in the whole process, the player does not need to open a backpack, thereby reducing the operation difficulty of the game and improving the flexibility and playability of the game.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a method, device, electronic device, and storage medium for equipping weapon accessories in a game. Background Technology

[0002] In current tactical competitive games, players control characters who engage in combat by picking up and equipping firearms. Each firearm has different weapon parts, and each weapon part has various attachments that can be changed. For example, for the scope part, there are red dot scopes, 2x scopes, 4x scopes, and 6x scopes that can be used. Currently, for each weapon part, players open their inventory during combat to view available weapon attachments and manually select the attachment to equip or replace for that weapon part, depending on the specific situation.

[0003] However, the process of opening the backpack, selecting and using weapon parts is lengthy and complicated. Players generally do not have enough time to change attachments when encountering enemies. Often, the time lost due to the change of attachments can lead to being killed by the enemy, which affects the game experience. Overall, the process of changing attachments takes a long time.

[0004] In addition, currently, changing attachments in battle requires opening the backpack to select the attachment. During this process, players cannot clearly pay attention to the surrounding environment and do not have the extra energy to quickly and accurately switch to the required attachments when danger approaches. The entire attachment switching process requires accurate identification and fast operation. Because of this high threshold, most players use only one attachment throughout the entire battle, which greatly affects the appropriate use of weapon attachments in the game. Summary of the Invention

[0005] In view of this, this application provides a method, device, electronic device and storage medium for equipping weapon accessories in a game, which enables players to quickly change accessories for different parts of the weapon, improves the efficiency of changing accessories in the weapon, and the player does not need to open the backpack during the whole process, which reduces the difficulty of the game operation and improves the flexibility of the game to adapt to different situations.

[0006] In a first aspect, embodiments of this application provide a method for equipping weapon accessories in a game, wherein the game interface is displayed through a graphical user interface provided by a terminal device, the game includes a target game character, and the target game character is equipped with a target weapon; the method includes:

[0007] The target weapon and accessory controls for the weapon parts of the target weapon are displayed on the graphical user interface; the weapon parts of the target weapon are pre-configured with candidate accessories that match the weapon parts;

[0008] In response to an equipment command triggered by an accessory control for the weapon part, a target candidate accessory is determined from the candidate accessories for the weapon part, and the target candidate accessory is equipped on the weapon part that matches the target weapon.

[0009] Secondly, embodiments of this application also provide an equipment device for weapon accessories in a game, which displays the game interface through a graphical user interface provided by a terminal device. The game includes a target game character, and the target game character is equipped with a target weapon; the device includes:

[0010] The first display module is used to display the target weapon and accessory controls for the weapon parts of the target weapon on the graphical user interface; the weapon parts of the target weapon are pre-configured with candidate accessories that match the weapon parts;

[0011] The determination module is used to determine the target candidate accessory from the candidate accessories of the weapon part in response to the equipment command triggered by the accessory control of the weapon part.

[0012] An equipment module for equipping the target candidate accessory to the weapon part that matches the target weapon.

[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 method for equipping weapon accessories in a game as described in the first aspect.

[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 method for equipping weapon accessories in a game as described in the first aspect.

[0015] The method, apparatus, electronic device, and storage medium for equipping weapon accessories in the game provided in this application embodiment include: displaying a target weapon and accessory controls for weapon parts on a graphical user interface; pre-configuring candidate accessories matching the weapon parts of the target weapon; responding to an equipment command triggered by the accessory controls for the weapon parts, determining a target candidate accessory from the candidate accessories for the weapon parts, and equipping the target candidate accessory to the weapon part matching the target weapon. In this process, the pre-configuration of weapon parts accessories in the target weapon allows players to quickly change accessories for various weapon parts, improving the efficiency of weapon accessory replacement. Furthermore, the player does not need to open their inventory during the entire process, thus not obstructing the player's game view, reducing the difficulty of game operation, and increasing the adaptability of weapon accessories in the game and the replayability of the game. Attached Figure Description

[0016] 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.

[0017] Figure 1 This application provides a flowchart illustrating a method for equipping weapon accessories in a game.

[0018] Figure 2a A schematic diagram is shown showing the target weapon displayed in a first designated area of ​​the graphical user interface and the accessory controls displayed in a second designated area;

[0019] Figure 2b An enlarged view showing the accessory controls displayed in the second designated area is shown;

[0020] Figure 2c This diagram illustrates how players can trigger the switching of a specific accessory by long-pressing the accessory control and swiping down to a designated location in the first designated area.

[0021] Figure 2d This diagram illustrates the quick switching between displaying accessories in designated areas of a first and second specified region of a graphical user interface.

[0022] Figure 2e The diagram shows the "Weapon Quick Switch" button displayed in the backpack interface and the equipment information of each part of the target weapon displayed through the display box;

[0023] Figure 2fA schematic diagram showing the display frames of various parts of the target weapon, including a selection box;

[0024] Figure 2g This shows a diagram of what happens when the selection box is selected;

[0025] Figure 2h The diagram illustrates the display of the target storage accessory and the selected but not yet candidate accessories when the selection box is selected; the target storage accessory is indicated by a grayed-out star, and turning on the grayed-out star indicates it is a candidate accessory.

[0026] Figure 2i This diagram illustrates the display of multiple candidate accessories configured for a specific part via a display panel.

[0027] Figure 2j This diagram illustrates the order in which multiple candidate accessories configured for a specific part are displayed on the display panel.

[0028] Figure 3 A flowchart illustrating another method for equipping weapon accessories in a game, as provided in an embodiment of this application, is shown.

[0029] Figure 4 A flowchart illustrating another method for equipping weapon accessories in a game, as provided in an embodiment of this application, is shown.

[0030] Figure 5 A flowchart illustrating another method for equipping weapon accessories in a game, as provided in an embodiment of this application, is shown.

[0031] Figure 6 This illustration shows a structural schematic diagram of an equipment device for weapon accessories in a game, provided in an embodiment of this application.

[0032] Figure 7 A schematic diagram of the structure of an electronic device provided in an embodiment of this application is shown. Detailed Implementation

[0033] 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. It should be understood that the accompanying drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0034] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically 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 to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0035] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0036] In current tactical competitive games, the process of opening the backpack to select and use weapon parts is lengthy and complex. Players generally don't have enough time to change attachments when encountering enemies, and often this downtime leads to being killed by the enemy, negatively impacting the game experience. The overall time spent changing attachments is long. Furthermore, players must open their backpacks to select attachments, which prevents them from clearly observing their surroundings and leaving them with little energy to quickly and accurately switch to the necessary attachments when danger arises. The entire attachment switching process requires precise identification and rapid operation, significantly affecting the situational application of weapon attachments and the game's replayability.

[0037] Based on this, the embodiments of this application provide a method, device, electronic device and storage medium for equipping weapon accessories in a game, which enables players to quickly change accessories for different weapon parts, improves the efficiency of weapon accessory replacement, and the player does not need to open the backpack during the whole process, reducing the difficulty of game operation and improving the game's flexibility and replayability.

[0038] The above method is applicable to tactical competitive games, which can run on local terminal devices or on servers. Specifically, when the above tactical competitive game runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[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 the game loading method 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 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] like Figure 1 The illustration shows a method for equipping weapon accessories in a game according to a first embodiment of this application. The game interface is displayed through a graphical user interface provided by a terminal device. The game includes a target game character equipped with a target weapon. The method includes:

[0042] S101. Display the target weapon and accessory controls for the weapon parts of the target weapon on the graphical user interface; the weapon parts of the target weapon are pre-configured with candidate accessories that match the weapon parts.

[0043] S102. In response to an equipment command triggered by an accessory control for the weapon part, determine a target candidate accessory from the candidate accessories for the weapon part, and equip the target candidate accessory to the weapon part that matches the target weapon.

[0044] The method for equipping weapon accessories in the game provided in this application embodiment allows players to quickly change the accessories of various weapon parts by pre-configuring the weapon parts in the target weapon, thereby improving the efficiency of weapon accessory replacement. Furthermore, players do not need to open their backpacks during the entire process, so it does not obstruct the player's game view, reduces the difficulty of game operation, and improves the on-the-spot application of weapon accessories and the replayability of the game.

[0045] In this embodiment of the application, the above-mentioned method for equipping weapon accessories in the game is generally applied to terminal devices, but can also be applied to servers. When the above method is applied to a server, the terminal device provides a graphical user interface and displays a game interface on the graphical user interface. Players perform human-computer interaction-triggered operations in the game interface. The terminal device generates instructions or data that match the player's triggered operations and transmits the instructions or data to the server through communication with the server. The server processes the data and returns it to the terminal device, which then responds with the data (including processed data and / or displayed data).

[0046] The following describes the exemplary steps of the embodiments of this application, taking the method of equipping weapon accessories in the game as an example applied to a terminal device.

[0047] S101. Display the target weapon and accessory controls for the weapon parts of the target weapon on the graphical user interface; the weapon parts of the target weapon are pre-configured with candidate accessories that match the weapon parts.

[0048] In this embodiment, the game includes a player-controlled target game character equipped with target weapons. These target weapons can be one or more. Here, "equipment" refers to various devices or items used in the game, including non-consumable items such as clothing, belts, jewelry, and weapons. The target game character being equipped with target weapons includes both weapons carried (but not used) by the target game character and target weapons used by the target weapons.

[0049] In one alternative embodiment, the weapon can be a firearm, and the target weapon can be a target firearm equipped by a target game character. Each target weapon has multiple weapon parts (hereinafter referred to as parts), and at least some of the parts of different target weapons are different. That is to say, different target weapons may have some parts that are the same, some parts that are different, or all parts that are different.

[0050] In this process, players pre-configure candidate attachments for the target weapon. Specifically, players first select specific parts of the target weapon and then configure candidate attachments for each specified part. It should be noted that "specific parts" here is a general term, not a specific one. Specifically, "specific parts" refers to the weapon parts that the player selects from the target weapon; this can be all weapon parts or only some of them.

[0051] Here, each designated part of the target weapon can be configured with candidate attachments. These candidate attachments are the attachments possessed by the target game character in the virtual game scene. Specifically, candidate attachments are pre-configured to match the attachment type indicated by the displayed attachment control; for example, if the attachment type of the attachment control is a scope, then the matching candidate attachment is a scope candidate attachment; if the attachment type is a grip, then the matching candidate attachment is a grip candidate attachment. Correspondingly, each designated part of the target weapon with candidate attachments corresponds to an attachment control. Players can equip the attachment to that designated part by operating the attachment control. Here, when a specific attachment is already equipped in the designated part, the player replaces that specific attachment; when the designated part is not equipped with an attachment, the player equips a candidate attachment.

[0052] In this embodiment of the application, when there are multiple target weapons, the player can configure multiple candidate accessories for target weapons at the same time, or configure candidate accessories for the currently used first target weapon; in the latter configuration method, when the player changes the first target weapon of the target game character, the candidate accessories in the new first target weapon are reconfigured.

[0053] In this embodiment of the application, when there is one target weapon, the target weapon is directly displayed in the first designated area of ​​the graphical user interface, and the accessory control of the specified part of the target weapon is displayed in the second designated area of ​​the graphical user interface; when there are multiple target weapons, the first target weapon currently used by the target game character is first determined, and then the first target weapon is displayed in a specific manner in the first designated area, and the accessory control of the specified part of the first target weapon is displayed in the second designated area.

[0054] like Figure 2a As shown, the first designated area is located in the middle of the bottom edge of the game interface, while the second designated area is located above and adjacent to (or close to) the first designated area. Here, "adjacent to" and "close to" refer to positions where the distance from the first designated area is less than a preset distance threshold.

[0055] When there is only one target weapon, it is displayed in the first designated area. When there are multiple target weapons, multiple display areas are determined within the first designated area according to the number of target weapons, and the multiple target weapons are displayed in the multiple display areas respectively. Among the multiple target weapons, the currently used first target weapon and the currently unused second target weapon are identified. The first target weapon is highlighted in the display area, and the accessory controls of a designated part of the first target weapon are displayed in the second designated area. The second designated area includes the associated area of ​​the weapon part.

[0056] like Figure 2a As shown, the first designated area 200 in the graphical user interface 100 includes two target weapons. The first designated area 200 is divided into two display areas: a first display area 200a and a second display area 200b. The first display area 200a displays the first target weapon currently used by the game character (i.e., the player's current target weapon), and the second display area 200b displays the second target weapon not currently used by the player. The first display area is larger than the second display area, and the background color of the first display area is a light color. Figure 2a The first target weapon is highlighted with a bright color (shown in white), while the background color of the second display area 200b is dark. Figure 2a (The image shows black) to highlight the second target weapon in a darker color.

[0057] In this embodiment, after setting up the quick switch for weapon parts, an accessory control (i.e., the part quick switch UI) will be displayed above the weapon used by the player-controlled target game character in the game screen. An accessory control for a specified part of the target weapon is displayed in a second designated area above the first designated area; each specified part of the target weapon corresponds to one accessory control. When there are multiple specified parts of the target weapon, there are multiple accessory controls. Accordingly, multiple accessory controls can be displayed simultaneously in the second designated area, or some accessory controls can be displayed in the second designated area through a display panel. The player can view all accessory controls in the display panel by swiping left and right. Figure 2a and 2b The image shows two designated parts, and the accessory controls for the two designated parts are displayed simultaneously in the second designated area 201, namely the first accessory control 202a for the first designated part and the second accessory control 202b for the second designated part.

[0058] S102. In response to an equipment command triggered by an accessory control for the weapon part, determine a target candidate accessory from the candidate accessories for the weapon part, and equip the target candidate accessory to the weapon part that matches the target weapon.

[0059] In this embodiment, players can trigger equipment commands in two ways to determine and equip target candidate accessories. The first method involves a specified sorting order for candidate accessories for each designated body part. Players trigger the equipment command to select the first-ranked candidate accessory from this order as the target accessory, then equip it to the matching body part. When the equipment command is triggered a second time, the second-ranked candidate accessory is selected, and so on. When the last candidate accessory is selected, the next equipment command trigger returns to selecting the first-ranked candidate accessory from the specified sorting order, thus cyclically selecting the target accessory from the specified sorting order. The second method involves triggering the equipment command to display a panel showing candidate accessories for a designated body part, selecting the target accessory from the panel, and then equipping it to the matching body part.

[0060] The actions required for players to trigger equipment commands differ between the two methods described above. The first method involves a series of actions, such as... Figure 2c In the game, players can trigger the selection of target candidate accessories by long-pressing the first accessory control 202a of the first designated part and swiping down to the designated position. Specifically, each time the player swipes down, the target candidate accessories are re-selected according to the order of the accessory controls. Figures 2a-2d As shown, attachment control 202a is a quick-switch component for the scope of the currently used target weapon. The target weapon is currently equipped with a red dot sight. By long-pressing the first attachment control 202a and swiping down to the lower edge of the first designated area 200, the player can confirm the 4x scope as a target attachment candidate and replace the red dot sight with the 4x scope in the target weapon's scope slot. Here, the attachment command is not limited to the long-press and swipe operation mentioned above; it can also be a click-and-swipe operation, or a double-click-and-swipe operation, etc.

[0061] The second method involves multiple separate operations, such as two click operations; the player clicks on the accessory control of the specified part, triggering a display panel, and then the player clicks on a candidate accessory in the display panel, which becomes the target candidate accessory.

[0062] As mentioned above, candidate accessories are pre-configured at designated locations of the target weapon. The specific configuration method is described in detail below; for example... Figure 3 As shown, the method further includes:

[0063] S301. In response to the accessory configuration of each part of the target weapon, determine the weapon part of the target weapon and configure the candidate accessories of the weapon part.

[0064] Here, we take the example of a player selecting a specific weapon part (referred to as a specific part) from the target weapon. Specifically, as follows: Figure 2e As shown, the game interface includes a backpack control 203, located in the lower left corner of the graphical user interface 100. Players can activate the backpack by operating the backpack control 203; specifically, the player can click the backpack control to trigger the activation command. The terminal device responds to the backpack activation command triggered by the player's operation of the backpack control, displaying a backpack interface in the graphical user interface 100. A new accessory configuration control 204, specifically a "Parts Quick Switch" button, is added to the backpack interface. This "Parts Quick Switch" button is used to configure candidate accessories for various parts of the target weapon within the backpack. Simultaneously, the backpack interface includes a weapon display area 205 and an accessory display area 206. The weapon display area 205 displays the target weapon and display boxes 207 for each part of the target weapon. These display boxes 207 display the accessory equipment information for the matching parts. When any part of the target weapon is equipped with a specific accessory, the corresponding display box 207 displays the icon of that specific accessory. Figure 2e The system includes two target weapons. Each part of each target weapon corresponds to a display box 207. Some display boxes 207 display specific accessory icons for specific parts equipped with them. For example, taking the target weapon M27 rifle as an example, its corresponding display box 207 corresponds to the scope part. This scope part is equipped with a red dot scope, and the red dot scope icon is displayed in the display box 207.

[0065] Specifically, the weapon display area 205 includes an equipment display area, in which display boxes 207 show each part of each target weapon, while the accessory display area 206 shows the target stored accessories that the target game character has picked up but not equipped.

[0066] In this embodiment, the display frame for each part of the target weapon is located near that part; similarly, the aforementioned "near" position refers to a position where the distance to each weapon part is less than a preset distance threshold; when multiple display frames are located on the same plane, the multiple display frames are determined according to the display of the corresponding weapon parts in the target weapon. Specifically, the arrangement order of the multiple display frames is determined according to the arrangement order of the parts in the target weapon. For example, Figure 2e In the image, the display frames for the gun handle, muzzle, magazine, and grip are located on the same plane, and the order of these display frames is the same as the order of the aforementioned parts.

[0067] Players trigger the configuration activation command by manipulating the attachment configuration controls of the aforementioned target weapon. Specifically, players can manipulate the attachment configuration controls by clicking on them; for example... Figure 2f As shown, the terminal device responds to the above configuration activation command and displays a selection box 208 in the display box 207 of each part of the target weapon. That is, after the player clicks the [Part Quick Switch] button, a [Check] option box appears in each accessory part of the equipped weapon. Then, the player triggers the first selection command by operating the selection box 208, and the terminal device responds to the above first selection command to select the specified part from the parts of the target weapon.

[0068] exist Figure 2g In the game, the player interacts with selection box 208. Clicking selection box 208 displays a checkmark ("√"), triggering the first selection command and choosing the corresponding weapon slot. The player then further configures the available attachments for that slot. In other words, by checking the boxes for weapon slots that require quick switching, the player can quickly switch attachments for that weapon slot within the combat scene without opening their inventory.

[0069] Furthermore, such as Figure 4 As shown, in the method for equipping weapon accessories in a game provided in this application embodiment, the candidate accessories for configuring the weapon part include:

[0070] S401. In response to a first selection command triggered by the selection box, the target storage accessory for the weapon part is displayed in the accessory display area of ​​the backpack interface.

[0071] S402, In response to a second selection command for a target storage accessory for the weapon part, determine candidate accessories for the weapon part and display the candidate accessories in the accessory display area.

[0072] Combining the above S401-S402, when the player triggers the first selection command and selects the specified part corresponding to the selection box, the target stored accessory for the specified part is displayed in the accessory display area of ​​the backpack interface. This target stored accessory has a first identifier. Subsequently, the player triggers a second selection command for the target stored accessory for the specified part. The terminal device responds to the second selection command, determines the candidate accessory for the specified part, and displays the candidate accessory in the accessory display area. This candidate accessory has a second identifier, and the first identifier is different from the second identifier. The difference between the first and second identifiers includes: the first and second identifiers have the same shape but different brightness and / or background color; and the first and second identifiers differ in at least one of shape, brightness, or background color. In this embodiment, the first identifier corresponds to the dark color under the first color, and the second identifier corresponds to the light color under the first color.

[0073] In this embodiment, the first identifiers on different designated parts of the target weapon can be the same or different. When the first identifiers on different designated parts of the target weapon are the same, the colors of the first identifiers are different, which is suitable for novice players. When the first identifiers on different designated parts of the target weapon are the same, the colors of the first identifiers are also the same, which is suitable for experienced players.

[0074] like Figure 2g and 2h As shown, a star icon appears in the upper left corner of the target storage attachment; this star icon is currently grayed out. Clicking the star icon for the target candidate attachment will activate it. After a specific part of the target weapon is checked, a star icon will appear in the upper left corner of the corresponding weapon attachment in the inventory. Activating the star icon will add that type of attachment to the quick-switch option; attachments that are not activated will be disabled and will not be quick-switched.

[0075] S302. In response to the completion of the configuration of accessories for each part of the target weapon, generate accessory controls for the weapon parts of the target weapon.

[0076] In this embodiment, there are two methods for determining the end of the configuration of accessories for each part of the target weapon: one is to receive a backpack closing command for the backpack control. Specifically, after the player clicks to open the backpack interface, clicking the backpack control again triggers the backpack closing command. At this time, the configuration of accessories for each part of the target weapon is completed, and the backpack interface is closed. The other is to receive a configuration closing command triggered by operating the accessory configuration control. Specifically, after the player clicks the accessory configuration control, a configuration opening command is triggered. After the player clicks the accessory configuration control again, a configuration closing command is triggered. At this time, the configuration of accessories for each part of the target weapon is completed, and the selection boxes in the display boxes of each part of the target weapon are canceled.

[0077] Additionally, when the target weapon is equipped with a target attachment, an attachment control is generated based on the attachment's icon. In this case, the attachment control's icon is the same as the target attachment's icon. When the player selects a target candidate attachment by triggering an equipment command (i.e., a change command) and equips the candidate attachment to the corresponding designated slot, the attachment control's icon is simultaneously updated to the icon of the changed target candidate attachment.

[0078] When the target weapon is not equipped with the target attachment, an attachment control is generated based on either the attachment icon of a candidate attachment or a default icon. When generating the attachment control based on the attachment icon of a candidate attachment, if the candidate attachments have a specified sorting order, the attachment control is generated based on the icon of the first candidate attachment in the sorting order; that is, the attachment control displays the icon of the first candidate attachment in the program's sorting order. After the player triggers the equip command (i.e., the change command) to identify the target candidate attachment and equips it to the corresponding designated slot, the icon of the attachment control is simultaneously updated to the icon of the changed target candidate attachment. If the candidate attachments do not have a specified sorting order, the attachment control is usually generated based on the default icon; that is, the attachment control has a default icon, and when the player triggers the equip command to identify the target candidate attachment and equips it to the corresponding designated slot, the icon of the attachment control is simultaneously updated to the icon of the equipped target candidate attachment. Here, the default icon can be an icon or text (such as the word "handle").

[0079] In addition, in this embodiment of the application, when the player controls the target game character to unequip all target weapons, the terminal device responds to the target game character unequipping the target weapons and puts the accessory configuration control of the target weapon included in the backpack interface into an inoperable state, for example, putting the above accessory configuration control into an inoperable grayed-out state.

[0080] Furthermore, in the method for equipping weapon accessories in a game provided in this application embodiment, the weapon part is pre-configured with multiple candidate accessories, and the multiple candidate accessories have a specified sorting order, which is determined according to the selection order of the candidate accessories. The selection order is the order in which the accessories are configured for equipping via a selection command.

[0081] For example, for the scope part of a firearm, the target storage attachments include red dot, 2x scope, 4x scope and 6x scope; when the player selects red dot first, red dot is the first candidate attachment; then the player selects 2x scope, 2x scope is the second candidate attachment; then the player selects 4x scope, 4x scope is the third candidate attachment, and so on, until multiple candidate attachments are selected.

[0082] like Figure 5 As shown in the embodiment of this application, the method for equipping weapon accessories in a game further includes:

[0083] S501. In response to a third selection command for a designated part of the target weapon, determine the designated part of the target weapon and display candidate accessories for the designated part of the target weapon in the weapon display area.

[0084] S502. In response to the order adjustment instruction for the candidate parts of the target specified part, determine the target sorting order of the candidate parts of the target specified part, and update the specified sorting order of the candidate parts of the target specified part based on the target sorting order.

[0085] Combining steps S501 and S502, after configuring candidate attachments for a specified part of the target weapon, the player can trigger a third selection command for that specified part by long-pressing it. At this time, the terminal device responds to the third selection command to confirm the target specified part and displays the candidate attachments for that target specified part in the weapon display area of ​​the backpack interface. Specifically, a display panel is displayed in the third specified area of ​​the weapon display area, and the candidate attachments for the target specified part are displayed through this display panel. Here, the third specified area is the area where the currently configured target weapon is located. The size of the display panel within the weapon display area is adjustable, and the player can pull down the bottom edge of the display panel to adjust its size.

[0086] The candidate parts for the target location can be arranged in different ways on the display panel, and the operation of triggering the order adjustment command will also be different depending on the arrangement. For example, when the candidate parts are arranged horizontally, the order adjustment command can be triggered by long-pressing and sliding horizontally; when the candidate parts are arranged vertically, the order adjustment command can be triggered by long-pressing and sliding downwards. In addition, the candidate parts can also be displayed in a grid display, a wheel display, or other similar ways.

[0087] Players can trigger an order adjustment command by long-pressing the first candidate accessory in the target area and dragging it to the second candidate accessory in the same area. The terminal device responds to this command, determines the target sorting order of the candidate accessories in the target area, and updates the specified sorting order of the candidate accessories in the target area based on the target sorting order. Here, the order adjustment command is not limited to the command triggered by long-pressing the first candidate accessory in the target area and dragging it to the second candidate accessory in the target area; it can also include only a long-press command or a click-and-drag command (i.e., a command triggered by clicking the first candidate accessory in the target area and dragging it to the second candidate accessory in the target area).

[0088] like Figure 2i and 2j As shown, specifically, the player long-presses on a checked area, for example... Figure 2i In the M27 rifle, the quick switch order panel for attachments is opened by pressing and holding an attachment icon and dragging it to another attachment icon. This allows you to change the quick switch order of attachments.

[0089] In this embodiment of the application, the steps of the player triggering the equipment command and determining the target candidate accessory include the following two:

[0090] First, in response to equipment commands triggered by operating the accessory control of the specified part, a target candidate accessory is determined based on the current equipment status of the specified part in the target weapon and the specified sorting order of multiple candidate accessories corresponding to the accessory control. The equipment commands include commands generated by long-pressing and sliding down the accessory control. Furthermore, the aforementioned equipment commands are not limited to commands generated by long-pressing and sliding down; they can also be commands generated by clicking and sliding down or double-clicking and sliding down.

[0091] like Figure 2a and 2b As shown, after a player sets up quick-switch functionality for weapon parts, the quick-switch UI will be displayed above the weapon being used in the game scene. For example, if quick-switch functionality is set up for scopes and muzzle attachments, players can quickly switch attachments by long-pressing and swiping down on the corresponding attachment UI. Each swipe down changes the attachment, cycling through the pre-set attachment order. Specifically, the current equipment status for a specified part includes two scenarios: currently equipped with the target attachment and not currently equipped with the target attachment. When the target attachment is equipped, a candidate target attachment will replace the currently equipped target attachment; when no target attachment is equipped, a candidate target attachment will be directly equipped.

[0092] In this embodiment, players can set specific attachments or parts that need to be quickly switched during the game, and disable attachments that do not need to be switched; players can quickly switch between multiple gun attachments by long-pressing and swiping above the gun HUD during the game.

[0093] Second, in response to an equipment command triggered by operating the accessory control of the specified part, a display panel is displayed on the first specified area of ​​the game interface, and multiple candidate accessories corresponding to the accessory control are displayed through the display panel; in response to a fourth selection command for the multiple candidate accessories in the display panel, a target candidate accessory is determined from the candidate accessories of the weapon part.

[0094] like Figure 2a and 2b As shown, after a player sets up quick-switch for weapon parts, the quick-switch UI will appear above the weapon the player is using in the game scene. Clicking on an attachment control will display multiple candidate attachments matching that control in a panel on the first designated area where the target weapon is currently used by the player. Clicking on a candidate attachment again will confirm it as the target attachment and equip it to the corresponding designated slot. If the panel cannot display all candidate attachments, only a portion can be shown; players can swipe left or right on the panel to view all candidate attachments.

[0095] By implementing the weapon attachment equipping method described above, the problem of lengthy and complex operations for players to change attachments during combat in battle royale games such as Knives Out is solved. Players only need to set up the quick-switch option for weapon attachments in advance, and can quickly switch weapon attachments during combat by dragging the attachments down. The overall process greatly reduces the energy cost for players to change attachments when encountering sudden combat situations.

[0096] Secondly, it solves the problem of players not being able to selectively and quickly switch weapon attachments in battle royale games like Knives Out. By setting star icons for weapon attachments, some attachments that don't need to be quickly switched can be disabled. For example, if you usually use a red dot or 4x scope with the M4A1, you can only star these two, allowing you to quickly switch between the two scopes during attachment switching. Players can pre-set attachment switching preferences for different weapons, greatly improving the usage rate and application of each attachment in the game.

[0097] Based on the same inventive concept, the second embodiment of this application also provides a device for equipping weapon accessories in the game, which corresponds to the method for equipping weapon accessories in the game in the first embodiment. Since the principle of the device in this embodiment is similar to the method for equipping weapon accessories in the game described above in this embodiment, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0098] Reference Figure 6 As shown in this embodiment of the application, an equipment device for weapon accessories in a game is provided. The game interface is displayed through a graphical user interface provided by a terminal device. The game includes a target game character, and the target game character is equipped with a target weapon. The device includes:

[0099] The first display module 601 is used to display the target weapon and accessory controls for the weapon parts of the target weapon on the graphical user interface; the weapon parts of the target weapon are pre-configured with candidate accessories that match the weapon parts.

[0100] The determination module 602 is used to determine the target candidate accessory from the candidate accessories of the weapon part in response to the equipment command triggered by the accessory control of the weapon part.

[0101] Equipment module 603 is used to equip the target candidate accessory to the weapon part that matches the target weapon.

[0102] In one possible implementation, the first display module 601 displays the target weapon and accessory controls for the weapon portion of the target weapon on the graphical user interface, including:

[0103] When there are multiple target weapons, determine the first target weapon currently used by the target game character; display the first target weapon in a specific manner in a first designated area of ​​the graphical user interface;

[0104] The accessory controls for the weapon parts of the first target weapon are displayed in a second designated area of ​​the graphical user interface; the second designated area includes the associated area of ​​the weapon parts.

[0105] In one possible implementation, the equipment further includes:

[0106] A configuration module is used to respond to accessory configurations for various parts of the target weapon, determine the weapon parts in the target weapon, and configure candidate accessories for the weapon parts;

[0107] The generation module is used to generate accessory controls for the weapon parts in the target weapon in response to the completion of the configuration of accessories for each part of the target weapon.

[0108] In one possible implementation, the graphical user interface also displays a backpack control; the configuration module responds to accessory configurations for various parts of the target weapon, determining the weapon parts in the target weapon, including:

[0109] In response to a backpack display command triggered by the backpack control, a backpack interface is displayed in the graphical user interface, the backpack interface including the accessory configuration control of the target weapon; and, display boxes for each weapon part of the target weapon are displayed in the weapon display area of ​​the backpack interface, the display boxes being used to display accessory equipment information matching the weapon part;

[0110] In response to a configuration enable command triggered by the accessory configuration control for the target weapon, a selection box is displayed in the display box of each weapon part of the target weapon;

[0111] In response to a first selection command triggered by the selection box, the weapon part of the target weapon is determined from the weapon parts of the target weapon.

[0112] In one possible implementation, the display frame of the weapon part in the target weapon is located at a preset distance from the weapon part; the plurality of display frames are determined according to the display of the corresponding weapon part in the target weapon.

[0113] In one possible implementation, the configuration module configures candidate accessories for the weapon part, including:

[0114] Simultaneously with responding to a first selection command triggered by the selection box, the target stored accessory for the weapon part is displayed in the accessory display area of ​​the backpack interface;

[0115] In response to a second selection command for a target storage accessory for the weapon part, candidate accessories for the weapon part are determined and displayed in the accessory display area.

[0116] In one possible implementation, the first identifier of the target storage accessory and the second identifier of the candidate accessory in the weapon part of the target weapon are different.

[0117] In one possible implementation, the generation module generates accessory controls for the weapon portion of the target weapon, including:

[0118] When the target weapon is equipped with target accessories, the accessory control is generated based on the accessory icon of the target accessory;

[0119] When the target weapon is not equipped with the target accessory, the accessory control is generated based on the accessory icon of the candidate accessory or based on the default icon.

[0120] In one possible implementation, the equipment further includes:

[0121] The configuration completion module is used to determine that the configuration of each part of the target weapon is completed when a backpack closing command is received for the backpack control, or when a configuration closing command is received triggered by operating the accessory configuration control.

[0122] In one possible implementation, the weapon component is pre-configured with a plurality of candidate accessories, the plurality of candidate accessories having a specified sorting order, the specified sorting order being determined according to the selection order of the candidate accessories.

[0123] In one possible implementation, the equipment further includes:

[0124] The second display module is used to respond to a third selection command for a specified part of the target weapon, determine the specified part of the target weapon, and display candidate accessories for the specified part of the target weapon in the weapon display area;

[0125] An update module is used to respond to an order adjustment instruction for candidate parts of the target specified part, determine the target sorting order of the candidate parts of the target specified part, and update the specified sorting order of the candidate parts of the target specified part based on the target sorting order.

[0126] In one possible implementation, the second display module displays candidate accessories for the designated part of the target in the weapon display area, including:

[0127] A display panel is displayed in the third designated area of ​​the weapon display area, and candidate accessories for the designated part of the target are displayed through the display panel;

[0128] The sequence adjustment command includes a command triggered by long-pressing the first candidate accessory at the target specified part and dragging it to the second candidate accessory at the target specified part;

[0129] The third designated area is the area where the currently configured target weapon is located, and the display panel can be resized within the weapon display area.

[0130] In one possible implementation, the determining module responds to an equipment command triggered by an accessory control for the weapon part, and determines a target candidate accessory from a pool of candidate accessories for the weapon part, including:

[0131] In response to an equipment command triggered by an accessory control for the weapon part, a target candidate accessory is determined based on the current equipment status of that weapon part in the target weapon and the specified sorting order of multiple candidate accessories corresponding to the accessory control.

[0132] In one possible implementation, the equipment command includes a command generated by long-pressing and swiping down the accessory control.

[0133] In one possible implementation, the determining module, in response to an equipment command triggered by an accessory control for the weapon part, determines a target candidate accessory from candidate accessories for the weapon part, further includes:

[0134] In response to an equipment command triggered by operating the accessory control of the weapon part, a display panel is displayed in a first designated area of ​​the game interface, and multiple candidate accessories corresponding to the accessory control are displayed through the display panel;

[0135] In response to a fourth selection command for multiple candidate accessories in the display panel, a target candidate accessory is determined from the candidate accessories for the weapon part.

[0136] In one possible implementation, the equipment further includes:

[0137] The processing module is used to respond to the target game character unequipping the target weapon and put the accessory configuration control of the target weapon included in the backpack interface into an inoperable state.

[0138] The weapon accessory equipment device provided in this application embodiment allows for the pre-configuration of weapon parts in a target weapon through the cooperation of various modules within the device. This enables players to quickly replace accessories for different weapon parts, improving the efficiency of accessory replacement. Furthermore, players do not need to open their inventory during the process, thus avoiding obstruction of their game view and reducing the difficulty of gameplay. This enhances the adaptability of weapon accessories and the replayability of the game.

[0139] like Figure 7 As shown in the embodiment of this application, an electronic device 700 includes a processor 701, a memory 702, and a bus. The memory 702 stores machine-readable instructions executable by the processor 701. When the electronic device 700 is running, the processor 701 communicates with the memory 702 via the bus. When the processor 701 executes the machine-readable instructions, a game interface is displayed through a graphical user interface provided by the electronic device. The game includes a target game character equipped with a target weapon to perform the following steps:

[0140] The target weapon and accessory controls for the weapon parts of the target weapon are displayed on the graphical user interface; the weapon parts of the target weapon are pre-configured with candidate accessories that match the weapon parts;

[0141] In response to an equipment command triggered by an accessory control for the weapon part, a target candidate accessory is determined from the candidate accessories for the weapon part, and the target candidate accessory is equipped on the weapon part that matches the target weapon.

[0142] In one feasible implementation, displaying the target weapon and accessory controls for weapon parts within the target weapon on the graphical user interface includes:

[0143] When there are multiple target weapons, determine the first target weapon currently used by the target game character; display the first target weapon in a specific manner in a first designated area of ​​the graphical user interface;

[0144] The accessory controls for the weapon parts of the first target weapon are displayed in a second designated area of ​​the graphical user interface; the second designated area includes the associated area of ​​the weapon parts.

[0145] In one possible implementation, the processor 701 further performs the following steps:

[0146] In response to the accessory configuration of each part of the target weapon, the weapon part of the target weapon is determined, and candidate accessories for the weapon part are configured;

[0147] In response to the completion of the configuration of accessories for each part of the target weapon, accessory controls for the weapon parts in the target weapon are generated.

[0148] In one feasible implementation, the graphical user interface further displays a backpack control; the response, based on the accessory configuration of each part of the target weapon, determines the weapon part in the target weapon, including:

[0149] In response to a backpack display command triggered by the backpack control, a backpack interface is displayed in the graphical user interface, the backpack interface including the accessory configuration control of the target weapon; and, display boxes for each weapon part of the target weapon are displayed in the weapon display area of ​​the backpack interface, the display boxes being used to display accessory equipment information matching the weapon part;

[0150] In response to a configuration enable command triggered by the accessory configuration control for the target weapon, a selection box is displayed in the display box of each weapon part of the target weapon;

[0151] In response to a first selection command triggered by the selection box, the weapon part of the target weapon is determined from the weapon parts of the target weapon.

[0152] In one feasible implementation, the display frame of the weapon part in the target weapon is located at a preset distance from the weapon part; the plurality of display frames are determined according to the display of the corresponding weapon part in the target weapon.

[0153] In one feasible implementation, the candidate accessories for configuring the weapon portion include:

[0154] Simultaneously with responding to a first selection command triggered by the selection box, the target stored accessory for the weapon part is displayed in the accessory display area of ​​the backpack interface;

[0155] In response to a second selection command for a target storage accessory for the weapon part, candidate accessories for the weapon part are determined and displayed in the accessory display area.

[0156] In one feasible implementation, the first identifier of the target storage accessory and the second identifier of the candidate accessory in the weapon part of the target weapon are different.

[0157] In one feasible implementation, generating the accessory control for the weapon part in the target weapon includes:

[0158] When the target weapon is equipped with target accessories, the accessory control is generated based on the accessory icon of the target accessory;

[0159] When the target weapon is not equipped with the target accessory, the accessory control is generated based on the accessory icon of the candidate accessory or based on the default icon.

[0160] In one possible implementation, the processor 701 further performs the following steps:

[0161] Upon receiving a backpack closing command for the backpack control; or upon receiving a configuration closing command triggered by operating the accessory configuration control, it is determined that the configuration of accessories for each part of the target weapon is complete.

[0162] In one feasible implementation, the weapon part is pre-configured with a plurality of candidate accessories, and the plurality of candidate accessories have a specified sorting order, which is determined according to the selection order of the candidate accessories.

[0163] In one possible implementation, the processor 701 further performs the following steps:

[0164] In response to a third selection command for a specified part of the target weapon, the specified part of the target weapon is determined, and candidate accessories for the specified part of the target weapon are displayed in the weapon display area;

[0165] In response to an order adjustment instruction for candidate parts for the specified target location, the system determines the target sorting order of the candidate parts for the specified target location and updates the specified sorting order of the candidate parts for the specified target location based on the target sorting order.

[0166] In one feasible implementation, displaying candidate accessories for the designated part of the target in the weapon display area includes:

[0167] A display panel is displayed in the third designated area of ​​the weapon display area, and candidate accessories for the designated part of the target are displayed through the display panel;

[0168] The sequence adjustment command includes a command triggered by long-pressing the first candidate accessory at the target specified part and dragging it to the second candidate accessory at the target specified part;

[0169] The third designated area is the area where the currently configured target weapon is located, and the display panel can be resized within the weapon display area.

[0170] In one feasible implementation, the step of responding to an equipment command triggered by an accessory control for the weapon part, and determining a target candidate accessory from candidate accessories for the weapon part, includes:

[0171] In response to an equipment command triggered by an accessory control for the weapon part, a target candidate accessory is determined based on the current equipment status of that weapon part in the target weapon and the specified sorting order of multiple candidate accessories corresponding to the accessory control.

[0172] In one possible implementation, the equipment command includes a command generated by long-pressing and swiping down the accessory control.

[0173] In one feasible implementation, the step of responding to an equipment command triggered by an accessory control for the weapon part and determining a target candidate accessory from candidate accessories for the weapon part further includes:

[0174] In response to an equipment command triggered by operating the accessory control of the weapon part, a display panel is displayed in a first designated area of ​​the game interface, and multiple candidate accessories corresponding to the accessory control are displayed through the display panel;

[0175] In response to a fourth selection command for multiple candidate accessories in the display panel, a target candidate accessory is determined from the candidate accessories for the weapon part.

[0176] In one possible implementation, the processor 701 further performs the following steps:

[0177] In response to the target game character unequipping the target weapon, the accessory configuration controls for the target weapon included in the backpack interface are rendered inoperable.

[0178] Specifically, the aforementioned memory 702 and processor 701 can be general-purpose memory and processor, without any specific limitations. When the processor 701 runs the computer program stored in the memory 702, it can execute the aforementioned method for equipping weapon accessories in the game.

[0179] In the above process, by pre-configuring the weapon parts in the target weapon, players can quickly change the parts of each weapon part, which improves the efficiency of weapon part replacement. In addition, players do not need to open their backpacks during the entire process, so it will not obstruct the player's game view, reduce the difficulty of the game operation, and improve the situational use of weapon parts in the game and the replayability of the game.

[0180] This application embodiment also provides a computer-readable storage medium storing a computer program. When the computer program is run by a processor, it displays the game interface of the game through a graphical user interface provided by a terminal device. The game includes a target game character equipped with a target weapon to perform the following steps:

[0181] The target weapon and accessory controls for the weapon parts of the target weapon are displayed on the graphical user interface; the weapon parts of the target weapon are pre-configured with candidate accessories that match the weapon parts;

[0182] In response to an equipment command triggered by an accessory control for the weapon part, a target candidate accessory is determined from the candidate accessories for the weapon part, and the target candidate accessory is equipped on the weapon part that matches the target weapon.

[0183] In one feasible implementation, displaying the target weapon and accessory controls for weapon parts within the target weapon on the graphical user interface includes:

[0184] When there are multiple target weapons, determine the first target weapon currently used by the target game character; display the first target weapon in a specific manner in a first designated area of ​​the graphical user interface;

[0185] The accessory controls for the weapon parts of the first target weapon are displayed in a second designated area of ​​the graphical user interface; the second designated area includes the associated area of ​​the weapon parts.

[0186] In one feasible implementation, when the computer program is run by the processor, it further performs the following steps:

[0187] In response to the accessory configuration of each part of the target weapon, the weapon part of the target weapon is determined, and candidate accessories for the weapon part are configured;

[0188] In response to the completion of the configuration of accessories for each part of the target weapon, accessory controls for the weapon parts in the target weapon are generated.

[0189] In one feasible implementation, the graphical user interface further displays a backpack control; the response, based on the accessory configuration of each part of the target weapon, determines the weapon part in the target weapon, including:

[0190] In response to a backpack display command triggered by the backpack control, a backpack interface is displayed in the graphical user interface, the backpack interface including the accessory configuration control of the target weapon; and, display boxes for each weapon part of the target weapon are displayed in the weapon display area of ​​the backpack interface, the display boxes being used to display accessory equipment information matching the weapon part;

[0191] In response to a configuration enable command triggered by the accessory configuration control for the target weapon, a selection box is displayed in the display box of each weapon part of the target weapon;

[0192] In response to a first selection command triggered by the selection box, the weapon part of the target weapon is determined from the weapon parts of the target weapon.

[0193] In one feasible implementation, the display frame of the weapon part in the target weapon is located at a preset distance from the weapon part; the plurality of display frames are determined according to the display of the corresponding weapon part in the target weapon.

[0194] In one feasible implementation, the candidate accessories for configuring the weapon portion include:

[0195] Simultaneously with responding to a first selection command triggered by the selection box, the target stored accessory for the weapon part is displayed in the accessory display area of ​​the backpack interface;

[0196] In response to a second selection command for a target storage accessory for the weapon part, candidate accessories for the weapon part are determined and displayed in the accessory display area.

[0197] In one feasible implementation, the first identifier of the target storage accessory and the second identifier of the candidate accessory in the weapon part of the target weapon are different.

[0198] In one feasible implementation, generating the accessory control for the weapon part in the target weapon includes:

[0199] When the target weapon is equipped with target accessories, the accessory control is generated based on the accessory icon of the target accessory;

[0200] When the target weapon is not equipped with the target accessory, the accessory control is generated based on the accessory icon of the candidate accessory or based on the default icon.

[0201] In one feasible implementation, when the computer program is run by the processor, it further performs the following steps:

[0202] Upon receiving a backpack closing command for the backpack control; or upon receiving a configuration closing command triggered by operating the accessory configuration control, it is determined that the configuration of accessories for each part of the target weapon is complete.

[0203] In one feasible implementation, the weapon part is pre-configured with a plurality of candidate accessories, and the plurality of candidate accessories have a specified sorting order, which is determined according to the selection order of the candidate accessories.

[0204] In one feasible implementation, when the computer program is run by the processor, it further performs the following steps:

[0205] In response to a third selection command for a specified part of the target weapon, the specified part of the target weapon is determined, and candidate accessories for the specified part of the target weapon are displayed in the weapon display area;

[0206] In response to an order adjustment instruction for candidate parts for the specified target location, the system determines the target sorting order of the candidate parts for the specified target location and updates the specified sorting order of the candidate parts for the specified target location based on the target sorting order.

[0207] In one feasible implementation, displaying candidate accessories for the designated part of the target in the weapon display area includes:

[0208] A display panel is displayed in the third designated area of ​​the weapon display area, and candidate accessories for the designated part of the target are displayed through the display panel;

[0209] The sequence adjustment command includes a command triggered by long-pressing the first candidate accessory at the target specified part and dragging it to the second candidate accessory at the target specified part;

[0210] The third designated area is the area where the currently configured target weapon is located, and the display panel can be resized within the weapon display area.

[0211] In one feasible implementation, the step of responding to an equipment command triggered by an accessory control for the weapon part, and determining a target candidate accessory from candidate accessories for the weapon part, includes:

[0212] In response to an equipment command triggered by an accessory control for the weapon part, a target candidate accessory is determined based on the current equipment status of that weapon part in the target weapon and the specified sorting order of multiple candidate accessories corresponding to the accessory control.

[0213] In one possible implementation, the equipment command includes a command generated by long-pressing and swiping down the accessory control.

[0214] In one feasible implementation, the step of responding to an equipment command triggered by an accessory control for the weapon part and determining a target candidate accessory from candidate accessories for the weapon part further includes:

[0215] In response to an equipment command triggered by operating the accessory control of the weapon part, a display panel is displayed in a first designated area of ​​the game interface, and multiple candidate accessories corresponding to the accessory control are displayed through the display panel;

[0216] In response to a fourth selection command for multiple candidate accessories in the display panel, a target candidate accessory is determined from the candidate accessories for the weapon part.

[0217] In one feasible implementation, when the computer program is run by the processor, it further performs the following steps:

[0218] In response to the target game character unequipping the target weapon, the accessory configuration controls for the target weapon included in the backpack interface are rendered inoperable.

[0219] In the above process, by pre-configuring the weapon parts in the target weapon, players can quickly change the parts of each weapon part, which improves the efficiency of weapon part replacement. In addition, players do not need to open their backpacks during the entire process, so it will not obstruct the player's game view, reduce the difficulty of the game operation, and improve the situational use of weapon parts in the game and the replayability of the game.

[0220] In this embodiment, the computer program, when run by the processor, can also execute other machine-readable instructions to perform other methods as described in the embodiments. For details on the specific execution steps and principles, please refer to the description of the embodiments, which will not be repeated here.

[0221] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the method embodiments, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of modules is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple modules or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection can be through some communication interfaces; the indirect coupling or communication connection of devices or modules can be electrical, mechanical, or other forms.

[0222] The modules described as separate components may or may not be physically separate. The components shown as modules 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.

[0223] 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.

[0224] 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 flight control method 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, ROM, RAM, magnetic disks, or optical disks.

[0225] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included 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 equipping weapon attachments in a game, characterized in that, The game interface is displayed through a graphical user interface provided by a terminal device. The game includes a target game character equipped with a target weapon. The method includes: The target weapon and accessory controls for weapon parts are displayed on the graphical user interface. The weapon parts of the target weapon are pre-configured with candidate accessories matching the weapon parts. The target weapon is displayed in a first designated area of ​​the graphical user interface, and accessory controls for designated parts of the target weapon are displayed in a second designated area above the first designated area. Each designated part of the target weapon corresponds to one accessory control; when there are multiple designated parts of the target weapon, there are multiple accessory controls. At least some accessory controls are displayed in the second designated area via a display panel. When some accessory controls are displayed, the player can view all accessory controls in the display panel by swiping left or right. In response to an equipment command triggered by an accessory control for the weapon part, a target candidate accessory is determined from the candidate accessories for the weapon part, and the target candidate accessory is equipped on the weapon part that matches the target weapon.

2. The method for equipping weapon accessories in a game according to claim 1, characterized in that, The method of displaying the target weapon and accessory controls for weapon parts within the target weapon on the graphical user interface includes: When there are multiple target weapons, determine the first target weapon currently used by the target game character; display the first target weapon in a specific manner in a first designated area of ​​the graphical user interface; The accessory controls for the weapon parts of the first target weapon are displayed in a second designated area of ​​the graphical user interface; the second designated area includes the associated area of ​​the weapon parts.

3. The method for equipping weapon accessories in a game according to claim 1, characterized in that, The method further includes: In response to the accessory configuration of each part of the target weapon, the weapon part of the target weapon is determined, and candidate accessories for the weapon part are configured; In response to the completion of the configuration of accessories for each part of the target weapon, accessory controls for the weapon parts in the target weapon are generated.

4. The method for equipping weapon accessories in a game according to claim 3, characterized in that, The graphical user interface also displays a backpack control; the response, based on the accessory configuration of each part of the target weapon, determines the weapon part of the target weapon, including: In response to a backpack display command triggered by the backpack control, a backpack interface is displayed in the graphical user interface, the backpack interface including the accessory configuration control of the target weapon; and, display boxes for each weapon part of the target weapon are displayed in the weapon display area of ​​the backpack interface, the display boxes being used to display accessory equipment information matching the weapon part; In response to a configuration enable command triggered by the accessory configuration control for the target weapon, a selection box is displayed in the display box of each weapon part of the target weapon; In response to a first selection command triggered by the selection box, the weapon part of the target weapon is determined from the weapon parts of the target weapon.

5. The method for equipping weapon accessories in a game according to claim 4, characterized in that, The distance between the display frame of the weapon part in the target weapon and the matching weapon part is less than a preset distance threshold; the multiple display frames are determined according to the display of the corresponding weapon parts in the target weapon.

6. The method for equipping weapon accessories in a game according to claim 4, characterized in that, The candidate accessories for configuring the weapon part include: Simultaneously with responding to a first selection command triggered by the selection box, the target stored accessory for the weapon part is displayed in the accessory display area of ​​the backpack interface; In response to a second selection command for a target storage accessory for the weapon part, candidate accessories for the weapon part are determined and displayed in the accessory display area.

7. The method for equipping weapon accessories in a game according to claim 6, characterized in that, The first identifier of the target storage accessory and the second identifier of the candidate accessory in the weapon part of the target weapon are different.

8. The method for equipping weapon accessories in a game according to claim 3, characterized in that, The control for generating the accessory parts of the target weapon includes: When the target weapon is equipped with target accessories, the accessory control is generated based on the accessory icon of the target accessory; When the target weapon is not equipped with the target accessory, the accessory control is generated based on the accessory icon of the candidate accessory or based on the default icon.

9. The method for equipping weapon accessories in a game according to claim 4, characterized in that, The method further includes: Upon receiving a backpack closing command for the backpack control; or upon receiving a configuration closing command triggered by operating the accessory configuration control, it is determined that the configuration of accessories for each part of the target weapon is complete.

10. The method for equipping weapon accessories in a game according to claim 4, characterized in that, The weapon component is pre-configured with multiple candidate accessories, and the multiple candidate accessories have a specified sorting order, which is determined according to the selection order of the candidate accessories.

11. The method for equipping weapon accessories in a game according to claim 10, characterized in that, The method further includes: In response to a third selection command for a specified part of the target weapon, the specified part of the target weapon is determined, and candidate accessories for the specified part of the target weapon are displayed in the weapon display area; In response to an order adjustment instruction for candidate parts for the specified target location, the system determines the target sorting order of the candidate parts for the specified target location and updates the specified sorting order of the candidate parts for the specified target location based on the target sorting order.

12. The method for equipping weapon accessories in a game according to claim 11, characterized in that, The provision of candidate accessories for displaying the designated part of the target in the weapon display area includes: A display panel is displayed in the third designated area of ​​the weapon display area, and candidate accessories for the designated part of the target are displayed through the display panel; The sequence adjustment command includes a command triggered by long-pressing the first candidate accessory at the target specified part and dragging it to the second candidate accessory at the target specified part; The third designated area is the area where the currently configured target weapon is located, and the display panel can be resized within the weapon display area.

13. The method for equipping weapon accessories in a game according to claim 10, characterized in that, The response to an equipment command triggered by an accessory control of the weapon part, determining a target candidate accessory from the candidate accessories of the weapon part, includes: In response to an equipment command triggered by an accessory control for the weapon part, a target candidate accessory is determined based on the current equipment status of that weapon part in the target weapon and the specified sorting order of multiple candidate accessories corresponding to the accessory control.

14. The method for equipping weapon accessories in a game according to claim 1 or 13, characterized in that, The equipment commands include commands generated by long-pressing and swiping down the accessory control.

15. The method for equipping weapon accessories in a game according to claim 1, characterized in that, The method of responding to an equipment command triggered by an accessory control for the weapon part, and determining a target candidate accessory from the candidate accessories for the weapon part, further includes: In response to an equipment command triggered by operating the accessory control of the weapon part, a display panel is displayed in a first designated area of ​​the game interface, and multiple candidate accessories corresponding to the accessory control are displayed through the display panel; In response to a fourth selection command for multiple candidate accessories in the display panel, a target candidate accessory is determined from the candidate accessories for the weapon part.

16. The method for equipping weapon accessories in a game according to claim 4, characterized in that, The method further includes: In response to the target game character unequipping the target weapon, the accessory configuration controls for the target weapon included in the backpack interface are rendered inoperable.

17. An equipment device for weapon accessories in a game, characterized in that, The game interface is displayed through a graphical user interface provided by a terminal device. The game includes a target game character equipped with a target weapon. The device includes: A first display module is used to display the target weapon and accessory controls for weapon parts of the target weapon on the graphical user interface. The weapon parts of the target weapon are pre-configured with candidate accessories matching the weapon parts. The target weapon is displayed in a first designated area of ​​the graphical user interface, and accessory controls for designated parts of the target weapon are displayed in a second designated area above the first designated area. Each designated part of the target weapon corresponds to one accessory control; when there are multiple designated parts of the target weapon, there are multiple accessory controls. At least some accessory controls are displayed in the second designated area via a display panel. When some accessory controls are displayed, the player can view all accessory controls in the display panel by swiping left or right on the display panel. The determination module is used to determine the target candidate accessory from the candidate accessories of the weapon part in response to the equipment command triggered by the accessory control of the weapon part. An equipment module for equipping the target candidate accessory to the weapon part that matches the target weapon.

18. 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 running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform a method for equipping weapon accessories in a game as described in any one of claims 1 to 16.

19. 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 method for equipping weapon accessories in a game as described in any one of claims 1 to 16.

Citation Information

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