Virtual role control method and device, electronic equipment and readable storage medium
Patent Information
- Application Number
- CN202310962844.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-08-01
- Publication Date
- 2026-10-09
- Estimated Expiration
- 2043-08-01
AI Technical Summary
然而,上述技术需要玩家准确点击所需切换的武器,对于玩家的操作精准度要求较高
[0021]In this embodiment, the first and second weapons from the first weapon set corresponding to the virtual character can be displayed in the first and second weapon display areas of the weapon bar, respectively. In response to an attack operation against the virtual character, the virtual character can be controlled to use the first weapon in the first weapon display area to perform an attack. In response to a first trigger operation on the weapon bar, the weapons in the first and second weapon display areas can be switched, so that the second weapon is displayed in the first weapon display area and the first weapon is displayed in the second weapon display area. After switching the weapons in the first and second weapon display areas, in response to an attack operation against the virtual character, the virtual character can be controlled to use the second weapon in the first weapon display area to perform an attack. In the virtual character control method provided in this embodiment, the entire weapon bar is treated as a response area. When the player needs to switch the weapon used for attack, they can switch the weapons in the weapon bar by performing a first trigger operation on the weapon bar. The player does not need to accurately click on a specific weapon in the weapon bar, reducing the requirement for player operation precision and improving the player's operating experience.
Smart Images

Figure CN117717778B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and specifically to a method, device, electronic device, and computer-readable storage medium for controlling virtual characters. Background Technology
[0002] In some games, virtual characters can usually be equipped with several weapons. The virtual character can use one of the equipped weapons to attack, and the player can switch between the equipped weapons to change the weapon used for attack.
[0003] In this technology, players simply click on the weapon they want to use for attacking. However, this requires players to accurately select the desired weapon, demanding a high level of precision from their operators. Summary of the Invention
[0004] This disclosure provides a method, apparatus, electronic device, and computer-readable storage medium for controlling virtual characters to solve or at least partially solve the above-mentioned problems, as detailed below.
[0005] In a first aspect, embodiments of this disclosure provide a method for controlling a virtual character, the method comprising:
[0006] A weapon bar is displayed in a graphical user interface; wherein the weapon bar includes a first weapon display area and a second weapon display area;
[0007] The first weapon in the first weapon set corresponding to the virtual character is displayed in the first weapon display area, and the second weapon in the first weapon set corresponding to the virtual character is displayed in the second weapon display area;
[0008] In response to an attack operation against the virtual character, the system controls the virtual character to perform an attack action using a first weapon in the first weapon display area;
[0009] In response to a first trigger operation on the weapon bar, the weapons in the first weapon display area and the second weapon display area are switched, so that the second weapon in the first weapon set corresponding to the virtual character is displayed in the first weapon display area, and the first weapon in the first weapon set corresponding to the virtual character is displayed in the second weapon display area;
[0010] After switching between the weapons in the first weapon display area and the second weapon display area, in response to an attack operation against the virtual character, the virtual character is controlled to perform an attack action using the second weapon in the first weapon display area.
[0011] Secondly, embodiments of this disclosure also provide a control device for a virtual character, the device comprising:
[0012] A weapon display module is used to display a weapon bar in a graphical user interface; wherein the weapon bar includes a first weapon display area and a second weapon display area;
[0013] A weapon display module is used to display a first weapon from a first weapon set corresponding to the virtual character in a first weapon display area, and to display a second weapon from the first weapon set corresponding to the virtual character in a second weapon display area;
[0014] The first action control module is used to respond to attack operations against the virtual character and control the virtual character to perform attack actions using the first weapon in the first weapon display area;
[0015] The weapon switching module is used to respond to a first trigger operation on the weapon bar, and switch the weapons in the first weapon display area and the second weapon display area, so that the second weapon in the first weapon set corresponding to the virtual character is displayed in the first weapon display area, and the first weapon in the first weapon set corresponding to the virtual character is displayed in the second weapon display area;
[0016] The second action control module is used to respond to an attack operation against the virtual character after switching between the weapons in the first weapon display area and the second weapon display area, and to control the virtual character to perform an attack action using the second weapon in the first weapon display area.
[0017] Thirdly, embodiments of this disclosure also provide an electronic device, including: a processor, a memory, and computer program instructions stored in the memory and executable on the processor;
[0018] When the processor executes the computer program instructions, it implements the virtual character control method described in the first aspect above.
[0019] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing computer program instructions, which, when executed by a processor, are used to implement the virtual character control method described in the first aspect above.
[0020] Compared with the prior art, the exemplary embodiments of this disclosure have the following beneficial effects:
[0021] In this embodiment, the first and second weapons from the first weapon set corresponding to the virtual character can be displayed in the first and second weapon display areas of the weapon bar, respectively. In response to an attack operation against the virtual character, the virtual character can be controlled to use the first weapon in the first weapon display area to perform an attack. In response to a first trigger operation on the weapon bar, the weapons in the first and second weapon display areas can be switched, so that the second weapon is displayed in the first weapon display area and the first weapon is displayed in the second weapon display area. After switching the weapons in the first and second weapon display areas, in response to an attack operation against the virtual character, the virtual character can be controlled to use the second weapon in the first weapon display area to perform an attack. In the virtual character control method provided in this embodiment, the entire weapon bar is treated as a response area. When the player needs to switch the weapon used for attack, they can switch the weapons in the weapon bar by performing a first trigger operation on the weapon bar. The player does not need to accurately click on a specific weapon in the weapon bar, reducing the requirement for player operation precision and improving the player's operating experience. Attached Figure Description
[0022] Figure 1 This is a flowchart illustrating a method for controlling a virtual character according to one embodiment of this disclosure;
[0023] Figure 2 This is a schematic diagram of a graphical user interface displaying a weapon bar, provided in one embodiment of this disclosure;
[0024] Figure 3 This is a schematic diagram of a graphical user interface for switching weapons in a weapon bar, provided in one embodiment of this disclosure;
[0025] Figure 4 This is a schematic diagram of a graphical user interface that displays weapons from a second weapon set in a weapon bar, according to one embodiment of this disclosure;
[0026] Figure 5 This is a schematic diagram of a graphical user interface that displays target weapons in a second weapon set in a weapon bar, according to one embodiment of this disclosure;
[0027] Figure 6 This is a schematic diagram of a graphical user interface for removing a weapon via a weapon removal control, provided in one embodiment of this disclosure;
[0028] Figure 7 This is a schematic diagram of a graphical user interface for exiting the weapon removal state via a weapon removal state exit control provided in an embodiment of this disclosure;
[0029] Figure 8This is a schematic diagram of a graphical user interface displaying a virtual backpack interface provided in one embodiment of the present disclosure;
[0030] Figure 9 This is a schematic diagram of a graphical user interface for operating weapons in a virtual backpack, provided in one embodiment of this disclosure;
[0031] Figure 10 This is a block diagram of a virtual character control device provided in one embodiment of the present disclosure;
[0032] Figure 11 This is a schematic diagram of the logic structure of an electronic device for implementing weapon assembly in a game, provided in one embodiment of this disclosure. Detailed Implementation
[0033] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this disclosure, and not all of them. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely represents selected embodiments of this disclosure. Based on the embodiments of this disclosure, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this disclosure.
[0034] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.
[0035] It should be understood that in the embodiments of this disclosure, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, or B existing alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. "Containing A, B, and / or C" means containing any one, two, or three of A, B, and C.
[0036] It should be understood that in the embodiments of this disclosure, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.
[0037] In one embodiment of this disclosure, the virtual character control method can run on a local terminal device or a server. When the virtual character control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0038] 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's execution and the game screen presentation are separated. The storage and execution of the virtual character's control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the 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.
[0039] 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.
[0040] The local terminal device can be a desktop computer, laptop computer, game console, smartwatch, tablet computer, mobile phone, television, or other electronic device; this disclosure does not specifically limit it.
[0041] In this embodiment, players can observe the virtual scene from multiple perspectives and control virtual characters to play the game. Here, "perspective" refers to the preset shooting angle of the virtual camera in the game, through which the virtual scene can be observed. The first perspective refers to the shooting angle of the first virtual camera bound to the virtual character; the second perspective refers to the shooting angle of the second virtual camera used to capture the target scene area; and the third perspective refers to the shooting angle of the third virtual camera used for global shooting. The position of the first virtual camera can change with the position of the bound virtual character; the position of the second virtual camera can change with the position of the target scene area; and the third virtual camera does not need to change position because it captures the entire virtual scene. Here, "virtual camera" refers to a 3D model located around the virtual character in the virtual scene. When using the first perspective, the virtual camera can be located near or above the virtual character's head. When using the third perspective, the virtual camera can be located behind the virtual character.
[0042] In one alternative embodiment, a first-person perspective can be used for display, and the displayed virtual scene may only include the hands, arms, or props held by the virtual character, thereby simulating the effect of observing the virtual scene from the perspective of the virtual character.
[0043] In another embodiment, a third-person perspective can also be used for display. The third-person perspective follows the same direction as the first-person perspective, but displays a virtual character facing away from the terminal screen within the virtual scene. This allows the player to see the actions of the virtual character they control, the environment, and so on. The virtual camera's shooting direction is the same as the viewing direction when the virtual character observes the virtual scene from either a first-person or third-person perspective.
[0044] The following describes a method for controlling a virtual character provided in this disclosure. In this method, a graphical user interface can be provided through a terminal device, which can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0045] Figure 1 A flowchart illustrating a virtual character control method according to one embodiment of this disclosure is shown, such as... Figure 1 As shown, in one embodiment of this disclosure, the control method for the virtual character may include the following steps S10 to S50.
[0046] Step S10: Display the weapon bar in the graphical user interface; wherein the weapon bar includes a first weapon display area and a second weapon display area.
[0047] The weapon bar is used to display at least some of the weapons equipped by the virtual character. One weapon display area in the weapon bar can be used to display one weapon equipped by the virtual character. When the weapon bar is full, the remaining equipped weapons of the virtual character can be displayed in another control.
[0048] In this context, weapons equipped by a virtual character are considered weapons owned by the virtual character. Weapons owned by a virtual character refer to those over which the virtual character has the right to dispose of and control, such as selling, discarding, or using them for attacks. These weapons can be acquired through methods like picking them up or as game rewards. Weapons equipped by a virtual character are those carried on their person for attacking. These equipped weapons are categorized into equipped and currently used weapons, and equipped but not used weapons. Equipped and currently used weapons should be understood as those that will output an attack when the virtual character performs an attack action, not just those currently attacking. Equipped but not used weapons should be understood as backup weapons that the virtual character can use for attacks. This embodiment involves switching between equipped and currently used weapons and equipped but not used weapons. By switching between these two, equipped but not used weapons can be switched to a used state, and equipped and currently used weapons can be switched to a backup state.
[0049] It is understood that in this embodiment of the disclosure, "weapon" refers to an item that can output attacks, and is not limited to firearms, swords, etc. For example, in a game, if virtual clothing, virtual accessories, etc. can also output attacks, then these virtual items can also be regarded as weapons as described in this embodiment of the disclosure. Step S20: Display the first weapon in the first weapon set corresponding to the virtual character in the first weapon display area, and display the second weapon in the first weapon set corresponding to the virtual character in the second weapon display area.
[0050] The first weapon set corresponding to the virtual character includes the weapons equipped by the virtual character. The first weapon display area and the second weapon display area of the weapon bar can respectively display the first weapon and the second weapon in the first weapon set corresponding to the virtual character.
[0051] The first weapon display area can be used to display weapons that the virtual character has equipped and is using, while the second weapon display area can be used to display weapons that the virtual character has equipped but is not using.
[0052] For example, Figure 2 The illustration shows a graphical user interface displaying a weapon bar, as provided in an embodiment of this disclosure. Figure 2As shown, the game allows a player-controlled virtual character to equip two weapons. Therefore, the weapon slot 100 can include two weapon display areas: the first weapon display area 01 and the second weapon display area 02. Figure 2 The first weapon display area 01 can display the first weapon A, which is the pistol that the virtual character has equipped and is using. The second weapon display area 02 can display the second weapon B, which is the rifle that the virtual character has equipped but is not using. Optionally, if the virtual character is currently equipped with only one weapon, then one of the weapon display areas may not display any weapon; if the virtual character is currently not equipped with any weapon, then neither of the two weapon display areas may display any weapon.
[0053] In one alternative implementation, the display parameters of the first weapon display area and the second weapon display area may be different to distinguish between weapons that are equipped and in use in the weapon bar and weapons that are equipped but not used.
[0054] The display parameters of the first weapon display area and the second weapon display area are different, including but not limited to: the display positions of the first weapon display area and the second weapon display area are different; or, the display sizes of the first weapon display area and the second weapon display area are different; or, the display colors of the first weapon display area and the second weapon display area are different. Figure 2 The example only uses the difference in display position between the first weapon display area and the second weapon display area.
[0055] Optionally, the weapons in the first weapon display area and the second weapon display area can also be distinguished by being equipped on the virtual character. For example, the virtual character can be displayed as holding a weapon in the first weapon display area and having a weapon in the second weapon display area equipped on its back, shoulder, or waist.
[0056] Step S30: In response to an attack operation against the virtual character, control the virtual character to perform an attack action using the first weapon in the first weapon display area.
[0057] Attacks against virtual characters can be triggered via hotkeys, shortcut controls, clicking on the target, etc., and this embodiment does not limit the scope of the attack. In response to an attack on a virtual character, the virtual character can be controlled to perform an attack using a first weapon in the first weapon display area.
[0058] Attack operations against virtual characters can be controlled by the game player corresponding to the virtual character, who can then input the attack actions through input methods such as keyboard, mouse, hand, or touch screen.
[0059] For example, if a rifle is displayed in the first weapon display area of the weapon bar and a sniper rifle is displayed in the second weapon display area, the rifle is the first weapon that is equipped and in use, and the sniper rifle is the second weapon that is equipped but not used. If the virtual character performs an attack action at this time, the attack will be output through the rifle displayed in the first weapon display area.
[0060] Step S40: In response to the first trigger operation on the weapon bar, switch the weapons in the first weapon display area and the second weapon display area so that the second weapon in the first weapon set corresponding to the virtual character is displayed in the first weapon display area, and the first weapon in the first weapon set corresponding to the virtual character is displayed in the second weapon display area.
[0061] In this embodiment, the weapon bar is treated as a single response area. Responding to a first trigger operation on the weapon bar, the weapons in the first and second weapon display areas can be switched. This switches equipped but unused weapons in the weapon bar to equipped and currently used weapons, and vice versa. In other words, the first weapon, previously in use, is switched to a standby state, and the second weapon, previously in a standby state, is switched to a used state. After this switch, the first weapon display area displays the second weapon, and the second weapon display area displays the first weapon.
[0062] Optionally, the weapon bar includes a first weapon display area, a second weapon display area, and a third weapon display area. That is, the number of weapon display areas that are permanently displayed in the weapon bar within the graphical user interface can be two, three, four, or other numbers, depending on the game system or player configuration. Correspondingly, in response to a first triggered operation on the weapon bar, the weapons displayed in multiple weapon display areas can be adjusted to switch between them.
[0063] In one optional implementation, this step may specifically include:
[0064] In response to a first trigger operation targeting the first weapon display area in the weapon bar, the weapons in the first weapon display area and the second weapon display area are switched so that the second weapon in the first weapon set corresponding to the virtual character is displayed in the first weapon display area, and the first weapon in the first weapon set corresponding to the virtual character is displayed in the second weapon display area.
[0065] or,
[0066] In response to a first trigger operation targeting the second weapon display area in the weapon bar, the weapons in the first weapon display area and the second weapon display area are switched so that the second weapon in the first weapon set corresponding to the virtual character is displayed in the first weapon display area, and the first weapon in the first weapon set corresponding to the virtual character is displayed in the second weapon display area.
[0067] In other words, the first trigger action for the weapon bar can be either the first trigger action for the first weapon display area in the weapon bar, or the first trigger action for the second weapon display area in the weapon bar. By triggering any weapon display area in the weapon bar, players can switch weapons without having to accurately click on a specific weapon in the weapon bar, thus reducing the requirement for precise player operation.
[0068] The first triggering operation for the weapon bar includes, but is not limited to, clicking on the weapon bar, sliding on the weapon bar, or triggering the weapon bar using a shortcut key, etc., and this embodiment does not limit the specific actions taken in this regard.
[0069] For example, Figure 3 The illustration shows a graphical user interface for switching weapons in a weapon bar, as provided in an embodiment of this disclosure. Figure 3 As shown in (a), players can click on the first weapon display area 01 in the weapon bar to switch between the first weapon A in the first weapon display area 01 and the second weapon B in the second weapon display area 02. The switching result is as follows. Figure 3 As shown in (b), after switching, the first weapon A is displayed in the second weapon display area 02, and the second weapon B is displayed in the first weapon display area 01. Of course, players can also achieve the same result by clicking on the second weapon display area 02 in the weapon bar. Figure 3 (b) shows the switching result.
[0070] Furthermore, for example, before switching weapons, pistol A is displayed in the first weapon display area 01 and rifle B is displayed in the second weapon display area 02, and the virtual character is displayed as holding pistol A and having rifle B mounted on his back; after switching weapons, pistol A is displayed in the second weapon display area 02 and rifle B is displayed in the second weapon display area 02, and the virtual character can be displayed as holding rifle B and having pistol A mounted on his waist.
[0071] Step S50: After switching the weapon in the first weapon display area and the second weapon display area, respond to the attack operation against the virtual character and control the virtual character to use the second weapon in the first weapon display area to perform an attack action.
[0072] After switching weapons in the weapon bar, if the player performs an attack on the virtual character again, they can control the virtual character to use the second weapon in the first weapon display area to perform the attack.
[0073] For example, the attack action can be an action such as shooting with a gun or an action such as swinging, cutting, or stabbing with a knife or sword. This disclosure does not limit the specific actions.
[0074] In this embodiment, the first and second weapons from the first weapon set corresponding to the virtual character can be displayed in the first and second weapon display areas of the weapon bar, respectively. In response to an attack operation against the virtual character, the virtual character can be controlled to use the first weapon in the first weapon display area to perform an attack. In response to a first trigger operation on the weapon bar, the weapons in the first and second weapon display areas can be switched, so that the second weapon is displayed in the first weapon display area and the first weapon is displayed in the second weapon display area. After switching the weapons in the first and second weapon display areas, in response to an attack operation against the virtual character, the virtual character can be controlled to use the second weapon in the first weapon display area to perform an attack. In the virtual character control method provided in this embodiment, the entire weapon bar is treated as a response area. When the player needs to switch the weapon used for attack, they can switch the weapons in the weapon bar by performing a first trigger operation on the weapon bar. The player does not need to accurately click on a specific weapon in the weapon bar, reducing the requirement for player operation precision and improving the player's operating experience.
[0075] In one optional implementation, step S20 may specifically include the following steps:
[0076] If the number of weapons in the first weapon set corresponding to the virtual character is greater than or equal to 2, the first weapon in the first weapon set corresponding to the virtual character can be displayed in the first weapon display area, and the second weapon in the first weapon set corresponding to the virtual character can be displayed in the second weapon display area.
[0077] In this implementation, when the number of weapons equipped by the virtual character (e.g., 2) is equal to or greater than the number of weapon display areas in the weapon bar (e.g., 2), two of the equipped weapons can be displayed in the first and second weapon display areas of the weapon bar, respectively. If the virtual character has other equipped weapons besides those displayed in the weapon bar, they can be displayed in the virtual backpack or a secondary weapon bar. For example, the secondary weapon bar can be an expandable control; by expanding the secondary weapon bar, all other equipped weapons of the virtual character can be displayed.
[0078] In addition, if the number of weapons in the first weapon set corresponding to the virtual character is equal to 1, then the first weapon in the first weapon set corresponding to the virtual character can be displayed in the first weapon display area.
[0079] When a virtual character is equipped with only one weapon, that weapon can be displayed only in the first weapon display area of the weapon bar, while the second weapon display area remains empty. Alternatively, when a virtual character is equipped with only one weapon, the empty second weapon display area can be used to display other controls or icons.
[0080] When a virtual character is not equipped with a weapon, both the first and second weapon display areas in the weapon bar will be empty.
[0081] The first weapon display area is empty, meaning no weapons are displayed in the first weapon display area. This indicates that the virtual character currently has no weapons in use, or that the virtual character currently has no weapons in use. The second weapon display area is empty, meaning no weapons are displayed in the second weapon display area. This indicates that the virtual character currently has no weapons in standby mode. Empty weapon display areas will not display any weapons.
[0082] For example, when the weapon display area in the weapon bar is not full, weapons obtained by the virtual character through picking up or rewarding can automatically fill the weapon display area in the weapon bar until it is full, and then the weapons picked up or rewarded afterward will be placed into the virtual backpack.
[0083] In an optional implementation, the virtual character control method provided in this disclosure may further include the following steps S60 to S80.
[0084] Step S60: In response to the second triggered operation on the weapon bar, display the weapons in the second weapon set corresponding to the virtual character.
[0085] For example, the second trigger operation for the weapon bar may include, but is not limited to, a long press operation, a hard press operation, or a swipe operation on the weapon bar.
[0086] In response to a second triggered action on the weapon inventory, weapons from the second weapon set corresponding to the virtual character can be displayed. This second weapon set includes at least a portion of the weapons owned by the virtual character, excluding the equipped weapons; that is, at least a portion of the virtual character's unequipped weapons. Weapons in the second weapon set can serve as optional equipped weapons.
[0087] The weapons in the second weapon set can be displayed in the form of a list, scattered weapons surrounding a weapon bar, etc. Optionally, when the weapons in the second weapon set are displayed in the form of a list, the weapon list of the second weapon set can be a scrollable or expandable list.
[0088] Figure 4 This illustration shows a graphical user interface diagram of a second weapon set displayed in a weapon bar, as provided in an embodiment of this disclosure. For example, as shown... Figure 4 As shown in (a), in response to a long press operation on the weapon bar by the player (i.e., the second trigger operation on the weapon bar), the weapons in the second weapon set 03 corresponding to the virtual character can be displayed, such as... Figure 4 As shown in (b), the weapons in the second weapon set 03 include another pistol, a submachine gun, and a sniper rifle.
[0089] Optionally, if the second weapon set is empty, the second trigger operation for the weapon bar may not be responded to, thus preventing the display of weapons in the second weapon set. Alternatively, an empty second weapon set weapon list may be displayed, or a message indicating that the second weapon set is empty may be displayed; this embodiment does not specifically limit the specific implementation of such displays.
[0090] In one alternative implementation, this step may specifically include: responding to a second trigger operation on the weapon bar, if the number of weapons in the second weapon set corresponding to the virtual character is greater than 0, then displaying the weapons in the second weapon set corresponding to the virtual character.
[0091] In this implementation, when a player performs a second trigger operation on the weapon bar, the system first checks whether the number of weapons in the second weapon set corresponding to the virtual character is greater than 0, that is, whether the second weapon set corresponding to the virtual character is an empty set. If it is greater than 0, it means that the second weapon set corresponding to the virtual character is not an empty set, so the weapons in the second weapon set can be displayed; if it is not greater than 0, it means that the number of weapons in the second weapon set corresponding to the virtual character is 0, that is, it means that the second weapon set corresponding to the virtual character is an empty set. In this case, the second trigger operation can be ignored, or a prompt message indicating that the second weapon set is an empty set can be displayed.
[0092] Furthermore, in one embodiment of this disclosure, the first trigger operation on the weapon bar and the second trigger operation on the weapon bar can be distinguished by a duration threshold for determining the operation. That is, by using the duration threshold, it can be determined whether the trigger operation acting on the weapon bar is used to display weapons in the second weapon set or to switch weapons in the weapon bar, thereby avoiding misjudgment of the operation and making an incorrect response.
[0093] Of course, in practical applications, other operation parameters such as operation trajectory can also be used for differentiation, and this disclosure does not limit this.
[0094] In one embodiment of this disclosure, the duration of the second trigger operation on the weapon bar is greater than the duration threshold, and the duration of the first trigger operation on the weapon bar is less than the duration threshold.
[0095] In this implementation, the duration of the second trigger operation that displays weapons in the second weapon set can be longer, while the duration of the first trigger operation that switches weapons in the weapon bar can be shorter. This is because switching weapons in the game is usually more frequent, and achieving switching through a faster and more time-saving operation will bring a better player experience.
[0096] Through the above implementation method, a preset duration threshold is used to distinguish between the two types of trigger operations targeting the weapon bar, thus avoiding misjudgment. For example, if a pressing operation is performed in the first weapon display area 01 of the weapon bar for more than 1 second, it can be determined as a second trigger operation targeting the weapon bar, and the response to this operation is to display the weapon in the second weapon set; if a pressing operation is performed in the first weapon display area 01 of the weapon bar for less than 1 second, it can be determined as a first trigger operation targeting the weapon bar, and the response to this operation is to switch the weapon in the weapon bar.
[0097] Step S70: Identify the target weapon from the weapons in the second weapon set.
[0098] In this step, the target weapon that needs to be equipped to the virtual character can be identified from the unequipped weapons possessed by the virtual character.
[0099] In an optional implementation, this step can be specifically implemented in the following way, including: in response to a trigger operation for a target weapon in the second weapon set, determining the target weapon from the weapons in the second weapon set; wherein, the trigger operation for the target weapon in the second weapon set includes: an operation that starts in the weapon bar and ends at the target weapon in the second weapon set, or an operation that starts in the target weapon in the second weapon set and ends at the weapon bar.
[0100] In this implementation, players can perform a trigger operation on a target weapon in the second weapon set (e.g., clicking on a weapon in the list corresponding to the second weapon set to select the target weapon; or selecting the target weapon in the list corresponding to the second weapon set by the ending position of a swipe operation), thereby selecting the target weapon to be equipped to the virtual character. The trigger operation on the target weapon in the second weapon set can be an operation that starts at one of the weapon slots and ends at the other (e.g., a swipe operation, a drag operation, or a double-click operation at both the starting and ending positions). The starting and ending positions of this operation link the target weapon in the second weapon set to the weapon slot for equipment.
[0101] In this embodiment, a trigger operation can be performed on a target weapon in the second weapon set, starting from one of the weapon slots and ending with the other. In response to this trigger operation, the virtual character can equip the target weapon, achieving rapid weapon equipping. Thus, players can quickly and conveniently equip weapons without opening and operating the weapon's interface, reducing interruptions during the weapon equipping process and improving the player experience.
[0102] Step S80: Switch the target weapon from the second weapon set to the first weapon set.
[0103] In this step, the target weapon in the second weapon set is switched from the second weapon set to the first weapon set, so that the target weapon is changed from an unequipped weapon to an equipped weapon, and thus equipped to the virtual character.
[0104] In one optional implementation, this step may specifically include steps S81 to S82:
[0105] Step S81: If the first weapon set is not full, delete the target weapon from the second weapon set and add the target weapon to the first weapon set.
[0106] For the first weapon set, a maximum number of weapons that can be included in the first weapon set can be preset. When the number of weapons in the first weapon set is less than the maximum number of weapons, it is said that the first weapon set is not full. When the number of weapons in the first weapon set is equal to the maximum number of weapons, it is said that the first weapon set is full. The number of weapons in the first weapon set will not exceed the maximum number of weapons.
[0107] If the first weapon set is not full, the target weapon can be removed from the second weapon set and added to the first weapon set. In this way, the virtual character will be equipped with one more target weapon on top of the weapons already equipped.
[0108] Step S82: If the first weapon set is full, swap the target weapon in the second weapon set with the replacement weapon in the first weapon set, wherein the replacement weapon is one of the weapons in the first weapon set.
[0109] If the first weapon set is full, the target weapon cannot be directly added to it. Instead, the target weapon from the second weapon set can be swapped with one of the weapons from the first weapon set. This involves removing the target weapon from the second weapon set, removing the replacement weapon from the first weapon set, adding the target weapon to the first weapon set, and adding the replacement weapon to the second weapon set. In this way, the virtual character will replace one of their previously equipped weapons with the target weapon.
[0110] In one optional implementation, this step may specifically include steps S83 to S84:
[0111] Step S83: If the first weapon display area in the weapon bar is empty, display the target weapon in the first weapon display area.
[0112] If the first weapon display area in the weapon inventory is empty, the target weapon can be equipped to the virtual character, the target weapon can be configured as a usable weapon, and the target weapon can be displayed in the first weapon display area. In this way, the target weapon can be regarded as a weapon that the virtual character has equipped and is currently using.
[0113] Step S84: If the first weapon display area in the weapon bar is not empty, display the target weapon in the first weapon display area and switch the weapon displayed in the first weapon display area to the second weapon set.
[0114] If the first weapon display area in the weapon inventory is not free, the target weapon needs to be swapped with the weapon originally displayed in the first weapon display area. For the weapon originally displayed in the first weapon display area, it can be switched to the second weapon set, thus freeing up the first weapon display area; as for the target weapon, as in step S83, the target weapon can be equipped to the virtual character, configured as a usable weapon, and displayed in the first weapon display area. In this way, the target weapon can be seen as a weapon that the virtual character has equipped and is currently using.
[0115] In another optional implementation, this step may specifically include steps S85 to S86:
[0116] Step S85: If the second weapon display area in the weapon bar is empty, display the target weapon in the second weapon display area.
[0117] Similar to step S83 above, if the second weapon display area in the weapon bar is empty, the target weapon can be equipped to the virtual character, the target weapon can be configured as a standby weapon, and the target weapon can be displayed in the second weapon display area. In this way, the target weapon can be regarded as a weapon that has been equipped but not used by the virtual character.
[0118] Step S86: If the second weapon display area in the weapon bar is not empty, display the target weapon in the second weapon display area and switch the weapon displayed in the second weapon display area to the second weapon set.
[0119] Similar to step S84 above, if the second weapon display area in the weapon bar is not free, the target weapon needs to be swapped with the weapon originally displayed in the second weapon display area. For the weapon originally displayed in the second weapon display area, it can be switched to the second weapon collection, thus freeing up the second weapon display area; as for the target weapon, as in step S85, the target weapon can be equipped to the virtual character, configured as a spare, and displayed in the second weapon display area. In this way, the target weapon can be used as a weapon that the virtual character has equipped but not used.
[0120] In this embodiment of the disclosure, the player can select a target weapon from the second weapon set, equip it to the virtual character, and display it in the weapon slot as an equipped weapon in a used or standby state, thereby realizing the function of equipping alternative weapons to the weapon slot.
[0121] Figure 5 This illustration shows a graphical user interface diagram of a second weapon set displaying target weapons in a weapon bar, as provided in an embodiment of this disclosure. For example, as shown... Figure 5 As shown in (a), the weapon displayed in the first display area 01 of the weapon bar 100 is the first weapon A (i.e., a pistol). The player can perform a trigger operation on the target weapon C (i.e., a submachine gun) in the second weapon set 03, that is, a sliding operation from the weapon bar to the target weapon C in the second weapon set 03, and respond to this operation as follows: Figure 5 As shown in (b), the target weapon C can be displayed in the first display area 01, and the first weapon A originally displayed in the first display area 01 can be switched to the second weapon set 03.
[0122] In one embodiment of this disclosure, such as Figure 4 As shown in (b), the second weapon set 03 can be displayed adjacent to the weapon bar 100.
[0123] In this implementation, the second weapon set can be displayed next to and close to the weapon bar. In this way, when the player performs a trigger operation on a target weapon in the second weapon set, the distance between the target weapon and the weapon bar can be shortened, that is, the distance between the start position and the end position of the weapon assembly operation is shortened. This makes it easier for the player to perform the assembly operation, and the time spent triggering the weapon assembly operation is shortened accordingly. This further reduces the sense of interruption during the weapon assembly process and improves the player experience.
[0124] In one embodiment of this disclosure, such as Figure 4 As shown in (b), weapon information of the weapons in the second weapon set can be displayed synchronously with the weapons in the second weapon set.
[0125] In this implementation, for each weapon in the second weapon set, corresponding weapon information, such as weapon type, weapon quality, and weapon durability, can be displayed. This allows players to quickly determine which weapon to equip from the second weapon set based on this information, avoiding the difficulty of making a selection based solely on the weapon's icon or appearance. It also further avoids the need for players to open weapon-related pages (such as the virtual backpack interface) to view weapon information when they have difficulty selecting a weapon.
[0126] In one embodiment of this disclosure, the second trigger operation for the weapon bar and the trigger operation for the target weapon in the second weapon set can be the same continuous operation.
[0127] In this implementation, the second trigger operation for the weapon bar and the trigger operation for the target weapon in the second weapon set can be performed continuously without interruption. In this way, the player can display, select and equip the alternative weapons in one operation.
[0128] For example, the second trigger operation for the weapon bar can be a long press operation on the weapon bar, and the trigger operation for the target weapon in the second weapon set can be a swipe operation that starts from the weapon bar and ends at the target weapon. Then, the player can long press the weapon bar with their finger to enter the selection mode of the weapon in the second weapon set, and then without releasing the finger, swipe from the weapon bar as the starting position to the target weapon in the second weapon set and then release the finger. In this way, the display, selection and assembly of the weapon in the second weapon set can be achieved in one operation.
[0129] For example, the second trigger operation for the weapon bar can be a left swipe operation on the weapon bar. After swiping the weapon bar to the left, the weapons in the second weapon set can be displayed on the left side of the weapon bar. The trigger operation for the target weapon in the second weapon set can include the entire swipe operation from the weapon bar to the target weapon. The player can tap and hold the weapon bar and swipe to the left to enter the selection mode of the weapons in the second weapon set. Then, without releasing the finger, the player can continue to swipe to the target weapon in the second weapon set and then release the finger. The starting position of the trigger operation for the target weapon in the second weapon set is the starting position of the entire swipe operation (that is, the starting position of the left swipe operation: the weapon bar), and the ending position of the trigger operation for the target weapon in the second weapon set is the display position of the target weapon. Thus, the display, selection, and assembly of the weapons in the second weapon set are achieved in one operation.
[0130] In one embodiment of this disclosure, a method for removing equipped weapons can also be provided, which can remove the equipped weapons from the virtual character, thereby changing the virtual character from a non-weapon-removed state (i.e., a weapon-carrying state) to a weapon-removed state (i.e., a state without weapons).
[0131] In step S60 above, the steps S61 to S63 may be included to remove the assembled weapon.
[0132] Step S61: In response to the second triggered operation on the weapon bar, display the weapons in the second weapon set corresponding to the virtual character, and display the weapon removal control.
[0133] In this step, in response to the second triggered operation on the weapon bar, in addition to displaying the weapons in the second weapon set corresponding to the virtual character, a weapon unload control can also be displayed.
[0134] In one alternative embodiment, in response to a second trigger operation on the weapon bar, weapons in the second weapon set corresponding to the virtual character can be displayed, and a weapon removal control can be displayed if the weapon bar is full.
[0135] In this embodiment, "weapon bar full" means that neither the first nor the second weapon display area in the weapon bar is empty; that is, all weapon display areas in the weapon bar are filled with weapons. When the weapon bar is full, the weapon removal control can be displayed synchronously with the weapons in the second weapon set.
[0136] Figure 6 A schematic diagram is shown of a graphical user interface for removing a weapon via a weapon removal control, according to an embodiment of this disclosure. Figure 6As shown in (a), in this embodiment, in response to a second trigger operation on the weapon bar, in addition to the weapons in the second weapon set corresponding to the virtual character, a weapon removal control 04 for removing equipped weapons, such as a fist icon, can be displayed in the graphical user interface. This weapon removal control 04 provides the player with the function of removing equipped weapons with a single click. By triggering the weapon removal control 04, the player can remove the equipped weapons from the virtual character with a single click. One possible example of the virtual character's behavior after removing equipped weapons is as follows: Figure 6 As shown in (b).
[0137] Alternatively, when a weapon is equipped in the weapon bar, in response to a second trigger operation on the weapon bar, if both the first and second weapon display areas of the weapon bar are idle, only the weapons in the second weapon set can be displayed, without displaying the weapon unloading control.
[0138] In some games, when players acquire weapons, they are first equipped to the weapon slot. Only when the weapon slot is full are newly acquired weapons added to the virtual inventory. Therefore, in such cases, if the weapon display area in the weapon slot is empty, it means there are no weapons in the virtual inventory. Since players don't have equipped weapons, they don't need to unequip them and must instead acquire weapons through pickup or other means to fill their weapon slots and virtual inventory. Displaying unnecessary unequipment controls when players don't need to unequip weapons can hinder their observation of the game environment. Therefore, for such scenarios, the weapon unequipment control can be displayed only when weapons are displayed in the weapon slot (including when displayed in empty weapon display areas of the weapon slot, and when displayed alongside weapons in a second weapon set). This eliminates the need to display unnecessary weapon unequipment controls when players don't need to unequip weapons, improving the player's gaming experience.
[0139] In another alternative example, if the weapon inventory is not full, a weapon unload control is displayed in an empty weapon display area within the weapon inventory. If the first weapon display area of the weapon inventory is empty, the weapon unload control can be displayed there; if the first weapon display area is not empty, but the second weapon display area is empty, the weapon unload control can be displayed in the second weapon display area.
[0140] In this embodiment, an incomplete weapon inventory means that at least one of the first and second weapon display areas in the weapon inventory is empty, i.e., at least a portion of the weapon display areas in the weapon inventory are not displaying any weapons. When the weapon inventory is incomplete, a weapon removal control can be displayed in the empty weapon display areas of the weapon inventory for quick activation by the player.
[0141] For example, when both the first and second weapon display areas in the weapon bar are idle, a weapon removal control can be displayed in the first weapon display area; when the player acquires a weapon 1, the weapon 1 can be displayed in the first weapon display area and the weapon removal control can be displayed in the second weapon display area; when the player acquires a weapon 2, the weapon 1 can be displayed in the first weapon display area and the weapon 2 can be displayed in the second weapon display area, and the weapon removal control can be triggered to display through a second trigger operation on the weapon bar.
[0142] If a virtual character has only one weapon, the weapon removal control can be displayed in the second weapon display area of the weapon bar, and the weapon can be displayed in the first weapon display area of the weapon bar.
[0143] Corresponding to this embodiment, in response to the first trigger operation on the weapon bar, the virtual character can be controlled to switch between a weapon-undisarmed state and a non-weapon-undisarmed state. Since the first trigger operation on the weapon bar can be used to switch between weapons in the first and second weapon display areas of the weapon bar, when a weapon is displayed in one weapon display area and a weapon undisarming control is displayed in the other, the virtual character can be controlled to switch between a weapon-undisarmed state and a non-weapon-undisarmed state through the first trigger operation on the weapon bar.
[0144] Step S62: Respond to the trigger operation for the weapon removal control and control the virtual character to enter the weapon removal state.
[0145] In this step, responding to a trigger operation on the weapon removal control can remove the weapons that the virtual character has equipped, thereby controlling the virtual character to enter the weapon removal state.
[0146] When a weapon is unloaded, the weapon in the weapon bar will not be deleted and can continue to be displayed in the original weapon display area. However, the display parameters of the weapon in the weapon bar may be different from those of the weapon in the non-unloaded state. This may include reducing the display brightness of the weapon bar or the weapons in the weapon bar when the weapon is unloaded, and / or graying out the color, etc. This disclosure is not intended to limit this. Figure 6 The example shown is that the weapon slot color is grayed out when the weapon is unequipped.
[0147] By displaying different parameters for weapons in the weapon bar when they are unequipped and when they are not, players can more easily distinguish between the different states of the weapons in the weapon bar. This also reminds players that when weapons are unequipped, they are not deleted from the weapon bar, but simply cannot be used. Players can then use the weapons in the weapon bar again by controlling their virtual character to exit the unequipped state, without having to add the weapons back to the weapon bar.
[0148] Step S63: In the weapon-disarmed state, respond to the attack operation against the virtual character and control the virtual character to perform an attack action using the default weapon.
[0149] When the weapon is unarmed, if the player attacks the virtual character, the player can respond to the attack and control the virtual character to perform an attack using the default weapon.
[0150] In an alternative embodiment, the default weapon can be a weapon different from those in the weapon inventory.
[0151] In another alternative embodiment, the default weapon can be a limb of a virtual character, such as a fist or leg. For example, if the default weapon is a virtual character's fist, the weapon removal control can specifically be a fist icon.
[0152] In one embodiment of this disclosure, a method for restoring the assembly of an assembled weapon after it has been removed can also be provided. This method can restore the weapon assembly status before removal, thereby allowing the virtual character to switch from a weapon-removed state to a non-weapon-removed state.
[0153] The assembly restoration method may include the following steps: in the weapon unloaded state, respond to a third trigger operation on the weapon bar, control the virtual character to exit the weapon unloaded state, so that the weapon currently used by the virtual character is the weapon displayed in the weapon bar.
[0154] Since the weapon is not deleted from the weapon slot while it is unarmed, a third trigger action on the weapon slot can be used to exit the unarmed state for the virtual character, and the weapon in the weapon slot will be displayed according to the weapon display parameters corresponding to the non-unarmed state. Thus, when the player attacks the virtual character again, responding to this action will allow the player to control the virtual character to perform an attack using the weapon displayed in the weapon slot.
[0155] In one alternative example, the third trigger action for the weapon bar can be the same as the first trigger action for the weapon bar.
[0156] Of course, the third trigger action for the weapon slot can also be different from the first trigger action for the weapon slot. For example, in another optional example,
[0157] When a weapon is unequipped, responding to a second trigger action on the weapon bar displays the weapons in the second weapon set corresponding to the virtual character, and also displays a weapon unequipped state exit control. Responding to a trigger action on this weapon unequipped state exit control controls the virtual character to exit the weapon unequipped state, so that the virtual character is currently using the weapon displayed in the weapon bar.
[0158] In this example, the third trigger operation for the weapon bar can include the second trigger operation for the weapon bar and the trigger operation for the weapon unloaded state exit control, so that the weapon unloaded state can be exited through the weapon unloaded state exit control, restoring the original non-weapon unloaded state.
[0159] Figure 7 This illustration shows a graphical user interface diagram of a weapon-disarmed state exit control provided in an embodiment of this disclosure. In one example, after entering the weapon-disarmed state, the player can use their fists as the default weapon to attack, but the attack power is very low and the retaliatory ability is also poor. Therefore, after entering the weapon-disarmed state, if the player performs a second trigger operation on the weapon bar, such as... Figure 7 As shown in (a), the weapon unloading control 04 will no longer be displayed, but a weapon unloading state exit control 05 will be displayed instead. By triggering this weapon unloading state exit control 05, the virtual character can be controlled to exit the weapon unloading state, allowing the virtual character to continue using the weapons displayed in the weapon bar. The result of exiting the weapon unloading state is as follows. Figure 7 As shown in (b). In this way, it is possible to quickly switch from the unarmed state back to the unarmed state, avoiding being attacked while in an unarmed state for too long.
[0160] In one embodiment of this disclosure, such as Figure 6 (a) and Figure 7 As shown in (a), the weapon removal status exit control and the weapon removal control can be displayed in the same position.
[0161] In this implementation, players can find the weapon unloading control in the same location when the weapon is not unloaded, and can find the weapon unloading exit control in the same location when the weapon is unloaded, allowing players to adapt more quickly and perform subsequent operations more efficiently.
[0162] In one embodiment of this disclosure, the game typically provides virtual backpacks for virtual characters, which can be used to store items owned by the corresponding virtual character, including weapons. As shown in the interface diagrams above, a virtual backpack control can also be displayed in the graphical user interface for expanding the virtual backpack.
[0163] In this embodiment, in response to the virtual backpack expansion operation, a virtual backpack interface corresponding to the virtual character can be displayed. The virtual backpack interface can display a first weapon set and a second weapon set. The weapons in the first and second weapon sets represent all the weapons possessed by the virtual character.
[0164] The virtual backpack expansion operation may include triggering operations on the virtual backpack control, such as clicking or sliding on the virtual backpack control, and may also include gesture operations or shortcut key operations for expanding the virtual backpack. This disclosure does not limit these operations.
[0165] Players can adjust their weapons in the virtual backpack interface. Weapon adjustments include, but are not limited to, discarding weapons, marking weapons, changing weapon skins, replacing weapons, and adjusting weapon positions.
[0166] In an optional implementation, in response to a first weapon adjustment operation on the virtual backpack interface, the positions of the first weapon and the second weapon in the first weapon set in the virtual backpack interface can be adjusted, and the positions of the first weapon and the second weapon in the first weapon set in the weapon bar can be updated synchronously.
[0167] In this implementation, the positions of any two equipped weapons can be swapped within the virtual backpack interface. Since the equipped weapons are displayed in the weapon slot, their positions can be updated synchronously. Thus, adjustments to the equipped weapon positions in the virtual backpack interface are reflected not only in the virtual backpack interface but also in the weapon slot, linking the positions of weapons in the weapon slot and the virtual backpack. This provides players with an additional way to adjust weapon positions, allowing them to do so both directly in the weapon slot and through the virtual backpack interface.
[0168] Among them, the first weapon adjustment operation for the virtual backpack interface includes, but is not limited to: a sliding operation that starts with the first weapon in the first weapon set and ends with the second weapon in the first weapon set, and a sliding operation that starts with the second weapon in the first weapon set and ends with the first weapon in the first weapon set.
[0169] In another alternative implementation, in response to a second weapon adjustment operation on the virtual backpack interface, the positions of the first weapon in the first weapon set and the third weapon in the second weapon set in the virtual backpack interface can be adjusted, and the weapons displayed in the weapon bar can be updated synchronously.
[0170] In this implementation, the positions of equipped and unequipped weapons can be swapped within the virtual backpack interface. Correspondingly, since equipped weapons are displayed in the weapon slot, the weapons displayed in the weapon slot can be updated synchronously; that is, previously unequipped weapons appear in the weapon slot, and previously equipped weapons are deleted from it. Thus, the positional adjustments made to equipped and unequipped weapons in the virtual backpack interface are reflected not only in the virtual backpack interface but also in the weapon slot, thereby linking the positions of weapons in the weapon slot and the virtual backpack. This allows players to equip weapons through the virtual backpack interface and change weapons in the weapon slot.
[0171] Among them, the second weapon adjustment operation for the virtual backpack interface includes, but is not limited to: a sliding operation that starts with the first weapon in the first weapon set and ends with the third weapon in the second weapon set, and a sliding operation that starts with the third weapon in the second weapon set and ends with the first weapon in the first weapon set.
[0172] In addition, the virtual backpack interface also allows users to operate the weapons displayed in the virtual backpack through the weapon operation interface corresponding to each weapon.
[0173] Figure 8 This illustration shows a schematic diagram of a graphical user interface displaying a virtual backpack interface provided in an embodiment of this disclosure. In this embodiment, in response to... Figure 8 (a) shows the trigger operation for the virtual backpack control 06, which is the virtual backpack expansion operation. This can display the virtual backpack interface 07 corresponding to the virtual character, such as... Figure 8 As shown in (b), the virtual backpack interface 07 includes the weapons owned by the virtual character. Figure 9 This illustration shows a graphical user interface for operating weapons in a virtual backpack, as provided in an embodiment of the present disclosure, in response to... Figure 9 (a) shows the trigger operation for a certain weapon in the virtual backpack interface 07, which can display the corresponding weapon operation interface 08, such as... Figure 9 As shown in (b), the weapon operation interface 08 of the weapon displays a weapon operation control 09, which can be used to perform the corresponding operation on the weapon in response to the trigger operation.
[0174] In this implementation, a secondary operation menu can be displayed for each weapon in the virtual backpack, allowing for various operations on the corresponding weapon, such as switching primary weapons, marking weapons, changing weapon skins, and discarding weapons. Marking a weapon allows the user to send a message to teammates to notify them that the weapon is currently in use.
[0175] This implementation method allows the operation functions of weapons in the virtual backpack to be integrated into a secondary operation menu, making it more convenient for players to use.
[0176] In one embodiment of this disclosure, the control controls included in the weapon operation interface corresponding to the weapon in the first weapon set may be different from the control controls included in the weapon operation interface corresponding to the weapon in the second weapon set.
[0177] For example, the weapon operation interface corresponding to the weapon in the second weapon set may include operation controls for switching to the main weapon (i.e., equipping it in the weapon slot), while the weapon operation interface corresponding to the weapon in the first weapon set may not include operation controls for switching to the main weapon, but instead have an additional operation control for removing the corresponding weapon (i.e., putting it back into the virtual backpack).
[0178] Corresponding to the virtual character control method provided in the embodiments of this disclosure, the embodiments of this disclosure also provide a virtual character control device 700. For example... Figure 10 As shown, the device includes:
[0179] The weapon display module 701 is used to display the weapon bar in a graphical user interface; wherein the weapon bar includes a first weapon display area and a second weapon display area;
[0180] The weapon display module 702 is used to display the first weapon in the first weapon set corresponding to the virtual character in the first weapon display area, and to display the second weapon in the first weapon set corresponding to the virtual character in the second weapon display area;
[0181] The first action control module 703 is used to respond to an attack operation against the virtual character and control the virtual character to perform an attack action using the first weapon in the first weapon display area;
[0182] The weapon switching module 704 is used to respond to a first trigger operation on the weapon bar and switch the weapons in the first weapon display area and the second weapon display area, so that the second weapon in the first weapon set corresponding to the virtual character is displayed in the first weapon display area, and the first weapon in the first weapon set corresponding to the virtual character is displayed in the second weapon display area.
[0183] The second action control module 705 is used to respond to an attack operation against the virtual character after switching between the weapons in the first weapon display area and the second weapon display area, and to control the virtual character to perform an attack action using the second weapon in the first weapon display area.
[0184] Optionally, the weapon switching module includes:
[0185] The first weapon switching unit is configured to respond to a first trigger operation on the first weapon display area in the weapon bar, and switch the weapons in the first weapon display area and the second weapon display area, so that the second weapon in the first weapon set corresponding to the virtual character is displayed in the first weapon display area, and the first weapon in the first weapon set corresponding to the virtual character is displayed in the second weapon display area;
[0186] or,
[0187] The second weapon switching unit is used to respond to a first trigger operation on the second weapon display area in the weapon bar, and to switch the weapons in the first weapon display area and the second weapon display area, so that the second weapon in the first weapon set corresponding to the virtual character is displayed in the first weapon display area, and the first weapon in the first weapon set corresponding to the virtual character is displayed in the second weapon display area.
[0188] Optionally, the weapon display module includes:
[0189] The first weapon display unit is configured to display the first weapon in the first weapon set corresponding to the virtual character in the first weapon display area and the second weapon in the first weapon set corresponding to the virtual character in the second weapon display area if the number of weapons in the first weapon set corresponding to the virtual character is greater than or equal to 2.
[0190] Optionally, the weapon display module includes:
[0191] The second weapon display unit is used to display the first weapon in the first weapon set corresponding to the virtual character in the first weapon display area if the number of weapons in the first weapon set corresponding to the virtual character is equal to 1.
[0192] Optionally, the device includes:
[0193] The second weapon collection weapon display module is used to respond to a second trigger operation on the weapon bar and display the weapons in the second weapon collection corresponding to the virtual character.
[0194] A determination module is used to determine the target weapon from the weapons in the second weapon set;
[0195] The weapon set switching module is used to switch the target weapon from the second weapon set to the first weapon set.
[0196] Optionally, the weapon set switching module includes:
[0197] The first weapon set switching unit is used to delete the target weapon from the second weapon set and add the target weapon to the first weapon set if the first weapon set is not full.
[0198] The second weapon set switching unit is used to exchange the target weapon in the second weapon set and the replacement weapon in the first weapon set if the weapons in the first weapon set are full, wherein the replacement weapon is one of the weapons in the first weapon set.
[0199] Optionally, the weapon set switching module includes:
[0200] The first display unit is used to display the target weapon in the first weapon display area if the first weapon display area in the weapon bar is empty.
[0201] The second display unit is used to display the target weapon in the first weapon display area and switch the weapon displayed in the first weapon display area to the second weapon set if the first weapon display area in the weapon bar is not empty.
[0202] Optionally, the weapon set switching module includes:
[0203] The third display unit is used to display the target weapon in the second weapon display area if the second weapon display area in the weapon bar is empty;
[0204] The fourth display unit is used to display the target weapon in the second weapon display area if the second weapon display area in the weapon bar is not idle, and to switch the weapon displayed in the second weapon display area to the second weapon set.
[0205] Optionally, the second weapon collection weapon display module is specifically used for:
[0206] In response to a second triggered operation on the weapon bar, if the number of weapons in the second weapon set corresponding to the virtual character is greater than 0, then the weapons in the second weapon set corresponding to the virtual character are displayed.
[0207] Optionally, the second weapon collection weapon display module includes:
[0208] The fifth display unit is used to respond to the second trigger operation on the weapon bar, display the weapons in the second weapon set corresponding to the virtual character, and display the weapon removal control;
[0209] The weapon removal unit is used to respond to a trigger operation on the weapon removal control and control the virtual character to enter the weapon removal state;
[0210] An attack unit is configured to respond to an attack operation against the virtual character in the weapon-disarmed state, and control the virtual character to perform an attack action using a default weapon.
[0211] Optionally, the default weapon is a weapon that is different from the weapon in the weapon bar.
[0212] Optionally, the default weapon is a limb of the virtual character.
[0213] Optionally, the second weapon collection weapon display module includes:
[0214] The exit unit is used to respond to a third trigger operation on the weapon bar in the weapon unloaded state, and control the virtual character to exit the weapon unloaded state so that the weapon currently used by the virtual character is the weapon displayed in the weapon bar.
[0215] Optionally, the device includes:
[0216] The backpack expansion module is used to respond to the virtual backpack expansion operation and display the virtual backpack interface corresponding to the virtual character; wherein the virtual backpack interface displays the first weapon set and the second weapon set.
[0217] Optionally, the device includes:
[0218] The first weapon adjustment module is used to respond to a first weapon adjustment operation on the virtual backpack interface, adjust the position of the first weapon and the second weapon in the first weapon set in the virtual backpack interface, and synchronously update the position of the first weapon and the second weapon in the first weapon set in the weapon bar.
[0219] Optionally, the device includes:
[0220] The second weapon adjustment module is used to respond to a second weapon adjustment operation on the virtual backpack interface, adjust the position of the first weapon in the first weapon set and the third weapon in the second weapon set in the virtual backpack interface, and synchronously update the weapons displayed in the weapon bar.
[0221] Optionally, the determining module is specifically used for:
[0222] In response to a triggering operation targeting a target weapon in the second weapon set, the target weapon is determined from the weapons in the second weapon set;
[0223] The triggering operation for the target weapon in the second weapon set includes: an operation that starts at the weapon bar and ends at the target weapon in the second weapon set, or an operation that starts at the target weapon in the second weapon set and ends at the weapon bar.
[0224] Optionally, the display parameters of the first weapon display area and the second weapon display area are different.
[0225] The following describes an electronic device provided by an embodiment of this disclosure. Please refer to [link / reference]. Figure 11 , Figure 11 This is a schematic diagram of an electronic device provided in an embodiment of the present disclosure. The electronic device 800 may be equipped with a control device for the virtual character described in this embodiment, used to implement the functions of this embodiment. Specifically, the electronic device 800 includes: a receiver 801, a transmitter 802, a processor 803, and a memory 804 (wherein the number of processors 803 in the execution device 800 may be one or more). Figure 11 (Taking a processor as an example), the processor 803 may include an application processor 8031 and a communication processor 8032. In some embodiments of this disclosure, the receiver 801, transmitter 802, processor 803, and memory 804 may be connected via a bus or other means.
[0226] Memory 804 may include read-only memory and random access memory, and provides instructions and data to processor 803. A portion of memory 804 may also include non-volatile random access memory (NVRAM). Memory 804 stores processor and operation instructions, executable modules, or data structures, or subsets thereof, or extended sets thereof, wherein the operation instructions may include various operation instructions for implementing various operations.
[0227] The processor 803 controls the operation of the execution device. In specific applications, the various components of the execution device are coupled together through a bus system, which may include not only the data bus, but also power buses, control buses, and status signal buses. However, for clarity, all buses in the diagram are referred to as the bus system.
[0228] The methods disclosed in the above embodiments of this disclosure can be applied to or implemented by processor 803. Processor 803 can be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 803 or by instructions in software form. Processor 803 can be a general-purpose processor, a digital signal processor (DSP), a microprocessor, or a microcontroller, and may further include an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. Processor 803 can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly embodied in the execution of a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the field, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 804, and processor 803 reads the information from memory 804 and, in conjunction with its hardware, completes the steps of the above method.
[0229] Receiver 801 can be used to receive input digital or character information, and to generate signal inputs related to the settings and function control of the execution device. Transmitter 802 can be used to output digital or character information through the first interface; transmitter 802 can also be used to send instructions to the disk group through the first interface to modify the data in the disk group; transmitter 802 may also include a display device such as a display screen.
[0230] In this embodiment of the disclosure, the application processor 8031 in the processor 803 is used to execute the virtual character control method in this embodiment of the disclosure. It should be noted that the specific way in which the application processor 8031 executes each step is based on the same concept as the various method embodiments in this disclosure, and the resulting technical effects are the same as those in the various method embodiments in this disclosure. For details, please refer to the description in the method embodiments shown above in this disclosure, which will not be repeated here.
[0231] This disclosure also provides a chip for executing instructions, which is used to implement the technical solution of the virtual character control method in the above embodiments.
[0232] This disclosure also provides a computer-readable storage medium storing computer instructions that, when executed on a processor, cause the processor to perform the technical solution of the virtual character control method described in the above embodiments.
[0233] This disclosure also provides a computer program product, including a computer program, which, when executed by a processor, is used to perform the technical solution of the virtual character control method described in the above embodiments.
[0234] The aforementioned computer-readable storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk, or optical disk. The readable storage medium can be any available medium accessible to general-purpose or special-purpose servers.
[0235] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is limited only by the appended claims.
[0236] While this disclosure is presented above with reference to preferred embodiments, it is not intended to limit this disclosure. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this disclosure. Therefore, the scope of protection of this disclosure should be determined by the scope defined in the claims of this disclosure.
Claims
1. A method for controlling a virtual character, characterized in that, The method includes: A weapon bar is displayed in a graphical user interface; wherein the weapon bar includes a first weapon display area and a second weapon display area; The first weapon in the first weapon set corresponding to the virtual character is displayed in the first weapon display area, and the second weapon in the first weapon set corresponding to the virtual character is displayed in the second weapon display area; In response to an attack operation against the virtual character, the system controls the virtual character to perform an attack action using a first weapon in the first weapon display area; In response to a first trigger operation on the weapon bar, the weapons in the first weapon display area and the second weapon display area are switched, so that the second weapon in the first weapon set corresponding to the virtual character is displayed in the first weapon display area, and the first weapon in the first weapon set corresponding to the virtual character is displayed in the second weapon display area; After switching between the weapons in the first weapon display area and the second weapon display area, in response to an attack operation against the virtual character, the virtual character is controlled to use the second weapon in the first weapon display area to perform an attack action; In response to a second triggered operation on the weapon bar, the weapons in the second weapon set corresponding to the virtual character are displayed; Identify the target weapon from the weapons in the second weapon set; Switch the target weapon from the second weapon set to the first weapon set; The response, in response to the second triggered operation of the weapon bar, displays the weapons in the second weapon set corresponding to the virtual character, including: In response to a second triggered operation on the weapon bar, the weapons in the second weapon set corresponding to the virtual character are displayed, and a weapon removal control is also displayed; In response to a trigger operation on the weapon removal control, the virtual character is controlled to enter the weapon removal state; In the weapon-disarmed state, in response to an attack operation against the virtual character, the virtual character is controlled to perform an attack action using the default weapon.
2. The method according to claim 1, characterized in that, The response to the first triggered operation of the weapon bar switches the weapons in the first weapon display area and the second weapon display area, so that the second weapon in the first weapon set corresponding to the virtual character is displayed in the first weapon display area, and the first weapon in the first weapon set corresponding to the virtual character is displayed in the second weapon display area, including: In response to a first trigger operation targeting the first weapon display area in the weapon bar, the weapons in the first weapon display area and the second weapon display area are switched, such that the second weapon in the first weapon set corresponding to the virtual character is displayed in the first weapon display area, and the first weapon in the first weapon set corresponding to the virtual character is displayed in the second weapon display area; or, In response to a first trigger operation targeting the second weapon display area in the weapon bar, the weapons in the first weapon display area and the second weapon display area are switched, such that the second weapon in the first weapon set corresponding to the virtual character is displayed in the first weapon display area, and the first weapon in the first weapon set corresponding to the virtual character is displayed in the second weapon display area.
3. The method according to claim 1, characterized in that, The step of displaying the first weapon from the first weapon set corresponding to the virtual character in the first weapon display area, and displaying the second weapon from the first weapon set corresponding to the virtual character in the second weapon display area, includes: If the number of weapons in the first weapon set corresponding to the virtual character is greater than or equal to 2, the first weapon in the first weapon set corresponding to the virtual character is displayed in the first weapon display area, and the second weapon in the first weapon set corresponding to the virtual character is displayed in the second weapon display area.
4. The method according to claim 3, characterized in that, The method includes: If the number of weapons in the first weapon set corresponding to the virtual character is equal to 1, the first weapon in the first weapon set corresponding to the virtual character is displayed in the first weapon display area.
5. The method according to claim 1, characterized in that, Switching the target weapon from the second weapon set to the first weapon set includes: If the first weapon set is not full, the target weapon is removed from the second weapon set and added to the first weapon set; If the first weapon set is full, the target weapon in the second weapon set and the replacement weapon in the first weapon set are swapped, wherein the replacement weapon is one of the weapons in the first weapon set.
6. The method according to claim 1, characterized in that, Switching the target weapon from the second weapon set to the first weapon set includes: If the first weapon display area in the weapon bar is empty, the target weapon will be displayed in the first weapon display area; If the first weapon display area in the weapon bar is not empty, the target weapon is displayed in the first weapon display area, and the weapon displayed in the first weapon display area is switched to the second weapon set.
7. The method according to claim 1, characterized in that, Switching the target weapon from the second weapon set to the first weapon set includes: If the second weapon display area in the weapon bar is empty, the target weapon will be displayed in the second weapon display area; If the second weapon display area in the weapon bar is not empty, the target weapon is displayed in the second weapon display area, and the weapon displayed in the second weapon display area is switched to the second weapon set.
8. The method according to claim 1, characterized in that, The response to the second triggered operation of the weapon bar displays the weapons in the second weapon set corresponding to the virtual character, including: In response to a second triggered operation on the weapon bar, if the number of weapons in the second weapon set corresponding to the virtual character is greater than 0, then the weapons in the second weapon set corresponding to the virtual character are displayed.
9. The method according to claim 1, characterized in that, The default weapon is distinct from the weapons listed in the weapon menu.
10. The method according to claim 1, characterized in that, The default weapon is the limb of the virtual character.
11. The method according to claim 1, characterized in that, The method includes: In the weapon-unloaded state, in response to a third trigger operation on the weapon bar, the virtual character is controlled to exit the weapon-unloaded state, so that the weapon currently used by the virtual character is the weapon displayed in the weapon bar.
12. The method according to claim 1, characterized in that, The method includes: In response to the virtual backpack expansion operation, the virtual backpack interface corresponding to the virtual character is displayed; wherein, the virtual backpack interface displays the first weapon set and the second weapon set.
13. The method according to claim 12, characterized in that, The method includes: In response to a first weapon adjustment operation on the virtual backpack interface, the positions of the first weapon and the second weapon in the first weapon set in the virtual backpack interface are adjusted, and the positions of the first weapon and the second weapon in the first weapon set in the weapon bar are updated synchronously.
14. The method according to claim 12, characterized in that, The method includes: In response to a second weapon adjustment operation on the virtual backpack interface, the positions of the first weapon in the first weapon set and the third weapon in the second weapon set are adjusted in the virtual backpack interface, and the weapons displayed in the weapon bar are updated synchronously.
15. The method according to claim 1, characterized in that, The step of determining the target weapon from the weapons in the second weapon set includes: In response to a triggering operation targeting a target weapon in the second weapon set, the target weapon is determined from the weapons in the second weapon set; The triggering operation for the target weapon in the second weapon set includes: an operation that starts at the weapon bar and ends at the target weapon in the second weapon set, or an operation that starts at the target weapon in the second weapon set and ends at the weapon bar.
16. The method according to claim 1, characterized in that, The display parameters of the first weapon display area and the second weapon display area are different.
17. A control device for a virtual character, characterized in that, The device includes: A weapon display module is used to display a weapon bar in a graphical user interface; wherein the weapon bar includes a first weapon display area and a second weapon display area; A weapon display module is used to display a first weapon from a first weapon set corresponding to the virtual character in a first weapon display area, and to display a second weapon from the first weapon set corresponding to the virtual character in a second weapon display area; The first action control module is used to respond to attack operations against the virtual character and control the virtual character to perform attack actions using the first weapon in the first weapon display area; The weapon switching module is used to respond to a first trigger operation on the weapon bar, and switch the weapons in the first weapon display area and the second weapon display area, so that the second weapon in the first weapon set corresponding to the virtual character is displayed in the first weapon display area, and the first weapon in the first weapon set corresponding to the virtual character is displayed in the second weapon display area; The second action control module is used to respond to an attack operation against the virtual character after switching between the weapons in the first weapon display area and the second weapon display area, and to control the virtual character to perform an attack action using the second weapon in the first weapon display area; The second weapon collection weapon display module is used to respond to a second trigger operation on the weapon bar and display the weapons in the second weapon collection corresponding to the virtual character. A determination module is used to determine the target weapon from the weapons in the second weapon set; A weapon set switching module is used to switch the target weapon from the second weapon set to the first weapon set; The fifth display unit is used to respond to the second trigger operation on the weapon bar, display the weapons in the second weapon set corresponding to the virtual character, and display the weapon removal control; The weapon removal unit is used to respond to a trigger operation on the weapon removal control and control the virtual character to enter the weapon removal state; An attack unit is configured to respond to an attack operation against the virtual character in the weapon-disarmed state, and control the virtual character to perform an attack action using a default weapon.
18. An electronic device, characterized in that, include: Processor, memory, and computer program instructions stored in said memory and executable on the processor; When the processor executes the computer program instructions, it implements the virtual character control method 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 computer program instructions, which, when executed by a processor, are used to implement the control method for a virtual character as described in any one of claims 1 to 16.
Citation Information
Patent Citations
Game device switching method, apparatus and system and terminal equipment
CN112657182A
Virtual weapon control method, storage medium and electronic device
CN112843698A