An equipment switching method and device, electronic equipment and medium
Patent Information
- Application Number
- CN202410072046.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-01-17
- Publication Date
- 2026-09-25
- Estimated Expiration
- 2044-01-17
AI Technical Summary
现有的切换方式需要打开背包或者装备界面,找到想替换的武器,再进行替换,这种切换方式有以下缺陷:第一,需要打开新的界面才能切换新的装备,有很强的打断感;第二,操作路径很长,武器多的时候还要筛选,效率低;第三:在游戏过程中切换武器影响体验,甚至影响游戏结果(例如对战胜负结果)
[0014]本申请实施例中提供一种装备切换方法、装置、电子设备及介质,通过触发操作在游戏界面中展示候选虚拟装备,从而无需切换至其他界面即可完成装备的切换,切换武器的过程中玩家依然可以进行游戏,不打断游戏流程,弱化给玩家很强打断感,同时减少在背包或装备界面中筛选和查找想要替换的武器的时间,提高切换效率,基于游戏场景找到适合的装备并直接进行切换,无需来回查看战斗情况;减少装备切换时的操作路径和切换过程对玩家的注意力的分散,减少对战术决策和游戏操作的影响,提高玩家在游戏中的效率和流畅性,提升玩家游戏体验。
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Figure CN117899452B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the technical field of game data processing, and more specifically, to an equipment switching method, device, electronic device, and medium. Background Technology
[0002] On devices such as smartphones and tablets, there are many game applications, such as third-person shooter (TPS) games, first-person shooter (FPS) games, and multiplayer online battle arena (MOBA) games. In these games, virtual objects (such as virtual characters) usually have multiple pieces of equipment (e.g., multiple weapons), requiring frequent switching during gameplay. Current switching methods require opening the inventory or equipment interface, finding the desired weapon, and then switching. This method has the following drawbacks: First, it requires opening a new interface to switch equipment, creating a strong sense of interruption; second, the operation path is long, and when there are many weapons, filtering is required, resulting in low efficiency; third, switching weapons during gameplay affects the experience and can even influence the game outcome (e.g., the result of a match). Summary of the Invention
[0003] In view of this, the purpose of this application is to provide an equipment switching method, device, electronic device and medium that can quickly switch to new equipment on the original game interface, reduce the interruption during equipment switching, and improve equipment switching efficiency and game experience.
[0004] In a first aspect, embodiments of this application provide an equipment switching method, which provides a graphical user interface through a terminal device. The graphical user interface includes a game interface, and the game interface includes an equipment area for displaying virtual equipment owned by a virtual character. The method includes:
[0005] In response to a first triggered operation for a first virtual equipment displayed in the equipment area, equip or unequip the first virtual equipment for the virtual character.
[0006] In response to a second triggered operation on a first virtual equipment displayed in the equipment area, a display area is displayed in the game interface, the display area containing candidate virtual equipment;
[0007] In response to a selection operation for candidate virtual equipment in the display area, a second virtual equipment is determined from the candidate virtual equipment, and the first virtual equipment currently displayed in the equipment area is replaced with the second virtual equipment.
[0008] Secondly, embodiments of this application provide an equipment switching device that provides a graphical user interface via a terminal device. The graphical user interface includes a game interface, which includes an equipment area for displaying virtual equipment owned by a virtual character. The device includes:
[0009] The first response module is used to respond to a first trigger operation for the first virtual equipment displayed in the equipment area, and to equip or unequip the first virtual equipment for the virtual character.
[0010] The second response module is used to respond to a second trigger operation for the first virtual equipment displayed in the equipment area, and to display a display area in the game interface, the display area containing candidate virtual equipment.
[0011] The third response module is used to respond to the selection operation of candidate virtual equipment in the display area, determine the second virtual equipment from the candidate virtual equipment, and replace the first virtual equipment currently displayed in the equipment area with the second virtual equipment.
[0012] Thirdly, embodiments of this application provide an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, the steps of the equipment switching method are performed.
[0013] Fourthly, embodiments of this application provide a computer storage medium on which a computer program is stored, and the computer program is executed by a processor to perform the steps of the equipment switching method described above.
[0014] This application provides an equipment switching method, device, electronic device, and medium. By triggering an operation, candidate virtual equipment is displayed in the game interface, allowing for equipment switching without switching to other interfaces. Players can continue playing the game during weapon switching, minimizing the feeling of interruption and reducing the time spent searching for desired weapons in the inventory or equipment interface, thus improving switching efficiency. Suitable equipment is found based on the game scene and switched directly without needing to check the combat situation repeatedly. This reduces the distraction of the player's attention during equipment switching, minimizing the impact on tactical decisions and game operations, improving efficiency and smoothness in the game, and enhancing the overall gaming experience. Attached Figure Description
[0015] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0016] Figure 1 A flowchart of the equipment switching method according to an embodiment of this application is shown;
[0017] Figure 2 This illustration shows a schematic diagram of the state changes of the equipment area during the switching process according to an embodiment of this application;
[0018] Figure 3 A flowchart illustrating the method for displaying prompt information in the equipment area according to an embodiment of this application is shown;
[0019] Figure 4 A flowchart illustrating the method for determining a second virtual equipment from the candidate virtual equipment according to an embodiment of this application is shown.
[0020] Figure 5 This illustration shows a schematic diagram of the changes in the graphical user interface state when the prompt layer is hidden, as described in an embodiment of this application.
[0021] Figure 6 A schematic diagram of the equipment switching device described in an embodiment of this application is shown;
[0022] Figure 7 A schematic diagram of the structure of the electronic device described in an embodiment of this application is shown. Detailed Implementation
[0023] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the accompanying drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.
[0024] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.
[0025] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.
[0026] On devices such as smartphones and tablets, there are many game applications, such as third-person shooter (TPS) games, first-person shooter (FPS) games, and multiplayer online battle arena (MOBA) games. In these games, players (or users) can usually acquire various equipment, such as weapons, which they can use to move, fight, and destroy obstacles during gameplay.
[0027] In the aforementioned games, virtual objects (such as virtual characters) typically have multiple pieces of equipment (e.g., multiple weapons). Based on the player's equipment and combat needs, players often need to frequently switch weapons during the game.
[0028] The current method of switching weapons, which involves opening the inventory or equipment interface, finding the desired weapon, and then making the switch, has the following drawbacks: First, it requires opening a new interface to switch equipment, which interrupts the game flow, affects the gaming experience, and gives players a strong sense of interruption; second, the operation path is long, and when players have many weapons, they may need to spend a lot of time filtering and searching for the desired weapon in the inventory or equipment interface, which is inefficient; third, the process of switching weapons may distract players, affecting tactical decisions and game operations, thereby affecting the game outcome and the gaming experience.
[0029] In some games, the two or three most frequently used weapons are placed on the main screen and can be switched by clicking. However, the number of weapons displayed is limited, and players still need to open the backpack or equipment interface when switching to other weapons. Moreover, this switching method will also obscure the game screen.
[0030] To address the aforementioned shortcomings, this application provides an equipment switching method, device, electronic device, and medium. By triggering an operation, candidate virtual equipment is displayed in the game interface, allowing equipment switching to be completed without switching to other interfaces. Players can continue playing the game while switching weapons, without interrupting the game flow and reducing the sense of interruption. At the same time, it reduces the time spent filtering and searching for the desired replacement weapon in the backpack or equipment interface, improves switching efficiency, reduces operation paths, reduces the distraction of the player's attention during the switching process, reduces the impact on tactical decisions and game operations, and enhances the player's gaming experience.
[0031] The aforementioned equipment switching method can run on a terminal device or a server. The terminal device can be a local terminal device. When the equipment switching method runs on a server, it can be a cloud gaming solution, and the method is implemented based on the interaction between the server and the terminal device.
[0032] In one optional implementation, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program and the game interface are separate. The storage and operation of game interface information are completed on the server. The terminal device is used for data reception, transmission, and game interface presentation. For example, the terminal device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA. However, the terminal device processing the game interface information is the cloud gaming server in the cloud. During gameplay, the target user operates the terminal device to generate game interface information including various equipment, operation controls, and interactive controls, and sends this information to the cloud gaming server. The cloud gaming server encodes and compresses the game interface data, returns it to the terminal device via the network, and finally, the terminal device receives the processed game interface information and outputs the game interface.
[0033] In an optional implementation, the terminal device can be a local terminal device. The local terminal device stores the game program (or application) and is used to present the game interface. The application supporting the virtual environment installed and running on the terminal device can be any of the following: virtual reality application, 3D map program, military simulation program, TPS game, FPS game, or MOBA game. Optionally, the application can be a standalone application, such as a standalone 3D game program, or an online multiplayer application. The local terminal device is used to interact with the player through a graphical user interface, i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the target player in various ways, such as rendering it on the terminal device's display screen or providing it to the target player through holographic projection. For example, the local terminal device can include a display screen for presenting the graphical user interface, which includes the game interface, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0034] The game interface refers to the graphical user interface of game software, including game elements that the user directly or indirectly interacts with, such as operation controls, operation buttons, animations, text, sounds, and windows.
[0035] The equipment switching method described in this application is applied to game scenarios, but can also be applied to other scenarios such as virtual simulation training and virtual fitting rooms on shopping platforms. In virtual simulation training, trainees need to switch between different virtual equipment, such as tools and instruments, to complete different training tasks and simulated operations. Virtual fitting rooms allow users to switch and combine different clothing and equipment; users need to switch between different virtual equipment, such as clothes, shoes, and accessories, to complete different fitting and matching operations.
[0036] The following description uses the equipment switching method as an example of operation on a terminal device, where the terminal device is an electronic device with touch functionality, such as a smartphone.
[0037] Please refer to Figure 1 , Figure 1 A flowchart of the equipment switching method described in an embodiment of this application is shown; as follows: Figure 1 As shown, the equipment switching method provides a graphical user interface through a terminal device. The graphical user interface includes a game interface, which includes an equipment area for displaying the virtual equipment owned by the virtual character. Specifically, the method includes the following steps S101-S103:
[0038] S101. Responding to a first trigger operation for the first virtual equipment displayed in the equipment area, equip or unload the first virtual equipment for the virtual character.
[0039] S102. In response to a second trigger operation for the first virtual equipment displayed in the equipment area, a display area is displayed in the game interface, the display area containing candidate virtual equipment;
[0040] S103. In response to the selection operation of candidate virtual equipment in the display area, determine a second virtual equipment from the candidate virtual equipment, and replace the first virtual equipment currently displayed in the equipment area with the second virtual equipment.
[0041] This application provides an equipment switching method, device, electronic device, and medium. A display area is generated on the game interface through a trigger operation targeting the equipment area, listing all available candidate virtual equipment. Players can directly select the desired equipment in the display area. Once selected, the game automatically sets the selected equipment as the current equipment without additional confirmation or interface switching. Players do not need to leave the game interface during equipment switching; they can continue playing while switching weapons. This reduces the possibility of game interruptions and the time and effort required for switching between multiple interfaces. Furthermore, since players can directly see the candidate equipment on the game interface, they can find suitable equipment based on the game scene and switch directly without needing to constantly check the combat situation. This reduces the distraction of the player's attention during equipment switching, minimizing the impact on tactical decisions and game operations, improving efficiency and smoothness in the game, and enhancing the player's gaming experience.
[0042] The equipment area is used to manage and display the weapons, equipment, or items of game characters, and provides an interactive method that allows players or users to manage their characters' equipment and items by viewing, selecting, equipping, and unequipping them. Weapons in the equipment area are directly displayed in the game interface, and players can easily and quickly use the weapons in the equipment area during gameplay. For example, by clicking on a weapon in the equipment area, the player-controlled character can wield that weapon and quickly join the battle.
[0043] The equipment area can also be referred to as the equipment control area.
[0044] The equipment area displays at least one piece of virtual equipment owned by the virtual character.
[0045] In games or virtual environments, equipment has different states, including equipped and unequipped. The equipment area contains currently used virtual equipment, that is, equipment that has been selected and equipped by the virtual character. Unequipped virtual equipment refers to virtual equipment that has not yet been equipped by the virtual character. Unequipped virtual equipment is usually stored in the game inventory, waiting for the player to equip it as needed.
[0046] In some embodiments, the virtual equipment displayed in the equipment area may be virtual equipment that the virtual character has already equipped, such as a weapon held in the hand of the virtual character.
[0047] In some embodiments, the equipment area displays multiple virtual equipment items owned by the virtual character (e.g., 2-3 most commonly used weapons). These virtual equipment items can be equipped on the virtual character or not. In this way, players can quickly browse and select the equipment they want. In this case, the equipment area is called the quick equipment area.
[0048] The equipment area displays virtual equipment through virtual equipment identifiers, which can be icons, text, 3D models, etc.
[0049] Please refer to Figure 2 , Figure 2 This illustration shows a schematic diagram of the state changes of the equipment area during the switching process in an embodiment of this application; in this embodiment, the equipment area 201 displays the identifier of the currently used virtual equipment.
[0050] In step S101, in response to a first trigger operation for the first virtual equipment displayed in the equipment area, the first virtual equipment is equipped or unloaded for the virtual character.
[0051] The first triggering operation for the first virtual equipment displayed in the equipment area, i.e., for the first virtual equipment in the equipment area, includes: clicking, touching, stroking, long press, short press, swiping, double-clicking, specified gesture, etc.
[0052] Players can directly select the virtual equipment they want to switch to in the equipment area through the first trigger operation. Once the selection is completed, the game will automatically equip the selected virtual equipment to the virtual character or unequip the virtual character with the equipment, without the need for additional confirmation or operation steps. This equipment switching method not only simplifies the player's operation, but also improves the smoothness and playability of the game.
[0053] In step S102, in response to a second trigger operation for the first virtual equipment displayed in the equipment area, a display area is displayed in the game interface, the display area containing candidate virtual equipment.
[0054] Please refer to Figure 2 Specifically, in response to a second triggered operation on a first virtual device displayed in the equipment area, a prompt layer is displayed in the equipment area, the prompt layer containing prompt information, such as... Figure 2 The "Replace Weapon" message displayed indicates that the first virtual equipment can be replaced.
[0055] In this embodiment of the application, the second triggering operation includes a first sliding operation. For example... Figure 2 In the middle, the user swipes their finger to the left to pull out a tooltip layer from the right side of the equipment area to the left, which is displayed above the first virtual equipment.
[0056] Based on this, please refer to Figure 3 , Figure 3 The flowchart of the method for displaying prompt information in the equipment area according to an embodiment of this application is shown; the response to a second trigger operation of a first virtual equipment displayed in the equipment area, displaying prompt information in the equipment area, includes the following steps S301-S302:
[0057] S301. In response to a first sliding operation on a first virtual device displayed in the equipment area, determine whether the sliding distance of the first sliding operation has reached a preset distance;
[0058] S302. In response to the sliding distance reaching a preset distance, a prompt layer is displayed on the equipment area.
[0059] Simultaneously, since a candidate virtual equipment is displayed in the display area in response to a second trigger operation for the first virtual equipment displayed in the equipment area, when the second trigger operation is a first sliding operation, a prompt layer is displayed on the equipment area, and the sliding distance of the first sliding operation in response to the equipment area meets a preset distance, thus determining a candidate virtual equipment to replace the first virtual equipment.
[0060] The candidate virtual equipment refers to the virtual equipment in the virtual character's inventory other than the virtual equipment displayed in the equipment area.
[0061] The candidate virtual equipment can be all of a player's virtual equipment, or it can be a subset of virtual equipment that meets preset screening criteria.
[0062] The preset filtering conditions are pre-configured and can be configured according to game rules, user needs, and user experience to limit the number of candidate virtual equipment determined from all of a player's equipment.
[0063] As an example only, the preset filtering conditions may be: virtual equipment of the same type as the current virtual equipment, undamaged equipment, selecting only one candidate virtual equipment for each type of equipment, etc.
[0064] There are many types of game equipment (i.e., virtual equipment). Taking shooting games as an example, these include medical supplies, gun accessories, virtual guns, and weapons and ammunition. Medical supplies include virtual items such as first-aid kits, medkits, bandages, sports drinks, painkillers, and adrenaline. Gun accessories include virtual items such as muzzles, grips, magazines, stocks, and scopes. Virtual guns include types such as automatic rifles, sniper rifles, shotguns, pistols, and submachine guns. Weapons and ammunition include virtual items such as 5.56mm, 7.62mm, 9mm, and .45 caliber bullets, grenades, and smoke grenades. Each type of equipment has many quantities; for example, there might be 10 painkillers.
[0065] If all the equipment in a player's inventory is considered as candidate virtual equipment, it will increase the player's operation path and make it more difficult for the player to switch equipment. Therefore, it is better to select only a portion of the equipment as candidate virtual equipment.
[0066] The first sliding operation targets the first virtual device in the equipment area, and can also be understood as a sliding operation targeting the first virtual device. Specifically, it involves sliding within the area where the first virtual device is located, and the first sliding operation for switching equipment is oriented in a preset switching direction. The sliding direction of the first sliding operation can be vertical or horizontal.
[0067] In some embodiments, during a sliding operation, a direction indicator is displayed at the first virtual device to indicate the sliding direction of the first sliding operation; the direction indicator may be an arrow.
[0068] Please refer to Figure 2 In this embodiment of the application, the first sliding operation of the first virtual equipment in the equipment area 201 is to slide the first virtual equipment to the left. The first virtual equipment can move with the first sliding operation or remain stationary.
[0069] In this embodiment of the application, the technical support for the first sliding operation is as follows: the terminal device captures the player's touch events, such as touch pressing, moving and lifting, and then performs the corresponding sliding operation based on these events to determine the sliding direction, sliding trajectory and sliding distance, etc.
[0070] The first sliding operation refers to the sliding distance of the first virtual device, which is the distance between the real-time position of the sliding operation in the preset switching direction in the area where the first virtual device is located and the starting position of the sliding operation.
[0071] In this embodiment, the sliding distance meets a preset distance condition, specifically, the sliding distance is greater than a preset distance threshold. The preset distance threshold can be a fixed value or a sliding range for the first virtual equipment. As an example only, in this embodiment, when the sliding distance exceeds half the area where the first virtual equipment is located, the system enters the equipment switching mode to determine a candidate virtual equipment to replace the current virtual equipment.
[0072] When the sliding distance reaches a preset distance, a prompt layer is displayed on the equipment area; specifically, this includes the following steps:
[0073] Respond to the first swipe action and retrieve the prompt layer;
[0074] Based on the real-time sliding position of the first sliding operation on the equipment area, the area that has been slid in the equipment area is determined.
[0075] The control prompt layer covers the area of the equipment region that has been swiped, so that the swiped area of the equipment region displays the prompt information.
[0076] Here, the real-time sliding position, or the real-time touch position, specifically refers to the position where the finger contacts the equipment area.
[0077] In some embodiments, the equipment area displays a position indicator, such as a slider or cursor, to show the real-time sliding position of the first sliding operation.
[0078] In other words, during the first swipe operation, a prompt layer is displayed in the area that has already been swiped, following the real-time swipe position. In this way, the prompt layer can show that the equipment area is in a switching state, and can also intuitively show the swipe distance of the first swipe operation.
[0079] It should be noted that when displaying the prompt layer in the slid-through area, a portion of the prompt information may also be displayed.
[0080] The prompt information can be text, symbols, icons, etc.
[0081] In some embodiments, the equipment switching method further includes:
[0082] When the sliding distance of the first sliding operation reaches a preset distance, the first virtual equipment in the equipment area is covered by a prompt layer.
[0083] Specifically, when the sliding distance of the first swipe operation reaches a preset distance, it automatically slides to the boundary of the area where the first virtual equipment is located in the equipment area, so that the prompt layer covers the first virtual equipment in the equipment area. This automatic sliding further reduces the user's operational costs.
[0084] Please refer to Figure 2 In this embodiment of the application, the transparency of the prompt layer 202 is greater than the transparency of the layer where the virtual weapon displayed in the equipment area is located.
[0085] In this way, while displaying prompts, the logo or pattern of the current virtual equipment can also be shown. This allows the equipment area 201 to both indicate to the user that they are currently in a switching state and what weapon or equipment they are currently using. This provides more information within the original area, helping players to perform game operations more efficiently.
[0086] As an example only, the prompt layer 202 is semi-transparent, and the prompt message is specifically the text "Replace Weapon".
[0087] In some embodiments, when the touch signal of the first sliding operation acts on the equipment area, the calculation of candidate virtual equipment can begin, such as obtaining equipment data of virtual characters from the server, so that when the sliding distance of the first sliding operation reaches a preset distance, the candidate virtual equipment can be displayed quickly without lag.
[0088] The display area is used to display candidate virtual equipment in the game interface.
[0089] In some embodiments, the display area is located near the equipment area to simultaneously display the current virtual equipment and candidate virtual equipment in the vicinity of the graphical user interface, making it easier for players to think about and select virtual equipment.
[0090] Please refer to Figure 2 The display area 203 described in this application embodiment is adjacent to the equipment area.
[0091] The equipment switching method described in this application embodiment, which displays the candidate virtual equipment in the display area, includes the following steps:
[0092] The first batch of candidate virtual preparations is displayed in the display area;
[0093] In response to the scroll expansion operation for the display area, the second part of the candidate virtual equipment, in addition to the first part of the candidate virtual preparations, is scrolled and displayed in the display area.
[0094] In order to avoid obstructing the game screen and reduce the sense of interruption to the game process caused by switching operations, it is necessary to limit the size of the display area. Therefore, only the first part of the candidate virtual preparations can be displayed in the display area.
[0095] The first part of the candidate virtual preparation can be a preset number of candidate virtual preparations.
[0096] The scrolling expansion operation is used to display more virtual candidate equipment without changing the display area.
[0097] The scrolling expansion area refers to the area of the display area that supports expansion operations, such as the entire display area for a sliding operation and the boundary of the display area for a slider drag operation.
[0098] The scrolling expansion operation can specifically be a third sliding operation on the display area, such as a vertical scrolling operation, or a horizontal scrolling operation, or a dragging operation on the middle slider of the display area. Based on the scrolling expansion operation, candidate virtual equipment is scrolled and displayed in the display area to show more candidate virtual equipment for players to choose from.
[0099] Specifically, in this embodiment, the display area can be implemented through a drop-down menu, where the menu items are candidate virtual weapons. In response to a drop-down operation on the drop-down menu, more candidate virtual weapons are displayed by scrolling.
[0100] The candidate virtual equipment in the display area is sorted according to the probability that a player selects that candidate virtual equipment.
[0101] In this embodiment of the application, displaying the candidate virtual equipment in the display area includes the following steps:
[0102] Acquire equipment attribute data and / or external reference attribute data for at least one dimension of candidate virtual equipment; the external reference attributes represent attributes other than virtual equipment that influence the probability of a user selecting equipment.
[0103] Based on the equipment attribute data of at least one dimension and / or external reference attribute data, the priority of candidate virtual equipment is determined;
[0104] The candidate virtual equipment is displayed in the display area in order of priority.
[0105] The priority represents the probability that a player will choose the candidate virtual equipment. The higher the priority, the greater the probability that the player will choose the candidate virtual equipment, and the lower the priority, the smaller the probability that the player will choose the candidate virtual equipment.
[0106] In some embodiments, the external reference attributes include: characteristics of the game content displayed in the game interface, and attributes of the game character using virtual equipment.
[0107] Game content influences users' equipment choices. Taking shooting games as an example, different weapons have different attributes such as range, firing rate, and reload time. Depending on different tactical needs, players may need to switch weapons to adapt to different combat environments. For example, a sniper rifle may be used in long-range combat, while a submachine gun may be used in close combat. In the game, different enemies may have different weaknesses or resistances. Some enemies may be particularly sensitive to certain types of weapons. Switching to this type of weapon can eliminate the enemy more effectively. To counter these weaknesses or resistances, players may need to switch to different weapons for combat. For example, if the game includes a large number of small, fast-moving enemies, a shotgun will be needed.
[0108] In many role-playing games (RPGs) and massively multiplayer online games (MMOs), game characters typically possess various attributes such as strength, agility, intelligence, and constitution. Different attributes lead to different needs when choosing virtual equipment. For example, some equipment may require a higher strength attribute to equip. Therefore, even with the same type of virtual equipment, different players are more likely to choose it.
[0109] The inherent attributes of equipment also influence a user's equipment choices. Taking shooting games as an example, the attributes of game equipment include weapon damage, range, accuracy, reload speed, equipment weight, and special effects. Specifically, a weapon's damage attribute directly affects a player's combat effectiveness in the game. High-damage weapons can defeat enemies more quickly, improving a player's survivability; range determines a weapon's effective firing distance; accuracy affects shooting precision; reload speed determines a weapon's loading speed, with fast-loading weapons allowing players to reload more quickly and increasing flexibility; weapon and equipment weight affects a character's movement speed and agility; choosing heavy weapons may slow movement, while light weapons increase mobility; some game equipment may have special effects, such as poison, freezing, or fire, which can inflict additional damage or status effects on enemies, altering the dynamics of combat; weapons and equipment may have durability, which may degrade during use, so players need to consider equipment durability when choosing equipment to avoid suddenly losing weapons in combat; some weapons may be quite loud, easily attracting enemy attention. Therefore, tactically, weapon concealment is crucial when choosing a weapon to avoid being easily detected by the enemy.
[0110] Based on this, in the embodiments of this application, the priority of candidate virtual equipment is determined based on equipment attribute data and / or external reference attribute data of at least one dimension. Specifically, the second quality evaluation score of the candidate virtual equipment can be calculated based on the configured second quality evaluation score calculation rules, according to equipment attribute data and / or external reference attribute data of at least one dimension. Based on the second quality evaluation score of the candidate virtual equipment, the priority of the candidate virtual equipment is determined, so as to determine the display order of the candidate virtual equipment.
[0111] Among them, the higher the second quality evaluation score of the candidate virtual equipment, the higher its priority.
[0112] The higher the priority of the candidate virtual equipment, the shorter its switching path.
[0113] As an example only, in some embodiments, the priority of candidate virtual equipment is determined based on equipment attribute data and / or external reference attribute data of the at least one dimension, including:
[0114] Adjust the weight of each equipment attribute data based on the equipment attribute data adjustment rules corresponding to each external reference attribute data;
[0115] The second quality assessment score is calculated by combining the weights and values of equipment attribute data for each dimension.
[0116] As an example only, in some embodiments, the priority of candidate virtual equipment is determined based on equipment attribute data and / or external reference attribute data of the at least one dimension, including:
[0117] The second quality assessment score is calculated by combining the weights and attribute values of equipment attribute data for each dimension.
[0118] When a specified external reference attribute data is detected, a score is assigned to the virtual equipment of the specified category corresponding to that external reference attribute data, so that the virtual equipment of that type of category has the highest second quality evaluation score and the highest priority; other categories of virtual equipment are sorted normally according to their second quality evaluation scores.
[0119] As an example, in a certain combat scenario, there are a large number of small, fast-moving enemies. In this case, switching virtual weapons and assigning scores to virtual weapons of the shotgun type will result in the shotgun having the highest second-quality evaluation score. This will automatically prioritize the shotgun type and then arrange them according to the subsequent logic, thus ensuring that shotgun-type weapons are ranked first.
[0120] As an example only, in this embodiment of the application, more virtual weapons are displayed by scrolling down. The lower the priority of the candidate virtual equipment, the later it is displayed, and the more scrolling down operations are required to display it. On the other hand, the higher the priority of the candidate virtual equipment, the less scrolling down operations are required to display it.
[0121] In this embodiment, the candidate virtual equipment is sorted according to its priority to determine its display order, thereby further improving the player's switching efficiency and reducing the player's decision-making time.
[0122] The equipment switching method described in this application embodiment displays a display area in the game interface, including:
[0123] Determine whether the attributes of the candidate virtual equipment meet the pre-configured attribute prompt conditions;
[0124] If the conditions are met, the identifier information corresponding to the attribute prompts that the candidate virtual equipment meets will be displayed at the candidate virtual equipment location.
[0125] Here, different attribute prompts correspond to different identification information, which provides important information about candidate virtual equipment through identification information, such as displaying the highlights of candidate virtual equipment (attack power increase, newly acquired), so that players can quickly determine whether the candidate virtual equipment meets the specific attributes that players are looking for when switching equipment, increasing the clarity and usability of the game, making it easier for players to read the information of candidate virtual equipment and make decisions, thereby speeding up the switching efficiency and improving the game experience.
[0126] Specifically, the system acquires various attribute data of candidate virtual equipment, such as attack power, defense power, speed, and critical hit rate. These attributes are usually defined or calculated when the equipment is generated or obtained. The system then determines whether the attributes meet the pre-configured attribute prompt conditions by comparison. If the attributes of the candidate virtual equipment meet the pre-configured attribute prompt conditions, one or more identification information is displayed on the corresponding equipment.
[0127] The identification information of the candidate virtual equipment can be a graphic or symbol, text, or even sound.
[0128] Please refer to Figure 2 As an example only, in this embodiment of the application, candidate virtual weapons with improved quality or performance are marked with arrows; newly acquired candidate virtual weapons are marked with dots. In this embodiment of the application, the attribute prompting conditions include:
[0129] The attribute evaluation score of the candidate virtual equipment is greater than the first quality evaluation score of the current virtual equipment;
[0130] The acquisition time of the candidate virtual equipment meets the preset time conditions;
[0131] The first quality assessment score is determined based on equipment attribute data and / or external reference attribute data of at least one dimension of the candidate virtual equipment.
[0132] Here, the first quality assessment score can be determined based on a single equipment attribute data, such as greater attack power or stronger defense, or it can be based on a comprehensive judgment of multiple equipment attribute data; it can also be combined with external reference attribute data for judgment.
[0133] It should be noted that the second quality assessment score is used to determine the priority of virtual equipment, or the probability of a player choosing that virtual equipment; the first quality assessment score is used to determine the comparison result between the candidate virtual equipment and the current virtual equipment. Both of them represent the quality of the candidate virtual equipment to a certain extent, so their calculation rules can be the same; however, since their purposes and functions are different, their calculation rules can also be different.
[0134] When the sliding distance reaches a preset distance, and it is determined that the sliding distance of the first sliding operation is less than the preset distance, the equipment switching triggered by the first sliding operation is canceled, and the attributes of the equipment area before the equipment switching was triggered are restored.
[0135] Here, it is determined that the sliding distance of the first sliding operation is less than a preset distance, that is, the sliding distance is less than the preset distance when the first sliding operation stops. As an example only, in this embodiment, the sliding distance when the sliding operation stops is less than half of the area where the first virtual device is located in the equipment area.
[0136] Cancel the equipment switching triggered by the first swipe operation, meaning that no further operations related to the candidate virtual equipment will be performed. In some games, there may also be special sound effects or animations to emphasize the cancellation process. For example, when the equipment switching is confirmed to be canceled, there will be a specific sound effect or animation to indicate that the equipment switching has stopped.
[0137] The attributes of the equipment area before the equipment switching was triggered are restored, that is, the state of the equipment switching is restored to the original state. In this embodiment of the application, specifically, the prompt layer covering the equipment area is cleared and the original equipment identifier of the current virtual equipment is displayed.
[0138] Please refer to Figure 2Taking the example of equipment area 201 having only one virtual equipment, the specific relationship between the first sliding operation and equipment area 201 is explained: When the player slides the weapon slot area to the left, a prompt layer 202 appears, which covers the area of equipment area 201 that has been slid over in real time; In specific operation, the player can quickly slide to the left beyond 1 / 2 of the area to immediately trigger the weapon change operation; or slide to the left slowly, and release the hand before exceeding 1 / 2 of the area, and equipment area 201 returns to its original state; or release the hand after exceeding 1 / 2 of the area, and the leftmost side will automatically slide to display a complete text prompt, while the prompt layer 202 has a semi-transparent background, making the original weapon recognizable.
[0139] In other words, players can switch weapons while considering whether they really need to switch. Since the switching method described in this application requires the sliding distance to meet a preset distance condition before the candidate virtual equipment is displayed, the user can cancel the equipment switching operation before the sliding distance does not meet the preset distance condition. At this time, the game interface does not switch and is not obscured by the candidate virtual equipment, so the impact on the player's attention and operation is negligible, and the game has a very strong continuity.
[0140] In step S103, in response to the selection operation of candidate virtual equipment in the display area, a second virtual equipment is determined from the candidate virtual equipment, and the first virtual equipment currently displayed in the equipment area is replaced with the second virtual equipment.
[0141] In some embodiments, the selection operation is a click operation. The selected object can be determined by determining the location of the player's click. Specifically, the player can click on any candidate virtual equipment, thereby automatically replacing the virtual equipment displayed in the equipment area with the clicked candidate virtual equipment.
[0142] In the equipment switching method described in this application embodiment, after replacing the first virtual equipment currently displayed in the equipment area with the second virtual equipment, the method further includes:
[0143] In response to a third triggered operation targeting the second virtual equipment currently displayed in the equipment area, the second virtual equipment is equipped to the virtual character.
[0144] When a player performs a third-triggered action on the currently displayed second virtual equipment in the equipment area, the game system will automatically equip that second virtual equipment to the virtual character. The specific third-triggered action can be defined according to the game design, such as clicking, touching, long-pressing, or dragging.
[0145] Please refer to Figure 2Once the second virtual device 204 is identified, it is equipped on the equipment area, replacing the first virtual device in the equipment area, thus completing the switching operation.
[0146] The first virtual equipment currently displayed in the equipment area is replaced with the second virtual equipment. Specifically, the equipment information of the second virtual equipment is obtained, and the equipment information of the second virtual equipment is used to replace the equipment information of the current virtual equipment, thereby replacing the current virtual equipment in the equipment bar.
[0147] In this embodiment of the application, after replacing the first virtual equipment currently displayed in the equipment area with the second virtual equipment, the method further includes:
[0148] The first virtual equipment that was replaced is used as a candidate virtual equipment.
[0149] In the embodiments of this application, please refer to Figure 4 , Figure 4 The flowchart of the method for determining a second virtual equipment from the candidate virtual equipment according to the application embodiment is shown; specifically, the response to the selection operation of candidate virtual equipment in the display area, determining the second virtual equipment from the candidate virtual equipment, and replacing the first virtual equipment currently displayed in the equipment area with the second virtual equipment, includes the following steps S401-S402:
[0150] S401. In response to a selection operation for candidate virtual equipment in the display area, determine a second virtual equipment from the candidate virtual equipment;
[0151] S402, In response to the drag operation of dragging the second virtual equipment to the equipment area, replace the first virtual equipment currently displayed in the equipment area with the second virtual equipment.
[0152] In other words, during the switching process, when the player's first swipe operation on the first virtual equipment in the equipment area reaches half the area where the first virtual equipment is located, a display area can be displayed near the equipment area to show candidate virtual weapons. At the same time, the player selects the second virtual equipment and drags the first virtual equipment to the equipment area to replace the first virtual equipment currently displayed in the equipment area.
[0153] In this way, players can quickly and easily manage and switch virtual equipment during gameplay to cope with different game scenarios and enemies. This equipment switching method not only simplifies player operations but also improves the game's smoothness and playability.
[0154] In response to a selection operation on candidate virtual equipment in the display area, a second virtual equipment is determined from the candidate virtual equipment. For example, in response to a first swipe operation, the user swipes to the second virtual equipment and determines the second virtual equipment. That is, the candidate virtual equipment at the position of the first swipe operation is the second virtual equipment. In this way, no pause is required, and the switching and selection operations are completed in one swipe, further improving the switching efficiency and reducing the sense of interruption during weapon switching.
[0155] Since the display area described in this embodiment only displays a portion of the candidate virtual equipment, and more candidate virtual equipment needs to be displayed through scrolling expansion, in this embodiment, before determining that the candidate virtual equipment whose sliding parameters meet the preset sliding selection conditions is the second virtual equipment, the method further includes:
[0156] In response to the first swipe operation, continue swiping to the scrolling operation area in the display area, and scroll to display the candidate virtual equipment within the display area.
[0157] In this way, during the switching process, after the player slides on the equipment area to trigger the display of candidate virtual weapons, they can continue to slide to the display area so that the display area scrolls to display candidate virtual equipment. They can also slide to the second virtual equipment to select the second virtual equipment. The three operations of triggering switching, scrolling expansion and selecting target are combined into one, which is seamless and improves the switching efficiency, further reducing the interruption during the weapon switching process.
[0158] In some embodiments, the method further includes:
[0159] In response to a trigger operation on the prompt layer, or in response to a trigger operation on a blank area in the graphical user interface, the prompt layer is hidden to display the virtual equipment in the equipment area.
[0160] The triggering operation for the prompt layer includes any of the following:
[0161] A click operation on the prompt layer and a second swipe operation on the prompt layer.
[0162] The second sliding operation has a different sliding direction than the first sliding operation.
[0163] Preferably, the sliding direction of the second sliding operation is opposite to that of the first sliding operation. For example, when the first sliding operation slides to the left, the prompt layer covers the equipment area following the first sliding operation, and when the second sliding operation slides to the right, the prompt layer is hidden following the second sliding operation.
[0164] After a player brings up the candidate virtual equipment through the first swipe operation, they may choose not to switch weapons. Therefore, in this embodiment, the prompt layer is hidden by triggering an operation on the prompt layer or on a blank area in the graphical user interface, thus canceling the equipment switching triggered by the first swipe operation.
[0165] The switch cancellation operation includes:
[0166] Here, the blank area refers to the area outside the equipment and display areas in the game interface, which may display the game scene and is not a blank white area.
[0167] In some embodiments, the equipment switching method further includes:
[0168] In response to a trigger operation targeting the equipment area, or in response to a trigger operation targeting a blank area in the graphical user interface, the display area is hidden.
[0169] When players need to quickly browse and switch virtual equipment, the display area provides a convenient interface to show candidate equipment. Once the equipment switch is complete, hiding the display area returns the interface to a clean and simple state, improving player efficiency.
[0170] The triggering operation for the equipment area includes any of the following:
[0171] The click operation for the equipment area, the trigger operation for the blank area in the graphical user interface, and the fourth swipe operation for the equipment area.
[0172] In some embodiments, the triggering operation for hiding the prompt layer is different from the triggering operation for hiding the display area. For example, the sliding directions of the second and fourth swipe operations are different. The triggering operations for blank areas in the graphical user interface are different when hiding the prompt layer and hiding the display area, for example, the click positions are different.
[0173] This allows you to hide the equipment area or the tooltip layer separately.
[0174] As an example only, before the ammunition of the currently equipped weapon runs out, the candidate virtual weapons in the display area can be brought up in advance, and then the display area can be hidden separately. When it is necessary to switch equipment, the display area can be quickly expanded to complete the equipment switch quickly.
[0175] Alternatively, when the game is relatively relaxed, you can bring up the candidate virtual weapons in the display area, then hide the display area separately. When the game becomes tense, you can quickly unfold the display area and quickly switch equipment.
[0176] In some embodiments, the triggering operation for the prompt layer when the prompt layer is hidden, and the triggering operation for the blank area in the graphical user interface, are the same as the triggering operation for the equipment area when the display area is hidden, and the triggering operation for the blank area in the graphical user interface.
[0177] For details, please refer to Figure 5 , Figure 5 The diagram illustrates the changes in the graphical user interface state when the prompt layer is hidden according to an embodiment of this application; the prompt layer and display area can be hidden by clicking on the prompt layer in the equipment area 201, the prompt layer and display area can be hidden by clicking on a blank area, and the prompt layer and display area can be hidden by sliding to the right on the prompt layer in the equipment area 201.
[0178] For example only, Figure 5 The double-ringed circle in the image indicates the click position 205.
[0179] By simultaneously hiding the tooltip layer and the display area with a single trigger action, the player's operation process can be further simplified. Players only need to perform one action to hide both the tooltip layer and the display area at the same time, without having to perform separate hiding operations for each, improving the smoothness and convenience of the game and reducing the cognitive load on the player.
[0180] This application provides an equipment switching method that displays candidate virtual equipment in the game interface via a swipe operation, allowing players to switch equipment without switching to other interfaces. Players can continue playing the game while switching weapons, minimizing the feeling of interruption and reducing the time spent searching for replacement weapons in the inventory or equipment interface, thus improving switching efficiency. Suitable equipment is found based on the game scene and switched directly without needing to check the combat situation repeatedly. This reduces the distraction of the player's attention during equipment switching, minimizing the impact on tactical decisions and game operations, improving efficiency and smoothness in the game, and enhancing the overall gaming experience.
[0181] Based on the same inventive concept, this application also provides an equipment switching device corresponding to the equipment switching method. Since the principle of the device in this application is similar to the equipment switching method described above in this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0182] Please refer to Figure 6 , Figure 6This illustration shows a structural schematic diagram of the equipment switching device according to an embodiment of this application; specifically, a graphical user interface is provided through a terminal device, the graphical user interface including a game interface, the game interface including an equipment area, the equipment area being used to display virtual equipment owned by a virtual character, and the device comprising:
[0183] The first response module 601 is used to respond to a first trigger operation for the first virtual equipment displayed in the equipment area, and to equip or unequip the first virtual equipment for the virtual character.
[0184] The second response module 602 is used to respond to a second trigger operation for the first virtual equipment displayed in the equipment area, and to display a display area in the game interface, the display area containing candidate virtual equipment.
[0185] The third response module 603 is used to respond to the selection operation of candidate virtual equipment in the display area, determine the second virtual equipment from the candidate virtual equipment, and replace the first virtual equipment currently displayed in the equipment area with the second virtual equipment.
[0186] In some embodiments, the equipment switching device further includes:
[0187] The fourth response module is used to, after replacing the first virtual equipment currently displayed in the equipment area with the second virtual equipment, respond to a third trigger operation for the second virtual equipment currently displayed in the equipment area, and equip the virtual character with the second virtual equipment.
[0188] In some embodiments, the equipment switching device further includes:
[0189] The fifth response module responds to a second triggered operation on the first virtual equipment displayed in the equipment area by displaying a prompt layer in the equipment area. The prompt layer contains prompt information indicating that the first virtual equipment can be replaced.
[0190] In some embodiments, the second triggering operation includes a first sliding operation. The fifth response module of the equipment switching device responds to the second triggering operation for the first virtual equipment displayed in the equipment area, and when a prompt message is displayed in the equipment area, it is specifically used for:
[0191] In response to a first sliding operation on a first virtual device displayed in the equipment area, determine whether the sliding distance of the first sliding operation has reached a preset distance;
[0192] When the sliding distance reaches a preset distance, a prompt layer is displayed on the equipment area.
[0193] In some embodiments, in the equipment switching device, the candidate virtual equipment is virtual equipment in the virtual character's backpack other than the virtual equipment displayed in the equipment area.
[0194] In some embodiments, the third response module in the equipment switching device, after replacing the first virtual equipment currently displayed in the equipment area with the second virtual equipment, is further configured to: use the replaced first virtual equipment as a candidate virtual equipment.
[0195] In some embodiments, when the third response module in the equipment switching device responds to a selection operation for candidate virtual equipment in the display area, determines a second virtual equipment from the candidate virtual equipment, and replaces the first virtual equipment currently displayed in the equipment area with the second virtual equipment, it is specifically used for:
[0196] In response to a selection operation for candidate virtual equipment in the display area, a second virtual equipment is determined from the candidate virtual equipment;
[0197] In response to a drag operation that moves the second virtual device to the equipment area, the first virtual device currently displayed in the equipment area is replaced with the second virtual device.
[0198] In some embodiments, the equipment switching device further includes:
[0199] The first hiding module is used to hide the prompt layer in response to a trigger operation on the prompt layer or in response to a trigger operation on a blank area in the graphical user interface, so as to display the virtual equipment in the equipment area.
[0200] In some embodiments, the equipment switching device includes:
[0201] The triggering operation for the prompt layer includes any of the following:
[0202] A click operation on the prompt layer and a second swipe operation on the prompt layer.
[0203] In some embodiments, the equipment switching device further includes:
[0204] The second hiding module is used to hide the display area in response to a trigger operation on the equipment area or in response to a trigger operation on a blank area in the graphical user interface.
[0205] This application provides an equipment switching device that displays candidate virtual equipment in the game interface upon triggering an operation. This allows for equipment switching without switching to other interfaces, enabling players to continue playing the game while switching weapons. This minimizes the feeling of interruption and reduces the time spent searching for desired weapons in the inventory or equipment interface, improving switching efficiency. Suitable equipment is found based on the game scene and switched directly without needing to constantly check the combat situation. This reduces the distraction of the player's attention during equipment switching, minimizing the impact on tactical decisions and game operations, improving efficiency and smoothness in the game, and enhancing the overall gaming experience.
[0206] Based on the same inventive concept, this application also provides an electronic device corresponding to the equipment switching method. Since the principle of solving the problem by the electronic device in this application is similar to the equipment switching method described above in this application, the implementation of the electronic device can refer to the implementation of the method, and the repeated parts will not be described again.
[0207] Please refer to Figure 7 , Figure 7 This diagram illustrates the structure of the electronic device 700 according to an embodiment of this application. Specifically, the electronic device 700 includes a processor 702, a memory 701, and a bus. The memory 701 stores machine-readable instructions executable by the processor 702. When the electronic device 700 is running, the processor 702 communicates with the memory 701 via the bus. When the machine-readable instructions are executed by the processor 702, the following steps of the equipment switching method are performed:
[0208] A graphical user interface is provided through a terminal device, the graphical user interface including a game interface, the game interface including an equipment area, the equipment area being used to display the virtual equipment owned by the virtual character;
[0209] In response to a first triggered operation for a first virtual equipment displayed in the equipment area, equip or unequip the first virtual equipment for the virtual character.
[0210] In response to a second triggered operation on a first virtual equipment displayed in the equipment area, a display area is displayed in the game interface, the display area containing candidate virtual equipment;
[0211] In response to a selection operation for candidate virtual equipment in the display area, a second virtual equipment is determined from the candidate virtual equipment, and the first virtual equipment currently displayed in the equipment area is replaced with the second virtual equipment.
[0212] In some embodiments, the processor further performs the following steps:
[0213] After replacing the first virtual equipment currently displayed in the equipment area with the second virtual equipment, the method further includes:
[0214] In response to a third triggered operation targeting the second virtual equipment currently displayed in the equipment area, the second virtual equipment is equipped to the virtual character.
[0215] In some embodiments, the processor further performs the following steps:
[0216] In response to a second triggered operation on a first virtual device displayed in the equipment area, a prompt layer is displayed in the equipment area, the prompt layer containing prompt information indicating that the first virtual device can be replaced.
[0217] In some embodiments, the processor executes a first sliding operation in response to the second triggering operation; and executes a second triggering operation in response to a first virtual device displayed in the equipment area, specifically performing the following steps when a prompt message is displayed in the equipment area:
[0218] In response to a first sliding operation on a first virtual device displayed in the equipment area, determine whether the sliding distance of the first sliding operation has reached a preset distance;
[0219] When the sliding distance reaches a preset distance, a prompt layer is displayed on the equipment area.
[0220] In some embodiments, the transparency of the prompt layer is greater than the transparency of the layer containing the virtual weapon displayed in the equipment area.
[0221] In some embodiments, the candidate virtual equipment is virtual equipment in the virtual character's backpack other than the virtual equipment displayed in the equipment area.
[0222] In some embodiments, after the processor replaces the first virtual equipment currently displayed in the equipment area with the second virtual equipment, it further performs the following steps:
[0223] The first virtual equipment that was replaced is used as a candidate virtual equipment.
[0224] In some embodiments, when the processor performs a selection operation in response to candidate virtual equipment in the display area, determines a second virtual equipment from the candidate virtual equipment, and replaces the first virtual equipment currently displayed in the equipment area with the second virtual equipment, it specifically performs the following steps:
[0225] In response to a selection operation for candidate virtual equipment in the display area, a second virtual equipment is determined from the candidate virtual equipment;
[0226] In response to a drag operation that moves the second virtual device to the equipment area, the first virtual device currently displayed in the equipment area is replaced with the second virtual device.
[0227] In some embodiments, the processor further performs the following steps:
[0228] In response to a trigger operation on the prompt layer, or in response to a trigger operation on a blank area in the graphical user interface, the prompt layer is hidden to display the virtual equipment in the equipment area.
[0229] In some embodiments, the triggering operation for the notification layer includes any of the following:
[0230] A click operation on the prompt layer and a second swipe operation on the prompt layer.
[0231] In some embodiments, the processor further performs the following steps:
[0232] In response to a trigger operation targeting the equipment area, or in response to a trigger operation targeting a blank area in the graphical user interface, the display area is hidden.
[0233] This application provides an electronic device that displays candidate virtual equipment in a game interface upon triggering an operation. This allows for equipment switching without switching to other interfaces, enabling players to continue playing the game while switching weapons. This minimizes the feeling of interruption and reduces the time spent searching for desired weapons in the inventory or equipment interface, improving switching efficiency. Suitable equipment is found based on the game scenario and switched directly without needing to constantly check the combat situation. This reduces the distraction of the player's attention during equipment switching, minimizing the impact on tactical decisions and game operations, thus improving efficiency and smoothness in the game and enhancing the overall gaming experience.
[0234] Based on the same inventive concept, this application also provides a computer-readable storage medium corresponding to the equipment switching method. Since the principle of the computer-readable storage medium in this application is similar to the equipment switching method described above in this application, the implementation of the computer-readable storage medium can refer to the implementation of the method, and the repeated parts will not be described again.
[0235] This application provides a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, the processor performs the following steps of the equipment switching method:
[0236] A graphical user interface is provided through a terminal device, the graphical user interface including a game interface, the game interface including an equipment area, the equipment area being used to display the virtual equipment owned by the virtual character;
[0237] In response to a first triggered operation for a first virtual equipment displayed in the equipment area, equip or unequip the first virtual equipment for the virtual character.
[0238] In response to a second triggered operation on a first virtual equipment displayed in the equipment area, a display area is displayed in the game interface, the display area containing candidate virtual equipment;
[0239] In response to a selection operation for candidate virtual equipment in the display area, a second virtual equipment is determined from the candidate virtual equipment, and the first virtual equipment currently displayed in the equipment area is replaced with the second virtual equipment.
[0240] In some embodiments, the processor further performs the following steps:
[0241] After replacing the first virtual equipment currently displayed in the equipment area with the second virtual equipment, the method further includes:
[0242] In response to a third triggered operation targeting the second virtual equipment currently displayed in the equipment area, the second virtual equipment is equipped to the virtual character.
[0243] In some embodiments, the processor further performs the following steps:
[0244] In response to a second triggered operation on a first virtual device displayed in the equipment area, a prompt layer is displayed in the equipment area, the prompt layer containing prompt information indicating that the first virtual device can be replaced.
[0245] In some embodiments, the processor executes a first sliding operation in response to the second triggering operation; and executes a second triggering operation in response to a first virtual device displayed in the equipment area, specifically performing the following steps when a prompt message is displayed in the equipment area:
[0246] In response to a first sliding operation on a first virtual device displayed in the equipment area, determine whether the sliding distance of the first sliding operation has reached a preset distance;
[0247] When the sliding distance reaches a preset distance, a prompt layer is displayed on the equipment area.
[0248] In some embodiments, the transparency of the prompt layer is greater than the transparency of the layer containing the virtual weapon displayed in the equipment area.
[0249] In some embodiments, the candidate virtual equipment is virtual equipment in the virtual character's backpack other than the virtual equipment displayed in the equipment area.
[0250] In some embodiments, after the processor replaces the first virtual equipment currently displayed in the equipment area with the second virtual equipment, it further performs the following steps:
[0251] The first virtual equipment that was replaced is used as a candidate virtual equipment.
[0252] In some embodiments, when the processor performs a selection operation in response to candidate virtual equipment in the display area, determines a second virtual equipment from the candidate virtual equipment, and replaces the first virtual equipment currently displayed in the equipment area with the second virtual equipment, it specifically performs the following steps:
[0253] In response to a selection operation for candidate virtual equipment in the display area, a second virtual equipment is determined from the candidate virtual equipment;
[0254] In response to a drag operation that moves the second virtual device to the equipment area, the first virtual device currently displayed in the equipment area is replaced with the second virtual device.
[0255] In some embodiments, the processor further performs the following steps:
[0256] In response to a trigger operation on the prompt layer, or in response to a trigger operation on a blank area in the graphical user interface, the prompt layer is hidden to display the virtual equipment in the equipment area.
[0257] In some embodiments, the triggering operation for the notification layer includes any of the following:
[0258] A click operation on the prompt layer and a second swipe operation on the prompt layer.
[0259] In some embodiments, the processor further performs the following steps:
[0260] In response to a trigger operation targeting the equipment area, or in response to a trigger operation targeting a blank area in the graphical user interface, the display area is hidden.
[0261] This application provides a computer-readable storage medium that displays candidate virtual equipment in the game interface upon triggering an operation. This allows for equipment switching without switching to other interfaces, enabling players to continue playing the game while switching weapons. This minimizes the feeling of interruption and reduces the time spent searching for desired weapons in the inventory or equipment interface, improving switching efficiency. Suitable equipment is found based on the game scenario and switched directly without needing to constantly check the combat situation. This reduces the distraction of the player's attention during equipment switching, minimizing the impact on tactical decisions and game operations, thus improving efficiency and smoothness in the game and enhancing the overall gaming experience.
[0262] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the method embodiments, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of modules is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple modules or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection can be through some communication interfaces; the indirect coupling or communication connection of devices or modules can be electrical, mechanical, or other forms.
[0263] The modules described as separate components may or may not be physically separate. The components shown as modules may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0264] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0265] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a platform server, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, ROM, RAM, magnetic disks, or optical disks.
[0266] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. An equipment switching method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, the GUI including a game interface, the game interface including an equipment area for displaying virtual equipment owned by a virtual character; the method includes: In response to a first triggered operation for a first virtual equipment displayed in the equipment area, equip or unequip the first virtual equipment for the virtual character. In response to a second triggered operation on a first virtual equipment displayed in the equipment area, a display area is displayed in the game interface, the display area containing candidate virtual equipment; In response to a selection operation for candidate virtual equipment in the display area, a second virtual equipment is determined from the candidate virtual equipment, and the first virtual equipment currently displayed in the equipment area is replaced with the second virtual equipment; In response to a first sliding operation on a first virtual device displayed in the equipment area, it is determined whether the sliding distance of the first sliding operation has reached a preset distance; in response to the sliding distance reaching the preset distance, a prompt layer is displayed on the equipment area; the prompt layer contains prompt information, which indicates that the first virtual device can be replaced.
2. The method according to claim 1, characterized in that, After replacing the first virtual equipment currently displayed in the equipment area with the second virtual equipment, the method further includes: In response to a third triggered operation targeting the second virtual equipment currently displayed in the equipment area, the second virtual equipment is equipped to the virtual character.
3. The method according to claim 1, characterized in that, The transparency of the prompt layer is greater than the transparency of the layer containing the virtual weapon displayed in the equipment area.
4. The method according to claim 1, characterized in that, The candidate virtual equipment refers to the virtual equipment in the virtual character's backpack other than the virtual equipment displayed in the equipment area.
5. The method according to claim 1, characterized in that, After replacing the first virtual equipment currently displayed in the equipment area with the second virtual equipment, the method further includes: The first virtual equipment to be replaced is selected as the candidate virtual equipment.
6. The method according to claim 1, characterized in that, The response, in response to a selection operation of candidate virtual equipment in the display area, determines a second virtual equipment from the candidate virtual equipment and replaces the currently displayed first virtual equipment in the equipment area with the second virtual equipment, including: In response to a selection operation for candidate virtual equipment in the display area, a second virtual equipment is determined from the candidate virtual equipment; In response to a drag operation that moves the second virtual device to the equipment area, the first virtual device currently displayed in the equipment area is replaced with the second virtual device.
7. The method according to claim 1, characterized in that, The method further includes: In response to a trigger operation on the prompt layer, or in response to a trigger operation on a blank area in the graphical user interface, the prompt layer is hidden to display the virtual equipment in the equipment area.
8. The method according to claim 7, characterized in that, The triggering operation for the prompt layer includes any of the following: A click operation on the prompt layer and a second swipe operation on the prompt layer.
9. The method according to claim 1, characterized in that, The method further includes: In response to a trigger operation targeting the equipment area, or in response to a trigger operation targeting a blank area in the graphical user interface, the display area is hidden.
10. An equipment switching device, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface including a game interface, the game interface including an equipment area for displaying virtual equipment owned by a virtual character, the device comprising: The first response module is used to respond to a first trigger operation for the first virtual equipment displayed in the equipment area, and to equip or unequip the first virtual equipment for the virtual character. The second response module is used to respond to a second trigger operation for the first virtual equipment displayed in the equipment area, and to display a display area in the game interface, the display area containing candidate virtual equipment. The third response module is used to respond to the selection operation of candidate virtual equipment in the display area, determine the second virtual equipment from the candidate virtual equipment, and replace the first virtual equipment currently displayed in the equipment area with the second virtual equipment; The fifth response module is used to respond to a first sliding operation on the first virtual equipment displayed in the equipment area, and to determine whether the sliding distance of the first sliding operation has reached a preset distance; in response to the sliding distance reaching the preset distance, to display a prompt layer on the equipment area; the prompt layer contains prompt information, which indicates that the first virtual equipment can be replaced.
11. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, the steps of the equipment switching method as described in any one of claims 1 to 9 are performed.
12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the equipment switching method as described in any one of claims 1 to 9.
Citation Information
Patent Citations
Virtual equipment replacement method and device and electronic equipment
CN112791397A
Method for Controlling Game Character and Electronic Device and Computer Storage Medium
US20210370177A1