Virtual material interaction method and device, electronic equipment and storage medium
By introducing virtual character picking strategy selection and one-click request functions in multiplayer online games, the problems of cumbersome picking of traditional resources and low efficiency in automatic picking systems are solved, and the game efficiency and team collaboration are improved, and the game experience is enhanced.
Patent Information
- Application Number
- CN202411341905.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-24
- Publication Date
- 2025-01-10
AI Technical Summary
In multiplayer online games, the traditional resource picking mechanism is cumbersome and time-consuming, causing players to miss the battle opportunity or face risks. The automatic picking system cannot flexibly adjust the needs of players and backpack capacity, neglecting team collaboration and resource exchange, resulting in resources Inefficient distribution.
By displaying virtual character picking strategies on the game interface, players are allowed to select and adjust the picking strategies, and control virtual characters to pick virtual materials according to the target strategy, supporting one-click request function to optimize resource allocation and exchange.
It improves game efficiency and flexibility, simplifies the resource acquisition and exchange process, enhances team collaboration and combat capabilities, and improves game experience and immersion.
Smart Images

Figure CN119280816A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of games, and in particular to a method, device, electronic device and storage medium for interacting with virtual goods. Background Art
[0002] In the field of multiplayer online games, especially in role-playing, shooting, survival and strategy games, effective management and allocation of resources is one of the key factors for players to win the game. In traditional game design, players usually need to manually pick up various materials and equipment scattered in the game scene. This process is not only tedious and time-consuming, but may also cause players to miss important battle opportunities or face unnecessary risks.
[0003] In addition, as the complexity of the game increases, players often need to carry multiple types of supplies to cope with different game scenes and challenges. However, the limited backpack capacity forces players to frequently clean their backpacks when picking up new supplies. This operation is also time-consuming and error-prone, seriously affecting the smoothness of the game and the player experience.
[0004] In order to solve the above problems, some games have begun to try to introduce automatic pickup functions, but most automatic pickup systems can only perform simple material screening and pickup according to preset rules, and cannot be flexibly adjusted according to the actual needs of players and backpack capacity. At the same time, these systems often ignore the cooperation and resource exchange between players, resulting in inefficient resource allocation in team operations. Summary of the invention
[0005] In view of this, the embodiments of the present application provide a method, device, electronic device and storage medium for interacting with virtual goods, which can improve the interaction efficiency.
[0006] The technical solution of the embodiment of the present application is implemented as follows:
[0007] In a first aspect, an embodiment of the present application provides a method for interacting with virtual goods, wherein a graphical user interface is displayed by a terminal device, wherein the graphical user interface displays a game interface corresponding to a first virtual character, wherein the first virtual character is a virtual character corresponding to the terminal device, and the method includes:
[0008] Displaying a first picking strategy of a first virtual character and / or a second picking strategy of a second virtual character through the game interface; wherein the second virtual character and the first virtual character are virtual characters in the same current game match, and the second picking strategy is a picking strategy set by a client corresponding to the second virtual character in response to a setting instruction;
[0009] In response to a selection operation for a picking strategy, determining a target picking strategy from the first picking strategy and / or the second picking strategy;
[0010] The first virtual character is controlled to pick up virtual supplies according to the target picking strategy.
[0011] In a second aspect, an embodiment of the present application further provides an interactive device for virtual goods, the device comprising:
[0012] A display module, configured to display a first picking strategy of a first virtual character and / or a second picking strategy of a second virtual character through the game interface; wherein the second virtual character is a virtual character in the same current game match as the first virtual character, and the second picking strategy is a picking strategy set by a client corresponding to the second virtual character in response to a setting instruction;
[0013] A determination module, configured to determine a target picking strategy from the first picking strategy and / or the second picking strategy in response to a selection operation on the picking strategy;
[0014] The control module is used to control the first virtual character to pick up virtual supplies according to the target picking strategy.
[0015] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to execute the virtual material interaction method described in any one of the first aspects.
[0016] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the method for interacting with virtual materials described in any one of the first aspects is executed.
[0017] The embodiments of the present application have the following beneficial effects:
[0018] (1) Improve game efficiency and flexibility: The automatic pickup plan for backpacks of different capacities is set within the game, which not only allows players to flexibly adjust the pickup strategy according to the current capacity of the backpack and actual needs, but also supports enabling their own or calling friendly pickup plans. This function greatly improves the efficiency of resource acquisition during the game, reduces the manual operation of players when picking up supplies, and allows players to focus more on game strategies and the battle itself.
[0019] (2) Optimizing team collaboration and resource allocation: The ability to quickly request missing supplies with one click greatly simplifies the resource exchange process between players. Players can quickly identify their needs and send clear requests to their teammates to quickly fill in the gaps in supplies. This not only promotes communication and collaboration within the team, but also optimizes the rational allocation of resources and enhances the team's overall combat capability.
[0020] (3) Enhanced gaming experience and immersion: Selecting the corresponding pickup plan at the material pile for one-click pickup provides players with a more convenient and efficient way to pick up materials. Players do not need to screen and pick up materials one by one, they only need to select the appropriate pickup plan to complete the operation, which greatly saves time and energy. At the same time, this function also enhances the immersion of the game, allowing players to focus more on the game scene and combat atmosphere, and enjoy a smoother and more comfortable gaming experience.
[0021] In summary, the embodiments of the present application provide players with a better, more efficient and more convenient gaming experience by improving gaming efficiency and flexibility, optimizing team collaboration and resource allocation, and enhancing gaming experience and immersion. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0023] Figure 1 is a flowchart of steps S101-S103 provided in an embodiment of the present application;
[0024] Figure 2a This is one of the picking strategy editing interface diagrams provided in the embodiment of the present application;
[0025] Figure 2b This is the second diagram of the picking strategy editing interface provided by the embodiment of the present application;
[0026] Figure 2c This is the third figure of the picking strategy editing interface provided by the embodiment of the present application;
[0027] Figure 2d This is the fourth diagram of the picking strategy editing interface provided by the embodiment of the present application;
[0028] Figure 3a This is one of the demand and request function interface diagrams provided in the embodiment of the present application;
[0029] Figure 3bThis is the second diagram of the demand and request function interface provided by the embodiment of the present application;
[0030] Figure 3c This is the third diagram of the demand and request function interface provided by the embodiment of the present application;
[0031] Figure 3d This is the fourth diagram of the demand and request function interface provided by the embodiment of the present application;
[0032] Figure 4 It is a flowchart of steps S401-S402 provided in an embodiment of the present application;
[0033] Figure 5 It is a flowchart of steps S501-S502 provided in an embodiment of the present application;
[0034] Figure 6 It is a flowchart of steps S601-S602 provided in an embodiment of the present application;
[0035] Figure 7 This is a diagram of a picking interface for multiple virtual material piles provided in an embodiment of the present application;
[0036] Figure 8 It is a flowchart of steps S801-S805 provided in an embodiment of the present application;
[0037] Figure 9a This is one of the target material pile marking function interface diagrams provided in the embodiment of the present application;
[0038] Figure 9b This is the second target material pile marking function interface diagram provided in the embodiment of the present application;
[0039] Fig.10 It is a structural diagram of an interactive device for virtual goods provided in an embodiment of the present application;
[0040] Fig.11 It is a schematic diagram of the composition structure of the electronic device provided in the embodiment of the present application. DETAILED DESCRIPTION
[0041] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart under the guidance of the content of the present application, or remove one or more operations from the flowchart.
[0042] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0043] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.
[0044] In the following description, the terms "first\second\third" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\third" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0045] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.
[0046] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as those commonly understood by those skilled in the art to which this application belongs. The terms used herein are for the purpose of describing the embodiments of this application and are not intended to limit this application.
[0047] See also Figure 1 , Figure 1is a flowchart of steps S101-S103 of the virtual material interaction method provided in the embodiment of the present application, which will be combined with Figure 1 Steps S101-S103 are shown for explanation.
[0048] In step S101, the first picking strategy of the first virtual character and / or the second picking strategy of the second virtual character are displayed through the game interface; wherein, the second virtual character is a virtual character in the same current game match as the first virtual character, and the second picking strategy is the picking strategy set by the client corresponding to the second virtual character in response to the setting instruction.
[0049] Here, the first picking strategy is the strategy of the first virtual character to choose which in-game items (such as equipment, props, resources, etc.) to pick up during the game. It can be set by the player through the game interface before the game starts or during the game. The second picking strategy here is set by the client corresponding to the second virtual character in response to the setting instruction. Unlike the first virtual character, the picking strategy is directly set by the player currently operating the character. The picking strategy of the second virtual character is set by its client, or by another player controlling the character through its client. Displaying the picking strategy of the second virtual character can increase the transparency and interactivity of the game, especially in multiplayer or cooperative games. Players can observe the picking behavior of teammates or opponents and adjust their own game strategies.
[0050] In the embodiment of the present application, the second virtual character has various identities, and may be a teammate, an NPC, a big player in the game, a character recommended by the system, or an enemy character.
[0051] Teammates are virtual characters who work with the current player in the same team to fight other teams or targets. Teammates' looting strategies are affected by the team's overall strategy, personal preferences, and other team members. The game interface can display teammates' looting strategies or behaviors through the team list, character status bar, or special markers to help team members coordinate their actions.
[0052] NPC's picking strategy is usually preset, and their picking behavior in the game is defined by the game developer when designing the game, rather than being controlled by the player in real time. This preset picking strategy can be based on a variety of factors, including the NPC's role positioning, game plot needs, task requirements, and game balance.
[0053] A master player is a player who performs well in the game, has superb skills or rich experience. The looting strategy of a master player is often more efficient and targeted, and can quickly identify and obtain the most valuable items. The game interface can display the location and looting behavior of the master player through special tags, leaderboards or real-time tracking functions for other players to refer to and learn from.
[0054] System recommendation refers to the best looting strategy or behavior that the game system automatically recommends to players based on the current game status, player level, equipment, and other factors. The system-recommended looting strategy is usually based on a large amount of game data and algorithm analysis, and is designed to help players optimize their gaming experience and improve efficiency. The game interface can display the system-recommended looting strategy through pop-ups, prompts, or automatically adjusting the player character's looting settings.
[0055] The enemy character is a virtual character that is in opposition to the current player or team. The enemy character's pickup strategy is related to its tactical layout, resource requirements, and player confrontation strategy. Usually for the fairness of the game, this information is usually opaque to the player. However, in some modes, the system can open up the acquisition of the enemy character's pickup strategy.
[0056] In step S102 , in response to a selection operation on a picking strategy, a target picking strategy is determined from the first picking strategy and / or the second picking strategy.
[0057] Here, when the player makes a selection operation for the picking strategy, the system responds immediately and displays the first picking strategy of the first virtual character (usually the character directly controlled by the player) and the second picking strategy of the second virtual character (the character as a teammate) on the interface at the same time. This instant feedback mechanism helps players quickly understand the currently available strategy options and facilitate decision-making.
[0058] The "first picking strategy" and "second picking strategy" mentioned in the embodiments of the present application indicate the possibility of multiple picking strategies, which may be designed based on different game requirements, character characteristics, or team tactics. For example, one strategy may focus on picking up healing items first, while another may focus on collecting offensive supplies.
[0059] It should be noted that the adjustment of the pickup strategy referred to in the embodiment of the present application is performed in the game scene after the game starts, and is intended to perform pickup settings and friend plan calls in the game. In single-player matching mode, since the data of teammates cannot be obtained before the game starts, it needs to be performed after the game starts; but for multi-player team matching, the data of teammates has been obtained in the team interface, so the pickup strategy can also be adjusted in the team interface.
[0060] In step S103, the first virtual character is controlled to pick up virtual supplies according to the target picking strategy.
[0061] Here, the player determines a target picking strategy from the displayed picking strategies through a selection operation. This step reflects the player's decision-making process and is also a key link in strategy allocation. Subsequently, during the game, the system will control the first virtual character to automatically or manually pick up virtual supplies according to the selected target picking strategy, thereby achieving effective execution of the strategy.
[0062] In an optional implementation, when the second virtual character is a teammate character, by allowing the player to set a pickup strategy for the teammate character, not only can the allocation and utilization of team resources be optimized, but also a tactical advantage can be brought to the team at a critical moment. For example, in a team competition game, a reasonable allocation of a pickup strategy can ensure that the team can quickly obtain key supplies when needed.
[0063] The above approach significantly improves the player's gaming experience by increasing the flexibility of strategy selection and adjustment, and strengthening the collaboration between roles. It not only gives players more autonomy and decision-making space during the game, but also promotes communication and cooperation between players, enhancing the fun and challenge of the game.
[0064] As an example, see Figure 2a , Figure 2a This is one of the picking strategy editing interface diagrams provided in the embodiment of the present application, such as Figure 2a As shown, players can click the material pickup edit button in the material backpack during the game to open the material pickup edit interface, see Figure 2b , Figure 2b This is the second picking strategy editing interface diagram provided by the embodiment of the present application, such as Figure 2b As shown, players can select and adjust the picking strategy in the material picking editing interface and complete the configuration by clicking the Apply Pickup Plan button.
[0065] In some embodiments, the first picking strategy and / or the second picking strategy includes at least one sub-picking strategy, each of the at least one sub-picking strategy represents a picking strategy under a specific capacity constraint, and each sub-picking strategy corresponds to a different specific capacity.
[0066] Here, "specific capacity" refers to the number, weight, type, or other form of restrictions on the virtual supplies that a virtual character can carry or use. For example, a character may only be able to carry a limited number of healing potions or ammunition, and these restrictions will directly affect the formulation of the pickup strategy.
[0067] Sub-pickup strategies are more specific and targeted strategies that are subdivided under the main pickup strategy. Each sub-pickup strategy is optimized for a specific capacity constraint to ensure the best pickup selection under limited resources.
[0068] Assume that the game provides backpacks of different sizes, and backpacks of different sizes have different capacity limits. Then, for different backpacks, two different sub-pickup strategies can be designed. The first sub-pickup strategy can pick up more virtual supplies, such as carrying more ammunition, medicines, accessories, etc. The second sub-pickup strategy can only pick up fewer virtual supplies, such as appropriately reducing the number of ammunition, medicines, and accessories to meet the capacity limit.
[0069] In the actual game process, players can choose the most appropriate sub-pickup strategy based on the current game status, role positioning, and teammates' needs. The above method increases the diversity and flexibility of the pickup strategy, allowing players to better adapt to different game situations and team needs. At the same time, it also improves the strategic depth and playability of the game, encouraging players to think more and make more decisions.
[0070] As an example, see Figure 2b , taking the "Chicken Master" game as an example, the game provides 1 / 2 / 3 level backpacks, and the capacity of the backpack increases with the level. Each player's material picking plan corresponds to three different sub-picking strategies, which are the picking strategies of backpacks of different levels. For example, a player can first select my material picking plan, and then select the level 3 backpack. In this way, the final material picking plan is the level 3 backpack picking strategy in my material picking plan.
[0071] In some embodiments, the method further comprises:
[0072] In response to the change in the backpack capacity of the first virtual character, the target picking strategy is updated by a sub-picking strategy that matches the current backpack capacity of the first virtual character.
[0073] Here, when the backpack capacity of the first virtual character changes (whether through some in-game actions such as purchasing backpack expansion materials, completing tasks to obtain additional backpack space, or other reasons that cause the backpack space to change), the system will perform the following steps to update the target pickup strategy:
[0074] First, the system needs to detect in real time or periodically whether the backpack capacity of the first virtual character has changed. This is usually achieved by reading and comparing the character's current backpack capacity with the backpack capacity value previously recorded.
[0075] According to the new state of backpack capacity, the system will select a sub-pickup strategy that matches the sub-backpack capacity from the sub-pickup strategy under the first or second pickup strategy corresponding to the target pickup strategy. These sub-pickup strategies may be optimized for different backpack capacity ranges, such as giving priority to picking up high-value small-volume items when the backpack is small, and may be more flexible when the backpack is large, considering the balance of multiple factors.
[0076] In some embodiments, displaying the first picking strategy of the first virtual character and / or the second picking strategy of the second virtual character through the game interface includes:
[0077] Displaying at least one first sub-control; wherein the at least one first sub-control has a one-to-one correspondence with the first picking strategy and / or the second picking strategy;
[0078] Here, at least one first sub-control directly corresponds to different optional picking strategies. These first sub-controls correspond one-to-one with the first picking strategy of the first virtual character and the second picking strategy of the second virtual character. This means that each first sub-control represents a specific picking strategy option.
[0079] In some embodiments, in response to a selection operation for a picking strategy, determining a target picking strategy from the first picking strategy and / or the second picking strategy includes:
[0080] In response to a selection operation on a first target control in the at least one first sub-control, at least one second sub-control associated with the first target control is displayed, wherein the at least one second sub-control has a one-to-one correspondence with the first picking strategy represented by the first target control or the at least one sub-picking strategy included in the second picking strategy;
[0081] In response to a selection operation on a second target control in the at least one second sub-control, displaying a sub-pickup strategy corresponding to the second target control;
[0082] In response to an application operation on the sub-pickup strategy, the sub-pickup strategy corresponding to the second target control is determined as the target pickup strategy.
[0083] Here, the player selects a first sub-control (first target control), which represents a character's picking strategy (i.e., the first picking strategy of the first virtual character or the second picking strategy of the second virtual character). In response, the system displays a second selection control associated with the first target control. These second sub-controls correspond one-to-one to at least one sub-pickup strategy contained under the picking strategy (first picking strategy or second picking strategy) represented by the first target control. Each second sub-control represents a specific sub-pickup strategy option. The player further selects a second sub-control (second target control) in the second selection control to select the specific sub-pickup strategy they want to apply. In response, the system displays the detailed information or description of the sub-pickup strategy corresponding to the second target control. The player performs a clear operation to apply the selected sub-pickup strategy, such as clicking the "Apply", "Confirm" button or performing other specified operations. The system determines the sub-pickup strategy corresponding to the selected second target control as the final target pickup strategy.
[0084] As an example, see Figure 2b ,like Figure 2b As shown, the player can display multiple first sub-controls 2011~2015 by clicking the first selection control 201, select "My Material Pickup Plan" by clicking any first sub-control (for example, clicking the first sub-control 2011), and then click the second selection control 202 to select a second target control from the displayed multiple second sub-controls 2021~2023 (for example, clicking the second sub-control 2021). At this time, the plan selected by the player is "My Material Pickup Plan" and "Level 3 Backpack".
[0085] It should be noted that if the teammates have not configured a pickup plan or a pickup plan for a backpack of the corresponding level, the corresponding option will be grayed out and unclickable.
[0086] In some embodiments, the sub-pickup strategy represents the type and quantity of the virtual supplies that are allowed to be picked up under the specific capacity limit, and the sub-pickup strategy corresponding to the second target control is displayed, including:
[0087] Displaying in the first material control the material identification of the virtual material that is allowed to be picked up and the material quantity associated with the material identification;
[0088] Here, when the player selects a sub-pickup strategy (i.e., the second target control), the system will display detailed information of the virtual materials that can be picked up under the strategy in the first material control. This information includes the material identifier (such as icon, name, etc.) and the material quantity associated with the material identifier.
[0089] The material identifier corresponds to a delete control, the material quantity corresponds to a quantity adjustment control, and the method further includes:
[0090] In response to a trigger operation on the delete control, removing the material identifier in the first material control, and in response to a trigger operation on the quantity adjustment control, displaying the adjusted material quantity;
[0091] Here, each material identifier is associated with a delete control, allowing the player to remove the material from the sub-pickup strategy. Next to the material quantity is a quantity adjustment control (such as a plus sign, minus sign button, slider, etc.), allowing the player to adjust the allowed quantity of the material in the sub-pickup strategy. Players can remove materials that are no longer needed by triggering the delete control, or change the allowed quantity of materials by triggering the quantity adjustment control. The system will respond to these operations immediately and update the material list and quantity displayed in the first material control.
[0092] The method further comprises:
[0093] Display a second material control; wherein the second material control includes material identifiers corresponding to all virtual materials provided by the game;
[0094] In response to a triggering operation on the target material identifier in the second material control, the target material identifier is displayed in the first material control.
[0095] Here, in addition to displaying the supplies in the current sub-pickup strategy, the system also provides a second supply control, which contains the supply identifiers corresponding to all virtual supplies provided by the game. This control allows players to browse all available supplies so that they can add new supplies to the sub-pickup strategy as needed. Players can add the supply to the sub-pickup strategy by triggering the target supply identifier in the second supply control (such as clicking, tapping, etc.). The system will respond to this operation, display the newly added supply identifier in the first supply control, and allow players to set its allowed quantity.
[0096] As an example, see Figure 2c , Figure 2c This is the third picking strategy editing interface diagram provided by the embodiment of the present application, such as Figure 2c As shown, the first material control 203 displays the material identification of the virtual materials that are allowed to be picked up and the material quantity associated with the material identification, for example, the quantity of "drinks" is "2", and the quantity of "first aid kits" is "5". The player can delete this type of virtual material by clicking the "×" in the upper right corner of the corresponding icon, or adjust the material quantity of the corresponding virtual material by clicking "+" or "-".
[0097] Figure 2cThe second material control 204 includes all virtual materials provided in the game, such as firearms, accessories, medicines, and materials. Taking medicines as an example, players can add such virtual materials in the first material control by clicking on the corresponding material logo.
[0098] The editing of the pickup strategy is not limited to your own material pickup plan, but can also be the pickup plan of your teammates. Please refer to Figure 2d , Figure 2d This is the fourth picking strategy editing interface diagram provided by the embodiment of the present application, such as Figure 2d As shown, after selecting "Team Member No. 1 Pickup Plan" and "Level 3 Backpack", the player can also edit the picking strategy of the "Level 3 Backpack" of the "Team Member No. 1 Pickup Plan".
[0099] Finally, players can apply the pickup strategy by clicking the “Apply Pickup Plan” button.
[0100] In some embodiments, the first material control includes a prompt control, and the prompt control describes the sub-picking strategy by displaying prompt content, and the prompt content is in an editable state.
[0101] Here, the hint control briefly describes or explains the current sub-pickup strategy through the displayed hint content. This description can help players quickly understand the main features and uses of the strategy. The hint content is editable. This means that players can write or modify the hint content according to their preferences, game requirements or strategy characteristics to make it more in line with their usage habits or memory methods.
[0102] For examples, see Figure 2b , Figure 2c and Figure 2d ,exist Figure 2b In the example, the prompt control 205 displays "Enter the description of the equipment configuration here for your teammates' reference". Figure 2c As shown, the player can enter the description "Melee Submachine Gun Plan" for teammates to refer to. After selecting the teammate's pickup plan, the plan description entered by the teammate will also be displayed, for example Figure 2d The "long-range maneuver scheme" shown.
[0103] The above method brings many conveniences and advantages to the management and use of sub-pickup strategies. It not only improves the recognition and memorability of the strategy, but also enhances the player's autonomy and gaming experience.
[0104] In some embodiments, the method further comprises:
[0105] In response to the triggering operation on the first functional control, the picking information corresponding to the target picking strategy is displayed.
[0106] Here, the player interacts with the first functional control on the game interface, such as clicking a button, touching an icon, or selecting a drop-down menu item, and the first functional control is designed to trigger an action to display information related to the target pickup strategy. The game system detects the operation of the first functional control being triggered, and then confirms the current target pickup strategy. According to the determined target pickup strategy, the pickup information is displayed to the player in a visually recognizable form, which is achieved by displaying text, icons, lists or other graphical elements in a certain area of the game interface so that the player can understand and apply the information.
[0107] In some embodiments, the picking information corresponding to the target picking strategy is to display the demand information of the current backpack, the first function control includes a capacity identifier, the capacity identifier represents the capacity usage of the current backpack, the demand information represents the virtual supplies lacking in the current backpack under the target picking strategy, and the demand information is determined based on the target picking strategy and the virtual supplies in the current backpack.
[0108] Here, when the player triggers the first function control (especially the capacity indicator), the system not only displays the capacity usage of the backpack (i.e., the used space and the remaining space), but also determines the virtual supplies that the backpack lacks, i.e., the demand information, based on the currently selected target pickup strategy and the virtual supplies already in the backpack. A key element in the first function control is the capacity indicator, which intuitively displays the capacity status of the backpack. The capacity indicator may appear in the form of a bar chart, percentage, or specific number to help players quickly understand the storage situation of the backpack. The demand information is an analysis result based on the target pickup strategy and the existing supplies in the backpack. The system compares the existing supplies in the backpack according to the priority, demand type, and exclusion conditions defined in the target pickup strategy to determine what supplies the backpack still lacks to meet the current game needs or strategic goals.
[0109] For examples, see Figure 3a , Figure 3a This is one of the demand and request function interface diagrams provided in the embodiment of the present application, such as Figure 3a As shown, the backpack control 301 includes a capacity mark 302, which displays that the current capacity usage of the backpack is 128 / 420, and the demand information 303 is displayed as a demand list, in which the virtual materials currently lacking in the backpack under the target picking strategy are displayed as "10 drinks", "2 magazines" and "25 bullets".
[0110] In some embodiments, see Figure 4 , Figure 4 is a flow chart of steps S401-S402 provided in an embodiment of the present application, such as Figure 4As shown, the method further includes steps S401-S402, which will be described in conjunction with each step.
[0111] In step S401, in response to a triggering operation for the picking information corresponding to the target picking strategy, a requesting information is sent to the second virtual character; wherein the requesting information matches the picking information corresponding to the target picking strategy.
[0112] In step S402, in response to the grant request of the second virtual character, if the second virtual character possesses at least one virtual material specified by the request information, and the second virtual character and the first virtual character satisfy the grant conditions, the at least one virtual material or the specific virtual material selected by the second virtual character in the request information is transferred from the backpack of the second virtual character to the backpack of the first virtual character.
[0113] Here, in response to the player's triggering operation on the pickup information corresponding to the target pickup strategy (such as clicking the "Request" button or selecting a specific material to trigger the "Request" option), the system generates a request information. This request information lists in detail the virtual materials that the first virtual character wants to obtain from the second virtual character. These materials should match the pickup information defined in the target pickup strategy, that is, they are the materials that the first virtual character has priority or needs to pick up according to the current pickup strategy.
[0114] The system sends this request to the second virtual character, which can be through the in-game chat system, transaction interface or other specially designed communication mechanism. When the second virtual character receives the request, they can choose whether to respond or automatically trigger a response.
[0115] For active selection, if the second virtual character actively decides to give (or refuse), the second virtual character will trigger an operation of giving request (such as clicking a "Give" button) or refusing request (such as clicking a "Reject" button). If giving, the system checks whether the second virtual character has at least one virtual material specified in the request information. If it has, it further checks whether the preset giving conditions are met between the first virtual character and the second virtual character. These conditions include but are not limited to: the friendship level between the two, whether they are in the same team or guild, whether they are within the tradable distance range, whether they have sufficient trading authority, etc. If all conditions are met, the system will remove the virtual material specified in the request information (or the specific virtual material selected by the second virtual character in the request information) from the backpack of the second virtual character and add it to the backpack of the first virtual character. This transfer process should be instant and accompanied by corresponding in-game feedback (such as animation effects on the interface, sound prompts or system messages). If the second virtual character chooses to refuse, a prompt will be sent to the first virtual character.
[0116] For automatic trigger responses, there is no need for the second virtual character to actively confirm. The system will directly determine the granting conditions and directly transfer the materials after the granting conditions are met.
[0117] As an example, see Figure 3a Players can send request information to teammates by clicking the "One-click Request" button. The request information includes all the missing supplies, specifically "10 drinks", "2 magazines" and "25 bullets".
[0118] See also Figure 3b , Figure 3b This is the second diagram of the demand and request function interface provided in the embodiment of the present application. This interface is from the perspective of a teammate (user 2). The teammate's interface will display the request information 304 sent by teammate No. 1, and the teammate can give these virtual materials to teammate No. 1 by clicking the "Give Generously" button.
[0119] It should be noted that when user 2 gives virtual materials to teammate No. 1, he needs to have at least one virtual material specified in the request information. After user 2 clicks "Give generously", the system will give all virtual materials that user 2 has and that meet the request information at once. For virtual materials that user 2 does not have, the corresponding material mark can be grayed out, and for virtual materials that user 2 does not have enough, the insufficient amount can be highlighted.
[0120] In some cases, user 2 can also manually select the virtual goods to be given. Figure 3c , Figure 3c This is the third diagram of the demand and request function interface provided by the embodiment of the present application. User 2 can manually select "10 drinks" in the request information 304, and then click the "Give Generously" button to only give "10 drinks" to teammate No. 1.
[0121] Please continue to see Figure 3b and Figure 3c ,like Figure 3b and Figure 3c As shown, the granting condition may be that the distance between the two virtual characters is less than a set distance, for example, within 15 m. At this time, since the distance between the two virtual characters in the figure is 13 m, the granting condition is met, and the system can transfer the virtual supplies from the backpack of user 2 to the backpack of teammate No. 1.
[0122] In some embodiments, see Figure 5 , Figure 5 is a flow chart of steps S501-S502 provided in an embodiment of the present application, such as Figure 5As shown, the demand information includes at least one sub-demand information and a request control, each sub-demand information in the at least one sub-demand information represents a missing virtual material and the quantity of the virtual material corresponding to the virtual material, and the response to the request for the demand information is to send the request information to the second virtual character, which can be achieved through steps S501-S502, which will be explained in combination with each step.
[0123] In step S501, in response to a selection operation on the at least one sub-demand information, the selected target demand information is displayed in the at least one sub-demand information.
[0124] In step S502, in response to a triggering operation on the request control, the demand information and the request information are updated through the target demand information, and the request information is sent to the second virtual character.
[0125] Here, each sub-demand information represents a virtual material that is currently missing from the backpack and the required quantity of the material. In the demand information interface, all sub-demand information will be listed, and the player can clearly see each required material and its quantity. When the player decides to ask the second virtual character for certain materials, they will first select them in the sub-demand information. This is usually done by clicking, checking, or other forms of interaction. Once the player selects one or more sub-demand information, the selected target demand information will be marked in some way on the interface so that the player can confirm their selection. The request control is a trigger button or control that is used to start the process of sending the request information. When the player has completed the selection of the sub-demand information, they will trigger the request control. This action tells the system that the player has prepared their request. After the request control is triggered, the system will update the demand information and request information based on the selected target demand information. This includes removing the unselected sub-demand information from the request information and ensuring that the request information only contains the materials and quantities that the player really wants to request. The updated request information is then sent to the player of the second virtual character. This can be done through the in-game chat system, email, direct message, or interactive interface.
[0126] For examples, see Figure 3d , Figure 3d This is the fourth diagram of the demand and request function interface provided by the embodiment of the present application, such as Figure 3d As shown, sub-demand information 3031 is "10 drinks", sub-demand information 3032 is "2 magazines", and sub-demand information 3033 is "25 bullets". The player can manually select the target demand information (for example, select sub-demand information 3031 and sub-demand information 3033), and then click the "one-click request" button of the request control 3034 to send the request information to the second virtual character.
[0127] In some embodiments, see Figure 6 , Figure 6 is a flow chart of steps S601-S602 provided in an embodiment of the present application, such as Figure 6 As shown, controlling the first virtual character to pick up the virtual material through the target picking strategy can be achieved through steps S601-S602, which will be explained in combination with each step.
[0128] In step S601, in response to the first virtual character and at least two virtual resource piles satisfying the picking conditions at the same time, a to-be-picked list is generated, the to-be-picked list includes the at least two virtual resource piles, and any of the at least two virtual resource piles includes at least one virtual resource.
[0129] In step S602, in response to a pickup instruction, virtual supplies in the to-be-pickup list that meet the target pickup strategy are placed into the backpack of the first virtual character.
[0130] Here, when the first virtual character and at least two virtual material piles in the game scene are in a state where they can be picked up at the same time (i.e., the picking conditions are met at the same time), the system will respond to this situation and display the picking controls, which usually occurs when the character approaches multiple material piles. The system will check each virtual material pile in the list to be picked up and determine which virtual materials should be picked up based on the target picking strategy. Only virtual materials that meet the strategy will be placed in the backpack of the first virtual character. If the backpack is full or cannot accommodate certain materials, the system may display a corresponding prompt message and allow the player to perform subsequent operations.
[0131] The pickup control includes a waiting list and a pickup button. The waiting list is an interface element that displays all virtual material piles that currently meet the pickup conditions. Each entry in the list represents a virtual material pile, and each material pile may contain multiple virtual materials.
[0132] The player initiates the pickup process by triggering a pickup button. This is usually done by clicking, pressing, or touching a button. After the pickup button is triggered, the system checks each virtual supply pile in the list to be picked up.
[0133] For PC games, since they are usually controlled by keyboard and mouse, the act of picking up virtual supplies often relies on the interaction logic between the player's input and the game environment to replace the "pick up control" button.
[0134] In some embodiments, the method further comprises:
[0135] In response to a selection operation on a target virtual supply pile among the at least two virtual supply piles, the virtual supplies included in the target virtual supply pile are displayed, and the to-be-picked-up list is updated based on the target virtual supply pile.
[0136] Here, when players see multiple virtual material piles in the list of items to be picked up in the pickup widget, they can select one of them as the target virtual material pile. This selection is usually done by clicking, touching, or other forms of interaction. Once the player selects the target virtual material pile, the system responds to this operation and displays the specific virtual materials contained in the material pile. These materials are displayed on the interface in a list, grid, or other form so that players can view their detailed information, such as type, name, quantity, quality, etc.
[0137] After the player has viewed the virtual supplies in the target virtual supply pile, if they decide not to pick up that supply pile anymore, or if they want to reconsider other supply piles, the system will update the waiting list based on the player's choice. The update involves removing the entry of the target virtual supply pile from the waiting list, or adjusting the display order of other supply piles in the list. If the player selects another supply pile as the new target, the details of that supply pile will be displayed, and it may become the current focus in the waiting list.
[0138] In some embodiments, the pick-up control further includes at least one first selection control representing the first pick-up strategy or the second pick-up strategy, and in response to the triggering operation on the pick-up button, before placing the virtual supplies that meet the target pick-up strategy in the at least two virtual supply piles into the backpack of the first virtual character, the method further includes:
[0139] In response to a trigger operation on a first target selection control among at least one first selection control, updating the target picking strategy by the first picking strategy or the second picking strategy represented by the first target selection control;
[0140] And, after the first virtual character is picked up, the target picking strategy of this update is reset / not reset.
[0141] Here, the pick-up controls include at least one first-select control, which is used to represent different pick-up strategies, such as the first pick-up strategy and the second pick-up strategy. Players can select the pick-up strategy they want by triggering these controls. The first-select control appears in the form of a button, a drop-down menu, a radio button, etc., depending on the UI design of the game. They will display the currently available pick-up strategies so that players can choose.
[0142] When the player triggers the first target selection control in at least one first selection control, the system will respond to this action and update the target pickup strategy according to the pickup strategy represented by the control. This means that players can change their pickup strategy at any time during the pickup process. The updated target pickup strategy will be used to guide subsequent pickup operations, that is, to determine which virtual supplies should be picked up and placed in the backpack of the first virtual character.
[0143] After the player has completed the selection of the picking strategy, they can start the picking operation by triggering the pick button. At this time, the system will check the virtual material piles in the to-be-picked list and determine which virtual materials should be picked up according to the updated target picking strategy. The virtual materials that meet the target picking strategy will then be placed in the backpack of the first virtual character. If the backpack is full or cannot accommodate some materials, the system will display a corresponding prompt message and allow the player to proceed.
[0144] After the first virtual character completes the pickup operation, the system can decide whether to reset the target pickup strategy for this update based on the game design. If reset, the next pickup operation will use the default pickup strategy or the pickup strategy previously set by the player. If not reset, the player can directly use the updated pickup strategy the next time he picks up without reselecting.
[0145] In some embodiments, when there is no virtual material in the to-be-picked list that satisfies the first picking strategy or the second picking strategy, the second selection control corresponding to the virtual material that does not satisfy the first picking strategy or the second picking strategy is set to a non-triggerable state.
[0146] Here, in order to improve the user experience and avoid unnecessary operations, when there are no virtual materials in the pickup list that meet the currently selected pickup strategy (such as the first pickup strategy or the second pickup strategy), the system will set the second selection control corresponding to these strategies to an untriggerable state.
[0147] It should be clear that the "second selection controls" mentioned here are a general term used to refer to those controls used to select or characterize different picking strategies.
[0148] When none of the virtual supplies in the pickup list satisfy the currently selected pickup strategy, the system will perform the following operations:
[0149] The system will traverse all virtual material piles in the to-be-pickup list and check whether they meet the currently selected pick-up strategy (such as the first pick-up strategy or the second pick-up strategy).
[0150] If the system finds that no virtual resource pile meets the current pickup strategy, it will set the pickup strategy control corresponding to the strategy to a non-triggerable state. For example, the control will become gray, dim, or otherwise visually indicate that it is unavailable.
[0151] The above method of setting the pickup strategy controls that do not meet the pickup strategy to an untriggerable state is an effective game design strategy, which can improve the user experience and enhance the usability and friendliness of the game.
[0152] For examples, see Figure 7 , Figure 7 is a diagram of a multi-virtual material pile picking interface provided by an embodiment of the present application, such as Figure 7 As shown, when the first virtual character meets the picking conditions (for example, the distance is less than the picking distance) with the virtual supply pile 701 and the virtual supply pile 702 at the same time, a picking control 703 will be displayed. The picking control 703 includes a to-be-picked list 7031 and a picking button 7032. The player only needs to click the picking button 7032 to place the virtual supplies in the virtual supply pile 701 and the virtual supply pile 702 that meet the target picking strategy into the backpack.
[0153] In some cases, the player only wants to pick up one of the virtual supply piles with one click (leaving the other virtual supply pile for teammates). Then, the player can click the corresponding "supply items" in the to-be-picked-up list 7031 to open the corresponding virtual supply pile. Then, the system will display the virtual supply pile in the to-be-picked-up list 7031, and update the to-be-picked-up list 7031. At this time, the player can click the pick button 7032 to pick up only the selected virtual supply pile based on the target picking strategy with one click.
[0154] In addition, the embodiment of the present application can also switch the picking strategy at any time during the one-key picking process. Please continue to refer to Figure 7 , the picking control 703 also includes a plurality of first selection controls 7033, each of which represents a first picking strategy or a second picking strategy through an identifier. Specifically, "I" is user 1, "2" corresponds to "user 2", "3" corresponds to "user 3", "4" corresponds to "user 4", and "5" corresponds to "user 5". By clicking the corresponding first selection control 7003, the current target picking strategies of different users can be switched. Since in the embodiment of the present application, different users also have different backpack level solutions, generally speaking, the system will select the solution of the backpack of the level applied by the corresponding user by default, or the solution of the backpack with the largest capacity by default. If the player needs to select first, the picking solutions of backpacks of different levels can be displayed by long pressing the corresponding first selection control 7003, so as to make a selection.
[0155] After the new picking strategy is determined, the system will update the target picking strategy according to the new picking strategy, and use the updated target picking strategy for one-click picking. When the picking is completed, the updated target picking strategy will be reset or not reset.
[0156] In some cases, if any virtual material in the to-be-picked list does not satisfy the picking strategy of the group "User 2", then the first selection control 7003 of "2" will be grayed out and unclickable.
[0157] In some embodiments, see Figure 8 , Figure 8 is a flow chart of steps S801-S805 provided in an embodiment of the present application, such as Figure 8 As shown, the method further includes steps S801-S805, which will be described in conjunction with each step.
[0158] In step S801, a first material identifier is displayed in a game scene; wherein the first material identifier is used to identify a target material pile, wherein the first material identifier is an identifier generated in response to a marking operation of the first virtual character or the second virtual character on the target material pile, and the target material pile includes one material pile or multiple material piles within a picking range, and when the target material pile is one material pile, the marking operation is a trigger operation for a first marking identifier corresponding to the target material pile; when the target material pile is multiple material piles within a picking range, the marking operation is a trigger operation for a second marking identifier corresponding to multiple material piles within the picking range.
[0159] In step S802, in response to the first virtual character satisfying a display condition, a second material identification is displayed in the game scene; wherein the second material identification includes at least one second selection control representing the first picking strategy or the second picking strategy.
[0160] In step S803, in response to a triggering operation on a second target selection control in at least one second selection control, the target picking strategy is updated by the first picking strategy or the second picking strategy represented by the second target selection control.
[0161] In step S804, in response to the first virtual character satisfying the picking condition, the virtual supplies in the target supply pile that satisfy the target picking strategy are placed into the backpack of the first virtual character.
[0162] In step S805, after the first virtual character is picked up, the target picking strategy for this update is reset or not reset.
[0163] Here, when the first virtual character or the second virtual character performs a marking operation on the target material pile, the system will display the first material mark in the game scene. This mark is used to clearly indicate the location of the target material pile, which is convenient for players to remember and locate. The first material mark is usually a visual element, such as an arrow, aperture, or a specific icon, which will continue to be displayed in the game scene until it is canceled or the task is completed.
[0164] If the target material pile is a single material pile, the marking operation is a first marking mark directly for the material pile. If the target material pile is multiple material piles within the picking range, the marking operation is a second marking mark corresponding to the multiple material piles within the picking range.
[0165] Please continue to see Figure 7 , the first mark 704 is a mark for a separate material pile, and is displayed on the corresponding material pile. In addition, it should be noted that in the embodiment of the present application, the material pile can be a "box" containing multiple materials, or a single virtual prop. The second mark 705 is displayed near the "one-click material pickup" button, and is used to mark multiple material piles within the pickup range.
[0166] When the first virtual character approaches the target material pile to a certain distance (less than or equal to the first distance threshold), the system will display the second material identification. This identification provides more information than the first material identification. The identification not only includes a further identification of the target material pile, but also includes at least one second selection control. These controls allow the player to select or switch the picking strategy when approaching the material pile. These controls appear in the form of buttons, drop-down menus, or other forms, and each control represents a picking strategy (such as the first picking strategy or the second picking strategy). The player can update the target picking strategy by triggering these controls.
[0167] When the player triggers the second target selection control in the second selection control, the system updates the target pickup strategy to the strategy represented by the control. As the first virtual character continues to approach the target material pile to a shorter distance (less than or equal to the second distance threshold, and the second distance threshold is less than the first distance threshold), the system automatically performs the actual pickup operation. The system checks the virtual materials in the target material pile and places the materials that meet the conditions into the backpack of the first virtual character according to the current target pickup strategy.
[0168] After completing the pickup operation, the system can decide whether to reset the target pickup strategy for this update based on the game design. If reset, the next pickup will use the default or previously set strategy; if not reset, the player can continue to use the strategy for this update for subsequent pickups.
[0169] The above method allows players to set up automatic pickup plans in advance according to material markings before arrival, trigger quick one-click pickup after the materials arrive, and adapt to material distribution and rapid combat objectives within the battle situation.
[0170] In some embodiments, when there is no virtual material satisfying the first picking strategy or the second picking strategy in the target material pile, the second selection control corresponding to the virtual material that does not satisfy the first picking strategy or the second picking strategy is set to a non-triggerable state.
[0171] Here, in order to improve the user experience, prevent players from making invalid operation attempts, and clearly convey the picking status of the current material pile, when there are no virtual materials in the target material pile that meet the currently selected picking strategy (ie, the first picking strategy or the second picking strategy), the system will set the second selection control corresponding to these strategies to an untriggerable state.
[0172] Specifically, when the player approaches the target material pile and triggers the logic of displaying the second material identification, the system will first check the virtual materials contained in the material pile. Next, the system will evaluate the virtual materials in the material pile according to the currently selected pickup strategy (the first pickup strategy or the second pickup strategy). For example, the system will check whether any materials meet the conditions of the current pickup strategy. If there is at least one virtual material in the material pile that meets the current pickup strategy, the second selection control corresponding to the strategy is kept in a triggerable state. If there is no virtual material in the material pile that meets the current pickup strategy, the second selection control corresponding to the strategy is set to a non-triggerable state. This usually means that the control will become gray, dim, or otherwise visually indicate that it is unavailable.
[0173] For examples, see Figure 9a , Figure 9a This is one of the target material pile marking function interface diagrams provided in the embodiment of the present application, such as Figure 9a As shown, the first virtual character or the second virtual character can mark the target material pile in the game scene through the marking function, and display a first material mark 901 in the game scene, see Figure 9b , Figure 9b This is the second target material pile marking function interface diagram provided in an embodiment of the present application. When the distance between the first virtual character and the target material pile is less than or equal to the first distance threshold, the first material identification 901 will be displayed as the second material identification 902. The difference between the second material identification 902 and the first material identification 901 is that the second material identification includes at least one second selection control 9021 representing the first picking strategy or the second picking strategy.
[0174] Similar to the first selection control 7033, each second selection control 9021 represents a first picking strategy or a second picking strategy by an identifier. Similarly, "I" is user 1, "2" corresponds to "user 2", "3" corresponds to "user 3", "4" corresponds to "user 4", and "5" corresponds to "user 5". By clicking the corresponding second selection control 9021, the current target picking strategy of different users can be switched. Since different users have different backpack level solutions in the embodiment of the present application, generally speaking, the system will default to the solution of the backpack of the level applied by the corresponding user, or default to the solution of the backpack with the largest capacity. If the player needs to make a first choice, the picking solutions of backpacks of different levels can be displayed by long pressing the corresponding second selection control 9021, so as to make a selection.
[0175] After the user selects a new picking strategy through the second selection control 9021, the system will update the target picking strategy and trigger automatic picking when the first virtual character approaches the target supply pile (the distance to the target supply pile is less than or equal to the second distance threshold, usually the second distance threshold is less than the first distance threshold). The player does not need to perform additional picking operations, and the virtual supplies in the target supply pile that meet the target picking strategy will be directly placed in the backpack of the first virtual character.
[0176] If there is no virtual material in the target material pile that satisfies the first picking strategy or the second picking strategy, the corresponding second selection control 9021 will be grayed out and unclickable.
[0177] In some embodiments, the method further comprises:
[0178] When the first virtual character picks up the virtual supplies through the target picking strategy, if the virtual supplies that meet the target picking strategy exceed the remaining capacity of the backpack of the first virtual character, the virtual supplies in the backpack of the first virtual character that do not meet the target picking strategy are discarded based on a preset discarding priority, so that the remaining capacity of the backpack of the first virtual character can meet the picking requirements of the virtual supplies under the target picking strategy, and the virtual supplies that meet the target picking strategy are placed in the backpack of the first virtual character.
[0179] Here, when the first virtual character tries to pick up virtual supplies that meet the target picking strategy, the system will first check the remaining capacity of the backpack. If the remaining capacity of the backpack is not enough to accommodate all the supplies to be picked up, the system will enter the backpack management stage.
[0180] In the game design, a set of discard priority rules are preset to determine which supplies should be discarded first when the backpack capacity is insufficient. These rules may be based on various factors such as the rarity, value, purpose, and difficulty of obtaining supplies. According to the preset discard priority, the system will traverse all virtual supplies in the backpack and identify those that do not meet the target pickup strategy. Then, according to the priority order, consider whether to discard these supplies one by one to free up backpack space.
[0181] After confirming that materials need to be discarded to make room, the system will remove materials that do not meet the target picking strategy from the backpack according to the preset discarding priority until the remaining capacity of the backpack can meet the needs of new picking materials. After the backpack space is released, the system will place the virtual materials that meet the target picking strategy into the backpack of the first virtual character.
[0182] The above method, which discards materials in the backpack that do not meet the picking strategy based on the preset discarding priority, is an effective backpack management strategy, which can ensure that the first virtual character has enough backpack space when picking up new materials and improve the overall smoothness and strategy of the game.
[0183] In some embodiments, the method further comprises:
[0184] If the virtual supplies that meet the target picking strategy exceed the remaining capacity of the backpack of the first virtual character, the virtual supplies to be discarded are determined according to the excess capacity.
[0185] In some embodiments, the method further comprises:
[0186] When discarding the virtual supplies, the virtual supplies are discarded based on a preset discarding priority until the backpack of the first virtual character can meet the picking requirements of the virtual supplies under the target picking strategy.
[0187] Here, when the first virtual character attempts to pick up virtual supplies through the target pickup strategy, the system will first check the total volume, total weight or other relevant parameters of these supplies (depending on how the game's backpack management system defines capacity). If the total volume or total weight of virtual supplies that meet the target pickup strategy exceeds the remaining capacity of the backpack, the system will trigger the over-limit processing logic. The system needs to decide which virtual supplies should be discarded. This decision can be based on a variety of factors, including but not limited to:
[0188] Value of supplies: Supplies of lower value or relatively unimportant can be discarded.
[0189] Stacking of supplies: If some supplies are in a stacked form, the system may prioritize discarding part of the stack rather than the entire stack.
[0190] Supplies pickup time: Supplies that were recently picked up can be discarded to keep supplies that were obtained earlier and may be more valuable.
[0191] Custom settings by players: If the game allows players to set discard priorities or rules, the system will respect these settings.
[0192] Once the virtual materials to be discarded are determined, the system will perform the discard operation, remove the corresponding materials from the backpack, and give corresponding prompts or animation effects in the game interface. After discarding some materials to make room, the system will continue to perform the pick-up operation and place the remaining virtual materials that meet the target pick-up strategy into the backpack of the first virtual character. After the pick-up operation is completed, the game will provide feedback information to the player (such as the update of the backpack capacity, the prompt of discarding materials, etc.) to confirm the result of the operation.
[0193] In summary, the embodiments of the present application have the following beneficial effects:
[0194] (1) Improve game efficiency and flexibility: The automatic pickup plan for backpacks of different capacities is set within the game, which not only allows players to flexibly adjust the pickup strategy according to the current capacity of the backpack and actual needs, but also supports enabling their own or calling friendly pickup plans. This function greatly improves the efficiency of resource acquisition during the game, reduces the manual operation of players when picking up supplies, and allows players to focus more on game strategies and the battle itself.
[0195] (2) Optimizing team collaboration and resource allocation: The ability to quickly request missing supplies with one click greatly simplifies the resource exchange process between players. Players can quickly identify their needs and send clear requests to their teammates to quickly fill in the gaps in supplies. This not only promotes communication and collaboration within the team, but also optimizes the rational allocation of resources and enhances the team's overall combat capability.
[0196] (3) Enhanced gaming experience and immersion: Selecting the corresponding pickup plan at the material pile for one-click pickup provides players with a more convenient and efficient way to pick up materials. Players do not need to screen and pick up materials one by one, they only need to select the appropriate pickup plan to complete the operation, which greatly saves time and energy. At the same time, this function also enhances the immersion of the game, allowing players to focus more on the game scene and combat atmosphere, and enjoy a smoother and more comfortable gaming experience.
[0197] In summary, the embodiments of the present application provide players with a better, more efficient and more convenient gaming experience by improving gaming efficiency and flexibility, optimizing team collaboration and resource allocation, and enhancing gaming experience and immersion.
[0198] Based on the same inventive concept, an embodiment of the present application also provides an interactive device for virtual materials corresponding to the interactive method for virtual materials in the first embodiment. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the above-mentioned interactive method for virtual materials, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0199] like Fig.10 As shown, Fig.10 1 is a schematic diagram of the structure of a virtual goods interaction device 1000 provided in an embodiment of the present application. The virtual goods interaction device 1000 includes:
[0200] Display module 1001, used for displaying a first picking strategy of a first virtual character and / or a second picking strategy of a second virtual character through the game interface; wherein the second virtual character is a virtual character in the same current game match as the first virtual character, and the second picking strategy is a picking strategy set by a client corresponding to the second virtual character in response to a setting instruction;
[0201] A determination module 1002, configured to determine a target picking strategy from the first picking strategy and / or the second picking strategy in response to a selection operation on the picking strategy;
[0202] The control module 1003 is used to control the first virtual character to pick up virtual supplies according to the target picking strategy.
[0203] Those skilled in the art should understand that Fig.10 The functions implemented by each unit in the virtual material interaction device 1000 shown may be understood by referring to the related description of the aforementioned virtual material interaction method. Fig.10 The functions of each unit in the virtual material interaction device 1000 shown can be implemented by a program running on a processor, or can be implemented by a specific logic circuit.
[0204] In a possible implementation, the first picking strategy and / or the second picking strategy includes at least one sub-picking strategy, each of the at least one sub-picking strategy represents a picking strategy under a specific capacity constraint, and each sub-picking strategy corresponds to a different specific capacity.
[0205] In a possible implementation, the determining module 1002 further includes:
[0206] In response to the change in the backpack capacity of the first virtual character, the target picking strategy is updated by a sub-picking strategy that matches the current backpack capacity of the first virtual character.
[0207] In a possible implementation, the display module 1001 displays the first picking strategy of the first virtual character and / or the second picking strategy of the second virtual character through the game interface, including:
[0208] Displaying at least one first sub-control; wherein the at least one first sub-control has a one-to-one correspondence with the first picking strategy and / or the second picking strategy;
[0209] The determination module 1002 determines a target picking strategy from the first picking strategy and / or the second picking strategy in response to a selection operation for the picking strategy, including:
[0210] In response to a selection operation on a first target control in the at least one first sub-control, at least one second sub-control associated with the first target control is displayed, wherein the at least one second sub-control has a one-to-one correspondence with the first picking strategy represented by the first target control or the at least one sub-picking strategy included in the second picking strategy;
[0211] In response to a selection operation on a second target control in the at least one second sub-control, displaying a sub-pickup strategy corresponding to the second target control;
[0212] In response to an application operation on the sub-pickup strategy, the sub-pickup strategy corresponding to the second target control is determined as the target pickup strategy.
[0213] In a possible implementation, the sub-pickup strategy represents the type and quantity of the virtual materials that are allowed to be picked up under the specific capacity limit, and the display module 1001 displays the sub-pickup strategy corresponding to the second target control, including:
[0214] Displaying in the first material control the material identification of the virtual material that is allowed to be picked up and the material quantity associated with the material identification;
[0215] The material identifier corresponds to a delete control, the material quantity corresponds to a quantity adjustment control, and the display module 1001 further includes:
[0216] In response to a trigger operation on the delete control, removing the material identifier in the first material control, and in response to a trigger operation on the quantity adjustment control, displaying the adjusted material quantity;
[0217] The display module 1001 further includes:
[0218] Display a second material control; wherein the second material control includes a material identifier corresponding to a virtual material provided by the game;
[0219] In response to a triggering operation on the target material identifier in the second material control, the target material identifier is displayed in the first material control.
[0220] In a possible implementation, the first material control includes a prompt control, and the prompt control describes the sub-picking strategy by displaying prompt content, and the prompt content is in an editable state.
[0221] In a possible implementation, the display module 1001 further includes:
[0222] In response to the triggering operation on the first functional control, the picking information corresponding to the target picking strategy is displayed.
[0223] In a possible implementation, the control module 1003 further includes:
[0224] In response to a triggering operation on the pickup information corresponding to the target pickup strategy, sending a request information to the second virtual character; wherein the request information matches the pickup information corresponding to the target pickup strategy;
[0225] In response to the grant request of the second virtual character, if the second virtual character possesses at least one virtual material specified by the request information, and the second virtual character and the first virtual character satisfy the grant conditions, the at least one virtual material or the specific virtual material selected by the second virtual character in the request information is transferred from the backpack of the second virtual character to the backpack of the first virtual character.
[0226] In a possible implementation, the picking information corresponding to the target picking strategy is to display the demand information of the current backpack, the first function control includes a capacity identifier, the capacity identifier represents the capacity usage of the current backpack, the demand information represents the virtual materials lacking in the current backpack under the target picking strategy, and the demand information is determined based on the target picking strategy and the virtual materials in the current backpack.
[0227] In a possible implementation, the demand information includes at least one sub-demand information and a request control, each sub-demand information in the at least one sub-demand information represents a virtual material that is missing and the material quantity corresponding to the virtual material, and the control module 1003 responds to the request for the demand information and sends the request information to the second virtual character, including:
[0228] In response to a selection operation on the at least one sub-demand information, displaying the selected target demand information in the at least one sub-demand information;
[0229] In response to a triggering operation on the request control, the demand information and the request information are updated through the target demand information, and the request information is sent to the second virtual character.
[0230] In a possible implementation, the control module 1003 controls the first virtual character to pick up the virtual material through the target picking strategy, including:
[0231] In response to the first virtual character and at least two virtual material piles satisfying the picking condition at the same time, a to-be-picked list is provided, wherein the to-be-picked list includes the at least two virtual material piles, and any of the at least two virtual material piles includes at least one virtual material;
[0232] In response to the picking instruction, the virtual supplies in the to-be-picked list that meet the target picking strategy are placed into the backpack of the first virtual character.
[0233] In a possible implementation, the control module 1003 further includes:
[0234] In response to a selection operation on a target virtual supply pile among the at least two virtual supply piles, the virtual supplies included in the target virtual supply pile are displayed, and the to-be-picked-up list is updated based on the target virtual supply pile.
[0235] In a possible implementation, the pick-up control further includes at least one first selection control representing the first pick-up strategy or the second pick-up strategy, and in response to the triggering operation on the pick-up button, before placing the virtual supplies that meet the target pick-up strategy in the at least two virtual supply piles into the backpack of the first virtual character, the control module 1003 further includes:
[0236] In response to a trigger operation on a first target selection control among at least one first selection control, updating the target picking strategy by the first picking strategy or the second picking strategy represented by the first target selection control;
[0237] And, after the first virtual character is picked up, the target picking strategy of this update is reset / not reset.
[0238] In a possible implementation, when there is no virtual material in the to-be-picked list that satisfies the first picking strategy or the second picking strategy, the second selection control corresponding to the virtual material that does not satisfy the first picking strategy or the second picking strategy is set to a non-triggerable state.
[0239] In a possible implementation, the display module 1001 further includes:
[0240] A first material identifier is displayed in a game scene; wherein the first material identifier is used to identify a target material pile, wherein the first material identifier is an identifier generated in response to a marking operation of the first virtual character or the second virtual character on the target material pile, the target material pile includes one material pile or multiple material piles within a picking range, when the target material pile is one material pile, the marking operation is a triggering operation for a first marking identifier corresponding to the target material pile; when the target material pile is multiple material piles within a picking range, the marking operation is a triggering operation for a second marking identifier corresponding to multiple material piles within the picking range;
[0241] In response to the first virtual character satisfying a display condition, displaying a second material identification in the game scene; wherein the second material identification includes at least one second selection control representing the first picking strategy or the second picking strategy;
[0242] The determination module 1002 responds to a trigger operation on a second target selection control in at least one second selection control, and updates the target picking strategy by the first picking strategy or the second picking strategy represented by the second target selection control;
[0243] In response to the first virtual character satisfying the picking condition, the control module 1003 places the virtual supplies that meet the target picking strategy in the target supply pile into the backpack of the first virtual character;
[0244] When the first virtual character is picked up, the target picking strategy for this update is reset or not reset.
[0245] In a possible implementation, when there is no virtual material satisfying the first picking strategy or the second picking strategy in the target material pile, the second selection control corresponding to the virtual material not satisfying the first picking strategy or the second picking strategy is set to a non-triggerable state.
[0246] In a possible implementation, the control module 1003 further includes:
[0247] When the first virtual character picks up the virtual supplies through the target picking strategy, the virtual supplies in the backpack of the first virtual character that do not meet the target picking strategy are discarded so that the remaining capacity of the backpack of the first virtual character can meet the picking requirements of the virtual supplies under the target picking strategy, and the virtual supplies that meet the target picking strategy are placed in the backpack of the first virtual character.
[0248] In a possible implementation, the control module 1003 further includes:
[0249] If the virtual supplies that meet the target picking strategy exceed the remaining capacity of the backpack of the first virtual character, the virtual supplies to be discarded are determined according to the excess capacity.
[0250] In a possible implementation, the control module 1003 further includes:
[0251] When discarding the virtual supplies, the virtual supplies are discarded based on a preset discarding priority until the backpack of the first virtual character can meet the picking requirements of the virtual supplies under the target picking strategy.
[0252] The above-mentioned virtual material interactive device has the following beneficial effects:
[0253] (1) Improve game efficiency and flexibility: The automatic pickup plan for backpacks of different capacities is set within the game, which not only allows players to flexibly adjust the pickup strategy according to the current capacity of the backpack and actual needs, but also supports enabling their own or calling friendly pickup plans. This function greatly improves the efficiency of resource acquisition during the game, reduces the manual operation of players when picking up supplies, and allows players to focus more on game strategies and the battle itself.
[0254] (2) Optimizing team collaboration and resource allocation: The ability to quickly request missing supplies with one click greatly simplifies the resource exchange process between players. Players can quickly identify their needs and send clear requests to their teammates to quickly fill in the gaps in supplies. This not only promotes communication and collaboration within the team, but also optimizes the rational allocation of resources and enhances the team's overall combat capability.
[0255] (3) Enhanced gaming experience and immersion: Selecting the corresponding pickup plan at the material pile for one-click pickup provides players with a more convenient and efficient way to pick up materials. Players do not need to screen and pick up materials one by one, they only need to select the appropriate pickup plan to complete the operation, which greatly saves time and energy. At the same time, this function also enhances the immersion of the game, allowing players to focus more on the game scene and combat atmosphere, and enjoy a smoother and more comfortable gaming experience.
[0256] In summary, the embodiments of the present application provide players with a better, more efficient and more convenient gaming experience by improving gaming efficiency and flexibility, optimizing team collaboration and resource allocation, and enhancing gaming experience and immersion.
[0257] like Fig.11 As shown, Fig.11 The present invention provides a schematic diagram of the structure of an electronic device 1100, wherein the electronic device 1100 includes:
[0258] A processor 1101, a storage medium 1102, and a bus 1103. The storage medium 1102 stores machine-readable instructions executable by the processor 1101. When the electronic device 1100 is running, the processor 1101 communicates with the storage medium 1102 via the bus 1103. The processor 1101 executes the machine-readable instructions to perform the following method:
[0259] Displaying a first picking strategy of a first virtual character and / or a second picking strategy of a second virtual character through the game interface; wherein the second virtual character and the first virtual character are virtual characters in the same current game match, and the second picking strategy is a picking strategy set by a client corresponding to the second virtual character in response to a setting instruction;
[0260] In response to a selection operation for a picking strategy, determining a target picking strategy from the first picking strategy and / or the second picking strategy;
[0261] The first virtual character is controlled to pick up virtual supplies according to the target picking strategy.
[0262] In a possible implementation, the first picking strategy and / or the second picking strategy includes at least one sub-picking strategy, each of the at least one sub-picking strategy represents a picking strategy under a specific capacity constraint, and each sub-picking strategy corresponds to a different specific capacity.
[0263] In a possible implementation, the processor 1101 further includes:
[0264] In response to the change in the backpack capacity of the first virtual character, the target picking strategy is updated by a sub-picking strategy that matches the current backpack capacity of the first virtual character.
[0265] In a possible implementation, the processor 1101 displays the first picking strategy of the first virtual character and / or the second picking strategy of the second virtual character through the game interface, including:
[0266] Displaying at least one first sub-control; wherein the at least one first sub-control has a one-to-one correspondence with the first picking strategy and / or the second picking strategy;
[0267] The processor 1101 determines a target picking strategy from the first picking strategy and / or the second picking strategy in response to a selection operation for the picking strategy, including:
[0268] In response to a selection operation on a first target control in the at least one first sub-control, at least one second sub-control associated with the first target control is displayed, wherein the at least one second sub-control has a one-to-one correspondence with the first picking strategy represented by the first target control or the at least one sub-picking strategy included in the second picking strategy;
[0269] In response to a selection operation on a second target control in the at least one second sub-control, displaying a sub-pickup strategy corresponding to the second target control;
[0270] In response to an application operation on the sub-pickup strategy, the sub-pickup strategy corresponding to the second target control is determined as the target pickup strategy.
[0271] In a possible implementation, the sub-pickup strategy represents the type and quantity of the virtual material that is allowed to be picked up under the specific capacity limit, and the processor 1101 displays the sub-pickup strategy corresponding to the second target control, including:
[0272] Displaying in the first material control the material identification of the virtual material that is allowed to be picked up and the material quantity associated with the material identification;
[0273] The material identifier corresponds to a delete control, the material quantity corresponds to a quantity adjustment control, and the processor 1101 further includes:
[0274] In response to a trigger operation on the delete control, removing the material identifier in the first material control, and in response to a trigger operation on the quantity adjustment control, displaying the adjusted material quantity;
[0275] The processor 1101 further includes:
[0276] Display a second material control; wherein the second material control includes a material identifier corresponding to a virtual material provided by the game;
[0277] In response to a triggering operation on the target material identifier in the second material control, the target material identifier is displayed in the first material control.
[0278] In a possible implementation, the first material control includes a prompt control, and the prompt control describes the sub-picking strategy by displaying prompt content, and the prompt content is in an editable state.
[0279] In a possible implementation, the processor 1101 further includes:
[0280] In response to the triggering operation on the first functional control, the picking information corresponding to the target picking strategy is displayed.
[0281] In a possible implementation, the processor 1101 further includes:
[0282] In response to a triggering operation on the pickup information corresponding to the target pickup strategy, sending a request information to the second virtual character; wherein the request information matches the pickup information corresponding to the target pickup strategy;
[0283] In response to the grant request of the second virtual character, if the second virtual character possesses at least one virtual material specified by the request information, and the second virtual character and the first virtual character satisfy the grant conditions, the at least one virtual material or the specific virtual material selected by the second virtual character in the request information is transferred from the backpack of the second virtual character to the backpack of the first virtual character.
[0284] In a possible implementation, the picking information corresponding to the target picking strategy is to display the demand information of the current backpack, the first function control includes a capacity identifier, the capacity identifier represents the capacity usage of the current backpack, the demand information represents the virtual materials lacking in the current backpack under the target picking strategy, and the demand information is determined based on the target picking strategy and the virtual materials in the current backpack.
[0285] In a possible implementation, the demand information includes at least one sub-demand information and a request control, each sub-demand information in the at least one sub-demand information represents a type of virtual material that is missing and the material quantity corresponding to the virtual material, and the processor 1101 responds to the request for the demand information and sends the request information to the second virtual character, including:
[0286] In response to a selection operation on the at least one sub-demand information, displaying the selected target demand information in the at least one sub-demand information;
[0287] In response to a triggering operation on the request control, the demand information and the request information are updated through the target demand information, and the request information is sent to the second virtual character.
[0288] In a possible implementation, the processor 1101 controls the first virtual character to pick up the virtual material through the target picking strategy, including:
[0289] In response to the first virtual character and at least two virtual material piles satisfying the picking condition at the same time, a to-be-picked list is provided, wherein the to-be-picked list includes the at least two virtual material piles, and any of the at least two virtual material piles includes at least one virtual material;
[0290] In response to the picking instruction, the virtual supplies in the to-be-picked list that meet the target picking strategy are placed into the backpack of the first virtual character.
[0291] In a possible implementation, the processor 1101 further includes:
[0292] In response to a selection operation on a target virtual supply pile among the at least two virtual supply piles, the virtual supplies included in the target virtual supply pile are displayed, and the to-be-picked-up list is updated based on the target virtual supply pile.
[0293] In a possible implementation, the pick-up control further includes at least one first selection control representing the first pick-up strategy or the second pick-up strategy, and in response to the triggering operation on the pick-up button, before placing the virtual supplies that meet the target pick-up strategy in the at least two virtual supply piles into the backpack of the first virtual character, the processor 1101 further includes:
[0294] In response to a trigger operation on a first target selection control among at least one first selection control, updating the target picking strategy by the first picking strategy or the second picking strategy represented by the first target selection control;
[0295] And, after the first virtual character is picked up, the target picking strategy of this update is reset / not reset.
[0296] In a possible implementation, when there is no virtual material in the to-be-picked list that satisfies the first picking strategy or the second picking strategy, the second selection control corresponding to the virtual material that does not satisfy the first picking strategy or the second picking strategy is set to a non-triggerable state.
[0297] In a possible implementation, the processor 1101 further includes:
[0298] A first material identifier is displayed in a game scene; wherein the first material identifier is used to identify a target material pile, wherein the first material identifier is an identifier generated in response to a marking operation of the first virtual character or the second virtual character on the target material pile, the target material pile includes one material pile or multiple material piles within a picking range, when the target material pile is one material pile, the marking operation is a triggering operation for a first marking identifier corresponding to the target material pile; when the target material pile is multiple material piles within a picking range, the marking operation is a triggering operation for a second marking identifier corresponding to multiple material piles within the picking range;
[0299] In response to the first virtual character satisfying a display condition, displaying a second material identification in the game scene; wherein the second material identification includes at least one second selection control representing the first picking strategy or the second picking strategy;
[0300] In response to a trigger operation on a second target selection control among at least one second selection control, updating the target picking strategy by the first picking strategy or the second picking strategy represented by the second target selection control;
[0301] In response to the first virtual character satisfying the picking condition, placing the virtual supplies in the target supply pile that satisfy the target picking strategy into the backpack of the first virtual character;
[0302] When the first virtual character is picked up, the target picking strategy for this update is reset or not reset.
[0303] In a possible implementation, when there is no virtual material satisfying the first picking strategy or the second picking strategy in the target material pile, the second selection control corresponding to the virtual material not satisfying the first picking strategy or the second picking strategy is set to a non-triggerable state.
[0304] In a possible implementation, the processor 1101 further includes:
[0305] When the first virtual character picks up the virtual supplies through the target picking strategy, the virtual supplies in the backpack of the first virtual character that do not meet the target picking strategy are discarded so that the remaining capacity of the backpack of the first virtual character can meet the picking requirements of the virtual supplies under the target picking strategy, and the virtual supplies that meet the target picking strategy are placed in the backpack of the first virtual character.
[0306] In a possible implementation, the processor 1101 further includes:
[0307] If the virtual supplies that meet the target picking strategy exceed the remaining capacity of the backpack of the first virtual character, the virtual supplies to be discarded are determined according to the excess capacity.
[0308] In a possible implementation, the processor 1101 further includes:
[0309] When discarding the virtual supplies, the virtual supplies are discarded based on a preset discarding priority until the backpack of the first virtual character can meet the picking requirements of the virtual supplies under the target picking strategy.
[0310] In actual application, the components in the electronic device 1100 are coupled together via the bus 1103. It is understood that the bus 1103 is used to realize the connection and communication between these components. In addition to the data bus, the bus 1103 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clarity, Fig.11 Various buses are labeled as bus 1103.
[0311] The electronic device has the following beneficial effects:
[0312] (1) Improve game efficiency and flexibility: The automatic pickup plan for backpacks of different capacities is set within the game, which not only allows players to flexibly adjust the pickup strategy according to the current capacity of the backpack and actual needs, but also supports enabling their own or calling friendly pickup plans. This function greatly improves the efficiency of resource acquisition during the game, reduces the manual operation of players when picking up supplies, and allows players to focus more on game strategies and the battle itself.
[0313] (2) Optimizing team collaboration and resource allocation: The ability to quickly request missing supplies with one click greatly simplifies the resource exchange process between players. Players can quickly identify their needs and send clear requests to their teammates to quickly fill in the gaps in supplies. This not only promotes communication and collaboration within the team, but also optimizes the rational allocation of resources and enhances the team's overall combat capability.
[0314] (3) Enhanced gaming experience and immersion: Selecting the corresponding pickup plan at the material pile for one-click pickup provides players with a more convenient and efficient way to pick up materials. Players do not need to screen and pick up materials one by one, they only need to select the appropriate pickup plan to complete the operation, which greatly saves time and energy. At the same time, this function also enhances the immersion of the game, allowing players to focus more on the game scene and combat atmosphere, and enjoy a smoother and more comfortable gaming experience.
[0315] In summary, the embodiments of the present application provide players with a better, more efficient and more convenient gaming experience by improving gaming efficiency and flexibility, optimizing team collaboration and resource allocation, and enhancing gaming experience and immersion.
[0316] The embodiment of the present application further provides a computer-readable storage medium, wherein the storage medium stores executable instructions. When the executable instructions are executed by at least one processor 1101, the following method is implemented:
[0317] Displaying a first picking strategy of a first virtual character and / or a second picking strategy of a second virtual character through the game interface; wherein the second virtual character and the first virtual character are virtual characters in the same current game match, and the second picking strategy is a picking strategy set by a client corresponding to the second virtual character in response to a setting instruction;
[0318] In response to a selection operation for a picking strategy, determining a target picking strategy from the first picking strategy and / or the second picking strategy;
[0319] The first virtual character is controlled to pick up virtual supplies according to the target picking strategy.
[0320] In a possible implementation, the first picking strategy and / or the second picking strategy includes at least one sub-picking strategy, each of the at least one sub-picking strategy represents a picking strategy under a specific capacity constraint, and each sub-picking strategy corresponds to a different specific capacity.
[0321] In a possible implementation, the method further includes:
[0322] In response to the change in the backpack capacity of the first virtual character, the target picking strategy is updated by a sub-picking strategy that matches the current backpack capacity of the first virtual character.
[0323] In a possible implementation, displaying the first picking strategy of the first virtual character and / or the second picking strategy of the second virtual character through the game interface includes:
[0324] Displaying at least one first sub-control; wherein the at least one first sub-control has a one-to-one correspondence with the first picking strategy and / or the second picking strategy;
[0325] In response to a selection operation for a picking strategy, determining a target picking strategy from the first picking strategy and / or the second picking strategy comprises:
[0326] In response to a selection operation on a first target control in the at least one first sub-control, at least one second sub-control associated with the first target control is displayed, wherein the at least one second sub-control has a one-to-one correspondence with the first picking strategy represented by the first target control or the at least one sub-picking strategy included in the second picking strategy;
[0327] In response to a selection operation on a second target control in the at least one second sub-control, displaying a sub-pickup strategy corresponding to the second target control;
[0328] In response to an application operation on the sub-pickup strategy, the sub-pickup strategy corresponding to the second target control is determined as the target pickup strategy.
[0329] In a possible implementation, the sub-pickup strategy represents the type and quantity of the virtual material that is allowed to be picked up under the specific capacity limit, and the sub-pickup strategy corresponding to the second target control is displayed, including:
[0330] Displaying in the first material control the material identification of the virtual material that is allowed to be picked up and the material quantity associated with the material identification;
[0331] The material identifier corresponds to a delete control, the material quantity corresponds to a quantity adjustment control, and the method further includes:
[0332] In response to a trigger operation on the delete control, removing the material identifier in the first material control, and in response to a trigger operation on the quantity adjustment control, displaying the adjusted material quantity;
[0333] The method further comprises:
[0334] Display a second material control; wherein the second material control includes a material identifier corresponding to a virtual material provided by the game;
[0335] In response to a triggering operation on the target material identifier in the second material control, the target material identifier is displayed in the first material control.
[0336] In a possible implementation, the first material control includes a prompt control, and the prompt control describes the sub-picking strategy by displaying prompt content, and the prompt content is in an editable state.
[0337] In a possible implementation, the method further includes:
[0338] In response to the triggering operation on the first functional control, the picking information corresponding to the target picking strategy is displayed.
[0339] In a possible implementation, the method further includes:
[0340] In response to a triggering operation on the pickup information corresponding to the target pickup strategy, sending a request information to the second virtual character; wherein the request information matches the pickup information corresponding to the target pickup strategy;
[0341] In response to the grant request of the second virtual character, if the second virtual character possesses at least one virtual material specified by the request information, and the second virtual character and the first virtual character satisfy the grant conditions, the at least one virtual material or the specific virtual material selected by the second virtual character in the request information is transferred from the backpack of the second virtual character to the backpack of the first virtual character.
[0342] In a possible implementation, the picking information corresponding to the target picking strategy is to display the demand information of the current backpack, the first function control includes a capacity identifier, the capacity identifier represents the capacity usage of the current backpack, the demand information represents the virtual materials lacking in the current backpack under the target picking strategy, and the demand information is determined based on the target picking strategy and the virtual materials in the current backpack.
[0343] In a possible implementation, the demand information includes at least one sub-demand information and a request control, each sub-demand information in the at least one sub-demand information represents a type of virtual material that is missing and a material quantity corresponding to the virtual material, and the response to the request for the demand information to send the request information to the second virtual character includes:
[0344] In response to a selection operation on the at least one sub-demand information, displaying the selected target demand information in the at least one sub-demand information;
[0345] In response to a triggering operation on the request control, the demand information and the request information are updated through the target demand information, and the request information is sent to the second virtual character.
[0346] In a possible implementation, the controlling the first virtual character to pick up the virtual material through the target picking strategy includes:
[0347] In response to the first virtual character and at least two virtual material piles satisfying the picking condition at the same time, a to-be-picked list is provided, wherein the to-be-picked list includes the at least two virtual material piles, and any of the at least two virtual material piles includes at least one virtual material;
[0348] In response to the picking instruction, the virtual supplies in the to-be-picked list that meet the target picking strategy are placed into the backpack of the first virtual character.
[0349] In a possible implementation, the method further includes:
[0350] In response to a selection operation on a target virtual supply pile among the at least two virtual supply piles, the virtual supplies included in the target virtual supply pile are displayed, and the to-be-picked-up list is updated based on the target virtual supply pile.
[0351] In a possible implementation, the pick-up control further includes at least one first selection control representing the first pick-up strategy or the second pick-up strategy, and in response to the triggering operation on the pick-up button, before placing the virtual supplies that meet the target pick-up strategy in the at least two virtual supply piles into the backpack of the first virtual character, the method further includes:
[0352] In response to a trigger operation on a first target selection control among at least one first selection control, updating the target picking strategy by the first picking strategy or the second picking strategy represented by the first target selection control;
[0353] And, after the first virtual character is picked up, the target picking strategy of this update is reset / not reset.
[0354] In a possible implementation, when there is no virtual material in the to-be-picked list that satisfies the first picking strategy or the second picking strategy, the second selection control corresponding to the virtual material that does not satisfy the first picking strategy or the second picking strategy is set to a non-triggerable state.
[0355] In a possible implementation, the method further includes:
[0356] A first material identifier is displayed in a game scene; wherein the first material identifier is used to identify a target material pile, wherein the first material identifier is an identifier generated in response to a marking operation of the first virtual character or the second virtual character on the target material pile, the target material pile includes one material pile or multiple material piles within a picking range, when the target material pile is one material pile, the marking operation is a triggering operation for a first marking identifier corresponding to the target material pile; when the target material pile is multiple material piles within a picking range, the marking operation is a triggering operation for a second marking identifier corresponding to multiple material piles within the picking range;
[0357] In response to the first virtual character satisfying a display condition, displaying a second material identification in the game scene; wherein the second material identification includes at least one second selection control representing the first picking strategy or the second picking strategy;
[0358] In response to a trigger operation on a second target selection control among at least one second selection control, updating the target picking strategy by the first picking strategy or the second picking strategy represented by the second target selection control;
[0359] In response to the first virtual character satisfying the picking condition, placing the virtual supplies in the target supply pile that satisfy the target picking strategy into the backpack of the first virtual character;
[0360] When the first virtual character is picked up, the target picking strategy for this update is reset or not reset.
[0361] In a possible implementation, when there is no virtual material satisfying the first picking strategy or the second picking strategy in the target material pile, the second selection control corresponding to the virtual material not satisfying the first picking strategy or the second picking strategy is set to a non-triggerable state.
[0362] In a possible implementation, the method further includes:
[0363] When the first virtual character picks up the virtual supplies through the target picking strategy, the virtual supplies in the backpack of the first virtual character that do not meet the target picking strategy are discarded so that the remaining capacity of the backpack of the first virtual character can meet the picking requirements of the virtual supplies under the target picking strategy, and the virtual supplies that meet the target picking strategy are placed in the backpack of the first virtual character.
[0364] In a possible implementation, the method further includes:
[0365] If the virtual supplies that meet the target picking strategy exceed the remaining capacity of the backpack of the first virtual character, the virtual supplies to be discarded are determined according to the excess capacity.
[0366] In a possible implementation, the method further includes:
[0367] When discarding the virtual supplies, the virtual supplies are discarded based on a preset discarding priority until the backpack of the first virtual character can meet the picking requirements of the virtual supplies under the target picking strategy.
[0368] In some embodiments, the storage medium can be a magnetic random access memory (FRAM), a read-only memory (ROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), a flash memory, a magnetic surface storage, an optical disk, or a compact disc read-only memory (CD ROM); it can also be various devices including one or any combination of the above memories.
[0369] In some embodiments, executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.
[0370] As an example, executable instructions may, but do not necessarily, correspond to a file in a file system, may be stored as part of a file that stores other programs or data, for example, in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (for example, files storing one or more modules, subroutines, or code portions).
[0371] By way of example, executable instructions may be deployed to be executed on one computing device, or on multiple computing devices located at one site, or on multiple computing devices distributed across multiple sites and interconnected by a communication network.
[0372] The computer-readable storage medium has the following advantages:
[0373] (1) Improve game efficiency and flexibility: The automatic pickup plan for backpacks of different capacities is set within the game, which not only allows players to flexibly adjust the pickup strategy according to the current capacity of the backpack and actual needs, but also supports enabling their own or calling friendly pickup plans. This function greatly improves the efficiency of resource acquisition during the game, reduces the manual operation of players when picking up supplies, and allows players to focus more on game strategies and the battle itself.
[0374] (2) Optimizing team collaboration and resource allocation: The ability to quickly request missing supplies with one click greatly simplifies the resource exchange process between players. Players can quickly identify their needs and send clear requests to their teammates to quickly fill in the gaps in supplies. This not only promotes communication and collaboration within the team, but also optimizes the rational allocation of resources and enhances the team's overall combat capability.
[0375] (3) Enhanced gaming experience and immersion: Selecting the corresponding pickup plan at the material pile for one-click pickup provides players with a more convenient and efficient way to pick up materials. Players do not need to screen and pick up materials one by one, they only need to select the appropriate pickup plan to complete the operation, which greatly saves time and energy. At the same time, this function also enhances the immersion of the game, allowing players to focus more on the game scene and combat atmosphere, and enjoy a smoother and more comfortable gaming experience.
[0376] In summary, the embodiments of the present application provide players with a better, more efficient and more convenient gaming experience by improving gaming efficiency and flexibility, optimizing team collaboration and resource allocation, and enhancing gaming experience and immersion.
[0377] In the several embodiments provided in the present application, it should be understood that the disclosed methods and electronic devices can be implemented in other ways. The device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as: multiple units or components can be combined, or can be integrated into another system, or some features can be ignored or not executed. In addition, the coupling, direct coupling, or communication connection between the components shown or discussed can be through some interfaces, and the indirect coupling or communication connection of the devices or units can be electrical, mechanical or other forms.
[0378] The modules described as separate components may or may not be physically separated, and the components shown as modules may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0379] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0380] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application can essentially be embodied in the form of a software product, or in other words, the part that contributes to the prior art or the part of the technical solution. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a platform server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as USB flash drives, mobile hard disks, ROM, RAM, magnetic disks, or optical disks.
[0381] The above are only specific implementations of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.
Claims
1. A method for interacting with virtual goods, characterized in that: Displaying a graphical user interface by a terminal device, the graphical user interface displays a game interface corresponding to a first virtual character, the first virtual character is a virtual character corresponding to the terminal device, the method comprising: Displaying a first picking strategy of a first virtual character and / or a second picking strategy of a second virtual character through the game interface; wherein the second virtual character and the first virtual character are virtual characters in the same current game match, and the second picking strategy is a picking strategy set by a client corresponding to the second virtual character in response to a setting instruction; In response to a selection operation for a picking strategy, determining a target picking strategy from the first picking strategy and / or the second picking strategy; The first virtual character is controlled to pick up virtual supplies according to the target picking strategy.
2. The method for interacting with virtual goods according to claim 1, characterized in that: The first picking strategy and / or the second picking strategy includes at least one sub-picking strategy, each of the at least one sub-picking strategy represents a picking strategy under a specific capacity constraint, and each of the sub-picking strategies corresponds to a different specific capacity.
3. The method for interacting with virtual goods according to claim 2, characterized in that: The method further comprises: In response to the change in the backpack capacity of the first virtual character, the target picking strategy is updated by a sub-picking strategy that matches the current backpack capacity of the first virtual character.
4. The method for interacting with virtual goods according to claim 2, characterized in that: Displaying a first picking strategy of a first virtual character and / or a second picking strategy of a second virtual character through the game interface includes: Displaying at least one first sub-control; wherein the at least one first sub-control has a one-to-one correspondence with the first picking strategy and / or the second picking strategy; In response to a selection operation for a picking strategy, determining a target picking strategy from the first picking strategy and / or the second picking strategy comprises: In response to a selection operation on a first target control in the at least one first sub-control, at least one second sub-control associated with the first target control is displayed, wherein the at least one second sub-control has a one-to-one correspondence with the first picking strategy represented by the first target control or the at least one sub-picking strategy included in the second picking strategy; In response to a selection operation on a second target control in the at least one second sub-control, displaying a sub-pickup strategy corresponding to the second target control; In response to an application operation on the sub-pickup strategy, the sub-pickup strategy corresponding to the second target control is determined as the target pickup strategy.
5. The method according to claim 4, characterized in that The sub-pickup strategy represents the type and quantity of the virtual materials that are allowed to be picked up under the specific capacity limit, and the sub-pickup strategy corresponding to the second target control is displayed, including: Displaying in the first material control the material identification of the virtual material that is allowed to be picked up and the material quantity associated with the material identification; The material identifier corresponds to a delete control, the material quantity corresponds to a quantity adjustment control, and the method further includes: In response to a trigger operation on the delete control, removing the material identifier in the first material control, and in response to a trigger operation on the quantity adjustment control, displaying the adjusted material quantity; The method further comprises: Display a second material control; wherein the second material control includes a material identifier corresponding to a virtual material provided by the game; In response to a triggering operation on the target material identifier in the second material control, the target material identifier is displayed in the first material control.
6. The method according to claim 5, characterized in that The first material control includes a prompt control, and the prompt control describes the sub-picking strategy by displaying prompt content, and the prompt content is in an editable state.
7. The method according to claim 1, characterized in that The method further comprises: In response to the triggering operation on the first functional control, the picking information corresponding to the target picking strategy is displayed.
8. The method according to claim 7, characterized in that The method further comprises: In response to a triggering operation on the pickup information corresponding to the target pickup strategy, sending a request information to the second virtual character; wherein the request information matches the pickup information corresponding to the target pickup strategy; In response to the grant request of the second virtual character, if the second virtual character possesses at least one virtual material specified by the request information, and the second virtual character and the first virtual character satisfy the grant conditions, the at least one virtual material or the specific virtual material selected by the second virtual character in the request information is transferred to the backpack of the first virtual character.
9. The method according to claim 7, characterized in that: The pickup information corresponding to the target pickup strategy is demand information of the first virtual character, the demand information represents the virtual supplies that the first virtual character lacks under the target pickup strategy, and the demand information is determined based on the target pickup strategy and the virtual supplies owned by the first virtual character.
10. The method according to claim 9, characterized in that The demand information includes at least one sub-demand information and a request control, each sub-demand information in the at least one sub-demand information represents a virtual material that is missing and the material quantity corresponding to the virtual material, and the response to the request for the demand information, sending the request information to the second virtual character, includes: In response to a selection operation on the at least one sub-demand information, displaying the selected target demand information in the at least one sub-demand information; In response to a triggering operation on the request control, the demand information and the request information are updated through the target demand information, and the request information is sent to the second virtual character.
11. The method according to claim 1, characterized in that: The controlling the first virtual character to pick up the virtual material through the target picking strategy includes: In response to the first virtual character and at least two virtual material piles satisfying the picking condition at the same time, displaying a to-be-picked list, the to-be-picked list including the at least two virtual material piles, any one of the at least two virtual material piles including at least one virtual material; In response to the picking instruction, the virtual supplies in the to-be-picked list that meet the target picking strategy are placed into the backpack of the first virtual character.
12. The method according to claim 11, characterized in that The method further comprises: In response to a selection operation on a target virtual supply pile among the at least two virtual supply piles, the virtual supplies included in the target virtual supply pile are displayed, and the to-be-picked-up list is updated based on the target virtual supply pile.
13. The method according to claim 11, characterized in that The pickup control further includes at least one first selection control representing the first pickup strategy or the second pickup strategy, and in response to the triggering operation on the pickup button, before placing the virtual supplies that meet the target pickup strategy in the at least two virtual supply piles into the backpack of the first virtual character, the method further includes: In response to a trigger operation on a first target selection control among at least one first selection control, updating the target picking strategy by the first picking strategy or the second picking strategy represented by the first target selection control; And, after the first virtual character is picked up, the target picking strategy of this update is reset / not reset.
14. The method according to claim 12, characterized in that When there is no virtual material satisfying the first picking strategy or the second picking strategy in the to-be-picked list, the second selection control corresponding to the virtual material not satisfying the first picking strategy or the second picking strategy is set to a non-triggerable state.
15. The method according to claim 1, characterized in that The method further comprises: A first material identifier is displayed in a game scene; wherein the first material identifier is used to identify a target material pile, wherein the first material identifier is an identifier generated in response to a marking operation of the first virtual character or the second virtual character on the target material pile, the target material pile includes one material pile or multiple material piles within a picking range, when the target material pile is one material pile, the marking operation is a triggering operation for a first marking identifier corresponding to the target material pile; when the target material pile is multiple material piles within a picking range, the marking operation is a triggering operation for a second marking identifier corresponding to multiple material piles within the picking range; In response to the first virtual character satisfying a display condition, displaying a second material identification in the game scene; wherein the second material identification includes at least one second selection control representing the first picking strategy or the second picking strategy; In response to a trigger operation on a second target selection control among at least one second selection control, updating the target picking strategy by the first picking strategy or the second picking strategy represented by the second target selection control; In response to the first virtual character satisfying the picking condition, placing the virtual supplies in the target supply pile that satisfy the target picking strategy into the backpack of the first virtual character; When the first virtual character is picked up, the target picking strategy for this update is reset or not reset.
16. The method according to claim 15, characterized in that When there is no virtual material satisfying the first picking strategy or the second picking strategy in the target material pile, the second selection control corresponding to the virtual material not satisfying the first picking strategy or the second picking strategy is set to a non-triggerable state.
17. The method according to claim 1, characterized in that The method further comprises: When the first virtual character picks up the virtual supplies through the target picking strategy, the virtual supplies in the backpack of the first virtual character that do not meet the target picking strategy are discarded so that the remaining capacity of the backpack of the first virtual character can meet the picking requirements of the virtual supplies under the target picking strategy, and the virtual supplies that meet the target picking strategy are placed in the backpack of the first virtual character.
18. The method according to claim 17, characterized in that The method further comprises: If the virtual supplies that meet the target picking strategy exceed the remaining capacity of the backpack of the first virtual character, the virtual supplies to be discarded are determined according to the excess capacity.
19. The method according to claim 17 or 18, characterized in that The method further comprises: When discarding the virtual supplies, the virtual supplies are discarded based on a preset discarding priority until the backpack of the first virtual character can meet the picking requirements of the virtual supplies under the target picking strategy.
20. A virtual material interactive device, characterized in that: Displaying a graphical user interface by a terminal device, the graphical user interface displays a game interface corresponding to a first virtual character, the first virtual character is a virtual character corresponding to the terminal device, the apparatus comprises: A display module, configured to display a first picking strategy of a first virtual character and / or a second picking strategy of a second virtual character through the game interface; wherein the second virtual character is a virtual character in the same current game match as the first virtual character, and the second picking strategy is a picking strategy set by a client corresponding to the second virtual character in response to a setting instruction; A determination module, configured to determine a target picking strategy from the first picking strategy and / or the second picking strategy in response to a selection operation on the picking strategy; The control module is used to control the first virtual character to pick up virtual supplies according to the target picking strategy.
21. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the virtual material interaction method as described in any one of claims 1 to 19.
22. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the method for interacting with virtual goods according to any one of claims 1 to 19 is executed.