Game editing method, game editing device, program product, and electronic device

By setting labels for item storage objects in the game editor and establishing associations between virtual characters and item storage objects in the game scene, the limitations of item storage functionality in games are solved, enabling a more flexible editing method and a more efficient development process.

CN119548828BActive Publication Date: 2025-11-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411596677.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-11-08
Publication Date
2025-11-28
Estimated Expiration
2044-11-08

AI Technical Summary

Technical Problem

In existing game UGC editors, users cannot edit virtual character items in the game. The existing game UGC editors do not support editing the virtual character's item storage function, which leads to limitations in the types of game scenes and gameplay.

Method used

By setting a first target label in the item system editing interface of the application, in response to the game editing scene, an association is established between the target virtual character and the first item storage object. When the target virtual character and the target virtual item meet the first interaction condition and the attributes of the target virtual item match the first target label, the system controls the picking of the target virtual item into the target second item storage unit in the second item storage object.

Benefits of technology

It enabled the editing of the item storage function in the game, increased the diversity of game scene types and gameplay, reduced the development cost for game developers, and improved editing efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure provides a game editing method, a game editing device, a program product and an electronic device, and relates to the technical field of computers and games. The method comprises the following steps: in response to a first editing instruction in an item system editing interface of an application program, setting a first target label for a target first item storage unit in a first item storage object; in response to a second editing instruction in a game editing scene, establishing an association between a target virtual role and the first item storage object; in a game running scene corresponding to the game editing scene, in response to the target virtual role and a target virtual item satisfying a first interaction condition and an attribute of the target virtual item matching the first target label, controlling the target virtual item to be picked up to a target second item storage unit in a second item storage object. The present disclosure provides an editing scheme for an item storage function, which is beneficial to realizing diversified game scenes.
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Description

TECHNICAL FIELD

[0001] The present disclosure relates to the field of computer and game technology, and in particular, to a game editing method, a game editing device, a computer program product and an electronic device. BACKGROUND

[0002] In a UGC (User Generated Content) editor of a game, a user is allowed to edit game information such as a game scene, for example, the user can add and place virtual scene components in the game scene at will. However, the current UGC editor does not support editing of the item storage function of a virtual character, which limits the types and play of the game scene. SUMMARY

[0003] The present disclosure provides a game editing method, a game editing device, a computer program product and an electronic device to at least partially solve the problem that the game editor does not support editing of the item storage function of a virtual character.

[0004] According to a first aspect of the present disclosure, a game editing method is provided, the method comprising: in response to a first editing instruction in an item system editing interface of an application, setting a first target tag for a target first item storage unit in a first item storage object; the first item storage object comprises one or more first item storage units, and the target first item storage unit is one of the units; the first target tag is a tag determined from a first preset tag or a custom tag; in response to a second editing instruction in a game editing scene, establishing an association between a target virtual character and the first item storage object; in a game running scene corresponding to the game editing scene, in response to the target virtual character and a target virtual item satisfying a first interaction condition, and an attribute of the target virtual item matching the first target tag, controlling the target virtual item to be picked up into a target second item storage unit in a second item storage object; the second item storage object comprises one or more second item storage units, and the target second item storage unit is one of the units; wherein the second item storage object is the first item storage object, the one or more second item storage units are the one or more first item storage units, and the target second item storage unit is the target first item storage unit; or, the second item storage object is an item storage object generated according to the first item storage object, the one or more second item storage units are item storage units generated according to the one or more first item storage units, and the target second item storage unit is a second item storage unit corresponding to the target first item storage unit.

[0005] According to a second aspect of the present disclosure, a game editing device is provided, the device comprising: an item storage object editing module configured to set a first target label for a target first item storage unit in a first item storage object in response to a first editing instruction in an item system editing interface of an application program; the first item storage object comprising one or more first item storage units, and the target first item storage unit being one of the units; the first target label being a label determined from first preset labels or a custom label; an association editing module configured to establish an association between a target virtual role and the first item storage object in response to a second editing instruction in a game editing scene; and a game running processing module configured to control the target virtual item to be picked up into a target second item storage unit in a second item storage object in response to the target virtual role and the target virtual item satisfying a first interaction condition and an attribute of the target virtual item matching the first target label in a game running scene corresponding to the game editing scene; the second item storage object comprising one or more second item storage units, and the target second item storage unit being one of the units; wherein the second item storage object is the first item storage object, the one or more second item storage units are the one or more first item storage units, and the target second item storage unit is the target first item storage unit; or the second item storage object is an item storage object generated according to the first item storage object, the one or more second item storage units are item storage units generated according to the one or more first item storage units, and the target second item storage unit is a second item storage unit corresponding to the target first item storage unit.

[0006] According to a third aspect of the present disclosure, a computer program product is provided, comprising a computer program, which, when executed by a processor, implements the method of the first aspect and possible implementation manners thereof.

[0007] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the first aspect and possible implementation manners thereof by executing the executable instructions.

[0008] The technical solution of the present disclosure has the following beneficial effects:

[0009] In one aspect, a solution for editing an item storage function (such as a backpack function) in a game is implemented. A user can set an item storage unit of a first item storage object and set a category of virtual items that can be stored by the item storage object by setting a first target tag. The editing method has high freedom and flexibility, which is conducive to the user to edit a game scene with more diversified types and play methods. The game developer does not need to write a large amount of game preset information to meet the user's editing needs or game needs, which is conducive to reducing development costs. On the other hand, the editing process of the item storage function is decoupled from the editing process of the virtual character. The first item storage object edited by the user is not attached to a specific virtual character. Different item storage objects can be associated with different virtual characters. The editing efficiency is improved without separately editing the item storage object for each virtual character. BRIEF DESCRIPTION OF DRAWINGS

[0010] Figure 1 A system architecture diagram in the present exemplary embodiment is shown;

[0011] Figure 2 A flowchart of a game editing method in the present exemplary embodiment is shown;

[0012] Figure 3 A schematic diagram of a storage area and an assembly area in the present exemplary embodiment is shown;

[0013] Figure 4 A flowchart of editing a first item storage object in the present exemplary embodiment is shown;

[0014] Figure 5A A schematic diagram of a global editing interface in the present exemplary embodiment is shown;

[0015] Figure 5B A schematic diagram of a classification editing interface in the present exemplary embodiment is shown;

[0016] Figure 5C A schematic diagram of a unit editing interface in the present exemplary embodiment is shown;

[0017] Figure 6 A flowchart of jumping between interfaces in the present exemplary embodiment is shown;

[0018] Figure 7A A schematic diagram of displaying global preview information in the present exemplary embodiment is shown;

[0019] Figure 7B A schematic diagram of displaying preview information of a first item classification storage interface in the present exemplary embodiment is shown;

[0020] Figure 8AFIG. 1 shows a schematic view of an item system editing screen in the present exemplary embodiment;

[0021] Figure 8B FIG. 2 shows a schematic view of another item system editing screen in the present exemplary embodiment;

[0022] Figure 8C FIG. 3 shows a schematic view of still another item system editing screen in the present exemplary embodiment;

[0023] Figure 9 FIG. 4 shows a schematic view of a game editing device in the present exemplary embodiment;

[0024] Figure 10 FIG. 5 shows a schematic view of an electronic device in the present exemplary embodiment. DETAILED DESCRIPTION

[0025] Example embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0026] The accompanying drawings, which are included to provide a further understanding of the disclosure and are incorporated in and constitute a part of this application, illustrate certain non-limiting embodiments of the present disclosure. In the drawings, the same reference numerals are used to represent similar components and / or features in various illustrations. The figures are not necessarily drawn to scale, with emphasis instead being placed upon illustrating the principles of the present disclosure. Some of the drawings can be schematic or sketch illustrations that represent functionality in block diagram form rather than necessarily indicating the detailed structural or functional details of the present disclosure. Those of ordinary skill in the art will realize that the detailed structure and functional details are determined by the particular needs of the present disclosure and, as such, are not limited by that which is represented by the drawings. The present disclosure contemplates methods, systems, subsystems, and computer readable media for performing the various steps and / or functionalities described herein. The present disclosure describes features, structures, or characteristics that can be combined in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of embodiments of the present disclosure. One skilled in the relevant art will recognize, however, that the various embodiments of the present disclosure can be practiced without one or more of the specific details, or with other methods, components, materials, and so forth. In some instances, well-known structures, materials, or operations are not shown or described in detail in order to avoid obscuring aspects of the present disclosure.

[0027] The inventor finds that in the current game UGC editor, users can usually only add and place virtual scene components in the game scene, and cannot edit the item storage function (such as the backpack function) of the virtual character. Some games provide preset virtual items that can be picked up, such as preset skill props, etc. Users can place such virtual items in the game scene, and the virtual character has one or two item slots by default, so that the virtual character can pick up virtual items into the item slot during the game process. However, the effect of this editing method is relatively limited. The number of item slots is small, and it does not support user editing and expansion, and can only meet relatively simple game play and logic, such as allowing the virtual character to hold one or two props in a racing game, and replacing the original prop when a new prop is picked up. And it does not support user editing of the category of virtual items that can be picked up and stored by the virtual character. This limits the diversity of game scene types and play. And game developers may need to write a large amount of game preset information to meet the user's editing needs or game needs, thereby increasing the development cost.

[0028] In view of one or more of the above problems, the exemplary embodiments of the present disclosure provide a game editing method, a game editing device, a computer program product and an electronic device.

[0029] The related terms involved in this paper are explained as follows.

[0030] Virtual character: a virtual image in the game, which can include human characters and anthropomorphic non-human characters. It can be a player character (i.e. a virtual character controlled by the player) or a non-player character (NPC).

[0031] Virtual item: an item such as equipment, medicine, material, etc. that can be obtained by a virtual character in a game. In addition, it can also include itemized character objects such as pets, etc. The image of which can be a virtual person, but the virtual character can use the pet like using an item, so it can be regarded as an item.

[0032] Game editing scene: the game in the present exemplary embodiment supports user editing function, and there are game editing stage and game running stage in the game. The game editing scene refers to the game scene loaded and displayed in the game editing stage. At this time, the game scene is in an editable state, and the user can perform editing operations and trigger corresponding editing instructions, or the editing instructions can be automatically triggered and executed by the game program.

[0033] Game running scene: the game scene loaded and displayed in the game running stage, at this time the game scene is in a running state, the user can perform game operations and trigger corresponding game instructions, or the game instructions can be automatically triggered and executed by the game program. The game editing scene and the corresponding game running scene are essentially the same game scene, the difference is that they are game scenes in different stages.

[0034] Instructions: various instructions (such as the first editing instruction, the second editing instruction, the first jump instruction, etc.) involved in this paper can be instructions generated based on user operations, or instructions generated based on non-operation methods, such as instructions generated by scripts set by the user, or instructions automatically generated based on game logic. Instructions in the game can produce corresponding editing, control, etc. effects.

[0035] Figure 1 A system architecture diagram of the running environment of the present exemplary embodiment is shown. The system architecture can include a terminal device 110, a server 120. Among them, the terminal device 110 can be a mobile phone, a tablet computer, a personal computer, a smart wearable device, a game console, etc. It has a display function and can display a graphical user interface, which can include the interface of the operating system or the interface of the application program, etc. The terminal device 110 is installed with an application program, which can be a game program or an editing software. When the terminal device 110 runs the application program, it can display the item system editing interface, the game editing scene, etc. interface in the graphical user interface. The server 120 generally refers to the background system that provides the game service in the present exemplary embodiment, which can be a server or a cluster of multiple servers. The server 120 is deployed with a game server program for executing the game data processing of the server. The terminal device 110 and the server 120 can be connected through wired or wireless communication links to transmit data. The method in the present exemplary embodiment can be executed by any one or more of the terminal device 110 and the server 120.

[0036] In an embodiment, the game editing method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud games, can run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the control and interaction method in the game are completed on a cloud game server (which can be the server 120 described above). The role of the cloud game client (which can be the terminal device 110 described above) is to receive and send data and present the game picture. For example, the cloud game client can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc.; and the information processing is performed by the cloud game server in the cloud. When playing games or editing games, the user operates the cloud game client to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the cloud game client through the network, and finally decodes and outputs the game picture through the cloud game client.

[0037] In an embodiment, the game editing method can be implemented in a single-player game. No server needs to be deployed, and all application programs can be installed by the terminal device 110 to execute the game editing method.

[0038] In an embodiment, referring to FIG. 1, the game editing method can include the following steps: Figure 2

[0039] In step S210, a first target label is set for a target first item storage unit in a first item storage object in response to a first editing instruction in an item system editing interface of an application program; the first item storage object includes one or more first item storage units, and the target first item storage unit is one of the units; the first target label is a label determined from first preset labels or a self-defined label;

[0040] In step S220, an association between a target virtual character and the first item storage object is established in response to a second editing instruction in a game editing scene;

[0041] In step S230, in a game running scene corresponding to the game editing scene, the target virtual item is controlled to be picked up into a target second item storage unit in a second item storage object in response to the target virtual character and the target virtual item satisfying a first interaction condition and the attribute of the target virtual item matching the first target label; the second item storage object includes one or more second item storage units, and the target second item storage unit is one of the units.

[0042] ​Wherein, the second item storage object is the first item storage object, one or more second item storage units are one or more first item storage units, and the target second item storage unit is the target first item storage unit; or, the second item storage object is an item storage object generated based on the first item storage object, one or more second item storage units are item storage units generated based on one or more first item storage units, and the target second item storage unit is the second item storage unit corresponding to the target first item storage unit.

[0043] based on Figure 2 The method described above, on the one hand, provides a solution for editing item storage functions (such as inventory functions) in games. Users can set the item storage units of the first item storage object and set the categories of virtual items that the item storage object can store by setting a first target tag. The editing method has a high degree of freedom and flexibility, which is conducive to users creating more diverse game scenes in terms of type and gameplay. Moreover, it eliminates the need for game developers to write a large amount of game preset information to meet the user's editing or game requirements, thus reducing development costs. On the other hand, it decouples the editing process of the item storage function from the editing process of virtual characters. The first item storage object edited by the user is not attached to a specific virtual character, which can associate different item storage objects with different virtual characters. Furthermore, it eliminates the need to edit item storage objects separately for each virtual character, thus improving editing efficiency.

[0044] The following is about Figure 2 Each step is explained in detail.

[0045] refer to Figure 2 In step S210, in response to the first editing instruction in the item system editing interface of the application, a first target label is set for the target first item storage unit in the first item storage object; the first item storage object includes one or more first item storage units, and the target first item storage unit is one of the units therein; the first target label is a label determined from the first preset label or a custom label.

[0046] The present exemplary embodiment provides user-oriented editing functions. In one embodiment, the application program can be a game program with editing functions, and the user can select a specific option to enter an editing interface and use the editing functions while running the game program. In another embodiment, the application program can be an editing program that is not a game program, which provides editing functions but cannot play games. For example, the editing program can be an editing program that is provided with a game program, which can be run separately from the game program or can be a general editing program that is independent of the game, such as a DCC (Digital Content Creation) software, a game engine, etc. The user can use the editing functions while running the editing program.

[0047] The item system editing interface is an interface for editing item storage functions, which can be a single interface or can include multiple interfaces, such as a global editing interface, a category editing interface, a unit editing interface, etc. In one embodiment, an editing option for the item system can be provided in a game editing scene, and the user can select the option to trigger the display of the item system editing interface. In one embodiment, the user can also be allowed to edit the item storage functions without entering the game editing scene, such as providing an editing option for the item system in the main interface of the game editor, so that the user can directly enter the item system editing interface through the option without first entering the game editing scene.

[0048] The item storage object is a space in the game for storing virtual items, which can be a data object in the program, such as a data collection. For the convenience of the user, the item storage object is usually set as a tangible object in the game, such as a backpack, an item box, etc. One item storage object can include one or more item storage units. The item storage unit is the basic unit in the item storage object, which can be the smallest measurement unit. For example, each item storage unit can hold one virtual item. Alternatively, different virtual items can occupy different numbers of item storage units according to their sizes, such as one or two item storage units for smaller virtual items and three or four item storage units for larger virtual items. In one embodiment, the item storage object can be in the form of a grid, and each item storage unit can be a cell in the grid.

[0049] The first item storage object is the item storage object to be edited by the user, which can be a newly created item storage object or an existing item storage object. The first editing instruction can be an instruction to create and edit the first item storage object, or an instruction to select and edit the first item storage object from an existing item storage object.

[0050] The item storage unit in the first item storage object is referred to as a first item storage unit, and the first item storage object can include one or more first item storage units, which can be item storage units created or added according to the first editing instruction. For example, the user can create one or more first item storage units for the first item storage object during the process of creating the first item storage object through the first editing instruction. Alternatively, in the case where the first item storage object already has first item storage units, the user can add more first item storage units to the first item storage object through the first editing instruction.

[0051] The target first item storage unit is a first item storage unit edited by the user through the first editing instruction, and can be any one or more first item storage units in the first item storage object. For example, the user can select any one first item storage unit for editing during the process of editing the first item storage object, which is the first target storage unit.

[0052] In the present exemplary embodiment, the item storage unit can have a label indicating the characteristics of the virtual item that the item storage unit can hold, for example, a category label of the virtual item. The category of the virtual item can be determined according to the category of the item itself, such as classification according to weapons, armor, medicines, materials, etc., or can be determined according to the level of the item, such as classification according to first level (the label corresponding to the first level can be a first item grade, indicating that the item storage unit can hold virtual items of the first level), second level, etc.

[0053] The first target label is a label set by the user for the target first item storage unit. One or more can be selected from the first preset label as the first target label. The first preset label is a label candidate provided in the item system editing interface, which can be all item labels in the application, or can be part of the item labels determined according to the type of the first item storage object, such as the user can set the first item storage object as an equipment backpack, and the first preset label can only include equipment-related labels. The first preset label can also be a custom label previously edited by the user, such as the user can classify virtual items, create new categories and set the names of the categories, which can form custom labels and serve as first preset labels. Alternatively, the user can set a custom label as the first target label when editing the target first item storage unit, such as the user clicking a control to add a label, inputting a label name text, confirming the generation of a new custom label, and setting the custom label as the first target label, which can be added to virtual items later.

[0054] In an embodiment, the first target tag can be a general tag. As an option of including the general tag in the first preset tag, the user can select the option when selecting the first target tag. Or the user defaults the first target tag as the general tag in the case that the user does not set the first target tag for the target first storage unit. The general tag indicates that the storage unit can store any category of items.

[0055] In an embodiment, the item storage units can include two types: item assembly units and item storage units. Among them, the item assembly unit is an item storage unit with assembly effect. Placing a virtual item into the item assembly unit indicates that the virtual character is using the virtual item, and the corresponding effect is generated. The item storage unit is an item storage unit without assembly effect. Placing a virtual item into the item storage unit does not generate the effect of using the virtual item. Of course, there can be special virtual items in the game, which generate assembly effect when placed in the item storage unit.

[0056] In an embodiment, the first item storage object can include the above two types of item storage units, and the item storage unit in the first item storage object is referred to as the first item storage unit, and the item assembly unit in the first item storage object is referred to as the first item assembly unit. It should be understood that the first item storage unit in the first item storage object can include the first item storage unit and the first item assembly unit.

[0057] In an embodiment, the first item storage object can include a first storage area and a first assembly area, the first storage area includes one or more first item storage units, and the first assembly area includes one or more first item assembly units. Illustratively, the item system editing interface can include an editing preview interface for previewing the effect of the currently edited item storage object, which can be equivalent to the user interface displayed when the user uses the item storage object in the game running stage. Figure 3 The schematic diagram of the editing preview interface of the first item storage object is shown. It can be seen that the first item storage object can be divided into a first storage area (i.e. the storage area in Figure 3 The first assembly area (i.e. the assembly area in Figure 3 The item slots in the first storage area are first item storage units, and the item slots in the first assembly area are first item assembly units. The user can edit the first storage area and the first assembly area respectively.

[0058] In an embodiment, the target first item storage unit is a first item storage unit. The first editing instruction includes a storage unit editing instruction; and the above-mentioned response to the first editing instruction in the item system editing interface of the application sets the first target tag for the target first item storage unit in the first item storage object, which can include the following steps:

[0059] In response to the storage unit editing instruction in the item system editing interface, set the first target label for all first item storage units in the first item storage object.

[0060] The storage unit editing instruction can be an editing instruction for the first item storage unit, including an instruction for setting the first target label. For example, the user can select any first item storage unit and set the first target label for it, and the setting result can be applied to all first item storage units. For another example, the item system editing interface is provided with a label setting item for the first item storage unit. The setting item is not for a specific first item storage unit, but for all first item storage units. When the user sets the first target label through the setting item, the first target label is set for all first item storage units.

[0061] By setting the labels of all first item storage units in the above manner, the labels of all first item storage units in the first item storage object are the same. That is, the categories of items that can be placed in each first item storage unit in the first item storage object are the same. In this way, when the user uses the item storage function in the game running stage, there is no need to distinguish between different item storage units. For example, when moving a virtual item, all item storage units can place the virtual item, which facilitates user operation.

[0062] In an embodiment, the game editing method can further include the following steps:

[0063] In response to the assembly unit editing instruction in the item system editing interface, set the second target label for the target first item assembly unit in the first item storage object; the second target label is a label determined from the second preset label or a custom label.

[0064] The assembly unit editing instruction can be an editing instruction for the first item assembly unit, including an instruction for setting the second target label. In an embodiment, the first editing instruction can include the assembly unit editing instruction. The target first item assembly unit is the editing object of the assembly unit editing instruction, which can be any one or more first item assembly units. The second target label is a label set by the user for the target first item assembly unit. One or more second preset labels can be selected as the second target label. The second preset label is a label candidate provided when setting the label of the target first item assembly unit. It can be all item labels in the application, or it can only include part of the labels, for example, it can only include the category labels of those items that can be assembled by the virtual character, or it can be a custom label previously edited by the user. Alternatively, the user can set a custom label as the second target label when editing the target first item assembly unit.

[0065] The second target label set by the user for the target first item assembly unit can not be synchronized to other first item assembly units. Thus, the user can set different labels for different first item assembly units. For example, labels can be set as weapon, helmet, armor, gloves, leg gear, and shoes for multiple first item assembly units respectively, so that these item assembly units assemble different categories of equipment respectively. Thus, diversified editing requirements and game requirements are met.

[0066] In an embodiment, the item storage object can include one or more item classification storage interfaces. The item classification storage interface can be regarded as a sub-interface or a sub-space in the item storage object, and is used to store virtual items of one or more specific categories. In the same item storage object, different virtual items can exist in different item classification storage interfaces, so as to expand the capacity of the item storage object or realize the classified storage of virtual items, facilitating the user to use the item storage function and manage virtual items.

[0067] In an embodiment, the first item storage object includes one or more first item classification storage interfaces, and the first item classification storage interface is an item classification storage interface in the first item storage object. Each first item classification storage interface includes one or more first item storage units. Different first item classification storage interfaces can differ in one or more of the following aspects: different layouts; different numbers of first item storage units; different labels of first item storage units; and different types of first item storage units, such as that only first item storage units exist in a first item classification storage interface, only first item assembly units exist in another first item classification storage interface, or both first item storage units and first item assembly units exist in a first item classification storage interface.

[0068] In an embodiment, each first item classification storage interface includes a first storage area, and at least part of the first item classification storage interfaces further includes a first assembly area. The first storage area includes first item storage units, and the first assembly area includes first item assembly units. The first storage areas of different first item classification storage interfaces are the same first storage area, and the first assembly areas of different first item classification storage interfaces are different first assembly areas. That is, all first classification storage interfaces in the first item storage object share the first storage area, and the user edits the first storage area of a certain first classification storage interface, which is equivalent to editing the first storage area of all first classification storage interfaces. For example, setting the label of the first item storage unit for the first storage area of a certain first classification storage interface is equivalent to setting the label of the first item storage unit for the first storage area of all first classification storage interfaces. The first assembly areas of different first item classification storage interfaces are independent of each other.

[0069] In an embodiment, each first item classification storage interface comprises a first assembly area, and at least part of the first item classification storage interface further comprises a first storage area, the first storage area comprising a first item storage unit, and the first assembly area comprising a first item assembly unit; the first assembly areas of different first item classification storage interfaces are the same first assembly area, and the first storage areas of different first item classification storage interfaces are different first storage areas.

[0070] In an embodiment, each first item classification storage interface can comprise only a first storage area, or only a first assembly area, or both a first storage area and a first assembly area.

[0071] In an embodiment, the first storage areas of different first item classification storage interfaces are different first storage areas, and the first assembly areas of different first item classification storage interfaces are different first assembly areas. In this way, the user can fully flexibly edit different first item classification storage interfaces to achieve a high degree of diversification of the first item storage object.

[0072] In an embodiment, the first editing instruction can comprise a global editing instruction, a classification editing instruction, and a unit editing instruction. Referring to Figure 4 As shown in the above response to the first editing instruction in the item system editing interface of the application program, setting a first target label for a target first item storage unit in the first item storage object can comprise the following steps S410 to S430:

[0073] Step S410, in response to a global editing instruction for the first item storage object in the item system editing interface, creating a first item classification storage interface for the first item storage object.

[0074] The global editing instruction is an instruction for editing the overall information of the first item storage object (such as the name, type, size, etc. of the first item storage object), including an instruction for setting the classification storage condition of the first item storage object. The user can create one or more first item classification storage interfaces in the first item storage object through the global editing instruction.

[0075] In an embodiment, the item system editing interface comprises a global editing interface, which is an interface for editing the overall information of the first item storage object. The global editing instruction can be an instruction triggered in the global editing interface. Figure 5A A schematic diagram of the global editing interface (i.e. the "backpack preset" interface) is shown, in which the user can set whether the first item storage object is classified. If set to yes (i.e. Figure 5AThe classification setting is set to "on", which means that the first item classification storage interface is created for the first item storage object, and the user can further create the first item classification storage interface for the first item storage object through the "add classification" control. If it is set to "no", the first item classification storage interface is not supported for the first item storage object, and the first item storage object only has one item storage interface.

[0076] In step S420, in response to the classification editing instruction in the item system editing interface for the target first item classification storage interface in the first item classification storage interface, a first item storage unit is created for the target first item classification storage interface.

[0077] The classification editing instruction is an instruction for editing the first item classification storage interface, including an instruction for creating a first item storage unit for the first item classification storage interface. The target first item classification storage interface is the editing object of the classification editing instruction, which can be any one or more first item classification storage interfaces in the first item storage object. The user can create one or more first item storage units in the target first item classification storage interface through the classification editing instruction.

[0078] In an embodiment, the above-mentioned response to the classification editing instruction in the item system editing interface for the target first item classification storage interface in the first item classification storage interface, a first item storage unit is created for the target first item classification storage interface, which can include the following steps:

[0079] In response to the classification editing instruction in the item system editing interface for the target first item classification storage interface, a target interface template is determined from one or more candidate interface templates according to the classification editing instruction, and a first item storage unit is created for the target first item classification storage interface according to the target interface template.

[0080] The interface template refers to the pre-configured item classification storage interface template in the application, including the number of item storage units, layout mode, etc. When editing the target first item classification storage interface, one or more candidate interface templates can be provided, which can be all interface templates in the application or only include part of the interface templates. The user can select from the candidate interface templates, and the selected candidate interface template by the user is called the target interface template. The layout of the target first item classification storage interface is set according to the interface information configured in the target interface template, including quickly creating a first item storage unit for the target first item classification storage interface. In this way, the user does not need to start editing the target first item classification storage interface from a blank interface, and the editing efficiency is improved by quickly calling the information of the target interface template.

[0081] In an embodiment, the item system editing interface includes a category editing interface, which is an interface for editing the first item category storage interface. The category editing instruction can be an instruction triggered in the category editing interface. For example, each first item category storage interface in the first item storage object can correspond to a category editing interface. Figure 5B A schematic diagram of the category editing interface (i.e., the "Category 1" interface) is shown, in which the user can set the relevant information of the target first item category storage interface. For example, a selection can be made in the layout template setting item, which provides candidate interface templates. For example, if the user selects "RPG gameplay", a first item storage unit is created for the target first item category storage interface according to the target interface template corresponding to "RPG gameplay". In addition, the user can also perform operations such as adding a first item assembly unit (i.e., the assembly area item grid in Figure 5B In an embodiment, the user can also perform operations such as adding a first item assembly unit (i.e., the assembly area item grid in

[0082] In step S430, in response to a unit editing instruction for a target first item storage unit in the target first item category storage interface in the item system editing interface, a first target label is set for the target first item storage unit.

[0083] In an embodiment, the item system editing interface includes a category editing interface, which is an interface for editing the first item category storage interface. The category editing instruction can be an instruction triggered in the category editing interface. For example, each first item category storage interface in the first item storage object can correspond to a category editing interface.

[0084] In an embodiment, the item system editing interface includes a unit editing interface, which is an interface for editing the first item storage unit. Or more specifically, it is an interface for editing the first item assembly unit. The unit editing instruction can be an instruction triggered in the unit editing interface. For example, each first item assembly unit in the first item storage object can correspond to a unit editing interface. Figure 5C A schematic diagram of the unit editing interface (i.e., the "Item Grid 1" interface) is shown, which is the unit editing interface corresponding to the item grid 1 (belonging to the first item assembly unit) in the assembly area item grid. The user can set the item grid label in this interface, and set a first target label for the item grid 1 according to the user setting result.

[0085] In an embodiment, in response to a label setting instruction in the category editing interface, a first target label is set for the target first item storage unit. For example, refer to Figure 5BAs shown, the storage area label can be set in the category editing interface, which is equivalent to setting a first target label for all first article storage units of the target first article category storage interface, or setting a first target label for all first article storage units of the first article storage object.

[0086] In an embodiment, the article system editing interface includes: a global editing interface, a category editing interface, and a unit editing interface; wherein the global editing instruction is an instruction triggered in the global editing interface, the category editing instruction is an instruction triggered in the category editing interface, and the unit editing instruction is an instruction triggered in the unit editing interface.

[0087] Reference Figure 6 As shown, the game editing method can further include the following steps S610 to S640:

[0088] Step S610, in the case where the first article storage object has a first article category storage interface, providing a category editing jump control corresponding to the first article category storage interface in the global editing interface.

[0089] For example, referring to Figure 5A As shown, in the global editing interface, if a first article category storage interface has been created for the first article storage object, a category editing jump control corresponding to each first article category storage interface (such as the right arrow control of “Category 1”, “Category 2”, and “Category 3”) can be provided.

[0090] Step S620, in response to a first jump instruction for the category editing jump control, determining a target first article category storage interface in the first article category storage interface according to the first jump instruction, and jumping from the global editing interface to a category editing interface corresponding to the target first article category storage interface.

[0091] For example, the user clicks the right arrow control of “Category 1” in Figure 5A to trigger a first article category storage interface with “Category 1” as the target first article category storage interface, and jump to a category editing interface corresponding to the target first article category storage interface, such as the “Category 1” interface in Figure 5B .

[0092] Step S630, in the case where the first article category storage interface has a first article storage unit, providing a unit editing jump control corresponding to the first article storage unit in the category editing interface.

[0093] For example, referring to Figure 5BAs shown, in the category editing interface corresponding to the target first item classification storage interface, if a first item storage unit has been created for the target first item classification storage interface, a corresponding unit editing jump control (such as the right arrow control of "item compartment 1" and "item compartment 2") can be provided.

[0094] In step S640, in response to a second jump instruction for the unit editing jump control, a target first item storage unit is determined in the first item storage unit of the target first item classification storage interface according to the second jump instruction, and the unit editing interface corresponding to the target first item storage unit is jumped from the category editing interface.

[0095] For example, the user clicks the right arrow control of "item compartment 1" in Figure 5B , triggering the item compartment 1 as the target first item storage unit to jump to the unit editing interface corresponding to the target first item storage unit, such as the "item compartment 1" interface in Figure 5C .

[0096] Through the method shown in Figure 6 , quick and convenient jumping between the global editing interface, the category editing interface, and the unit editing interface can be realized, and the user can be facilitated to switch between the global editing, the category editing, and the unit editing.

[0097] In an embodiment, the item system editing interface further includes an editing preview interface of the first item storage object; the editing preview interface is used to display at least one of the following information: global preview information of the first item storage object, preview information of the first item classification storage interface in the first item storage object, and preview information of the first item storage unit in the first item storage object.

[0098] For example, the item system editing interface can include a preview area and an editing area; the preview area can display the editing preview interface, and the editing area can display the global editing interface, the category editing interface, or the unit editing interface.

[0099] Figure 7A As shown in the schematic diagram of displaying global preview information in the editing preview interface, the item compartment area therein can not display the specific setting situation of the first item storage unit, and can display the overall information of the first item storage object. Figure 7BThe schematic diagram shows that the preview information of the first item classification storage interface (such as the first item classification storage interface of “Classification One”) is displayed in the editing preview interface. The specific layout information of the first item classification storage interface can be displayed. In addition, the preview information of the first item storage unit can also be displayed in the editing preview interface, such as displaying the label of the first item storage unit. Alternatively, when the preview information of the first item classification storage interface is displayed, the preview information of the first item storage unit in the first item classification storage interface can be displayed. For example, Figure 7B The schematic diagram shows the layout, quantity, label and other information of the first item storage unit in the first item classification storage interface of “Classification One”.

[0100] In an embodiment, in addition to preview, the preview area can also implement part of the editing instructions. For example, relevant editing controls can be set in the preview area, so that the user can more conveniently perform some editing operations. For example, Figure 7A Or Figure 7B The deletion control is set in the preview area, which can be used to delete a certain classification or a certain first item storage unit.

[0101] In an embodiment, the game editing method further comprises at least one of the following steps:

[0102] In the case of displaying the global editing interface, the global preview information is displayed in the editing preview interface. Referring to Figure 8A The schematic diagram shows that the global editing interface can be displayed in the editing area of the item system editing interface, and the global preview information can be synchronously displayed in the preview area.

[0103] In the case of displaying the classification editing interface corresponding to the target first item classification storage interface, the preview information of the target first item classification storage interface is displayed in the editing preview interface. Referring to Figure 8B The schematic diagram shows that the classification editing interface corresponding to the target first item classification storage interface can be displayed in the editing area of the item system editing interface, and the preview information of the target first item classification storage interface can be displayed in the preview area.

[0104] In the case of displaying the unit editing interface corresponding to the target first item storage unit, the preview information of the target first item storage unit is displayed in the editing preview interface. Referring to Figure 8C The schematic diagram shows that the unit editing interface corresponding to the target first item storage unit can be displayed in the editing area of the item system editing interface, and the preview information of the target first item storage unit can be displayed in the preview area. Of course, when the preview information of the target first item classification storage interface is displayed, the preview information of the target first item storage unit can be displayed, so Figure 8B And Figure 8C The preview area in

[0105] In an implementation, if the interface displayed in the editing area changes, the information displayed in the preview area changes synchronously. For example, if the editing area jumps from the global editing interface to the category editing interface, the preview area switches from displaying the global preview information to displaying the preview information of the first item category storage interface.

[0106] In an implementation, the game editing method further comprises at least one of the following steps:

[0107] In the case that the global preview information is displayed in the editing preview interface, the global editing interface is displayed.

[0108] In the case that the preview information of the target first item category storage interface is displayed in the editing preview interface, the category editing interface corresponding to the target first item category storage interface is displayed.

[0109] In the case that the preview information of the target first item storage unit is displayed in the editing preview interface, the unit editing interface corresponding to the target first item storage unit is displayed.

[0110] In this way, the content displayed in the editing area and the preview area correspond to each other, so that the user can perform more convenient editing operations by combining the information of the two areas.

[0111] In an implementation, the editing preview interface is provided with a category identifier corresponding to the first item category storage interface. The game editing method can further comprise the following steps:

[0112] In response to a third jump instruction for the category identifier, the target first item category storage interface is determined in the first item category storage interface according to the third jump instruction, and the preview information of the target first item category storage interface is displayed in the editing preview interface.

[0113] For example, as shown in Figure 8A , Figure 8B or Figure 8C , the editing preview interface is provided with a "category 1", "category 2", and "category 3" control for jumping between different first item category storage interfaces. For example, if the user clicks the "category 1" control, the first item category storage interface of "category 1" is triggered as the target first item category storage interface, and the preview information of the target first item category storage interface is displayed in the editing preview interface. The category editing interface corresponding to the target first item category storage interface can also be displayed in the editing area.

[0114] In an implementation, the game editing method further comprises at least one of the following steps:

[0115] In response to selection of a target first item storage unit in the preview information of the first item classification storage interface, a unit editing interface corresponding to the target first item storage unit is displayed. As shown in the interface of Figure 8B If the user selects the item grid 1 (i.e., the "weapon" item grid) in the assembly area, the classification editing interface displayed in the editing area is switched to the unit editing interface of the item grid 1.

[0116] In response to a trigger instruction for a preset area or a close control in the preview information of the target first item classification storage interface, a global editing interface is displayed. As shown in the interface of Figure 8B or Figure 8C If the user selects the blank area outside the first item storage unit, or clicks the close control in the upper right corner of the preview area, the global editing interface is displayed in the editing area, and the preview information of the target first item classification storage interface displayed in the preview area is switched to global preview information.

[0117] In this way, the user can perform a jump operation in the preview area, and can control the content displayed in the editing area to switch, further providing convenience for user editing.

[0118] Referring back to Figure 2 In step S220, in response to a second editing instruction in the game editing scene, an association between a target virtual character and the first item storage object is established.

[0119] The target virtual character is a virtual character set in the game editing scene, which can be a player character. When editing the target virtual character, the user can add an item storage object (such as a backpack) to the target virtual character, and select the first item storage object. For example, the user can add a backpack attribute in the attribute editing interface of the target virtual character, and select the first item storage object from the optional items provided by the game program (which can include pre-set item storage objects in the game program and item storage objects edited by the user). Thus, the association between the target virtual character and the first item storage object is established, so that the target virtual character can use the item storage function of the first item storage object.

[0120] It should be understood that if the application program in step S210 is a game program, after the user edits the first item storage object in the game program, the user can use the first item storage object to edit the backpack attribute of the target virtual character in the game editing scene. If the application program in step S210 is not a game program, after the user edits the first item storage object in the application program, if there is an association between the game program and the application program, such as data intercommunication has been established, the application program can automatically import the first item storage object into the game program, or the user can manually import the first item storage object into the game program. After that, when the user edits the target virtual character in the game editing scene, the first item storage object can be used.

[0121] In an embodiment, in response to the second editing instruction in the game editing scene, the association between the target virtual character and the first item storage object is established, comprising:

[0122] In response to the character template editing instruction in the game editing scene, the association between the preset character template and the first item storage object is established.

[0123] In response to the character creation instruction in the game editing scene, the target virtual character is created in the game editing scene by using the preset character template, and it is determined that the target virtual character has the association with the first item storage object.

[0124] The preset character template is equivalent to a pre-configured set of character parameter or attribute templates. The user can quickly create a virtual character through the preset character template, and the created virtual character has the character parameters or attributes configured in the preset character template. When editing the preset character template, the association between the preset character template and the first item storage object can be established, such as adding the backpack attribute in the attribute editing interface of the preset character template and selecting the first item storage object. Because the association between the preset character template and the first item storage object is established, the virtual characters (including the target virtual character) created through the preset character template all have the association with the first item storage object.

[0125] Continuing to refer to Figure 2 In step S230, in the game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual item satisfying the first interaction condition, and the attribute of the target virtual item matching the first target label, the target virtual item is controlled to be picked up into the target second item storage unit in the second item storage object. The second item storage object includes one or more second item storage units, and the target second item storage unit is one of the units.

[0126] The target virtual item can be any one or more virtual items in the game running scene. In an embodiment, the virtual item in the game running scene can be a virtual model corresponding to a scene component in the game editing scene, and the target virtual item can be any virtual item.

[0127] The virtual item has an attribute. The attribute of the virtual item is used to represent the characteristics of the virtual item in one or more aspects. For example, the attribute of the virtual item can be a category label or a level label of the virtual item. The attribute of the target virtual item matches the first target label, that is, the characteristics represented by the attribute of the target virtual item meet the characteristics represented by the first target label, which can include but is not limited to the following cases: the attribute of the target virtual item is the same as the first target label, for example, both are shirts, which means that the target first storage unit can store virtual items of the shirt category, and the target virtual item is a virtual item of the shirt category; the first target label contains the attribute of the target virtual item, for example, the first target label is a shirt, and the attribute of the target virtual item is a short sleeve, and the shirt category contains the short sleeve category; the attribute of the target virtual item matches the first target label in logic, for example, the first target label is a first-level item column, and the attribute of the target virtual item is a first-level item, and logically the first-level item column can store the first-level item, so the attribute of the target virtual item matches the first target label.

[0128] In an embodiment, the first target label can be a general label, for example, in the case where no specific first target label is set for the target first storage unit, it can be defaulted as a general label, and the general label can match the attribute of any target virtual item.

[0129] The first interaction condition refers to the timing of the target virtual character picking up the target virtual item, which represents when the target virtual character and the target virtual item meet the interaction relationship in the game process, the target virtual character can pick up the target virtual item. In the case where the attribute of the target virtual item matches the first target label, when the target virtual character and the target virtual item meet the first interaction condition, the target virtual character can be controlled to pick up the target virtual item.

[0130] In an embodiment, the first interaction condition includes at least one of the following:

[0131] The target virtual character contacts the target virtual item. That is, it can be set that the target virtual character picks up the target virtual item when the target virtual character contacts the target virtual item in the game.

[0132] The target virtual character makes a first game instruction to the target virtual item. The first game instruction can be a pickup action instruction or other specified instruction, indicating that the target virtual character actively picks up the target virtual item. The target virtual character can make the first game instruction when contacting the target virtual item or when the distance to the target virtual item is less than a certain distance, thereby picking up the target virtual item.

[0133] The target virtual character is located in an item acquisition area associated with the target virtual item. In the game, certain reward areas can be set, and when the target virtual character is located in the reward area, the corresponding reward item (such as gold coins) is acquired. The reward item is the target virtual item, and the reward area is the item acquisition area associated with the target virtual item.

[0134] The target virtual character makes a second game instruction in the item acquisition area associated with the target virtual item. The second game instruction can be a specified action instruction. In the game, it can be set that when the target virtual character is located in the reward area and makes a third game instruction (such as a gold coin digging action instruction), the corresponding reward item (such as gold coins) is acquired. The reward item is the target virtual character, and the reward area is the item acquisition area associated with the target virtual character.

[0135] The first interaction condition can be determined according to the specific needs of one or more of the above ways. Alternatively, different first interaction conditions can be set for different virtual items.

[0136] In an embodiment, the first interaction condition can be determined by at least one of the following ways:

[0137] In response to a third editing instruction for a target scene component in the game editing scene, the first interaction condition is determined. The target scene component is configured to generate a corresponding target virtual item in the game running stage, that is, in the game editing scene, the target virtual item exists in the form of the target scene component. The third editing instruction is an operation instruction for editing the first interaction condition of the target scene component. For example, the user can select the target scene component and open the editing interface of the target scene component, and perform a setting operation of the first interaction condition in the editing interface, thereby triggering the third editing instruction. For example, it can be set that the target virtual character picks up the target virtual item when the target virtual character contacts the target virtual item, or that the target virtual character picks up the target virtual item by holding up the target virtual item, thereby determining the first interaction condition. The first interaction condition can be only for the target virtual item corresponding to the target scene component, and not for other virtual objects. Alternatively, when the user edits the first interaction condition, the user can set the first interaction condition to be applied to other virtual items, such as being applied to all scene components in the game editing scene (equivalent to being applied to all virtual items in the game running scene), or being applied to a certain type of scene component (or virtual item).

[0138] In response to a fourth editing instruction in the logic rule editing interface, the first interaction condition is determined. The fourth editing instruction is an operation instruction for editing the first interaction condition in the logic rule editing interface. The disclosure does not limit the editing manner of the logic rule editing interface. For example, the logic rule editing interface can be a code writing interface, and the user edits a specific logic rule by inputting code; or the logic rule editing interface can be a visual code component editing interface, which provides variables, instructions, conditions, functions, etc. involved in the logic rule in the form of visual code components, and the user realizes a specific logic rule by combining and collocating these code components. The user can edit the logic rule of the virtual character picking up the virtual object in the logic rule editing interface to trigger the fourth editing instruction and determine the first interaction condition. The first interaction condition can be edited for one or more specific virtual characters or virtual objects, or for all virtual characters or virtual objects.

[0139] As can be seen from the above, by setting the first target tag and associating the first object storage object with the target virtual character, it is actually specified which virtual objects can be picked up by the target virtual character through the first object storage object. By setting the first interaction condition, it can be determined when the target virtual character picks up the virtual object. Thus, the object picking and storing functions of the target virtual character are flexibly edited, the needs of different users are met, and various game scene types and play modes are realized.

[0140] In an implementation, when the target second object storage unit that controls the target virtual object to be picked up into the second object storage object, data of the target virtual object can be added in the data of the target virtual character. For example, an identifier (such as a name, an entity ID, etc.) of the target virtual object can be added in the data of the target virtual character, or a pointer to the target virtual object can be added. Thus, the target virtual object is associated with the target virtual character, and the result that the target virtual character owns the target virtual object is embodied.

[0141] It should be understood that if the target virtual character picks up the target virtual object again in the case of already owning the target virtual object, such as repeatedly picking up gold coins, etc., the data of the target virtual object already exists in the data of the target virtual character before this time of picking up, and then when the target virtual object is picked up this time, the data of the target virtual object can be added again in the data of the target virtual character, such as being added to different sub-projects in the data of the target virtual character, or the data of the target virtual object in the data of the target virtual character can be updated, such as updating the quantity, etc.

[0142] In an implementation, the target virtual item belongs to the game running scene before it is picked up by the target virtual character. Thus, when the target virtual item is controlled to be picked up, the physical object of the target virtual item (e.g. the virtual model) can be destroyed from the game running scene, so that the target virtual item is no longer displayed in the game running scene. In addition, the data object of the target virtual item in the game running scene can be kept, which can be associated with the data of the target virtual character by means of a pointer or the like. If it is needed to restore the target virtual item in the game running scene later, e.g. the target virtual item is regenerated at the original position of the target virtual item after a certain time or after the end of a game round, the physical object of the target virtual item can be regenerated, e.g. the virtual model is rendered, without the need to regenerate the data object, thereby improving the efficiency.

[0143] In an implementation, when the target second item storage unit is controlled to pick up the target virtual item into the second item storage object, the target virtual character can be controlled to perform a corresponding picking action, e.g. squatting and making a picking gesture, so as to present a dynamic picture of picking.

[0144] The second item storage object is an item storage object possessed by the target virtual character, e.g. a backpack of the target virtual character. In an implementation, different virtual characters in the game have independent item storage objects, e.g. the backpack of the target virtual character and the backpacks of other virtual characters of the same type, which can be the same in appearance, size, type, etc. but are independent backpacks. Thus, the second item storage object is an item storage object exclusively owned by the target virtual character. For example, the user can associate the first item storage object with different virtual characters in the game editing scene. In the game running scene, these different virtual characters have independent item storage objects, e.g. the second item storage object, the third item storage object, etc., which can be item storage objects generated according to the first item storage object.

[0145] In an implementation, the second item storage object is the first item storage object, and the one or more second item storage units are the one or more first item storage units, and the target second item storage unit is the target first item storage unit. That is, the first item storage object can be directly used as the item storage object possessed by the target virtual character.

[0146] In an embodiment, the second article storage object is generated according to the first article storage object, the one or more second article storage units are generated according to the one or more first article storage units, and the target second article storage unit is the second article storage unit corresponding to the target first article storage unit. For example, the second article storage object can be a copy of the first article storage object, or the first article storage object is copied and part of the information or parameters is changed (e.g., the identification or name of the article storage object is changed) to form the second article storage object.

[0147] In an embodiment, the first article storage object includes one or more first article classification storage interfaces, and each first article classification storage interface includes one or more first article storage units. Correspondingly, the second article storage object includes one or more second article classification storage interfaces, and each second article classification storage interface includes one or more second article storage units. The one or more second article classification storage interfaces are the one or more first article classification storage interfaces, or are generated according to the one or more first article classification storage interfaces.

[0148] In an embodiment, each first article classification storage interface includes a first storage area, and at least part of the first article classification storage interfaces further includes a first assembly area. The first storage area includes a first article storage unit, and the first assembly area includes a first article assembly unit. The first storage areas of different first article classification storage interfaces are the same first storage area, and the first assembly areas of different first article classification storage interfaces are different first assembly areas. Correspondingly, each second article classification storage interface includes a second storage area, and at least part of the second article classification storage interfaces further includes a second assembly area. The second storage area includes a second article storage unit, and the second assembly area includes a second article assembly unit. The second storage areas of different second article classification storage interfaces are the same second storage area, and the second assembly areas of different second article classification storage interfaces are different second assembly areas.

[0149] In an embodiment, the establishing of the association between the target virtual role and the first article storage object can include the following steps:

[0150] According to the first data set corresponding to the first object storage object, a second data set is added in the data of the target virtual role; the first data set is a corresponding data set generated in response to the creation of the first object storage object; the first data set includes one or more first data units corresponding to one or more first object storage units; the second data set is a data set corresponding to the second object storage object; the second data set includes one or more second data units corresponding to one or more second object storage units; wherein the second data set is the first data set, and the one or more second data units are the one or more first data units; or the second data set is a data set generated according to the first data set, and the one or more second data units are data units generated according to the one or more first data units.

[0151] The first data set can adopt a data structure suitable for recording virtual object data, such as a data table or the like, and each first data unit can be a tuple thereof, having an index identifier and a value, the index identifier being used to record the unit identifier of the first data storage unit, and the value being used to record the data of the virtual object. If the second object storage object is the first object storage object, the first data set can be directly applied to the target virtual role, and the second data set is the first data set. If the second object storage object is generated according to the first object storage object, the second data set can be generated according to the first data set, such as copying the first data set to obtain the second data set, or copying the first data set and changing part of the information or parameters (such as changing the identifier of the data set), and applying the second data set to the target virtual role.

[0152] It can be understood that generating the second data set according to the first data set is equivalent to generating the second object storage object according to the first object storage object. The target virtual role has the second object storage object.

[0153] In an embodiment, the above-mentioned control of picking up the target virtual object into the target second object storage unit can include the following steps:

[0154] The data of the target virtual object is written into the target second data unit in the second data set; the target second data unit is the second data unit corresponding to the target second object storage unit.

[0155] For example, when the target virtual character and the target virtual item meet the first interaction condition, a second data unit matching the attributes of the target virtual item with the first target tag can be found in the second data set. Then, according to the order of these second data units (e.g., from smallest to largest unit identifier), a second data unit for placing the target virtual item (e.g., the target second data unit) is determined, and the data of the target virtual item is written into that second data unit. This is equivalent to placing the target virtual item into the corresponding second item storage unit. Since the second data set is within the target virtual character's data, writing the target virtual item's data into the second data set ensures that the target virtual character's data includes the target virtual item's data, thus enabling the target virtual character to own the target virtual item at the data level. Subsequently, if the target virtual character uses the target virtual item, corresponding data processing can be performed based on the target virtual item's data contained within the target virtual character's data.

[0156] In one implementation, the game editing method may further include the following steps:

[0157] When the target virtual item is picked up and placed in the target second item storage unit, the identifier of the target virtual item is displayed in the target second item storage unit in the visualization interface of the second item storage object.

[0158] In other words, the target virtual item is displayed in the backpack interface, visually demonstrating the pickup result. This makes it easier for users to understand. Furthermore, users can subsequently interact with the target virtual item displayed in the target second item storage unit by clicking on its identifier, enabling actions such as moving, equipping, using, or discarding the target virtual item.

[0159] In one implementation, the game editing method may further include the following steps:

[0160] In response to the cell editing command for the target first item storage unit, set a cell identifier for the target first item storage unit;

[0161] The second item storage unit has the same or corresponding unit identifier as the first item storage unit.

[0162] For example, refer to Figure 8C As shown, users can set a cell representation (i.e., item cell ID) for the target first item storage unit, thereby distinguishing different first item storage units.

[0163] In an embodiment, if there are multiple first item storage units with the same unit identification in the first item storage object, the multiple first item storage units with the same unit identification are regarded as the same first item storage unit; if there are multiple second item storage units with the same unit identification in the second item storage object, the multiple second item storage units with the same unit identification are regarded as the same second item storage unit. For example, a certain first item storage unit and a certain first item assembly unit have the same unit identification, and thus are the same item storage unit. Correspondingly, the second item storage unit corresponding to the first item storage unit and the second item assembly unit corresponding to the first item assembly unit also have the same unit identification, and thus are the same item storage unit. When a virtual item is placed in the second item storage unit, the virtual item will also be displayed in the second item assembly unit.

[0164] In an embodiment, it can be set that in the same item storage object, multiple item storage units with the same unit identification are not allowed to exist. For example, when a user edits a first item storage object, if the user sets multiple first item storage units with the same unit identification, such as setting the unit identification of item compartment B to be the same as that of item compartment A, the application can present corresponding prompt information to prohibit the user from performing the editing operation.

[0165] In an embodiment, the game editing method can further include the following steps:

[0166] In response to an assembly unit editing instruction in the item system editing interface, a second target label is set for a target first item assembly unit in the first item storage object; the second target label is a label determined from the second preset label or a self-defined label.

[0167] In the game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual object meeting a second interaction condition and the attribute of the target virtual object matching a second target label, a target second object assembly unit in which the target virtual object is picked up into the second object storage object is controlled. The second interaction condition refers to a condition for the target virtual character to pick up the target virtual object that can be assembled, indicating when the target virtual character can pick up the target virtual object that can be assembled, which can be the same as or different from the first interaction condition. The target second object assembly unit is the target first object assembly unit or a second object storage unit corresponding to the target first object assembly unit. That is, when picking up the target virtual object, the target virtual object can be directly assembled. Alternatively, in the case of controlling the target virtual object to be picked up into the target second object storage unit, if the attribute of the target virtual object matches the second target label, the target virtual object is placed into the target second object assembly unit. That is, when picking up the target virtual object, the target virtual object can be first picked up into the storage area and then assembled into the assembly area. Of course, the target virtual object can also be first picked up into the storage area, and in response to an assembly instruction for the target virtual object (such as an operation instruction in which the user selects the target virtual object and selects assembly), the target virtual object is placed into the target second object assembly unit.

[0168] In the case where the target virtual object is placed in the target second object assembly unit, the target virtual object corresponding effect is applied to the target virtual character. For example, the character attribute of the target virtual character can be updated according to the object attribute of the target virtual object; the target virtual character is added with a skill corresponding to the target virtual object; and the target virtual character is allowed to perform a game behavior corresponding to the target virtual object, such as shooting when the target virtual object is a gun and the target virtual character assembles the target virtual object.

[0169] The exemplary embodiments of the present disclosure also provide a game editing device. Referring to Figure 9 As shown in the figure, the game editing device 900 includes the following program modules:

[0170] The object storage object editing module 910 is configured to, in response to a first editing instruction in an object system editing interface of an application, set a first target label for a target first object storage unit in a first object storage object; the first object storage object includes one or more first object storage units, and the target first object storage unit is one of the units; and the first target label is a label determined from a first preset label or a self-defined label;

[0171] The association editing module 920 is configured to, in response to a second editing instruction in a game editing scene, establish an association between a target virtual character and the first object storage object;

[0172] The game running processing module 930 is configured to, in a game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual object satisfying a first interaction condition and an attribute of the target virtual object matching the first target label, control the target virtual object to be picked up into a target second object storage unit in a second object storage object; the second object storage object includes one or more second object storage units, and the target second object storage unit is one of the second object storage units.

[0173] In the first aspect, the second object storage object is the first object storage object, the one or more second object storage units are the one or more first object storage units, and the target second object storage unit is the target first object storage unit; or, the second object storage object is an object storage object generated according to the first object storage object, the one or more second object storage units are object storage units generated according to the one or more first object storage units, and the target second object storage unit is a second object storage unit corresponding to the target first object storage unit.

[0174] In an implementation, the one or more first object storage units include a first object storage unit and a first object assembly unit, and the one or more second object storage units include a second object storage unit and a second object assembly unit.

[0175] In an implementation, the target first object storage unit is a first object storage unit, the target second object storage unit is a second object storage unit, the first editing instruction includes a storage unit editing instruction, and the setting of the first target label for the target first object storage unit in the first object storage object in response to the first editing instruction in the object system editing interface of the application program includes: setting the first target label for all first object storage units in the first object storage object in response to the storage unit editing instruction in the object system editing interface.

[0176] In an implementation, the game editing apparatus 900 is further configured to: in response to an assembly unit editing instruction in the item system editing interface, set a second target label for a target first item assembly unit in the first item storage object; the second target label is a label determined from second preset labels or a custom label; in a game running scenario corresponding to the game editing scenario, in response to the target virtual character and a target virtual item satisfying a second interaction condition and an attribute of the target virtual item matching the second target label, control the target virtual item to be picked up into a target second item assembly unit in the second item storage object; or, in a case where the target virtual item is controlled to be picked up into the target second item storage unit, if the attribute of the target virtual item matches the second target label, control the target virtual item to be placed into the target second item assembly unit; the target second item assembly unit is the target first item assembly unit or a second item storage unit corresponding to the target first item assembly unit; in a case where the target virtual item is placed in the target second item assembly unit, apply an effect corresponding to the target virtual item to the target virtual character.

[0177] In an implementation, the first item storage object includes one or more first item classification storage interfaces, each first item classification storage interface including one or more first item storage units; the second item storage object includes one or more second item classification storage interfaces, each second item classification storage interface including one or more second item storage units; the one or more second item classification storage interfaces are the one or more first item classification storage interfaces or item classification storage interfaces generated according to the one or more first item classification storage interfaces.

[0178] In an implementation, each first item classification storage interface includes a first storage area, and at least part of the first item classification storage interfaces further include a first assembly area; the first storage area includes first item storage units, and the first assembly area includes first item assembly units; the first storage areas of different first item classification storage interfaces are the same first storage area, and the first assembly areas of different first item classification storage interfaces are different first assembly areas; each second item classification storage interface includes a second storage area, and at least part of the second item classification storage interfaces further include a second assembly area; the second storage area includes second item storage units, and the second assembly area includes second item assembly units; the second storage areas of different second item classification storage interfaces are the same second storage area, and the second assembly areas of different second item classification storage interfaces are different second assembly areas.

[0179] In an implementation, the first editing instruction includes a global editing instruction, a category editing instruction, and a unit editing instruction; and the response to the first editing instruction in the item system editing interface of the application program sets a first target label for a target first item storage unit in the first item storage object, including: in response to a global editing instruction for the first item storage object in the item system editing interface, creating a first item category storage interface for the first item storage object; in response to a category editing instruction for a target first item category storage interface in the first item category storage interface in the item system editing interface, creating a first item storage unit for the target first item category storage interface; and in response to a unit editing instruction for the target first item storage unit in the target first item category storage interface in the item system editing interface, setting a first target label for the target first item storage unit.

[0180] In an implementation, the item system editing interface includes a global editing interface, a category editing interface, and a unit editing interface; the global editing instruction is an instruction triggered in the global editing interface, the category editing instruction is an instruction triggered in the category editing interface, and the unit editing instruction is an instruction triggered in the unit editing interface; and the game editing device 900 is further configured to: in a case where the first item storage object has a first item category storage interface, provide a category editing jump control corresponding to the first item category storage interface in the global editing interface; in response to a first jump instruction for the category editing jump control, determine the target first item category storage interface in the first item category storage interface according to the first jump instruction, and jump from the global editing interface to a category editing interface corresponding to the target first item category storage interface; in a case where the first item category storage interface has a first item storage unit, provide a unit editing jump control corresponding to the first item storage unit in the category editing interface; and in response to a second jump instruction for the unit editing jump control, determine the target first item storage unit in the first item storage unit of the target first item category storage interface according to the second jump instruction, and jump from the category editing interface to a unit editing interface corresponding to the target first item storage unit.

[0181] In an implementation, the item system editing interface further includes an editing preview interface of the first item storage object; and the editing preview interface is configured to display at least one of the following information: global preview information of the first item storage object, preview information of a first item category storage interface in the first item storage object, and preview information of a first item storage unit in the first item storage object.

[0182] In an implementation, the game editing apparatus 900 is further configured to perform at least one of: in a case where the global editing interface is displayed, display the global preview information in the editing preview interface; in a case where the category editing interface corresponding to the target first item category storage interface is displayed, display the preview information of the target first item category storage interface in the editing preview interface; in a case where the unit editing interface corresponding to the target first item storage unit is displayed, display the preview information of the target first item storage unit in the editing preview interface.

[0183] In an implementation, the game editing apparatus 900 is further configured to perform at least one of: in a case where the global preview information is displayed in the editing preview interface, display the global editing interface; in a case where the preview information of the target first item category storage interface is displayed in the editing preview interface, display the category editing interface corresponding to the target first item category storage interface; in a case where the preview information of the target first item storage unit is displayed in the editing preview interface, display the unit editing interface corresponding to the target first item storage unit.

[0184] In an implementation, the editing preview interface is provided with a category identifier corresponding to the first item category storage interface; the game editing apparatus 900 is further configured to: in response to a third jump instruction for the category identifier, determine the target first item category storage interface in the first item category storage interface according to the third jump instruction, and display the preview information of the target first item category storage interface in the editing preview interface.

[0185] In an implementation, the game editing apparatus 900 is further configured to perform at least one of: in response to selection of the target first item storage unit in the preview information of the first item category storage interface, display the unit editing interface corresponding to the target first item storage unit; in response to a trigger instruction for a preset area or a close control in the preview information of the target first item category storage interface, display the global editing interface.

[0186] In an implementation, the response to the category editing instruction for the target first item category storage interface in the first item category storage interface in the item system editing interface is to create a first item storage unit for the target first item category storage interface, including: in response to the category editing instruction for the target first item category storage interface in the item system editing interface, determining a target interface template from one or more candidate interface templates according to the category editing instruction, and creating a first item storage unit for the target first item category storage interface according to the target interface template.

[0187] In an implementation, the game editing apparatus 900 is further configured to: in response to a unit editing instruction for the target first item storage unit, set a unit identifier for the target first item storage unit; and the target second item storage unit has the same or corresponding unit identifier as the target first item storage unit.

[0188] In an implementation, if there are multiple first item storage units with the same unit identifier in the first item storage object, the multiple first item storage units with the same unit identifier are regarded as the same first item storage unit; and if there are multiple second item storage units with the same unit identifier in the second item storage object, the multiple second item storage units with the same unit identifier are regarded as the same second item storage unit.

[0189] In an implementation, the establishing the association between the target virtual role and the first item storage object in response to the second editing instruction in the game editing scene comprises: in response to a role template editing instruction in the game editing scene, establishing an association between a preset role template and the first item storage object; and in response to a role creation instruction in the game editing scene, creating the target virtual role in the game editing scene by using the preset role template, and determining that the target virtual role has the association with the first item storage object.

[0190] In an implementation, the establishing the association between the target virtual role and the first item storage object comprises: adding a second data set in the data of the target virtual role according to a first data set corresponding to the first item storage object; the first data set is a corresponding data set generated in response to the creation of the first item storage object; the first data set comprises one or more first data units corresponding to the one or more first item storage units; the second data set is a data set corresponding to the second item storage object; the second data set comprises one or more second data units corresponding to the one or more second item storage units; wherein the second data set is the first data set, and the one or more second data units are the one or more first data units; or the second data set is a data set generated according to the first data set, and the one or more second data units are data units generated according to the one or more first data units; and the controlling the target virtual item to be picked up to the target second item storage unit comprises: writing data of the target virtual item into a target second data unit in the second data set; and the target second data unit is a second data unit corresponding to the target second item storage unit.

[0191] In an implementation, the game editing apparatus 900 is further configured to: in a case that the target virtual item is controlled to be picked up to the target second item storage unit, display an identification of the target virtual item in the target second item storage unit in the visualization interface of the second item storage object.

[0192] The specific details of the parts of the above apparatus have been described in detail in the method part implementation, and the undisclosed details can be referred to the implementation content of the method part, thus no longer described.

[0193] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, such division is not mandatory. In fact, according to the example implementation of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into embodied by multiple modules or units.

[0194] The example implementation of the present disclosure also provides a computer program product. The computer program product includes a computer program, which, when executed by a processor, implements the method in the example implementation.

[0195] In an implementation, the computer program product can be a tangible product containing the computer program, such as a computer readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, etc. signals, including but not limited to: random access memory (RAM), read only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid state disk (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing the computer program, such as a read only memory, a Nand flash memory, etc.

[0196] In an implementation, the computer program product can be an intangible product containing the computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, an installation package, etc. digital file storing the computer program.

[0197] The code of the computer program can be written in any form of programming language. Programming languages such as C, Java, C++, and the like. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any kind of network, such as a local area network (LAN), a wide area network (WAN), and the like, or can be connected to an external computing device (for example, through an Internet connection provided by an operator).

[0198] The computer program can be carried or transmitted by electrical, magnetic, optical, electromagnetic, infrared, and the like signals. The electronic device can convert the signal carrying the computer program into a digital signal, and then run the computer program. When the computer program is running on the electronic device, its code is used to make the electronic device execute (more specifically, can make the processor of the electronic device execute) the method steps of various exemplary embodiments of the present disclosure, such as the following steps can be executed: step S210, in response to a first editing instruction in an item system editing interface of an application program, setting a first target label for a target first item storage unit in a first item storage object; the first item storage object includes one or more first item storage units, and the target first item storage unit is one of them; the first target label is a label determined from the first preset label or a custom label; step S220, in response to a second editing instruction in a game editing scene, establishing an association between the target virtual role and the first item storage object; step S230, in the game running scene corresponding to the game editing scene, in response to the target virtual role and the target virtual item satisfying the first interaction condition, and the attribute of the target virtual item matching the first target label, control the target virtual item is picked up to the target second item storage unit in the second item storage object; the second item storage object includes one or more second item storage units, and the target second item storage unit is one of them.

[0199] By implementing the above method steps through a computer program, on the one hand, a scheme for editing an item storage function (such as a backpack function) in a game is realized, a user can set the item storage unit of the first item storage object, and set the category of virtual items that can be stored by the item storage object by setting the first target label, the editing mode has high freedom and flexibility, which is conducive to the user to edit a game scene with more diversified types and play methods, and does not require game developers to write a large amount of game preset information to meet the user's editing needs or game needs, which is conducive to reducing development costs. On the other hand, the editing process of the item storage function is decoupled from the editing process of the virtual character, the first item storage object edited by the user is not attached to a specific virtual character, different item storage objects can be associated with different virtual characters, and the editing efficiency is improved without separately editing the item storage object for each virtual character.

[0200] The exemplary embodiments of the present disclosure also provide an electronic device, which can be the terminal device 110 or the server 120 described above. The electronic device can include a processor and a memory. The memory stores executable instructions of the processor, which can be a computer program. The processor executes the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions. In addition, the electronic device can also include a display for displaying a graphical user interface.

[0201] The following will be described with reference to Figure 10 The electronic device is exemplarily illustrated in the form of a general computing device. It should be understood that Figure 10 The displayed electronic device 1000 is only an example and should not limit the functions and use range of the embodiments of the present disclosure.

[0202] As Figure 10 shown, the electronic device 1000 can include a processor 1010, a memory 1020, a bus 1030, an I / O (input / output) interface 1040, a network adapter 1050, and a display 1060.

[0203] The memory 1020 can include a volatile memory, such as a RAM 1021, a cache unit 1022, and a non-volatile memory, such as a ROM 1023. The memory 1020 can also include one or more program modules 1024, which include but are not limited to an operating system, one or more application programs, other program modules, and program data, each of which or some combination thereof can include the implementation of a network environment. For example, the program modules 1024 can include the modules in the above-described apparatus.

[0204] The processor 1010 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).

[0205] The processor 1010 can be used to execute executable instructions stored in the memory 1020, such as performing the following steps: Step S210, in response to a first editing instruction in the item system editing interface of the application, setting a first target label for a target first item storage unit in a first item storage object; the first item storage object includes one or more first item storage units, and the target first item storage unit is one of the units therein; the first target label is a label determined from a first preset label or a custom label; Step S220, in response to a second editing instruction in the game editing scene, establishing an association between a target virtual character and a first item storage object; Step S230, in the game running scene corresponding to the game editing scene, in response to the target virtual character and target virtual item satisfying a first interaction condition, and the attribute of the target virtual item matching the first target label, controlling the picking of the target virtual item into a target second item storage unit in a second item storage object; the second item storage object includes one or more second item storage units, and the target second item storage unit is one of the units therein.

[0206] By executing the above method steps through processor 1010, on the one hand, a scheme for editing item storage functions (such as backpack functions) in games is implemented. Users can set the item storage unit of the first item storage object and set the category of virtual items that the item storage object can store by setting a first target label. The editing method has a high degree of freedom and flexibility, which is conducive to users creating more diverse game scenes in terms of type and gameplay. Moreover, game developers do not need to write a large amount of game preset information to meet the user's editing or game requirements, which helps to reduce development costs. On the other hand, the editing process of the item storage function is decoupled from the editing process of virtual characters. The first item storage object edited by the user is not attached to a specific virtual character. Different item storage objects can be associated with different virtual characters, and there is no need to edit the item storage object separately for each virtual character, which improves editing efficiency.

[0207] Bus 1030 serves to enable communication among the various components of electronic device 1000, and can be comprised of one or more buses, such as a data bus, address bus, and control bus.

[0208] Electronic device 1000 can communicate with one or more external devices 1100 (e.g., a keyboard, a mouse, a printer, etc.) through I / O interface 1040.

[0209] Electronic device 1000 can communicate with one or more networks through network adapter 1050, which can provide a mobile communication solution such as 3G / 4G / 5G, or a wireless communication solution such as a wireless local area network, Bluetooth, near field communication, etc. Network adapter 1050 can communicate with other modules of electronic device 1000 through bus 1030.

[0210] Electronic device 1000 can display a graphical user interface through display 1060, such as displaying an item system editing interface, a game editing scene, etc.

[0211] Although Figure 10 Other hardware and / or software modules can also be provided in electronic device 1000, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc., which are not shown in FIG. 1.

[0212] As can be seen, the technical solutions of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be implemented in the following forms: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or a combination of hardware and software aspects, such as can be referred to as "circuitry", "modules", or "systems".

[0213] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the drawings, and various modifications and changes can be made without departing from the scope of the present disclosure. Those skilled in the art, based on the specific embodiments provided by the present disclosure, will easily think of other embodiments. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and should encompass any variations, uses or adaptations of the present disclosure that follow the general principles of the present disclosure, and include common knowledge or conventional technical means in the technical field that are not disclosed by the present disclosure.

Claims

1. A game editing method, characterized in that, The method includes: In response to a first editing command in the item system editing interface of the application, a first target label is set for a target first item storage unit in a first item storage object; the first item storage object includes one or more first item storage units, and the target first item storage unit is one of the units therein; the first target label is a label determined from a first preset label or a custom label; In response to the second editing command in the game editing scene, establish an association between the target virtual character and the first item storage object; In the game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual item satisfying the first interaction condition, and the attribute of the target virtual item matching the first target tag, the system controls the picking of the target virtual item into the target second item storage unit in the second item storage object; the second item storage object includes one or more second item storage units, and the target second item storage unit is one of the units therein; Wherein, the second item storage object is the first item storage object, the one or more second item storage units are the one or more first item storage units, and the target second item storage unit is the target first item storage unit; or, the second item storage object is an item storage object generated based on the first item storage object, the one or more second item storage units are item storage units generated based on the one or more first item storage units, and the target second item storage unit is the second item storage unit corresponding to the target first item storage unit; The first item storage object includes one or more first item category storage interfaces, and each first item category storage interface includes one or more first item storage units; the second item storage object includes one or more second item category storage interfaces, and each second item category storage interface includes one or more second item storage units; the one or more second item category storage interfaces are the one or more first item category storage interfaces, or item category storage interfaces generated according to the one or more first item category storage interfaces. Wherein, if the first item storage object includes a first item classification storage interface, the first item classification storage interface includes a first storage area and a first assembly area; if the second item storage object includes a second item classification storage interface, the second item classification storage interface includes a second storage area and a second assembly area. If the first item storage object includes multiple first item category storage interfaces, each first item category storage interface includes a first storage area, and at least some of the first item category storage interfaces also include a first assembly area, the first storage area includes a first item storage unit, and the first assembly area includes a first item assembly unit; if the second item storage object includes multiple second item category storage interfaces, each second item category storage interface includes a second storage area, and at least some of the second item category storage interfaces also include a second assembly area, the second storage area includes a second item storage unit, and the second assembly area includes a second item assembly unit.

2. The method according to claim 1, characterized in that, The one or more first item storage units include a first item storage unit and a first item assembly unit; the one or more second item storage units include a second item storage unit and a second item assembly unit.

3. The method according to claim 2, characterized in that, The target first item storage unit is a first item storage unit; the target second item storage unit is a second item storage unit; the first editing instruction includes a storage unit editing instruction; the response to the first editing instruction in the item system editing interface of the application, setting a first target label for the target first item storage unit in the first item storage object, includes: In response to the storage unit editing command in the item system editing interface, a first target label is set for all first item storage units in the first item storage object.

4. The method according to claim 3, characterized in that, The method further includes: In response to the assembly unit editing command in the item system editing interface, a second target label is set for the target first item assembly unit in the first item storage object; the second target label is a label determined from the second preset labels or a custom label; In the game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual item satisfying the second interaction condition, and the attribute of the target virtual item matching the second target tag, the system controls the picking of the target virtual item into the target second item assembly unit in the second item storage object; or, if the target virtual item is picked up into the target second item storage unit and the attribute of the target virtual item matches the second target tag, the system controls the placement of the target virtual item into the target second item assembly unit; the target second item assembly unit is the target first item assembly unit, or the second item storage unit corresponding to the target first item assembly unit; When the target virtual item is placed in the target second item assembly unit, the effect corresponding to the target virtual item is applied to the target virtual character.

5. The method according to claim 1, characterized in that, The first storage area of ​​different first item category storage interfaces is the same first storage area, and the first assembly area of ​​different first item category storage interfaces is a different first assembly area; The second storage area of ​​different second item category storage interfaces is the same second storage area, and the second assembly area of ​​different second item category storage interfaces is a different second assembly area.

6. The method according to claim 1, characterized in that, The first editing instruction includes a global editing instruction, a category editing instruction, and a unit editing instruction; the response to the first editing instruction in the application's item system editing interface, setting a first target label for the target first item storage unit in the first item storage object, includes: In response to the global editing command for the first item storage object in the item system editing interface, a first item category storage interface is created for the first item storage object; In response to the category editing command in the item system editing interface for the target first item category storage interface, a first item storage unit is created for the target first item category storage interface; In response to the unit editing command of the target first item storage unit in the target first item classification storage interface in the item system editing interface, a first target label is set for the target first item storage unit.

7. The method according to claim 6, characterized in that, The item system editing interface includes: a global editing interface, a category editing interface, and a unit editing interface; wherein, the global editing command is triggered in the global editing interface, the category editing command is triggered in the category editing interface, and the unit editing command is triggered in the unit editing interface; the method further includes: When the first item storage object has a first item category storage interface, a category editing jump control corresponding to the first item category storage interface is provided in the global editing interface; In response to a first jump instruction for the category editing jump control, the target first item category storage interface is determined in the first item category storage interface according to the first jump instruction, and the user jumps from the global editing interface to the category editing interface corresponding to the target first item category storage interface. When the first item category storage interface has a first item storage unit, a unit editing jump control corresponding to the first item storage unit is provided in the category editing interface; In response to a second jump instruction for the unit editing jump control, the target first item storage unit is determined in the first item storage unit of the target first item category storage interface according to the second jump instruction, and the user jumps from the category editing interface to the unit editing interface corresponding to the target first item storage unit.

8. The method according to claim 7, characterized in that, The item system editing interface further includes: an editing preview interface for the first item storage object; the editing preview interface is used to display at least one of the following information: global preview information of the first item storage object, preview information of the first item category storage interface in the first item storage object, and preview information of the first item storage unit in the first item storage object.

9. The method according to claim 8, characterized in that, The method further includes at least one of the following steps: When the global editing interface is displayed, the global preview information is displayed in the editing preview interface; When the category editing interface corresponding to the target first item category storage interface is displayed, the preview information of the target first item category storage interface is displayed in the editing preview interface; When the unit editing interface corresponding to the target first item storage unit is displayed, the preview information of the target first item storage unit is displayed in the editing preview interface.

10. The method according to claim 8, characterized in that, The method further includes at least one of the following steps: When the global preview information is displayed in the editing preview interface, the global editing interface is displayed; When the preview information of the target first item category storage interface is displayed in the editing preview interface, the category editing interface corresponding to the target first item category storage interface is displayed; When the preview information of the target first item storage unit is displayed in the editing preview interface, the unit editing interface corresponding to the target first item storage unit is displayed.

11. The method according to claim 8, characterized in that, The editing preview interface is equipped with a category identifier corresponding to the first item category storage interface; the method further includes: In response to a third jump instruction for the category identifier, the target first item category storage interface is determined in the first item category storage interface according to the third jump instruction, and the preview information of the target first item category storage interface is displayed in the editing preview interface.

12. The method according to claim 8, characterized in that, The method further includes at least one of the following steps: When the target first item storage unit is selected in the preview information of the first item classification and storage interface, the unit editing interface corresponding to the target first item storage unit is displayed; In response to a trigger command for a preset area or a close control in the preview information of the target first item category storage interface, the global editing interface is displayed.

13. The method according to claim 6, characterized in that, The response to the category editing instruction of the target first item category storage interface in the item system editing interface, and the creation of a first item storage unit for the target first item category storage interface, includes: In response to a category editing instruction for the target first item category storage interface in the item system editing interface, a target interface template is determined from one or more candidate interface templates according to the category editing instruction, and a first item storage unit is created for the target first item category storage interface according to the target interface template.

14. The method according to claim 1, characterized in that, The method further includes: In response to a unit editing instruction for the target first item storage unit, a unit identifier is set for the target first item storage unit; The second target item storage unit has the same or corresponding unit identifier as the first target item storage unit.

15. The method according to claim 14, characterized in that, If there are multiple first item storage units with the same unit identifier in the first item storage object, then the multiple first item storage units with the same unit identifier shall be regarded as the same first item storage unit; if there are multiple second item storage units with the same unit identifier in the second item storage object, then the multiple second item storage units with the same unit identifier shall be regarded as the same second item storage unit.

16. The method according to claim 1, characterized in that, The response to the second editing command in the game editing scene establishes an association between the target virtual character and the first item storage object, including: In response to character template editing commands in the game editing scene, establish an association between the preset character template and the first item storage object; In response to the character creation instruction in the game editing scene, the target virtual character is created in the game editing scene using the preset character template, and it is determined that the target virtual character has an association with the first item storage object.

17. The method according to claim 1, characterized in that, The process of establishing the association between the target virtual character and the first item storage object includes: Based on the first data set corresponding to the first item storage object, a second data set is added to the data of the target virtual character; the first data set is a corresponding data set generated in response to the creation of the first item storage object; the first data set includes one or more first data units corresponding to the one or more first item storage units; the second data set is a data set corresponding to the second item storage object; the second data set includes one or more second data units corresponding to the one or more second item storage units; wherein, the second data set is the first data set, and the one or more second data units are the one or more first data units; or, the second data set is a data set generated based on the first data set, and the one or more second data units are data units generated based on the one or more first data units; The control process of picking up the target virtual item and placing it into the target second item storage unit includes: The data of the target virtual item is written into the target second data unit in the second data set; the target second data unit is the second data unit corresponding to the target second item storage unit.

18. The method according to claim 1, characterized in that, The method further includes: When the target virtual item is picked up and placed in the target second item storage unit, the identifier of the target virtual item is displayed in the target second item storage unit in the visualization interface of the second item storage object.

19. A game editing device, characterized in that, The device includes: The item storage object editing module is configured to respond to a first editing command in the item system editing interface of the application and set a first target label for a target first item storage unit in the first item storage object; the first item storage object includes one or more first item storage units, and the target first item storage unit is one of the units therein; the first target label is a label determined from a first preset label or a custom label; The association editing module is configured to respond to a second editing command in the game editing scene and establish an association between the target virtual character and the first item storage object; The game operation processing module is configured to, in the game operation scene corresponding to the game editing scene, respond to the first interaction condition being met by the target virtual character and the target virtual item, and the attribute of the target virtual item matching the first target tag, control the picking of the target virtual item into the target second item storage unit in the second item storage object; the second item storage object includes one or more second item storage units, and the target second item storage unit is one of the units therein; Wherein, the second item storage object is the first item storage object, the one or more second item storage units are the one or more first item storage units, and the target second item storage unit is the target first item storage unit; or, the second item storage object is an item storage object generated based on the first item storage object, the one or more second item storage units are item storage units generated based on the one or more first item storage units, and the target second item storage unit is the second item storage unit corresponding to the target first item storage unit; The first item storage object includes one or more first item category storage interfaces, and each first item category storage interface includes one or more first item storage units; the second item storage object includes one or more second item category storage interfaces, and each second item category storage interface includes one or more second item storage units; the one or more second item category storage interfaces are the one or more first item category storage interfaces, or item category storage interfaces generated according to the one or more first item category storage interfaces. Wherein, if the first item storage object includes a first item classification storage interface, the first item classification storage interface includes a first storage area and a first assembly area; if the second item storage object includes a second item classification storage interface, the second item classification storage interface includes a second storage area and a second assembly area. If the first item storage object includes multiple first item category storage interfaces, each first item category storage interface includes a first storage area, and at least some of the first item category storage interfaces also include a first assembly area, the first storage area includes a first item storage unit, and the first assembly area includes a first item assembly unit; if the second item storage object includes multiple second item category storage interfaces, each second item category storage interface includes a second storage area, and at least some of the second item category storage interfaces also include a second assembly area, the second storage area includes a second item storage unit, and the second assembly area includes a second item assembly unit.

20. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 18.

21. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 18 by executing the executable instructions.

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