Control method, device, electronic device and storage medium for virtual characters in games

By using the first equipment control control method in the game to respond to different trigger operations and control the virtual character to use or hold virtual equipment in the virtual character, the problem of too many controls in the prior art is solved, and the convenience and accuracy of operation are achieved.

CN119746408APending Publication Date: 2025-04-04NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411815354.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-10
Publication Date
2025-04-04

AI Technical Summary

Technical Problem

In existing games, virtual characters need to set up multiple controls when using virtual equipment, which leads to too many controls, blocking the game scene, inconvenient for players to operate, and easily causing problems such as misoperation.

Method used

By displaying the first equipment control in the graphical user interface, the virtual character uses or holds the corresponding virtual equipment in response to different trigger operations (first trigger operation and second trigger operation), the function of quickly using and holding virtual equipment is realized without adding equipment switching controls and quick usage controls.

Benefits of technology

It effectively reduces the number of controls, improves the convenience and accuracy of operation, avoids the problems of game scene occlusion and misoperation caused by excessive controls, and realizes the convenient and various ways to use virtual equipment on the basis of reducing controls.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure provides a control method, device, electronic device and storage medium for a virtual character in a game, and relates to the field of game technology. The method includes: when the virtual character does not hold the first virtual equipment corresponding to the first equipment control, in response to a first trigger operation on the first equipment control, controlling the virtual character to use the first virtual equipment; wherein the first virtual equipment is a virtual equipment equipped by the virtual character; when the virtual character does not hold the first virtual equipment, in response to a second trigger operation on the first equipment control, controlling the virtual character to hold the first virtual equipment. Through the technology of the present disclosure, virtual equipment can be used conveniently and in multiple ways on the basis of reducing controls.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to a method, device, electronic device and storage medium for controlling a virtual character in a game. Background Art

[0002] The virtual characters in the game can be equipped with a variety of virtual equipment, which can be virtual weapons or virtual props, etc. In different application scenarios, the virtual equipment used by the virtual characters may be different. In existing games, the virtual characters usually need to hold (such as handheld state, head-mounted state, etc.) the virtual equipment before they can use it, or a quick use control needs to be set in the game interface to use the virtual equipment by operating the quick use control. For example: the virtual character has equipped several virtual weapons such as bows, knives and swords. Assuming that the virtual character currently holds a bow, a long-field attack can be achieved by triggering the shooting operation of the bow; when the combat scene is switched to near-field combat, method one: the player operates the weapon switching control or the virtual icon of the knife (or sword) to switch the virtual weapon, replace the bow with a knife (or sword), and then operate the controls related to the knife (or sword) to perform near-field attacks; method two: the player operates the quick use control of the knife (or sword) to directly perform near-field attacks.

[0003] In the above-mentioned usage methods of virtual equipment, whether method one or method two, more controls need to be set in the game interface to realize functions such as switching virtual equipment and quickly using virtual equipment. However, displaying more controls on the touch device will not only block the game scene screen, but also make it inconvenient for players to operate, and easily cause problems such as misoperation. Summary of the invention

[0004] The purpose of the present disclosure is to provide a method, device, electronic device and storage medium for controlling a virtual character in a game, so as to use virtual equipment in a convenient and multiple manner on the basis of reducing controls.

[0005] An embodiment of the present disclosure provides a method for controlling a virtual character in a game, wherein a first equipment control is displayed through a graphical user interface, and the method comprises: in a case where the virtual character does not hold a first virtual equipment corresponding to the first equipment control, in response to a first trigger operation on the first equipment control, controlling the virtual character to use the first virtual equipment; wherein the first virtual equipment is a virtual equipment equipped by the virtual character; and in a case where the virtual character does not hold the first virtual equipment, in response to a second trigger operation on the first equipment control, controlling the virtual character to hold the first virtual equipment.

[0006] In a second aspect, an embodiment of the present disclosure further provides a control device for a virtual character in a game, which displays a first equipment control through a graphical user interface, and the device includes: a first control module, which is used to control the virtual character to use the first virtual equipment in response to a first trigger operation on the first equipment control when the virtual character does not hold the first virtual equipment corresponding to the first equipment control; wherein the first virtual equipment is a virtual equipment equipped by the virtual character; and a second control module, which is used to control the virtual character to hold the first virtual equipment in response to a second trigger operation on the first equipment control when the virtual character does not hold the first virtual equipment.

[0007] In a third aspect, an embodiment of the present disclosure further provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the control method of the virtual character in the above-mentioned game.

[0008] In a fourth aspect, the embodiments of the present disclosure further provide a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the control method of the virtual character in the above-mentioned game.

[0009] The disclosed embodiment provides a control method, device, electronic device and storage medium for a virtual character in a game. The control method can control the virtual character to use the first virtual equipment when the virtual character does not hold the first virtual equipment (such as holding the second virtual equipment other than the first virtual equipment or not holding any virtual equipment) by responding to the first trigger control operation on the first equipment control; and can control the virtual character to hold the first virtual equipment when the virtual character does not hold the first virtual equipment by responding to the second trigger control operation on the first equipment control. In this way, when the virtual character does not hold the first virtual equipment, through different trigger control operations on the same first equipment control, both the first virtual equipment can be used quickly and the first virtual equipment can be held, without adding equipment switching controls and quick use controls on the graphical user interface of the game, respectively, effectively reducing the number of controls, so that the player can perform relevant trigger operations on the equipment control according to actual application needs, the operation is more convenient, and the problems of game scene occlusion and misoperation caused by more controls are avoided, and the accuracy of the operation is effectively improved, and the convenient and multiple ways of using virtual equipment are realized on the basis of reducing controls. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0011] Figure 1 A schematic diagram of an environment for implementing the present disclosure; Figure 2 A flowchart of a method for controlling a virtual character in a game provided by an embodiment of the present disclosure; Figure 3 A schematic diagram of a graphical user interface provided by an embodiment of the present disclosure; Figure 4 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure; Figure 5 Another graphical user interface schematic diagram provided for an embodiment of the present disclosure; Figure 6 A schematic diagram of a control device for a virtual character in a game provided by an embodiment of the present disclosure; Figure 7 A schematic diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0012] The technical solution of the present disclosure will be clearly and completely described below in conjunction with the embodiments. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present disclosure.

[0013] First, the nouns involved in this disclosure are introduced: (1) Virtual scene (also called game scene) A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual objects to fight. Example virtual scenes may include: at least one element of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles; for example, for 2D or 2.5D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 2.5D multiplayer online tactical competitive games, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. Example virtual scenes may include: canyon-style mountains, lines, rivers, classrooms, tables and chairs, podiums and other elements.

[0014] (2) Game interface The game interface refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as direction indicators, character indicators, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is the display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

[0015] (3) Virtual objects A virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the embodiments of the present disclosure are not limited to this. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects.

[0016] (4) Player character (also called virtual character) A player character is a virtual object that can be controlled by the player and moves in the game environment. In some electronic games, it can also be called a shikigami character or a hero character. A player character can be at least one of different forms such as a virtual person, a virtual animal, an anime character, a virtual vehicle, etc.

[0017] (5) Virtual equipment Virtual equipment refers to virtual weapons and virtual props, etc. Virtual weapons may include knives, swords, bows, guns, etc. In this embodiment, virtual props may be props used in combat to assist in attack, such as grenades, stun grenades, and rocket launchers in shooting games. Virtual characters usually need to hold such props before they can use them.

[0018] In this embodiment, virtual equipment involves the following three states: 1. Possession state: refers to the equipment in the virtual backpack of the virtual character. There can be one or more of the same equipment in the virtual backpack, and there can be multiple different virtual equipment in the virtual backpack. There are many ways to obtain these equipment, such as purchasing them from a virtual store, obtaining them as rewards for performing certain tasks in the game, or picking them up from the game environment. 2. Assembly state: refers to the equipment selected from the virtual backpack of the virtual character. After these equipment are selected, the game interface will display the controls of the assembled virtual equipment for the user to use. A virtual character can equip multiple equipment, such as 3-5. 3. Holding state: refers to the equipment selected from the virtual equipment equipped by the virtual character. These selected equipment are displayed on the virtual character, such as the virtual character holding the equipment in his hand or holding it in other parts of the body. Usually, a virtual character can only hold one virtual equipment, but some virtual characters with special identities or special talents (such as dual-holding talents) can hold two or more virtual equipment at the same time. During combat, the virtual character usually needs to hold the virtual equipment first before triggering the use of the virtual equipment.

[0019] The same virtual character can have a number of virtual equipment that is greater than or equal to the number of virtual equipment that can be equipped, and the number of virtual equipment that can be equipped is greater than or equal to the number of virtual equipment that can be held. That is, the virtual state of the equipped state is included in the virtual equipment in the owned state, and the virtual equipment in the held state is included in the virtual equipment in the equipped state. For example: the player character's virtual backpack has 10 weapons. After the player selects 4 of them to equip the player character, the game interface can display the weapon controls corresponding to these 4 weapons. At this time, the player character may not hold any weapons, or the player character can also hold the first weapon equipped among the 4. Players can achieve functions such as weapon switching, quick use of weapons, and weapon ultimates by operating the weapon controls.

[0020] There are many virtual equipments that can be equipped by virtual characters in the game, and there are also multiple ways of using virtual equipments in the combat process, for example: depending on the distance of the enemy target, it is necessary to switch the virtual equipment held by the virtual character; or, depending on the intensity of the combat, sometimes it is necessary to quickly use the virtual equipment when the virtual character does not hold the virtual equipment; or, depending on the intensity of the attack, sometimes it is necessary to use virtual equipment for ordinary attacks, and sometimes it is necessary to use virtual equipment for big attacks, etc. In order to realize the above-mentioned multiple ways of using virtual equipments, it is often necessary to set relevant controls in the game interface, resulting in more controls set in the game interface. The display of more controls will not only block the game scene screen, but also be inconvenient for players to operate, and easily cause problems such as misoperation. Based on this, the embodiments of the present disclosure provide a control method, device, electronic device and storage medium for virtual characters in the game. The technology realizes multiple different usage functions of the virtual equipment by giving a control corresponding to the virtual equipment a variety of different trigger operations.

[0021] In one embodiment of the present disclosure, the method for controlling a virtual character in a game can be run on a terminal device or a server. The terminal device can be a local terminal device. When the method for controlling a virtual character in a game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0022] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method of the virtual character in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0023] The present disclosure provides Figure 1Schematic diagram of the implementation environment shown. The implementation environment may include: a first terminal device, a game server, and a second terminal device. The first terminal device and the second terminal device communicate with the game server respectively to achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with a client for executing the control method of the virtual character in the game provided by the present disclosure, and the game server is a server end for executing the control method of the virtual character in the game provided by the present disclosure. Through the client, the first terminal device and the second terminal device can communicate with the game server respectively.

[0024] Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the client. In an optional implementation, the game server establishes a game match according to the game request of the client. Among them, the parameters of the game match can be determined according to the parameters in the received game request, for example, the parameters of the game match may include the number of people participating in the game match, the level of the characters participating in the game match, etc. When the first terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the first terminal device. In an optional implementation, the game server determines a target game match for the client from multiple established game matches according to the game request of the client, and when the first terminal device receives the response of the game server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user, and the virtual object displayed in the graphical user interface of the first terminal device is a virtual character controlled by the first user. The first user inputs an operation instruction through the graphical user interface to control the virtual character to perform corresponding operations in the virtual scene.

[0025] The game server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the rendering of corresponding virtual scenes and / or virtual objects in the graphical user interface according to the synchronization data sent by the game server.

[0026] In this embodiment, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same game match. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device may have the same role attributes or different role attributes.

[0027] It should be noted that the virtual objects in the current game may include two or more virtual objects, and different virtual objects may correspond to different terminal devices. That is to say, in the current game, there are more than two terminal devices that send and synchronize game data with the game server respectively.

[0028] In an optional embodiment, the above-mentioned terminal device can be a touch device, such as a mobile terminal or a smart device such as a tablet. The terminal device may include a display screen and a processor. The display screen is used to present a graphical user interface. The graphical user interface includes a game interface. The processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0029] In a possible implementation, the disclosed embodiment provides a method for controlling a virtual character in a game, wherein a graphical user interface is provided through a terminal device, and the graphical user interface displays a first equipment control. As described in the aforementioned embodiment, the first equipment control is a control corresponding to a first virtual equipment that the virtual character has equipped, and the control may include a simplified image of the first virtual equipment to intuitively indicate the correspondence between the first equipment control and the first virtual equipment. The aforementioned graphical user interface also includes at least a portion of the game scene. The terminal device of this embodiment may be the aforementioned local terminal device, or may be the aforementioned client device in the cloud interaction system. See Figure 2 The flowchart of a method for controlling a virtual character in a game is shown, and the method is applied to the above-mentioned terminal device, and the method comprises the following steps: Step S201, when the virtual character does not hold the first virtual equipment corresponding to the first equipment control, in response to a first trigger operation on the first equipment control, control the virtual character to use the first virtual equipment; wherein the first virtual equipment is a virtual equipment equipped by the virtual character.

[0030] The situation that the virtual character does not hold the first virtual equipment corresponding to the first equipment control may include: the virtual character holds a second virtual equipment other than the first virtual equipment, or the virtual character does not hold any virtual equipment.

[0031] The above virtual characters can be equipped with multiple virtual equipment of the same type, or multiple virtual equipment of different types. The types of virtual equipment can be divided according to the distance to which the virtual equipment is suitable for combat. For example, virtual equipment suitable for near-field combat is considered near-field equipment, and virtual equipment suitable for far-field combat is considered far-field equipment. Near-field equipment can include but is not limited to: knives, swords, axes, spears, etc. Far-field equipment can include but is not limited to: grenades, bows and arrows, artillery shells, guns, etc.

[0032] The first trigger operation for the first equipment control may be a click operation, such as a single click or double click operation. Of course, the first trigger operation may also be a sliding operation or a long press operation with a touch duration greater than a preset duration, etc. This embodiment does not limit the operation mode of the first trigger operation.

[0033] The above-mentioned control of the virtual character to use the first virtual equipment may include controlling the virtual character to use the first virtual equipment to perform an attack action. In order to make the attack action more vivid, although the actual situation of the virtual character is not holding the first virtual equipment at present, in the process of controlling the virtual character to use the first virtual equipment to perform the attack action, the graphical user interface may also play an animation of the virtual character holding the first virtual equipment to perform the attack action. When the animation ends, the virtual character continues to maintain the state of not holding the first virtual equipment. For example: the virtual character holds the second virtual equipment but does not hold the first virtual equipment, and the first trigger operation is performed on the above-mentioned first equipment control, then the graphical user interface plays an animation of the virtual character holding the first virtual equipment to attack, so as to realize the control of the virtual character to use the first virtual equipment. After the animation ends, the virtual character continues to hold the second virtual equipment and does not hold the first virtual equipment.

[0034] The above method can realize the quick use of the first virtual equipment when the virtual character does not hold the first virtual equipment, which is particularly suitable for the situation where the occasional attack scene changes. For example: the virtual character is in a near-field combat scene, and it holds near-field equipment and has equipped far-field equipment, but does not hold the far-field equipment. The virtual character can use the near-field equipment to attack the enemy character around him. At this time, if there is an enemy character in the distance attacking the virtual character or the player's teammate, even if the virtual character does not hold the far-field equipment, the player can quickly perform the first trigger operation on the first equipment control of the far-field equipment, and then quickly use the far-field equipment to attack the enemy character in the distance. After the attack is over, the virtual character still holds the near-field equipment. In the existing method, it is necessary to perform an equipment switching operation first to switch from near-field equipment to far-field equipment, and then use the far-field equipment to perform an attack operation, and then it is necessary to perform another equipment switching operation to switch from far-field equipment back to near-field equipment; it can be seen that the existing operation method is relatively cumbersome and difficult to apply to tense combat scenes. By adopting the above-mentioned method of this embodiment, there is no need to perform equipment switching operations when using far-field equipment occasionally. Just trigger the control corresponding to the far-field equipment. You can continue to use the near-field equipment held by the virtual character later. This method is more convenient to operate and can give full play to the player's operating skills in tense combat scenes, allowing players to better control the timing of combat and enhance the interactive experience of the game.

[0035] Step S202: When the virtual character does not hold the first virtual equipment, in response to a second trigger operation on the first equipment control, the virtual character is controlled to hold the first virtual equipment.

[0036] The first trigger operation and the second trigger operation of this embodiment are different, and the difference between the two may include at least one of the following: operation duration, operation mode and operation track. The operation mode here includes click operation, long press operation and slide operation.

[0037] As a possible implementation, the first trigger operation and the second trigger operation are any two different ones of the following: a single-click operation, a multiple-click operation, a sliding operation, and a long-press operation with a touch duration greater than a preset duration. For example, the first trigger operation is a click operation, and the second trigger operation is a long-press operation with a touch duration greater than a preset duration. The click operation allows the first virtual equipment to be used more quickly, further enabling quick use of the first virtual equipment, and the long-press operation, which is different from the click operation, allows the holding state of the first virtual equipment to be achieved, and the control of the holding state of the first virtual equipment is more accurate, thereby avoiding misoperation due to confusion between the use and holding of the first virtual equipment. Of course, the long-press operation here may also refer to a trigger operation in which the contact area between the finger and the screen is greater than a certain value.

[0038] The above-mentioned controlling the virtual character holding the first virtual equipment may include displaying the virtual character holding the first virtual equipment in a graphical user interface, and / or setting the above-mentioned first equipment control corresponding to the first virtual equipment to switch from a default state to a highlighted state; for example: the first equipment control in the default state may be a first color, and the first equipment control in the highlighted state may be a second color.

[0039] After the virtual character holds the first virtual equipment, the virtual character can be controlled to use the first virtual equipment according to the operation method corresponding to holding the virtual equipment in the related art. Figure 3 As shown, after the virtual character holds the first virtual equipment, if the attack control 33 in the graphical user interface is triggered, the virtual character can be controlled to use the first virtual equipment to perform attack actions; wherein the attack control 33 can be an ordinary attack control conventionally displayed in the graphical user interface, which is used to control the virtual character to use the currently held virtual equipment to perform attack actions.

[0040] The control method can control the virtual character to use the first virtual equipment when the virtual character does not hold the first virtual equipment by responding to the first trigger operation on the first equipment control; and can control the virtual character to hold the first virtual equipment when the virtual character does not hold the first virtual equipment by responding to the second trigger operation on the first equipment control. In this way, when the virtual character does not hold the first virtual equipment, different trigger operations on the same first equipment control can be used to quickly use the first virtual equipment and to hold the first virtual equipment, without adding equipment switching controls and quick use controls to the graphical user interface of the game, which effectively reduces the number of controls, allowing players to perform relevant trigger operations on the equipment controls according to actual application needs, making the operation more convenient, avoiding problems such as game scene occlusion and misoperation caused by more controls, and effectively improving the accuracy of the operation.

[0041] As a possible implementation, the virtual character is also equipped with a second virtual equipment; accordingly, the second equipment control and the attack control corresponding to the second virtual equipment are displayed in the graphical user interface. Based on this, the method further includes: when the virtual character does not hold the second virtual equipment, in response to the first trigger operation on the second equipment control, the virtual character is controlled to hold the second virtual equipment; in response to the trigger operation on the attack control, the virtual character is controlled to use the second virtual equipment. The first virtual equipment and the second virtual equipment are two different virtual equipment. The virtual character not holding the second virtual equipment may include that the virtual character holds other virtual equipment besides the second virtual equipment, or the virtual character does not hold any virtual equipment. In this case, in response to the first trigger operation on the second equipment control, the virtual character can be controlled to hold the second virtual equipment.

[0042] The first trigger operation for the second equipment control may be the same as the first trigger operation for the first equipment control, for example, both are click operations (such as single click operation); or, the first trigger operation for the second equipment control may be different from the first trigger operation for the first equipment control, for example, the first trigger operation for the first equipment control is a single click operation, while the first trigger operation for the second equipment control is a long press operation. The trigger operation for the attack control may be any one of a click operation, a long press operation, or a sliding operation, which is not limited in this embodiment.

[0043] See also Figure 3 Schematic diagram of a graphical user interface shown in FIG. 1 , the graphical user interface includes a virtual character 30, a first equipment control 31, a second equipment control 32 and an attack control 33, and an enemy virtual character 34. When the virtual character does not hold the second virtual equipment, if the player performs a first trigger operation on the second equipment control 32, the virtual character is controlled to hold the second virtual equipment. Figure 3 The second virtual equipment held by the virtual character 30 in the example is a knife, and the virtual equipment held by the enemy virtual character 34 is a hammer. In the case where the virtual character holds the second virtual equipment, if the above attack control 33 is triggered, the virtual character can be controlled to use the second virtual equipment. Figure 1 The corresponding control method is that when the virtual character holds the second virtual equipment and does not hold the first virtual equipment, if the first equipment control 31 is triggered by the first operation, the virtual character can be controlled to use the first virtual equipment. When the virtual character holds the second virtual equipment and does not hold the first virtual equipment, if the first equipment control 31 is triggered by the second operation, the virtual character can be quickly controlled to hold the first virtual equipment, for example, the second virtual equipment held by the virtual character can be switched to the first virtual equipment. This method allows players to flexibly select the controls to be triggered for different application scenarios, and realize the use of different virtual equipment in different scenarios.

[0044] As a possible implementation, in some games, a virtual character can only hold one type of virtual equipment. Accordingly, the above-mentioned situation where the virtual character does not hold the first virtual equipment includes the situation where the virtual character holds the second virtual equipment. Based on this, the above-mentioned step S201 (i.e., in the case where the virtual character does not hold the first virtual equipment corresponding to the first equipment control, in response to the first trigger operation on the first equipment control, the virtual character is controlled to use the first virtual equipment) may include: in the case where the virtual character holds the second virtual equipment, in response to the first trigger operation on the first equipment control, the virtual character is controlled to use the first virtual equipment. Among them, the first virtual equipment and the second virtual equipment are two different virtual equipment. In this way, although the virtual character is controlled to temporarily use the first virtual equipment in response to the first trigger operation on the first equipment control, the virtual character still does not hold the first virtual equipment, and will continue to hold the second virtual equipment after using the first virtual equipment to perform an attack.

[0045] In order to make the picture more vivid, the above-mentioned controlling the virtual character to use the first virtual equipment refers to presenting the process of the virtual character using the first virtual equipment to attack in the animation performance of the graphical user interface. During the attack process, the second virtual equipment held by the virtual character switches to the first virtual equipment, but after the animation is played, the virtual character still holds the second virtual equipment instead of the first virtual equipment, and then the virtual character can continue to use the second virtual equipment; by using the first virtual equipment in this way, other virtual equipment can be used conveniently without changing the virtual equipment held by the virtual character.

[0046] As a possible implementation, based on the above-mentioned technical basis corresponding to the case where the virtual character holds the second virtual equipment, the above-mentioned graphical user interface also displays an attack control; accordingly, in the case where the virtual character holds the second virtual equipment, in response to the first trigger operation on the first equipment control, after controlling the virtual character to use the first virtual equipment corresponding to the first equipment control, the above-mentioned method also includes: in response to the trigger operation on the attack control, controlling the virtual character to use the second virtual equipment. The attack control of this embodiment corresponds to the virtual equipment currently held by the virtual character. Because the player virtual object has always held the second virtual equipment, when the attack control is triggered, the virtual character can be controlled to use the second virtual equipment. The specific way of controlling the virtual character to use the second virtual equipment can be associated with the operation mode of the trigger operation of the attack control. The trigger operation for the attack control can be any one of a click operation, a long press operation or a sliding operation, which is not limited in this embodiment. For example: pre-configure the correspondence between the way of using the second virtual equipment and the operation mode of the trigger operation of the attack control, such as a single click operation corresponding to a normal attack, a long press operation corresponding to a big move attack, etc. In some games, when controlling a virtual character to use a second virtual equipment, the animation of the graphical user interface shows the process of the virtual character holding and using the second virtual equipment to attack. After the animation ends, the virtual character continues to hold the second virtual equipment. The above method can achieve flexible use of the first virtual equipment that is not held and the second virtual equipment that is held without changing the virtual equipment held by the virtual character, thereby improving the convenience of using the virtual equipment.

[0047] In some games, a virtual character can only hold one type of virtual equipment, for example, the virtual character holds the first virtual equipment. As a possible implementation, the graphical user interface also displays an attack control, which corresponds to the virtual equipment currently held by the virtual character. Accordingly, the method further includes: in the case where the virtual character holds the first virtual equipment, in response to a trigger operation on the attack control, controlling the virtual character to use the first virtual equipment. The specific way of controlling the virtual character to use the first virtual equipment can be associated with the operation mode of the trigger operation of the attack control. The trigger operation for the attack control can be any one of a click operation, a long press operation, or a sliding operation, which is not limited in this embodiment. For example, the correspondence between the way of using the first virtual equipment and the operation mode of the trigger operation of the attack control is pre-configured, such as a single click operation corresponding to a normal attack, a long press operation corresponding to a big move attack, etc. In order to make the picture more vivid, the above-mentioned control of the virtual character to use the first virtual equipment refers to presenting the process of the virtual character using the first virtual equipment to attack in the animation performance of the graphical user interface, and the virtual character in the attack process holds the first virtual equipment. After the animation is played, the virtual character still holds the first virtual equipment. By using the first virtual equipment in this way, whether the virtual character holds the first virtual equipment or not, the first virtual equipment can be conveniently used by triggering related controls according to actual application needs.

[0048] In order to more intuitively prompt the virtual equipment currently held by the virtual character, as a possible implementation method, the above method also includes: in response to the virtual character holding the first virtual equipment, highlighting the first equipment control. Correspondingly, if the virtual character does not hold the first virtual equipment, the first equipment control is not highlighted. Highlighting the first equipment control may include displaying the first equipment control in a set color, displaying the first equipment control in a set animation, or displaying the first equipment control in a set shape, etc. In this way, when the virtual character holds the first virtual equipment, the display mode of the first equipment control can be significantly changed, so that the player can know that the virtual character currently holds the first virtual equipment; in addition, by highlighting the first equipment control, the highlighted first equipment control can also be clearly distinguished from other controls in the graphical user interface, thereby alleviating the accidental touch of other controls when the first equipment control needs to be triggered, or the accidental touch of the first equipment control when other controls need to be triggered, thereby improving the accuracy of the control triggering operation.

[0049] In order to more clearly understand the use control process of the first virtual equipment and the second virtual equipment, as a possible implementation method, taking the example that the virtual character can only hold one type of virtual equipment, the method includes the following steps (1) to (5): (1) When the virtual character holds the second virtual equipment, clicking the attack control controls the virtual character to use the second virtual equipment to perform an attack action; (2) When the virtual character holds the second virtual equipment, clicking the first equipment control controls the virtual character to use the first virtual equipment to perform an attack action; at this time, the virtual character does not switch virtual equipment, and the virtual character still holds the second virtual equipment; (3) After using the first virtual equipment to perform the above-mentioned attack action, click the attack control again, and the virtual character uses the second virtual equipment to perform the attack action; (4) When the virtual character holds the second virtual equipment, long press the first equipment control, and the virtual character switches the second virtual equipment to the first virtual equipment; thereafter, click the attack control, and the virtual character uses the first virtual equipment to perform an attack action; (5) When the virtual character holds the first virtual equipment, the second equipment control is clicked, and the virtual character switches the first virtual equipment to the second virtual equipment.

[0050] From the above steps (1) to (5), it can be seen that the first equipment control has the following differences compared to the second equipment control: when the virtual character does not hold the first virtual equipment, clicking the first equipment control can quickly use the first virtual equipment to perform attack actions, and long pressing the first equipment control can switch the virtual equipment held by the virtual character to the first virtual equipment, that is, when the virtual character does not hold the first virtual equipment, clicking and long pressing the first equipment control realize two different functions. If the virtual character does not hold the second virtual equipment, clicking the second equipment control will switch the virtual equipment held by the virtual character to the second virtual equipment. It can be seen that the second equipment control only corresponds to one function of clicking to trigger the switching of virtual equipment. The use of the second virtual equipment control needs to trigger the attack control when holding it, while the use of the first virtual equipment control can trigger the first equipment control when not holding it, and can also trigger the attack control when holding it.

[0051] The above attack controls are suitable for controlling the virtual character to attack with the currently held virtual equipment. For example, when the virtual character currently holds the second virtual equipment, if the first equipment control is clicked, the virtual character is controlled to attack with the first virtual equipment, but after using the first virtual equipment, the virtual character still holds the second virtual equipment. If the attack control is clicked at this time, the virtual character is controlled to attack with the second virtual equipment (i.e., the virtual equipment currently held by the virtual character), instead of controlling the virtual character to attack with the first virtual equipment (i.e., the virtual equipment previously used by the virtual character).

[0052] In some games, the first equipment control and the second equipment control can be displayed in different areas of the graphical user interface. As a possible implementation, the first equipment control is located in the first area of ​​the graphical user interface (also referred to as the first equipment display area), and the second equipment control is located in the second area of ​​the graphical user interface (also referred to as the second equipment display area); the first area and the second area respectively display controls corresponding to different types of virtual equipment; because the first area and the second area respectively display controls corresponding to different types of virtual equipment, the virtual equipment corresponding to the first area and the virtual equipment corresponding to the second area belong to different types of virtual equipment, based on this, the virtual equipment corresponding to the first area and the virtual equipment corresponding to the second area are different, that is, the first equipment control displayed in the first area will not appear in the second area, that is, the virtual equipment corresponding to the first area and the virtual equipment corresponding to the second area do not have an intersection. In this embodiment, the type of virtual equipment can be divided according to the combat scenario to which the virtual equipment is applicable, for example, including virtual equipment of far-field combat type and virtual equipment of near-field combat type; or, the type of virtual equipment can also be divided according to the attributes of the virtual equipment, for example, including virtual weapons and virtual props. As a possible implementation, the first virtual equipment is a virtual weapon or virtual prop for long-field combat; the second virtual equipment is a virtual weapon for short-field combat.

[0053] For example, Figure 4 As shown, the first area 41 in the graphical user interface displays controls for the first type of equipment (i.e., first equipment controls 31), such as virtual weapons for long-range combat such as bows and arrows, and artillery shells, and the second area 42 displays controls for the second type of equipment (i.e., second equipment controls 32), such as virtual weapons for short-range combat such as knives and swords. It can be seen that the graphical user interface can simultaneously display equipment controls corresponding to multiple different types of equipment, and different types of equipment controls are displayed in different areas of the graphical user interface.

[0054] On the basis that the first equipment control is located in the first area of ​​the graphical user interface and the second equipment control is located in the second area of ​​the graphical user interface, as a possible implementation method, the first virtual equipment is a virtual weapon or virtual prop of a far-field combat type; the second virtual equipment is a virtual weapon of a near-field combat type; based on this, the first area is the display area of ​​the first equipment control of the first virtual equipment of the far-field combat type, and the second area is the display area of ​​the second equipment control of the second virtual equipment of the near-field combat type. This method of displaying the corresponding controls of the near-field and far-field combat type virtual equipment in a partitioned manner can realize that the virtual character holds the virtual equipment of the near-field combat type for a long time, and when the virtual weapon or virtual prop of the far-field combat type is occasionally used, the first equipment control of the first area is triggered by the first operation, without the need to switch the virtual equipment; and when the virtual weapon or virtual prop of the far-field combat type needs to be used for a long time, the first equipment control of the first area is triggered by the second operation, so that the virtual character can hold the first virtual equipment, without the need to set up a quick use control and a weapon switching control, and the above application requirements can be realized by different triggering methods of the same first equipment control.

[0055] As a possible implementation, the first area may only display one first equipment control, and the second area may display one or more second equipment controls. Alternatively, the first equipment control corresponds to only one first virtual equipment, and the second equipment control may correspond to multiple second virtual equipment. When the fourth trigger operation is performed on the second equipment control, the virtual character may be controlled to switch virtual equipment, switching from the currently held virtual equipment to the second virtual equipment. The held second virtual equipment may be one of the multiple second virtual equipment corresponding to the second equipment control. For example, the multiple second virtual equipment corresponding to the second equipment control are sorted, and the fourth trigger operation is performed on the second equipment control once, then the second virtual equipment ranked first is selected, and the fourth trigger operation is performed on the second equipment control twice, then the second virtual equipment ranked second is selected, and so on, until the fourth trigger operation is no longer performed on the second virtual equipment. In this way, the partitioned display of the corresponding controls of different types of virtual equipment can be realized, which is convenient for players to quickly and accurately select the required type of virtual equipment.

[0056] The second virtual equipment may include multiple virtual equipment. As a possible implementation, the second virtual equipment includes a primary virtual equipment and a secondary virtual equipment. Accordingly, the second equipment control includes a first display appearance, a second display appearance, and a third display appearance, wherein the first display appearance includes a first indicator mark of the primary virtual equipment and a second indicator mark of the secondary virtual equipment, the second display appearance includes the first indicator mark, and the third display appearance includes the second indicator mark. If the virtual character does not hold the first virtual equipment, the second equipment control displayed in the graphical user interface is presented in the first display appearance; if the virtual character holds the first virtual equipment and holds the primary virtual equipment before holding the first virtual equipment, the second equipment control displayed in the graphical user interface is presented in the second display appearance; if the virtual character holds the first virtual equipment and holds the secondary virtual equipment before holding the first virtual equipment, the second equipment control displayed in the graphical user interface is presented in the third display appearance.

[0057] For example, the second virtual equipment includes two kinds of virtual equipment, namely, a main weapon and a secondary weapon. For the display method of the second equipment controls in the second area, exemplary: the second equipment controls corresponding to each second virtual equipment can be all displayed in the second area, for example, the main weapon controls and the secondary weapon controls are displayed in the second area at the same time; the second area can also display only the second equipment controls corresponding to one of the second virtual equipment, for example, only the main weapon controls are displayed in the second area; the second area can also display the overall controls including all the second virtual equipment, for example, only one second equipment control is displayed in the second area, and the icons of the two virtual equipment, namely, the main weapon and the secondary weapon, are displayed in the second equipment control.

[0058] Through the above method, the first equipment control (such as the far-field attack weapon control) and the second equipment control (such as the near-field attack weapon control) are respectively displayed in different areas of the graphical user interface, so that the player can clearly distinguish the different types of virtual equipment such as the far-field attack weapons and the near-field attack weapons, avoiding confusion in the identification and operation of the virtual equipment.

[0059] As a possible implementation, the first equipment control may also have other functions besides quick use and holding, for example, by operating the first equipment control, the virtual character is switched from a state of holding the first virtual equipment to a state other than holding the first virtual equipment. Based on this, the method may also include: in the case where the virtual character holds the first virtual equipment, in response to a third trigger operation on the first equipment control, controlling the virtual character to switch to not holding the first virtual equipment.

[0060] The third trigger operation may be the same as the first trigger operation, that is, a click operation, or may be different from the first trigger operation. For example, the first trigger operation is a click operation, the second trigger operation is a long press operation with a touch duration greater than a preset duration, and the third trigger operation is a slide operation. For another example, the first trigger operation is a single-click operation, the second trigger operation is a slide operation, and the third trigger operation is a double-click operation.

[0061] The above-mentioned situation where the virtual character is converted to not holding the first virtual equipment may include the situation where the virtual character switches from holding the first virtual equipment to not holding any virtual equipment, and may also include the situation where the virtual character switches from holding the first virtual equipment to holding other virtual equipment except the first virtual equipment. The other virtual equipment here may be the virtual equipment held before holding the first virtual equipment, or it may be the system default virtual equipment.

[0062] For example, the virtual character originally holds a pistol (second virtual equipment). After long pressing the first equipment control to switch the virtual equipment currently held by the virtual character from the pistol (second virtual equipment) to the bow and arrow (first virtual equipment), the bow and arrow control (first equipment control) is in a highlighted state (such as the bow and arrow control is in a lit state). In this case, in response to the third trigger operation on the bow and arrow control (first equipment control) (or in response to the trigger operation on the second equipment control), the virtual character is controlled to switch from holding the bow and arrow (first virtual equipment) to holding the pistol (second virtual equipment), that is, switching back to the pistol (second virtual equipment) originally held before holding the bow and arrow (first virtual equipment).

[0063] The virtual equipment originally held can be either a long-range attack weapon (such as the pistol) or a short-range attack weapon (such as a knife). For example, the weapon currently held by the virtual character is a bow and arrow (first virtual equipment), and before the virtual character held the bow and arrow (first virtual equipment), it held a knife (second virtual equipment). At this time, the virtual equipment icon displayed in the second equipment control is a knife. In this case, in response to the trigger operation on the second equipment control, the virtual character is controlled to switch from holding the bow and arrow (first virtual equipment) to holding the knife (second virtual equipment), thereby switching back to the virtual equipment originally held before holding the bow and arrow (first virtual equipment).

[0064] Through the above method, the operation of the first equipment control can not only realize the quick use and holding of the first virtual equipment, but also can enable the virtual character to switch from the state of holding the first virtual equipment to holding the default virtual equipment, holding the originally held virtual equipment, or not holding any virtual equipment, etc., through the first equipment control, other states except holding the first virtual equipment, making the function of the first equipment control more comprehensive and the operation more flexible.

[0065] In some games, the virtual character can switch between the first virtual equipment and the second virtual equipment at will. As a possible implementation, the virtual character is also equipped with the second virtual equipment; accordingly, the second equipment control corresponding to the second virtual equipment is displayed in the graphical user interface. Based on this, the method further includes: when the virtual character holds the first virtual equipment, responding to a fourth trigger operation on the second equipment control, controlling the virtual character to switch from holding the first virtual equipment to holding the second virtual equipment.

[0066] The fourth trigger operation may be the same as the first trigger operation, that is, a click operation, or may be different from the first trigger operation. For example, the first trigger operation is a click operation, and the fourth trigger operation is a slide operation; or for another example, the first trigger operation is a single-click operation, and the fourth trigger operation is a double-click operation.

[0067] The above-mentioned situation that the virtual character holds the first virtual equipment may be that the virtual character only holds the first virtual equipment. In this case, in response to the fourth trigger operation on the second equipment control, the virtual character can be quickly controlled to switch from only holding the first virtual equipment to only holding the second virtual equipment.

[0068] For example, Figure 3 As shown, when the virtual character holds a first virtual equipment (such as a sword), if the second equipment control 32 is clicked (such as the second virtual equipment corresponding to the second equipment control is a knife), the virtual character is controlled to switch from holding a sword (first virtual equipment) to holding a knife (second virtual equipment).

[0069] Through the above method, the virtual character can switch between the first virtual equipment and the second virtual equipment at will, making the switching of virtual equipment by the virtual character more flexible and convenient, thereby improving the game experience of the player.

[0070] In order to more intuitively prompt the current operation progress of the second trigger operation, as a possible implementation method, the above method also includes: in response to the second trigger operation on the first equipment control, displaying progress prompt information on the graphical user interface, and the progress prompt information is used to prompt the progress of the virtual character entering the state of holding the first virtual equipment.

[0071] The above progress prompt information can be displayed in any progress prompt mode, for example, a timer, a times counter, a progress bar, etc. For example, Figure 4As shown, in response to the second trigger operation on the first equipment control, a progress bar 43 (progress prompt information) is displayed on the graphical user interface, and the progress bar 43 is used to prompt the progress of the virtual character entering the state of holding the first virtual equipment. By displaying the progress prompt information corresponding to the second starting operation on the graphical user interface, the player can be intuitively prompted to the progress of the second trigger operation, so that the player can understand the operation details.

[0072] The above progress prompt information will not be displayed when the touch duration does not reach the display trigger condition. For example, if the touch duration is short, it is considered a single touch and the progress prompt information will not be displayed. Assuming that the single touch judgment standard is leaving the screen within 0.1 seconds, and the long press judgment standard is 0.6 seconds for successful switching, if the player releases the screen in the middle 0.5 seconds, that is, the triggered progress does not reach the situation of successfully switching virtual equipment, then it does not meet the single touch judgment standard, nor does it meet the long press judgment standard for successful switching.

[0073] For example, when the virtual character is holding a conventional knife weapon, the weapon can be switched by long pressing the bow and arrow control (first equipment control) for t time (second trigger operation). During the t time, the corresponding progress bar is displayed in the graphical user interface to indicate the operation progress. When the progress bar is full, the player character's holding state enters the bow and arrow holding state.

[0074] The above-mentioned process of displaying progress prompt information in the graphical user interface in response to the second trigger operation on the first equipment control may specifically include the following steps: in response to the start event of the second trigger operation on the first equipment control, dynamically displaying the progress prompt information corresponding to the second trigger operation in the graphical user interface; in response to the end event of the second trigger operation, canceling the display of the progress prompt information. By displaying the progress prompt information at the beginning of the second trigger operation and canceling the above-mentioned progress prompt information at the end of the second trigger operation, it is possible to avoid unnecessary obstruction and information interference of the interface by the progress prompt information. Moreover, in this way, the player can more accurately and conveniently control the virtual character to enter or exit the state of holding the first virtual equipment.

[0075] As a possible implementation, the progress prompt information may include at least one of the following: operation duration prompt information, operation number prompt information, and operation track prompt information. By providing a variety of different prompt contents, it can be adapted to the diverse needs of players.

[0076] For example, if the first equipment control needs to be clicked three times before the virtual equipment is successfully switched, the progress prompt information displays the number of times the first equipment control is currently clicked. For another example, if the first equipment control needs to be slid to a specified interface position before the virtual equipment is successfully switched, the progress prompt information displays the current position of the first equipment control slid to and the distance from the specified interface position.

[0077] As a possible implementation, controlling the virtual character to use the first virtual equipment in the above step S201 includes: controlling the virtual character to apply the first virtual equipment to perform a first type of action; the method may also include the following steps: in a state where the virtual character is not equipped with the first virtual equipment, in response to a fifth trigger operation for the first equipment control, controlling the virtual character to apply the first virtual equipment to perform a second type of action; wherein the first type of action and the second type of action are different.

[0078] The difference between the first type of action and the second type of action may correspond to at least one difference in the following parameters: action speed, action benefit value, action damage value, action consumption value, and action range. For example, the first type of action is a common attack action with a slower action speed and / or a smaller action damage value, and the second type of action is a special attack action with a faster action speed and / or a larger action damage value. For another example, the first type of action is a common attack, and the second type of action is a charged attack. For another example, the first type of action is a bonus treatment to teammates, and the second type of action is an attack treatment to the enemy.

[0079] By responding to the fifth trigger operation on the first equipment control when the virtual character is not holding the first virtual equipment, the first virtual equipment can be applied to perform a second type of action different from the first type of action. Under the same first equipment control, more functions can be achieved through different trigger operations, further reducing the number of controls.

[0080] As a possible implementation, the target object for performing the action using the first virtual equipment can be determined according to certain rules. Based on this, the process of controlling the virtual character to use the first virtual equipment to perform the first type of action can include the following steps: determining the target object according to a preset target selection rule; controlling the virtual character to use the first virtual equipment to perform the first type of action on the target object.

[0081] For example, the target object is first intelligently selected according to the pre-defined target selection rules, and the attack action is performed on the target object. If there is no selectable target object, the action can be performed in the front by default. By intelligently and quickly determining the target object according to the pre-defined target selection rules during the execution of the first type of action, the first type of action can be more targeted and more efficient, and more in line with actual application needs.

[0082] Among them, determining the target object according to the preset target selection rule includes at least one of the following: determining the target object according to whether other virtual objects are displayed in the graphical user interface; determining the target object according to the direction of other virtual objects relative to the virtual character; determining the target object according to the distance between other virtual objects and the virtual character.

[0083] The above-mentioned multiple preset target selection rules can be used in combination. For example, it is possible to determine whether the enemy character is within the field of vision of the virtual character, determine the field of vision angle between the enemy character within the field of vision of the virtual character and the virtual character, and then determine the distance between the enemy character and the player character. The target object is determined based on the above three conditions. Determining the target object by the above-mentioned multiple methods can meet various application scenarios and achieve flexibility and diversity.

[0084] Of course, in addition to the multiple target selection rules listed above, other target selection rules may also be included, for example, combining multiple factors such as the identity of other virtual characters, the type of virtual equipment held by the virtual characters, the current combat scenario (such as one-on-one combat, many-to-many combat, one-to-many combat), and the current game situation in the game scenario.

[0085] As a possible implementation, controlling the virtual character to hold the first virtual equipment in step S202 may include: if the virtual character holds the second virtual equipment, controlling the virtual character to switch from holding the second virtual equipment to holding the first virtual equipment, or controlling the virtual character to hold the first virtual equipment and the second virtual equipment at the same time; if the virtual character does not hold any virtual equipment, setting the virtual character to hold the first virtual equipment. By using a variety of ways of holding the first virtual equipment, a variety of application needs of players can be met.

[0086] In order to further understand the above technology, this embodiment also provides a specific application example. Figure 5 Taking another graphical user interface schematic diagram as an example, in this example, the first virtual equipment is a bow and arrow, the first equipment control is a bow and arrow control 51 with a bow and arrow pattern, the second virtual equipment includes a long sword and a short sword, wherein the long sword is a main weapon and the short sword is a secondary weapon, and the second equipment control is a main and secondary weapon control 52 with long sword and short sword patterns. The area where the bow and arrow control 51 is located is the first area, and the area where the main and secondary weapon controls 52 are located is the second area. Figure 5 Also included is an attack control 53 and a virtual character 54. Figure 5 The graphical user interface shown in the figure, the application scenarios corresponding to the above method include the following: The first type: the virtual character does not have a bow and arrow or other virtual equipment; (1) Clicking the bow and arrow control 51 can control the virtual character to perform quick shooting; before and after the quick shooting, the virtual character never holds the virtual equipment, and only holds the bow and arrow to shoot during the first animation corresponding to the quick shooting. The target of the shooting can be determined according to a pre-set target selection rule. If there is no selectable target at present, the shot is directed directly in front of the virtual character.

[0087] (2) Long-press the bow and arrow control 51. When the long-press duration is longer than the single-click duration, a long-press progress prompt bar is displayed on the graphical user interface (not shown in the figure). After the long-press duration is set (e.g., 0.5s), the virtual character is controlled to hold the bow and arrow, and the long-press progress prompt bar is canceled.

[0088] When the virtual character holds the bow and arrow, the bow and arrow control 51 is highlighted. For example, the background color of the bow and arrow control changes from the previous dark first color (such as black or gray) to the light second color (such as white or yellow).

[0089] (3) Sliding the bow and arrow control 51 can control the virtual character to perform a big move shooting; before and after the big move shooting, the virtual character never holds the virtual equipment, and the animation played during the big move shooting is the second animation of the virtual character holding the bow and arrow to shoot (the second animation can be the same as or different from the first animation). The force of the big move shooting is greater than the force of the quick shooting mentioned above, and has a stronger lethality. The target of the big move shooting can be determined according to the pre-set target selection rules, or according to the sliding direction of the sliding bow and arrow control 51. If there is no selectable target at present, it will shoot directly in front of the virtual character.

[0090] (4) Triggering the attack control 53 to control the virtual character to perform the action corresponding to the triggering operation. Since the virtual character does not hold any virtual equipment at this time, triggering the attack control 53 at this time can control the virtual character to perform basic punch / kick attack actions.

[0091] (5) Performing a first trigger operation on the primary and secondary weapon controls 52 to control the virtual character to hold the primary weapon, that is, the long sword.

[0092] The second type: the virtual character does not hold a bow and arrow, but holds a long sword; (1) Clicking the bow and arrow control 51 can control the virtual character to perform quick shooting. The virtual character always holds a long sword before and after the quick shooting. The virtual character holds the bow and arrow to shoot only during the first animation corresponding to the quick shooting. The target of the shooting can be determined according to a pre-set target selection rule. If there is no selectable target at present, the shooting is directed directly in front of the virtual character.

[0093] (2) Long-press the bow and arrow control 51. When the long-press duration is greater than the single-click duration, a long-press progress prompt bar is displayed on the graphical user interface. After the long-press duration is set (e.g., 0.5s), the virtual character is controlled to switch from holding a long sword to holding a bow and arrow, and the long-press progress prompt bar is canceled (not shown in the figure). At the same time, the primary and secondary weapon controls 52 with long sword and short sword patterns are changed to primary and secondary weapon controls 52 with only long sword patterns.

[0094] When the virtual character holds the bow and arrow, the bow and arrow control 51 is highlighted. For example, the background color of the bow and arrow control changes from the previous dark first color (such as black or gray) to the light second color (such as white or yellow).

[0095] (3) Sliding the bow and arrow control 51 can control the virtual character to perform a big move shooting; before and after the big move shooting, the virtual character always holds a long sword, and the animation played during the big move shooting is the second animation of the virtual character holding a bow and arrow to shoot. The force of the big move shooting is greater than the force of the above-mentioned quick shooting, and has a stronger lethality. The target of the big move shooting can be determined according to a pre-set target selection rule, or according to the sliding direction of the sliding bow and arrow control 51. If there is no selectable target at present, it will shoot directly in front of the virtual character.

[0096] (4) The attack control 53 is triggered. Since the virtual character is holding a long sword at this time, the virtual character is controlled to perform the long sword attack action corresponding to the trigger operation.

[0097] (5) Performing a first trigger operation on the primary and secondary weapon controls 52 to control the virtual character to switch from holding a long sword to holding a short sword.

[0098] The third type: the virtual character does not hold a bow and arrow, but holds a short sword; (1) Clicking the bow and arrow control 51 can control the virtual character to perform quick shooting. The virtual character always holds the dagger before and after the quick shooting. The virtual character holds the bow and arrow to shoot only during the first animation corresponding to the quick shooting. The target of the shooting can be determined according to a pre-set target selection rule. If there is no selectable target at present, the shot is directed directly in front of the virtual character.

[0099] (2) Long-press the bow and arrow control 51. When the long-press duration is greater than the single-click duration, a long-press progress prompt bar is displayed on the graphical user interface. After the long-press duration is set (e.g., 0.5s), the virtual character is controlled to switch from holding a short knife to holding a bow and arrow, and the long-press progress prompt bar is canceled. At the same time, the primary and secondary weapon controls 52 with long knife and short knife patterns are changed to primary and secondary weapon controls 52 with only short knife patterns.

[0100] When the virtual character holds the bow and arrow, the bow and arrow control 51 is highlighted. For example, the background color of the bow and arrow control changes from the previous dark first color (such as black or gray) to the light second color (such as white or yellow).

[0101] (3) Sliding the bow and arrow control 51 can control the virtual character to perform a big move shooting; before and after the big move shooting, the virtual character always holds the dagger, and the animation during the big move shooting is the second animation of the virtual character holding the bow and arrow to shoot. The force of the big move shooting is greater than the force of the above-mentioned quick shooting, and has a stronger lethality. The target of the big move shooting can be determined according to a pre-set target selection rule, or according to the sliding direction of the sliding bow and arrow control 51. If there is no selectable target at present, it will shoot directly in front of the virtual character.

[0102] (4) The attack control 53 is triggered. Since the virtual character is holding a short knife at this time, the virtual character is controlled to perform the short knife attack action corresponding to the trigger operation.

[0103] (5) Performing a first trigger operation on the primary and secondary weapon controls 52 to control the virtual character to switch from holding a short sword to holding a long sword.

[0104] The fourth type: the virtual character holds a bow and arrow, but has no other virtual equipment before holding the bow and arrow; (1) Performing a third trigger operation on the bow and arrow control 51 can control the virtual character to cancel holding the bow and arrow, that is, control the virtual character not to hold the bow and arrow; the third trigger operation here can be a single click, long press or slide operation.

[0105] (2) Performing a fourth trigger operation on the primary and secondary weapon control 52 to control the virtual character to switch from holding a bow and arrow to holding the primary weapon, that is, holding the aforementioned long sword.

[0106] (3) Triggering the attack control 53, since the virtual character is holding a bow and arrow at this time, the virtual character is controlled to execute the bow and arrow attack action corresponding to the triggering operation; for example: if the triggering operation is a single click, a quick shooting action is performed; if the action is a sliding operation, a big move shooting action is performed.

[0107] The fifth type: the virtual character holds a bow and arrow, and before holding the bow and arrow, holds a long sword (the short sword is similar, so I won’t go into details); (1) Performing a third trigger operation on the bow and arrow control 51 can control the virtual character to cancel holding the bow and arrow, that is, control the virtual character not to hold the bow and arrow; the third trigger operation here can be a single click, long press or slide operation.

[0108] (2) The fourth trigger operation is performed on the primary and secondary weapon controls 52 to control the virtual character to switch from holding a bow and arrow to holding a long sword; if the virtual character was holding a short sword before holding the bow and arrow, the fourth trigger operation is performed on the primary and secondary weapon controls 52 to control the virtual character to switch from holding a bow and arrow to holding a short sword. The fourth trigger operation here can be a single click, long press, or slide operation.

[0109] (3) Triggering the attack control 53, since the virtual character is holding a bow and arrow at this time, the virtual character is controlled to execute the bow and arrow attack action corresponding to the triggering operation; for example: if the triggering operation is a single click, a quick shooting action is performed; if the action is a sliding operation, a big move shooting action is performed.

[0110] Based on the above method embodiment, the present disclosure also provides a control device for a virtual character in a game, see Figure 6 As shown, the control device 60 of the virtual character in the game includes: A first control module 61 is configured to control the virtual character to use the first virtual equipment in response to a first trigger operation on the first equipment control when the virtual character does not hold the first virtual equipment corresponding to the first equipment control; wherein the first virtual equipment is a virtual equipment equipped by the virtual character; The second control module 62 is configured to control the virtual character to hold the first virtual equipment in response to a second trigger operation on the first equipment control when the virtual character does not hold the first virtual equipment.

[0111] Through the above method, in response to the first trigger control operation on the first equipment control, the virtual character can be controlled to use the first virtual equipment to execute when the virtual character does not hold the first virtual equipment (such as holding the second virtual equipment other than the first virtual equipment or not holding any virtual equipment); and by responding to the second trigger control operation on the above first equipment control, the virtual character can be controlled to hold the above first virtual equipment when the virtual character does not hold the first virtual equipment. In this method, when the virtual character does not hold the first virtual equipment, through different trigger control operations on the same first equipment control, it is possible to quickly use the first virtual equipment and hold the first virtual equipment, without adding equipment switching controls and quick use controls to the graphical user interface of the game, which effectively reduces the number of controls, so that players can perform relevant trigger operations on the equipment controls according to actual application needs, and the operation is more convenient, avoiding problems such as game scene occlusion and misoperation caused by more controls, effectively improving the accuracy of the operation, and realizing convenient and multiple ways of using virtual equipment on the basis of reducing controls.

[0112] In a feasible implementation scheme, the virtual character is also equipped with a second virtual equipment; the second equipment control and attack control corresponding to the second virtual equipment are displayed in the graphical user interface, and the above-mentioned first control module 61 is also used to: when the virtual character does not hold the second virtual equipment, in response to a first trigger operation on the second equipment control, control the virtual character to hold the second virtual equipment; in response to a trigger operation on the attack control, control the virtual character to use the second virtual equipment.

[0113] In a feasible implementation manner, the first control module 61 is further used for: in a case where the virtual character holds a second virtual equipment, in response to a first trigger operation on the first equipment control, controlling the virtual character to use the first virtual equipment.

[0114] In a feasible embodiment, the graphical user interface also displays attack controls; the above-mentioned first control module 61 is also used to control the virtual character to use the first virtual equipment in response to a first trigger operation on the first equipment control when the virtual character holds the second virtual equipment, and then control the virtual character to use the second virtual equipment in response to a trigger operation on the attack control.

[0115] In a feasible implementation, the graphical user interface also displays attack controls; the first control module 61 is also used to control the virtual character to use the first virtual equipment in response to a trigger operation on the attack controls when the virtual character holds the first virtual equipment.

[0116] In a feasible implementation manner, the second control module 62 is further configured to highlight the first equipment control in response to the virtual character holding the first virtual equipment.

[0117] In a feasible implementation manner, the second control module 62 is further configured to control the virtual character to switch to not holding the first virtual equipment in response to a third trigger operation on the first equipment control when the virtual character holds the first virtual equipment.

[0118] In a feasible embodiment, the graphical user interface also includes a second equipment control corresponding to the second virtual equipment, and the above-mentioned second control module 62 is also used to respond to a fourth trigger operation on the second equipment control when the virtual character holds the first virtual equipment, and control the virtual character to switch from holding the first virtual equipment to holding the second virtual equipment.

[0119] In a feasible implementation manner, the first trigger operation is a click operation, and the second trigger operation is a long press operation.

[0120] In a feasible implementation, the second control module 62 is further configured to display progress prompt information on the graphical user interface in response to a second trigger operation on the first equipment control, wherein the progress prompt information is configured to prompt the progress of the virtual character entering a state of holding the first virtual equipment.

[0121] In a feasible implementation, the second control module 62 also responds to the start event of the second trigger operation for the first equipment control, dynamically displays the progress prompt information corresponding to the second trigger operation in the graphical user interface; and cancels the display of the progress prompt information in response to the end event of the second trigger operation.

[0122] In a feasible implementation manner, the progress prompt information includes at least one of the following: operation duration prompt information, operation number prompt information, and operation track prompt information.

[0123] In a feasible implementation scheme, the first control module 61 controls the virtual character to use the first virtual equipment, including: controlling the virtual character to apply the first virtual equipment to perform a first type of action; accordingly, the first control module 61 is also used to control the virtual character to apply the first virtual equipment to perform a second type of action in response to a fifth trigger operation on the first equipment control when the virtual character is equipped with the first virtual equipment but does not hold the first virtual equipment; wherein the first type of action and the second type of action are different.

[0124] In a feasible implementation manner, the first control module 61 controls the virtual character to use the first virtual equipment to perform the first type of action, including: determining the target object according to a preset target selection rule; and controlling the virtual character to use the first virtual equipment to perform the first type of action toward the target object.

[0125] In a feasible embodiment, the first control module 61 determines the target object according to a preset target selection rule, including at least one of the following: determining the target object according to whether other virtual objects are displayed in the graphical user interface; determining the target object according to the direction of other virtual objects relative to the virtual character; determining the target object according to the distance between other virtual objects and the virtual character.

[0126] In a feasible implementation scheme, the second control module 62 is also used to: if the virtual character holds a second virtual equipment, control the virtual character to switch from holding the second virtual equipment to holding the first virtual equipment, or control the virtual character to hold the first virtual equipment and the second virtual equipment at the same time; if the virtual character does not hold any virtual equipment, set the virtual character to hold the first virtual equipment.

[0127] In a feasible implementation scheme, the first equipment control is located in the first area of ​​the graphical user interface, and the second equipment control is located in the second area of ​​the graphical user interface; the first virtual equipment is a virtual weapon or virtual prop for far-field combat; and the second virtual equipment is a virtual weapon for near-field combat.

[0128] The control device for a virtual character in a game provided by the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for parts not mentioned in the embodiment of the control device for a virtual character in a game, reference may be made to the corresponding contents in the corresponding embodiment of the aforementioned method for controlling a virtual character in a game.

[0129] The term "and / or" herein is only a description of the association relationship of the associated objects, indicating that there may be three relationships. For example, A and / or B may indicate the existence of A alone, A and B at the same time, and B alone. In addition, the term "at least one" herein indicates any combination of at least two of any one or more of a plurality of. For example, including at least one of A, B, and C may indicate including any one or more elements selected from the set consisting of A, B, and C.

[0130] The present disclosure also provides an electronic device, such as Figure 7 FIG. 1 is a schematic diagram of the structure of the electronic device, wherein the electronic device includes a processor 71 and a memory 70, the memory 70 stores computer executable instructions that can be executed by the processor 71, and the processor 71 executes the computer executable instructions to implement the control method of the virtual character in the above game, and the processor 71 performs the following steps: In a case where the virtual character does not hold the first virtual equipment corresponding to the first equipment control, in response to a first trigger operation on the first equipment control, controlling the virtual character to use the first virtual equipment; wherein the first virtual equipment is a virtual equipment equipped by the virtual character; In a case where the virtual character does not hold the first virtual equipment, in response to a second trigger operation on the first equipment control, the virtual character is controlled to hold the first virtual equipment.

[0131] Through the above method, in response to the first trigger control operation on the first equipment control, the virtual character can be controlled to use the first virtual equipment to execute when the virtual character does not hold the first virtual equipment (such as holding the second virtual equipment other than the first virtual equipment or not holding any virtual equipment); and by responding to the second trigger control operation on the above first equipment control, the virtual character can be controlled to hold the above first virtual equipment when the virtual character does not hold the first virtual equipment. In this method, when the virtual character does not hold the first virtual equipment, through different trigger control operations on the same first equipment control, it is possible to quickly use the first virtual equipment and hold the first virtual equipment, without adding equipment switching controls and quick use controls to the graphical user interface of the game, which effectively reduces the number of controls, so that players can perform relevant trigger operations on the equipment controls according to actual application needs, and the operation is more convenient, avoiding problems such as game scene occlusion and misoperation caused by more controls, effectively improving the accuracy of the operation, and realizing convenient and multiple ways of using virtual equipment on the basis of reducing controls.

[0132] In a feasible embodiment, the virtual character is also equipped with a second virtual equipment; the second equipment control and the attack control corresponding to the second virtual equipment are displayed in the graphical user interface, and the processor is also used to: when the virtual character does not hold the second virtual equipment, in response to a first trigger operation on the second equipment control, control the virtual character to hold the second virtual equipment; in response to a trigger operation on the attack control, control the virtual character to use the second virtual equipment.

[0133] In a feasible implementation, when the processor controls the virtual character to use the first virtual equipment in response to a first trigger operation for the first equipment control when the virtual character does not hold the first virtual equipment corresponding to the first equipment control, the processor is specifically used to: control the virtual character to use the first virtual equipment in response to a first trigger operation for the first equipment control when the virtual character holds the second virtual equipment.

[0134] In a feasible embodiment, the graphical user interface also displays attack controls; when the virtual character holds a second virtual equipment, after controlling the virtual character to use the first virtual equipment in response to a first trigger operation for the first equipment control, the processor is also used to: control the virtual character to use the second virtual equipment in response to a trigger operation for the attack control.

[0135] In a feasible embodiment, the graphical user interface also displays attack controls; and the processor is further used to: when the virtual character holds the first virtual equipment, in response to a trigger operation on the attack controls, control the virtual character to use the first virtual equipment.

[0136] In a feasible implementation manner, the processor is further configured to: in response to the virtual character holding the first virtual equipment, highlight the first equipment control.

[0137] In a feasible implementation manner, the processor is further configured to: in a case where the virtual character holds the first virtual equipment, in response to a third trigger operation on the first equipment control, control the virtual character to switch to not holding the first virtual equipment.

[0138] In a feasible embodiment, the graphical user interface also includes a second equipment control corresponding to the second virtual equipment, and the processor is further used to: when the virtual character holds the first virtual equipment, respond to a fourth trigger operation on the second equipment control, and control the virtual character to switch from holding the first virtual equipment to holding the second virtual equipment.

[0139] In a feasible implementation manner, the first trigger operation is a click operation, and the second trigger operation is a long press operation.

[0140] In a feasible embodiment, the processor is also used to: in response to a second trigger operation on the first equipment control, display progress prompt information on the graphical user interface, wherein the progress prompt information is used to prompt the progress of the virtual character entering a state of holding the first virtual equipment.

[0141] In a feasible implementation, when the processor executes a second trigger operation for the first equipment control and displays progress prompt information on the graphical user interface, the processor is specifically used to: in response to a start event of the second trigger operation for the first equipment control, dynamically display the progress prompt information corresponding to the second trigger operation on the graphical user interface; in response to an end event of the second trigger operation, cancel the display of the progress prompt information.

[0142] In a feasible implementation manner, the progress prompt information includes at least one of the following: operation duration prompt information, operation number prompt information, and operation track prompt information.

[0143] In a feasible embodiment, controlling the virtual character to use the first virtual equipment includes: controlling the virtual character to apply the first virtual equipment to perform a first type of action; the processor is also used to: when the virtual character is equipped with the first virtual equipment and is not holding the first virtual equipment, in response to a fifth trigger operation for the first equipment control, control the virtual character to apply the first virtual equipment to perform a second type of action; wherein the first type of action and the second type of action are different.

[0144] In a feasible implementation manner, controlling the virtual character to use the first virtual equipment to perform the first type of action includes determining a target object according to a preset target selection rule; and controlling the virtual character to use the first virtual equipment to perform the first type of action toward the target object.

[0145] In a feasible embodiment, determining the target object according to a preset target selection rule includes at least one of the following: determining the target object according to whether other virtual objects are displayed in the graphical user interface; determining the target object according to the direction of other virtual objects relative to the virtual character; determining the target object according to the distance between other virtual objects and the virtual character.

[0146] In a feasible implementation manner, controlling the virtual character to hold the first virtual equipment includes: if the virtual character holds a second virtual equipment, controlling the virtual character to switch from holding the second virtual equipment to holding the first virtual equipment, or controlling the virtual character to hold the first virtual equipment and the second virtual equipment at the same time; if the virtual character does not hold any virtual equipment, setting the virtual character to hold the first virtual equipment.

[0147] In a feasible implementation scheme, the first equipment control is located in the first area of ​​the graphical user interface, and the second equipment control is located in the second area of ​​the graphical user interface; the first virtual equipment is a virtual weapon or virtual prop for far-field combat; and the second virtual equipment is a virtual weapon for near-field combat.

[0148] exist Figure 7 In the illustrated embodiment, the electronic device further includes a bus 72 and a communication interface 73 , wherein the processor 71 , the communication interface 73 and the memory 70 are connected via the bus 72 .

[0149] Among them, the memory 70 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 73 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 72 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 72 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 7 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0150] The processor 71 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit in the processor 71 or the instruction in the form of software. The above processor 71 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in conjunction with the embodiment of the present disclosure can be directly embodied as a hardware decoding processor to be executed, or a combination of hardware and software modules in the decoding processor can be executed. The software module can be located in a mature storage medium in the field such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory, and the processor 71 reads the information in the memory and combines its hardware to complete the steps of the control method of the virtual character in the game in the above-mentioned embodiment.

[0151] The embodiment of the present disclosure further provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the control method of the virtual character in the above game. The computer program is executed when the processor is running, and the processor performs the following steps: In a case where the virtual character does not hold the first virtual equipment corresponding to the first equipment control, in response to a first trigger operation on the first equipment control, controlling the virtual character to use the first virtual equipment; wherein the first virtual equipment is a virtual equipment equipped by the virtual character; In a case where the virtual character does not hold the first virtual equipment, in response to a second trigger operation on the first equipment control, the virtual character is controlled to hold the first virtual equipment.

[0152] Through the above method, in response to the first trigger control operation on the first equipment control, the virtual character can be controlled to use the first virtual equipment to execute when the virtual character does not hold the first virtual equipment (such as holding the second virtual equipment other than the first virtual equipment or not holding any virtual equipment); and by responding to the second trigger control operation on the above first equipment control, the virtual character can be controlled to hold the above first virtual equipment when the virtual character does not hold the first virtual equipment. In this method, when the virtual character does not hold the first virtual equipment, through different trigger control operations on the same first equipment control, it is possible to directly use the first virtual equipment and directly hold the first virtual equipment, without adding equipment switching controls and quick use controls to the graphical user interface of the game, which effectively reduces the number of controls, so that players can perform relevant trigger operations on the equipment controls according to actual application needs, and the operation is more convenient, avoiding problems such as game scene occlusion and misoperation caused by more controls, effectively improving the accuracy of the operation, and realizing convenient and multiple ways of using virtual equipment on the basis of reducing controls.

[0153] In a feasible embodiment, the virtual character is also equipped with a second virtual equipment; the second equipment control and the attack control corresponding to the second virtual equipment are displayed in the graphical user interface, and the processor is also used to: when the virtual character does not hold the second virtual equipment, in response to a first trigger operation on the second equipment control, control the virtual character to hold the second virtual equipment; in response to a trigger operation on the attack control, control the virtual character to use the second virtual equipment.

[0154] In a feasible implementation, when the processor controls the virtual character to use the first virtual equipment in response to a first trigger operation for the first equipment control when the virtual character does not hold the first virtual equipment corresponding to the first equipment control, the processor is specifically used to: control the virtual character to use the first virtual equipment in response to a first trigger operation for the first equipment control when the virtual character holds the second virtual equipment.

[0155] In a feasible embodiment, the graphical user interface also displays attack controls; when the virtual character holds a second virtual equipment, after controlling the virtual character to use the first virtual equipment in response to a first trigger operation for the first equipment control, the processor is also used to: control the virtual character to use the second virtual equipment in response to a trigger operation for the attack control.

[0156] In a feasible embodiment, the graphical user interface also displays attack controls; and the processor is further used to: when the virtual character holds the first virtual equipment, in response to a trigger operation on the attack controls, control the virtual character to use the first virtual equipment.

[0157] In a feasible implementation manner, the processor is further configured to: in response to the virtual character holding the first virtual equipment, highlight the first equipment control.

[0158] In a feasible implementation manner, the processor is further configured to: in a case where the virtual character holds the first virtual equipment, in response to a third trigger operation on the first equipment control, control the virtual character to switch to not holding the first virtual equipment.

[0159] In a feasible embodiment, the graphical user interface also includes a second equipment control corresponding to the second virtual equipment, and the processor is further used to: when the virtual character holds the first virtual equipment, respond to a fourth trigger operation on the second equipment control, and control the virtual character to switch from holding the first virtual equipment to holding the second virtual equipment.

[0160] In a feasible implementation manner, the first trigger operation is a click operation, and the second trigger operation is a long press operation.

[0161] In a feasible embodiment, the processor is also used to: in response to a second trigger operation on the first equipment control, display progress prompt information on the graphical user interface, wherein the progress prompt information is used to prompt the progress of the virtual character entering a state of holding the first virtual equipment.

[0162] In a feasible implementation, when the processor executes a second trigger operation for the first equipment control and displays progress prompt information on the graphical user interface, the processor is specifically used to: in response to a start event of the second trigger operation for the first equipment control, dynamically display the progress prompt information corresponding to the second trigger operation on the graphical user interface; in response to an end event of the second trigger operation, cancel the display of the progress prompt information.

[0163] In a feasible implementation manner, the progress prompt information includes at least one of the following: operation duration prompt information, operation number prompt information, and operation track prompt information.

[0164] In a feasible embodiment, controlling the virtual character to use the first virtual equipment includes: controlling the virtual character to apply the first virtual equipment to perform a first type of action; the processor is also used to: when the virtual character is equipped with the first virtual equipment and is not holding the first virtual equipment, in response to a fifth trigger operation for the first equipment control, control the virtual character to apply the first virtual equipment to perform a second type of action; wherein the first type of action and the second type of action are different.

[0165] In a feasible implementation manner, controlling the virtual character to use the first virtual equipment to perform the first type of action includes determining a target object according to a preset target selection rule; and controlling the virtual character to use the first virtual equipment to perform the first type of action toward the target object.

[0166] In a feasible embodiment, determining the target object according to a preset target selection rule includes at least one of the following: determining the target object according to whether other virtual objects are displayed in the graphical user interface; determining the target object according to the direction of other virtual objects relative to the virtual character; determining the target object according to the distance between other virtual objects and the virtual character.

[0167] In a feasible implementation manner, controlling the virtual character to hold the first virtual equipment includes: if the virtual character holds a second virtual equipment, controlling the virtual character to switch from holding the second virtual equipment to holding the first virtual equipment, or controlling the virtual character to hold the first virtual equipment and the second virtual equipment at the same time; if the virtual character does not hold any virtual equipment, setting the virtual character to hold the first virtual equipment.

[0168] In a feasible implementation scheme, the first equipment control is located in the first area of ​​the graphical user interface, and the second equipment control is located in the second area of ​​the graphical user interface; the first virtual equipment is a virtual weapon or virtual prop for far-field combat; and the second virtual equipment is a virtual weapon for near-field combat.

[0169] Unless otherwise specifically stated, the relative steps, numerical expressions and numerical values ​​of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.

[0170] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that can be executed by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0171] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0172] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.

Claims

1. A method for controlling a virtual character in a game, characterized in that: Displaying, via a graphical user interface, a first equipment control, the method comprising: In a case where the virtual character does not hold the first virtual equipment corresponding to the first equipment control, in response to a first trigger operation on the first equipment control, controlling the virtual character to use the first virtual equipment; wherein the first virtual equipment is a virtual equipment equipped by the virtual character; In a case where the virtual character does not hold the first virtual equipment, in response to a second trigger operation on the first equipment control, the virtual character is controlled to hold the first virtual equipment.

2. The method according to claim 1, characterized in that The virtual character is also equipped with a second virtual equipment; the second equipment control and the attack control corresponding to the second virtual equipment are displayed in the graphical user interface, and the method further includes: When the virtual character does not hold the second virtual equipment, in response to a first trigger operation on the second equipment control, controlling the virtual character to hold the second virtual equipment; When the virtual character holds the second virtual equipment, in response to a trigger operation on the attack control, the virtual character is controlled to use the second virtual equipment.

3. The method according to claim 1, characterized in that: When the virtual character does not hold the first virtual equipment corresponding to the first equipment control, in response to a first trigger operation on the first equipment control, controlling the virtual character to use the first virtual equipment includes: In a case where the virtual character holds the second virtual equipment, in response to a first trigger operation on the first equipment control, the virtual character is controlled to use the first virtual equipment.

4. The method according to claim 3, characterized in that The graphical user interface also displays attack controls; After controlling the virtual character to use the first virtual equipment in response to a first trigger operation on the first equipment control when the virtual character holds the second virtual equipment, the method further includes: In response to a trigger operation on the attack control, the virtual character is controlled to use the second virtual equipment.

5. The method according to claim 1, characterized in that The graphical user interface also displays an attack control; the method further comprising: In a case where the virtual character holds the first virtual equipment, in response to a trigger operation on the attack control, the virtual character is controlled to use the first virtual equipment.

6. The method according to claim 1, characterized in that The method further comprises: In response to the virtual character holding the first virtual equipment, the first equipment control is highlighted.

7. The method according to claim 1, characterized in that The method further comprises: In the case where the virtual character holds the first virtual equipment, in response to a third trigger operation on the first equipment control, the virtual character is controlled to switch to not holding the first virtual equipment.

8. The method according to claim 1, characterized in that The graphical user interface also includes a second equipment control corresponding to the second virtual equipment, and the method further includes: In the case where the virtual character holds the first virtual equipment, in response to a fourth trigger operation on the second equipment control, the virtual character is controlled to switch from holding the first virtual equipment to holding the second virtual equipment.

9. The method according to claim 1, characterized in that: The first trigger operation is a click operation, and the second trigger operation is a long press operation.

10. The method according to claim 1, characterized in that The method further comprises: In response to a second trigger operation on the first equipment control, progress prompt information is displayed on the graphical user interface, where the progress prompt information is used to prompt the progress of the virtual character entering a state of holding the first virtual equipment.

11. The method according to claim 10, characterized in that In response to the second triggering operation on the first equipment control, displaying progress prompt information on the graphical user interface includes: In response to a start event of a second trigger operation on the first equipment control, dynamically displaying progress prompt information corresponding to the second trigger operation on the graphical user interface; In response to an end event of the second trigger operation, the progress prompt information is canceled from being displayed.

12. The method according to claim 11, characterized in that The progress prompt information includes at least one of the following: Operation duration prompt information, operation number prompt information, and operation track prompt information.

13. The method according to claim 1, characterized in that The controlling the virtual character to use the first virtual equipment includes: controlling the virtual character to use the first virtual equipment to perform a first type of action; The method further comprises: When the virtual character is not holding the first virtual equipment, in response to a fifth trigger operation on the first equipment control, the virtual character is controlled to apply the first virtual equipment to perform a second type of action; wherein the first type of action is different from the second type of action.

14. The method according to claim 13, characterized in that Controlling the virtual character to use the first virtual equipment to perform a first type of action includes: Determine the target object according to the preset target selection rules; The virtual character is controlled to use the first virtual equipment to perform a first type of action on the target object.

15. The method according to claim 14, characterized in that Determining the target object according to the preset target selection rule includes at least one of the following: Determine the target object according to whether other virtual objects are displayed in the graphical user interface; Determine the target object according to the directions of other virtual objects relative to the virtual character; The target object is determined according to the distance between other virtual objects and the virtual character.

16. The method according to claim 1, characterized in that The controlling the virtual character to hold the first virtual equipment includes: If the virtual character holds a second virtual equipment, controlling the virtual character to switch from holding the second virtual equipment to holding the first virtual equipment, or controlling the virtual character to hold both the first virtual equipment and the second virtual equipment at the same time; If the virtual character does not hold any virtual equipment, the virtual character is set to hold the first virtual equipment.

17. The method according to claim 2, characterized in that The first equipment control is located in the first area of ​​the graphical user interface, and the second equipment control is located in the second area of ​​the graphical user interface; the first virtual equipment is a virtual weapon or virtual prop for far-field combat; the second virtual equipment is a virtual weapon for near-field combat.

18. A control device for a virtual character in a game, characterized in that: Displaying a first equipment control via a graphical user interface, the apparatus comprises: A first control module is configured to control the virtual character to use the first virtual equipment in response to a first trigger operation on the first equipment control when the virtual character does not hold the first virtual equipment corresponding to the first equipment control; wherein the first virtual equipment is a virtual equipment equipped by the virtual character; The second control module is used to control the virtual character to hold the first virtual equipment in response to a second trigger operation on the first equipment control when the virtual character does not hold the first virtual equipment.

19. An electronic device, characterized in that: The invention comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the method according to any one of claims 1 to 17.

20. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 17.