Material picking method and device, electronic equipment and computer readable storage medium

By automatically detecting and picking up resources within the virtual character's field of vision in the game, the problem of low efficiency in manual picking up resources by players is solved, resulting in more efficient resource acquisition and a more realistic gaming experience.

CN120022602BActive Publication Date: 2026-07-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2025-04-07
Publication Date
2026-07-21

AI Technical Summary

Technical Problem

In the game, players are inefficient at picking up virtual resources, which requires manual operation, leading to resource waste and a decline in the gaming experience.

Method used

The game screen is displayed through a graphical user interface, responding to the player's orientation and movement, automatically detecting and picking up collectibles within the virtual character's field of vision, thus achieving automatic pickup.

Benefits of technology

It improves the efficiency of virtual resource collection, saves computing resources for manual player operations, enhances the realism and immersion of the game, and improves the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application discloses a kind of material pickup method, device, electronic equipment and computer readable storage medium, the game picture of the present application embodiment is displayed by graphical user interface, the game picture includes at least part game scene, the game scene includes controlled virtual character, in response to the orientation adjustment operation and / or movement control operation of the controlled virtual character, determine the current field of view range of the controlled virtual character in the game field of view range corresponding to the game picture, and judge whether there is the first virtual material that can be picked up in the current field of view range;In the case where the first virtual material that can be picked up exists in the current field of view range of the controlled virtual character, the first virtual material within the preset range from the controlled virtual character is executed automatically picking operation.The present application embodiment can improve the pickup efficiency of virtual material.
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Description

Technical Field

[0001] This application relates to the field of game technology, specifically to a method, apparatus, electronic device, and computer-readable storage medium for picking up resources. Background Technology

[0002] With the development of the internet, gaming has become a common form of entertainment. In games, players can use virtual resources to complete game tasks, which can be obtained by picking them up or purchasing them.

[0003] If virtual resources are obtained through pickup, players need to pick them up manually when they encounter them, resulting in low pickup efficiency. Summary of the Invention

[0004] This application provides a material picking method, apparatus, electronic device, and computer-readable storage medium that can improve the efficiency of material picking.

[0005] In a first aspect, embodiments of this application provide a method for picking up resources, which displays a game screen through a graphical user interface. The game screen includes at least a portion of a game scene, and the game scene includes a controlled virtual character. The method includes:

[0006] In response to the orientation adjustment operation and / or movement control operation of the controlled virtual character, determine the current field of view of the controlled virtual character in the game field of view corresponding to the game screen, and determine whether there is a first virtual resource that can be picked up within the current field of view.

[0007] If there is a first virtual item that can be picked up within the current field of view of the aforementioned controlled virtual character, an automatic pickup operation is performed on the first virtual item that is within a preset range of the aforementioned controlled virtual character.

[0008] Secondly, embodiments of this application also provide a resource pickup device that displays a game screen via a graphical user interface. The game screen includes at least a portion of a game scene, and the game scene includes a controlled virtual character. The device includes:

[0009] The determination module is used to respond to the orientation adjustment operation and / or movement control operation of the controlled virtual character, determine the current field of view of the controlled virtual character in the game field of view corresponding to the game screen, and determine whether there is a first virtual material that can be picked up within the current field of view.

[0010] The pickup module is used to automatically pick up the first virtual material within a preset range of the controlled virtual character when there is a first virtual material that can be picked up within the current field of view of the controlled virtual character.

[0011] Thirdly, embodiments of this application also provide an electronic device, including a memory storing multiple instructions; the processor loads instructions from the memory to execute any of the material picking methods provided in embodiments of this application.

[0012] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute any of the material picking methods provided in embodiments of this application.

[0013] In this embodiment, a game screen is displayed through a graphical user interface. The game screen includes at least a portion of the game scene, which includes a controlled virtual character. In response to the orientation adjustment operation and / or movement control operation of the controlled virtual character, the current field of view of the controlled virtual character within the game field of view corresponding to the game screen is determined, and it is determined whether there is a first virtual item that can be picked up within the current field of view. If there is a first virtual item that can be picked up within the current field of view of the controlled virtual character, an automatic picking-up operation is performed on the first virtual item that is within a preset range of the controlled virtual character. This achieves automatic picking up of virtual items without requiring manual picking up by the player, saving computer resources consumed by responding to manual picking up by the player and improving the efficiency of picking up virtual items. Attached Figure Description

[0014] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0015] Figure 1 This is a schematic flowchart of one embodiment of the material picking method provided in this application;

[0016] Figure 2 This is a schematic diagram of the game's field of view provided in the embodiments of this application;

[0017] Figure 3 This is another schematic diagram of the game field of view provided in the embodiments of this application;

[0018] Figure 4 This is a schematic diagram of the current field of view and the game field of view provided in the embodiments of this application;

[0019] Figure 5 This is a schematic diagram of the projection of the second view frustum range provided in the embodiments of this application into the game scene;

[0020] Figure 6 This is a schematic diagram of the first target prompting identifier provided in the embodiments of this application;

[0021] Figure 7 This is a schematic diagram of the picking progress provided in the embodiments of this application;

[0022] Figure 8 This is another schematic diagram of the picking progress provided in the embodiments of this application;

[0023] Figure 9 This is a schematic diagram of the material picking up marker provided in the embodiments of this application;

[0024] Figure 10 These are schematic diagrams of the various sub-regions provided in the embodiments of this application;

[0025] Figure 11 This is another schematic diagram of the various sub-regions provided in the embodiments of this application;

[0026] Figure 12 This is another schematic diagram of the various sub-regions provided in the embodiments of this application;

[0027] Figure 13 This is a schematic diagram of the material picking device provided in the embodiments of this application;

[0028] Figure 14 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation

[0029] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0030] Before providing a detailed explanation of the embodiments of this application, some terms involved in the embodiments of this application will be explained.

[0031] In the description of the embodiments of this application, the terms "first," "second," etc., may be used herein to describe various concepts, but unless specifically stated otherwise, these concepts are not limited by these terms. These terms are used only to distinguish one concept from another. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or devices.

[0032] This application provides a material picking method, apparatus, electronic device, and computer-readable storage medium. Specifically, the material picking method of this application can be executed by an electronic device, which can be a terminal or server, etc.

[0033] The terminal can be a smartphone, tablet, laptop, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. The terminal can also include a client, which can be a game application client, a browser client with a game program, or an instant messaging client, etc.

[0034] A server can be a standalone physical server, a server cluster or distributed system consisting of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.

[0035] The following is a detailed description in conjunction with the accompanying drawings. It should be noted that the order of description of the following embodiments is not intended to limit the preferred order of the embodiments. Although a logical order is shown in the flowcharts, in some cases, the steps shown or described may be performed in a different order than that shown in the drawings.

[0036] In this embodiment, a terminal is used as an example for explanation. This embodiment provides a resource pickup method, which displays a game screen through a graphical user interface. The game screen includes at least a portion of the game scene, and the game scene includes a controlled virtual character. The resource pickup method is as follows: Figure 1 As shown, the specific process for this material picking method can be as follows:

[0037] 101. In response to the orientation adjustment operation and / or movement control operation of the controlled virtual character, determine the current field of view of the controlled virtual character in the game field of view corresponding to the game screen, and determine whether there is a first virtual resource that can be picked up within the current field of view.

[0038] The graphical user interface (GUI) refers to the interface through which a user interacts with a terminal. In this embodiment, the graphical user interface can be used for players to interact with the terminal in order to implement game logic.

[0039] Optionally, the graphical user interface may also display game controls (such as skill controls, movement controls, function controls, etc.), indicator signs (such as direction indicator signs, character indicator signs, etc.), information display area (such as number of kills, match time, etc.), or game settings controls (such as system settings, shop, gold coins, etc.).

[0040] The game screen refers to the display of the game scene when the application runs on the terminal. The game screen can show the entire game scene or only a portion of it.

[0041] A game scene refers to the virtual world in which a player exists within a game. Optionally, the game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be either a two-dimensional or three-dimensional virtual scene.

[0042] A virtual character refers to a controllable dynamic object in a game scene. Optionally, this dynamic object can be a virtual human, virtual animal, anime character, etc. This virtual character is a character controlled by the player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene. Optionally, this virtual character is a virtual figure competing in the game scene. Optionally, the number of virtual characters in the game scene battle is preset, or dynamically determined according to the number of clients joining the battle; this application embodiment does not limit this.

[0043] In one possible implementation, users can control virtual characters to move within the game environment, such as running, jumping, and crawling. They can also control virtual characters to use skills and virtual items provided by the application to fight other virtual characters. Virtual items refer to virtual objects that virtual characters can use in the virtual environment to enhance their own attributes, assist in combat, or inflict damage on other virtual characters. These include, but are not limited to, shields, springboards, golems, extended magazines, scopes, and flash hiders.

[0044] A controlled virtual character refers to a virtual character controlled by this terminal. The orientation adjustment operation of a controlled virtual character refers to the operation of adjusting the orientation of the controlled virtual character. The type of operation can be set according to the actual situation; the orientation adjustment operation can be a sliding operation or a clicking operation, which is not limited in this embodiment.

[0045] The movement control operation of the controlled virtual character refers to the operation of changing the position of the controlled virtual character, which can control the controlled virtual character to sprint, jump, crawl, fly, etc. The type of movement control operation can be set according to the actual situation. For example, the movement control operation can be a swipe operation or a long press operation. This embodiment does not limit it.

[0046] Understandably, in response to the orientation adjustment operation of the controlled virtual character, the orientation of the controlled virtual character can be adjusted to update the game scene presented on the game screen, and in response to the movement operation of the controlled virtual character, the position of the controlled virtual character can be adjusted to update the game scene presented on the game screen.

[0047] The controlled virtual character has a corresponding virtual camera for displaying the game screen. The game field of view refers to the spatial range that the virtual camera can capture, indicating the extent of the game world that the player can see through the virtual camera. In response to the controlled virtual character's orientation adjustment and / or movement control operations, the target orientation and / or target position of the controlled virtual character are determined. Based on the target orientation and / or target position, the virtual camera is adjusted to determine the game field of view through the adjusted virtual camera. The game scene in the game screen is updated based on the target orientation and / or target position and the game field of view. In the updated game scene, the controlled virtual character's orientation is the target orientation, and the controlled virtual character's position is the target position.

[0048] The current field of view refers to a specific area within the game's field of view. Its outline can be the same as or different from the outline of the game's field of view. For example, if the game's field of view is a frustum with a field of view angle of 60°, the current field of view can also be a frustum, but with a field of view angle of 30°. Or, if the game's field of view is a frustum with a field of view angle of 80°, the current field of view can be a three-dimensional sector with a field of view angle of 50°. This embodiment does not impose any limitations on this.

[0049] Virtual resources refer to virtual items in the game world, which can be used to enhance the attributes of a controlled virtual character, assist in combat, or inflict damage on other virtual characters. The types of virtual resources can be set according to the actual situation. For example, virtual resources can be at least one of virtual equipment, virtual food, and virtual books. Virtual equipment can be at least one of virtual weapons, virtual decorations, virtual props, and virtual vehicles; this embodiment does not limit this. The virtual resource within the current field of view is the first collectable virtual resource. The first virtual resource can be at least one of the following types of virtual resources.

[0050] After determining the current field of view, the terminal detects the virtual resources within the current field of view to determine whether there is a first virtual resource that can be picked up.

[0051] In this embodiment, in response to the orientation adjustment operation and / or movement control operation of the controlled virtual character, the current field of view of the controlled virtual character in the game field of view corresponding to the game screen is determined, and it is determined whether there is a first virtual item that can be picked up within the current field of view, so that the first virtual item that can be picked up is a virtual item within the current field of view, rather than a virtual item outside the current field of view in the game field of view, thereby ensuring that the virtual items picked up automatically afterward are virtual items within the current field of view, enhancing the realism and immersion of the game.

[0052] In some embodiments, in response to an orientation adjustment operation and / or movement control operation of the controlled virtual character, determining the current field of view of the controlled virtual character within the game's corresponding field of view includes:

[0053] In response to orientation adjustment and / or movement control operations of the controlled virtual character, adjust the virtual camera corresponding to the controlled virtual character;

[0054] Based on the adjusted virtual camera, determine the game's field of view corresponding to the game screen;

[0055] Determine the current field of view of the controlled virtual character within the game's field of view.

[0056] When the virtual camera corresponding to the controlled virtual character is adjusted, the game's field of view that displays the game screen is also updated. Therefore, the game's field of view corresponding to the game screen is determined based on the adjusted virtual camera.

[0057] It is understandable that the method for determining the game's field of view based on the adjusted virtual camera can be set according to the actual situation, and this embodiment does not limit it here.

[0058] For example, when the game's field of view is within the range of the viewing cone, the process of determining the game's field of view corresponding to the game screen based on the adjusted virtual camera can be as follows: obtain a first preset field of view angle, a first preset distance, and a second preset distance (the first preset field of view angle, the first preset distance, and the second preset distance are all preset parameters); calculate a first plane based on the adjusted virtual camera, the first preset field of view angle, and the first preset distance, where the first plane is the near plane of the virtual camera; calculate a second plane based on the adjusted virtual camera, the first preset field of view angle, and the second preset distance, where the second plane is the far plane of the virtual camera; the range formed by the first plane and the second plane is the game's field of view; the game scene located within the first plane and the second plane is the game scene that the player can see, which is the game scene presented in the game screen; the game scene located within the first plane and the virtual camera, as well as the game scene located outside the second plane, are all invisible game scenes.

[0059] For example, the adjusted virtual camera and controlled virtual character can be like... Figure 2 As shown, the first plane, the second plane, and the game's field of view calculated based on the adjusted virtual camera can be as follows: Figure 2 As shown.

[0060] In this implementation, the game's field of view can be determined based on the first preset viewing angle, the first preset distance, the second preset distance, and the adjusted virtual camera. This not only restricts the presentation of game scenes to only those within the game's field of view, thus optimizing rendering performance, but also allows users to set the first preset viewing angle, the first preset distance, and the second preset distance according to their actual needs. This makes the presented game scene more in line with the user's requirements and enhances the user's gaming experience.

[0061] For example, when the game's field of view is the range of the view frustum, the process of determining the game's field of view corresponding to the game screen based on the adjusted virtual camera can also be as follows: obtain the first preset field of view angle and the target distance (the target distance can be a pre-set distance), calculate the target plane based on the adjusted virtual camera, the first preset field of view angle and the target distance, and the range formed by the adjusted virtual camera and the target plane is the game's field of view. The game scene located within the adjusted virtual camera and the target plane is the game scene that the player can see, that is, the game scene presented in the game screen, and the game scene located outside the target plane is the invisible game scene.

[0062] For example, the adjusted virtual camera and controlled virtual character can be like... Figure 3 As shown, the target plane and game field of view calculated based on the adjusted virtual camera can be as follows: Figure 3 As shown.

[0063] In this implementation, the game's field of view can be determined based on the adjusted virtual camera, the first preset field of view angle, and the target distance. This not only restricts the presentation of game scenes to only those within the game's field of view, thus optimizing rendering performance, but also allows users to set the first preset field of view angle and target distance according to their actual needs, making the presented game scene more in line with the user's requirements and improving the user's gaming experience.

[0064] Understandably, since the first preset field of view angle is used to indicate the opening angle of the field of view range, for example, the first preset field of view angle is 60°, the first preset field of view angle is used to calculate the size of the first plane, the size of the second plane, or the size of the target plane. Therefore, in the process of determining the game field of view range based on the adjusted virtual camera and the first preset field of view angle, if the first plane is calculated based on the first position of the adjusted virtual camera, the first preset field of view angle, and the first preset distance, the position and size of the first plane can be obtained, but the orientation of the first plane cannot be determined. Similarly, the orientation of the second plane or the orientation of the target plane cannot be determined.

[0065] In one possible implementation, since there is a crosshair in the game scene, and the crosshair is located at the center of the graphical user interface, that is, the crosshair is located at the center of the player's visual center, the scene objects at the location of the crosshair are located at the center of the game's field of view. Therefore, the orientation of the first plane, the second plane, or the target plane can be determined based on the position of the crosshair. In other words, the game's field of view can be determined based on the first position of the adjusted virtual camera, the first preset field of view angle, and the position of the crosshair.

[0066] Optionally, the game field of view can be determined based on a first preset field of view angle, starting from the first position of the adjusted virtual camera and using the line connecting the adjusted virtual camera and the crosshair as the center line of the game's field of view.

[0067] Specifically, taking the first position of the adjusted virtual camera as the starting point, the line connecting the adjusted virtual camera and the crosshair as the center line of the game's field of view, the first target field of view angle is determined based on the first preset field of view angle, and the game's field of view range is determined based on the first target field of view angle.

[0068] Here, the first target field of view angle is a specific azimuth angle, for example, the first preset field of view angle is 60°, and the first target field of view angle can be in the direction of 30° to 90°. After obtaining the first target field of view angle, a first plane can be calculated based on the first target field of view angle and a first preset distance, a second plane can be calculated based on the first target field of view angle and a second preset distance, and a target plane can be calculated based on the first target field of view angle and the target distance.

[0069] For example, such as Figure 2 As shown, since the first preset distance and half of the first target field of view angle are known parameters, the first plane can be calculated based on the first preset distance and half of the first target field of view angle using the fundamental theorem of triangles.

[0070] In this implementation, the game field of view is determined based on the first position of the adjusted virtual camera, the first preset field of view angle, and the position of the crosshair, so that the determined game field of view is the field of view centered on the crosshair, thereby improving the accuracy of the determined game field of view.

[0071] In another possible implementation, the orientation of the first plane, the orientation of the second plane, or the orientation of the target plane can be calculated based on the first orientation of the adjusted virtual camera. That is, the game field of view is determined based on the first position, the first orientation, and the first preset field of view angle of the adjusted virtual camera. For example, the first plane is determined based on the first position, the first orientation, the first preset field of view angle, and the first preset distance, the second plane is determined based on the first position, the first orientation, the first preset field of view angle, and the second preset distance, and the game field of view is determined based on the first plane and the second plane.

[0072] The first position and the first preset distance are used to determine the position of the first plane, the first preset field of view angle is used to determine the size of the first plane, and the first orientation is used to determine the orientation of the first plane. The first orientation can be determined based on the current orientation of the controlled virtual character; for example, the first orientation of the adjusted virtual camera is the orientation of the controlled virtual character.

[0073] In this implementation, the game field of view is determined based on the first position, first orientation, and first preset field of view angle of the adjusted virtual camera, thereby improving the speed of determining the game field of view.

[0074] After obtaining the game's field of view, the terminal determines the current field of view of the controlled virtual character within that field of view. Optionally, the terminal can determine the current field of view of the controlled virtual character within the game's field of view based on the target field of view angle corresponding to the current field of view and the adjusted virtual camera. Alternatively, the terminal can determine the current field of view of the controlled virtual character within the game's field of view based on the game's field of view, a first preset field of view angle, and a target field of view angle. This embodiment does not impose any limitations on this.

[0075] In this embodiment, in response to the orientation adjustment operation and / or movement control operation of the controlled virtual character, the virtual camera corresponding to the controlled virtual character is adjusted. Based on the adjusted virtual camera, the game field of view corresponding to the game screen is determined, and the current field of view of the controlled virtual character in the game field of view is determined, so as to update the game field of view and the current field of view in real time according to the virtual camera, improve the accuracy of the game field of view and the current field of view, and thus ensure the accuracy of the presented game scene and the determined first virtual material that can be picked up.

[0076] In some embodiments, the orientation adjustment operation includes a sliding operation on the graphical user interface or a triggering operation on a virtual joystick on the graphical user interface, and / or, the movement control operation includes a triggering operation on a virtual joystick on the graphical user interface.

[0077] The type of trigger operation for the virtual joystick can be set according to the actual situation. For example, the trigger operation for the virtual joystick can be a sliding operation or a long press operation. This embodiment does not limit this.

[0078] In this embodiment, the orientation adjustment operation includes a sliding operation on the graphical user interface or a triggering operation on the virtual joystick on the graphical user interface. The orientation of the controlled virtual character can be adjusted by sliding or triggering, improving the convenience of orientation adjustment. The movement control operation includes a triggering operation on the virtual joystick on the graphical user interface, which provides an intuitive way to control the movement of the controlled virtual character, so that players can directly control the movement of the controlled virtual character through the virtual joystick, improving the convenience of controlling the movement of the controlled virtual character.

[0079] In some embodiments, determining the current field of view of the controlled virtual character within the game's field of view includes:

[0080] Obtain the target field of view angle corresponding to the current field of view;

[0081] Based on the target field of view angle, determine the current field of view range of the controlled virtual character within the game's field of view.

[0082] The target field of view angle is used to indicate the mouth opening angle within the current field of view. It can be a preset angle or an angle that is adjusted in real time; this embodiment does not impose any limitations on this. The target field of view angle is smaller than the first preset field of view angle.

[0083] After obtaining the target field of view angle corresponding to the current field of view, the terminal can determine the current field of view of the controlled virtual character in the game's field of view based on the target field of view angle and the adjusted virtual camera. Alternatively, it can determine the current field of view of the controlled virtual character in the game's field of view based on the target field of view angle, the game's field of view, and the first preset field of view angle.

[0084] The process of determining the current field of view of the controlled virtual character within the game's field of view based on the target field of view angle and the adjusted virtual camera can refer to the process of determining the game's field of view based on the first preset field of view angle and the adjusted virtual camera, and will not be repeated here in this embodiment.

[0085] Since the graphic indicating the game's field of view and the graphic indicating the current field of view can be similar, when determining the current field of view of the controlled virtual character within the game's field of view based on the target field of view angle, the game's field of view, and the first preset field of view angle, the principle of similar triangles can be used to determine the current field of view of the controlled virtual character within the game's field of view.

[0086] In this embodiment, the target field of view angle corresponding to the current field of view is obtained. Based on the target field of view angle, the current field of view of the controlled virtual character in the game's field of view is determined. This realizes the determination of the current field of view based on the target field of view angle, simplifies the steps of determining the current field of view, and improves the convenience of determining the current field of view.

[0087] In some embodiments, when the target field of view is an angle that is adjusted in real time, obtaining the target field of view angle corresponding to the current field of view includes:

[0088] When a controlled virtual character is detected to be equipped with target virtual equipment, the preset field of view angle is increased to obtain the target field of view angle corresponding to the current field of view range.

[0089] In this embodiment, the controlled virtual character is equipped with the target virtual equipment, which can be understood as the controlled virtual character wearing the target virtual equipment, or as the controlled virtual character holding the target virtual equipment. This embodiment does not limit this.

[0090] The type of target virtual equipment can be set according to the actual situation. For example, the target virtual equipment can be virtual decorations or virtual props. Virtual decorations can be virtual rings or virtual clothing, and virtual props can be virtual magnifying glasses or virtual staffs. This embodiment does not limit this.

[0091] In this embodiment, when a controlled virtual character is detected to be equipped with a target virtual device, the preset field of view angle is increased to obtain the target field of view angle corresponding to the current field of view. If no controlled virtual character is detected to be equipped with a target virtual device, the preset field of view angle is determined as the target field of view angle. This allows the target field of view angle to be dynamically adjusted through the target virtual device, thereby dynamically adjusting the current field of view, enriching the gameplay, and further enhancing the gaming experience.

[0092] In some embodiments, obtaining the target field of view angle corresponding to the current field of view includes:

[0093] Based on the environmental information of the controlled virtual character's environment, the preset field of view angle is adjusted to obtain the target field of view angle corresponding to the current field of view range.

[0094] Among them, the environmental information of the environment in which the controlled virtual character is located can be used to indicate the visibility of the environment in which the controlled virtual character is located. Its type can be set according to the actual situation. For example, the environmental information can be the weather information, time information and / or lighting information of the environment in which the controlled virtual character is located. This embodiment does not limit this.

[0095] Optionally, the higher the visibility of the environmental information indicators of the controlled virtual character's environment, the larger the target's field of view; conversely, the lower the visibility of the environmental information indicators of the controlled virtual character's environment, the smaller the target's field of view.

[0096] For example, when the environmental information is weather information, if the weather is sunny, the visibility of the environmental information indicator is high. In this case, the preset field of view angle is increased to obtain the target field of view angle. If the weather is foggy, the visibility of the environmental information indicator is low. In this case, the preset field of view angle is decreased to obtain the target field of view angle.

[0097] For example, when the environmental information is illumination information, the stronger the illumination information, the higher the visibility of the environmental information indicator. In this case, the preset viewing angle is increased to obtain the target viewing angle. The weaker the illumination information, the lower the visibility of the environmental information indicator. In this case, the preset viewing angle is decreased to obtain the target viewing angle.

[0098] For example, when the environmental information is time information, if the time information indicates daytime, the visibility of the environmental information is high. In this case, the preset field of view angle is increased to obtain the target field of view angle. If the time information indicates nighttime, the visibility of the environmental information is low. In this case, the preset field of view angle is decreased to obtain the target field of view angle.

[0099] In this embodiment, based on the environmental information of the controlled virtual character's environment, the preset field of view angle is adjusted to obtain the target field of view angle corresponding to the current field of view range. This makes the target field of view angle change with the changes in the environment of the controlled virtual character, thereby making the change in the target field of view angle more in line with real-world logic, further enhancing the immersion of the game, and thus improving the game experience.

[0100] In some embodiments, the game's field of view includes the first frustum range of the adjusted virtual camera, and the current field of view includes the second frustum range of the adjusted virtual camera, wherein the field of view angle corresponding to the second frustum range is smaller than the field of view angle of the first frustum range.

[0101] The field of view angle corresponding to the second field of view is the target field of view angle mentioned above, and the field of view angle of the first field of view is the first preset field of view angle mentioned above.

[0102] The game's field of view includes the range of the first view frustum, indicating that the game's field of view is represented by the first view frustum. The current field of view includes the range of the second view frustum, indicating that the current field of view is represented by the second view frustum. The first view frustum is larger than the second view frustum.

[0103] The adjusted first or second view frustum range of the virtual camera refers to the view frustum range with the adjusted virtual camera as its vertex. For example, the first and second view frustum ranges can be as follows: Figure 4 As shown.

[0104] In this embodiment, the game's field of view includes the first frustum range of the adjusted virtual camera, and the current field of view includes the second frustum range of the adjusted virtual camera. The field of view angle corresponding to the second frustum range is smaller than that of the first frustum range. This allows the game's field of view and the current field of view to be represented by a frustum, making them similar. This simulates human vision, making them more consistent with real-world logic and creating a more realistic visual experience, further enhancing the gaming experience.

[0105] In some embodiments, the projection of the first view frustum extent onto the game scene is a circle or an ellipse, and / or, the projection of the second view frustum extent onto the game scene is a circle or an ellipse.

[0106] For example, when the projection of the second view frustum onto the game scene is a circle, the projection of the second view frustum onto the game scene can be as follows: Figure 5 As shown.

[0107] In this embodiment, the projection of the first view frustum in the game scene is a circle or an ellipse, and / or the projection of the second view frustum in the game scene is a circle or an ellipse, so that the game field of view and / or the current field of view more naturally simulates the human field of view, helps players focus their attention on the scene elements in the center of the screen, reduces the interference at the edge of the player's field of view, and further enhances the game experience.

[0108] It is understandable that the game screen can be presented from a first-person perspective or a third-person perspective. When the game screen switches between the first-person and third-person perspectives, the current field of view is the same before and after the switch. For example, when the game screen is presented from a first-person perspective, the current field of view is A. In response to the perspective switching operation, when the game screen is presented from a third-person perspective, the current field of view is also A.

[0109] 102. If there is a first virtual item that can be picked up within the current field of view of the controlled virtual character, perform an automatic pickup operation on the first virtual item within a preset range of the controlled virtual character.

[0110] The first virtual resource within the preset range of the controlled virtual character can be referred to as the second virtual resource. The preset range can be a pre-set parameter, which can be set according to the actual situation. The first virtual resource within the preset range of the controlled virtual character is the virtual resource to be automatically picked up, that is, the first virtual resource within the preset range of the controlled virtual character is a virtual resource that can be picked up and is waiting to be picked up, while the first virtual resource outside the preset range of the controlled virtual character is a virtual resource that can be picked up but cannot be automatically picked up.

[0111] Once the terminal obtains the first collectible virtual item within its current field of view, it determines the distance between the first collectible virtual item and the controlled virtual character. It then automatically picks up the first virtual item within a preset distance, implementing an automatic virtual item pickup mechanism. This eliminates the need for players to manually pick up virtual items, improving pickup efficiency and allowing players to focus more on the current game situation, enhancing immersion. Furthermore, the automatically picked-up virtual items are always the first virtual item within a preset distance of the controlled virtual character, making the automatically picked-up items more consistent with real-world logic and further improving the gaming experience.

[0112] In some embodiments, this embodiment further includes:

[0113] Update the display style of the first pickable virtual item to the target display style, and / or display the target prompt icon corresponding to the first pickable virtual item on the graphical user interface.

[0114] The display style is used to indicate the display effect of the first virtual item. When the virtual item is not the first pickable virtual item, its display style can be the initial display style, which is different from the target display style. The type of the target display style can be set according to the actual situation; for example, the target display style can be a glowing display or a color-darkened display.

[0115] A target indicator corresponding to the first pickable virtual item can be displayed near the first pickable virtual item. The type of target indicator can be set according to the actual situation; for example, the target indicator can be text or graphics, which is not limited in this embodiment.

[0116] In this embodiment, the display style of the first pickable virtual resource is updated to the target display style, and / or, a target prompt icon corresponding to the first pickable virtual resource is displayed on the graphical user interface to highlight the first pickable virtual resource, so that players can intuitively know the first pickable virtual resource and further improve the game experience.

[0117] In some embodiments, the target display style includes a first target display style, the target prompt identifier includes a first target prompt identifier, updating the display style of the first pickable virtual item to the target display style, and / or displaying the target prompt identifier corresponding to the first pickable virtual item on the graphical user interface, including:

[0118] Update the display style of the second virtual resource to the display style of the first target, and / or display the first target prompt icon corresponding to the second virtual resource on the graphical user interface. The second virtual resource is the first virtual resource that is within a preset range of the controlled virtual character among the first virtual resources that can be picked up.

[0119] For example, the first target indicator is a graphic and is a circle. The first target indicator and the second virtual resource can be like this: Figure 6 As shown.

[0120] In this embodiment, the display style of the second virtual resource is updated to the first target display style, and / or, a first target indicator corresponding to the second virtual resource is displayed on the graphical user interface. The second virtual resource is the first virtual resource that is within a preset range of the controlled virtual character among the first virtual resources that can be picked up, in order to highlight the second virtual resource and allow the player to more intuitively know about the automatically picked-up second virtual resource, further enhancing the gaming experience. Furthermore, displaying the first target indicator corresponding to the second virtual resource on the graphical user interface is relatively simpler to implement than updating the display of the second virtual resource to the first target display style. It only requires adding relevant indicators to the UI layer, without the need for custom shaders and processing pipelines, simplifying rendering complexity and reducing rendering overhead.

[0121] In some embodiments, the target display style includes a second target display style, the target prompt identifier includes a second target prompt identifier, updating the display style of the first pickable virtual item to the target display style, and / or displaying the target prompt identifier corresponding to the first pickable virtual item on the graphical user interface, including:

[0122] Update the display style of the third virtual resource to the display style of the second target, and / or display the second target prompt icon corresponding to the third virtual resource on the graphical user interface. The third virtual resource is the first virtual resource among the first virtual resources that can be picked up that is not within the preset range of the controlled virtual character.

[0123] The second target display style is different from the first target display style, and the second target prompt icon is different from the first target prompt icon.

[0124] In this embodiment, the display style of the third virtual resource is updated to the second target display style, and / or, the second target prompt icon corresponding to the third virtual resource is displayed on the graphical user interface. The third virtual resource is the first virtual resource that is not within the preset range of the controlled virtual character among the first virtual resources that can be picked up. This not only makes the third virtual resource stand out, but also makes the display effect of the third virtual resource different from that of the second virtual resource. This allows the player to intuitively distinguish between the third virtual resource and the second virtual resource, and further allows the player to control the orientation and / or movement of the controlled virtual character according to the degree of need for the third virtual resource, thereby enhancing the game experience.

[0125] In some embodiments, the target display style and / or target cue identifier are determined based on at least one of the material level of the first pickable virtual item, the type of the first pickable virtual item, and the target distance between the first pickable virtual item and the controlled virtual character.

[0126] Optionally, the first target display style and / or the first target prompt icon may be determined based on at least one of the following: the resource level of the second virtual resource, the type of the second virtual resource, and the target distance between the second virtual resource and the controlled virtual character. The second target display style and / or the second target prompt icon may be determined based on at least one of the following: the resource level of the third virtual resource, the type of the third virtual resource, and the target distance between the third virtual resource and the controlled virtual character.

[0127] For example, the first target is displayed with a yellow glow. The higher the level of the second virtual resource, the more obvious the yellow glow. The lower the level of the second virtual resource, the less obvious the yellow glow. The second target is displayed with a blue glow. The higher the level of the third virtual resource, the more obvious the blue glow. The lower the level of the second virtual resource, the less obvious the blue glow.

[0128] For example, the first target is displayed with a yellow glow, the second virtual resource is of type one with a very obvious yellow glow, the second virtual resource is of type two with a fairly obvious yellow glow, the second virtual resource is of type three with a very obvious yellow glow, the second target is displayed with a blue glow, the third virtual resource is of type one with a very obvious blue glow, the third virtual resource is of type two with a fairly obvious blue glow, and the third virtual resource is of type three with a very obvious blue glow.

[0129] For example, the first target is displayed with a yellow glow. The smaller the target distance between the second virtual resource and the controlled virtual character, the more obvious the yellow glow. The larger the target distance between the second virtual resource and the controlled virtual character, the less obvious the yellow glow. The second target is displayed with a blue glow. The smaller the target distance between the third virtual resource and the controlled virtual character, the more obvious the blue glow. The larger the target distance between the third virtual resource and the controlled virtual character, the less obvious the blue glow.

[0130] In this embodiment, the target display style and / or target prompt label are determined based on at least one of the following: the material level of the first pickable virtual material, the type of the first pickable virtual material, and the target distance between the first pickable virtual material and the controlled virtual character. This results in different display effects for different first pickable virtual materials, allowing players to intuitively understand different first pickable virtual materials and further enhance the gaming experience.

[0131] In some embodiments, performing an automatic pickup operation on a first virtual resource within a preset range of the controlled virtual character includes:

[0132] The system automatically picks up the first virtual resource within a preset range of the controlled virtual character and displays the picking progress.

[0133] When the pickup progress meets the preset progress conditions, the automatic pickup of the first virtual material within the preset range of the controlled virtual character is confirmed to be completed.

[0134] The preset progress conditions can be set according to actual conditions. For example, the pickup progress can be 0 when automatic pickup starts. Figure 7 As shown in Figure 701, the picking progress increases with the increase of picking time. When the picking progress reaches 100%, the picking progress meets the preset progress condition, such as... Figure 7 As shown in Figure 702, for example, when automatic pickup begins, the pickup progress can be 100%, such as... Figure 8 As shown in Figure 801, as the picking time increases, the picking progress decreases. When the picking progress is 0, the picking progress meets the preset progress condition, such as... Figure 8 As shown in Figure 802.

[0135] The automatic pickup of the first virtual resource within the preset range of the controlled virtual character is complete, indicating that the first virtual resource within the preset range of the controlled virtual character is a virtual resource owned by the controlled virtual character.

[0136] In this embodiment, automatic pickup of the first virtual resource within a preset range of the controlled virtual character is initiated, and the pickup progress is displayed. When the pickup progress meets the preset progress conditions, it is determined that the automatic pickup of the first virtual resource within the preset range of the controlled virtual character is completed. This ensures that automatic pickup takes a certain amount of time, rather than being completed instantly, thereby improving the pickup efficiency of virtual resources while ensuring game fairness.

[0137] In some embodiments, the update speed of the picking progress can be a preset parameter. The picking progress is updated according to the preset parameter. For example, if the preset parameter is Vm / s, the picking progress increases by V meters per second or decreases by V meters per second.

[0138] In some embodiments, displaying the pickup progress includes:

[0139] The pickup progress is updated based on the automatic pickup speed corresponding to the second virtual resource. The second virtual resource is the first virtual resource within a preset range of the controlled virtual character.

[0140] In this embodiment, the pickup progress is updated based on the automatic pickup speed corresponding to the second virtual resource. The second virtual resource is the first virtual resource within a preset range of the controlled virtual character. This allows the second virtual resource to have different automatic pickup speeds, resulting in different times for automatic pickup to be completed at different second virtual speeds, thus further balancing game fairness and virtual resource pickup efficiency.

[0141] In some embodiments, this embodiment further includes:

[0142] The automatic pickup speed is determined based on at least one of the following: the target distance between the controlled virtual character and the second virtual resource, the difficulty of picking up the second virtual resource, and the number of second virtual resources picked up.

[0143] When multiple second virtual resources exist, the target distance between the controlled virtual character and each second virtual resource can be the sum of the distances between the controlled virtual character and each second virtual resource, or it can be the average of the distances between the controlled virtual character and each second virtual resource. When multiple second virtual resources exist, the difficulty of picking up each second virtual resource can be the sum of the difficulty of picking up each second virtual resource, or it can be the average of the difficulty of picking up each second virtual resource.

[0144] In this embodiment, the automatic pickup speed is determined based on at least one of the target distance between the controlled virtual character and the second virtual resource, the difficulty of picking up the second virtual resource, and the number of second virtual resources picked up. This makes the automatic pickup speed of different second virtual resources more in line with real-world logic, enhances the realism of the game, and further balances the efficiency of virtual resource pickup and the fairness of the game.

[0145] It is understandable that if the target distance changes during the automatic pickup of the second virtual resource, the automatic pickup speed will also change accordingly, thus achieving dynamic changes in the automatic pickup speed during the pickup of the second virtual resource.

[0146] In some embodiments, the greater the target distance, the slower the automatic pickup speed; the greater the pickup difficulty, the slower the automatic pickup speed; and / or the more pickups, the slower the automatic pickup speed.

[0147] Specifically, the faster the automatic pickup speed, the shorter the automatic pickup time for the second virtual resource; conversely, the slower the automatic pickup speed, the longer the automatic pickup time. The longer the target distance, the shorter the automatic pickup time; the greater the pickup difficulty, the longer the automatic pickup time; the easier the pickup, the shorter the automatic pickup time; the more items picked up, the longer the automatic pickup time; and the fewer items picked up, the shorter the automatic pickup time. This design makes the pickup time for the second virtual resource more consistent with real-world logic, further balancing virtual resource pickup efficiency and game fairness.

[0148] In some embodiments, the difficulty of picking up the second virtual material is determined based on the regional information of the area where the second virtual material is located. The regional information includes at least one of the terrain information of the area where the second virtual material is located, the obstacle information of the area where the second virtual material is located, and the weather information of the area where the second virtual material is located.

[0149] The terrain information of the area where the second virtual material is located is used to indicate the terrain type of the area where the second virtual material is located. For example, the terrain type of the area where the second virtual material is located can be steep, low-lying, water body, flat land, and mountain, etc. This embodiment does not limit it.

[0150] When the terrain information of the second virtual resource includes steep, low-lying, water body, and mountain types, it is more difficult to pick up; when the terrain information of the second virtual resource includes flat land, it is easier to pick up.

[0151] The obstacle information in the area where the second virtual resource is located refers to information about virtual items that prevent the controlled virtual character from picking up the second virtual resource. This information can be set according to actual conditions. For example, the obstacle information in the area where the second virtual resource is located could be virtual rocks, virtual items covering the second virtual resource, virtual roadblocks between the second virtual resource and the controlled virtual character, etc. This embodiment does not limit this. The higher the degree of obstruction indicated by the obstacle information in the area where the second virtual resource is located, the greater the difficulty of picking it up; conversely, the lower the degree of obstruction indicated by the obstacle information, the easier it is to pick it up.

[0152] The weather information for the area where the second virtual resource is located indicates the weather conditions in that area. This information can be set according to actual conditions; for example, the weather information for the area can be heavy rain, dense fog, or heavy snow. When the weather in the area is heavy rain, dense fog, or heavy snow, picking up the resource is more difficult; when the weather is sunny, picking it up is easier.

[0153] In this embodiment, the difficulty of picking up the virtual resource is determined based on the regional information of the area where the second virtual resource is located. The regional information includes at least one of the terrain information of the area where the second virtual resource is located, the obstacle information of the area where the second virtual resource is located, and the weather information of the area where the second virtual resource is located. This makes the determination of the difficulty of picking up the virtual resource more in line with real-world logic and further balances the efficiency of picking up virtual resources and the fairness of the game.

[0154] In some embodiments, displaying the pickup progress includes:

[0155] Display a material pick-up icon on the graphical user interface. The material pick-up icon includes a progress bar area and a cancel control.

[0156] The pickup progress is displayed via a progress bar area;

[0157] Before the picking progress meets the preset progress conditions, this embodiment also includes:

[0158] In response to the triggering of the cancel control, the automatic pickup of the first virtual resource within a preset range of the controlled virtual character is canceled.

[0159] The shape of the material pickup marker can be set according to the actual situation. For example, the shape of the material pickup marker can be circular or rectangular. When the shape of the material pickup marker is rectangular, the material pickup marker can be as follows: Figure 9 As shown.

[0160] The type of trigger operation for the cancel control can be set according to the actual situation. For example, the trigger operation for the cancel control can be a click operation or a double-click operation. This embodiment does not limit this.

[0161] In this embodiment, a resource pickup icon is displayed on the graphical user interface. The resource pickup icon includes a progress bar area and a cancel control. The pickup progress is displayed through the progress bar area. In response to the trigger operation of the cancel control, the automatic pickup of the first virtual resource within a preset range of the controlled virtual character is canceled. This allows players to cancel the automatic pickup of virtual resources according to the actual situation, so that players do not need to cancel the automatic pickup function by turning off the automatic pickup function, thus improving the convenience of controlling the cancellation of automatic pickup of virtual resources.

[0162] In some embodiments, before the picking progress meets a preset progress condition, this embodiment further includes:

[0163] If the current field of view is updated and the updated field of view does not include the first virtual resource within the preset range of the controlled virtual character, the automatic pickup of the first virtual resource within the preset range of the controlled virtual character is canceled.

[0164] Specifically, when the controlled virtual character's orientation changes and / or the controlled virtual character moves, the current field of view is also updated. When the current field of view is updated, the first virtual resource within the preset range of the controlled virtual character may or may not be within the updated current field of view. When the first virtual resource within the preset range of the controlled virtual character is not within the updated current field of view, the automatic pickup of the first virtual resource within the preset range of the controlled virtual character is canceled. This eliminates the need for players to manually trigger the cancellation of the automatic pickup of the first virtual resource within the preset range of the controlled virtual character, thus improving the convenience of canceling automatic pickup while ensuring that the cancellation of automatic pickup of virtual resources conforms to real-world logic.

[0165] In some embodiments, when the pickup progress meets a preset progress condition, determining that the automatic pickup of the first virtual material within a preset range of the controlled virtual character is complete includes:

[0166] When the pickup progress meets the preset progress conditions, the first virtual material within the preset range of the controlled virtual character is stored in the virtual storage space corresponding to the controlled virtual character, so as to automatically complete the pickup of the first virtual material within the preset range of the controlled virtual character.

[0167] The controlled virtual character may have at least one virtual storage space for storing the virtual resources owned by the controlled virtual character. The at least one virtual storage space may be at least one of a backpack, pocket, and equipment slot, and the equipment slot may be at least one of a weapon slot, accessory slot, and clothing slot.

[0168] In this embodiment, when the picking progress meets the preset progress condition, the first virtual material within the preset range of the controlled virtual character is stored in the virtual storage space corresponding to the controlled virtual character, so as to automatically pick up the first virtual material within the preset range of the controlled virtual character, thereby automatically storing the successfully picked virtual material in the virtual storage space corresponding to the controlled virtual character and improving the efficiency of storing automatically picked virtual material.

[0169] In some embodiments, the pickup progress is displayed on a progress bar area, which includes different sub-areas. Different sub-areas are displayed with different space identifiers. The space identifiers are used to indicate the virtual storage space corresponding to the first virtual material within a preset range of the controlled virtual character after the progress of the sub-area is achieved.

[0170] Among them, the sub-area of ​​the virtual storage space that requires a trigger to display the stored virtual items is smaller than the virtual storage space of the stored virtual items that are directly displayed on the graphical user interface. The virtual storage space that requires a trigger to display the stored virtual items is, for example, a backpack or pocket, while the virtual storage space of the stored virtual items that are directly displayed on the graphical user interface is, for example, an equipment slot.

[0171] When the virtual storage space of a controlled virtual character includes an inventory and equipment slots, the sub-regions include an inventory sub-region and an equipment slot sub-region, such as... Figure 10 As shown, the space label for the backpack sub-area is "Backpack," and the space label for the equipment slot area is "Equipment Slot." After the progress of the backpack sub-area is completed, the first virtual item within a preset range of the controlled virtual character will be stored in the backpack, as shown below. Figure 11 As shown in section 1101, after the progress of the equipment slot sub-area is completed, the first virtual resource within a preset range of the controlled virtual character is stored in the equipment slot, as follows. Figure 11 As shown in Figure 1102.

[0172] Understandably, after a certain sub-area's progress is achieved, if there are sub-areas whose progress has not been achieved, the system can respond to the confirmation operation of a certain sub-area by storing the first virtual resource within the preset range of the controlled virtual character into that sub-area. If the player does not confirm a certain sub-area, then after the progress of the sub-area whose progress has not been achieved is achieved, the first virtual resource within the preset range of the controlled virtual character will be stored into that sub-area.

[0173] For example, a sub-area includes a backpack sub-area and an equipment sub-area. When the progress of the backpack sub-area is completed, the progress of the equipment sub-area is not completed. At this time, in response to the confirmation operation of a certain sub-area, the first virtual resource within the preset range of the controlled virtual character can be stored in the backpack. If the player does not confirm the backpack sub-area, the first virtual resource within the preset range of the controlled virtual character can be stored in the equipment slot after the progress of the equipment sub-area is completed.

[0174] In this embodiment, the picking progress is displayed on the progress bar area, which includes different sub-areas. Different sub-areas are displayed with different space identifiers. The space identifiers are used to indicate the virtual storage space corresponding to the first virtual material within the preset range of the controlled virtual character after the progress of the sub-area is reached. This enables the automatically picked-up first virtual material to be stored in different virtual storage spaces, improving the flexibility of storing the first virtual material.

[0175] In some embodiments, the pickup progress is displayed on a progress bar area, which includes different sub-areas. Each sub-area displays a different management identifier, indicating the management action corresponding to the first virtual resource within a preset range of the controlled virtual character after the progress of the sub-area is achieved. The management action may include an equipping action and a storing action. An equipping action equips the first virtual resource within the preset range of the controlled virtual character to the controlled virtual character, while a storing action stores the first virtual resource within the preset range of the controlled virtual character in the controlled virtual character's virtual storage space.

[0176] For example, such as Figure 12 As shown, the management identifiers include "Storage" and "Equipment". "Storage" indicates the storage action, and "Equipment" indicates the equipment action. The sub-areas include storage sub-areas and equipment sub-areas. After the progress of the storage sub-area is completed, the first virtual material within the preset range of the controlled virtual character is stored in the backpack. After the progress of the equipment sub-area is completed, the first virtual material within the preset range of the controlled virtual character is equipped on the controlled virtual character.

[0177] Understandably, if the progress of the storage sub-area is achieved but the progress of the equipment sub-area is not, then in response to the confirmation operation of the storage sub-area, the first virtual resource within the preset range of the controlled virtual character can be stored in the virtual storage space. If the player does not confirm the storage sub-area, then after the progress of the equipment sub-area is achieved, the first virtual resource within the preset range of the controlled virtual character can be equipped on the controlled virtual character.

[0178] In this embodiment, the pickup progress is displayed on a progress bar area, which includes different sub-areas. Each sub-area displays a different management identifier. These identifiers indicate the management action corresponding to the first virtual resource within a preset range of the controlled virtual character after the progress of the sub-area is achieved. This allows automatically picked-up virtual resources to be stored or equipped without manual triggering by the player, improving the convenience and efficiency of equipping automatically picked-up virtual resources.

[0179] In some embodiments, when the pickup progress meets a preset progress condition, the first virtual material within a preset range of the controlled virtual character is stored in the virtual storage space corresponding to the controlled virtual character, including:

[0180] When the picking progress meets the preset progress conditions, the free storage area of ​​the virtual storage space corresponding to the controlled virtual character is detected;

[0181] If there is free storage space in the virtual storage space, the first virtual resource within the preset range of the controlled virtual character will be stored in the virtual storage space.

[0182] In this embodiment, when the pickup progress meets the preset progress condition, the free storage area of ​​the virtual storage space corresponding to the controlled virtual character is detected. If there is a free storage area in the virtual storage space, the first virtual material within a preset range of the controlled virtual character is stored in the virtual storage space. This ensures that the first virtual material within a preset range of the controlled virtual character is stored in the virtual storage space only when there is a free storage area, making the storage of automatically picked-up virtual materials conform to real-world logic and further enhancing the gaming experience.

[0183] In some embodiments, after detecting the free storage area of ​​the virtual storage space corresponding to the controlled virtual character when the picking progress meets the preset progress condition, this embodiment further includes:

[0184] If no free storage area exists in the virtual storage space, a prompt message will be displayed, indicating that no free storage area exists and prompting the replacement of the virtual resource.

[0185] The display format of the prompt information can be set according to the actual situation. For example, the prompt information can be displayed in the form of a pop-up window, or it can be displayed directly on the graphical user interface. This embodiment does not limit it here.

[0186] In this embodiment, if there is no free storage area in the virtual storage space, a prompt message is displayed. The prompt message indicates that there is no free storage area and prompts the player to replace the virtual items, so that the player can intuitively know that there is no free storage area and replace the virtual items, thereby increasing the probability of successfully picking up virtual items automatically.

[0187] In some embodiments, the prompt message also includes a fourth virtual resource recommended for disposal in the virtual storage space. This embodiment also includes:

[0188] In response to the confirmation of the discard of the fourth virtual resource, the fourth virtual resource is discarded, and the first virtual resource within a preset range of the controlled virtual character is stored in the virtual storage space.

[0189] The type of discard confirmation operation for the fourth virtual resource can be set according to the actual situation. For example, the graphical user interface can also display a confirmation control and a cancellation control. The discard confirmation operation is a trigger operation for the confirmation control. The trigger operation for the confirmation control can be a click operation or a double click operation. In response to the trigger operation of the confirmation control, the second virtual resource (the second virtual resource refers to the first virtual resource within the preset range of the controlled virtual character) is discarded, and the fourth virtual resource is confirmed to have been picked up. In response to the trigger operation of the cancellation control, the automatic picking up of the second virtual resource is confirmed to have failed.

[0190] Optionally, the prompt message may also display a second virtual resource, so that players can intuitively compare the automatically picked-up second virtual resource with the recommended fourth virtual resource to discard, and thus determine whether to discard the fourth virtual resource and pick up the second virtual resource.

[0191] In this embodiment, in response to the confirmation of discarding the fourth virtual item, the fourth virtual item is discarded, and the first virtual item within a preset range of the controlled virtual character is stored in the virtual storage space. This eliminates the need for the player to manually trigger a jump to the backpack interface and then discard the virtual items in the backpack interface, improving the convenience of discarding virtual items and thus improving the efficiency of discarding virtual items, thereby improving the picking efficiency of the second virtual item.

[0192] In some embodiments, if there is no free storage area in the virtual storage space, a prompt message is displayed, including:

[0193] If there is no free storage area in the virtual storage space, a fourth virtual material recommended to be discarded is determined from the virtual materials based on at least one of the following: the popularity of the virtual materials in the virtual storage space, the hierarchical relationship between the virtual materials and the first virtual material within the preset range of the controlled virtual character, the difficulty of obtaining the virtual materials, and the degree of need of the controlled virtual character for the virtual materials.

[0194] Based on the fourth virtual resource, a prompt message is displayed.

[0195] The higher the popularity of a virtual item, the lower the probability of it being discarded; conversely, the lower the popularity of a virtual item, the higher the probability of it being discarded. For example, if the virtual item is a shrinking item, which can shrink the controlled virtual character, the shrinking item has a high popularity, therefore, the shrinking item has a low probability of being discarded.

[0196] If the level of a virtual item you possess is higher than the level of the first virtual item within a preset range of the controlled virtual character, the probability of that virtual item being discarded is relatively low. Conversely, if the level of a virtual item you possess is lower than the level of the first virtual item within a preset range of the controlled virtual character, the probability of that virtual item being discarded is relatively high. For example, if the level of a virtual item you possess is Rare, and the level of the second virtual item (the first virtual item within a preset range of the controlled virtual character) is Legendary (Legendary level is higher than Rare level), the probability of that virtual item being discarded is relatively high. If the level of the second virtual item is Common (Common level is lower than Rare level), the probability of that virtual item being discarded is relatively low.

[0197] The more difficult it is to acquire a virtual resource, the lower the probability of that resource being discarded; conversely, the easier it is to acquire a virtual resource, the higher the probability of it being discarded. For example, the difficulty of acquiring virtual resources includes easy, medium, difficult, and extremely difficult. Easy-to-acquire virtual resources are more likely to be discarded than medium-acquired ones, medium-acquired ones are more likely to be discarded than difficult ones, and extremely difficult ones are more likely to be discarded than difficult ones.

[0198] The greater the controlled virtual character's need for a particular virtual resource, the lower the probability that resource will be discarded; conversely, the lower the controlled virtual character's need for a particular virtual resource, the higher the probability that resource will be discarded. For example, if the controlled virtual character is an ice-type character and possesses a fire-type virtual weapon, the character's need for that resource is low, and the resource is likely to be discarded. Similarly, if the controlled virtual character is dehydrated and possesses virtual snacks as its primary virtual resource and water as its secondary resource, the character's need for the snacks is low, and the snacks are likely to be discarded.

[0199] In this embodiment, if there is no free storage area in the virtual storage space, a fourth virtual item recommended for discarding is determined from the virtual items based on at least one of the following: the popularity of the virtual items in the virtual storage space, the level relationship between the virtual items and the first virtual item within a preset range of the controlled virtual character, the difficulty of obtaining the virtual items, and the degree of need of the controlled virtual character for the virtual items. Based on the fourth virtual item, a prompt message is displayed, so that the recommended fourth virtual item for discarding better meets the player's needs and further improves the efficiency of discarding virtual items.

[0200] In some embodiments, after displaying the prompt message, this embodiment further includes:

[0201] In response to the prompt message, the backpack interface is displayed, which includes the virtual resources owned by the controlled virtual character.

[0202] In response to the discard operation of the fifth virtual item among the virtual items owned, the fifth virtual item is discarded, and the first virtual item within a preset range of the controlled virtual character is stored in the virtual storage space.

[0203] The type of trigger operation for the prompt message can be set according to the actual situation. For example, the trigger operation for the prompt message can be a click operation or a double click operation. This embodiment does not limit this.

[0204] The fifth virtual resource can be any of the virtual resources owned. The discard operation for the fifth virtual resource can be set according to the actual situation. For example, the discard operation for the fifth virtual resource can be a click operation or a double-click operation on the fifth virtual resource. This embodiment does not limit this.

[0205] In this embodiment, in response to the triggering operation of the prompt information, the backpack interface is displayed. The backpack interface includes virtual resources owned by the controlled virtual character. In response to the discarding operation of the fifth virtual resource among the owned virtual resources, the fifth virtual resource is discarded, and the first virtual resource within a preset range of the controlled virtual character is stored in the virtual storage space. This makes it possible to display the backpack interface without triggering the backpack control, thus highlighting the convenience of displaying the backpack interface and the efficiency of discarding the fifth virtual resource.

[0206] In some embodiments, this embodiment further includes:

[0207] If no triggering operation is detected within a preset time after the prompt message is displayed, the prompt message will be canceled, and the automatic pickup of the first virtual resource within a preset range of the controlled virtual character will be determined to have failed.

[0208] The type of trigger operation for the prompt message can be set according to the actual situation. The trigger operation for the prompt message can be a long press operation or a swipe operation. This embodiment does not limit this.

[0209] In this embodiment, if no triggering operation on the prompt message is detected within a preset time after the prompt message is displayed, it means that the player does not want to discard the virtual items in the virtual storage space, cancels the display of the prompt message, and determines that the automatic pickup of the first virtual item within a preset range of the controlled virtual character has failed, so that the player does not need to manually cancel the display of the prompt message, thus improving the convenience of canceling the display of the prompt message.

[0210] As can be seen from the above, in this embodiment of the application, a game screen is displayed through a graphical user interface. The game screen includes at least a portion of the game scene, and the game scene includes a controlled virtual character. In response to the orientation adjustment operation and / or movement control operation of the controlled virtual character, the current field of view of the controlled virtual character in the game field of view corresponding to the game screen is determined, and it is determined whether there is a first virtual item that can be picked up within the current field of view. If there is a first virtual item that can be picked up within the current field of view of the controlled virtual character, an automatic picking operation is performed on the first virtual item within a preset range of the controlled virtual character, so as to realize the automatic picking up of virtual items without the need for the player to pick them up manually, saving the computer resources consumed by responding to the player's manual picking up and improving the efficiency of picking up virtual items.

[0211] To better implement the above methods, this application also provides a material picking device, which can be integrated into an electronic device, such as a computer device, which can be a terminal, server or other device.

[0212] The terminal can be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, personal computer, etc.; the server can be a single server or a server cluster composed of multiple servers.

[0213] For example, in this embodiment, the method of this application embodiment will be described in detail by taking the material pickup device specifically integrated into the terminal as an example. This embodiment provides a material pickup device that displays a game screen through a graphical user interface. The game screen includes at least a portion of the game scene, and the game scene includes a controlled virtual character. The material pickup device, as shown... Figure 13 As shown, the material picking device may include:

[0214] The determination module 1301 is used to determine the current field of view of the controlled virtual character in the game field of view corresponding to the game screen in response to the orientation adjustment operation and / or movement control operation of the controlled virtual character, and to determine whether there is a first virtual resource that can be picked up within the current field of view.

[0215] The pickup module 1302 is used to automatically pick up the first virtual material within a preset range of the controlled virtual character when there is a first virtual material that can be picked up within the current field of view of the controlled virtual character.

[0216] In some embodiments, the determining module 1301 is specifically used to perform:

[0217] In response to orientation adjustment and / or movement control operations of the controlled virtual character, adjust the virtual camera corresponding to the controlled virtual character;

[0218] Based on the adjusted virtual camera, determine the game's field of view corresponding to the game screen;

[0219] Determine the current field of view of the controlled virtual character within the game's field of view.

[0220] In some embodiments, the game's field of view includes the first frustum range of the adjusted virtual camera, and the current field of view includes the second frustum range of the adjusted virtual camera, wherein the field of view angle corresponding to the second frustum range is smaller than the field of view angle of the first frustum range.

[0221] In some embodiments, the projection of the first view frustum extent onto the game scene is a circle or an ellipse, and / or, the projection of the second view frustum extent onto the game scene is a circle or an ellipse.

[0222] In some embodiments, the determining module 1301 is specifically used to perform:

[0223] Obtain the target field of view angle corresponding to the current field of view;

[0224] Based on the target field of view angle, determine the current field of view range of the controlled virtual character within the game's field of view.

[0225] In some embodiments, the determining module 1301 is specifically used to perform:

[0226] When a controlled virtual character is detected to be equipped with target virtual equipment, the preset field of view angle is increased to obtain the target field of view angle corresponding to the current field of view range.

[0227] In some embodiments, the determining module 1301 is specifically used to perform:

[0228] Based on the environmental information of the controlled virtual character's environment, the preset field of view angle is adjusted to obtain the target field of view angle corresponding to the current field of view range.

[0229] In some embodiments, the orientation adjustment operation includes a sliding operation on the graphical user interface or a triggering operation on a virtual joystick on the graphical user interface, and / or, the movement control operation includes a triggering operation on a virtual joystick on the graphical user interface.

[0230] In some embodiments, the above-described material picking device further includes a display module for performing:

[0231] Update the display style of the first pickable virtual item to the target display style, and / or display the target prompt icon corresponding to the first pickable virtual item on the graphical user interface.

[0232] In some embodiments, the target display style includes a first target display style, the target prompt identifier includes a first target prompt identifier, and the display module is specifically used for:

[0233] Update the display style of the second virtual resource to the display style of the first target, and / or display the first target prompt icon corresponding to the second virtual resource on the graphical user interface. The second virtual resource is the first virtual resource that is within a preset range of the controlled virtual character among the first virtual resources that can be picked up.

[0234] In some embodiments, the target display style includes a second target display style, the target prompt identifier includes a second target prompt identifier, and the display module is specifically used for:

[0235] Update the display style of the third virtual resource to the display style of the second target, and / or display the second target prompt icon corresponding to the third virtual resource on the graphical user interface. The third virtual resource is the first virtual resource among the first virtual resources that can be picked up that is not within the preset range of the controlled virtual character.

[0236] In some embodiments, the target display style and / or target cue identifier are determined based on at least one of the material level of the first pickable virtual item, the type of the first pickable virtual item, and the target distance between the first pickable virtual item and the controlled virtual character.

[0237] In some embodiments, the picking module 1302 is specifically used for:

[0238] The system automatically picks up the first virtual resource within a preset range of the controlled virtual character and displays the picking progress.

[0239] When the pickup progress meets the preset progress conditions, the automatic pickup of the first virtual material within the preset range of the controlled virtual character is confirmed to be completed.

[0240] In some embodiments, the picking module 1302 is specifically used for:

[0241] The pickup progress is updated based on the automatic pickup speed corresponding to the second virtual resource. The second virtual resource is the first virtual resource within a preset range of the controlled virtual character.

[0242] In some embodiments, the automatic pickup speed is determined based on at least one of the target distance between the controlled virtual character and the second virtual material, the pickup difficulty of the second virtual material, and the pickup quantity of the second virtual material.

[0243] In some embodiments, the greater the target distance, the slower the automatic pickup speed; the greater the pickup difficulty, the slower the automatic pickup speed; and / or the more pickups, the slower the automatic pickup speed.

[0244] In some embodiments, the difficulty of picking up the second virtual material is determined based on the regional information of the area where the second virtual material is located. The regional information includes at least one of the terrain information of the area where the second virtual material is located, the obstacle information of the area where the second virtual material is located, and the weather information of the area where the second virtual material is located.

[0245] In some embodiments, the picking module 1302 is specifically used for:

[0246] Display a material pick-up icon on the graphical user interface. The material pick-up icon includes a progress bar area and a cancel control.

[0247] The pickup progress is displayed via a progress bar area;

[0248] Before the picking progress meets the preset progress condition, the picking module 1302 is also used to perform:

[0249] In response to the triggering of the cancel control, the automatic pickup of the first virtual resource within a preset range of the controlled virtual character is canceled.

[0250] In some embodiments, before the picking progress meets a preset progress condition, the picking module 1302 is further configured to:

[0251] If the current field of view is updated and the updated field of view does not include the first virtual resource within the preset range of the controlled virtual character, the automatic pickup of the first virtual resource within the preset range of the controlled virtual character is canceled.

[0252] In some embodiments, the picking module 1302 is specifically used for:

[0253] When the pickup progress meets the preset progress conditions, the first virtual material within the preset range of the controlled virtual character is stored in the virtual storage space corresponding to the controlled virtual character, so as to automatically complete the pickup of the first virtual material within the preset range of the controlled virtual character.

[0254] In some embodiments, the pickup progress is displayed on a progress bar area, which includes different sub-areas. Different sub-areas are displayed with different space identifiers. The space identifiers are used to indicate the virtual storage space corresponding to the first virtual material within a preset range of the controlled virtual character after the progress of the sub-area is achieved.

[0255] In some embodiments, the picking module 1302 is specifically used for:

[0256] When the picking progress meets the preset progress conditions, the free storage area of ​​the virtual storage space corresponding to the controlled virtual character is detected;

[0257] If there is free storage space in the virtual storage space, the first virtual resource within the preset range of the controlled virtual character will be stored in the virtual storage space.

[0258] In some embodiments, the display module is further configured to:

[0259] If there is no free storage area in the virtual storage space, a prompt message will be displayed, indicating that there is no free storage area and prompting you to replace the virtual resources.

[0260] In some embodiments, the prompt message also includes a fourth virtual resource recommended for discarding in the virtual storage space, and the pickup module 1302 is further configured to:

[0261] In response to the confirmation of the discard of the fourth virtual resource, the fourth virtual resource is discarded, and the first virtual resource within a preset range of the controlled virtual character is stored in the virtual storage space.

[0262] In some embodiments, the display module is specifically used for:

[0263] If there is no free storage area in the virtual storage space, a fourth virtual material recommended to be discarded is determined from the virtual materials based on at least one of the following: the popularity of the virtual materials in the virtual storage space, the hierarchical relationship between the virtual materials and the first virtual material within the preset range of the controlled virtual character, the difficulty of obtaining the virtual materials, and the degree of need of the controlled virtual character for the virtual materials.

[0264] Based on the fourth virtual resource, a prompt message is displayed.

[0265] In some embodiments, the display module is further configured to:

[0266] In response to the prompt message, the backpack interface is displayed, which includes the virtual resources owned by the controlled virtual character.

[0267] The aforementioned pickup module 1302 is also used for:

[0268] In response to the discard operation of the fifth virtual item among the virtual items owned, the fifth virtual item is discarded, and the first virtual item within a preset range of the controlled virtual character is stored in the virtual storage space.

[0269] In some embodiments, the display module is further configured to:

[0270] If no triggering operation is detected within a preset time after the prompt message is displayed, the prompt message will be canceled, and the automatic pickup of the first virtual resource within a preset range of the controlled virtual character will be determined to have failed.

[0271] In practice, each of the above modules can be implemented as an independent entity or can be combined arbitrarily to be implemented as the same or several entities. For the specific implementation methods and corresponding beneficial effects of each of the above modules, please refer to the previous method embodiments, which will not be repeated here.

[0272] Accordingly, embodiments of this application also provide an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Figure 14 As shown, Figure 14This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 1400 includes a processor 1401 with one or more processing cores, a memory 1402 with one or more computer-readable storage media, and a computer program stored on the memory 1402 and executable on the processor. The processor 1401 and the memory 1402 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0273] The processor 1401 is the control center of the electronic device 1400. It connects various parts of the electronic device 1400 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 1402, and calling data stored in the memory 1402, it performs various functions of the electronic device 1400 and processes data, thereby monitoring the electronic device 1400 as a whole.

[0274] In this embodiment, the processor 1401 in the electronic device 1400 loads the instructions corresponding to the processes of one or more applications into the memory 1402 according to the following steps, and the processor 1401 runs the applications stored in the memory 1402 to realize various functions, such as:

[0275] In response to the orientation adjustment operation and / or movement control operation of the controlled virtual character, determine the current field of view of the controlled virtual character in the game field of view corresponding to the game screen, and determine whether there is a first virtual resource that can be picked up within the current field of view.

[0276] If there is a first virtual item that can be picked up within the current field of view of the controlled virtual character, perform an automatic pickup operation on the first virtual item that is within a preset range of the controlled virtual character.

[0277] For details on the specific implementation methods and corresponding beneficial effects of each of the above operations, please refer to the detailed description of the material picking method above, which will not be repeated here.

[0278] Optional, such as Figure 14 As shown, the electronic device 1400 also includes: a touch display screen 1403, a radio frequency circuit 1404, an audio circuit 1405, an input unit 1406, and a power supply 1407. The processor 1401 is electrically connected to the touch display screen 1403, the radio frequency circuit 1404, the audio circuit 1405, the input unit 1406, and the power supply 1407. Those skilled in the art will understand that... Figure 14The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0279] The touch display screen 1403 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 1403 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 1401. It can also receive and execute commands from the processor 1401. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 1401 to determine the type of touch event. Subsequently, the processor 1401 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 1403 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 1403 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 1403 can also be used as part of the input unit 1406 to achieve input functions.

[0280] The radio frequency circuit 1404 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0281] Audio circuit 1405 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuit 1405 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuit 1405, converted back into audio data, and then processed by processor 1401 before being transmitted via radio frequency circuit 1404 to, for example, another electronic device, or output to memory 1402 for further processing. Audio circuit 1405 may also include an earphone jack to provide communication between peripheral headphones and electronic devices.

[0282] The input unit 1406 can be used to receive input numbers, character information or user feature information (such as fingerprints, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control.

[0283] Power supply 1407 is used to supply power to various components of electronic device 1400. Optionally, power supply 1407 can be logically connected to processor 1401 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 1407 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0284] although Figure 14 As not shown in the diagram, the electronic device 1400 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0285] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0286] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0287] Therefore, embodiments of this application provide a computer-readable storage medium storing multiple computer programs that can be loaded by a processor to execute any of the material picking methods provided in embodiments of this application. For example, the computer program can perform the following steps:

[0288] In response to the orientation adjustment operation and / or movement control operation of the controlled virtual character, determine the current field of view of the controlled virtual character in the game field of view corresponding to the game screen, and determine whether there is a first virtual resource that can be picked up within the current field of view.

[0289] If there is a first virtual item that can be picked up within the current field of view of the controlled virtual character, perform an automatic pickup operation on the first virtual item that is within a preset range of the controlled virtual character.

[0290] For details on the specific implementation methods and corresponding beneficial effects of each of the above operations, please refer to the detailed description of the material picking method above, which will not be repeated here.

[0291] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0292] Since the computer program stored in the computer-readable storage medium can execute any of the material picking methods provided in the embodiments of this application, the beneficial effects that any of the material picking methods provided in the embodiments of this application can achieve can be realized, as detailed in the preceding embodiments, and will not be repeated here.

[0293] The above provides a detailed description of a material picking method, apparatus, electronic device, and computer-readable storage medium provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The description of the above embodiments is only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A method for picking up materials, characterized in that, Displaying game screens via a graphical user interface, the game screens including at least a portion of the game scene, the game scene including a controlled virtual character, the method comprising: In response to the orientation adjustment operation and / or movement control operation of the controlled virtual character, the current field of view of the controlled virtual character in the game field of view corresponding to the game screen is determined, and it is determined whether there is a first virtual item that can be picked up in the current field of view, wherein the game field of view is the spatial range captured by the virtual camera, and the current field of view is a sub-range in the game field of view. If there is a first virtual item that can be picked up within the current field of view of the controlled virtual character, an automatic pickup operation is performed on the first virtual item that is within a preset range of the controlled virtual character; Wherein, determining the current field of view of the controlled virtual character within the game's field of view corresponding to the game screen, in response to the orientation adjustment operation and / or movement control operation of the controlled virtual character, includes: In response to the orientation adjustment operation and / or movement control operation of the controlled virtual character, adjust the virtual camera corresponding to the controlled virtual character; Based on the adjusted virtual camera, determine the game's field of view corresponding to the game screen; Obtain the target field of view angle corresponding to the current field of view; Based on the target field of view angle, the current field of view range of the controlled virtual character within the game's field of view is determined.

2. The material picking method as described in claim 1, characterized in that, The game's field of view includes the first frustum range of the adjusted virtual camera, and the current field of view includes the second frustum range of the adjusted virtual camera. The field of view angle corresponding to the second frustum range is smaller than the field of view angle of the first frustum range.

3. The material picking method as described in claim 2, characterized in that, The projection of the first view frustum in the game scene is a circle or an ellipse, and / or the projection of the second view frustum in the game scene is a circle or an ellipse.

4. The material picking method as described in claim 1, characterized in that, The step of obtaining the target field of view angle corresponding to the current field of view includes: When the controlled virtual character is detected to be equipped with the target virtual equipment, the preset field of view angle is increased to obtain the target field of view angle corresponding to the current field of view range.

5. The material picking method as described in claim 1, characterized in that, The step of obtaining the target field of view angle corresponding to the current field of view includes: Based on the environmental information of the controlled virtual character's environment, the preset field of view angle is adjusted to obtain the target field of view angle corresponding to the current field of view range.

6. The material picking method as described in claim 1, characterized in that, The orientation adjustment operation includes a sliding operation on the graphical user interface or a triggering operation on the virtual joystick on the graphical user interface, and / or the movement control operation includes a triggering operation on the virtual joystick on the graphical user interface.

7. The material picking method as described in claim 1, characterized in that, The method further includes: Update the display style of the first pickable virtual item to the target display style, and / or display the target prompt icon corresponding to the first pickable virtual item on the graphical user interface.

8. The material picking method as described in claim 7, characterized in that, The target display style includes a first target display style, the target prompt identifier includes a first target prompt identifier, and updating the display style of the first pickable virtual resource to the target display style, and / or displaying the target prompt identifier corresponding to the first pickable virtual resource on the graphical user interface includes: Update the display style of the second virtual resource to the first target display style, and / or display the first target prompt icon corresponding to the second virtual resource on the graphical user interface, wherein the second virtual resource is the first virtual resource among the first pickable virtual resources that is within a preset range of the controlled virtual character.

9. The material picking method as described in claim 7, characterized in that, The target display style includes a second target display style, the target prompt identifier includes a second target prompt identifier, and updating the display style of the first pickable virtual resource to the target display style, and / or displaying the target prompt identifier corresponding to the first pickable virtual resource on the graphical user interface includes: Update the display style of the third virtual resource to the second target display style, and / or display the second target prompt icon corresponding to the third virtual resource on the graphical user interface, wherein the third virtual resource is the first virtual resource among the first pickable virtual resources whose distance is not within the preset range of the controlled virtual character.

10. The material picking method as described in claim 7, characterized in that, The target display style and / or the target prompt identifier are determined based on at least one of the following: the material level of the first pickable virtual item, the type of the first pickable virtual item, and the target distance between the first pickable virtual item and the controlled virtual character.

11. The material picking method according to any one of claims 1-10, characterized in that, Perform an automatic pickup operation on the first virtual resource within a preset range of the controlled virtual character, including: The system automatically picks up the first virtual resource within a preset range of the controlled virtual character and displays the picking progress. When the pickup progress meets the preset progress conditions, it is determined that the automatic pickup of the first virtual material within the preset range of the controlled virtual character is completed.

12. The material picking method as described in claim 11, characterized in that, The display of the picking progress includes: The pickup progress is updated based on the automatic pickup speed corresponding to the second virtual resource, where the second virtual resource is the first virtual resource within a preset range of the controlled virtual character.

13. The material picking method as described in claim 12, characterized in that, The method further includes: The automatic pickup speed is determined based on at least one of the target distance between the controlled virtual character and the second virtual material, the difficulty of picking up the second virtual material, and the number of second virtual materials picked up.

14. The material picking method as described in claim 13, characterized in that, The greater the target distance, the slower the automatic pickup speed; the greater the pickup difficulty, the slower the automatic pickup speed; and / or the greater the pickup quantity, the slower the automatic pickup speed.

15. The material picking method as described in claim 13, characterized in that, The difficulty of picking up the virtual material is determined based on the regional information of the area where the second virtual material is located. The regional information includes at least one of the terrain information of the area where the second virtual material is located, the obstacle information of the area where the second virtual material is located, and the weather information of the area where the second virtual material is located.

16. The material picking method as described in claim 11, characterized in that, The display of the picking progress includes: A material pickup indicator is displayed on the graphical user interface. The material pickup indicator includes a progress bar area and a cancel control. The picking progress is displayed through the progress bar area; Before the picking progress meets the preset progress condition, the method further includes: In response to the triggering operation of the cancel control, the automatic pickup of the first virtual resource within a preset range of the controlled virtual character is canceled.

17. The material picking method as described in claim 11, characterized in that, Before the picking progress meets the preset progress condition, the method further includes: If the current field of view is updated and the updated field of view does not include the first virtual resource within the preset range of the controlled virtual character, the automatic pickup of the first virtual resource within the preset range of the controlled virtual character is canceled.

18. The material picking method as described in claim 11, characterized in that, The step of determining that the automatic pickup of the first virtual material within a preset range of the controlled virtual character is completed when the pickup progress meets the preset progress condition includes: When the picking progress meets the preset progress condition, the first virtual material within the preset range of the controlled virtual character is stored in the virtual storage space corresponding to the controlled virtual character, so as to automatically pick up the first virtual material within the preset range of the controlled virtual character.

19. The material picking method as described in claim 18, characterized in that, The pickup progress is displayed on the progress bar area, which includes different sub-areas. Different sub-areas are displayed with different space identifiers. The space identifiers are used to indicate the virtual storage space corresponding to the first virtual material within the preset range of the controlled virtual character after the progress of the sub-area is achieved.

20. The material picking method as described in claim 18, characterized in that, When the pickup progress meets a preset progress condition, storing the first virtual material within a preset range of the controlled virtual character into the virtual storage space corresponding to the controlled virtual character includes: When the picking progress meets the preset progress condition, the free storage area of ​​the virtual storage space corresponding to the controlled virtual character is detected; If there is a free storage area in the virtual storage space, the first virtual material within a preset range of the controlled virtual character will be stored in the virtual storage space.

21. The material picking method as described in claim 20, characterized in that, After detecting the free storage area of ​​the virtual storage space corresponding to the controlled virtual character when the picking progress meets the preset progress condition, the method further includes: If the virtual storage space does not have a free storage area, a prompt message is displayed. The prompt message indicates that the free storage area does not exist and prompts the virtual material to be replaced.

22. The material picking method as described in claim 21, characterized in that, The prompt message also includes a fourth virtual resource recommended for discarding in the virtual storage space, and the method further includes: In response to the confirmation of the discard of the fourth virtual resource, the fourth virtual resource is discarded, and the first virtual resource within a preset range of the controlled virtual character is stored in the virtual storage space.

23. The material picking method as described in claim 22, characterized in that, If the virtual storage space does not have a free storage area, a prompt message will be displayed, including: If the virtual storage space does not have the free storage area, a fourth virtual material recommended to be discarded is determined from the virtual materials based on at least one of the following: the popularity of the virtual materials in the virtual storage space, the level relationship between the virtual materials and the first virtual material within a preset range of the controlled virtual character, the difficulty of obtaining the virtual materials, and the degree of demand of the controlled virtual character for the virtual materials. Based on the fourth virtual resource, a prompt message is displayed.

24. The material picking method as described in claim 21, characterized in that, After displaying the prompt message, the method further includes: In response to the triggering operation of the prompt information, a backpack interface is displayed, which includes the virtual resources owned by the controlled virtual character; In response to the discard operation of the fifth virtual item among the virtual items owned, the fifth virtual item is discarded, and the first virtual item within a preset range of the controlled virtual character is stored in the virtual storage space.

25. The material picking method as described in claim 21, characterized in that, The method further includes: If no triggering operation is detected within a preset time after the prompt message is displayed, the prompt message is canceled, and it is determined that the automatic pickup of the first virtual resource within a preset range of the controlled virtual character has failed.

26. A material picking device, characterized in that, The device displays game screens via a graphical user interface, the game screens including at least a portion of the game scene, the game scene including a controlled virtual character, and the device includes: The determination module is used to respond to the orientation adjustment operation and / or movement control operation of the controlled virtual character, determine the current field of view of the controlled virtual character in the game field of view corresponding to the game screen, and determine whether there is a first virtual item that can be picked up in the current field of view, wherein the game field of view is the spatial range captured by the virtual camera, and the current field of view is a sub-range in the game field of view. The picking module is used to automatically pick up the first virtual material within a preset range of the controlled virtual character when there is a first virtual material that can be picked up within the current field of view of the controlled virtual character. The determining module is used to perform: In response to the orientation adjustment operation and / or movement control operation of the controlled virtual character, adjust the virtual camera corresponding to the controlled virtual character; Based on the adjusted virtual camera, determine the game's field of view corresponding to the game screen; Obtain the target field of view angle corresponding to the current field of view; Based on the target field of view angle, the current field of view range of the controlled virtual character within the game's field of view is determined.

27. An electronic device, characterized in that, The device includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to execute the material picking method as described in any one of claims 1 to 25.

28. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to execute the material picking method according to any one of claims 1 to 25.