Virtual item replacement method and device, electronic equipment, computer readable storage medium and computer program product

By detecting the player's voice content and displaying optional virtual props in the shooting game, the problem of low switching equipment is solved, and a more efficient prop replacement and interactive experience is achieved.

CN120189705APending Publication Date: 2025-06-24TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510609009.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-12
Publication Date
2025-06-24

AI Technical Summary

Technical Problem

In shooting games, players are slow to switch equipment, especially in emergency situations, which cannot quickly change equipment, which affects the gaming experience and interaction efficiency.

Method used

By detecting the voice content of the player object in the virtual scene, if a specific target content is detected, multiple optional virtual props are displayed, and the virtual props are quickly replaced in response to the player's selection command.

Benefits of technology

It improves the efficiency of prop replacement and human-computer interaction efficiency, reduces the problem of not being able to quickly replace equipment in an emergency, and improves the interactive experience of player objects.

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Abstract

The invention provides a virtual item replacement method and device, electronic equipment, a computer readable storage medium and a computer program product, and the method comprises the steps: displaying a process that a player object interacts with other objects based on a first virtual item in a virtual scene; in the interaction process of the player object and other objects, detecting the voice content of the player object; when it is detected that the voice content input by the player object comprises the target content, a plurality of selectable virtual items comprising the first virtual item are displayed, and the plurality of selectable virtual items further comprise a second virtual item; and in response to a selection instruction for the second virtual item, replacing the virtual item of the player object from the first virtual item to the second virtual item. According to the invention, the prop replacement efficiency and the man-machine interaction efficiency can be improved.
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Description

Technical Field

[0001] This application relates to the field of Internet technologies, and in particular, to a method, apparatus, electronic device, computer-readable storage medium, and computer program product for replacing virtual items. Background Art

[0002] In related shooting games, equipment and ammunition may have level distinctions. Different levels of equipment or ammunition will be assigned by players to deal with opponents or bosses of different levels. However, in most cases, the efficiency of players switching equipment is relatively slow. Summary of the Invention

[0003] Embodiments of this application provide a method, apparatus, electronic device, computer-readable storage medium, and computer program product for replacing virtual items, which can improve the efficiency of item replacement and human-computer interaction.

[0004] The technical solution of the embodiments of this application is implemented as follows:

[0005] Embodiments of this application provide a method for replacing virtual items, including:

[0006] In a virtual scene, display the process of a player object interacting with other objects based on a first virtual item;

[0007] During the interaction between the player object and other objects, detect the voice content of the player object;

[0008] When it is detected that the voice content input by the player object includes a target content, display a plurality of selectable virtual items including the first virtual item, and the plurality of selectable virtual items further include a second virtual item;

[0009] In response to a selection instruction for the second virtual item, replace the virtual item of the player object from the first virtual item with the second virtual item.

[0010] Embodiments of this application provide a device for replacing virtual items, including:

[0011] A first display module, configured to display, in a virtual scene, the process of a player object interacting with other objects based on a first virtual item;

[0012] A detection module, configured to detect the voice content of the player object during the interaction between the player object and other objects;

[0013] A second display module, configured to display a plurality of selectable virtual items including the first virtual item when it is detected that the voice content input by the player object includes a target content, and the plurality of selectable virtual items further include a second virtual item;

[0014] A replacement module, configured to replace the virtual item of the player object from the first virtual item to the second virtual item in response to a selection instruction for the second virtual item.

[0015] In the above solution, the virtual object controlled by the player object holds a shooting item, the first virtual item is the first virtual ammunition assembled on the shooting item, and the second virtual item is a second virtual ammunition different from the first virtual ammunition; the replacement module is further configured to replace the virtual ammunition assembled on the shooting item held by the player object from the first virtual ammunition to the second virtual ammunition in response to a selection instruction for the second virtual ammunition.

[0016] In the above solution, the second display module is further configured to display the multiple selectable virtual items through a floating window when it detects that the voice content input by the player object includes a target content; and cancel the display of the floating window in response to a selection instruction for the second virtual item.

[0017] In the above solution, the device further includes a response module, configured to trigger a selection instruction for the second virtual item in response to detecting that the player object inputs voice indication information for instructing to select the second virtual item.

[0018] In the above solution, the response module is further configured to trigger a selection instruction for the second virtual item in response to a selection operation for the second virtual item; wherein, the selection operation is triggered by at least one of a keyboard, a mouse, a joystick, and a function control.

[0019] In the above solution, the device further includes a third display module, configured to display a prop display countdown, where the prop display countdown is used to indicate the remaining duration for displaying the multiple selectable virtual items; and cancel the display of the multiple selectable virtual items in response to the expiration of the prop display countdown when no selection instruction for the second virtual item is received.

[0020] In the above solution, the third display module is further configured to display an equipment prompt message, where the equipment prompt message is used to prompt that the second virtual item has been equipped.

[0021] In the above solution, the response module is further configured to control the virtual object to interact with other virtual objects in the virtual scene based on the second virtual item in response to an interaction instruction for the virtual object controlled by the player object.

[0022] In the above solution, the third display module is further configured to display a trigger prompt message at the associated position of the multiple selectable virtual items; wherein, the trigger prompt message is used to prompt the triggering method of the selection instruction; the replacement module is further configured to, in response to a selection instruction for the second virtual item triggered by using the triggering method, replace the virtual item of the player object from the first virtual item with the second virtual item.

[0023] In the above solution, the third display module is further configured to, when detecting that the voice content input by the player object includes a target content, in response to the target content indicating that the value of the interaction parameter of the first virtual item is lower than the parameter threshold, display a confirmation message; wherein, if the value of the interaction parameter of the first virtual item is lower than the parameter threshold, the player object cannot continuously interact with other objects based on the first virtual item, and the confirmation message is used for the player object to determine whether to increase the value of the interaction parameter of the first virtual item; in response to a confirmation instruction for the confirmation message, increase the value of the interaction parameter of the first virtual item so that the player object can continuously interact with other objects based on the first virtual item.

[0024] In the above solution, the third display module is further configured to display a voice switch in a closed state, where the voice switch is used to turn on the voice detection function; in response to an opening operation for the voice switch, turn on the voice switch and display the voice switch in an open state; the detection module is further configured to, in response to the voice switch being in the open state, detect the voice content of the player object during the interaction between the player object and other objects.

[0025] In the above solution, the third display module is further configured to, in response to the opening operation for the voice switch, display a keyword setting control at the associated position of the voice switch; in response to the keyword set based on the keyword setting control, use the set keyword as the target content.

[0026] In the above solution, the third display module is further configured to, in response to a keyword setting operation triggered based on the keyword setting control, when the set keyword does not meet the keyword setting condition, display a failure prompt message; wherein, the failure prompt message is used to prompt that the keyword setting fails; the keyword setting condition includes at least one of the following: the number of the already set keywords does not reach the number threshold, and the currently set keyword passes the compliance check.

[0027] In the above solution, the third display module is further configured to, in response to the opening operation on the voice switch, display a quantity prompt message for prompting a quantity threshold of keywords that can be set; and based on the quantity prompt message, in response to a keyword setting operation triggered by the keyword setting control, display the set target quantity of keywords, where the target quantity is less than or equal to the quantity threshold.

[0028] In the above solution, when the keyword setting operation includes a keyword input operation, the third display module is further configured to, in response to a triggering operation on the keyword setting control, display a keyword input area, and in response to a keyword input operation performed in the keyword input area, display the input target quantity of keywords; when the keyword setting operation includes a keyword selection operation, in response to a triggering operation on the keyword setting control, display a plurality of candidate keywords; in response to a keyword selection operation, select the target quantity of keywords from the plurality of candidate keywords, and display the selected target quantity of keywords.

[0029] In the above solution, the third display module is further configured to display a voice detection option in an unselected state, where the voice detection option is used to indicate whether to detect the voice content of a target player object, and the voice detection option in the unselected state is used to indicate not to detect the voice content of the target player object, and the target player object is in the same camp as the player object; in response to a selection operation on the voice detection option, control the voice detection control to be in a selected state; where the voice detection option in the selected state is used to indicate to detect the voice content of the target player object.

[0030] In the above solution, the detection module is further configured to, when the voice detection control is in a selected state, detect the voice content of the player object and the voice content of the target player object; the second display module is further configured to, when it is detected that the voice content input by at least one of the player object and the target player object includes a target content, display a plurality of selectable virtual items including the first virtual item.

[0031] In the above solution, the third display module is further configured to display a cooling countdown for indicating the remaining duration for which virtual items can be replaced again based on the voice content input by the player object; in response to the cooling countdown reaching zero, when it is detected that the voice content input by the player object includes a target content, display a plurality of selectable virtual items including the second virtual item, and the plurality of selectable virtual items further include a third virtual item; in response to a selection instruction for the third virtual item, replace the virtual item of the player object from the second virtual item to the third virtual item.

[0032] In the above solution, the second display module is further configured to display the first virtual item in the selected state and other virtual items in the non-selected state when it detects that the voice content input by the player object includes the target content; wherein, the other virtual items are used to indicate the virtual items other than the first virtual item among the multiple selectable virtual items.

[0033] In the above solution, the replacement module is further configured to, in response to a selection instruction for the second virtual item, switch the virtual item in the selected state from the first virtual item to the second virtual item; and in response to a confirmation instruction for the second virtual item in the selected state, replace the virtual item of the player object from the first virtual item with the second virtual item.

[0034] In the above solution, the second display module is further configured to, when it detects that the voice content input by the player object includes the target content, match the multiple candidate virtual items with the target content respectively, and select at least one matching result from the multiple matching results whose matching degree is greater than or equal to the matching degree threshold; determine the candidate virtual items corresponding to the selected matching results as the target candidate virtual items, and display the first virtual item and at least one of the target candidate virtual items.

[0035] An embodiment of the present application provides an electronic device, including:

[0036] A memory, configured to store computer-executable instructions or computer programs;

[0037] A processor, configured to implement the virtual item replacement method provided by the embodiment of the present application when executing the computer-executable instructions or computer programs stored in the memory.

[0038] An embodiment of the present application provides a computer-readable storage medium, storing computer-executable instructions or computer programs, which are used to cause a processor to implement the virtual item replacement method provided by the embodiment of the present application when executed.

[0039] An embodiment of the present application provides a computer program product, which includes computer-executable instructions or computer programs, and the computer-executable instructions or computer programs are stored in a computer-readable storage medium. The processor of the electronic device reads the computer-executable instructions or computer programs from the computer-readable storage medium, and the processor executes the computer-executable instructions or computer programs, so that the electronic device executes the virtual item replacement method provided by the embodiment of the present application.

[0040] The embodiment of the present application has the following beneficial effects:

[0041] During the interaction process of the player object, the voice content of the player object is detected. Then, when it is detected that the voice content input by the player object includes the target content, a plurality of selectable virtual items including the first virtual item are displayed, so that in response to a selection instruction for the second virtual item, the virtual item of the player object is changed from the first virtual item to the second virtual item. In this way, during the interaction process of the player object, by detecting the voice of the player object to determine whether to display the virtual item for replacement, and then completing the replacement process of the virtual item. Compared with the method where the player needs to judge in real time and trigger the switching of the virtual item by opening the backpack or pressing a button, etc., it can enable the player object to quickly replace the virtual item, avoiding the problem that the player object cannot quickly replace the equipment due to the urgency of the interaction process. This not only improves the replacement efficiency of the item and the interaction experience of the player object, but also improves the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device. Brief Description of the Drawings

[0042] Figure 1 is a schematic structural diagram of the virtual item replacement system 100 provided by an embodiment of the present application;

[0043] Figure 2 is a schematic structural diagram of the electronic device provided by an embodiment of the present application;

[0044] Figure 3 is a schematic flowchart of the virtual item replacement method provided by an embodiment of the present application;

[0045] Figure 4 is a schematic diagram of the floating window provided by an embodiment of the present application;

[0046] Figure 5 is a schematic diagram of the item display countdown provided by an embodiment of the present application;

[0047] Figure 6 is a schematic diagram of the trigger prompt information provided by an embodiment of the present application;

[0048] Figure 7 is a schematic diagram of the equipment prompt information provided by an embodiment of the present application;

[0049] Figure 8 is a schematic diagram of the first virtual item and other virtual items provided by an embodiment of the present application;

[0050] Figure 9 is a schematic diagram of the cooling countdown provided by an embodiment of the present application;

[0051] Figure 10 is a schematic diagram of the voice switch provided by an embodiment of the present application;

[0052] Figure 11It is a schematic diagram of the keyword setting control provided by an embodiment of the present application;

[0053] Figure 12 It is a schematic diagram of the quantity prompt information provided by an embodiment of the present application;

[0054] Figure 13 It is a schematic diagram of the voice detection option provided by an embodiment of the present application;

[0055] Figure 14 It is a schematic diagram of the process of setting the voice detection function provided by an embodiment of the present application;

[0056] Figure 15 It is a schematic flowchart of the process of setting voice reloading provided by an embodiment of the present application;

[0057] Figure 16 It is a schematic flowchart of the process of replacing virtual props provided by an embodiment of the present application. Detailed implementation manners

[0058] In order to make the objectives, technical solutions and advantages of the present application clearer, the present application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be construed as limitations on the present application. All other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the scope of protection of the present application.

[0059] In the following description, reference is made to "some embodiments", which describe a subset of all possible embodiments. However, it can be understood that "some embodiments" can be the same subset or different subsets of all possible embodiments, and can be combined with each other without conflict.

[0060] In the following description, the terms "first / second / third" are only used to distinguish similar objects and do not represent a specific order for the objects. It can be understood that "first / second / third" can be interchanged with a specific order or sequence when allowed, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0061] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those of ordinary skill in the technical field to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.

[0062] Before further elaborating on the embodiments of the present application, the nouns and terms involved in the embodiments of the present application are described. The nouns and terms involved in the embodiments of the present application are applicable to the following explanations.

[0063] 1) Responsive to, which is used to represent the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more of the executed operations can be real-time or can have a set delay; without special instructions, there is no restriction on the execution order of multiple executed operations.

[0064] 2) Client, also known as the user side, refers to the program that provides local services corresponding to the server. Except for some applications that can only run locally, it is generally installed on the terminal and needs to cooperate with the server to run, that is, there needs to be a corresponding server and service program in the network to provide corresponding services. In this way, a specific communication connection needs to be established between the client side and the server side to ensure the normal operation of the application program. For example, a virtual scene client (such as a game client), a video client.

[0065] 3) Virtual scene, which is the virtual scene displayed (or provided) when the application program runs on the terminal. This virtual scene can be a simulation environment of the real world, a semi-simulated virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, or a three-dimensional virtual scene. The embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene can include the sky, land, ocean, etc. The land can include environmental elements such as deserts and cities, and users can control virtual objects to move in this virtual scene.

[0066] 4) Virtual object, which is the image of various people and objects that can interact in the virtual scene, or the movable object in the virtual scene. This movable object can be a virtual character, a virtual animal, an anime character, etc. For example: the characters, animals, plants, oil drums, walls, stones, etc. displayed in the virtual scene. The virtual object can be a virtual image in the virtual scene that represents the user. The virtual scene can include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.

[0067] For example, the virtual object can be a user role controlled by operations on the client, or an artificial intelligence (AI, Artificial Intelligence) set in the virtual scene battle through training, or a non-player character (NPC, Non-Player Character) set in the virtual scene interaction. Among them, the number of virtual objects participating in the interaction in the virtual scene can be preset or can be dynamically determined according to the number of clients joining the interaction.

[0068] See Figure 1 , Figure 1It is a schematic architecture diagram of the virtual prop replacement system 100 provided by an embodiment of the present application. A terminal (exemplarily showing the terminal 400), the terminal 400 is connected to the server 200 through the network 300. Among them, the network 300 can be a wide area network, a local area network, or a combination of the two, and uses wireless or wired links to achieve data transmission.

[0069] Among them, the server 200 is used to send the display data of the virtual scene to the terminal 400;

[0070] The terminal 400 is used to receive the display data of the virtual scene, and based on the display data of the virtual scene, display the virtual scene; in the virtual scene, display the process of the player object interacting with other objects based on the first virtual prop; during the interaction process of the player object and other objects, detect the voice content of the player object; when it is detected that the voice content input by the player object includes the target content, display a plurality of selectable virtual props including the first virtual prop, and the plurality of selectable virtual props further include a second virtual prop; in response to the selection instruction for the second virtual prop, replace the virtual prop of the player object from the first virtual prop to the second virtual prop.

[0071] In this way, during the interaction process of the player object, by detecting the voice of the player object to determine whether to display the virtual prop for replacement, and then in the process of replacing the virtual prop, compared with the way that the player needs to judge in real time and trigger the switch of the virtual prop by opening the backpack or pressing the button, etc., it can enable the player object to quickly replace the virtual prop, avoiding the problem that the player object cannot quickly replace the equipment due to the emergency situation during the interaction process. It not only improves the replacement efficiency of the prop and the interaction experience of the player object, but also improves the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device.

[0072] In some embodiments, the server 200 can be an independent physical server, or a server cluster or distributed system composed 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 communications, middleware services, domain name services, security services, content delivery network (CDN, Content Deliver Network), and big data and artificial intelligence platforms. The terminal 400 can be a smart phone, a tablet computer, a notebook computer, a desktop computer, a set-top box, a smart voice interaction device, a smart home appliance, a virtual reality device, a vehicle-mounted terminal, an aircraft, a portable music player, a personal digital assistant, a dedicated messaging device, a portable game device, a smart speaker, and a smart watch, etc., but is not limited thereto. The terminal and the server can be directly or indirectly connected through wired or wireless communication methods, which are not limited in the embodiments of the present application.

[0073] Next, the electronic device for implementing the virtual item replacement method provided in the embodiments of the present application will be described. Refer to Figure 2 , Figure 2 FIG. Figure 2 is a schematic structural diagram of the electronic device provided in the embodiments of the present application. The electronic device can be a server or a terminal. Taking the terminal shown in Figure 1 as an example, Figure 2 the electronic device shown in FIG. Figure 2 includes: at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. Each component in the terminal 400 is coupled together through a bus system 440. It can be understood that the bus system 440 is used to realize the connection and communication between these components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clear description, in Figure 2 all kinds of buses are labeled as the bus system 440.

[0074] The processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP, Digital Signal Processor), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0075] The user interface 430 includes one or more output devices 431 that enable the display of media content, including one or more speakers and / or one or more visual display screens. The user interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, a mouse, a microphone, a touch screen display, a camera, other input buttons, and controls.

[0076] The memory 450 can be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. The memory 450 optionally includes one or more storage devices that are physically located away from the processor 410.

[0077] The memory 450 includes volatile memory or non-volatile memory, and can also include both volatile and non-volatile memory. The non-volatile memory can be a read-only memory (ROM, Read Only Memory), and the volatile memory can be a random access memory (RAM, Random Access Memory). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.

[0078] In some embodiments, the memory 450 is capable of storing data to support various operations. Examples of such data include programs, modules, and data structures, or subsets or supersets thereof, which are illustrated below.

[0079] The operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, the core library layer, the driver layer, etc., for implementing various basic services and handling hardware-based tasks;

[0080] The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420. Exemplary network interfaces 420 include: Bluetooth, Wireless Fidelity (WiFi), and Universal Serial Bus (USB), etc.;

[0081] The presentation module 453 is used to enable the display of information (such as a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 associated with the user interface 430 (such as a display screen, a speaker, etc.);

[0082] The input processing module 454 is used to detect and translate one or more user inputs or interactions from one of one or more input devices 432.

[0083] In some embodiments, the device provided by the embodiments of the present application can be implemented in software. Figure 2 Shown is a replacement device 455 for virtual props stored in the memory 450, which can be software in the form of programs and plugins, etc., including the following software modules: a first display module 4551, a detection module 4552, a second display module 4553, and a replacement module 4554. These modules are logical, and thus can be arbitrarily combined or further split according to the functions to be implemented. The functions of each module will be described below.

[0084] In some other embodiments, the device provided by the embodiments of the present application may be implemented in a hardware manner. As an example, the device for replacing virtual props provided by the embodiments of the present application may be a processor in the form of a hardware decoding processor, which is programmed to execute the method for replacing virtual props provided by the embodiments of the present application. For example, the processor in the form of a hardware decoding processor may employ one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic components.

[0085] In some embodiments, the terminal or the server may implement the method for replacing virtual props provided by the embodiments of the present application by running a computer program. For example, the computer program may be a native program or a software module in the operating system; it may be a local (Native) application (APP), that is, a local client, which is a program that needs to be installed in the operating system to run, such as a game APP or a web browser APP; it may also be a small program, that is, a program that only needs to be downloaded to the browser environment to run; it may also be a small program that can be embedded into any APP. In short, the above computer program may be any form of client, module, or plugin.

[0086] Based on the above description of the virtual prop replacement system and electronic device provided by the embodiments of the present application, the method for replacing virtual props provided by the embodiments of the present application will be described below. In actual implementation, the method for replacing virtual props provided by the embodiments of the present application may be implemented independently by the terminal or the server, or jointly implemented by the terminal and the server. Taking the terminal 400 in Figure 1 as an example to separately execute the method for replacing virtual props provided by the embodiments of the present application for illustration. Refer to Figure 3 , Figure 3 which is a schematic flowchart of the method for replacing virtual props provided by the embodiments of the present application. Next, the steps shown in Figure 3 will be described.

[0087] Step 101, the terminal displays, in the virtual scene, the process of the player object interacting with other objects based on the first virtual prop.

[0088] It should be noted that the terminal is provided with a client that supports virtual scenarios, such as a game client. When the user opens the client on the terminal and the terminal runs the client, a request for obtaining display data of the virtual scenario is generated and sent to the server. Thus, in response to the obtaining request, the server sends the display data of the virtual scenario, that is, game data, to the terminal so that the terminal presents the virtual scenario.

[0089] Among them, an application program that supports virtual scenarios is installed on the terminal. The application program can be any one of a first-person shooting game, a third-person shooting game, a multiplayer online battle arena game, a virtual reality application program, a three-dimensional map program, or a multiplayer gunfight survival game. The user can use the terminal to operate virtual objects located in the virtual scenario for activities. When the user opens the application program on the terminal and the terminal runs the application program, the terminal presents the virtual scenario. Here, the virtual scenario is obtained by observing the virtual scenario from the perspective of a first-person object or from a third-person perspective.

[0090] In the virtual scenario, the virtual object controlled by the player object is displayed, and in response to an interaction instruction for the virtual object, the virtual object is controlled to interact with other objects. Among them, the other objects can be other player objects and / or other virtual objects. The other player objects can be player objects belonging to the same group as the current player object or player objects belonging to different groups from the current player object; the other virtual objects include virtual objects controlled by other player objects, or can be non-player characters, that is, non-user characters (NPCs, Non-Player Characters). The non-player characters are controlled by the system and can be displayed in the terminal controlled by the user for the virtual object controlled by the player object to interact with.

[0091] It should be noted that the process of the player object interacting with other objects based on the first virtual item includes the process from when the player object meets other objects to when the player object finishes interacting with other objects, rather than just indicating the process of the player object performing an interaction operation to interact with other objects. That is, the process of the player object interacting with other objects based on the first virtual item described above can be when the player object has just met other objects and has not yet performed an interaction operation; at the same time, the first virtual item can be a virtual instrument with an attack attribute, such as a virtual gun, a virtual bow and arrow, a virtual sword, a virtual bomb, etc. In this regard, the embodiments of the present application do not make any limitations.

[0092] Step 102, during the process of the player object interacting with other objects, detect the voice content of the player object.

[0093] In actual implementation, during the interaction between the player object and other objects, the voice content of the player object is obtained in real time, and the voice content of the player object is detected in real time, that is, semantic recognition is performed. Thus, based on the detection result, that is, the semantic recognition result, it is determined whether the voice content input by the player object includes the target content.

[0094] Among them, the target content can be content whose matching degree with the pre-set keywords reaches the matching degree threshold. The matching degree threshold can be pre-set, and the embodiments of the present application do not make any limitations; the relevant content of the keywords will be described below, and here, the embodiments of the present application will not elaborate.

[0095] Step 103, when it is detected that the voice content input by the player object includes the target content, display a plurality of selectable virtual items including the first virtual item, and the plurality of selectable virtual items further include the second virtual item.

[0096] In some embodiments, the process of displaying a plurality of selectable virtual items including the first virtual item when it is detected that the voice content input by the player object includes the target content specifically includes, when it is detected that the voice content input by the player object includes the target content, display a plurality of selectable virtual items through a floating window; then, in response to a selection instruction for the second virtual item, cancel the display of the floating window.

[0097] It should be noted that the floating window can be displayed at any position in the virtual scene. At the same time, the style of the floating window can be pre-set, and the embodiments of the present application do not make any limitations in this regard; then, when a selection instruction for the second virtual item is received, cancel the display of the floating window; exemplarily, see Figure 4 , Figure 4 is a schematic diagram of the floating window provided by the embodiments of the present application. Based on Figure 4 , what 401 indicates is the floating window, and what is displayed through the floating window are a plurality of selectable virtual items.

[0098] In this way, since the display of the floating window is relatively simple, it is more lightweight in terms of performance. Therefore, when displaying selectable virtual items through the floating window, the frame rate and running speed of the game will not be affected too much. Especially on some devices with limited performance, it can enable players to obtain a smoother gaming experience; at the same time, generally, the floating window is relatively small and can be placed at positions such as the edge of the screen, with less occlusion of the game scene. It allows players to quickly view and use items without interrupting the current game operation, which helps to better grasp the game situation and improves the players' gaming experience; in addition, the position, size, transparency, etc. of the floating window can usually be adjusted according to the preferences of the players, which can better adapt to the visual needs and operation habits of different players and can further improve the players' gaming experience.

[0099] It should be noted that while displaying multiple selectable virtual items including the first virtual item, relevant information of each selectable virtual item will also be displayed at the associated position of each selectable virtual item. The relevant information includes the quantity, attributes, name, etc. of the selectable virtual item. In this regard, the embodiments of the present application do not make any limitations. Subsequently, based on the relevant information of each selectable virtual item, a selection instruction for the second virtual item is received, that is, in response to the selection instruction for the second virtual item triggered based on the relevant information of each selectable virtual item, the virtual item of the player object is changed from the first virtual item to the second virtual item. Exemplarily, continue to refer to Figure 4 Taking the quantity of the selectable virtual item as the relevant information as an example, Figure 4 In Figure 4 , the information indicated by the dashed box 402 is the relevant information of each selectable virtual item.

[0100] In actual implementation, there are various triggering methods for the selection instruction for the second virtual item. Next, taking two of the triggering methods as examples, the process of triggering the selection instruction for the second virtual item will be described.

[0101] In some embodiments, after detecting that the voice content input by the player object includes the target content and displaying multiple selectable virtual items including the first virtual item, it is also possible to trigger the selection instruction for the second virtual item in response to detecting that the player object has input voice indication information for indicating the selection of the second virtual item.

[0102] It should be noted that the voice indication information is different from the voice content of the player object described above. The voice indication information is directive voice content, while the voice content of the player object described above is the voice content in the actual communication of the player object (including the situation of communicating with other player objects and communicating with oneself), which is non-directive voice content. For example, the voice content of the player object described above can be "There is a BOSS ahead" or "There is an enemy ahead", while the voice indication information is "Select the first item";

[0103] Among them, when the voice indication information is received, the voice indication information can be directly recognized, and then based on the recognition result, the selection instruction for the second virtual item is triggered; when the voice content is received, although the voice content is also recognized, it is not to recognize the instruction of the player object, but to recognize whether the voice content includes the target content. Thus, when the target content is included, the subsequent process will be executed.

[0104] In this way, triggering the selection instruction for the second virtual item based on the voice information input by the player object eliminates the need for the player to use both hands to operate the keyboard, mouse, joystick, or search for controls on the screen. When both hands are occupied by other operations, the player can select items through voice, making the operation more convenient. At the same time, the player can focus more on the game scene and plot, without being distracted by looking at the screen to find controls or paying attention to keyboard and mouse operations, and can better immerse themselves in the game world, enhancing the sense of immersion in the game.

[0105] In some other embodiments, after detecting that the voice content input by the player object includes the target content and displaying multiple selectable virtual items including the first virtual item, it is also possible to trigger the selection instruction for the second virtual item in response to the selection operation for the second virtual item; wherein, the selection operation is triggered by at least one of the keyboard, mouse, joystick, and function control.

[0106] It should be noted that the function control is a control displayed in the display interface of the virtual scene, and the function control can be directly clicked and triggered by the player object. In this way, triggering the selection instruction for the second virtual item through the keyboard, mouse, or joystick can accurately select a specific second virtual item due to the use of keyboard shortcuts, mouse clicks, or precise joystick operations. Especially when there are a large number of items and they are densely arranged, the corresponding item can be accurately selected, avoiding the situation where voice triggering may result in incorrect selection due to similar pronunciations or recognition errors. At the same time, if in a noisy environment, such as a multi-person gathering place or an outdoor area with noise interference, voice triggering may be affected by environmental noise and reduce the recognition accuracy, while the operations of the keyboard, mouse, and joystick are not affected by environmental sounds, and the player can perform item selection operations stably and accurately.

[0107] In actual implementation, when displaying multiple selectable virtual items, a prop display countdown can also be displayed. The prop display countdown is used to indicate the remaining duration of displaying multiple selectable virtual items. In the case where the selection instruction for the second virtual item is not received, in response to the prop display countdown reaching zero, the display of multiple selectable virtual items is cancelled.

[0108] It should be noted that the prop display countdown is preset. For example, it can be 10 seconds. When the prop display countdown reaches zero and no selection instruction has been received, the display of multiple selectable virtual items is cancelled. Or, the duration between the current moment and the display moment of the selectable virtual items is obtained in real time, and when the duration reaches the target duration (i.e., the prop display countdown), the display of multiple selectable virtual items is cancelled. Exemplarily, see Figure 5 , Figure 5 is a schematic diagram of the prop display countdown provided by the embodiments of the present application. Based on Figure 5 , Figure 5In a, the dashed box 501 indicates the countdown for prop display. Thus, in response to the countdown for prop display reaching zero, the display of multiple optional virtual props is cancelled, such as Figure 5 as shown in b.

[0109] In this way, when the displayed countdown for prop display reaches zero, if no selection instruction for the virtual prop has been received yet, the display of multiple optional virtual props is cancelled. In this way, the countdown, as a clear time reminder, guides the player to make a timely decision on the selection of virtual props, preventing the player from affecting the game rhythm due to long-term hesitation, which helps to keep the game running smoothly and prevent the game process from stagnating due to the player's excessive thinking. At the same time, the player needs to quickly think and formulate strategies based on the remaining time of the countdown and the current game situation, deciding whether to use a prop, which prop to use, etc., increasing the strategic nature and depth of the game. In addition, cancelling the display of optional virtual props after the countdown reaches zero can make the game interface return to simplicity after a specific time, preventing too many prop icons from occupying the screen space for a long time and affecting the player's view of the main game scene and information. Especially in complex game scenes, a simple interface helps the player observe the game situation more clearly and reduces visual interference.

[0110] In some embodiments, before changing the virtual prop of the player object from the first virtual prop to the second virtual prop in response to a selection instruction for the second virtual prop, it is also possible to display a trigger prompt message at the associated position of the multiple optional virtual props. The trigger prompt message is used to prompt the triggering method of the selection instruction. Thus, the process of changing the virtual prop of the player object from the first virtual prop to the second virtual prop in response to a selection instruction for the second virtual prop can be to change the virtual prop of the player object from the first virtual prop to the second virtual prop in response to a selection instruction for the second virtual prop triggered by the triggering method.

[0111] It should be noted that the associated position of multiple optional virtual items can be one of the upper position, lower position, left position, and right position of multiple virtual items, and the trigger prompt information can be in the form of text, picture, or bullet screen. In this regard, the embodiments of the present application do not make any limitations; among them, the trigger method indicated by the trigger prompt information can be one or more. When the trigger method indicated by the trigger prompt information is one, the selection instruction for the second virtual item triggered by the trigger method is the selection instruction for the second virtual item triggered by this one trigger method indicated by the trigger prompt information. When the trigger method indicated by the trigger prompt information is multiple, the selection instruction for the second virtual item triggered by the trigger method is the selection instruction for the second virtual item triggered by one of the multiple trigger methods indicated by the trigger prompt information; for example, the trigger prompt information can be "try voice selection" and / or "try XX key selection", etc. In this regard, the embodiments of the present application do not make any limitations.

[0112] Exemplarily, referring to Figure 6 , Figure 6 is a schematic diagram of the trigger prompt information provided by the embodiments of the present application. Based on Figure 6 , what is indicated by the dashed box 601 is the trigger prompt information. Thus, in response to the selection instruction for the second virtual item triggered by the trigger method, the virtual item of the player object is changed from the first virtual item to the second virtual item.

[0113] In this way, by displaying the trigger prompt message for indicating the trigger method of the selection instruction, the player object triggers the selection instruction based on the trigger method indicated by the trigger prompt message. In this way, the clear trigger prompt enables the player to clearly know which method to use to trigger the selection instruction, reducing the incorrect operations caused by accidentally touching other buttons or controls, and enabling the player to execute the item selection more accurately.

[0114] In some embodiments, when it is detected that the voice content input by the player object includes the target content, the process of displaying multiple optional virtual items including the first virtual item can be that when it is detected that the voice content input by the player object includes the target content, each of the multiple candidate virtual items is matched with the target content, and at least one matching result with a matching degree greater than or equal to the matching degree threshold is selected from the multiple matching results; the candidate virtual items corresponding to the selected matching results are determined as the target candidate virtual items, and the first virtual item and at least one target candidate virtual item are displayed.

[0115] It should be noted that matching multiple candidate virtual items with the target content respectively means extracting the feature of the attribute information of each candidate virtual item to obtain the attribute feature of the candidate virtual item, and extracting the feature of the target content to obtain the semantic feature of the target content; then, based on the attribute feature and the semantic feature, the corresponding candidate virtual item and the target content are matched. Among them, the attribute information here refers to the level, name, type, etc. of the candidate virtual item; at the same time, the matching degree threshold here is also preset, and the embodiments of the present application do not make any limitations in this regard. For example, when the target content is "BOSS", based on the matching result, the selected target candidate virtual item is the virtual item that can defeat the BOSS, so as to display the target candidate virtual item for the player object to select.

[0116] In this way, through the matching result, the target candidate virtual item that matches the target content is selected from multiple candidate virtual items, and the selected target candidate virtual item is displayed for the player object to select; in this way, since the displayed item matches the target content, the probability that the player object misselects an irrelevant item is reduced, thereby improving the accuracy and efficiency of item selection and the game experience of the player object.

[0117] In some embodiments, during the interaction process between the player object and other objects, after detecting the voice content of the player object, it is also possible to display a confirmation message in response to the detected voice content of the player object including the target content indicating that the value of the interaction parameter of the first virtual item is lower than the parameter threshold; wherein, if the value of the interaction parameter of the first virtual item is lower than the parameter threshold, the player object cannot continue to interact with other objects based on the first virtual item, and the confirmation message is used for the player object to determine whether to increase the value of the interaction parameter of the first virtual item; in response to the confirmation instruction for the confirmation message, the value of the interaction parameter of the first virtual item is increased so that the player object can continue to interact with other objects based on the first virtual item.

[0118] It should be noted that the interaction parameter is a parameter used to indicate whether the currently equipped corresponding virtual item can continue to interact, such as the number of virtual ammunitions currently equipped, the durability value of the currently equipped virtual instrument, etc.; at the same time, the parameter threshold is also preset, and the embodiments of the present application do not make any limitations in this regard; thus, in response to the target content indicating that the value of the interaction parameter of the first virtual item is lower than the parameter threshold, a confirmation message is displayed, where the confirmation message can be in the form of text, picture or bullet screen, and then, when receiving the confirmation instruction for the confirmation message, the value of the interaction parameter of the first virtual item is increased.

[0119] It should be noted that the "continuous" here refers to a future target period, which can be preset, such as 5 seconds. For the process of increasing the interaction parameter of the first virtual item, it is based on the virtual items currently held by the player object (such as the virtual items placed in the virtual backpack but not equipped). The value of the interaction parameter of the first virtual item is increased to the target value. Here, the target value can be determined based on the increment threshold or based on the virtual items currently held by the player object. For example, taking the first virtual item as virtual ammunition and the interaction parameter as the quantity of virtual ammunition, if the target content is "It's time to replenish ammunition", it is determined that the target content indicates that the value of the interaction parameter of the first virtual item is lower than the parameter threshold, that is, the quantity of the currently equipped virtual ammunition is lower than the quantity threshold, which means that virtual ammunition needs to be replenished. Therefore, a confirmation message is displayed, such as "Do you need to replenish ammunition?" Thus, in response to the confirmation instruction for the confirmation message, according to the quantity of the virtual ammunition currently held by the player object (such as the virtual ammunition placed in the virtual backpack but not equipped on the virtual gun), the quantity of the virtual ammunition is replenished to the target value. Here, the quantity of the currently held virtual ammunition is compared with the increment threshold. If the quantity of the currently held virtual ammunition is less than the increment threshold, the quantity of the virtual ammunition is replenished to the quantity of the currently held virtual ammunition, that is, the target value is determined based on the quantity of the currently held virtual ammunition. If the quantity of the currently held virtual ammunition is less than the increment threshold, the quantity of the virtual ammunition is replenished to the increment threshold, that is, the target value is determined based on the increment threshold.

[0120] In this way, when it is detected that the value of the interaction parameter of the virtual item of the player object is insufficient to support the player to continuously interact, a confirmation message is displayed for the player object to determine whether to increase the value of the interaction parameter of the virtual item. Thus, when a confirmation instruction for the confirmation message is received, the value of the interaction parameter of the virtual item is automatically increased. In this way, the system actively detects and prompts, enabling the player to know the status of the virtual item in the first place, avoiding sudden interruption or abnormal situations in the game process due to insufficient interaction parameters, and making the game experience smoother. At the same time, the player does not need to constantly pay attention to the value of the interaction parameter of the virtual item, can focus more on the core gameplay and the current game scene of the game, reducing the player's cognitive burden and enhancing the immersion of the game. In addition, displaying the confirmation message and automatically increasing the value of the interaction parameter also simplifies the player's operation process. The player does not need to manually increase the value of the interaction parameter based on complex operations, and only needs to confirm the prompt message to quickly complete the parameter increase, improving the operation efficiency of the game.

[0121] It should be noted that the confirmation instruction here can be triggered by the voice information of the player object or by at least one of the keyboard, mouse, joystick, and function control. In this regard, the embodiments of the present application do not make any limitations.

[0122] Step 104, in response to a selection instruction for a second virtual item, replace the virtual item of the player object with the second virtual item from the first virtual item.

[0123] In actual implementation, after replacing the virtual item of the player object with the second virtual item in response to a selection instruction for the second virtual item, it is also possible to display an equipment prompt message, where the equipment prompt message is used to prompt that the second virtual item has been equipped.

[0124] It should be noted that the equipment prompt message can be in the form of text, pictures, or bullet screens. In this regard, the embodiments of the present application do not make any limitations. At the same time, after the equipment prompt message is displayed, it is determined that the first virtual equipment has been switched to the second virtual item. Exemplarily, see Figure 7 , Figure 7 is a schematic diagram of the equipment prompt message provided by the embodiments of the present application. Based on Figure 7 , what is indicated by the dashed box 701 is the equipment prompt message. Thus, based on this equipment prompt message, it is prompted that the first virtual equipment has been switched to the second virtual item.

[0125] In this way, by displaying the equipment prompt message to prompt that the second virtual item has been equipped, timely feedback on the operation is given to the player, allowing the player to feel the response of the game to their operation, increasing the interaction and immersion of the player in the game. At the same time, the player does not need to search or recall by themselves whether a specific item has been equipped, reducing the cognitive burden on the player, making the game process more smooth and convenient, and allowing the player to focus more on the battle without being distracted to confirm the equipment status.

[0126] In some embodiments, after replacing the virtual item of the player object with the second virtual item in response to a selection instruction for the second virtual item, it is also possible to, in response to an interaction instruction for the virtual object controlled by the player object, control the virtual object to interact with other virtual objects in the virtual scene based on the second virtual item.

[0127] It should be noted that the other virtual objects here can be virtual objects controlled by player objects belonging to different groups from the current player object, or non-player characters, that is, non-user characters (NPCs, Non-Player Characters). Non-player characters are controlled by the system. In this regard, the embodiments of the present application do not make any limitations.

[0128] In this way, after the virtual item of the player object is changed from the first virtual item to the second virtual item, the virtual object controlled by the player object is controlled to interact with other virtual objects in the virtual scene based on the second virtual item. In this way, interacting with other virtual objects based on the switched second virtual item can not only improve the interaction efficiency of the player object and the interaction experience of the player object, but also improve the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device.

[0129] In some embodiments, when it is detected that the voice content input by the player object includes the target content, the process of displaying a plurality of selectable virtual items including the first virtual item may be that when it is detected that the voice content input by the player object includes the target content, the first virtual item in the selected state and other virtual items in the unselected state are displayed; where the other virtual items are used to indicate the virtual items other than the first virtual item among the plurality of selectable virtual items.

[0130] It should be noted that the number of other virtual items is at least one, including the second virtual item, and the styles of the selected state and the unselected state are both preset. In this regard, the embodiments of the present application do not make any limitations; by way of example, see Figure 8 , Figure 8 is a schematic diagram of the first virtual item and other virtual items provided by the embodiments of the present application. Based on Figure 8 , what 801 indicates is the first virtual item in the selected state, and what the dashed box 802 indicates is the other virtual items in the unselected state.

[0131] In this way, by using the selected state and the unselected state to distinguish and display the first virtual item currently equipped by the player object and other virtual items for the player object to replace, in this way, the clear state distinction can reduce the probability of the player misselecting an item. It is not easy for the player to equip the wrong virtual item due to misreading or confusion, especially in a tense game rhythm, it can reduce the mistakes caused by misoperations; at the same time, because the currently equipped item and the replaceable item are clear at a glance, the player can find and select the virtual item they want to replace more quickly, without having to view or compare one by one, improving the efficiency and accuracy of item switching.

[0132] In actual implementation, after displaying the first virtual item in the selected state and other virtual items in the unselected state, in response to a selection instruction for the second virtual item, the process of changing the virtual item of the player object from the first virtual item to the second virtual item may also be that in response to a selection instruction for the second virtual item, the virtual item in the selected state is switched from the first virtual item to the second virtual item; in response to a confirmation instruction for the second virtual item in the selected state, the virtual item of the player object is changed from the first virtual item to the second virtual item.

[0133] It should be noted that the determination instruction here can be triggered by the voice information of the player object, or can be triggered by at least one of a keyboard, a mouse, a joystick, and a function control. In this regard, the embodiments of the present application do not make any limitations. Among them, if the selection instruction is triggered by voice, there is no need to replace the virtual item of the player object from the first virtual item to the second virtual item based on the determination instruction. Instead, when the selection instruction is received, the virtual item of the player object is directly replaced from the first virtual item to the second virtual item; if the selection instruction is not triggered by voice, and the process of switching the virtual item in the selected state from the first virtual item to the second virtual item is to directly control the second virtual item to be in the selected state, there is no need to replace the virtual item of the player object from the first virtual item to the second virtual item based on the determination instruction. Instead, when the selection instruction is received, the virtual item of the player object is directly replaced from the first virtual item to the second virtual item; if in response to the selection instruction for the second virtual item, the process of switching the virtual item in the selected state from the first virtual item to the second virtual item is to control the virtual item in the selected state to be switched one by one until it is switched to the second virtual item, then it is necessary to replace the virtual item of the player object from the first virtual item to the second virtual item based on the determination instruction.

[0134] In this way, after controlling the second virtual item to be in the selected state, in response to the determination instruction for the second virtual item in the selected state, the virtual item of the player object is replaced from the first virtual item to the second virtual item; in this way, since the player may accidentally touch or misselect when selecting a virtual item. By first setting the second virtual item to the selected state, the player can have a confirmation process to avoid accidentally clicking and wrongly replacing the item. With the process of selection and determination, the player can confirm whether it is the item they really want to replace after selection, thereby reducing the probability of misoperation.

[0135] In some embodiments, after replacing the virtual item of the player object from the first virtual item to the second virtual item in response to the selection instruction for the second virtual item, it is also possible to display a cooling countdown, where the cooling countdown is used to indicate the remaining duration for being able to replace the virtual item again based on the voice content input by the player object; in response to the cooling countdown reaching zero, when it is detected that the voice content input by the player object includes the target content, display a plurality of selectable virtual items including the second virtual item, and the plurality of selectable virtual items further include a third virtual item; in response to the selection instruction for the third virtual item, replace the virtual item of the player object from the second virtual item to the third virtual item.

[0136] It should be noted that the cooling countdown is preset, for example, it can be 20 seconds or the like. In this regard, the embodiments of the present application do not make any limitations. When the cooling countdown is not cleared, it means that the voice detection function is in a cooling state and cannot be used. That is, even if the voice content of the player object includes the target content, multiple optional virtual items will not be displayed. Only when the cooling countdown is cleared and it is detected that the voice content input by the player object includes the target content, will multiple optional virtual items including the second virtual item be displayed. Exemplarily, refer to Figure 9 , Figure 9 which is a schematic diagram of the cooling countdown provided by the embodiments of the present application. Based on Figure 9 , what is indicated by 901 is the cooling countdown.

[0137] In this way, when the cooling countdown is cleared and it is detected that the voice content input by the player object includes the target content, multiple optional virtual items including the second virtual item will be displayed. That is, when the cooling countdown is cleared, the voice detection function can be used again. In this way, by setting the cooling countdown as a game function limit, the difficulty and rhythm of the game can be balanced, or the reasonable use of certain functions can be ensured, making the game more fair and strategic. At the same time, since the voice detection function usually requires a certain amount of system resources, such as CPU, memory, etc. If the cooling countdown is not set, this function may be called frequently, resulting in excessive consumption of device resources, and then slowing down the device operation speed, or even causing problems such as freezing and crashing. Therefore, setting the cooling countdown can control the usage frequency of the voice detection function, allowing the device to have enough time for resource recovery and processing, and maintaining the stable operation of the system. In addition, the cooling countdown provides a clear time prompt for the user, allowing the player object to know when the voice detection function can be used again. This helps the player object to reasonably arrange their operation rhythm, avoid repeated attempts due to uncertainty about the availability of the function, and improve the efficiency and experience of the player object using the voice function.

[0138] In some embodiments, the foregoing voice detection function needs to be set in advance. Specifically, during the interaction between the player object and other objects, before detecting the voice content of the player object, a voice switch in the off state can also be displayed. The voice switch is used to turn on the voice detection function. In response to an opening operation on the voice switch, the voice switch is turned on, and the voice switch in the on state is displayed. Thus, during the process of detecting the voice content of the player object during the interaction between the player object and other objects, it can be that in response to the voice switch being in the on state, the voice content of the player object is detected during the interaction between the player object and other objects.

[0139] It should be noted that the voice detection function is to detect the voice content of the player object. When it is detected that the voice content input by the player object includes the target content, a function of displaying multiple optional virtual items for the player object to select and replace is provided. Here, the player can set whether to turn on the voice switch, so that the voice detection function can be turned on only after the voice switch is turned on. That is, during the interaction process between the player object and other objects, the voice content of the player object is detected.

[0140] Exemplarily, refer to Figure 10 , Figure 10 which is a schematic diagram of the voice switch provided by an embodiment of the present application. Based on Figure 10 , the voice switch shown as 1001 in a of Figure 10 in the closed state is displayed. In response to the opening operation on the voice switch, the voice switch is turned on, and the voice switch shown as 1002 in b of Figure 10 in the open state is displayed. Thus, in response to the voice switch being in the open state, during the interaction process between the player object and other objects, the voice content of the player object is detected.

[0141] It should be noted that the voice detection function can be turned on or off based on the voice switch before the game session corresponding to the virtual scene starts. For example, before the game session starts, in response to the display operation on the setting interface, the setting interface is displayed, and in the setting interface, the voice switch is displayed. Or, it can also be that the voice detection function is turned on or off based on the voice switch during the game session corresponding to the virtual scene. For example, in the virtual scene, the voice switch is directly displayed, or the setting control is directly displayed. Thus, in response to the triggering operation on the setting control, the setting interface is displayed, and in the setting interface, the voice switch is displayed. In this regard, the embodiments of the present application do not make any limitations.

[0142] In this way, by setting the voice switch, the voice detection function can be turned on only if the voice switch is turned on. If the voice switch is turned off, the voice detection function will not be turned on. In this way, the player object can flexibly control the turning on and off of the voice detection function according to its own needs and scenarios, improving the control of the player object over the interaction process, which can not only improve the interaction experience of the player object, but also improve the human-computer interaction efficiency.

[0143] In actual implementation, in response to the opening operation on the voice switch, a keyword setting control can also be displayed at the associated position of the voice switch. In response to the keyword set based on the keyword setting control, the set keyword is used as the target content.

[0144] It should be noted that the associated position of the voice switch can be one of the upper position, lower position, left position, and right position of the voice switch. In this regard, the embodiments of the present application do not make any limitations. When an opening operation for the voice switch is received, a keyword setting control is displayed at the associated position of the voice switch, so that in response to the keyword set based on the keyword setting control, the set keyword is used as the target content. Among them, the keyword can be, for example, "BOSS", "real person", etc. In this regard, the embodiments of the present application do not make any limitations.

[0145] Exemplarily, referring to Figure 11 , Figure 11 is a schematic diagram of the keyword setting control provided by the embodiments of the present application. Based on Figure 11 , in response to the opening operation for the voice switch, at the lower position of the voice switch, a keyword setting control indicated by 1101 in a of Figure 11 is displayed, and then in response to the keyword indicated by the dashed box 1102 in b of Figure 11 set based on the keyword setting control, the set keyword is used as the target content.

[0146] In this way, keywords are set through the keyword setting control, and the set keywords are used as the target content. In this way, by using the keyword setting control, the player object can conveniently set keywords, that is, the keyword setting control provides a convenient keyword setting function, and the user can directly perform keyword setting operations on the interface, thereby improving the human-computer interaction efficiency and keyword setting efficiency.

[0147] In actual implementation, in response to the opening operation for the voice switch, a quantity prompt message can also be displayed. The quantity prompt message is used to prompt the quantity threshold of the keywords that can be set. Based on the quantity prompt message, in response to the keyword setting operation triggered by the keyword setting control, the set target quantity of keywords is displayed, and the target quantity is less than or equal to the quantity threshold.

[0148] It should be noted that the quantity threshold is preset, for example, it can be 5, etc. In this regard, the embodiments of the present application do not make any limitations. At the same time, the quantity prompt message can be in the form of text, picture, or bullet screen, etc. In this regard, the embodiments of the present application also do not make any limitations. After the quantity prompt message is displayed, in response to the keyword setting operation triggered by the keyword setting control, when the quantity of the set keywords is less than the quantity threshold, the set target quantity of keywords is displayed; when the quantity of the set keywords is greater than or equal to the quantity threshold, a setting failure prompt message is displayed, and the failure prompt message is used to prompt that the keyword setting fails. Exemplarily, referring to Figure 12 , Figure 12 is a schematic diagram of the quantity prompt message provided by the embodiments of the present application. Based on Figure 12, the 1201 indicates quantity prompt information.

[0149] In this way, by displaying the quantity prompt information to prompt the user of the maximum number of keywords that can be set, the player object can clearly understand the quantity range of the keywords that can be set, avoiding system errors or abnormal behaviors caused by entering too many keywords due to ignorance; at the same time, restricting the number of keywords that can be set avoids a large number of unnecessary keyword inputs, thus reducing the burden on the system in aspects such as keyword processing, storage, and search, enabling the system to process a limited number of keywords more efficiently and improving the overall performance and response speed of the system.

[0150] In actual implementation, the process of displaying the set target quantity of keywords in response to a keyword setting operation triggered by a keyword setting control can be as follows: when the keyword setting operation includes a keyword input operation, in response to the trigger operation on the keyword setting control, a keyword input area is displayed, and in response to the keyword input operation performed in the keyword input area, the input target quantity of keywords is displayed; when the keyword setting operation includes a keyword selection operation, in response to the trigger operation on the keyword setting control, a plurality of candidate keywords are displayed; in response to the keyword selection operation, the target quantity of keywords is selected from the plurality of candidate keywords, and the selected target quantity of keywords is displayed.

[0151] Among them, the trigger operation on the keyword setting control can be a click operation on the keyword setting control such as a single click operation or a double click operation; in this way, keywords can be directly input or the final keywords can be directly selected from a plurality of candidate keywords, thus enriching the keyword setting process, not only improving the gaming experience of the player object, but also improving the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device.

[0152] In actual implementation, in response to a keyword setting operation triggered by a keyword setting control, when the set keywords do not meet the keyword setting conditions, a failure prompt information can also be displayed; among them, the failure prompt information is used to prompt that the keyword setting fails; the keyword setting conditions include at least one of the following: the quantity of the already set keywords does not reach the quantity threshold, and the currently set keywords pass the compliance check.

[0153] It should be noted that the quantity threshold here is the same as the quantity threshold indicated by the quantity prompt information described above. Thus, when the keyword setting condition includes that the quantity of the set keywords does not reach the quantity threshold, if the set keywords do not meet the keyword setting condition, it means that the quantity of the set keywords reaches the quantity threshold. Therefore, a failure prompt message will be displayed. When the keyword setting condition includes that the currently set keywords can pass the compliance check, after the keywords are set, a compliance check will be performed on the keywords. When the length of the keyword is less than or equal to the length threshold and the semantics of the keyword do not violate the rules, it is determined that the keyword passes the compliance check; otherwise, it does not pass the compliance check. Among them, the length threshold here is preset, such as 8 characters, etc., and the embodiments of the present application do not limit this.

[0154] In this way, by setting the keyword setting condition, when the set keywords do not meet the keyword setting condition, a failure prompt message is displayed. In this way, by setting the keyword setting condition, it is possible to prevent the player object from inputting invalid or unqualified keywords, which not only ensures the effectiveness and accuracy of the keywords, improves the accuracy of subsequent data processing, but also prevents the player object from inputting keywords that may cause system errors or crashes, thereby triggering system failures, reducing the risk of system errors, and enhancing the stability and reliability of the system. In addition, the keyword setting condition can filter out unreasonable keywords, and the system does not need to spend extra resources to process these invalid keywords, thereby reducing the burden on the system in terms of data storage, index construction, and search operations, improving the overall performance and operation efficiency of the system, and enabling it to process operations related to legal keywords more smoothly. Moreover, when the keywords input by the player object do not meet the set conditions, a failure prompt message is immediately displayed, which enables the player object to promptly learn that their input is incorrect, helps the player object quickly correct the error and re-enter the correct keywords, saving the user's time and effort, and improving the efficiency and satisfaction of the player object using the system.

[0155] In actual implementation, the set keywords can also be deleted. Specifically, when at least one keyword is displayed, in response to the keyword deletion operation, the target keyword can also be deleted from the at least one keyword; where the target keyword can be any one of the set keywords.

[0156] In some embodiments, it is also possible to detect the voice content of the player object's teammates. Specifically, during the interaction between the player object and other objects, before detecting the voice content of the player object, it is also possible to display a voice detection option in an unselected state. The voice detection option is used to indicate whether to detect the voice content of the target player object. The voice detection option in the unselected state is used to indicate that the voice content of the target player object is not to be detected. The target player object and the player object are in the same camp; in response to a selection operation on the voice detection option, control the voice detection control to be in a selected state; wherein, the voice detection option in the selected state is used to indicate the detection of the voice content of the target player object.

[0157] It should be noted that the target player object and the player object being in the same camp means that the target player object and the player object are in the same group, that is, the target player object is the teammate of the player object; at the same time, the voice detection option can be on the same interface as the voice switch, such as the setting interface described above, or on a different interface from the voice switch; correspondingly, as described for the voice switch above, before the start of the game round, in response to a display operation on the setting interface, display the setting interface, and in the setting interface, display the voice detection option; or, it can also be during the game round corresponding to the virtual scene, directly display the voice detection option, or directly display the setting control, so as to respond to a trigger operation on the setting control, display the setting interface, and in the setting interface, display the voice detection option; the embodiments of the present application do not make any limitations in this regard. Among them, when the voice detection option is in the selected state, it is used to indicate the detection of the voice content of the target player object, and when the voice detection option is in the unselected state, it is used to indicate that the voice content of the target player object is not to be detected.

[0158] Exemplarily, refer to Figure 13 , Figure 13 is a schematic diagram of the voice detection option provided by the embodiments of the present application. Based on Figure 13 , taking the voice switch and the voice detection option being on the same interface as an example, in the interface shown in a of Figure 13 , display the voice detection option in the unselected state indicated by 1301. In response to a selection operation on the voice detection option, control the voice detection control to be in a selected state, as shown by 1302 in b of Figure 13 .

[0159] In this way, by setting the voice detection option, if the voice detection option is selected, the voice content of the target player object is detected. If the voice detection option is not selected, the voice content of the target player object is not detected. In this way, the player object can flexibly control whether to detect the voice content of the teammate according to its own needs and scenarios, strengthening the control of the player object over the interaction process. This can not only improve the interaction experience of the player object, but also improve the human-computer interaction efficiency.

[0160] In actual implementation, the process of detecting the voice content of the player object can be that when the voice detection control is selected, the voice content of the player object and the voice content of the target player object are detected. Thus, the process of displaying multiple selectable virtual items including the first virtual item when it is detected that the voice content input by the player object includes the target content can be that when it is detected that the voice content input by at least one of the player object and the target player object includes the target content, multiple selectable virtual items including the first virtual item are displayed.

[0161] It should be noted that detecting the voice content of the target player object means detecting the voice content of the target player object coming out of the earpiece, that is, the received voice content of the target player object. Thus, when it is detected that the voice content input by at least one of the player object and the target player object includes the target content, multiple selectable virtual items including the first virtual item are displayed. Among them, when it is detected that the voice content input by at least one of the player object and the target player object includes the target content, the multiple selectable virtual items including the first virtual item are only displayed on the display interface of the current player object.

[0162] In this way, by detecting the voice content of the player object and the voice content of the target player object, when it is detected that the voice content input by at least one of the player object and the target player object includes the target content, multiple selectable virtual items including the first virtual item are displayed. In this way, detecting the voices of two players can not only make the interaction in the game more abundant, but also encourage more communication and cooperation between players, enhancing the social nature and team cooperation experience of the game. Moreover, by detecting the voices of two players simultaneously, the system can judge whether the trigger condition is truly met from more dimensions, that is, it can more accurately judge whether it is a valid command related to the game and requiring the display of virtual items, thereby reducing the misjudgment rate and avoiding the incorrect triggering of the display of virtual items due to ambiguous expressions or slips of the tongue in the individual voice of the player object.

[0163] As an example, the virtual object controlled by the player object holds a shooting prop. The first virtual prop is the first virtual ammunition assembled on the shooting prop, and the second virtual prop is the second virtual ammunition different from the first virtual ammunition. Thus, in response to a selection instruction for the second virtual prop, the process of replacing the virtual prop of the player object from the first virtual prop to the second virtual prop can be that, in response to a selection instruction for the second virtual ammunition, the virtual ammunition assembled on the shooting prop held by the player object is replaced from the first virtual ammunition to the second virtual ammunition.

[0164] It should be noted that the shooting prop here refers to a virtual device with shooting attributes, such as a virtual gun, a virtual bow, a virtual slingshot, etc. In this regard, the embodiments of the present application do not make any limitations; correspondingly, the virtual ammunition refers to a sub-prop assembled on the shooting prop, such as virtual bullets, virtual arrows, etc. In this regard, the embodiments of the present application also do not make any limitations.

[0165] In this way, during the interaction process of the player object, by detecting the voice of the player object to determine whether to display the virtual ammunition for replacement, and then during the ammunition replacement process of the shooting prop, it can enable the player to quickly replace the virtual ammunition, avoiding the problem that the player cannot quickly replace the virtual ammunition due to the overly urgent situation during the interaction process of the player object. This not only improves the ammunition replacement efficiency and the interaction experience of the player object, but also improves the human-computer interaction efficiency and the hardware resource utilization rate of the electronic device.

[0166] Applying the above embodiments of the present application, during the interaction process of the player object, the voice content of the player object is detected, and then when it is detected that the voice content input by the player object includes the target content, a plurality of selectable virtual props including the first virtual prop are displayed. Thus, in response to a selection instruction for the second virtual prop, the virtual prop of the player object is replaced from the first virtual prop to the second virtual prop. In this way, during the interaction process of the player object, by detecting the voice of the player object to determine whether to display the virtual prop for replacement, and then during the virtual prop replacement process, compared with the method that the player needs to judge in real time and trigger the virtual prop switch by means of opening the backpack or pressing a key, it can enable the player object to quickly replace the virtual prop, avoiding the problem that the player cannot quickly replace the equipment due to the overly urgent situation during the interaction process. This not only improves the prop replacement efficiency and the interaction experience of the player object, but also improves the human-computer interaction efficiency and the hardware resource utilization rate of the electronic device.

[0167] Next, the exemplary application of the embodiments of the present application in an actual application scenario will be described.

[0168] In a shooting game of the related art, there may be a level distinction for equipment. Different levels of equipment will be allocated by players to deal with opponents or bosses of different levels. However, generally, it is necessary to switch according to different scenarios and opponents. Therefore, players need to judge the scenario and opponents in real time, and then switch equipment by opening the backpack or triggering by pressing a button. However, some battles are initiated instantaneously, and according to the above-mentioned equipment switching method, players cannot quickly switch equipment, which results in a slow efficiency of players switching equipment.

[0169] Based on this, the embodiment of the present application provides a method for replacing virtual items, which jointly completes the process of replacing equipment (virtual items) during instant battles based on the combination of the voice content (voice content) of players (player objects) and voice recognition. Specifically, by detecting the voice of players, when a player encounters danger in the game, on the premise that the microphone and voice are turned on, the voice emitted by the player or a teammate (target player object) is recognized, and the keywords set by the player are triggered, and a floating window for quickly switching including multiple replaceable equipment (optional virtual items) will pop up, and it does not affect other interaction operations of the player, allowing the player to quickly switch equipment, so that the player has the ability to fight against high-level opponents and bosses, thereby improving the efficiency of equipment replacement and the game experience of players.

[0170] Next, the technical solution of the present application will be described from the product side.

[0171] During actual implementation, as Figure 10 shown, in response to a display instruction for the setting interface, the setting interface is displayed, and then a reload voice prompt (voice switch) is displayed in the setting interface. Among them, when the reload voice prompt is in the off state, no specific content is displayed. If the reload voice prompt is switched to the on state, specific setting content can be seen, as Figure 14 shown, Figure 14 is a schematic diagram of the process of setting the voice detection function provided by the embodiment of the present application.

[0172] It should be noted that, as Figure 14 shown, in response to a keyword setting operation triggered by a keyword setting control, the input keyword is displayed in the keyword input box; for example, by performing a click operation on the "+" button to add keywords, up to 5 keywords can be added; if it is necessary to judge the voice of a teammate, in response to a selection operation for the "judge teammate voice" option (voice detection option), this option is checked. If it is not necessary to judge, it is unchecked.

[0173] During actual implementation, when the player turns on the voice and microphone and opens the reload voice prompt, when the player or a teammate triggers a keyword, a reload floating window will pop up, as Figure 4As shown, the floating window page will disappear after 10 seconds (prop display countdown) without triggering the keyword (voice instruction information) again or disappear after the player changes the ammunition through the floating window.

[0174] It should be noted that after the floating window is triggered, the currently equipped equipment is the one with a white frame (in the selected state), and then the equipment can be quickly switched through the keyboard buttons or quickly controlled by voice, or can be quickly switched by clicking and voice control. Among them, after the ammunition change floating window is triggered, it automatically enters the answering information state, and makes real-time judgments on the player's voice. For example, when switching to a level 4 bullet, the ammunition change to a level 4 bullet is triggered; or in response to the player's click operation on the target equipment, switch to the target equipment. Finally, after the ammunition change action is triggered, the floating window disappears. When the ammunition change is successful, a floating text prompt (equipment prompt information) appears, such as having been switched to a level 4 bullet, as Figure 7 shown.

[0175] Next, the technical solution of this application will be described from the technical side.

[0176] See Figure 15 , Figure 15 is a schematic flowchart of the process of setting voice ammunition change provided by an embodiment of this application. Based on Figure 15 , the process of setting voice ammunition change provided by an embodiment of this application is implemented by steps 1501 to 1504. Specifically, for steps 1501 to 1502, when setting the voice ammunition change function on the setting page, first the background needs to detect whether the player has enabled voice ammunition change. If the player has not enabled it, the voice ammunition change function is hidden and closed; step 1503, if voice ammunition change is enabled, keywords can be edited, new keywords can be added, and teammate voice judgment can be performed. Among them, when the player finishes entering the keyword, the background needs to make a judgment once, a judgment on whether the keyword is compliant, to avoid adverse effects. At the same time, when the player adds more than 5, the system needs to intercept; step 1504, after the setting is completed, exit the setting page and default to save the corresponding modification operation. Among them, the background needs to upload and learn the content modified by the player so that the player can have a good experience in the game.

[0177] See Figure 16 , Figure 16 is a schematic flowchart of the replacement process of virtual props provided by an embodiment of this application. Based on Figure 16, the replacement process of the virtual item provided by the embodiment of the present application is implemented by steps 1601 to 1607. Specifically, in steps 1601 to 1603, when the player enters the game, the background first detects whether the player's microphone, earpiece, and voice reload prompt function are enabled. If not, the function cannot be used; if the voice prompt is enabled but the teammate voice is not enabled, only the voice prompt on the player side can be recognized; if the earpiece is not enabled, only the teammate voice can be recognized to complete the prompt. Step 1604, then the background needs to continuously recognize the player's and teammate's voices for judgment. If the keyword is triggered, the reload floating window is displayed. If no further operation by the player (no selection instruction for the second virtual item) is received within 10 seconds, the floating window disappears. If the player and teammate continuously trigger the keyword, the reload floating window is always displayed. Step 1605, when the reload floating window is triggered, it continuously detects whether there is a reload instruction (voice instruction information) in the player's words to determine whether to perform automatic reload. In this process, only the player's voice is recognized, and the teammate's voice information is not recognized. Or the player can also trigger the reload through manual operation. Steps 1606 to 1607, after the reload is successfully triggered, the background enters the function cooling period, and the reload floating window will not be triggered again within 20 seconds (cooling countdown) to reduce the interference of the floating window to the player.

[0178] In this way, through the present application, the combination of the player's combat scene and behavior feedback voice recognition in the game not only improves the player's gaming experience but also enriches the player's gaming operations.

[0179] Applying the above embodiments of the present application, during the interaction process of the player object, the voice content of the player object is detected. Then, when it is detected that the voice content input by the player object includes the target content, a plurality of selectable virtual items including the first virtual item are displayed. Thus, in response to the selection instruction for the second virtual item, the virtual item of the player object is replaced from the first virtual item to the second virtual item. In this way, during the interaction process of the player object, by detecting the voice of the player object to determine whether to display the virtual item for replacement, and then in the replacement process of the virtual item, compared with the method where the player needs to judge in real time and trigger the switch of the virtual item by opening the backpack or pressing keys, etc., it can enable the player object to quickly replace the virtual item, avoiding the problem that the player object cannot quickly replace the equipment due to the urgent situation during the interaction process. It not only improves the replacement efficiency of the item and the interaction experience of the player object but also improves the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device.

[0180] Next, continue to describe the exemplary structure of the replacement device 455 of the virtual item provided by the embodiment of the present application as a software module. In some embodiments, such as Figure 2As shown, the software module in the replacement device 455 of the virtual item stored in the memory 450 may include:

[0181] A first display module 4551, configured to display, in a virtual scene, the process of the player object interacting with other objects based on a first virtual item;

[0182] A detection module 4552, configured to detect the voice content of the player object during the process of the player object interacting with other objects;

[0183] A second display module 4553, configured to display a plurality of selectable virtual items including the first virtual item when it is detected that the voice content input by the player object includes a target content, and the plurality of selectable virtual items further include a second virtual item;

[0184] A replacement module 4554, configured to, in response to a selection instruction for the second virtual item, replace the virtual item of the player object from the first virtual item with the second virtual item.

[0185] In some embodiments, the virtual object controlled by the player object holds a shooting item, the first virtual item is a first virtual ammunition assembled on the shooting item, and the second virtual item is a second virtual ammunition different from the first virtual ammunition; the replacement module 4554 is further configured to, in response to a selection instruction for the second virtual ammunition, replace the virtual ammunition assembled on the shooting item held by the player object from the first virtual ammunition with the second virtual ammunition.

[0186] In some embodiments, the second display module 4553 is further configured to, when it is detected that the voice content input by the player object includes a target content, display the plurality of selectable virtual items through a floating window; and cancel the display of the floating window in response to a selection instruction for the second virtual item.

[0187] In some embodiments, the device further includes a response module, configured to trigger a selection instruction for the second virtual item in response to detecting that the player object inputs voice indication information for indicating to select the second virtual item.

[0188] In some embodiments, the response module is further configured to trigger a selection instruction for the second virtual item in response to a selection operation for the second virtual item; wherein the selection operation is triggered by at least one of a keyboard, a mouse, a joystick, and a function control.

[0189] In some embodiments, the device further includes a third display module, which is configured to display a prop display countdown for indicating the remaining duration for displaying the multiple selectable virtual props; in the case where no selection instruction for the second virtual prop is received, in response to the prop display countdown reaching zero, the display of the multiple selectable virtual props is cancelled.

[0190] In some embodiments, the third display module is further configured to display equipment prompt information for prompting that the second virtual prop has been equipped.

[0191] In some embodiments, the response module is further configured to, in response to an interaction instruction for the virtual object controlled by the player object, control the virtual object to interact with other virtual objects in the virtual scene based on the second virtual prop.

[0192] In some embodiments, the third display module is further configured to display a trigger prompt information at an associated position of the multiple selectable virtual props; wherein the trigger prompt information is used to prompt the triggering method of the selection instruction; the replacement module 4554 is further configured to, in response to a selection instruction for the second virtual prop triggered by using the triggering method, replace the virtual prop of the player object from the first virtual prop to the second virtual prop.

[0193] In some embodiments, the third display module is further configured to, when detecting that the voice content input by the player object includes a target content, in response to the target content indicating that the value of the interaction parameter of the first virtual prop is lower than a parameter threshold, display a determination information; wherein if the value of the interaction parameter of the first virtual prop is lower than the parameter threshold, the player object cannot continuously interact with other objects based on the first virtual prop, and the determination information is used for the player object to determine whether to increase the value of the interaction parameter of the first virtual prop; in response to a determination instruction for the determination information, increase the value of the interaction parameter of the first virtual prop so that the player object can continuously interact with other objects based on the first virtual prop.

[0194] In some embodiments, the third display module is further configured to display a voice switch in a closed state, and the voice switch is used to turn on the voice detection function; in response to an opening operation for the voice switch, turn on the voice switch and display the voice switch in an open state; the detection module 4552 is further configured to, in response to the voice switch being in the open state, detect the voice content of the player object during the interaction between the player object and other objects.

[0195] In some embodiments, the third display module is further configured to, in response to the opening operation on the voice switch, display a keyword setting control at an associated position of the voice switch; and use the set keyword as the target content in response to the keyword set based on the keyword setting control.

[0196] In some embodiments, the third display module is further configured to, in response to a keyword setting operation triggered based on the keyword setting control, display a failure prompt message when the set keyword does not meet the keyword setting conditions; wherein the failure prompt message is used to indicate that the keyword setting fails; the keyword setting conditions include at least one of the following: the number of set keywords does not reach the quantity threshold, and the currently set keyword passes the compliance check.

[0197] In some embodiments, the third display module is further configured to, in response to the opening operation on the voice switch, display a quantity prompt message, where the quantity prompt message is used to indicate the quantity threshold of the keywords that can be set; and based on the quantity prompt message, in response to a keyword setting operation triggered based on the keyword setting control, display the target quantity of keywords that are set, where the target quantity is less than or equal to the quantity threshold.

[0198] In some embodiments, when the keyword setting operation includes a keyword input operation, the third display module is further configured to, in response to a triggering operation on the keyword setting control, display a keyword input area, and display the input target quantity of keywords in response to the keyword input operation performed in the keyword input area; when the keyword setting operation includes a keyword selection operation, the third display module is further configured to, in response to a triggering operation on the keyword setting control, display a plurality of candidate keywords; and select the target quantity of keywords from the plurality of candidate keywords and display the selected target quantity of keywords in response to the keyword selection operation.

[0199] In some embodiments, the third display module is further configured to display a voice detection option in a non - selected state, where the voice detection option is used to indicate whether to detect the voice content of a target player object, and the voice detection option in the non - selected state is used to indicate that the voice content of the target player object is not detected, and the target player object and the player object are in the same camp; and control the voice detection control to be in a selected state in response to a selection operation on the voice detection option; wherein the voice detection option in the selected state is used to indicate that the voice content of the target player object is detected.

[0200] In some embodiments, the detection module 4552 is further configured to detect the voice content of the player object and the voice content of the target player object when the voice detection control is in a selected state; the second display module 4553 is further configured to display a plurality of selectable virtual items including the first virtual item when it is detected that the voice content input by at least one of the player object and the target player object includes the target content.

[0201] In some embodiments, the third display module is further configured to display a cooling countdown, where the cooling countdown is used to indicate the remaining duration for being able to replace the virtual item again based on the voice content input by the player object; in response to the cooling countdown reaching zero, when it is detected that the voice content input by the player object includes the target content, display a plurality of selectable virtual items including the second virtual item, and the plurality of selectable virtual items further include a third virtual item; in response to a selection instruction for the third virtual item, replace the virtual item of the player object from the second virtual item to the third virtual item.

[0202] In some embodiments, the second display module 4553 is further configured to display the first virtual item in a selected state and other virtual items in a non - selected state when it is detected that the voice content input by the player object includes the target content; where the other virtual items are used to indicate the virtual items other than the first virtual item among the plurality of selectable virtual items.

[0203] In some embodiments, the replacement module 4554 is further configured to switch the virtual item in the selected state from the first virtual item to the second virtual item in response to a selection instruction for the second virtual item; in response to a confirmation instruction for the second virtual item in the selected state, replace the virtual item of the player object from the first virtual item to the second virtual item.

[0204] In some embodiments, the second display module 4553 is further configured to match a plurality of candidate virtual items with the target content respectively when it is detected that the voice content input by the player object includes the target content, and select at least one matching result with a matching degree greater than or equal to a matching degree threshold from the plurality of matching results; determine the candidate virtual items corresponding to the selected matching results as target candidate virtual items, and display the first virtual item and at least one of the target candidate virtual items.

[0205] An embodiment of the present application provides a computer program product, which includes computer-executable instructions or a computer program. The computer-executable instructions or the computer program are stored in a computer-readable storage medium. A processor of an electronic device reads the computer-executable instructions or the computer program from the computer-readable storage medium, and the processor executes the computer-executable instructions or the computer program, so that the electronic device executes the method for replacing virtual props in the above embodiments of the present application.

[0206] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, it will cause the processor to execute the method for replacing virtual props provided by the embodiments of the present application. For example, as Figure 3 the method for replacing virtual props shown.

[0207] In some embodiments, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), a flash memory, a magnetic surface memory, an optical disc, or a CD-ROM, etc.; it may also be various devices including one or any combination of the above memories.

[0208] In some embodiments, the computer-executable instructions may be in the form of a program, software, a software module, a script, or code, and may be written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including being deployed as an independent program or being deployed as a module, a component, a subroutine, or other units suitable for use in a computing environment.

[0209] As an example, the computer-executable instructions may or may not correspond to files in the file system, and may be stored as part of a file storing other programs or data. For example, they may be stored in one or more scripts in a hypertext markup language (HTML) document, stored in a single file dedicated to the program under discussion, or stored in multiple cooperating files (for example, files storing one or more modules, subroutines, or code portions).

[0210] As an example, the computer-executable instructions may be deployed to execute on one electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed at multiple locations and interconnected through a communication network.

[0211] In summary, the embodiments of the present application have the following beneficial effects:

[0212] During the interaction process of the player object, by detecting the voice of the player object to determine whether to display the virtual item for replacement, and then during the replacement process of the virtual item, compared with the method where the player needs to judge in real time and trigger the switching of the virtual item by means of opening the backpack or pressing a button, it can enable the player object to quickly replace the virtual item, avoiding the problem that the player object cannot quickly replace the equipment due to the urgency of the interaction process. This not only improves the replacement efficiency of the item and the interaction experience of the player object, but also improves the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device.

[0213] It should be noted that in the embodiments of the present application, regarding data related to user operations, voice content, etc., when the embodiments of the present application are applied to specific products or technologies, user permission or consent needs to be obtained, and the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of relevant countries and regions.

[0214] The above is only the embodiments of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are all included in the protection scope of the present application.

Claims

1. A method for replacing a virtual item, characterized in that: The method comprises: In the virtual scene, displaying a process in which the player object interacts with other objects based on the first virtual prop; During the process of the player object interacting with other objects, detecting the voice content of the player object; When it is detected that the voice content input by the player object includes the target content, displaying a plurality of selectable virtual props including the first virtual prop, wherein the plurality of selectable virtual props also includes a second virtual prop; In response to a selection instruction for the second virtual item, the virtual item of the player object is replaced from the first virtual item to the second virtual item.

2. The method according to claim 1, characterized in that The virtual object controlled by the player object holds a shooting prop, the first virtual prop is a first virtual ammunition equipped on the shooting prop, and the second virtual prop is a second virtual ammunition different from the first virtual ammunition; In response to the selection instruction for the second virtual prop, replacing the virtual prop of the player object from the first virtual prop to the second virtual prop includes: In response to the selection instruction for the second virtual ammunition, the virtual ammunition equipped on the shooting item held by the player object is replaced from the first virtual ammunition to the second virtual ammunition.

3. The method according to claim 1, characterized in that The method of displaying a plurality of optional virtual props including the first virtual prop when detecting that the voice content input by the player object includes the target content comprises: When it is detected that the voice content input by the player object includes the target content, displaying the multiple optional virtual props through a floating window; The method further comprises: In response to a selection instruction for the second virtual item, the floating window is cancelled.

4. The method according to claim 1, characterized in that: After the multiple selectable virtual props including the first virtual prop are displayed when it is detected that the voice content input by the player object includes the target content, the method further includes: In response to detecting that the player object has input voice instruction information for instructing to select the second virtual item, a selection instruction for the second virtual item is triggered.

5. The method according to claim 1, characterized in that After the multiple selectable virtual props including the first virtual prop are displayed when it is detected that the voice content input by the player object includes the target content, the method further includes: In response to a selection operation on the second virtual prop, triggering a selection instruction on the second virtual prop; Wherein, the selection operation is triggered by at least one of a keyboard, a mouse, a joystick and a function control.

6. The method according to claim 1, characterized in that The method further comprises: Displaying a prop display countdown, wherein the prop display countdown is used to indicate a remaining time for displaying the plurality of selectable virtual props; In the case where no selection instruction for the second virtual prop is received, in response to the prop display countdown being cleared, the plurality of selectable virtual props are cancelled from being displayed.

7. The method according to claim 1, characterized in that After the virtual prop of the player object is replaced from the first virtual prop to the second virtual prop in response to the selection instruction for the second virtual prop, the method further includes: Display equipment prompt information, where the equipment prompt information is used to prompt that the second virtual item has been equipped.

8. The method according to claim 1, characterized in that After the virtual prop of the player object is replaced from the first virtual prop to the second virtual prop in response to the selection instruction for the second virtual prop, the method further includes: In response to an interaction instruction for a virtual object controlled by the player object, the virtual object is controlled to interact with other virtual objects in the virtual scene based on the second virtual prop.

9. The method according to claim 1, characterized in that: Before replacing the virtual prop of the player object from the first virtual prop to the second virtual prop in response to the selection instruction for the second virtual prop, the method further includes: Displaying trigger prompt information at the associated positions of the plurality of selectable virtual props; wherein the trigger prompt information is used to prompt the triggering method of the selection instruction; In response to the selection instruction for the second virtual prop, replacing the virtual prop of the player object from the first virtual prop to the second virtual prop includes: In response to a selection instruction for the second virtual prop triggered by the triggering method, the virtual prop of the player object is replaced from the first virtual prop to the second virtual prop.

10. The method according to claim 1, characterized in that In the process of the player object interacting with other objects, after detecting the voice content of the player object, the method further includes: When it is detected that the voice content input by the player object includes target content, in response to the target content indicating that the value of the interaction parameter of the first virtual item is lower than a parameter threshold, displaying confirmation information; Wherein, if the value of the interaction parameter of the first virtual prop is lower than the parameter threshold, the player object cannot continuously interact with other objects based on the first virtual prop, and the determination information is used for the player object to determine whether to increase the value of the interaction parameter of the first virtual prop; In response to a determination instruction for the determination information, a value of an interaction parameter of the first virtual prop is increased so that the player object can continuously interact with other objects based on the first virtual prop.

11. The method according to claim 1, characterized in that: In the process of the player object interacting with other objects, before detecting the voice content of the player object, the method further includes: Displaying a voice switch in an off state, wherein the voice switch is used to enable a voice detection function; In response to an on operation for the voice switch, turning on the voice switch and displaying the voice switch in an on state; The detecting of the voice content of the player object during the interaction between the player object and other objects includes: In response to the voice switch being in the on state, during the process of the player object interacting with other objects, the voice content of the player object is detected.

12. The method according to claim 11, characterized in that The method further comprises: In response to the on operation for the voice switch, displaying a keyword setting control at a location associated with the voice switch; In response to a keyword set based on the keyword setting control, the set keyword is used as the target content.

13. The method according to claim 12, characterized in that The method further comprises: In response to a keyword setting operation triggered by the keyword setting control, when the set keyword does not meet a keyword setting condition, displaying a failure prompt message; The failure prompt information is used to prompt that the keyword setting fails; the keyword setting condition includes at least one of the following: the number of set keywords does not reach the quantity threshold, and the currently set keywords pass the compliance check.

14. The method according to claim 12, characterized in that The method further comprises: In response to the on operation of the voice switch, displaying quantity prompt information, wherein the quantity prompt information is used to prompt a quantity threshold of keywords that can be set; Based on the quantity prompt information, in response to a keyword setting operation triggered based on the keyword setting control, a set target quantity of keywords is displayed, where the target quantity is less than or equal to the quantity threshold.

15. The method according to claim 14, characterized in that The step of displaying the set target number of keywords in response to the keyword setting operation triggered by the keyword setting control includes: When the keyword setting operation includes a keyword input operation, in response to a trigger operation on the keyword setting control, a keyword input area is displayed, and in response to the keyword input operation performed in the keyword input area, the target number of keywords input is displayed; When the keyword setting operation includes a keyword selection operation, in response to a trigger operation on the keyword setting control, a plurality of candidate keywords are displayed; in response to the keyword selection operation, the target number of keywords are selected from the plurality of candidate keywords, and the selected target number of keywords are displayed.

16. The method according to claim 1, characterized in that In the process of the player object interacting with other objects, before detecting the voice content of the player object, the method further includes: Displaying a voice detection option in a non-selected state, the voice detection option is used to indicate whether to detect the voice content of a target player object, and the voice detection option in a non-selected state is used to indicate not to detect the voice content of a target player object, the target player object and the player object are in the same camp; In response to a selection operation on the voice detection option, controlling the voice detection control to be in a selected state; The voice detection option in the selected state is used to instruct to detect the voice content of the target player object.

17. The method according to claim 16, characterized in that The detecting the voice content of the player object includes: When the voice detection control is in a selected state, the voice content of the player object and the voice content of the target player object are detected; The method of displaying a plurality of optional virtual props including the first virtual prop when detecting that the voice content input by the player object includes the target content comprises: When it is detected that the voice content input by at least one of the player object and the target player object includes the target content, a plurality of selectable virtual props including the first virtual prop are displayed.

18. The method according to claim 1, characterized in that After the virtual prop of the player object is replaced from the first virtual prop to the second virtual prop in response to the selection instruction for the second virtual prop, the method further includes: Displaying a cooling countdown, wherein the cooling countdown is used to indicate the remaining time for replacing the virtual props again based on the voice content input by the player object; In response to the cooling countdown being cleared, when it is detected that the voice content input by the player object includes target content, displaying a plurality of selectable virtual props including the second virtual prop, wherein the plurality of selectable virtual props further includes a third virtual prop; In response to a selection instruction for the third virtual item, the virtual item of the player object is replaced from the second virtual item to the third virtual item.

19. The method according to claim 1, characterized in that The method of displaying a plurality of optional virtual props including the first virtual prop when detecting that the voice content input by the player object includes the target content comprises: When it is detected that the voice content input by the player object includes the target content, the first virtual prop in a selected state and other virtual props in a non-selected state are displayed; wherein the other virtual props are used to indicate virtual props other than the first virtual prop among a plurality of selectable virtual props.

20. The method according to claim 19, characterized in that In response to the selection instruction for the second virtual prop, replacing the virtual prop of the player object from the first virtual prop to the second virtual prop includes: In response to a selection instruction for the second virtual prop, switching the virtual prop in the selected state from the first virtual prop to the second virtual prop; In response to a determination instruction for the second virtual item in the selected state, the virtual item of the player object is replaced from the first virtual item to the second virtual item.

21. The method according to claim 1, characterized in that The method of displaying a plurality of optional virtual props including the first virtual prop when detecting that the voice content input by the player object includes the target content comprises: When it is detected that the voice content input by the player object includes the target content, multiple candidate virtual props are matched with the target content respectively, and at least one matching result having a matching degree greater than or equal to a matching degree threshold is selected from the multiple matching results; The candidate virtual props corresponding to each of the selected matching results are determined as target candidate virtual props, and the first virtual prop and at least one of the target candidate virtual props are displayed.

22. A virtual prop replacement device, characterized in that: The device comprises: A first display module, used for displaying, in a virtual scene, a process in which a player object interacts with other objects based on a first virtual prop; A detection module, used for detecting the voice content of the player object during the process of the player object interacting with other objects; A second display module, configured to display a plurality of selectable virtual props including the first virtual prop, when detecting that the voice content input by the player object includes target content, wherein the plurality of selectable virtual props also includes a second virtual prop; The replacement module is used to replace the virtual prop of the player object from the first virtual prop to the second virtual prop in response to a selection instruction for the second virtual prop.

23. An electronic device, characterized in that: include: Memory for storing computer executable instructions or computer programs; The processor is used to implement the method for replacing virtual items according to any one of claims 1 to 21 when executing the computer executable instructions or computer programs stored in the memory.

24. A computer-readable storage medium, characterized in that: Computer executable instructions or computer programs are stored, which are used to cause a processor to execute and implement the method for replacing virtual props as described in any one of claims 1 to 21.

25. A computer program product comprising computer executable instructions or a computer program, characterized in that When the computer executable instructions or computer programs are executed by a processor, the method for replacing virtual items according to any one of claims 1 to 21 is implemented.