Virtual container control method and device, electronic equipment and storage medium

By providing virtual container control methods in shooting games, allowing players to dynamically select and preview the airdrop location in the game scene, the problem of uncontrollable position in traditional airdrop systems is solved, the interactive experience and strategy of the game is improved, and resource utilization is optimized.

CN120285554APending Publication Date: 2025-07-11NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202510451215.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-11
Publication Date
2025-07-11

AI Technical Summary

Technical Problem

The airdrop systems in existing shooting games are usually fixed or randomly generated, causing players to frequently move to find airdrop locations, which are cumbersome and lack of strategy, occupying device storage space and server resources.

Method used

It provides a virtual container control method, which allows players to dynamically select the airdrop generation location in the game scene through a graphical user interface, and preview the delivery effect in real time, including displaying the position control interface, selecting the generated location, and confirming the generation of the virtual container.

Benefits of technology

It improves the interactive experience and strategy of the game, solves the cumbersome operation problems caused by uncontrollable container generation location, and reduces invalid resource loading and server burden.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120285554A_ABST
    Figure CN120285554A_ABST
Patent Text Reader

Abstract

The invention provides a virtual container control method and device, electronic equipment and a storage medium, and the method comprises the steps: responding to a first trigger instruction, and displaying a position control interface in a graphical user interface; in response to a selection operation received through the position control interface, displaying a virtual container of a first state corresponding to a generation position corresponding to the selection operation in the graphical user interface, and configuring at least one virtual item in the virtual container, the first state represents that the virtual character cannot interact with the virtual container to obtain a virtual item in the virtual container; in response to the confirmation operation, a virtual container in a second state is controlled to be generated at the generation position in the game scene, and the second state represents that the virtual character interacts with the virtual container to obtain the virtual item in the virtual container. According to the method, a reasonable generation position is determined in advance, so that the situation that the container is possibly stuck after being generated is avoided, invalid resource loading and server burden are reduced, and the technical problem of computer resource occupation is solved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

[0002] Shooting games usually require players to collect weapons, equipment, and supplies in the game map, defeat opponents, and win. Among them, airdrops are an important way to obtain high-level equipment. In the related art, the airdrop system in the game is usually randomly dropped into the game scene according to fixed positions or preset rules, and players can only passively wait for the airdrop to land and go to the corresponding position to obtain supplies. This mechanism results in cumbersome user operations, frequent movement between maps to find the airdrop location, single gameplay, lack of strategic choices, and at the same time, repeatedly generating airdrop animations and related resources will also occupy device storage space and squeeze server resources. Summary of the Invention

[0003] The purpose of the present disclosure is to provide a method for controlling virtual containers to achieve the technical effect of allowing players to dynamically select the airdrop generation position and preview the delivery effect in real time.

[0004] In a first aspect, the present disclosure provides a method for controlling virtual containers. A graphical user interface is provided through a terminal, and the graphical user interface displays a game scene and a virtual character located in the game scene. The method includes: responding to a first trigger instruction to display a position control interface in the graphical user interface; responding to a selection operation received through the position control interface to display a virtual container corresponding to the generation position corresponding to the first state in the graphical user interface. At least one virtual item is configured in the virtual container, and the first state indicates that the virtual character cannot interact with the virtual container to obtain the virtual item in the virtual container; in response to a confirmation operation, controlling the generation of a virtual container in the second state at the generation position in the game scene, where the second state indicates that the virtual character can interact with the virtual container to obtain the virtual item in the virtual container.

[0005] In a second aspect, the present disclosure provides a device for controlling virtual containers, including: a display module configured to respond to a first trigger instruction and display a position control interface in the graphical user interface; a position determination module configured to respond to a selection operation received through the position control interface and display a virtual container corresponding to the generation position corresponding to the first state in the graphical user interface; a confirmation module configured to respond to a confirmation operation and control the generation of a virtual container in the second state at the generation position in the game scene.

[0006] In a third aspect, the present disclosure provides an electronic device, including a processor and a memory. The memory stores multiple instructions; the processor loads the instructions from the memory to execute the steps in the method for controlling virtual containers described in any one of the above.

[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium storing multiple instructions adapted to be loaded by a processor to execute the steps in any of the above-described virtual container control methods.

[0008] The present disclosure provides a virtual container control method, apparatus, electronic device, and storage medium. By responding to a first trigger instruction, a position control interface is displayed in a graphical user interface; in response to a selection operation received through the position control interface, a virtual container corresponding to the selection operation and having a first state is displayed in the graphical user interface, where at least one virtual prop is configured in the virtual container, and the first state indicates that a virtual character cannot obtain the virtual prop in the virtual container by interacting with the virtual container; in response to a confirmation operation, a virtual container in a second state is controlled to be generated at the generation position in the game scene, where the second state indicates that the virtual character can obtain the virtual prop in the virtual container by interacting with the virtual container. Through the method provided in this embodiment, players can freely select the generation position of the virtual container and preview the effect, improving the interactive experience of the game and avoiding the cumbersome operation caused by inappropriate container generation positions in the traditional airdrop system; at the same time, this method expands the strategic dimension of the game and improves the richness of the game; in addition, by pre-determining reasonable generation positions, this method avoids the situation where the container may get stuck after generation, reduces the loading of invalid resources and the server burden, and solves the technical problem of computer resource occupation.

[0009] Other features and advantages of the present disclosure will be described in the following specification, or some features and advantages can be inferred from the specification or determined without doubt, or can be learned by implementing the above technologies of the present disclosure.

[0010] To make the above objects, features, and advantages of the present disclosure more obvious and understandable, the following specific preferred embodiments are given and described in detail in conjunction with the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] To more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings required for the description of the specific embodiments or the prior art. Obviously, the following drawings are some embodiments of the present disclosure. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0012] Figure 1 It is a flowchart of a virtual container control method provided by an embodiment of the present disclosure; Figure 2 It is a schematic diagram of an interface for displaying a virtual container in a first state provided by an embodiment of the present disclosure; Figure 3 Schematic diagram of an interface for generating a virtual container in a second state provided by an embodiment of the present disclosure; Figure 4 Schematic diagram of an interface for displaying a virtual container in a first state from another perspective provided by an embodiment of the present disclosure; Figure 5 Schematic diagram of the structure of a virtual container control device provided by an embodiment of the present disclosure; Figure 6 Schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Detailed implementation manners

[0013] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Apparently, the described embodiments are some, but not all, of the embodiments of the present disclosure. The components of the embodiments of the present disclosure usually described and illustrated in the drawings here can be arranged and designed in various different configurations.

[0014] Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the claimed present disclosure, but merely represents selected embodiments of the present disclosure. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present disclosure without creative efforts fall within the scope of protection of the present disclosure.

[0015] The virtual container control method in one embodiment of the present disclosure can run on a local terminal device or a server. When the virtual container control method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.

[0016] In an alternative implementation manner, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the virtual container control method are completed on the cloud game server, and the role of the client device is for data reception, sending, and game screen presentation. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, the game screen is decoded and output through the client device.

[0017] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The manner in which the local terminal device provides the graphical user interface to the player may include various ways. For example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes a game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0018] In this embodiment, a virtual container control method is provided. Figure 1 It is a flowchart of the virtual container control method according to an embodiment of the present disclosure, as Figure 1 shown, the process includes the following steps: Step S101, in response to the first trigger instruction, display a position control interface in the graphical user interface; Step S102, in response to the selection operation received through the position control interface, display a virtual container corresponding to the selection operation at the generated position in the graphical user interface. The virtual container is in a first state, and at least one virtual item is configured in the virtual container. The first state indicates that the virtual character cannot interact with the virtual container to obtain the virtual item in the virtual container; Step S103, in response to the confirmation operation, control the generation of a virtual container in the second state at the generated position in the game scene, where the second state indicates that the virtual character can interact with the virtual container to obtain the virtual item in the virtual container.

[0019] Through the method provided in this embodiment, the player can more flexibly control the generation position of the virtual container. This technical solution provides a position control interface, allowing the player to freely select the placement position of the virtual container between different floors, solving the problem of difficult acquisition caused by the uncontrollable position of the container in the traditional airdrop system. This interaction mechanism not only improves the player's gaming experience and increases the game strategy, but also solves the technical problem of limited item acquisition in specific game scenarios, effectively improving the practicality and flexibility of the game system.

[0020] The above steps will be specifically described below.

[0021] In step S101, in response to the first trigger instruction, display a position control interface in the graphical user interface.

[0022] Among them, the first trigger instruction is an operation instruction triggered by the user through the terminal device for calling out the position control interface. This first trigger instruction can be implemented through click operations, swipe operations, long-press operations, and other operation methods. For example, the user can trigger the first trigger instruction through a click operation, that is, the user clicks on a specific button or icon on the game interface, and the system responds to this click operation and triggers the first trigger instruction.

[0023] In an optional implementation manner, the first trigger instruction can be an instruction generated by the user clicking on a specific function button in the game interface. For example, when the user clicks on the "virtual container" button, "airdrop" button, or "resource replenishment" button on the game interface, the system recognizes this operation as the first trigger instruction and responds to this instruction.

[0024] In an optional implementation manner, the first trigger instruction can be an instruction generated by a specific gesture operation performed by the user in the game interface. For example, when the user performs a specific swipe gesture, two-finger pinch gesture, or long-presses a specific area of the touch screen, the system recognizes these special gestures as the first trigger instruction and makes corresponding responses.

[0025] In an optional implementation manner, the first trigger instruction can be a system instruction automatically triggered based on the game scenario. For example, when the game progresses to a specific stage, the player reaches a specific level, or completes a specific task, the system automatically triggers the first trigger instruction to provide the user with the function of placing virtual containers, enhancing the immersion and coherence of the game.

[0026] In a specific application, during the game process, the user clicks on the "store" icon in the function menu on the right side of the game interface, and the system recognizes this operation as the first trigger instruction. Immediately, a position control interface pops up in the game interface. This interface contains interactive elements for the user to select the placement position of the virtual container, and the user can intuitively control the generation position of the virtual container through this interface.

[0027] Among them, the position control interface is a user interaction interface for controlling the generation position of the virtual container in the game scene. The position control interface can be interacted with through click operations, swipe operations, long-press operations, and other operation methods. For example, the user can interact with the position control interface through a click operation, that is, the user clicks on a specific area or control on the position control interface, and the system responds to this click operation and executes the corresponding position control function.

[0028] In an optional implementation manner, the position control interface can be a two-dimensional plan view showing the top view of the game scene, and the user can directly select the placement position of the virtual container on this plan view. For example, this two-dimensional plan view can mark information such as terrain features, building positions, and resource point distributions to help the user more intuitively select a suitable placement position for the virtual container.

[0029] In an alternative embodiment, the position control interface may include an interactive three-dimensional scene model that allows the user to view and select the placement location of the virtual container from different angles. For example, the user can rotate and zoom the three-dimensional model to more precisely determine the placement location of the virtual container, improving the accuracy and satisfaction of the user's operation.

[0030] In an alternative embodiment, the position control interface may include a series of preset position options from which the user can select the location where they want to place the virtual container. For example, the interface can display multiple marker points, each representing an optional placement location for the virtual container, and the user determines the generation location of the virtual container by selecting a specific marker point.

[0031] As Figure 2 shown, in a specific application, when the system responds to the first trigger instruction, a position control interface is displayed in the left area of the game interface. The interface includes a simplified map of the game scene. The user can click on the map to select the generation location of the virtual container. At the same time, the types and quantities of the currently available virtual containers are also displayed on the interface. The user can select the most suitable location to place the virtual container according to their game strategy requirements.

[0032] In an embodiment of the method provided by this application, step 101, the step of displaying the position control interface in the graphical user interface includes: Step S1011, when it is detected that the virtual character is in a multi-story building scene, a layer selection control is displayed in the position control interface, where the layer selection control is configured to respond to a selection operation to determine that the generation location is at the layer of the multi-story building scene.

[0033] Through the method provided by this embodiment, the terminal can provide corresponding interactive interface elements according to the hierarchical structure of the buildings in the game scene. Players can select a specific layer through these interactive interface elements to perform game operations. This technical means not only simplifies the complexity of position selection by players in a multi-story building scene but also improves the accuracy and convenience of in-game resource allocation, thereby effectively enhancing the interactive experience. At the same time, by introducing a layer selection mechanism, the dimension and strategic nature of game operations are increased, enriching the game content and enabling players to formulate game tactics more flexibly. At the computer technology level, this method solves the accuracy problem of positioning interaction in multi-layer scenes, avoids system misjudgment and resource waste caused by ambiguous spatial information, and optimizes the utilization efficiency of system resources.

[0034] The above solution will be specifically described below.

[0035] In step S1011, when it is detected that the virtual character is in a multi-story building scene, a level selection control is displayed in the position control interface. The level selection control is configured to respond to a selection operation and determine the level where the generation position is located in the multi-story building scene.

[0036] Specifically, the virtual character performs game actions in the game scene. In an optional implementation, the content displayed in the position control interface is controlled according to the attributes of the game scene where the virtual character is located. In this implementation, when it is detected that the virtual character is in a multi-story building scene, a level selection control is displayed in the position control interface.

[0037] Among them, the multi-story building scene is a three-dimensional spatial structure with multiple vertically distributed floors in the game. The multi-story building scene can be a game environment with a complex internal structure, and these environments are divided into multiple independent but interconnected levels in the vertical direction. For example, the multi-story building scene can be a high-rise building, a multi-story parking lot, a composite structure combining an underground tunnel and a ground building, or any other game environment with a vertical hierarchical structure.

[0038] In an optional implementation, the multi-story building scene refers to a virtual environment constructed in the game with multiple vertical height levels. For example, the multi-story building scene can be a high-rise apartment building, including a basement, a first-floor lobby, standard residential floors from the second to the tenth floor, and a rooftop on the top floor. Players can move between different floors through stairs, elevators, or other vertical channels in such a scene, and each floor has its unique layout and interactive elements.

[0039] In an optional implementation, the multi-story building scene can have dynamic change characteristics and undergo structural changes according to the game process or player behavior. For example, in some strategic games, a multi-story building may partially collapse due to an explosion or other events in the game, changing its internal connectivity and accessible areas. This dynamic change provides players with more strategic choices and requires them to adapt to the changing environment.

[0040] Among them, the level selection control refers to an interactive element in the user interface for selecting a specific level in the multi-story building scene. The level selection control is a component in the graphical user interface that allows users to select a specific floor in the multi-story building scene through click operations, swipe operations, long-press operations, and other operation methods. For example, through a click operation, the user can directly select the specific floor identifier displayed in the level selection control to achieve a quick selection of the target floor.

[0041] In an alternative embodiment, the level selection control is a visual component that graphically displays the vertical structure of a building. For example, the level selection control can be represented as a vertically arranged list of floors, each floor having a corresponding number or identifier, and the user can directly click on a particular level to select that floor. This intuitive representation enables players to quickly understand the overall structure of the building and their current relative position.

[0042] In an alternative embodiment, the level selection control can incorporate a thumbnail of the building and current status information. For example, in a shopping mall scenario, the level selection control not only displays the floor numbers but may also include a brief floor plan of each level and may even mark important locations such as emergency exits, elevator locations, or the locations of specific stores. This rich information display helps players better plan their movement routes and strategic deployments.

[0043] In an alternative embodiment, the level selection control can provide additional environmental information feedback. For example, the level selection control can display the danger level or resource abundance of different floors through color coding, such as red indicating areas with a high density of enemies, green indicating safe areas, and gold indicating areas with abundant resources. This information integration enables players to make more informed decisions, especially in strategic or survival games.

[0044] Wherein, the selection operation refers to the behavior of the user interacting with the level selection control to specify the target level. The selection operation can be achieved through click operations, swipe operations, long-press operations, and other operation methods. For example, through a click operation, the user can click on a specific floor button on the level selection control, and the system will set that floor as the target level.

[0045] In an alternative embodiment, the selection operation can be a direct interaction with the level selection control. For example, on a touchscreen device, the player can use their finger to click or swipe on the level indicator block on the level selection control to select a specific floor; on a device using a mouse, the player can make selections by clicking the mouse or scrolling the mouse wheel. This direct interaction method provides a simple and intuitive user experience, enabling players to quickly switch the target level.

[0046] In an alternative embodiment, the selection operation can include combination keys or gesture operations. For example, the player may need to first hold down a specific key and then use the arrow keys or mouse wheel simultaneously to switch floors; or on a touchscreen device, the player may need to use specific gestures such as two-finger swipes to manipulate the level selection control. This design not only avoids accidental operations but also provides a more efficient control method for advanced players.

[0047] See Figure 2, in a specific application, the system detects that the player character enters a five-story office building. At this time, a floor selection control (i.e., a level selection control) is automatically displayed on the left side of the game interface. The control shows all the floor identifiers from the first floor to the fifth floor in a vertically arranged manner. When the user selects the fourth floor through the floor selection control, the system generates a level with the fourth floor as the virtual container.

[0048] In an embodiment of the method provided by this application, the level selection control includes: a sliding component and multiple level indication blocks, where each level indication block corresponds to a selectable level; the selection operation includes at least one of the following: a triggering operation on the sliding component and a triggering operation on the level indication block.

[0049] Through the method provided by this embodiment, it enables players to select levels according to the actual situation of multi-story buildings in the game scene through an intuitive sliding component or level indication blocks, realizing the function of accurately positioning the generation position of the virtual container. This interaction method reduces the operation complexity and improves the interaction experience; at the same time, by allowing players to place virtual containers at different levels in multi-story buildings, it enriches the game content and strategy choices, enhancing the richness of the game; in addition, this level selection mechanism effectively solves the technical problem of accurately positioning virtual objects in a complex three-dimensional space in traditional games, providing a more intuitive and efficient solution for virtual object interaction in computer games.

[0050] The above solution will be specifically described below.

[0051] Continue to refer to Figure 2 , in this embodiment, the level selection control includes: a sliding component and multiple level indication blocks Among them, the sliding component provides an interactive element for users to select levels in the multi-story building scene, and it is a graphical user interface element that can be controlled by user interaction operations to select levels. The sliding component can achieve interaction through click operations, sliding operations, long-press operations, and other operations. For example, players can select levels on the sliding component through sliding operations.

[0052] In an optional embodiment, the sliding component is a visual interactive control, and its main function is to allow users to select between multiple discrete options through continuous sliding actions. For example, a vertical slider control displayed in the upper left corner of the game interface, and players can drag the slider up and down to select different floor levels.

[0053] In an optional embodiment, the sliding component has a visual feedback function and can display the currently selected hierarchical position in real time. For example, when the player drags the slider to the third layer position, the sliding component will clearly indicate that the third layer is currently selected by means of highlighting or color change, etc. At the same time, the corresponding third-layer hierarchical indicator block will also be in a selected state.

[0054] In an optional embodiment, the sliding component can dynamically adjust its slidable range and accuracy according to the actual number of floors of a multi-story building. For example, when the player is in a five-story building, the sliding component will be automatically configured with five selectable positions; and when the player enters a ten-story building, the sliding component will be correspondingly extended to ten selectable positions to ensure that each floor can be accurately selected.

[0055] Among them, the hierarchical indicator block is a graphical interface element used to display different levels in a multi-story building scene, and each hierarchical indicator block corresponds to a specific floor or level of the building. The hierarchical indicator block can achieve interaction through click operations, slide operations, long-press operations, and other operations. For example, the player can directly select a specific hierarchical indicator block through a click operation to determine the generation level of the virtual container. In this embodiment, different hierarchical indicator blocks are controlled and selected through the sliding component to determine the level of generating the virtual container.

[0056] In an optional embodiment, the hierarchical indicator block is a visual element on the interface, and its main function is to represent each floor in a multi-story building and allow the user to select a specific floor through interactive operations. For example, in the game interface, a row of square icons arranged horizontally or vertically are displayed, and each square is marked with numbers "1", "2", "3", etc., representing the first floor, the second floor, the third floor, etc. of the building respectively.

[0057] In an optional embodiment, the hierarchical indicator block has different display states to indicate the current selected state, the floor where the player is located, or other information. For example, the hierarchical indicator block corresponding to the floor where the current player is located may be displayed in blue, while the hierarchical indicator block selected as the target placement layer of the virtual container is displayed in green, and the remaining unselected hierarchical indicator blocks remain gray or in the default style.

[0058] In an optional embodiment, the hierarchical indicator block not only displays the hierarchical number but also can integrally display additional information of that level. For example, some hierarchical indicator blocks may display small icons indicating information such as special terrain, resource points, or enemy distributions on that level to help the player better decide the placement position of the virtual container.

[0059] In a specific application, when a player needs to place a virtual container inside a three-story building, the system will display a vertical scroll bar on the left side of the interface as the sliding component, and three square-shaped level indicator blocks on the right side, marked as "1F", "2F", and "3F" respectively. The player can either drag the scroll bar up and down to select the target level or directly click on the corresponding level indicator block. When the player selects the second floor, the corresponding level indicator block will be highlighted, and the game perspective will automatically adjust to the second floor of the building, while the preview state of the virtual container will be displayed on this floor.

[0060] In this embodiment, the selection operation includes at least one of the following: a triggering operation on the sliding component and a triggering operation on the level indicator block.

[0061] Among them, the triggering operation on the sliding component refers to the interaction behavior that the user performs on the sliding component through an interaction device, which is used to select different levels in a multi-story building scenario. The triggering operation on the sliding component can be achieved through click operations, sliding operations, long-press operations, and other operations. For example, the player can select different floors by sliding up and down on the sliding component.

[0062] In an alternative embodiment, the triggering operation on the sliding component is a continuous interaction behavior that allows the user to select a target value within a range through a dragging action. For example, the player can hold down the slider part of the sliding component with a finger on a touch screen device and then drag it up and down to scroll through and select different floor levels.

[0063] Among them, the triggering operation on the level indicator block refers to the selection behavior that the user performs on a specific level indicator block through an interaction device, which is used to directly specify the target generation level of the virtual container. The triggering operation on the level indicator block can be achieved through click operations, sliding operations, long-press operations, and other operations. For example, the player can select to generate the virtual container on this level by clicking on a specific level indicator block.

[0064] In an alternative embodiment, the triggering operation on the level indicator block is a discrete selection behavior that allows the user to directly select a specific target from multiple available options. For example, the player can directly select to place the virtual container on the third floor of the building by clicking on the level indicator block marked "3F".

[0065] In an alternative embodiment, the triggering operation on the level indicator block can be combined with combined operations such as long-press to provide additional functions. For example, a short click on the level indicator block can select this level as the generation location of the virtual container, while a long press on the level indicator block may trigger the display of detailed information about this level, such as a floor plan or resource distribution, etc.

[0066] In a specific application, a player is playing a game in a multi-story shopping mall scenario and needs to place a supply box as a virtual container. The interface displays a level selection control, including a vertical scroll bar and five level indicator blocks representing different floors. The player can choose to directly click on the level indicator block marked "4F" to immediately select the fourth floor as the target level; or the player can drag up from the current position on the scroll bar to browse through the floors one by one and finally stop at the fourth floor position. Whichever method is used, once the level is selected, the game interface will display the scene view of the fourth floor and show a preview image of the virtual container in front of the player's character, waiting for the player to confirm the placement.

[0067] In an embodiment of the method provided by this application, the method further includes: Step S201, obtaining the current position information of the virtual character; Step S202, controlling the character identifier of the virtual character to be displayed on the level indicator block corresponding to the position information.

[0068] Through the method provided by this embodiment, the user can intuitively understand their position in the multi-story building scenario, and the system can automatically update the relevant identifiers on the interface according to the user's position in the game scenario, so that the user can more conveniently perform position selection operations. This real-time feedback mechanism for position information optimizes the information interaction between the user and the system, improves the interaction experience and the convenience of game operations. At the same time, by displaying relevant identifiers in the level indicator, the user can better understand their relative position in the game environment, so as to make more accurate subsequent operation decisions, improving the richness of the game and the user's operation experience. In addition, this technical solution solves the problems of position recognition and operation accuracy in the game scenario through the automated position information acquisition and identifier display functions, effectively solving the technical problem of insufficient user interaction position perception in the computer field.

[0069] The above solution will be specifically described below.

[0070] In step S201, the current position information of the virtual character is obtained.

[0071] Among them, the position information is data representing the position of the character in the game scenario. When the user controls the character to move from one floor to another floor, the system will automatically detect this change and update the position information to ensure that the level identifier displayed on the interface is always consistent with the actual position of the character. In an optional implementation, the location information may include the three-dimensional coordinate data of the character in the game scene, and this coordinate data represents the exact location of the character in the game world. For example, the system can obtain the coordinate values of the character on the X-axis, Y-axis, and Z-axis, where the Y-axis can represent the height or floor information of the character, so as to determine the specific floor location where the character is currently located.

[0072] In an optional implementation, the location information may also include the scene area information where the character is located, and this information is used to determine whether the character is in a multi-story building scene. For example, the system can determine whether to activate the function modules related to levels by judging whether the current coordinates of the character are within the predefined multi-story building area, so as to display the interface elements related to levels only when necessary.

[0073] In step S202, display the character identifier of the virtual character on the level indicator block corresponding to the location information.

[0074] See Figure 2 , in this implementation, the level selection control includes: a level identifier corresponding to the level indicator block. The level identifier is an identifier indicating specific level information. For example, the level identifier of the fourth floor can be "4F".

[0075] Among them, the level indicator block corresponding to the location information refers to the level indicator block corresponding to the floor where the character is currently located according to the character's current location.

[0076] In an optional implementation, the character identifier can be a visually recognizable graphic symbol, which is used to intuitively represent the location of the character on the interface. For example, the system can display a small character avatar or an icon with a specific shape on the indicator block corresponding to the floor, so that users can clearly see the floor location where they are currently located, improving the user's perception ability of spatial location.

[0077] In an optional implementation, the character identifier can also include an additional information prompt function. For example, it can represent the specific state of the character at the current location through different colors or states. For example, the system can display the identifier in red when the character is in a dangerous area, or display it in a flashing state when the character can interact with a specific object, enhancing the information transmission ability of the interface.

[0078] In a specific application, when the player controls the character to enter a five-story shopping mall, the system determines that the character is currently on the third floor based on the character's location information, and then highlights the indicator block representing the third floor in the floor indicator bar displayed on the left side of the interface, and displays a small character avatar icon above the indicator block. When the player uses the elevator or stairs to move the character to the fourth floor, the avatar icon will smoothly move from the third floor indicator block to the fourth floor indicator block, giving the player intuitive feedback on the position change, helping the player maintain good spatial perception in complex multi-story buildings.

[0079] In step S102, in response to a selection operation received through the position control interface, a virtual container in a first state corresponding to a generated position corresponding to the selection operation is displayed in a graphical user interface, at least one virtual prop is configured in the virtual container, and the first state represents that the virtual character cannot obtain the virtual prop in the virtual container by interacting with the virtual container.

[0080] The selection operation is an interactive operation in which the user specifies the virtual container generation position through the position control interface. The selection operation can be implemented through a click operation, a slide operation, a long press operation, and other operation methods. For example, the user can perform the selection operation through a click operation, that is, the user clicks a specific position on the position control interface, and the system responds to the click operation and identifies the position as the target generation position of the virtual container.

[0081] In an optional implementation, the selection operation may be an operation in which the user directly clicks on a map in the location control interface to select a specific location. For example, when the user clicks on a certain area on the map, the system identifies the clicked location as the target location for generating the virtual container and displays a preview of the virtual container at the corresponding location.

[0082] In an optional implementation, the selection operation may be an operation in which the user drags the virtual container icon to a target location. For example, the user may press and hold the virtual container icon in the interface and drag it to the target location on the position control interface, and the system recognizes the dragging end point as the generation location of the virtual container, thereby enhancing the intuitiveness and fun of the interaction.

[0083] In a specific application, after opening the position control interface, the user clicks on a selected area on the game map displayed on the interface, and the system identifies the clicked position as the target generation position of the virtual container.

[0084] The virtual container is a container object used to store virtual props in the game scene. The virtual container can be interacted with through click operations, sliding operations, long press operations and other operations. For example, the user can interact with the virtual container through a click operation, that is, the user clicks the virtual container in the game scene, and the system responds to the click operation and performs the corresponding interactive function.

[0085] In an alternative embodiment, the virtual container can be presented in the form of a box, treasure chest, airdrop box, etc. in the game. For example, in a tactical competitive game, the virtual container can be presented as an airdrop box falling from the sky, containing various game items such as weapons, armors, medical supplies, etc., increasing the strategic depth of the game and the tension of resource competition.

[0086] Wherein, the first state is a status identifier indicating that the virtual container is non-interactive.

[0087] In an alternative embodiment, the virtual container in the first state can be displayed through the first display parameter. For example, a semi-transparent or ghostly effect, etc. The virtual container in the first state is used to express that a real virtual container that can interact with the user will be generated in the future for this virtual container in the first state.

[0088] In a specific application, after the user selects the generation position of the virtual container on the position control interface, the system displays a semi-transparent airdrop box at the corresponding position in the game scene, and the virtual character cannot interact with it to obtain the internal items.

[0089] In step S103, in response to the confirmation operation, control is performed to generate a virtual container in the second state at the generation position in the game scene, wherein the second state represents that the virtual character interacts with the virtual container to obtain the virtual items in the virtual container.

[0090] Wherein, the confirmation operation is an interaction operation for the user to confirm the generation of the virtual container. The confirmation operation can be implemented through click operations, swipe operations, long-press operations, and other operation methods. For example, the user can perform the confirmation operation through a click operation, that is, the user clicks the confirmation button on the interface, and the system responds to this click operation to change the virtual container from the first state to the second state.

[0091] In an alternative embodiment, the confirmation operation can be to click a dedicated confirmation button or icon. For example, buttons such as "Confirm Generation", "Drop", or "OK" are set on the position control interface or the game main interface, and when the user clicks this button, the confirmation operation is completed, triggering the state conversion of the virtual container.

[0092] In an alternative embodiment, the confirmation operation may include a resource consumption or condition verification step. For example, the confirmation operation may require the consumption of specific resources or currency in the game, or it may be necessary to verify whether the user meets specific conditions, such as level requirements, mission completion status, etc., to increase the strategic nature of the game. In this embodiment, a virtual container selection interface (such as the "Interactive Interface for Virtual Item Entries" shown in 2) is displayed on the graphical user interface. The virtual container selection interface includes different virtual items, such as vehicles, combat equipment, etc. The virtual container selection interface also includes the virtual assets required to represent different virtual items. When the player selects different virtual items, a confirmation command is triggered and the corresponding virtual assets are consumed. At the same time, the selected virtual item is used as the virtual item contained in the virtual container.

[0093] As Figure 3 shown, wherein the second state is a status identifier indicating that the virtual container is interactive. The user can interact with the virtual container in the second state through a click operation. For example, the virtual character approaches the virtual container and clicks the interaction button, and the system responds to this click operation and allows the virtual character to obtain the virtual item in the container.

[0094] In an alternative embodiment, the virtual container in the second state has a second display parameter different from the first display parameter. For example, compared with the semi-transparent effect in the first state, the virtual container in the second state has a completely opaque solid appearance.

[0095] In an alternative embodiment, the virtual container in the second state emits a prompt or signal to surrounding players. For example, the system may mark the location of the virtual container on the map or issue a global notification to inform all players that a new virtual container has been generated, stimulating competition and interaction among players.

[0096] In a specific application, when the user completes the confirmation operation, the virtual container lands at a preselected position. At this time, the game character can approach the container, click the interaction button, open the container and obtain the virtual items inside, such as weapons, medicines, or special equipment, etc.

[0097] As Figure 2As shown, in a specific application of this embodiment, the user first triggers a first trigger instruction by clicking the "Store" button on the game interface. Subsequently, the system displays a position control interface on the left side of the screen. The user selects a position on the position control interface as the generation position of the virtual container. Immediately, a semi-transparent airdrop box preview (the first state) is displayed at the corresponding position in the game scene. When the user selects a specific virtual item identifier from the virtual container selection interface, the airdrop box (the second state) lands at the selected position. At this time, the virtual character controlled by the user can approach the airdrop box and open the box by clicking the interaction button to obtain the high-level weapons and medical supplies configured inside. These supplies can greatly enhance the survival ability and combat effectiveness of the character in the battle.

[0098] In a virtual container control method provided by an embodiment of the present application, it further includes: Step S301: Respond to the selection operation on the hierarchy selection control to control the first view screen displayed in the graphical user interface to be adjusted to the second view screen, where the first view screen is a screen formed by collecting the game scene according to the current perspective through a virtual camera located in the game scene, and the second view screen is a screen formed by collecting the game scene according to the perspective of the target hierarchy corresponding to the selection operation by the virtual camera.

[0099] Through the method provided by this embodiment, when the user determines the generation hierarchy of the virtual container through the hierarchy selection control, the automatic adjustment of the view screen is realized, enabling the user to intuitively perceive the spatial layout of the selected target hierarchy, thereby more accurately determining the generation position of the virtual container. This process does not require the user to manually adjust the perspective, reducing the interaction steps, improving the response speed of the system and the user experience, and technically solving the problem of poor user experience caused by inconvenient perspective switching in a multi-level scene.

[0100] The above solution will be specifically described below.

[0101] Among them, in step S301, the adjustment of the view screen is a visual effect conversion process that changes the displayed content based on user interaction input.

[0102] In an optional embodiment, the adjustment of the view screen refers to changing the perspective and range of the user's observation of the virtual environment by controlling the parameters of the virtual camera. For example, refer to Figure 4When the user selects to switch from the first floor where they are currently located to the third floor, the system will control the virtual camera to smoothly move from the current position to the third floor position, while adjusting the orientation and field of view of the camera, enabling the user to clearly observe the environmental layout of the third floor. Specifically, the adjustment of the visual field screen involves comprehensive changes in various parameters such as the position, angle, and focal length of the camera to achieve the transition from one visual effect to another. For example, after the user selects the target level, the system may first adjust the height parameter of the virtual camera to raise or lower it to the height position of the target level, and then finely adjust the pitch angle of the camera to ensure the best display of the spatial layout of the target level.

[0103] Among them, the first visual field screen is a collection of visual contents obtained by a virtual camera positioned at a specific position and having a specific direction. In an optional implementation manner, the first visual field screen is a visual representation of the virtual environment that the user is currently observing, which presents the surrounding environment and interactive objects at the position where the user is located.

[0104] Among them, the second visual field screen is a collection of new visual contents changed according to the user's selection and interaction. The second visual field screen can be obtained through click operations, swipe operations, long-press operations, and other operations. For example, after selecting the target level through a click operation, the system generates the second visual field screen corresponding to that level.

[0105] In an optional implementation manner, the second visual field screen is a visual presentation corresponding to the target environment selected by the user through interaction, reflecting the result of the perspective adjustment made by the system according to the user's intention. For example, when the user selects to switch from the first floor to the third floor, the second visual field screen will display the environmental layout, object distribution, and lighting effects of the third floor, enabling the user to understand the environmental conditions of the target location before actually moving the character.

[0106] In an optional implementation manner, the generation process of the second visual field screen includes recalculating the parameters of the virtual camera and re-rendering the scene. The system will automatically adjust the best viewing angle and distance according to the characteristics of the target level. For example, if the target level is an open rooftop, the system may automatically adjust the camera position to a higher top-down angle so that the user can have a panoramic view of the overall layout of the rooftop; if the target level is a narrow corridor, the system may adopt a closer perspective and a narrower field of view to highlight the sense of extension and spatiality of the corridor.

[0107] Among them, the virtual camera is a technical implementation that simulates a real camera to capture images in a digital environment. The virtual camera can be controlled through click operations, swipe operations, long-press operations, and other operations. For example, through a click operation, the preset viewing angle of the virtual camera can be switched.

[0108] The target level refers to a specific level in a multi-layer scene selected by the user through interaction. The target level can be selected through a click operation, a slide operation, a long press operation, and other operations. For example, by clicking a specific level indicator block, the user can select and determine the target level.

[0109] In this embodiment, different target levels are configured with preset angles, and the preset angles are used to control the virtual camera to capture the game scene screen to observe the virtual container in the first state and understand its generation position. In an optional embodiment, the projection of the generation position of the virtual container on the target plane and the projection of the virtual character on the target plane are configured with a relative orientation, for example, the generation position is determined to be at a preset distance from the current direction of the virtual character. In this embodiment, when the generation level of the virtual container and the virtual character controlled by the player are at the same level, for example, both are on the third level, then at the level where the virtual character is located, the preset distance from the current direction of the virtual character is determined as the generation position. If the two are not on the same level, then the virtual character is mapped to the level where the virtual container is located at the preset distance from the current direction of its level, and the mapped position is determined as the generation position of the virtual container. Control the generation of a virtual container in the first state at the generation position, such as Figure 4 In this embodiment, a level mark, for example, 3F, is displayed at the position of the virtual container, and in this way, the level at which the currently determined generation position is located can be clearly indicated.

[0110] In this embodiment, the target level is the level where the virtual container is located. The preset angle of the target level configuration is a direction determined according to the mapped position on the target level, that is, the virtual camera is controlled to be directed toward the mapped position. For example, when the player's virtual character is on the second level and the target level is on the third level, the virtual camera is controlled to be directed toward the mapped position on the third level to generate a second field of view.

[0111] In other embodiments, the preset angles of different target level configurations are fixed angles.

[0112] In a virtual container control method provided in an embodiment of the present application, the method further includes: Step S401, obtaining the relative angle between the current generation position of the virtual container and the virtual camera; Step S402: When the relative angle exceeds a preset angle threshold, control the adjustment of the direction of the virtual camera.

[0113] Through the method provided by this embodiment, users can obtain a better perspective experience. When the relative angle exceeds a threshold, the perspective is automatically adjusted, avoiding the cumbersome operation of manual perspective adjustment by users, improving the fluency and intuitiveness of the interaction experience, and at the same time enriching the interaction methods between characters and the environment in the game, solving the problem of complex operations caused by frequent manual perspective adjustment in traditional perspective control.

[0114] The above solution will be specifically described below.

[0115] In step S401, obtain the relative angle between the current generation position of the virtual container and the virtual camera.

[0116] Among them, the relative angle is the included angle formed between a specific position in the game scene and the user's perspective. The relative angle is an important parameter for measuring the spatial relationship between the user's perspective and the target position, usually expressed in angle values, with the unit of degree. When calculating the relationship between the perspective and the target position, the relative angle can be used to determine whether the target is within the user's effective field of view.

[0117] In an optional embodiment, the relative angle can be the included angle formed between the user's perspective direction and the line connecting the target position. For example, when the user faces north in the game scene and the target position is in the northeast direction of the user, the included angle formed between the two is the relative angle, and this angle may be 45 degrees.

[0118] In a specific application, when a player selects a certain floor as the target position in a multi-story building scene, the system will calculate the relative angle between the player's current perspective direction and the target position in real time. Assuming that the player's perspective is facing north and the target position is about 70 degrees to the east of the player, the system will compare this angle value with a preset field of view threshold (such as 40 degrees) to prepare for subsequent automatic perspective adjustment.

[0119] In step S402, when the relative angle exceeds the preset angle threshold, control the adjustment of the orientation of the virtual camera.

[0120] Among them, the preset angle threshold is an angle value preset by the system, which is used as a standard for judging whether the relative angle between the current perspective and the target position needs to be adjusted. The preset angle threshold is usually set according to the game type, scene complexity, and user experience requirements, and is an important parameter to ensure the rationality of the user's field of view.

[0121] In an optional embodiment, the preset angle threshold can be a fixed value. For example, the system may set 45 degrees as the preset angle threshold. When the relative angle exceeds 45 degrees, the system determines that the target position has exceeded the user's comfortable field of view range and needs to adjust the perspective to provide a better visual experience.

[0122] In an optional embodiment, the preset angle threshold can be dynamically adjusted according to different game scenarios. For example, in an open outdoor scenario, the preset angle threshold may be set to 60 degrees, while in a narrow indoor scenario, the preset angle threshold may be adjusted to 30 degrees to meet the visual field requirements in different scenarios.

[0123] Among them, adjusting the orientation of the virtual camera refers to the operation of changing the viewing angle direction of the user in the game scenario so that the center of the visual field points to a specific position. Adjusting the orientation is an important perspective control mechanism in the game, which can help users obtain a better game experience and a clearer scene view.

[0124] As Figure 2 shown, in a specific application of this embodiment, when the player uses the device to enter the interior of a multi-story building and opens the item placement function, the player can select the target floor through the level selection control on the interface. The system will calculate the angular relationship between the player's current perspective and the target position on the selected floor in real time. For example, when the player stands on the second floor and selects to place an item on the third floor, if the included angle formed by the target position and the current perspective exceeds 50 degrees (while the preset threshold is 30 degrees), the system will automatically and smoothly adjust the perspective orientation so that the player can intuitively see the target position without manually rotating the perspective. This automatic perspective adjustment mechanism significantly improves the operation fluency and user experience, enabling the player to focus more on game strategies rather than perspective control.

[0125] In a virtual container control method provided by an embodiment of the present application, it further includes: Step S501, synchronously display the spatial layout and / or obstacle distribution of the target level of the multi-story building scene in the graphical user interface.

[0126] Through the method provided by this embodiment, the user can more intuitively understand the spatial characteristics and obstacle conditions of the target area during the process of selecting the position of the virtual container, so as to more reasonably select the placement position of the virtual container and avoid the problem that the virtual character cannot smoothly interact with the virtual container due to improper position selection.

[0127] The above solution will be specifically described below.

[0128] In step S501, synchronously display the spatial layout and / or obstacle distribution of the target level of the multi-story building scene in the graphical user interface.

[0129] Specifically, when displaying the spatial layout and / or obstacle distribution through a graphical user interface, the spatial layout and / or obstacle distribution of the target level can be perspectively displayed in the field of view screen in a perspective display manner. In other embodiments, the spatial layout and / or obstacle distribution can be displayed through an interface displayed at a preset position. Among them, the display interface at the preset position can be displayed through a scene thumbnail interface fixedly displayed in the game interface, or can be a newly provided interface.

[0130] Among them, the spatial layout refers to the spatial arrangement and organization method of various elements in a specific environment. The spatial layout can be viewed or interacted with through click operations, swipe operations, long-press operations, and other operations. For example, through a click operation, the user can view the spatial layout of the target area.

[0131] In an alternative embodiment, the spatial layout includes the position distribution and mutual relationship of various structural elements in three-dimensional space. In an alternative embodiment, the spatial layout can adopt various display methods such as a top view, a side view, or a three-dimensional stereogram, enabling users to understand the environmental characteristics from different angles. In an alternative embodiment, the spatial layout information can be enhanced through visual elements such as color differentiation or contour marking, improving the user's recognition efficiency of the environmental structure. For example, the system may use different colors to identify different types of areas, such as safe areas, dangerous areas, resource-rich areas, etc., to help users quickly identify the most suitable positions for placing virtual containers.

[0132] Among them, the obstacle distribution refers to the position and density of objects that may hinder the movement or interaction of a character in a specific environment. In an alternative embodiment, the obstacle distribution information includes attribute data such as the position, size, and shape of static obstacles and dynamic obstacles, providing users with comprehensive environmental perception capabilities. For example, the system will identify large fixed facilities, impassable walls, temporary obstacles, etc. within the area and display their physical occupancy ranges, enabling users to determine whether the virtual container will be blocked or affected by these obstacles after being placed.

[0133] In an alternative embodiment, the obstacle distribution information will be displayed specifically in combination with the activity characteristics of the character, highlighting the obstacle elements that actually affect the current character's movement or operation. For example, for characters with different movement abilities, the system will intelligently adjust the display importance of obstacles. For example, flying characters may not be specifically marked with ground obstacles, while ground-moving characters will highlight walls and ravines that block the path.

[0134] In a specific application of this embodiment, when the user intends to place a virtual container during the game process, the system will display a position control interface on the interface, allowing the user to select a suitable generation position. After the user selects a specific area through the hierarchical selection control, the system will synchronously generate an auxiliary display window in the right area of the interface. This window shows the floor plan and obstacle distribution of the selected area in real time. In the floor plan, the main passage is marked with a blue line, the walls and fixed obstacles are marked with red blocks, and the passable areas are marked with green. The user can evaluate the advantages and disadvantages of different positions based on this intuitive information. For example, avoid the corner positions surrounded by obstacles and choose a position close to the passage entrance but not blocking the movement of the character to place the virtual container. This design enables the user to make more reasonable position selection decisions, improving the success rate and convenience of subsequent interactions.

[0135] In a virtual container control method provided in an embodiment of the present application, it further includes: Step S601, in response to an orientation adjustment instruction for the virtual character, control and adjust the character orientation information of the virtual character, where the character orientation information includes character position information and / or character orientation information; Step S602, update the container orientation information of the virtual container in the first state according to the adjusted character orientation information, where the container orientation information includes container position information and / or container orientation information.

[0136] Through the method provided by this embodiment, the virtual container in the game can be adjusted in real time according to the position and orientation of the game object controlled by the user, providing a more intuitive and natural position preview experience. This dynamic following mechanism not only improves the fluency and intuitiveness of the interaction experience but also enhances the accuracy of game operations, enabling players to more precisely plan the placement position of objects.

[0137] The above solution will be specifically described below.

[0138] In step S601, in response to an orientation adjustment instruction for the virtual character, control and adjust the character orientation information of the virtual character, where the character orientation information includes character position information and / or character orientation information.

[0139] Among them, the orientation adjustment instruction is a control signal sent by the user through the terminal interaction interface for changing the spatial position or facing direction of the game object. The orientation adjustment instruction can be implemented through click operations, swipe operations, long-press operations, and other operations. For example, the user can control the game object to move forward, backward, left, or right through the virtual joystick on the screen, or control the game object to turn in different directions through the direction buttons on the screen. The user can also use the left virtual joystick to control the moving direction of the game object and use the touch swipe in the right area to control the facing direction of the game object, so as to adjust the facing direction while the game object is moving.

[0140] Among them, the character orientation information is a data set describing the position and orientation of the game object in the three-dimensional space, used to determine the spatial positioning and facing direction of the game object. The character orientation information can be updated through click operations, swipe operations, long-press operations, and other operations. For example, when the user swipes the virtual joystick, the game system will update the position coordinates and orientation angle of the game object.

[0141] In an optional implementation manner, the character orientation information is a set of spatial attribute data used to describe the game object in the game world coordinate system, including three-dimensional position coordinates and rotation angle values. For example, the game system may use (x, y, z) coordinates to represent the position of the game object and use (pitch, yaw, roll) rotation angles to represent the orientation of the game object, and these values will be updated in real time according to the user's control input.

[0142] In a specific application, the game object is controlled to walk along the street through the virtual movement joystick in the lower left corner of the screen, and at the same time, the viewing direction is adjusted with the viewing control area on the right. The system updates the position coordinates of the game object in real time from (100, 0, 200) to (105, 0, 205), and adjusts its orientation from the due north direction to the northeast direction, that is, deflected by 45 degrees. These changes are recorded as the real-time update of the character orientation information and are used for subsequent game scene rendering and interactive calculations.

[0143] In step S602, update the container orientation information of the virtual container in the first state according to the adjusted character orientation information, where the container orientation information includes container position information and / or container orientation information.

[0144] Among them, the container orientation information is a set of data parameters describing the position and orientation of the interactive object in the three-dimensional space in the game, used to determine the spatial layout and facing direction of the object. For example, when the user moves the game object, the system will automatically update the position of the object in the preview state according to the new position of the game object, so that it remains at a fixed distance in front of the game object.

[0145] In an alternative embodiment, the container orientation information is a set of data structures that describe the spatial positioning of interactive objects in the game, including three-dimensional coordinates and direction vectors. For example, the system may use (x, y, z) to represent the center point position of an object in the world coordinate system, and a unit vector to represent its forward direction. These data are dynamically updated as the associated game object moves and turns.

[0146] In a specific application, when a player is about to place an airdrop box in the game, as the player controls the game object to move on the map, the airdrop box in the preview state will automatically follow the game object. When the player controls the orientation of the virtual object, the airdrop box in the preview state will automatically follow the game object and adjust its orientation at the same time. The preview position and orientation of the airdrop box are always consistent with the line of sight direction of the game object, facilitating the player to intuitively understand the actual effect after the airdrop box is placed.

[0147] Furthermore, in the case where the virtual character is in a multi-story building scene, the container orientation information of the virtual container in the first state is updated according to the adjusted character orientation information as follows: the container orientation information of the virtual container in the first state at the target level is updated according to the adjusted character orientation information.

[0148] In a virtual container control method provided in an embodiment of the present application, it further includes: Step S701, display a position lock control in the position control interface; Step S702, in response to a trigger operation on the position lock control, lock the current generation position; Step S703, prohibit responding to adjusting the current generation position according to a selection operation in the position locked state.

[0149] Through the method provided in this embodiment, the user can determine and lock the generation position of the virtual container, avoid the generation position from changing due to misoperation, improve the user's operation accuracy and sense of control, and enhance the game interaction experience.

[0150] The above solution will be specifically described below.

[0151] In step S701, a position lock control is displayed in the position control interface.

[0152] Among them, the position lock control is an interactive control in the graphical user interface, used to implement the function of locking the generation position of the virtual container. The position lock control can be interacted through click operations, swipe operations, long-press operations, and other operation methods. For example, through a click operation, the user can click on the position lock control to activate or cancel the position lock function.

[0153] In an optional embodiment, the position lock control is a visual interface element used to prompt the user whether the position is currently locked and allow the user to switch the state. In an optional embodiment, the position lock control can be integrated into the operation area of ​​the game interface, located in a position that is easy for the user to reach but does not affect the main content of the game screen. For example, the position lock control can be set in the lower right corner of the game interface and arranged together with other function buttons, so that the player can perform the lock operation at any time during the game without blocking the main view of the game.

[0154] In step S702, in response to a trigger operation acting on a position locking control, the current generation position is locked.

[0155] The trigger operation refers to the operation mode in which the user interacts with the position lock control. The trigger operation can be implemented by a click operation, a slide operation, a long press operation, and other operations. For example, through a click operation, after the user clicks the position lock control, the system will lock the current generated position of the virtual container.

[0156] In step S703, in the position locked state, the current generation position is prohibited from being adjusted in response to the selection operation.

[0157] The position lock state refers to an operation state in which the system records and fixes the position where the virtual container is generated. The position lock state can be switched by clicking, sliding, long pressing, and other operation methods. For example, through a click operation, a user can click the position lock control to enter or exit the position lock state.

[0158] In an optional implementation, the position lock state can be designed to have a timeout unlock or conditional unlock function to improve operational flexibility. For example, the system can set the duration of the position lock state, and automatically unlock after the preset time; or automatically unlock the lock state under specific conditions (such as the player enters other function menus, leaves the current game area, etc.), to avoid the player forgetting to unlock and causing inconvenience in subsequent operations.

[0159] In a specific application, after the player locks the placement of a supply box, the game enters the position lock state. At this time, the player finds the enemy approaching and starts to move the character quickly to fight. During the movement and aiming process, the player's perspective and position are constantly changing, but because it is in the position lock state, the preview position of the supply box always remains at the initially locked position and does not change. When the battle is over, the player can click the lock control again to unlock the lock state, readjust the supply box position, or directly confirm the generation of a physical supply box at the locked position.

[0160] In a virtual container control method provided in an embodiment of the present application, the method further includes: Step S801, in response to the first instruction, expand and display a thumbnail containing building scenes of each layer. Step S802, display the container identifier of the corresponding virtual container in the thumbnail.

[0161] Through the method provided in this embodiment, the user can quickly understand the situation of each level in the multi-story building scene through an intuitive graphical interface, clearly identify the location distribution of virtual containers, improve the user's spatial perception ability and operation efficiency in a complex environment, enhance the convenience of resource positioning in the game, and thus significantly improve the interaction experience. At the same time, through the combined display of the thumbnail and the container identifier, a new information display method and operation approach are provided for the game, enriching the strategic layout and resource management gameplay of the game, and increasing the depth and strategy of the game.

[0162] The above solution will be specifically described below.

[0163] In step S801, in response to the first instruction, expand and display a thumbnail containing building scenes of each layer.

[0164] Among them, the first instruction is an operation instruction for expanding the thumbnail issued by the user through the terminal device. This first instruction can be implemented through click operations, swipe operations, long-press operations, and other operations. For example, the user can trigger the first instruction through a two-finger downward swipe operation to expand and display a thumbnail containing building scenes of each layer.

[0165] In an optional embodiment, after receiving the first instruction, display the thumbnail of the building scenes of each layer at a preset position in the graphical user interface. In an optional embodiment, display the thumbnail of the scene of this level in the display area corresponding to the level indication block.

[0166] Among them, the thumbnail is a visual representation of the game scene presented in a simplified form, used to provide an overview of the overall layout.

[0167] In an optional embodiment, the thumbnail refers to a planar or three-dimensional schematic diagram of the multi-story building scene presented in a reduced scale, used to intuitively display the overall structure and spatial layout of the building.

[0168] Among them, the building scenes of each layer refer to the game environment formed by each layer in the multi-story building structure. The building scenes of each layer can be selected and viewed through click operations, swipe operations, long-press operations, and other operations. For example, the user can switch and view the building scenes of different levels in the thumbnail through a swipe operation.

[0169] In step S802, display the container identifier of the corresponding virtual container in the thumbnail.

[0170] Among them, the container identifier is a visual element used to identify the position of the virtual container in the thumbnail. This container identifier can be interacted with through click operations, swipe operations, long - press operations, and other operations. For example, the user can quickly locate and switch the game perspective to the corresponding virtual container position by clicking on the container identifier in the thumbnail.

[0171] In an alternative embodiment, the container identifier refers to a specific graphical symbol or mark on the thumbnail used to represent the position of the virtual container. Through visual differentiation design, the user can quickly identify and locate the virtual container. For example, the container identifier can be designed as a small icon with a prominent color, such as a bright yellow box pattern or a flashing star mark, and different shapes or colors of identifiers can be used according to the rarity or importance of the items in the container to help the user prioritize the identification of high - value targets.

[0172] In an alternative embodiment, the container identifier is configured with a distance indication and / or a navigation function to help the user efficiently reach the target position. For example, the container identifier can display the numerical value of the straight - line distance from the user's current position to the container, or after the user selects a specific container identifier, a navigation arrow or a path - guiding line pointing to the container will appear in the main game view, reducing the difficulty for the user to find the target in a complex environment and enhancing the fluency of the game experience.

[0173] In a specific application, when the user opens the building thumbnail through a two - finger swipe - down gesture, the system will display the container identifiers of the virtual containers at the corresponding positions in the thumbnail. These identifiers are designed as bright blue light points and are clearly visible on the gray background of the thumbnail. Each container identifier will also present a different halo effect according to the value of the items in the container - a blue halo for common items, a purple halo for rare items, and a golden halo for legendary items. The user can click on any container identifier, and the thumbnail will automatically zoom in to display the detailed layout of that area. At the same time, a navigation path will appear in the main game interface to guide the user from the current position to the selected container position.

[0174] In a virtual container control method provided in an embodiment of the present application, it further includes: Step S901, receiving a marking instruction for multiple generation positions; Step S902, determining a generation queue according to the marking time sequence; Step S903, in response to a confirmation operation, controlling the virtual containers to be generated sequentially to each marked position at a preset time interval.

[0175] Through the method provided by this embodiment, users can pre-plan the generation positions of multiple virtual containers and place them in sequence according to the time order, effectively solving the problem of frequently operating to place virtual containers during the game process, improving the coherence and strategy of game interaction, and at the same time enhancing the richness and playability of the game. Through the automatic generation mechanism with a preset time interval, the operation burden of players is reduced, enabling players to focus on the execution of game tactics, improving the fluency and operation efficiency of the game experience, and effectively solving the technical problem of cumbersome resource placement operations in computer games.

[0176] The above solution will be specifically described below.

[0177] In step S901, a marking instruction for multiple generation positions is received.

[0178] Among them, the marking instruction is an operation instruction for the user to mark multiple positions in the game scene through the graphical user interface of the terminal.

[0179] In an optional embodiment, the marking instruction is an interactive operation for the user to set multiple expected generation points for virtual containers in the game scene. Specifically, a virtual container selection interface is displayed on the graphical user interface. The virtual container selection interface includes different virtual items. After a player selects one of the virtual items, the pre-generation position for the currently selected virtual item is determined by moving the virtual character, rotating the orientation of the virtual character, and through selection operations on the position control interface. The user can control the continued selection of other virtual items through the multi-selection control provided on the graphical user interface, and then determine the pre-generation position for the subsequently selected virtual item by moving the virtual character, rotating the orientation of the virtual character, and through selection operations on the position control interface. Repeating this process can respectively determine the corresponding generation positions for multiple different virtual items.

[0180] In an optional embodiment, the marking instruction can be triggered by a specific marking control, which is specifically used for starting and executing the multi-point marking function. For example, the user can first click the "Multi-point Marking" button on the interface to enter the marking mode, then click the positions to be marked on the map in sequence, and click the confirmation button to submit all marked positions after completion.

[0181] In step S902, a generation queue is determined according to the marking time order.

[0182] Among them, the generation queue refers to a sequence of virtual containers to be generated formed in the order of the time when the user marks the positions. The generation queue can be sorted through methods such as timestamp recording, serial number assignment, and first-in-first-out queue management. For example, the system can assign a timestamp to each marking operation and arrange the generation queue in the order of the timestamps.

[0183] In an alternative embodiment, the generation queue may allow the user to make adjustments after it is formed, including operations such as changing the generation order, deleting a certain marked position, or adding a new marked position. For example, the identifiers corresponding to the pre-generation positions of different virtual props are displayed on the graphical user interface, and the user can adjust the order of the marked positions in the queue by dragging operations, or click the delete icon on a certain marked point to remove it from the generation queue.

[0184] In step S903, in response to the confirmation operation, control the virtual containers to be generated at each marked position in sequence at a preset time interval.

[0185] Among them, the confirmation operation is an operation triggered by the user. After the user determines the corresponding pre-generation positions for different virtual props through the marking instruction, the user clicks a specific control to trigger the confirmation operation.

[0186] Among them, the preset time interval refers to the time difference between every two virtual containers when the system generates a continuous plurality of virtual containers. The preset time interval can be a fixed value, can also be a value dynamically adjusted according to the game state, or can be determined according to the user's setting instruction. For example, the system can be set to generate a virtual container every 30 seconds, and generate virtual containers at the marked positions in sequence.

[0187] In an alternative embodiment, the preset time interval can also be associated with the game process. A longer interval may be set in the early stage of the game. As the game progresses to the later stage, the interval time gradually shortens, increasing the tension and strategy of the game. For example, in the first 10 minutes of the game start, the generation interval of the virtual containers may be 60 seconds, and in the final stage of the game, the interval may be shortened to 15 seconds, increasing the resource delivery density.

[0188] In a specific application, a four-person team executes a tactical mission in a large open map. The team leader makes marks at three key positions in sequence through the marking function: the first is near the initial area to provide basic equipment for the team, the second is behind the bunker halfway to provide medical supplies, and the third is outside the target area to provide advanced tactical equipment. After the confirmation operation, the system generates virtual containers at these three positions in sequence at a preset time interval of every 40 seconds. The team members can reasonably plan the action route according to this generation rhythm to ensure that they can reach and obtain the required resources in time after each virtual container is generated, greatly improving the team cooperation efficiency and the flexibility of tactical execution.

[0189] In a graphical interface control method provided in an embodiment of the present application, it further includes: Step S1001, display an interactive interface including at least one virtual prop entry; Step S1002: Respond to the selection operation on the virtual prop entry, where the virtual prop corresponding to the virtual prop entry is configured as the virtual prop in the virtual container.

[0190] Through the method provided in this embodiment, the user can intuitively select and configure specific entries through the interaction interface, improving the interaction experience. This technical solution completes the connection process between user selection and system configuration by displaying the interaction interface containing entries and responding to the user's selection operation, solving the problem of low selection and configuration efficiency in conventional computer interactions. In addition, through the intuitive interface display and interaction response mechanism, this solution enriches the user's operation experience, improves the usability and friendliness of the system, and also solves the problem in the computer field that the user's requirements are not clearly expressed in complex operation sequences.

[0191] The above solution will be specifically described below.

[0192] In step S1001, display an interaction interface containing at least one virtual prop entry.

[0193] In an optional embodiment, the display of the interaction interface including the virtual prop entry can be controlled by responding to the user's trigger operation. For example, click on the function control on the graphical user interface, and by clicking on this function control, control the display of the interaction interface with the virtual prop entry.

[0194] Among them, the interaction interface is a graphical user interface in the game for displaying selectable items, and this interface can include various control elements for displaying and operating item entries. The interaction interface can be triggered and displayed by means of click operations, swipe operations, long-press operations, and other operations. For example, the player can trigger the display of the interaction interface by clicking on a specific button on the game main interface.

[0195] In an optional embodiment, a classification and filtering control is displayed in the interaction interface. In response to a trigger operation on the classification and filtering control, the virtual props corresponding to the target classification of the trigger operation are controlled to be displayed. Specifically, in the method provided in this embodiment, the system provides a large number of different virtual props, and different virtual props have different game logic effects. For example, some virtual props are vehicles that allow players to move quickly in the scene, and some virtual props are weapons with high damage effects. The interaction interface displays a graphical interface of various items in the game in a classified form. For example, the interaction interface can classify and display the items in the game according to dimensions such as function type, rarity, or usage scenario, enabling players to find the items they need more conveniently. In this embodiment, the interaction interface provides a search function through the classification and filtering control, allowing players to quickly locate specific items by keywords. For example, players can select the keyword "protection" through the classification and filtering control, and the interface will immediately filter and only display the item entries related to protection, greatly improving the efficiency of item search.

[0196] Among them, the virtual prop entry refers to the graphical element representing a specific virtual prop displayed in the interaction interface, including one or more of the icon, name, description, and other relevant information of the virtual prop. The virtual prop entry can be selected by means of click operation, swipe operation, long press operation, and other operations. For example, players can select an item by clicking on a certain item entry.

[0197] In an optional embodiment, the virtual prop entry is an interface component with which the user can interact, providing functions such as selection and viewing details. For example, the user can select by clicking on the entry, view the detailed property description by long pressing on the entry, or directly perform relevant operations through specific buttons on the entry, such as adding to the favorites or sharing.

[0198] In a specific application, when a player is in a situation where they need to replenish their equipment in the game, the player can click on the store button on the game interface, and the system displays an item selection interface on the right side of the game interface. There are classification labels such as "Weapons", "Equipment", "Consumables", etc. at the top of this interface, and the item entries under one of the categories are displayed by default. Each item entry is arranged in the form of a card, showing the item icon, name, and a short description. Players can scroll through different items or use the search box on the interface to enter keywords for quick search. When the player finds the item they need, they tap on the item entry, and the border of the item card becomes highlighted, indicating that the item has been selected and is ready for subsequent operations.

[0199] In step S1002, in response to a selection operation on the virtual prop entry, where the virtual prop corresponding to the virtual prop entry is configured as the virtual prop in the virtual container.

[0200] Among them, the selection operation refers to an interactive behavior performed by the user on the interface element to confirm the selection. The selection operation can be implemented through click operations, swipe operations, long-press operations, and other operations. Taking the click operation as an example, in response to the click operation on the virtual prop entry, the entry selected by the user is determined and subsequent processing is performed.

[0201] In an optional embodiment, the virtual prop entry represents an item included in the virtual container. After the virtual container in the second state is generated in the game scene, the player interacts with the virtual container to obtain the virtual prop in the virtual container.

[0202] In a virtual container control method provided in an embodiment of the present application, in step S103, controlling the generation of a virtual container in the second state at the generation position in the game scene in response to the confirmation operation includes: Step S1031, in response to the touch operation on the target virtual prop entry, controlling the consumption of a preset amount of virtual resources, and controlling the generation of a virtual container in the second state at the generation position in the game scene, where the virtual container includes the target virtual prop corresponding to the target virtual prop entry.

[0203] Among them, the touch operation is an operation behavior performed by the user on a specific element displayed on the graphical user interface through the touch interface of the terminal. The touch operation can be implemented in ways such as click operations, swipe operations, long-press operations, and other operations.

[0204] Among them, virtual resources refer to digital assets with certain value in the virtual environment that can be obtained, consumed, and exchanged by users, including but not limited to game coins, diamonds, energy, experience points, integral points, prop cards, etc. Different types of virtual resources play different roles in the game. For example, gold coins may be used to purchase ordinary props, diamonds are used to obtain rare items, and energy values limit the user's game duration or operation frequency, forming a complete game economic closed-loop system.

[0205] In a specific application, assume that the user needs to obtain a high-level piece of armor in the game. The user first opens the prop store interface and browses the virtual prop entries that can be purchased. After the user finds the required prop entry, the user performs a touch operation by tapping on the entry on the screen. The system controls the consumption of the virtual resources corresponding to the prop entry and controls the virtual prop to be placed in the form of a virtual container at the generation position selected by the user for the virtual container.

[0206] Corresponding to the above method embodiment, an embodiment of the present invention further provides a virtual container control device 500, as Figure 5 shown. The device includes: A display module, configured to display a position control interface in the graphical user interface in response to the first trigger instruction; A position determination module, configured to respond to a selection operation received through a position control interface, and display in a graphical user interface a virtual container corresponding to the generation position corresponding to the selection operation in a first state, where at least one virtual item is configured in the virtual container, and the first state indicates that the virtual character cannot interact with the virtual container to obtain the virtual item in the virtual container; A confirmation module, configured to respond to a confirmation operation, and control the generation of a virtual container in a second state at the generation position in the game scene, where the second state indicates that the virtual character interacts with the virtual container to obtain the virtual item in the virtual container.

[0207] The above virtual container control device enables players to more flexibly control the generation position of the virtual container. This technical solution provides a position control interface, allowing players to freely select the placement position of the virtual container between different floors, solving the problem of difficult acquisition caused by uncontrollable container positions in the traditional airdrop system. This interaction mechanism not only enhances the players' gaming experience and increases the strategic nature of the game, but also solves the technical problem of limited item acquisition in specific game scenarios, effectively improving the practicality and flexibility of the game system.

[0208] The virtual container control device provided by the embodiments of the present disclosure has the same implementation principle and the same technical effects as those of the foregoing method embodiments. For a brief description, for the parts not mentioned in the device embodiments, reference may be made to the corresponding content in the foregoing method embodiments.

[0209] The embodiments of the present disclosure also provide an electronic device, as Figure 6 shown. The electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above virtual container control method.

[0210] Specifically, the specific process of the above virtual container control method may include: Respond to a first trigger instruction and display a position control interface in the graphical user interface; Respond to a selection operation received through the position control interface, and display in the graphical user interface a virtual container corresponding to the generation position corresponding to the selection operation in a first state, where at least one virtual item is configured in the virtual container, and the first state indicates that the virtual character cannot interact with the virtual container to obtain the virtual item in the virtual container; Respond to a confirmation operation, and control the generation of a virtual container in a second state at the generation position in the game scene, where the second state indicates that the virtual character interacts with the virtual container to obtain the virtual item in the virtual container.

[0211] Optionally, the step of displaying a position control interface in the graphical user interface includes: When it is detected that the virtual character is in a multi-story building scene, a level selection control is displayed in the position control interface, where the level selection control is configured to respond to a selection operation to determine the level where the generation position is located in the multi-story building scene.

[0212] Optionally, the level selection control includes: a sliding component and multiple level indication blocks, where each level indication block corresponds to a selectable level; The selection operation includes at least one of the following: a trigger operation for the sliding component and a trigger operation for the level indication block.

[0213] Optionally, the level selection control includes: a level identifier corresponding to the level indication block; The method further includes: Obtaining the current position information of the virtual character; Controlling the display of the character identifier of the virtual character on the level indication block corresponding to the position information.

[0214] Optionally, the method further includes: Responding to a selection operation acting on the level selection control, controlling the first field of view screen displayed in the graphical user interface to be adjusted to the second field of view screen, where the first field of view screen is a screen formed by collecting the game scene through a virtual camera located in the game scene according to the current perspective, and the second field of view screen is a screen formed by collecting the game scene through the virtual camera according to the perspective of the target level corresponding to the selection operation.

[0215] Optionally, the method further includes: Determining the relative angle between the current generation position of the virtual container and the virtual camera; When the relative angle exceeds a preset angle threshold, controlling the adjustment of the orientation of the virtual camera.

[0216] Optionally, the spatial layout and / or obstacle distribution of the target level of the multi-story building scene are synchronously displayed in the graphical user interface.

[0217] Optionally, the method further includes: Responding to an azimuth adjustment instruction for the virtual character, controlling the adjustment of the character azimuth information of the virtual character, where the character azimuth information includes character position information and / or character orientation information; Updating the container azimuth information of the virtual container in the first state according to the adjusted character azimuth information, where the container azimuth information includes container position information and / or container orientation information.

[0218] Optionally, when the virtual character is in a multi-story building scene, updating the container azimuth information of the virtual container in the first state according to the adjusted character azimuth information to: Update the container orientation information of the virtual container in the first state at the target level according to the adjusted character orientation information.

[0219] Optionally, the method further includes: Display a position lock control in the position control interface; In response to a trigger operation on the position lock control, lock the current generation position; Prohibit responding to adjusting the current generation position according to a selection operation in the position locked state.

[0220] Optionally, the method further includes: In response to a first instruction, expand and display thumbnails of each layer of building scenes; Display the container identifier of the corresponding virtual container in the thumbnail.

[0221] Optionally, the method further includes: Receive a marking instruction for multiple generation positions; Determine a generation queue according to the marking time sequence; In response to a confirmation operation, control the virtual container to be generated to each marked position in sequence at a preset time interval.

[0222] Optionally, responding to the first trigger instruction includes: Display an interaction interface including at least one virtual prop entry; In response to a selection operation on the virtual prop entry, where the virtual prop corresponding to the virtual prop entry is configured as the virtual prop in the virtual container.

[0223] Optionally, a classification and filtering control is displayed in the interaction interface, and in response to a trigger operation on the classification and filtering control, control to display the virtual props corresponding to the target classification of the trigger operation.

[0224] Optionally, in response to a confirmation operation, controlling to generate a virtual container in the second state at the generation position in the game scene includes: In response to a touch operation on the target virtual prop entry, control to consume a preset amount of virtual resources, and control to generate a virtual container in the second state at the generation position in the game scene, where the virtual container includes the target virtual prop corresponding to the target virtual prop entry.

[0225] The electronic device provided by the above-described embodiments enables players to more flexibly control the generation position of virtual containers. This technical solution provides a position control interface, allowing players to freely select the placement position of virtual containers between different floors, solving the problem of difficult acquisition caused by uncontrollable container positions in traditional airdrop systems. This interaction mechanism not only enhances the gaming experience of players, increases the strategic nature of the game, but also solves the technical problem of limited access to items in specific game scenarios, effectively improving the practicality and flexibility of the game system.

[0226] Furthermore, Figure 6 The electronic device shown further includes a bus 102 and a communication interface 103. The processor 101, the communication interface 103, and the memory 100 are connected through the bus 102.

[0227] Among them, the memory 100 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk memory. Through at least one communication interface 103 (which can be wired or wireless), a communication connection is established between this system network element and at least one other network element. The Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of representation, Figure 6 only a single bidirectional arrow is used in the figure, but it does not mean that there is only one bus or one type of bus.

[0228] The processor 101 may be an integrated circuit chip with the ability to process signals. In the implementation process, each step of the above method can be completed by the integrated logic circuit of the hardware in the processor 101 or the instructions in the form of software. The above-mentioned processor 101 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute each method, step and logic block diagram disclosed in the embodiments of the present disclosure. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and combines its hardware to complete the steps of the method in the foregoing embodiments.

[0229] The embodiments of the present disclosure also provide a computer-readable storage medium storing computer-executable instructions, which, when called and executed by a processor, cause the processor to implement the above virtual container control method. For the specific implementation, reference may be made to the method embodiments and will not be elaborated herein.

[0230] Specifically, the specific process of the above virtual container control method may include: In response to a first trigger instruction, a position control interface is displayed in the graphical user interface; In response to a selection operation received through the position control interface, a virtual container corresponding to the selection operation and generating a first state of the position is displayed in the graphical user interface. At least one virtual prop is configured in the virtual container, and the first state indicates that the virtual character cannot interact with the virtual container to obtain the virtual prop in the virtual container; In response to a confirmation operation, control the generation of a virtual container in a second state at a generation position in the game scene, where the second state represents that the virtual character interacts with the virtual container to obtain virtual items in the virtual container.

[0231] Optionally, the step of displaying a position control interface in the graphical user interface includes: When it is detected that the virtual character is in a multi-story building scene, display a level selection control in the position control interface, where the level selection control is configured to determine the level of the generation position in the multi-story building scene in response to a selection operation.

[0232] Optionally, the level selection control includes: a sliding component and a plurality of level indication blocks, where each level indication block corresponds to a selectable level; The selection operation includes at least one of the following: a triggering operation on the sliding component and a triggering operation on the level indication block.

[0233] Optionally, the level selection control includes: a level identifier corresponding to the level indication block; The method further includes: Obtain the current position information of the virtual character; Control the display of the character identifier of the virtual character on the level indication block corresponding to the position information.

[0234] Optionally, the method further includes: In response to a selection operation acting on the level selection control, control the adjustment of the first field of view screen displayed in the graphical user interface to the second field of view screen, where the first field of view screen is a screen formed by collecting the game scene through a virtual camera located in the game scene according to the current perspective, and the second field of view screen is a screen formed by collecting the game scene through the virtual camera according to the perspective of the target level corresponding to the selection operation.

[0235] Optionally, the method further includes: Determine the relative angle between the current generation position of the virtual container and the virtual camera; When the relative angle exceeds a preset angle threshold, control the adjustment of the orientation of the virtual camera.

[0236] Optionally, synchronously display the spatial layout and / or obstacle distribution of the target level of the multi-story building scene in the graphical user interface.

[0237] Optionally, the method further includes: In response to an azimuth adjustment instruction for the virtual character, control the adjustment of the character azimuth information of the virtual character, where the character azimuth information includes character position information and / or character orientation information; Update the container orientation information of the virtual container in the first state according to the adjusted character orientation information, where the container orientation information includes container position information and / or container orientation information.

[0238] Optionally, when the virtual character is in a multi-story building scene, update the container orientation information of the virtual container in the first state according to the adjusted character orientation information as follows: Update the container orientation information of the virtual container in the first state at the target level according to the adjusted character orientation information.

[0239] Optionally, the method further includes: Display a position lock control in the position control interface; Respond to the trigger operation on the position lock control to lock the current generation position; Prohibit responding to adjusting the current generation position according to the selection operation in the position locked state.

[0240] Optionally, the method further includes: Respond to the first instruction to expand and display the thumbnail of each floor building scene; Display the container identifier of the corresponding virtual container in the thumbnail.

[0241] Optionally, the method further includes: Receive the marking instruction for multiple generation positions; Determine the generation queue according to the marking time sequence; Respond to the confirmation operation to control the virtual container to be generated to each marked position in sequence at a preset time interval.

[0242] Optionally, responding to the first trigger instruction includes: Display an interaction interface including at least one virtual prop entry; Respond to the selection operation on the virtual prop entry, where the virtual prop corresponding to the virtual prop entry is configured as the virtual prop in the virtual container.

[0243] Optionally, a classification and filtering control is displayed in the interaction interface, and respond to the trigger operation on the classification and filtering control to control the display of the virtual props corresponding to the target classification of the trigger operation.

[0244] Optionally, responding to the confirmation operation to control the generation of the virtual container in the second state at the generation position in the game scene includes: Respond to the touch operation on the target virtual prop entry, control the consumption of a preset amount of virtual resources, and control the generation of the virtual container in the second state at the generation position in the game scene, where the virtual container includes the target virtual prop corresponding to the target virtual prop entry.

[0245] If a function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods in various embodiments of the present disclosure. The aforementioned storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs that can store program codes.

[0246] In the description of the present disclosure, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation. Therefore, it should not be construed as a limitation to the present disclosure. In addition, the terms "first", "second", "third" are only used for descriptive purposes and cannot be construed as indicating or implying relative importance.

[0247] Finally, it should be noted that the above embodiments are only specific implementation manners of the present disclosure, used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or make equivalent replacements for some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. A virtual container control method, characterized in that, Providing a graphical user interface through a terminal, the graphical user interface displaying a game scene and a virtual character located in the game scene, the method comprising: Responding to a first trigger instruction to display a position control interface in the graphical user interface; Responding to a selection operation received through the position control interface to display, in the graphical user interface, a virtual container corresponding to the selection operation in a first state, at least one virtual item being configured in the virtual container, the first state indicating that the virtual character cannot interact with the virtual container to obtain the virtual item in the virtual container; Responding to a confirmation operation to control the generation of the virtual container in the second state at the generation position in the game scene, wherein the second state indicates that the virtual character interacts with the virtual container to obtain the virtual item in the virtual container.

2. The method according to claim 1, wherein The step of displaying a position control interface in the graphical user interface comprises: When it is detected that the virtual character is in a multi-story building scene, a level selection control is displayed in the position control interface, wherein the level selection control is configured to respond to a selection operation to determine the level of the generation position in the multi-story building scene.

3. The method according to claim 2, characterized in that, The level selection control comprises: a sliding component and a plurality of level indication blocks, each of the level indication blocks corresponding to a selectable level; The selection operation comprises at least one of the following: a trigger operation on the sliding component and a trigger operation on the level indication block.

4. The method according to claim 3, characterized in that The level selection control comprises: a level identifier corresponding to the level indication block; The method further comprises: Obtaining the current position information of the virtual character; Controlling the display of the character identifier of the virtual character on the level indication block corresponding to the position information.

5. The method according to claim 2, wherein The method further comprises: Responding to a selection operation acting on the level selection control to control the adjustment of the first field of view screen displayed in the graphical user interface to a second field of view screen, wherein the first field of view screen is a screen formed by collecting the game scene through a virtual camera located in the game scene according to the current perspective, and the second field of view screen is a screen formed by the virtual camera collecting the game scene according to the perspective of the target level corresponding to the selection operation.

6. The method according to claim 5, wherein The method further comprises: Determining the relative angle between the current generation position of the virtual container and the virtual camera; When the relative angle exceeds a preset angle threshold, controlling the adjustment of the orientation of the virtual camera.

7. The method according to claim 5, wherein The spatial layout and / or obstacle distribution of the target level of the multi-story building scene are synchronously displayed in the graphical user interface.

8. The method according to claim 1, characterized in that, The method further comprises: Responding to an orientation adjustment instruction for the virtual character to control the adjustment of the character orientation information of the virtual character, wherein the character orientation information comprises character position information and / or character orientation information; Updating the container orientation information of the virtual container in the first state according to the adjusted character orientation information, wherein the container orientation information comprises container position information and / or container orientation information.

9. The method according to claim 8, wherein When the virtual character is in a multi-story building scene, the container orientation information of the virtual container that updates the first state according to the adjusted character orientation information is as follows: Update the container orientation information of the virtual container in the target layer that is in the first state according to the adjusted character orientation information.

10. The method according to claim 1, characterized in that, The method further includes: Display a position lock control in the position control interface; In response to a trigger operation on the position lock control, lock the current generation position; In the position locked state, prohibit responding to adjusting the current generation position according to the selection operation.

11. The method according to claim 2, wherein The method further includes: In response to a first instruction, expand and display a thumbnail containing each floor building scene; Display the container identifier of the corresponding virtual container in the thumbnail.

12. The method according to claim 1, wherein The method further includes: Receive a marking instruction for multiple generation positions; Determine a generation queue according to the marking time sequence; In response to a confirmation operation, control the virtual container to be generated to each marked position in sequence at a preset time interval.

13. The method according to claim 1, characterized in that, The response to the first trigger instruction includes: Display an interaction interface containing at least one virtual prop entry; In response to a selection operation on the virtual prop entry, where the virtual prop corresponding to the virtual prop entry is configured as the virtual prop in the virtual container.

14. The method according to claim 13, wherein A classification and filtering control is displayed in the interaction interface. In response to a trigger operation on the classification and filtering control, control to display the virtual props corresponding to the target classification corresponding to the trigger operation.

15. The method according to claim 13, wherein In response to a confirmation operation, controlling the generation of the virtual container in the second state at the generation position in the game scene includes: In response to a touch operation on the target virtual prop entry, control to consume a preset amount of virtual resources, and control to generate the virtual container in the second state at the generation position in the game scene, where the virtual container includes the target virtual prop corresponding to the target virtual prop entry.

16. A virtual container control device, characterized in that The virtual container control device includes: A display module, configured to respond to a first trigger instruction and display a position control interface in the graphical user interface; A position determination module, configured to respond to a selection operation received through the position control interface, and display a virtual container in the first state corresponding to the generation position corresponding to the selection operation in the graphical user interface. At least one virtual prop is configured in the virtual container, and the first state indicates that the virtual character cannot obtain the virtual prop in the virtual container by interacting with the virtual container; A confirmation module, configured to respond to a confirmation operation and control to generate the virtual container in the second state at the generation position in the game scene, where the second state indicates that the virtual character can obtain the virtual prop in the virtual container by interacting with the virtual container.

17. An electronic device, characterized in that, It includes a processor and a memory. The memory stores multiple instructions; the processor loads the instructions from the memory to execute the steps of the virtual container control method according to any one of claims 1-15.

18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions, and the instructions are adapted to be loaded by a processor to execute the steps of the virtual container control method according to any one of claims 1-15.