Information processing method, program product and electronic equipment
By locking virtual objects in the game interface and replacing them according to the locked state and attribute set, the problem of misreplacement of the automatic pick-up replacement mechanism of props in the prior art is solved, and more accurate prop management and more efficient resource optimization are achieved.
Patent Information
- Application Number
- CN202510622218.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-14
- Publication Date
- 2025-08-12
AI Technical Summary
The existing automatic pick-up and replacement mechanism for game props is difficult to accurately judge the player's true intentions and needs, which may lead to the mistaken replacement of props that players need to retain.
By displaying a collection of virtual objects in the graphical user interface and allowing users to lock specific objects, the system replaces the object's locked state and attribute collection, ensuring that similar or better objects replace unlocked objects.
Improve the accuracy and efficiency of prop management, respect the player's intentions, reduce misreplacement, and improve the game experience.
Smart Images

Figure CN120459637A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of computer technology, and in particular to an information processing method, a program product, and an electronic device. Background Art
[0002] In some games, item systems are a crucial component of the player experience. As game content expands, the variety and quantity of items players need to manage increases dramatically. To enhance the gaming experience, many game developers have introduced automated pickup and replacement features, helping players quickly acquire higher-quality equipment and reducing the tedious manual process. These systems typically automatically determine and replace items based on pre-set rules, such as item quality, durability, or special properties.
[0003] However, existing automatic pickup and replacement mechanisms can be flawed: the system struggles to accurately assess a player's true intentions and needs. In complex game environments, players' item selection isn't simply based on quality; it can also be influenced by game strategy, personal preferences, or specific scenario requirements. Automatic systems can mistakenly replace items that players actually want to keep. Summary of the Invention
[0004] The present disclosure provides an information processing method, a program product, and an electronic device to at least partially solve the above-mentioned problems existing in the related art.
[0005] According to a first aspect of the present disclosure, an information processing method is provided, the method comprising: displaying at least part of the virtual objects in a first virtual object set in a graphical user interface, wherein the first virtual object set includes at least one unlocked virtual object; in response to a locking operation on a target virtual object in the unlocked virtual objects in the first virtual object set, determining the target virtual object as a locked virtual object; in response to a first pick-up replacement event, replacing the locked virtual object in the first virtual object set with a first replacement object in a second virtual object set, wherein the first replacement object has the same first object attribute as the locked virtual object, and the first object attribute is an object type; in response to a second pick-up replacement event, replacing the unlocked virtual object in the first virtual object set with a second replacement object in the second virtual object set, wherein the second replacement object is determined based on an attribute set of the unlocked virtual object, and the attribute set of the unlocked virtual object includes one or more object attributes.
[0006] According to a second aspect of the present disclosure, a computer program product is provided, comprising a computer program, wherein when the computer program is executed by a processor, the method of the first aspect and possible implementations thereof are implemented.
[0007] According to a third aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the above-mentioned first aspect and its possible implementation methods by executing the executable instructions.
[0008] In at least one embodiment of the present disclosure, an information processing method includes: displaying at least a portion of virtual objects in a first virtual object set in a graphical user interface, wherein the first virtual object set includes at least one unlocked virtual object; in response to a lock operation on a target virtual object in the unlocked virtual objects in the first virtual object set, determining the target virtual object as a locked virtual object; in response to a first pick-up and replacement event, replacing the locked virtual object in the first virtual object set with a first replacement object in a second virtual object set, wherein the first replacement object has the same first object attribute as the locked virtual object, the first object attribute being an object type; in response to a second pick-up and replacement event, replacing the unlocked virtual object in the first virtual object set with a second replacement object in the second virtual object set, wherein the second replacement object is determined based on an attribute set of the unlocked virtual object, the attribute set of the unlocked virtual object including one or more object attributes. In this way, by implementing object locking and different replacement strategies, the problem that the automatic pick-up and replacement mechanism in the game may mistakenly replace the props required by the player is at least partially solved. BRIEF DESCRIPTION OF THE DRAWINGS
[0009] Figure 1 A schematic diagram showing a system architecture in one exemplary embodiment of the present disclosure;
[0010] Figure 2 A flowchart showing an information processing method in one exemplary embodiment of the present disclosure;
[0011] Figure 3a A flowchart showing an information processing method in one exemplary embodiment of the present disclosure;
[0012] Figure 3b A flowchart showing an information processing method in one exemplary embodiment of the present disclosure;
[0013] Figure 4 A flowchart showing an information processing method in one exemplary embodiment of the present disclosure;
[0014] Figure 5 A schematic diagram showing a graphical user interface in one exemplary embodiment of the present disclosure;
[0015] Figure 6 A schematic structural diagram of an electronic device in one exemplary embodiment of the present disclosure is shown. DETAILED DESCRIPTION
[0016] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0017] In order to enable those skilled in the art to better understand the solutions of the present disclosure, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of the embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of the present disclosure.
[0018] It should be noted that the terms "first", "second", etc. in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that the numbers used in this way can be interchanged where appropriate, so that the embodiments of the present disclosure described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0019] The accompanying drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art will appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or that other methods, components, devices, steps, etc. may be used to replace one or more specific details.
[0020] Figure 1The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console and other devices, which have a display function and can display a graphical user interface. The graphical user interface may include an operating system interface or an application interface, etc. The terminal device 110 is installed with an application, such as a game program. The server 120 generally refers to the background system that provides the game service in this exemplary embodiment, which may be a single server or a cluster of multiple servers. Exemplarily, a game server program is deployed on the server 120 for executing game data processing on the server side. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in one of the exemplary embodiments of the present disclosure can be executed by any one or more of the terminal device 110 and the server 120.
[0021] In one embodiment, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the above system architecture. Various cloud applications, such as cloud gaming, can be run within the cloud interaction system. Taking cloud gaming as an example, cloud gaming can be a gaming method based on cloud computing. In the cloud gaming operating mode, the main body of the game program and the main body of the game screen presentation are separated. The storage and operation of the in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game, the user operates the cloud gaming client to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud gaming client via the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0022] In one embodiment, the above method can be implemented solely by the terminal device 110. For example, without deploying the server 120, the terminal device 110 can run an application in a standalone environment to implement the game function and execute the above method.
[0023] According to one embodiment of the present disclosure, an information processing method is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.
[0024] According to an information processing method according to one embodiment of the present disclosure, Figure 2 As shown, the method may include the following steps:
[0025] Step S210: displaying at least part of the virtual objects in the first virtual object set in a graphical user interface.
[0026] Wherein, the first virtual object set includes at least one unlocked virtual object;
[0027] Step S230, in response to a locking operation on a target virtual object among the unlocked virtual objects in the first virtual object set, determining the target virtual object as a locked virtual object;
[0028] Step S250, in response to the first pickup replacement event, replacing the locked virtual object in the first virtual object set with a first replacement object in the second virtual object set, wherein the first replacement object has the same first object attribute as the locked virtual object, and the first object attribute is an object type;
[0029] Step S270, in response to the second pick-up replacement event, replacing the unlocked virtual object in the first virtual object set with a second replacement object in the second virtual object set, wherein the second replacement object is determined based on the attribute set of the unlocked virtual object, and the attribute set of the unlocked virtual object includes one or more object attributes.
[0030] In at least one embodiment of the present disclosure, an information processing method includes: displaying at least a portion of virtual objects in a first virtual object set in a graphical user interface, wherein the first virtual object set includes at least one unlocked virtual object; in response to a lock operation on a target virtual object in the unlocked virtual objects in the first virtual object set, determining the target virtual object as a locked virtual object; in response to a first pick-up and replace event, replacing the locked virtual object in the first virtual object set with a first replacement object in a second virtual object set, wherein the first replacement object has the same first object attribute as the locked virtual object, the first object attribute being an object type; and in response to a second pick-up and replace event, replacing the unlocked virtual object in the first virtual object set with a second replacement object in the second virtual object set, wherein the second replacement object is determined based on an attribute set of the unlocked virtual object, the attribute set of the unlocked virtual object including one or more object attributes. In this way, by implementing object locking and different replacement strategies, the problem that the automatic pick-up and replacement mechanism in a game may mistakenly replace items required by the player is at least partially solved.
[0031] Optionally, displaying at least part of the virtual objects in the first virtual object set in the graphical user interface means presenting a list of virtual items currently owned by the user on the interface of the game or application. These virtual items may include various types of game resources such as weapons, props, soul jade, etc. The first virtual object set can be understood as a collection of virtual objects currently held or owned by the user or the virtual character controlled by the user, such as items in a backpack, equipment in the character's equipment bar, etc. These virtual objects may be displayed in the interface in the form of icons, text descriptions or other visual elements, allowing users to intuitively view and manage their virtual assets. Optionally, in the initial state, these virtual objects default to an unlocked state, indicating that they may be automatically replaced by the system under certain conditions. Unlocked virtual objects may be replaced by higher-quality similar items or other items under specific circumstances according to preset rules.
[0032] Optionally, determining a target virtual object as a locked virtual object means that the user has set a protection state for a virtual object through a specific locking operation. This locking operation may be achieved by clicking a specific button on the object, long-pressing the object, using a specific gesture, or through a menu option. The locking operation is essentially an interactive method for the user to express their desire to "keep this virtual object." When a user performs a locking operation on an unlocked virtual object, the system changes the state of the virtual object from unlocked to locked, and may provide visual feedback to the user, such as displaying a lock icon on the object, changing the object's border color, or adding special visual effects, to clearly indicate that the object is in a locked state. This change in state will affect the system's subsequent processing logic for the object, especially during automatic replacement or management.
[0033] Optionally, the replacement of locked virtual objects in the first virtual object set follows a specific rule: replacement will only be performed if there is a first replacement object of the same object type as the locked virtual object in the second virtual object set. The object type here refers to the basic category of virtual objects. For example, in a game environment, it may refer to the type of weapon (such as a longsword, a katana, etc.), the type of soul jade, or the basic classification of other props. This replacement mechanism ensures that locked objects will only be replaced by objects of the same type, and the user will not lose the items that the user has specifically locked because of picking up objects of other types. For example, if a user locks a longsword, even if the system detects that a higher quality katana is available, it will not automatically replace the longsword with the katana because they do not belong to the same object type. This object type-based replacement logic ensures respect for user intent and maintains user control over game resources.
[0034] Optionally, unlike the replacement mechanism for locked virtual objects, the replacement logic for unlocked virtual objects is more flexible. The system determines a suitable second replacement object based on the attribute set of the unlocked virtual object. These attributes may include the object's quality level (such as white, purple, etc.), durability, remaining number of uses, toughness value, and other characteristics. During the replacement process, the system will comprehensively evaluate these attributes and decide whether to replace the existing object with a new object based on preset priority rules. For example, for unlocked weapons, the system may give priority to similar weapons with higher quality for replacement; for props with a limited number of uses, the system may give priority to similar props with more remaining uses for replacement. This dynamic replacement mechanism based on multi-dimensional attributes enables the system to automatically optimize resource allocation for users, reduce the complexity of manual management, and maintain a certain degree of intelligence and adaptability.
[0035] Optionally, a pickup / replacement event is a key event that triggers virtual object replacement. It occurs when a user or the system acquires a new object from a second set of virtual objects. The second set of virtual objects can be understood as a pool of potential objects available for pickup in the virtual environment, such as items scattered on the game map, loot dropped by defeated enemies, and rewards in treasure chests.
[0036] Optional, such as Figure 3a As shown, in step S310 there are virtual objects to be picked up. For example, when the user approaches these objects, interacts with them, or meets specific conditions, the system can directly trigger a pickup replacement event in step S330.
[0037] Optional, such as Figure 3b As shown, in step S310, there are virtual objects to be picked up. For example, when the user approaches these objects, interacts with them, or meets specific conditions, in step S320 the system will determine the virtual objects to be picked up and the virtual objects to be replaced based on parameters such as the current backpack state and object properties. In step S330, the system can trigger a pick-up and replacement event.
[0038] In an optional implementation, the first virtual object set is a set of already owned virtual objects, and the second virtual object set is a set of virtual objects to be picked up in the virtual environment.
[0039] Optionally, the first virtual object set, as a set of owned virtual objects, may include various virtual objects that the user has acquired and currently holds in the virtual environment, such as equipment, props, weapons, etc. These virtual objects may be stored in the user's backpack, warehouse, equipment bar or other dedicated storage areas, such as a virtual treasure bag. The objects in the owned virtual object set can be used, equipped, traded or discarded by the user, and can be locked according to the user's needs. Locked objects will have a special mark in the collection to distinguish them from unlocked objects. The number of objects in the first virtual object set may be subject to system restrictions, such as the upper limit of the backpack capacity. When the upper limit is reached, the user may need to discard certain objects or expand the storage space to obtain more virtual objects.
[0040] Optionally, the second virtual object set, as a set of virtual objects to be picked up in the virtual environment, may include virtual objects distributed throughout the virtual environment waiting to be picked up by the user. These objects may come from various sources, such as drops after defeating an enemy, resource points in the environment, rewards in treasure chests, items discarded by other users, props refreshed by the system, etc. The virtual objects to be picked up are usually displayed with specific visual effects in the virtual environment to attract the user's attention and perform the picking operation. These objects may have different qualities, attributes and values, and the user may need to decide whether to pick them up based on their own needs. In some cases, the virtual objects to be picked up may have a time limit. If they are not picked up within the limited time, they may disappear or be picked up by other users.
[0041] Optionally, there is a dynamic interactive relationship between the first virtual object set and the second virtual object set. When the user performs a picking operation, the objects in the second virtual object set will be transferred to the first virtual object set according to system rules and user settings. This process may involve a replacement mechanism, that is, the newly picked up object may replace an object in the already owned set, especially when the already owned set reaches the upper limit of capacity. The replacement rules are usually based on the comparison of object attributes, such as quality, durability, number of uses, etc. At the same time, the user can also remove objects from the first virtual object set through a discard operation. These discarded objects may become objects to be picked up in the virtual environment again, thereby rejoining the second virtual object set.
[0042] Optionally, the virtual objects in the first virtual object set can be displayed in a structured manner in a graphical user interface for easy viewing and management by users. This display may include a category view, a grid view, or a list view, and may provide sorting, filtering, and search functions. Users can interact directly with objects in the collection through the interface, such as viewing details, using, equipping, locking, unlocking, or discarding. Locked virtual objects may be displayed in the interface with special icons or highlight effects for quick identification by users. At the same time, the interface may provide a batch operation function that allows users to perform the same operation on multiple virtual objects at the same time, such as batch locking or unlocking.
[0043] Optionally, before the virtual objects in the second virtual object set enter the first virtual object set, the system will execute the replacement judgment logic. For locked virtual objects, automatic replacement will only occur when the object to be picked up is of the same object type and has better properties. For example, a locked white-quality longsword can be replaced by a purple-quality longsword, but not by a purple-quality katana. For unlocked virtual objects, the replacement judgment is more relaxed and may be replaced according to preset priority rules. This allows users to protect important virtual objects from being accidentally replaced, while obtaining higher-quality virtual objects through the automatic replacement mechanism, balancing protection needs and optimization needs.
[0044] Optionally, in actual game scenarios, the concepts of the first virtual object set and the second virtual object set can be further expanded and refined. For example, the first virtual object set can be further divided into multiple subsets according to function or type, such as a weapon set, an armor set, a consumables set, and a special prop set. These subsets may have their own capacity restrictions and management rules. Furthermore, virtual objects between different subsets can be directly interchanged, requiring specific operations or meeting specific conditions to achieve the conversion. Similarly, the second virtual object set can also be classified according to acquisition method or rarity, such as combat drops, mission rewards, store purchases, or limited-time events. This detailed classification helps to enhance the depth and strategy of the game, and players need to develop different acquisition and management strategies based on different types of virtual objects.
[0045] In an optional embodiment, locked virtual objects are displayed separately from unlocked virtual objects. In this way, users can intuitively distinguish which virtual objects are locked and which are unlocked, thereby improving the user interface friendliness and convenience of operation.
[0046] Optionally, the distinction between locked and unlocked virtual objects can be achieved through various visual effects. For example, a lock icon, such as a heart or lock icon, can be displayed on a locked virtual object to visually indicate that the virtual object is locked. Furthermore, special border effects, such as a glowing border, a highlighted border, or a special colored border, can be applied to locked virtual objects to create a sharp visual contrast from unlocked virtual objects. Another possible implementation is to use different transparency, brightness, or saturation between locked and unlocked virtual objects to make locked virtual objects more prominent or distinct. These visual distinctions can help users quickly identify locked items among numerous virtual objects, especially in interfaces containing virtual objects such as backpacks and virtual treasure bags, greatly improving user efficiency. Optionally, this distinction can extend beyond the appearance of the virtual objects themselves and can also be reflected in the order or grouping of virtual objects. For example, the system can automatically categorize locked virtual objects into a specific area or always arrange them in front of unlocked virtual objects, forming a logical grouping that allows users to clearly see all locked virtual objects. Furthermore, when users organize and sort items, locked virtual objects can maintain their positions or follow special sorting rules, further distinguishing them from unlocked virtual objects. Optionally, the system can also provide dedicated filtering options in the user interface, allowing users to view only locked or unlocked items, making it more convenient for users to manage large numbers of virtual objects. This differentiated display and filtering functionality is particularly important in the later stages of the game when players have a large number of items.
[0047] Optionally, the distinction between locked and unlocked virtual objects can be enhanced through dynamic effects. For example, when a user slides through a list of virtual objects, a locked virtual object can have a slight jitter or pulsation effect to attract the user's attention; or when a user long presses a virtual object, a locked virtual object can display a special prompt message, such as "This item is locked and will not be automatically replaced," to remind the user of the item's special status. In addition, when performing a pickup operation, if the new item picked up will replace an unlocked item, the system can use ordinary visual effects; if the new item will replace a locked item (because the new item has better properties), the system can use more eye-catching visual effects, such as special lighting effects or animations, to clearly inform the user that even locked items will be replaced by better items of the same type. Optionally, the implementation of the distinction display can be personalized according to the type of different virtual objects. For example, for weapon-type virtual objects, the locked state can be indicated by adding a special symbol to the weapon icon or changing the color of the weapon icon; for soul jade-type virtual objects, a special halo effect can be added to the soul jade; and for consumable virtual objects, their locked state can be distinguished by special packaging or container icons. This personalized differentiation of display for different types of virtual objects not only improves user recognition of the locked state, but also enhances the aesthetics and consistency of the game interface. At the same time, the system can also adjust the method and intensity of differentiation display according to different game scenes, such as using a more eye-catching differentiation display in tense combat scenes, and a more subtle but less glaring differentiation display in the calm scene of packing a backpack.
[0048] In an optional embodiment, the lock operation is a predetermined operation applied to an unlocked virtual object, wherein the predetermined operation is a specified touch operation or a specified cursor operation. By defining the lock operation as a specific predetermined operation, an intuitive and clear interaction method can be provided, allowing users to conveniently lock the desired virtual object, thereby preventing it from being accidentally replaced during the pick-up and replacement process.
[0049] Optionally, predefined actions can be used as interactive methods for locking unlocked virtual objects, tailored to user habits and device features. Designated touch actions may include, but are not limited to, long-pressing a virtual object, double-clicking a virtual object, and performing specific swipe gestures on a virtual object. These touch actions provide a natural and smooth interactive experience on touchscreen devices, allowing users to lock virtual objects with simple, intuitive movements. In scenarios where a mouse or other pointing device is required, predefined cursor actions can include right-clicking a virtual object, hovering the cursor over the object and pressing a specific shortcut key, or performing a specific drag operation. This design allows users to choose the most appropriate locking method based on their device, improving operational convenience and user experience. Optionally, predefined locking actions can also include visual or auditory feedback to ensure users clearly understand that the locking operation has been successfully executed. For example, when a user performs a designated touch or cursor action, the system can communicate the change in lock status to the user through methods such as a brief highlighting of the virtual object, slight vibration feedback, a sound effect indicating successful locking, or an animation. This multi-sensory feedback not only enhances user certainty of the action but also enriches the overall interactive experience. For visually or hearing-impaired users, the system can also provide appropriate alternative feedback methods based on accessibility settings, ensuring that all users can clearly perceive the completion of the lock operation. Optionally, predetermined operations can have different triggering methods in different scenarios to adapt to various usage environments. For example, in a fast-paced combat scenario, the lock operation may need to be designed as a simpler and faster method, such as clicking a button in a specific area; while in calmer scenarios such as backpack organization, the lock operation can be designed to be more detailed and precise, such as selecting a lock option through a pop-up menu. In addition, the system can provide the option to customize the lock operation, allowing users to set the lock trigger method that best suits them based on their personal preferences. This flexibility can significantly improve the operating comfort of different user groups and meet the diverse needs of users. It can also take into account users with different gesture dexterity and provide a more inclusive and barrier-free interactive experience.
[0050] Optionally, the scheduled operations can vary for different types of virtual objects to reflect the characteristics and importance of different objects. For example, for rare or high-value virtual objects, the locking operation may require more cautious confirmation steps, such as double confirmation or additional security verification; while for common consumable virtual objects, a more simplified locking method can be used. In addition, the system can also intelligently recommend quick locking methods for the most commonly used virtual objects based on the user's frequency of use and habits, reducing the steps of repetitive operations. For batch operation needs, the scheduled operation can also be expanded to a multi-selection mode, allowing users to select multiple virtual objects at the same time for batch locking, thereby improving operational efficiency. This differentiated design based on object characteristics and usage scenarios can keep the locking operation simple and intuitive while meeting the security and efficiency requirements in different scenarios.
[0051] In an optional embodiment, in response to a lock operation on a target virtual object among the unlocked virtual objects in the first set of virtual objects, determining the target virtual object as a locked virtual object includes: displaying a lock control in response to a first operation on the target virtual object among the unlocked virtual objects in the first set of virtual objects; and determining the target virtual object as a locked virtual object in response to a second operation on the lock control. This two-step process of locking a virtual object avoids misoperation, provides a clear locking process, and enhances the user experience.
[0052] Optionally, the first action can be a touch operation such as clicking, long pressing, or sliding, or a cursor operation such as hovering or right-clicking. When the user performs the first action, the system displays a lock control near the target virtual object or at a specific location. This step-by-step design reduces the possibility of accidental operation. The lock control can be a button, icon, or switch, typically with a clear visual identifier, such as a lock or heart icon, to help users easily identify its function. The displayed lock control can be semi-transparent to partially obscure the target virtual object and can have a subtle animation effect to attract the user's attention and enhance the interactive experience. The display location of the lock control can be optimized based on the interface layout and user operation habits to ensure that users can easily perform subsequent operations. Optionally, the second action can be clicking the lock control, confirming the button, or performing a specific gesture. When the user completes the second action, the system immediately updates the target virtual object's status from "unlocked" to "locked," and may be accompanied by visual or auditory feedback of the status change. This two-step verification mechanism effectively prevents user error, especially in scenarios with dense item management. After performing the second operation to confirm the lock, the system may briefly display a prompt message indicating that the lock is successful, and then automatically disappear so as not to interfere with the user's continued operations. At the same time, the system can record the user's locking behavior to facilitate the user's subsequent management and viewing of the list of locked virtual objects. Optionally, the form of the lock control can vary according to different game styles and interface designs. For example, it can be a heart-shaped icon, a lock icon, or other easily recognizable icons. The control display can use animation effects such as pop-up, slide-in, or gradual appearance to enhance the smoothness of the interaction and user experience. The lock control can be located in the corner, center, or around the target virtual object, or it can appear in a specific operation bar. The user can activate the lock function by clicking, tapping, or other specified interaction methods. The design of the lock control must take into account the adaptability of different device screen sizes to ensure a good operating experience on various mobile devices.
[0053] Optionally, a cancellation mechanism can be set between the first operation and the second operation, allowing the user to interrupt the locking process by clicking on other areas or pressing the cancel button after the lock control is displayed. This design increases the flexibility of the operation and allows users to easily cancel the operation if they change their mind. When multiple virtual objects are displayed at the same time, the system can intelligently identify the specific object that the user intends to operate and only display the lock control for the target virtual object. The system can memorize the user's commonly used locking operation modes and habits, and provide an operation process that is more in line with personal habits in subsequent use, thereby improving the user experience. When users frequently lock a certain type of virtual object, the system can provide a batch locking function to simplify the operation process.
[0054] In an optional implementation manner, the first pickup and replacement event refers to an event in which the second virtual object set is picked up and the virtual object replaced by the first virtual object set during the picking process is a locked virtual object.
[0055] Optionally, the first pick-up and replace event has clear triggering conditions and processing procedures. When a user picks up an object belonging to the second virtual object set in the game scene, the system will check whether an object in the first virtual object set needs to be replaced. If the system determines that the object that needs to be replaced happens to be a locked virtual object, this type of pick-up and replace event will be triggered at this time. The difference between this type of event and an ordinary pick-up and replace event is that the locking state of the replaced object is different, and the system needs to follow special rules for locked objects for processing, that is, the replacement object in the second virtual object set can only be replaced when the first object attribute (object type) of the locked virtual object is the same. This mechanism ensures that the virtual object locked by the player will not be arbitrarily replaced by an object of a different type, and guarantees the player's retention needs for specific types of objects.
[0056] Optionally, in actual application scenarios, the pickup and replacement event for locked virtual objects usually occurs when the player picks up a new item. For example, in the game environment, when the player has set a longsword in his backpack to a locked state, if the player picks up a longsword of higher quality on the map, the system will determine whether the current backpack space is sufficient. If the backpack space is full, the system will look for a replaceable object. At this time, although the locked longsword may be the lowest quality weapon, due to its locked state, the system will only trigger the replacement when the two weapons are of the same type (both longswords) and the new weapon is of higher quality or has other advantageous attributes. This mechanism ensures that the player's favorite equipment of a specific type will not be replaced with other types, even if the other types may have higher quality, thereby maintaining the player's equipment strategy selection. Optional, such as Figure 4 As shown, in step S410, there are virtual objects to be picked up, for example, when the user approaches these objects, interacts with them, or meets specific conditions; in step S430, the system will determine whether the pick-up replacement conditions are met, for example, whether the backpack space is full, or whether there is enough remaining space in the backpack; if the pick-up replacement conditions are not met, the system can only trigger a pick-up event in step S450; if the pick-up replacement conditions are met, the system can trigger a pick-up replacement event in step S470.
[0057] Optionally, multiple attribute factors are considered during the processing of the pickup and replacement events for locked virtual objects. The system not only checks the consistency of the first object attribute (object type), but also evaluates other related attributes such as quality, durability, or available times. Optionally, the judgment logic for pickup and replacement may be slightly different in different game modes such as survival mode and treasure hunt mode. For example, in some modes, for locked weapons, replacement will only be triggered when the new weapon is not only of the same type but also of higher quality, or of the same quality but with a greater durability value. For locked objects such as soul jades, replacement may only occur when the number of layers or remaining times of the new soul jade is higher than the current locked soul jade. These specific judgment logics ensure that the replacement mechanism respects the player's locking intention and optimizes the player's virtual resource allocation under reasonable conditions.
[0058] Optionally, user interface feedback mechanisms are provided for pickup and replacement events of locked virtual objects. When such an event is triggered, the system may display a prompt informing the player that a locked object is about to be replaced with a higher-quality counterpart. Players may see a notification similar to "Locked white-quality longsword replaced with purple-quality longsword." This transparent feedback mechanism allows players to clearly understand the system's automated actions, enhancing the user experience's predictability and sense of control. Furthermore, in some implementations, the system may provide a confirmation option for players to decide whether to accept the replacement, further strengthening their control over their virtual assets. This interactive approach ensures the system's intelligent assistance while maintaining player decision-making autonomy.
[0059] Optionally, after the pickup and replacement event processing for a locked virtual object is completed, the replaced object will automatically inherit the locked state. This means that when a locked virtual object is replaced by the first replacement object in the second set of virtual objects, the first replacement object will be automatically marked as locked by the system. This design takes into account the continuity of the user experience. Assuming that the user's original intention of locking a certain type of object is to keep that type of equipment, then when obtaining similar but higher-quality equipment, maintaining the locked state can continue to protect this equipment from being replaced by subsequent unqualified objects. For example, when a player's locked white longsword is replaced by a purple longsword, the purple longsword will also be automatically locked to prevent it from being replaced by other non-longsword weapons in the future, unless a higher-quality longsword appears again. This mechanism ensures that players' preferences for specific types of objects are continuously respected.
[0060] In an optional implementation manner, the second pickup and replacement event refers to an event in which the second virtual object set is picked up and the virtual object replaced in the first virtual object set during the picking process is an unlocked virtual object.
[0061] Optionally, the pickup and replacement event for unlocked virtual objects is a core component of the game's automatic replacement mechanism. Its specific implementation process can be understood as follows: when the player approaches or touches an object in the second virtual object set (i.e., the virtual object set to be picked up) during the game, the system will automatically determine whether it is necessary to replace the unlocked virtual object in the first virtual object set (the owned virtual object set) with the virtual object to be picked up. This judgment process involves attribute comparison and can be performed automatically without the need for additional confirmation by the player. The triggering conditions for the pickup and replacement event include but are not limited to: the player character approaches the effective distance range of the pickable item, the player actively picks up the item through the interaction button, or through the regional automatic pickup function, etc.
[0062] Optionally, the pickup and replacement events for unlocked virtual objects have the same triggering conditions as those for locked virtual objects, but differ in their processing logic. For unlocked virtual objects, the system makes comparisons based on a set of object attributes, which may include multiple dimensions such as object quality, durability, and usable times. For example, in certain game scenarios, when a player picks up a higher-quality weapon, the system automatically replaces the lower-quality weapon in their backpack; or when a higher-durability piece of equipment is picked up, it replaces the existing low-durability equipment.
[0063] Optionally, the execution process of the unlocked virtual object pickup and replacement event can be divided into several key steps: first, the system detects that the player interacts with an object in the second virtual object set; second, the system identifies the interaction as a pickup operation; then, the system scans the unlocked virtual objects in the first virtual object set and determines whether there are objects that meet the replacement conditions based on preset rules; finally, if the conditions are met, the system performs the replacement operation, removes the unlocked virtual object from the first virtual object set, and adds the newly picked up object to the first virtual object set. This series of operations is usually completed automatically in the game background, and players may perceive the replacement through interface prompts, inventory changes, or character animations. The design goal of the entire process is to maximize the player's efficiency in item management while ensuring a smooth gaming experience.
[0064] Optionally, at the game implementation level, the pickup and replacement event of an unlocked virtual object may trigger a series of related game mechanisms. For example, after the replacement operation is completed, the system may play corresponding sound or visual effects to notify the player that the item replacement has occurred; the system may record the history of item replacements to facilitate players to query past replacements; or the system may automatically adjust relevant game parameters such as character attributes and skill effects based on the replaced item configuration. Furthermore, in multiplayer online games, the pickup and replacement of unlocked virtual objects may also involve complex operations such as the transfer of item ownership and the network synchronization of item information. These related mechanisms work together to ensure the natural integration and logical consistency of pickup and replacement events in the game world.
[0065] Optionally, the pickup and replacement events for unlocked virtual objects may have different implementation variations in different game modes. For example, in survival mode, a handheld weapon will be automatically picked up and replaced by the same weapon of higher quality and no less durability, or a weapon of the same quality but with a greater durability; while a backpack weapon will be automatically picked up and replaced by a weapon of higher quality or the same quality but with a greater durability. In treasure hunting mode, the replacement of handheld weapons takes into account the three attributes of quality, toughness, and durability. If any one of them is greater and the rest are greater than or equal to, the same weapon will trigger automatic pickup and replacement; backpack weapons will be automatically picked up and replaced by the same weapon of higher quality or the same quality but with higher toughness after taking into account durability. For soul jade items, in survival mode, they will only be automatically picked up and replaced by the same soul jade with a higher number of layers or remaining counts; in treasure hunting mode, if any one of toughness, layers, or counts is greater and the rest are greater than or equal to, the same soul jade will trigger automatic pickup and replacement.
[0066] In an optional embodiment, replacing the locked virtual object in the first virtual object set with the first replacement object in the second virtual object set includes: moving the locked virtual object in the first virtual object set to the second virtual object set; and moving the first replacement object in the second virtual object set to the first virtual object set.
[0067] Optionally, the process of moving a locked virtual object from the first virtual object set to the second virtual object set can be understood as a store or transfer operation. During this process, the system first identifies the locked virtual object in the first virtual object set (e.g., the player's backpack). It then performs a data migration operation, removing the object's data structure from the first set and adding it to the second set (e.g., the pickup area in the game environment). This movement may be accompanied by an animation, allowing the player to visually perceive the object as being replaced. During the move, the system retains all attribute information of the virtual object, including its object type, quality, durability, and other characteristics, ensuring that the object retains its original characteristics in the second virtual object set. Optionally, moving the first replacement object from the second virtual object set to the first virtual object set is the second step of the virtual object replacement operation. At this stage, the system selects a suitable replacement object from the second virtual object set, namely the first replacement object, which has the same attributes (object type) as the first object of the locked virtual object. The system then performs a data migration of the first replacement object, removing it from the second set and adding it to the first set, filling the vacancy left by the locked virtual object. During this process, the system may perform operations such as resource loading, object creation, and attribute copying to ensure that the first replacement object is correctly displayed and functions normally in the first virtual object set.
[0068] Optionally, at the technical implementation level, this two-way replacement mechanism can be optimized using the ObjectPool design pattern. Object pooling is a technique for creating and managing a group of reusable objects, rather than creating a new object each time it is needed. In the scenario of virtual object replacement, the system can maintain a virtual object pool. When a locked virtual object needs to be moved to the second virtual object collection, instead of actually "moving" the object, the object is returned to the object pool and a suitable object is taken from the pool and set as the first replacement object and placed into the first virtual object collection. This implementation method can significantly reduce the overhead of memory allocation and garbage collection, especially in scenarios with high-frequency replacement operations, which can improve system performance and responsiveness. In addition, the object pool can be dynamically expanded or contracted according to the needs of the game, flexibly adapting to different resource requirements.
[0069] In an optional embodiment, replacing a locked virtual object in the first set of virtual objects with a first replacement object in the second set of virtual objects includes: replacing the locked virtual object in the first set of virtual objects with the first replacement object in the second set of virtual objects, and automatically determining the first replacement object as a locked virtual object. Thus, by automatically determining the first replacement object as a locked virtual object, the virtual object locked by the user remains locked after being replaced, maintaining the user's preference for locking specific types of virtual objects and improving the consistency of the user experience.
[0070] Optionally, after replacing a locked virtual object in the first virtual object set with a first replacement object in the second virtual object set, the system will automatically set the state of the first replacement object to a locked state. This design takes into account that the user's intention to lock a specific type of virtual object should be maintained, even if the object is replaced by a better object of the same type. For example, when a user locks a white-quality longsword and the system automatically replaces it with a purple-quality longsword, the purple-quality longsword will automatically inherit the locked state without the user having to perform the locking operation again. This locking state inheritance mechanism ensures that the user's locking intention is respected and continued throughout the game, reduces the trouble of repeated operations, and improves the smoothness of the game experience.
[0071] Optionally, a mechanism that automatically determines the first replacement object as a locked virtual object will be immediately reflected in the interface display. When the replacement is completed, the newly replaced first replacement object will immediately display a lock sign, such as displaying a lock icon on the object or using special visual effects (such as a highlighted border, special color, etc.) to indicate its locked state. This immediate visual feedback allows the user to clearly perceive that the lock state has been successfully transferred to the new object, enhancing the certainty and predictability of the operation, and avoiding confusion or additional confirmation operations caused by the user's uncertainty about the lock state after replacement.
[0072] Optionally, in the process of automatically determining the first replacement object as a locked virtual object, the system needs to maintain the metadata information of the virtual object. When a replacement occurs, the system not only needs to replace the object itself, but also needs to transfer the locking state of the original object to the new object as a metadata attribute. This transfer of metadata ensures that the locking information is not lost due to object replacement. The system can track and maintain this state transfer through object identifiers or internal data structures. For example, in the game's data model, a lock flag can be set for each virtual object. When a replacement occurs, the new object will inherit the flag value of the original object, thereby maintaining the continuity of the locked state.
[0073] In an optional embodiment, the attribute set includes at least one of the following: object quality, object durability, and object availability times.
[0074] Optionally, the object quality in the attribute set can represent the rarity or grade classification of the virtual object, such as white quality, blue quality, purple quality, etc. Virtual objects with higher quality generally have better performance or provide more gaming advantages. In the game system, object quality is usually visually represented by different colors or special marks, allowing players to intuitively distinguish virtual objects of different qualities. When the system determines the replacement object based on the quality attributes of an unlocked virtual object, it may tend to choose an object of the same type but higher quality as the replacement object. This ensures that players obtain better quality game resources during the automatic replacement process and improves the gaming experience. For example, when a player's white quality longsword is automatically replaced by the system, the system will give priority to using a purple quality longsword as the replacement object, and will not choose a lower quality replacement object.
[0075] Optionally, the object durability in the property collection can indicate the duration or upper limit of the number of times the virtual object can be used in the game. Durability is usually expressed as a value. When this value drops to zero or a certain threshold, the virtual object will become unusable or its effect will be reduced. The durability system is an important mechanism for balancing the game economy and increasing the depth of resource management in many games, especially in survival games. In the automatic replacement mechanism, the system may compare the durability values of unlocked virtual objects and potential replacement objects, and give priority to objects with higher durability as replacement objects to ensure that players obtain game props with longer service life. For example, during the automatic replacement of weapons, the system may consider replacing weapons with lower durability in the backpack with weapons of the same quality but higher durability that are picked up. This replacement strategy can help players optimize their equipment status unknowingly.
[0076] Optionally, the object's available count in the property set refers to the specific number of times the virtual object can be used. It is similar to durability but measured differently. The available count is usually expressed as an integer and is reduced exactly once for each use. The available count mechanism is common in consumable virtual objects, such as magic scrolls, potions, or temporary enhancement items. In the pick-up and replacement system, when an unlocked virtual object with an available count attribute encounters a pickup event, the system will evaluate the available count of the potential replacement object. If the new object has a higher available count, a replacement may be triggered. For example, when a player has a soul jade with 3 uses remaining in their backpack, if the player picks up a soul jade of the same type with 5 uses, the system may automatically replace the soul jade in the backpack with the newly picked up soul jade, thereby maximizing the value of the resources available to the player.
[0077] Optionally, these attributes may have different weights and priorities in different game modes, affecting the system's behavioral logic when making replacement decisions. For example, in survival mode, durability may be more important than quality, because the continued use of equipment is directly related to the player's survivability; while in treasure hunting mode, quality and toughness may be more important, because these attributes may directly affect combat effectiveness and the ability to fight against other players. When making replacement decisions, the system will comprehensively consider these attributes based on the current game mode and context, and make judgments according to preset rules. Some games may also allow players to customize the priority of these attributes so that the system's automatic replacement behavior can better meet personal preferences and game strategies.
[0078] Optionally, the attribute set may not be limited to these three basic attributes, but may also include other game-specific attributes, such as object toughness, object layer number, and other special attributes. The existence of these attributes enables the replacement mechanism to adapt to more diverse game scenarios and prop types. Different types of virtual objects may have their own unique attribute combinations. For example, weapon objects may focus more on quality and durability, while consumable objects may focus more on the number of times they can be used and the strength of the effect. When designing the replacement logic, the system needs to take into account the differences in the characteristics of different object types and formulate corresponding attribute comparison and replacement strategies. As the game content is updated and expanded, the attribute set may also dynamically adjust or add new attribute types to adapt to the newly added game elements and gameplay mechanisms.
[0079] In an optional embodiment, the second object attribute of the first replacement object is not lower than the second object attribute of the locked virtual object. This ensures that during the replacement process, the locked virtual object will only be replaced by a virtual object of the same type whose attributes are improved, ensuring that the player's in-game experience is not degraded by the automatic pickup and replacement function.
[0080] Optionally, the first replacement object refers to a virtual object in the second virtual object set that is used to replace the locked virtual object when the first pickup replacement event occurs. The second object attribute may refer to the attribute values of the virtual object, such as quality, durability, number of uses, toughness, etc., which can directly affect the use effect of the virtual object in the virtual environment. The "not less than" setting ensures that the locked virtual object will only be replaced by a virtual object of the same type and with better or at least equal attributes, thereby avoiding the situation where the high-attribute props carefully preserved by the player are accidentally replaced by low-attribute props. For example, if the player locks a white-quality longsword, the longsword will only be replaced by a longsword of higher quality (such as purple quality), and will not be replaced by a katana of any quality, because the katana and the longsword are of different object types.
[0081] Optionally, in different game modes, the second object attribute may have different judgment criteria. For example, in survival mode, for weapon-like virtual objects, the second object attribute may mainly consider quality and durability; while in treasure hunting mode, the second object attribute may need to comprehensively consider the three aspects of quality, toughness, and durability. For virtual objects such as soul jades, the second object attribute may refer to the number of layers or the remaining available times. When a player locks a soul jade with stacking layers, this soul jade will only be replaced by the same soul jade with a higher number of layers; similarly, when a player locks a soul jade with a consumption count, this soul jade will only be replaced by the same soul jade with a higher number of remaining times, ensuring that the player's gaming experience will not be negatively affected by the automatic pickup function.
[0082] Optionally, the second object attribute of the first replacement object is not lower than the second object attribute of the locked virtual object, which means that in some scenarios, even if the types (first object attributes) of the two virtual objects are the same, if the second object attribute of the first replacement object is lower than the second object attribute of the locked virtual object, no replacement will occur. This design can prevent valuable virtual objects from being replaced unnecessarily. For example, if a player locks a weapon with high durability, even if he encounters a weapon of the same type but with lower durability, it will not be replaced, thereby protecting the player's game resources from being wasted. This mechanism is particularly suitable for game scenarios with limited resources and precious props. Players can use the locking function to selectively retain virtual objects they think are valuable.
[0083] Optionally, the comparison of the second object's attributes can be multi-dimensional, rather than just a single attribute. For example, when comparing two weapons, multiple attributes such as quality, durability, and attack power may need to be considered. In this case, "not less than" may mean not less than in all relevant attributes, or not less than in the overall score calculated using a certain weighting. This multi-dimensional comparison mechanism makes the automatic replacement system more intelligent and more accurately meets player expectations. For example, in Treasure Hunt mode, a handheld weapon will only be replaced if the new weapon's quality, toughness, and durability are greater than any other of the three attributes, and are greater than or equal to the original. This complex judgment logic better ensures that players receive the most suitable equipment.
[0084] Optionally, when determining whether the attribute of the second object is not lower than, the system may adopt different judgment criteria according to different virtual object types. For weapon-type virtual objects, the focus may be on quality and durability; for soul jade-type virtual objects, more attention may be paid to the number of layers or the remaining number of uses; for armor-type virtual objects, more attention may be paid to defense value or durability. This differentiated judgment standard enables the automatic replacement system to make more reasonable decisions in different scenarios. For example, when a player locks on a specific soul jade, the system will determine the conditions for replacement based on the characteristics of the soul jade (whether there are layers or remaining times). If the soul jade does not have attributes such as layers or remaining times, then the system may use other attributes (such as toughness) as the basis for judgment of replacement.
[0085] Optionally, the system can also provide an interface option that allows players to customize the priority or weight of the second object's attributes in order to more flexibly control the replacement behavior. For example, some players may pay more attention to the attack power of the weapon, while some players may pay more attention to durability or special effects. By providing custom options, players can set replacement rules according to their own game style and strategy, thereby obtaining a more personalized gaming experience. This customization function can be achieved through the game settings interface. Players can set attribute priorities for different types of virtual objects (such as weapons, armor, consumables, etc.). The system will refer to these settings when making replacement judgments. In addition, the system can also provide preset templates, such as "focus on attack", "focus on defense", "focus on durability", etc., so that players can quickly switch between different replacement strategies without having to manually adjust the detailed settings each time.
[0086] In an optional embodiment, the method includes: in response to an active discard operation on an unlocked virtual object in the first virtual object set, removing the unlocked virtual object from the first virtual object set. In this way, the user can flexibly manage the unlocked virtual objects in the first virtual object set through the active discard operation, thereby enhancing the freedom of virtual object management and user experience.
[0087] Optionally, an active discard operation is an operation with explicit intention that the user performs on an unlocked virtual object in the graphical user interface. This operation can be triggered in a variety of ways, such as long pressing the unlocked virtual object and dragging it to an area outside the interface, clicking the unlocked virtual object and selecting the discard option in the pop-up operation menu, or executing it through keyboard shortcuts. The active discard operation is essentially different from the pick-up and replacement events automatically performed by the system. Active discard is a clear decision made by the user based on his or her own wishes, while pick-up and replacement are actions automatically performed by the system based on preset rules. When a user performs an active discard operation, the system will immediately respond to this operation and remove the corresponding unlocked virtual object from the first virtual object set. This removal is direct and complete. The removed unlocked virtual object will no longer exist in the first virtual object set, nor will it be automatically saved elsewhere, unless the game system has a special recycling mechanism. For example Figure 5 As shown, the graphical user interface 500 displays a backpack display interface 510. The backpack display interface 510 may include multiple sub-areas, such as a prop area, a current holding area, a weapon backpack area, and a soul jade area. The user can select a virtual object in the backpack display interface 510, which will display the corresponding operation controls. For example, if the user selects a soul jade virtual object 520, the "discard" and "lock" controls will be displayed. The user can click the "discard" and "lock" controls to actively discard or lock the virtual object.
[0088] Optionally, the process of removing an unlocked virtual object from the first set of virtual objects may be accompanied by specific visual or audio feedback to enhance the user experience and clarify that the operation has been successfully executed. This feedback may include disappearing animation effects of the unlocked virtual object, such as fading out, shrinking, or disintegrating effects; there may be visual prompts such as a brief text prompt "discarded"; and it may also be accompanied by audio effects such as the sound of a discarded item. During the removal process, the system may provide additional interactive options based on game design, such as displaying a confirmation dialog before executing the discard to prevent accidental operations, especially when the unlocked virtual object is of high value or rarity. In addition, the discarded unlocked virtual object may temporarily appear in the game scene, allowing the player or other players to pick it up again within a certain period of time, or it may simply disappear and become unavailable.
[0089] In an optional embodiment, the method includes: in response to an active discard operation on a locked virtual object in the first virtual object set, removing the locked virtual object from the first virtual object set. In this way, even if the virtual object is locked, the player can still process it through the active discard operation, thereby ensuring the flexibility of system operation and the player's autonomy in managing virtual objects.
[0090] Optionally, the active discard operation can be implemented through a variety of interactive methods, including but not limited to clicking the discard button on the virtual object, long pressing the virtual object and selecting the discard option in the pop-up menu, dragging the virtual object to the designated discard area, performing specific gesture operations on the virtual object, etc. These interactive methods can be adapted according to the design of the graphical user interface and the input characteristics of the device to provide an intuitive and convenient operation experience. When the player performs an active discard operation, the system will recognize the operation and determine that the target of the operation is a locked virtual object, and then remove the locked virtual object from the first virtual object set. This process may be accompanied by corresponding visual and sound feedback, such as the animation effect of the locked virtual object disappearing, the discard sound, etc., to enhance the user's operation perception and feedback.
[0091] Optionally, active discard and the locked state are two independent functions. The locked state primarily prevents locked virtual objects from being accidentally replaced during the automatic pickup and replacement process, but does not prevent players from actively performing actions on the locked virtual object. When a player actively discards a locked virtual object, the system prioritizes the player's active intention, ignoring the restrictions of the locked state and directly removing the locked virtual object from the first set of virtual objects. This design concept embodies the principle of "player intent first": system automation is constrained by the locked state, while player active actions are not. This protects player resources while maintaining player freedom of operation.
[0092] Optionally, there may be a confirmation mechanism before the active discard operation is executed, especially for locked virtual objects, which the player has clearly expressed his intention to keep. The confirmation mechanism can take the form of a pop-up prompt, a secondary confirmation button, or other forms to clearly inform the player that the virtual object about to be discarded is a locked virtual object, and ask the player to confirm whether to continue with the discard operation. This confirmation mechanism is intended to prevent the loss of important virtual objects due to player misoperation, especially considering that the player's locking of a virtual object usually indicates that the object is of high value to the player. The confirmation mechanism can be designed differently based on the rarity, importance or other attributes of the virtual object. For example, a more stringent confirmation process may be required for high-rarity locked virtual objects.
[0093] In an optional embodiment, the method includes: in response to an unlock operation on a locked virtual object in the first set of virtual objects, determining the locked virtual object as an unlocked virtual object. In this way, the locked virtual object can be restored to an unlocked state through the unlock operation, increasing the flexibility of the system and allowing the user to cancel the locked state of a specific virtual object when the protection is no longer required.
[0094] Optionally, the unlocking operation can be implemented in a variety of ways, so that users can choose the most convenient unlocking method according to their operating habits. For example, the user can directly click the lock icon (such as a heart-shaped icon) on a locked virtual object. The system recognizes this operation as an unlocking intention and immediately changes the status of the virtual object from locked to unlocked. Alternatively, the user can also perform the unlocking operation by clicking the dedicated "Unlock" option in the button list associated with the virtual object. These two different unlocking paths provide operational redundancy, ensuring that users can conveniently manage the lock status of their virtual objects in various scenarios. After the unlocking operation is executed, the system will immediately update the status indicator of the virtual object, so that the user can intuitively understand the changes in the lock status, such as removing the lock icon or changing the display effect of the virtual object.
[0095] Optionally, after a virtual object is unlocked, its pickup and replacement behavior will revert to the default behavior mode in the unlocked state. Specifically, the unlocked virtual object no longer enjoys lock protection and will be replaced by other virtual objects according to the system's automatic pickup and replacement rules. For example, an unlocked weapon may be automatically replaced because the player picks up a weapon of the same type with higher quality or better attributes; an unlocked soul jade may be replaced because the player picks up a soul jade of the same type with more layers or more remaining uses. This mechanism of restoring the default pickup and replacement behavior after unlocking ensures that the system can provide the convenient function of automatically optimizing backpack contents while maintaining the user's autonomy, balancing the relationship between protecting important items and automatically upgrading equipment.
[0096] Optionally, the system's response to the unlock operation is immediate, without the need for additional confirmation steps. When the user performs the unlock operation, the state of the target virtual object will immediately change from locked to unlocked. This immediate response mechanism improves the smoothness and efficiency of user operations. The display of the unlocked virtual object in the graphical user interface will also change accordingly. For example, the lock mark (such as the heart icon) may be removed, or the border color or background effect of the virtual object may be changed, so as to clearly inform the user visually that the virtual object is currently unlocked. This visual feedback of state changes is very important. It can help users accurately understand the current lock state of each virtual object and avoid unexpected item replacements due to state misunderstandings during subsequent game play.
[0097] Optionally, the unlocking operation applies to any type of locked virtual object in the first virtual object set, whether it is a weapon, soul jade, or other item type. This unified unlocking mechanism simplifies the user's operational learning cost, so that the user does not need to remember different unlocking methods for different types of virtual objects. It is worth noting that the unlocking operation of a virtual object will not cause the object to be removed from the first virtual object set, nor will it change the object's other properties, only its locked state. This means that the unlocking operation is a pure state transition operation that does not involve changes in the physical position of the virtual object or modification of its properties, thereby maintaining the simplicity and predictability of the operation and reducing the risk of user operation errors.
[0098] Optionally, the system may provide a batch processing function for unlocking operations, allowing users to unlock multiple locked virtual objects at the same time. For example, users can select multiple locked virtual objects in multi-select mode and then perform an unlock operation on all selected objects at once. Alternatively, the system may provide an "unlock all" function, allowing users to unlock all locked virtual objects in the first virtual object set with one click. This batch unlocking function is particularly suitable for scenarios where users want to quickly adjust strategies or clean up their backpacks, and can significantly improve user operation efficiency. At the same time, to prevent misoperation, the system may provide additional confirmation mechanisms when users perform high-risk operations such as batch unlocking, such as popping up a confirmation dialog box, requiring users to reconfirm their operation intentions, thereby balancing the relationship between operation efficiency and operation safety.
[0099] Optionally, the system can provide a smart unlock suggestion function, which proactively prompts users to consider unlocking virtual objects by analyzing the user's gaming behavior patterns and the usage of virtual objects. For example, if a locked virtual object has not been used for a long time, or the user has obtained a significantly better virtual object of the same type, the system may pop up a prompt at an appropriate time to suggest that the user consider unlocking the virtual object. This smart suggestion function will not automatically perform the unlocking operation, but will respect the user's final decision-making power and only provide reference information. Smart unlock suggestions can be displayed according to the frequency or conditions set by the user, such as only providing suggestions during idle game periods or when the backpack space is insufficient, to avoid disturbing the user during critical game sessions. In addition, the system can also provide an explanation of the reasons for unlocking to help users understand why it is recommended to unlock specific virtual objects, thereby enhancing the persuasiveness of the suggestion and the user experience.
[0100] In an optional embodiment, the method includes: allowing the second replacement object to be of the same or different object type than the unlocked virtual object. Thus, by allowing the second replacement object to be of the same or different object type than the unlocked virtual object, the flexibility of the system in executing the pickup and replacement operation is increased, meeting the diverse needs of players for item replacement in different scenarios.
[0101] Optionally, when the object type of the second replacement object is the same as the object type of the unlocked virtual object, the system can make the replacement while maintaining the continuity of the user experience, such as replacing the original weapon with a weapon of the same type but higher quality. In this case, the user can continue to use similar operating methods and strategies, and the process of adapting to the new props is smoother. When the object type of the second replacement object is different from the object type of the unlocked virtual object, the system can provide props that are more valuable or more suitable for the current situation based on the needs of the game scene or the user's implicit needs. For example, in a battle scene, the system may replace the unlocked ranged weapon with a katana that is more suitable for melee combat to meet the needs of close combat, thereby enhancing the dynamic and strategic nature of the game experience.
[0102] Optionally, if the object type of the second replacement object differs from that of the unlocked virtual object, the system can apply certain priority rules to determine whether to perform the replacement. For example, the system can set a type similarity score, with higher scores indicating more similar types between the two objects. If the score falls below a certain threshold, even if the second replacement object significantly outperforms the unlocked virtual object in other attributes (such as quality or toughness), the system may not perform the replacement operation, or may prompt the user for confirmation before performing the replacement. This mechanism ensures flexibility in pickup and replacement while avoiding user confusion or dissatisfaction caused by the system automatically replacing an item of a significantly different type from the original item. Furthermore, the system can learn and adjust this threshold based on historical player behavior data, making the replacement mechanism more tailored to the specific player's usage habits and preferences. Optionally, if the object type of the second replacement object differs from that of the unlocked virtual object, the system can provide visual feedback in the graphical user interface to clearly inform the user that the replacement has occurred and the specific content of the replacement. This visual feedback can include brief animation effects, color changes, text prompts, and other forms. For example, when a replacement occurs, the system can display a gradient animation at the original item's location, fading the new item in from the old one. Simultaneously, a small pop-up notification appears in the corner of the screen stating, "Your [unlocked virtual object name] has been replaced by [second replacement object name]." This clear visual feedback helps users understand system behavior, reduces confusion caused by unexpected item replacement, and improves the overall user experience. It also provides users with an opportunity to intervene promptly. If the replacement doesn't meet their expectations, they can take immediate action to restore the original state.
[0103] Optionally, the system can dynamically adjust the matching requirements between the second replacement object and the unlocked virtual object in terms of object type based on the game scenario and the player's current state. For example, in a tense combat scenario, the system may be more inclined to replace it with an item of the same type but higher quality to avoid the player having to adapt to the operation method of the new type of item; in an exploration scenario, the system may allow for more relaxed type differences so that players can obtain a more diverse range of props. In addition, the system can also take into account the player's proficiency and preferences. For players who frequently use a certain type of item, the system may be more inclined to maintain the continuity of that type of item; and for players who like to try new items, the system may allow for more types of replacements. This intelligent replacement mechanism can better balance the stability and diversity of the game experience and meet the needs of different players in different scenarios.
[0104] The exemplary embodiments of the present disclosure further provide a computer program product, which includes a computer program, and implements the above method when the computer program is executed by a processor.
[0105] In one embodiment, a computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The computer-readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk drive (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing the computer program, such as a read-only memory, NAND flash memory, and the like.
[0106] In one embodiment, the computer program product may be an intangible product containing a computer program. For example, the computer program product may be implemented as a virtual digital product, such as a digital file such as an executable file or installation package storing the computer program.
[0107] The code of the computer program can be written in one or more programming languages. Programming languages include C, Java, C++, etc. The program code can be executed entirely on the user computing device, partially on the user computing device, or as a separate software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device via any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., via an Internet connection provided by a carrier).
[0108] The computer program can be carried or transmitted via electrical, magnetic, optical, electromagnetic, infrared, or other signals. The electronic device can convert the signal carrying the computer program into a digital signal, thereby running the computer program. When the computer program is run on the electronic device, its code is used to cause the electronic device to execute (more specifically, to cause the processor of the electronic device to execute) the method steps of various exemplary embodiments of the present disclosure, for example: an information processing method, the method comprising: displaying at least a portion of virtual objects in a first virtual object set in a graphical user interface, wherein the first virtual object set includes at least one unlocked virtual object; in response to a lock operation on a target virtual object in the unlocked virtual objects in the first virtual object set, determining the target virtual object as a locked virtual object; in response to a first pick-up replacement event, replacing the locked virtual object in the first virtual object set with a first replacement object in a second virtual object set, wherein the first replacement object has the same first object attribute as the locked virtual object, and the first object attribute is an object type; in response to a second pick-up replacement event, replacing the unlocked virtual object in the first virtual object set with a second replacement object in the second virtual object set, wherein the second replacement object is determined based on an attribute set of the unlocked virtual object, and the attribute set of the unlocked virtual object includes one or more object attributes.
[0109] The exemplary embodiments of the present disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as a computer program. The processor executes the executable instructions to perform the method steps of various exemplary embodiments of the present disclosure. The electronic device may also include a display for displaying a graphical user interface.
[0110] Reference below Figure 6 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 6 The electronic device 600 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0111] like Figure 6 As shown, the electronic device 600 may include a processor 610 , a memory 620 , a bus 630 , an I / O (input / output) interface 640 , a network adapter 650 , and a display 660 .
[0112] The memory 620 may include volatile memory, such as RAM 621 and cache unit 622, and may also include non-volatile memory, such as ROM 623. The memory 620 may also include one or more program modules 624. Such program modules 624 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, the program modules 624 may include the modules in the aforementioned devices.
[0113] The processor 610 may include one or more processing units, for example: the processor 610 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit) and other processing units.
[0114] The processor 610 can be used to execute the executable instructions stored in the memory 620 to perform the above-mentioned method of the present disclosure, such as executing the following method steps: an information processing method, the method comprising: displaying at least part of the virtual objects in a first virtual object set in a graphical user interface, wherein the first virtual object set includes at least one unlocked virtual object; in response to a locking operation on a target virtual object in the unlocked virtual objects in the first virtual object set, determining the target virtual object as a locked virtual object; in response to a first pick-up replacement event, replacing the locked virtual object in the first virtual object set with a first replacement object in a second virtual object set, wherein the first replacement object has the same first object attribute as the locked virtual object, and the first object attribute is an object type; in response to a second pick-up replacement event, replacing the unlocked virtual object in the first virtual object set with a second replacement object in the second virtual object set, wherein the second replacement object is determined based on an attribute set of the unlocked virtual object, and the attribute set of the unlocked virtual object includes one or more object attributes.
[0115] The bus 630 is used to realize the connection between different components of the electronic device 600 and may include a data bus, an address bus, and a control bus.
[0116] The electronic device 600 can communicate with one or more external devices 700 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 640 .
[0117] The electronic device 600 can communicate with one or more networks via the network adapter 650. For example, the network adapter 650 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. The network adapter 650 can communicate with other modules of the electronic device 600 via the bus 630.
[0118] The electronic device 600 can display a graphical user interface through the display 660, such as displaying a virtual scene, a virtual character, etc.
[0119] although Figure 6 Not shown, other hardware and / or software modules may also be provided in the electronic device 600, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.
[0120] As can be seen from the above, the technical solutions of the present disclosure can be implemented as methods, devices, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation that combines hardware and software aspects, such as "circuit", "module" or "system".
[0121] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are merely exemplary, and the scope and spirit of the present disclosure are indicated by the claims, which should cover any variations, uses or adaptive changes of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the field of the present technology that are not disclosed in the present disclosure.
Claims
1. An information processing method, characterized in that: The method comprises: Displaying at least some of the virtual objects in a first virtual object set in a graphical user interface, wherein the first virtual object set includes at least one unlocked virtual object; In response to a locking operation on a target virtual object among the unlocked virtual objects in the first set of virtual objects, determining the target virtual object as a locked virtual object; In response to a first pick-and-replace event, replacing the locked virtual object in the first virtual object set with a first replacement object in the second virtual object set, wherein the first replacement object has the same first object attribute as the locked virtual object, and the first object attribute is an object type; In response to a second pick-replacement event, the unlocked virtual object in the first virtual object set is replaced with a second replacement object in the second virtual object set, wherein the second replacement object is determined based on an attribute set of the unlocked virtual object, and the attribute set of the unlocked virtual object includes one or more object attributes.
2. The method according to claim 1, characterized in that The first virtual object set is a set of owned virtual objects, and the second virtual object set is a set of virtual objects to be picked up in the virtual environment.
3. The method according to claim 1, characterized in that The locked virtual object is displayed differently from the unlocked virtual object.
4. The method according to claim 1, wherein The locking operation is a predetermined operation acting on the unlocked virtual object, wherein the predetermined operation is a specified touch operation or a specified cursor operation.
5. The method according to claim 1, wherein The step of determining, in response to a locking operation on a target virtual object among the unlocked virtual objects in the first set of virtual objects, the target virtual object as a locked virtual object comprises: In response to a first operation on a target virtual object among the unlocked virtual objects in the first set of virtual objects, displaying a lock control; In response to a second operation on the lock control, the target virtual object is determined as a locked virtual object.
6. The method according to claim 1, characterized in that The first pickup and replacement event refers to an event in which the second virtual object set is picked up and the virtual object replaced by the first virtual object set during the picking process is the locked virtual object.
7. The method according to claim 1, characterized in that The second pickup and replacement event refers to an event in which the second virtual object set is picked up and the virtual object replaced by the first virtual object set during the picking process is the unlocked virtual object.
8. The method according to claim 1, characterized in that The replacing the locked virtual object in the first virtual object set with a first replacement object in the second virtual object set includes: moving the locked virtual object in the first virtual object set to the second virtual object set; The first replacement object in the second set of virtual objects is moved to the first set of virtual objects.
9. The method according to claim 1, characterized in that The replacing the locked virtual object in the first virtual object set with a first replacement object in the second virtual object set includes: The locked virtual object in the first virtual object set is replaced with a first replacement object in the second virtual object set, and the first replacement object is automatically determined as the locked virtual object.
10. The method according to claim 1, characterized in that The attribute set includes at least one of the following: object quality, object durability, and object usability times.
11. The method according to claim 1, wherein The second object attribute of the first replacement object is not lower than the second object attribute of the locked virtual object.
12. The method according to claim 1, characterized in that The method comprises: In response to an active discard operation on the unlocked virtual object in the first virtual object set, the unlocked virtual object is removed from the first virtual object set.
13. The method according to claim 1, wherein The method comprises: In response to an active discard operation on the locked virtual object in the first virtual object set, the locked virtual object is removed from the first virtual object set.
14. The method according to claim 1, wherein The method comprises: In response to an unlocking operation on the locked virtual object in the first set of virtual objects, the locked virtual object is determined to be an unlocked virtual object.
15. The method according to claim 1, wherein The object type of the second replacement object is the same as or different from the object type of the unlocked virtual object.
16. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 15 is implemented.
17. An electronic device, characterized in that: include: processor; a memory for storing executable instructions of the processor; The processor is configured to perform the method according to any one of claims 1 to 15 by executing the executable instructions.