Virtual resource management method and apparatus, electronic device, and storage medium

By establishing savings targets in a virtual environment and displaying them in a differentiated and visual manner, the problems of resource usage conflicts and misjudgments in virtual resource management are solved, thereby improving system efficiency and stability.

CN122431789APending Publication Date: 2026-07-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2026-04-13
Publication Date
2026-07-21

AI Technical Summary

Technical Problem

In a virtual environment, the lack of visual allocation identifiers for the virtual resources held by users leads to resource usage conflicts and misjudgments, increases network communication burden and server computing resource consumption, and reduces system operating efficiency and resource utilization.

Method used

By establishing savings goals and automatically allocating resources according to rules, and providing differentiated visualization based on status information, a resource management panel is provided to clearly display the progress of savings goals and the distribution of resources.

Benefits of technology

It reduces the user's memory burden and management complexity, reduces misjudgments and redundant transaction confirmations, optimizes human-computer interaction efficiency, reduces server data processing pressure, and improves system resource utilization efficiency and stability.

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Abstract

Embodiments of the present disclosure provide a virtual resource management method, device, electronic equipment and storage medium. The method comprises: in response to a virtual resource viewing instruction, displaying a resource management panel; obtaining state information of at least one saving target, wherein the state information comprises a virtual resource accumulation amount and / or a target completion state of the saving target, and the saving target is used to represent virtual resources allocated from newly added virtual resources for a to-be-purchased consumption item according to an allocation rule; and displaying the saving target in different display styles in the resource management panel according to the state information of the at least one saving target. Through the scheme of the embodiments of the present disclosure, the change from mixed storage to targeted and structured management of virtual resources is realized, the memory burden and management complexity of the user when performing multi-target resource planning are reduced, and unnecessary transaction confirmation and subsequent processing requests caused by resource mixing and misoperation are reduced, thereby helping to reduce the redundant communication amount between the client and the server, alleviate the server data processing pressure, and improve the resource utilization efficiency and operation stability of the overall system.
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Description

Technical Field

[0001] Embodiments of this disclosure relate to the field of computer technology, and more particularly to a virtual resource management method, apparatus, electronic device, and storage medium. Background Technology

[0002] This section is intended to provide background or context for the embodiments of this disclosure as set forth in the claims. The description herein is not intended to be a prior art simply because it is included in this section.

[0003] In existing virtual environments (such as online games and virtual communities), users' virtual resources (such as game currency) are typically stored and managed in a unified resource pool. When users face multiple potential consumption scenarios, the mixed storage of all resources and the lack of visual allocation markers make it difficult to clearly perceive the ownership intent of resources when making consumption decisions. This resource management method is prone to conflicts and misjudgments in resource usage. For example, when a user makes a purchase, they may unknowingly occupy resources that could be used for other purposes, hindering subsequent plans. More importantly, this ambiguous resource status can induce frequent consumption attempts, confirmations, and cancellations, resulting in a large number of unnecessary interaction requests and transaction processing flows between the client and the server. These redundant operation instructions and data processing tasks undoubtedly increase the network communication burden and consume additional server computing resources and storage space, reducing the overall system's operating efficiency and resource utilization. Summary of the Invention

[0004] In this context, the purpose of this disclosure is to provide a virtual resource management method, apparatus, electronic device, and storage medium to at least partially solve the aforementioned problems existing in the related art.

[0005] In a first aspect of this disclosure, a virtual resource management method is provided, the method comprising: responding to a virtual resource viewing instruction and displaying a resource management panel; acquiring status information of at least one savings target, wherein the status information includes the accumulated amount of virtual resources of the savings target and / or the target completion status, the savings target being used to characterize the virtual resources allocated from newly added virtual resources for saving consumer items to be purchased according to allocation rules; and displaying the savings target in the resource management panel with different display styles according to the status information of at least one savings target.

[0006] In a second aspect of this disclosure, a virtual resource management device is provided. The device includes: a panel display module for displaying a resource management panel in response to a virtual resource viewing command; an information acquisition module for acquiring status information of at least one savings target, wherein the status information includes the accumulated amount of virtual resources of the savings target and / or the target completion status, and the savings target is used to represent the virtual resources allocated from newly added virtual resources for saving consumer items to be purchased according to allocation rules; and a style display module for displaying the savings target in the resource management panel with different display styles according to the status information of at least one savings target.

[0007] In a third aspect of this disclosure, an electronic device is provided, comprising: a memory storing computer-executable instructions executable by a processor; and a processor for executing the computer-executable instructions to implement the steps of the virtual resource management method described in any of the preceding embodiments.

[0008] In a fourth aspect of this disclosure, a computer-readable storage medium is provided that stores a computer program, which, when executed by a processor, is implemented to perform the steps of the virtual resource management method described in any of the preceding claims.

[0009] The virtual resource management solution provided in this disclosure transforms virtual resources from mixed storage to targeted and structured management by establishing savings goals for consumption projects, automatically allocating resources according to rules, and then providing differentiated visual displays based on the status information of each goal. This allows users to clearly and intuitively grasp the progress and resource distribution of each savings goal, significantly reducing the memory burden and management complexity when planning multi-goal resources. Simultaneously, the visual management interface reduces user misjudgments and confusion caused by unclear information, optimizing human-computer interaction efficiency. This structured management approach regulates user behavior, reduces unnecessary transaction confirmations and subsequent processing requests caused by resource misuse and misoperation, thereby helping to reduce redundant communication between the client and server, alleviate server data processing pressure, and improve the overall system's resource utilization efficiency and operational stability. Attached Figure Description

[0010] The above and other objects, features, and advantages of this disclosure will become readily apparent from the following detailed description of exemplary embodiments, taken in conjunction with the accompanying drawings. Several embodiments of this disclosure are illustrated in the drawings by way of example and not limitation, in which: Figure 1 A schematic diagram illustrating the implementation environment of a virtual resource management method provided in this embodiment of the disclosure; Figure 2A flowchart illustrating a virtual resource management method provided in this embodiment of the disclosure; Figure 3 A schematic diagram of a resource management panel provided in an embodiment of this disclosure; Figure 4 A schematic diagram illustrating a savings target spending confirmation provided in an embodiment of this disclosure; Figure 5 A schematic diagram illustrating the establishment of a savings target according to an embodiment of this disclosure; Figure 6 This is a schematic diagram of the structure of a virtual resource management device provided in an embodiment of the present disclosure; Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure.

[0011] In the accompanying drawings, the same or corresponding reference numerals indicate the same or corresponding parts. Detailed Implementation

[0012] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.

[0013] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0014] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0015] Figure 1 A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, etc., and has a display function capable of displaying a graphical user interface, which may include the operating system interface or the application interface. An application, such as a game program, is installed on the terminal device 110. The server 120 generally refers to the backend system providing application services in this exemplary embodiment; it may be a single server or a cluster of multiple servers. For example, a game server program is deployed on the server 120 to perform server-side game data processing. 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 exemplary embodiment of this disclosure can be executed by any one or more of the terminal device 110 and the server 120.

[0016] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming can be a game mode based on cloud computing. In the cloud gaming operation mode, the game program's execution entity and the game screen presentation entity are separated. The storage and execution of the game's 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 located 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 commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.

[0017] In one implementation, the method described above can be implemented by the terminal device 110 alone. For example, without deploying the server 120, the terminal device 110 can run the application in a standalone environment to implement the game function and execute the method described above.

[0018] This embodiment provides a virtual resource management method. Figure 2 This is a flowchart of a virtual resource management method according to an embodiment of the present disclosure, such as... Figure 2 As shown, the process includes the following steps: Step S210: Respond to the virtual resource viewing command and display the resource management panel.

[0019] Step S220: Obtain status information of at least one savings target, wherein the status information includes the accumulated amount of virtual resources of the savings target and / or the target completion status, and the savings target is used to represent the virtual resources allocated from the newly added virtual resources for the savings of the consumer items to be purchased in accordance with the allocation rules.

[0020] Step S230: Based on the status information of at least one savings target, display the savings target in the resource management panel with different display styles.

[0021] The method provided in this embodiment enables a centralized and unified display of savings targets and their status information scattered across different consumption items through a resource management panel. This provides users with an intuitive view of virtual resource planning and allocation status, solving the technical problems of planning confusion and heavy memory burden caused by information dispersion and lack of visualization in multi-target fund management. By binding the allocation logic of virtual resources with the user interface status display, and presenting savings targets in different display styles, the progress and current status of each target can be clearly reflected, thereby reducing the user's cognitive burden, improving the efficiency of human-computer interaction, and enhancing the user's control precision over virtual resource management.

[0022] The steps described above are explained in detail below.

[0023] In step S210, in response to the virtual resource viewing command, the resource management panel is displayed.

[0024] Optionally, the virtual resource viewing command is a user input or system event that triggers the display of the resource management panel. This command can be generated by the user performing a preset operation at a specific location in the graphical user interface. For example, in one embodiment, the user can click on a control or icon in the game's main interface or subsystem interface that displays the total amount of virtual resources, such as clicking on the numerical display area for gold or silver coins; this will generate a viewing command. In another embodiment, the user can long-press a preset function button with a savings icon in the game's main interface or shop interface for more than a preset time (e.g., 1 second); the system will detect this long-press operation and generate a viewing command. Furthermore, the virtual resource viewing command can also be triggered by voice commands. For example, the user can say the preset voice command "Open Savings Target," and the terminal device's voice recognition module will recognize the command and generate the corresponding viewing command. Its function is to serve as the entry point for activating the resource management function, translating the user's diverse operational intentions into system commands to display the resource management panel, thereby providing the user with a unified resource management view.

[0025] Optionally, the resource management panel is a standalone graphical user interface component used to centrally display information related to virtual resource planning and management. This panel typically appears as a pop-up, floating window, or independent page. In one embodiment, the resource management panel may display a list or card view containing multiple savings target entries and an area for storing unallocated resources. In another embodiment, the panel may be divided into different areas, such as areas categorized by target status, like "Targets to be Completed" and "Completed Targets." Its function is to provide an integrated, structured information display space, aggregating savings targets and resource inventory information that were originally scattered across different consumption scenarios, allowing users to complete an overview and operation of all financial planning projects within a single interface, thereby improving the convenience and intuitiveness of resource management.

[0026] In step S220, status information of at least one savings target is obtained, wherein the status information includes the accumulated amount of virtual resources of the savings target and / or the target completion status. The savings target is used to represent the virtual resources allocated from the newly added virtual resources for saving consumer items to be purchased in accordance with the allocation rules.

[0027] Optionally, a savings goal is a resource reserve plan that a user sets up within the application for one or more specific virtual consumption items. Each savings goal is associated with a consumption item to be purchased, such as a piece of equipment, a character skin, or a building upgrade service. In one embodiment, a user can set a savings goal for "purchasing a legendary weapon," and the system will automatically accumulate a portion of the virtual resources the user subsequently acquires under that goal according to the set rules. In another embodiment, a savings goal can also be a long-term, non-physical objective, such as "cumulative login rewards," whose consumption items are future redeemable rewards. Its purpose is to logically divide and isolate the pool of virtual resources that is currently mixed together, according to the user's consumption intentions, and to establish independent "accounts" for funds used for different purposes, making the accumulation and use of resources more purposeful and planned, and preventing misappropriation of funds.

[0028] Optionally, the status information is a data set used to describe the current status of the savings target, mainly including the accumulated amount of virtual resources and the target completion status. The accumulated amount of virtual resources refers to the amount of virtual resources that have been allocated and saved for the target. The target completion status is a qualitative status derived from comparing the accumulated amount with a preset target value. In one embodiment, for a savings target with a target resource amount of 1000 gold coins, if 300 gold coins have been accumulated, its status information may include "Accumulated Amount: 300" and "Status: In Progress". In another embodiment, the status information may also include metadata such as the target name, the identifier of the associated consumption item, and the creation time. Its function is to provide a data foundation for the system to judge the progress of the target and to provide users with visual feedback. The system determines the deduction priority based on the accumulated amount, and users can understand the savings progress of each target and whether it is available for consumption through the status information.

[0029] In step S230, the savings target is displayed in the resource management panel with different display styles according to the status information of at least one savings target.

[0030] Optionally, different display styles refer to using different visual representations of each savings target or its associated elements in the resource management panel based on the target completion status, so that users can quickly distinguish them. Differences in display styles can be reflected in multiple visual dimensions. In one embodiment, different states can be identified using different colors: a gold border for completed states, a green progress bar for pending states, and a gray background for failed states. In another embodiment, differences in display styles can be reflected in different icon forms: a checkmark icon for completed targets, a clock icon for pending targets, and a cross icon for failed targets. Furthermore, differentiated displays can also be achieved through text labels, font weight, transparency, or animation effects. Its function is to transform abstract status information into intuitive and easy-to-understand graphic symbols using visual encoding, allowing users to instantly grasp the current status of each target without reading specific text, greatly improving the efficiency and accuracy of information transmission.

[0031] In a specific application of this embodiment, see Figure 3Players can click on the gold coin display area on the main interface within the game. In response to this virtual resource viewing command, the game client displays a resource management panel. The system retrieves the status information of the player's three established savings goals: "Summoning Spirit at the Stall - Vampire," "Equipment at the Stall - Dragon Sword," and "Summoning Spirit at the Stall - Forgotten Child." The "Summoning Spirit at the Stall - Vampire" goal has accumulated all required gold coins and is marked "Completed." The "Equipment at the Stall - Dragon Sword" goal has accumulated some gold coins and is marked "Pending Completion." The "Summoning Spirit at the Stall - Forgotten Child" goal cannot be achieved because the associated item is no longer available and is marked "Invalid." Subsequently, the resource management panel displays the three savings goals using different progress bar styles and text prompts based on this status information, allowing players to clearly understand their financial planning and current status.

[0032] In optional implementations, the allocation rules include at least one of the following: an allocation ratio, used to determine the proportion of virtual resources allocated from newly added virtual resources to at least one savings target; and a target resource amount, used to determine the upper limit of virtual resources belonging to at least one savings target. By pre-configuring the allocation ratio for savings targets, the system can automatically calculate the amount of resources to be allocated and execute the allocation each time it detects an increase in virtual resources, eliminating the need for users to manually allocate resources each time they acquire them. This achieves automation and accuracy in resource allocation, significantly reducing the user's management burden and the possibility of misoperation. Simultaneously, by setting a target resource amount, a clear endpoint is set for the resource accumulation of each savings target. The system can automatically stop allocation when the accumulated amount reaches this upper limit, avoiding excessive resource locking.

[0033] For example, when a player sets a savings goal, they can set the allocation ratio to 30% and the target resource amount to 5,000 gold coins. When the player earns 200 gold coins through a task, the system will automatically allocate 60 gold coins to the savings goal until the accumulated amount reaches 5,000 gold coins and then stop allocating.

[0034] Optionally, the allocation ratio is a core parameter for resource allocation, determining the share of newly added virtual resources allocated to savings targets. The allocation ratio can be expressed as a percentage, decimal, or fraction, such as 25%, 0.25, or 1 / 4. In one embodiment, the allocation ratio is set via a slider control, input box, or drop-down menu in the target setting interface. In the slider control method, the player drags the slider from 0% to 100%, with the slider position corresponding to the allocation ratio value, which is displayed in real-time on the interface. In another embodiment, the allocation ratio is set via an input box, where the player directly enters a number such as "30," which the system interprets as a 30% allocation ratio. In yet another embodiment, a drop-down menu is used, providing preset options such as "10%", "20%", and "50%", from which the player selects one. The application of the allocation ratio is triggered by a virtual resource increase event. The game client detects the resource change, calls the allocation calculation module, and allocates the new resources according to the allocation ratio of each savings target. The allocation ratio can be dynamically adjusted; players can modify the ratio when editing savings targets in the resource management panel, and the system recalculates subsequent allocations. The total allocation ratio can be limited, such as the sum of the allocation ratios for all savings targets not exceeding 100%, to avoid over-allocation of resources. The allocation ratio is stored as a field in the savings target table of the backend database and used for each allocation calculation.

[0035] Optionally, the target resource amount is the total amount of virtual resources expected to accumulate for the savings goal, used to limit the allocation ceiling. The target resource amount can be a specific value, a dynamically calculated value, or an infinite value. In the specific value method, the player directly enters a number such as "10000", indicating that they wish to save 10,000 gold coins for this goal. In the dynamically calculated value method, the system automatically recommends the target resource amount based on the attributes of the consumption item, such as the price of goods in the mall, the resources required for skill upgrades, or the cost of participating in activities. In the infinite value method, the player selects the "positive infinity" option, indicating that there is no upper limit and continuous accumulation. The target resource amount can be set through the numerical input control, selector, or recommendation button in the goal setting interface. In the numerical input control, the player enters a number, and the system verifies whether the input is a positive integer. In the selector, the player selects from a preset range such as "5000-20000". In the recommendation button, the system displays the calculated default value, which the player can confirm or modify. The target resource amount controls the termination condition of resource allocation. When the accumulated virtual resources of a savings target reach the target resource amount, the system stops allocating resources to that target. Subsequent new resources are allocated proportionally to other savings targets or treated as free resources. For example, if the target resource amount is 5000, once the accumulated amount reaches 5000, no new resources will be allocated to that target, even if they arrive. The target resource amount can also be used for progress calculation. The progress indicator element displays the completion rate based on the ratio of the accumulated amount to the target resource amount. Players can modify the target resource amount. After modification, the system reassesses the status. If the accumulated amount has exceeded the new target resource amount, a status change may be triggered.

[0036] In optional implementations, the target completion status includes at least one of the following: completed, pending, and invalid. The completed status indicates that the accumulated virtual resources of the savings target have reached the corresponding target resource amount; the pending status indicates that the accumulated virtual resources of the savings target have not reached the corresponding target resource amount, but the savings target is still valid; and the invalid status indicates that the savings target no longer meets the transaction conditions. By clearly defining this set of mutually exclusive states, firstly, it provides a precise and unique judgment identifier for the system to perform subsequent differentiated logical processing on savings targets (such as differentiated display, differentiated deduction priority, etc.), which is the foundation for realizing a series of subsequent automated management functions. Secondly, it provides users with immediate and clear qualitative feedback on whether the savings target is "consumable" (completed), "in progress" (pending), and "invalid" (invalid), improving the information transmission efficiency of the resource management interface.

[0037] For example, a player sets a savings goal for "purchasing a specific pet egg." During the savings period, if the pet egg is bought by another player and removed from the shop, the system determines that the savings goal has expired. Meanwhile, the player's goal for "leveling up their character" continues to accumulate experience points, but because the total experience points required for the preset level have not been reached, it remains in a pending state. However, the player's goal for "purchasing a piece of common equipment" has reached the preset price in gold coins, thus entering a completed state, and the player can purchase it at any time.

[0038] Optionally, the "Completed" status represents the stage where the savings target has reached its resource accumulation limit, indicating that the target is ready. The "Completed" status is determined by comparing the accumulated virtual resources with the target resource amount. When the accumulated amount is greater than or equal to the target resource amount, the system updates the status field to "Completed." The "Completed" status can trigger subsequent actions, such as highlighting it in the resource management panel or allowing quick consumption. The "Completed" status data is stored in the backend database; when the status changes, the record is updated and the frontend is notified to refresh the display.

[0039] Optionally, the "Pending Completion" status represents a stage where the savings goal is accumulating resources and is valid, indicating that the goal is in progress. The determination of the "Pending Completion" status is based on two conditions: the accumulated virtual resources are less than the target resource amount, and the consumption items associated with the savings goal are still tradable or valid. Savings goals in the "Pending Completion" status continuously receive resources during resource allocation, with the allocation ratio applied to each new virtual resource. If a consumption item becomes invalid due to time constraints or inventory changes, the "Pending Completion" status may transition to an "Invalidated" status. Managing the "Pending Completion" status includes monitoring the availability of consumption items, achieved by querying the game store or event status interface.

[0040] Optionally, the invalidation state is a stage where a savings goal is ineffective due to unattainability, indicating that the goal cannot be completed. The invalidation state is determined based on the consumption item not meeting transaction conditions, such as the item being removed from the platform, the event expiring, insufficient player level, or incompatible resource type. The invalidation state is triggered through event listeners. The system subscribes to consumption item change events, and when an event such as "item removed" occurs, the associated savings goal status is updated to invalid. Handling invalidation states includes notifying players, such as displaying a notification message in the resource management panel. Invalidated savings goals may be automatically cleaned up, and the system periodically scans for goals that have been invalid for a long time and suggests their cancellation. Data updates for invalidation states need to be synchronized with the front end to ensure the interface reflects the changes promptly.

[0041] Optionally, in some embodiments, the goal completion status may also include a paused state, a shared state, or a conditional state. In a paused state, players temporarily stop allocating resources to the savings goal; the status is marked as paused, and the allocation logic skips this goal. In a shared state, the savings goal allows multiple players to save together; the status is calculated based on the total accumulated amount, such as a multi-player collaborative goal. In a conditional state, the status depends not only on the amount of resources but also on additional conditions, such as completing a specific task to be marked as completed. These extensions are implemented by expanding the state enumeration and adding conditional fields. For example, the system can add a "paused" flag to the savings goal table and check this flag during allocation. Shared states require maintaining multi-user associations and aggregated accumulated amounts. Conditional states can integrate game logic to verify task completion after the resource target is met. These extensions enhance the flexibility of state management and adapt to complex game scenarios.

[0042] In an optional implementation, based on the status information of at least one savings target, the progress indicator element is displayed in the resource management panel using different display styles, including: displaying the progress indicator element corresponding to the savings target in the completed state in a first style; displaying the progress indicator element corresponding to the savings target in the pending state in a second style; and displaying the progress indicator element corresponding to the savings target in the failed state in a third style. The first, second, and third display styles are visually different. The progress indicator element is used to indicate the progress of the current virtual resource accumulation of the savings target relative to the corresponding target resource amount. This visual differentiation of different states improves information transmission efficiency, optimizes user interface recognizability, and reduces the possibility of misoperation.

[0043] For example, see Figure 3 In the resource management panel, a completed savings target, "Street Vendor Summoning Spirit - Vampire," displays a fully filled progress bar. A pending savings target, "Street Vendor Equipment - Dragon Sword," has its progress bar filling ratio dynamically changing based on the ratio of the current accumulated amount to the target amount. An incomplete savings target, "Street Vendor Summoning Spirit - Forgotten River Child," has its progress bar stopped filling, and a special incomplete icon is displayed over it.

[0044] Optionally, the system predefines a set of mapping rules between states and display styles: the first style is used for completed states; the second style is used for pending states; and the third style is used for failed states.

[0045] Optionally, the first style is a visual presentation for the completed state, used to highlight goal achievement. In one specific embodiment, the first style can be: the progress bar of the progress indicator element is fully filled with gold or orange, a green checkmark icon is displayed at the end or next to the progress bar, and the entire progress indicator element can have a periodic, low-intensity gold pulsating light effect animation. The second style is a visual presentation for the pending state. In one specific embodiment, the second style can be: the progress bar of the progress indicator element is partially filled with a gradient color from light green to dark green (the filling ratio corresponds to the completion progress), the filling process has a smooth width growth animation, and the current completion percentage text (such as "65%) is displayed above or next to the progress bar in real time. The third style is a visual presentation for the failed state. In one specific embodiment, the third style can be: the progress bar of the progress indicator element is gray and the filling ratio is static, a red "×" icon is superimposed on the progress bar, and the transparency of the entire item is reduced to indicate the unavailable state. Through the aforementioned differentiated display styles, users can instantly identify the current status of each savings target without reading detailed text, greatly improving the efficiency of information transmission and the intuitiveness of interface recognition.

[0046] Optionally, the first style can be implemented via CSS (Cascading Style Sheets), style sheets, or graphics rendering engine configuration, applying the corresponding style class based on the state value. For example, defining ".completed-progress {background-color: orange;}" in the front-end code will add this class to the progress indicator element when the state is complete. The purpose of the first style is to quickly attract the player's attention to the completed objective, facilitating subsequent operations such as consumption or undoing. The first style can also respond to interactions, such as displaying a details tooltip when the mouse hovers over it.

[0047] Optionally, the second style can be implemented using a JavaScript animation library to control the progress bar width, calculated based on the completion percentage. The purpose of the second style is to provide progress feedback, helping players keep track of their savings goal's accumulation status. The second style can be combined with sound cues, playing subtle sound effects when progress is updated. The second style also allows for player interaction, such as clicking the progress bar to view detailed spending records.

[0048] Optionally, a third style can be implemented by applying low opacity or a special border style. For example, in CSS, you could set ".expired-progress { opacity: 0.5; border: 1px dashed red;}". The purpose of the third style is to remind players to process expired targets and avoid wasting resources. The third style can include a prompt text, such as "Expired, click to see the reason".

[0049] Optionally, the implementation of the progress indicator element includes calculating the completion percentage, rendering the graphic, and updating the display. The completion percentage is calculated by dividing the accumulated virtual resource amount by the target resource amount. If the target resource amount is infinite, the percentage may be represented as N / A or a special identifier, or no percentage may be displayed, only the accumulated resource quantity. The rendered graphic can use HTML5 Canvas, SVG (Scalable Vector Graphics), or CSS gradients to draw the progress bar. For example, a rectangle can be drawn using Canvas and filled with color according to the percentage. Updating the display is triggered when resources change or the status changes, and the system redraws the progress indicator element. The progress indicator element can be designed to be clickable, navigating to the relevant interface or expanding details upon clicking.

[0050] In an optional implementation, the resource management panel also displays the current amount of virtual resources in the first resource storage unit, which stores virtual resources not allocated to any savings target. This clearly displays available resources, providing a benchmark for fund allocation, optimizing resource visualization management, and assisting players in making more rational consumption decisions. Furthermore, by clearly displaying the unplanned portion of free funds, users are given a clear indication of the total amount of virtual resources they can immediately and without constraints dispose of. This helps users quickly assess the adequacy of their free funds when making unplanned consumption decisions, avoiding misjudgments caused by confusing total funds with disposable funds.

[0051] For example, see Figure 3 The top of the resource management panel displays "Free Vault: 579,326 (Gold Coins)", indicating that the player currently has 579,326 gold coins that have not been allocated to any savings goals and can be freely used for immediate consumption.

[0052] Optionally, the first resource storage unit is a logical virtual resource container that represents the portion of a user's total virtual resources that is not covered or reserved by any savings target allocation rules. The first resource storage unit can be associated with in-game currencies such as gold, silver, or diamonds. The current virtual resource quantity of the first resource storage unit is calculated by subtracting the accumulated amount from all savings targets from the total resource quantity, using the formula: Free Resources = Total Resources - Σ(Accumulated Amount from Each Savings Target). In one embodiment, the first resource storage unit displays its name label (e.g., "Free Funds," "Available Balance") and current value in the resource management panel. Its purpose is to provide users with a clear and readily available pool of funds. In another embodiment, the first resource storage unit is displayed as an icon combination or a progress bar. For example, in the icon combination format, a value is displayed next to the currency icon. In the progress bar format, bars represent the proportion of free resources to total resources. The resource quantity of the first resource storage unit is updated in real time; the system recalculates and refreshes the display whenever a player acquires or consumes virtual resources. The data of the first resource storage unit is stored in the player's account table.

[0053] Optionally, the display style of the first resource storage unit can be customized, such as using different colors, fonts, or animations. The display style can be based on changes in resource quantity thresholds, such as displaying a red warning when resources are low and a green warning when resources are high. The first resource storage unit can respond to interactions, displaying detailed transaction records or a quick recharge entry when clicked.

[0054] In an optional implementation, the first resource storage unit and each savings target are displayed in the resource management panel in a preset deduction priority order. In this way, by placing the deduction logic rules for resource usage at the forefront of the visual arrangement of the resource management panel, users can intuitively foresee the order in which different portions of funds will be used during consumption. This arrangement transforms abstract business rules into a concrete interface layout, reducing the user's understanding cost and optimizing the user's understanding of the expected use of funds.

[0055] For example, see Figure 3 In the resource management panel, the first resource storage unit is displayed at the top, followed by the completed savings targets, then the savings targets to be completed, and finally the expired savings targets. The deduction priority order corresponds to the sorting from bottom to top.

[0056] Optionally, the preset deduction priority order is a set of rules defining the order in which funds are deducted from which part (first resource storage unit or specific savings target) when virtual resources are consumed. In the resource management panel, items are visually arranged according to this order, meaning that the position of an item in the list (e.g., from top to bottom, from left to right) directly maps to its deduction priority. In one embodiment, the arrangement order can be: the highest priority (the one deducted first) is displayed at the top or front, arranged sequentially downwards or backwards. For example, the deduction priority order might be "Free Funds > Inactive Targets > Low-Priority Targets > ... > High-Priority Targets > Completed Targets". The arrangement display is implemented through a front-end sorting algorithm, sorting and rendering based on the status and priority field of the savings targets. Sorting can be performed when the panel loads or dynamically adjusted when the status changes. The arrangement display helps players intuitively understand the deduction order; for example, when consumption exceeds free resources, players know which target will be used first. The arrangement display can be designed to be draggable and adjustable, but only within the same status group; the order is fixed across different status groups. The data displayed comes from a list of savings targets provided by the backend, which is then sorted by the frontend according to rules.

[0057] In an optional implementation, the method further includes: responding to a consumption request for a consumption item and determining the resource consumption amount of the consumption item; if the resource consumption amount does not exceed the current virtual resource amount in the first resource storage unit, deducting the resource consumption amount from the first resource storage unit; if the resource consumption amount exceeds the current virtual resource amount in the first resource storage unit, performing deduction processing on the first resource storage unit and / or at least one savings target according to a preset deduction priority order based on the target completion status of at least one savings target, until the resource consumption amount is met. In this way, through intelligent deduction logic, the isolation of savings targets is ensured, the resource utilization algorithm is optimized, and unintended resource misappropriation is prevented.

[0058] For example, when the system performs a deduction, it follows a "preset deduction priority order" algorithm: First, it attempts to deduct from the first resource storage unit. If the amount is insufficient, it searches for a deduction source in the order of "invalid state," "pending completion state," and "completed state." Within the same state group, it selects targets for deduction from low to high priority according to the user-defined or default order. For instance, if a player attempts to purchase an item worth 3000 gold coins, but the first resource storage unit only has 2000 gold coins, the system, according to the above algorithm, automatically deducts 500 gold coins from the invalid state target and then deducts another 500 gold coins from the lowest priority target in the pending completion state group, completing the deduction. In another example, if a player needs to use 1500 gold coins, but the first resource storage unit has 0, invalid state target A has 1000 gold coins, and pending completion target B (the lowest priority) has 800 gold coins. The system will first deduct 1,000 gold coins from the failed savings target A. The remaining 500 gold coin shortfall will be deducted from the unfinished savings target B. At this time, savings target B will have 300 gold coins remaining.

[0059] Optionally, a consumption request is an interactive command initiated by a player to purchase or use a consumable item, triggering the payment process. Consumption requests can be generated by clicking a purchase button, entering a transaction confirmation dialog box, or using an item shortcut. Each consumption request carries a consumption item identifier and resource consumption amount. Resource consumption amount is the quantity of virtual resources required for the consumption, which can be obtained from the product price list or activity rules. Methods for determining resource consumption include querying the product price field in the game database, calculating dynamic prices, or applying discounts based on player attributes. For example, after receiving a consumption request, the system calls the product service to obtain price data. When the resource consumption amount does not exceed the current virtual resource quantity in the first resource storage unit, the payment process directly deducts the corresponding amount from the first resource storage unit, updates the player's account, and completes the transaction—the process is identical to regular consumption. When the resource consumption amount exceeds the current virtual resource quantity in the first resource storage unit, the system enters a multi-source payment process. First, all resources in the first resource storage unit are deducted, and then the remaining required resources are deducted from the savings target sequentially according to a preset payment priority order. The payment priority order is based on the target completion status, such as prioritizing targets in an incomplete state, then targets in a pending state, and finally targets in a completed state. The deduction process deducts resources from each savings target until the total consumption is met. If a single savings target lacks sufficient resources, all resources are deducted and the deduction is moved to the next target. The deduction process is implemented through backend transaction processing to ensure atomicity and data consistency. After deduction, the values ​​of all affected resource units are updated, and the transaction log is recorded.

[0060] Through the aforementioned intelligent deduction logic, when the consumption amount exceeds available resources, the system can automatically allocate resources from multiple sources according to a preset and reasonable priority order (such as using idle funds first, then using funds for lower-priority pending goals). This ensures that the user's consumption behavior can be completed smoothly while intelligently protecting funds for high-priority savings goals (especially completed and ongoing goals) from unexpected erosion. This mechanism effectively solves the technical problem of consumption behavior easily disrupting savings plans in traditional hybrid fund pool models, achieving a good balance between meeting immediate consumption needs and maintaining long-term savings goals.

[0061] Optionally, in some embodiments, the deduction process may also include proportional deduction, conditional deduction, or phased deduction. In proportional deduction, resources can be deducted proportionally from multiple savings goals, rather than sequentially, to balance the impact of each goal. In conditional deduction, additional conditions, such as player confirmation or time limits, are checked before deduction. In phased deduction, for large purchases, installment deductions are allowed, with a portion of resources deducted first and the remainder deducted later. These methods can be implemented by modifying the deduction algorithm; for example, proportional deduction requires calculating the weight of each goal.

[0062] In an optional implementation, based on the goal completion status of at least one savings target, virtual resource deduction processing is performed on the first resource storage unit and / or at least one savings target according to a preset deduction priority order. This includes: displaying a prompt message indicating whether to use the virtual resources accumulated by at least one savings target; and, in response to a confirmation instruction on the prompt message, performing deduction processing on the first resource storage unit and at least one savings target according to a preset deduction priority order. This secondary confirmation mechanism increases user control, optimizes interaction security, and reduces resource loss due to accidental operations.

[0063] For example, when the consumption amount exceeds the free resources, a pop-up window will display "This consumption will use 66,000 of your savings for [Stall Equipment - Dragon Sword], do you want to continue?", and the deduction will be executed only after the player confirms.

[0064] Optionally, the notification message is a warning or confirmation dialog box in the consumption confirmation process, which informs the player that saved target resources will be used and permission will be obtained. The notification message can be displayed as a modal pop-up, banner notification, or text label. In the modal pop-up format, the window covers at least part of the game interface, displaying the message content, details of resource use, and confirmation / cancel buttons. In the banner notification format, a brief notification slides out from the top of the screen, which the player can click to view details. In the text label format, the notification text is displayed directly on the consumption interface. The notification message includes the name of the saved target to be used, the amount to be used, and the possible impact, such as "200 gold coins from the expired target 'Purchase Equipment' will be used." The notification message is generated based on the expected targets calculated according to the deduction priority order. The system simulates the deduction process to determine which targets will be deducted and the amount deducted. The notification message is triggered after the consumption request but before the deduction is executed, and is rendered by the front-end interface engine. After responding to the confirmation command, the system continues to execute the actual deduction process, deducting resources according to the preset order. After responding to the cancellation command, the deduction process is aborted, the consumption request is cancelled, and the resources remain unchanged. Confirmation commands can be issued by clicking the confirmation button, using voice commands, or by gestures.

[0065] In an optional implementation, the preset deduction priority order includes: the deduction priority of the first resource storage unit is higher than that of savings targets in an invalid state; the deduction priority of savings targets in an invalid state is higher than that of savings targets in a pending state; and the deduction priority of savings targets in a pending state is higher than that of savings targets in a completed state. In this way, by hierarchically ordering the deductions, free and invalid resources are utilized first, valid savings targets are protected, and the resource allocation strategy is optimized.

[0066] For example, when deducting funds, the system first deducts free coins, then deducts the savings of inactive targets, then deducts the savings of targets awaiting completion, and finally deducts the savings of completed targets, ensuring that important targets are used last. In another specific scenario, suppose there is a target A (priority 1, accumulated 100 coins) and a target B (priority 2, accumulated 200 coins) awaiting completion. When resources for targets awaiting completion need to be used, the system prioritizes deducting the savings of the lower-priority target B. If the player adjusts the priority by dragging, making target A priority 2 and target B priority 1, then the next deduction will prioritize deducting the savings of target A. Furthermore, for multiple inactive targets, the system defaults to deducting funds in ascending order of their accumulated virtual resources.

[0067] Optionally, the specific implementation of the deduction priority order includes defining state hierarchies and priority rules. The state hierarchies, from highest to lowest, are: first resource storage unit, failed state, pending state, and completed state. During deduction processing, the system selects resource sources according to this hierarchical order. In one embodiment, different savings targets within different states can be sorted by priority, with lower-priority targets deducted first. For example, within the failed state, savings targets can be sorted by accumulated resource amount, with failed savings targets having higher accumulated resource amounts having lower priority; within the pending state, savings targets can be sorted by task completion percentage, with lower completion percentages having lower priority; within the completed state, they can be sorted by target resource amount, with lower target resource amounts having lower priority. In one embodiment, different savings targets within the same state can also be deducted in any order without prioritization. The logic of the deduction priority order is implemented through a backend deduction service. The service receives consumption requests and resource data, and applies priority rules to calculate the deduction sequence. The deduction priority order is configurable, allowing game operations to adjust the order weights. For example, during special events, the priority of deducting resources in the pending state might be adjusted to be deducted first. The storage of the deduction priority order can be used as a game rule configuration table for querying during deductions.

[0068] In an optional implementation, the method further includes: responding to a priority adjustment operation for multiple savings goals in the same completion state, adjusting the order of the savings goals in the same completion state; and updating the preset deduction priority order based on the adjusted order. This optimizes resource management flexibility and enhances user control by allowing users to customize the priority and personalize the deduction order.

[0069] For example, a player can long-press and drag two pending savings targets in the resource management panel to swap their positions. The system will then update their order, and the funds will be deducted in reverse order according to the new order.

[0070] Optionally, the priority adjustment operation is an interactive behavior where users change the order of savings goals, customizing the deduction priority. Priority adjustment can be performed through dragging, clicking the up and down arrows, or menu options. In dragging, players long-press a savings goal item in the resource management panel, drag it to a new position, and release it. The front end detects the drag event and updates the list order. In clicking the up and down arrows, each item has an arrow button next to it; clicking it moves the item up or down. In the menu option, players can adjust the priority by right-clicking and selecting "Place to Top" or "Place to Bottom." Priority adjustment is only allowed within the same goal completion status group. For example, goals in a pending completion status group can have their order adjusted, but not across statuses, to maintain clear deduction logic. After a priority adjustment operation, the system updates the priority field value of the savings goals. The priority value can be an integer sequence number, such as 1, 2, 3, which is renumbered after adjustment. Based on the adjusted order, the preset deduction priority order is updated. Specifically, during deduction processing, savings goals within the same completion status are deducted according to the adjusted priority. The update logic saves the new priority to the database, and the payment service reads the latest priority to calculate the priority. The priority adjustment takes effect in real time without requiring a game restart.

[0071] In an optional implementation, the method further includes: responding to a cancellation command for any savings target in the resource management panel, transferring the accumulated virtual resources in the savings target to a first resource storage unit, and removing the savings target from the resource management panel. This cancellation function releases idle resources, optimizes the resource recycling process, and improves resource utilization.

[0072] For example, see Figure 3 Players can click the delete button on the expired savings target "Street Summoning Spirit - Wangchuan Child". The 134,263 gold coins accumulated by the target will be transferred back to the Free Vault. The record of the target can then be deleted from the panel.

[0073] Optionally, a cancellation command is a user's request to remove a savings target, used to clean up targets that are no longer needed. Cancellation commands can be issued by clicking the delete icon, swiping to delete, or via voice command. When clicking the delete icon, a trash can icon appears next to the savings target entry; clicking it brings up a confirmation dialog box, and cancellation is executed upon confirmation. When swiping to delete, the player swipes the item to the left on the touchscreen to reveal the delete button, then clicks to delete. When using a voice command, the player says "Cancel target X," and the system recognizes and executes the command. Upon responding to a cancellation command, the system performs two main actions: allocating the accumulated virtual resources in the savings target to the first resource storage unit, and removing the savings target from the resource management panel. Allocating resources is achieved by updating the database record, adding the savings target's accumulated amount to the first resource storage unit, and resetting the savings target's accumulated amount to zero. Removing a savings target is done by marking it as deleted or removing it from the active target list; it will not be displayed again when the front-end interface reloads the panel. Cancellation commands can be conditional, such as canceling only the resource allocation while retaining the target record, allowing subsequent resource allocation to the savings target according to the original allocation rules without needing to re-establish the savings target. Once cancelled, the resources become available immediately and players can use them freely.

[0074] In an optional implementation, the method further includes: in response to an increase in virtual resources, obtaining virtual resource allocation rules configured for at least one savings target; and allocating a corresponding amount of resources from the newly added virtual resources to at least one savings target based on the allocation rules. Thus, through an automatic allocation mechanism, resource allocation is automated, the efficiency of the allocation algorithm is optimized, and the burden of manual operation is reduced.

[0075] For example, if a player completes a task and earns 100 gold coins, the system will query the allocation rules for all the player's savings targets. If the total allocation ratio is 40%, the gold coins will be allocated to each target. For example, if target A has a 20% ratio and earns 20 gold coins, target B has a 20% ratio and earns 20 gold coins, and the remaining 60 gold coins will be used as free resources.

[0076] Optionally, the increase in virtual resources is an event where a player acquires virtual resources, which triggers an automatic allocation process. The increase in virtual resources can be achieved through in-game activities such as task completion, battle rewards, top-ups, or transactions. When the event occurs, the game backend detects the resource change and calls the allocation processing module. Obtaining the allocation rules includes querying the allocation ratio field in the savings target table; in some embodiments, it also includes querying other rules such as the allocation mode. Allocation rules can be cached to improve performance. Based on the allocation rules, the system calculates the amount of resources each savings target should receive, calculated as: newly added virtual resources × the allocation ratio for that target. The allocation processing involves updating the database, increasing the accumulated amount of savings targets, reducing the allocated portion of the newly added resources, and adding the remaining portion to the first resource storage unit. The allocation processing can be executed in real-time or in batches.

[0077] In an optional implementation, the method further includes: if the accumulated virtual resources of the current savings target have reached the target resource amount, stopping the virtual resource allocation process to the savings target; or, if the difference between the accumulated virtual resources of the current savings target and the target resource amount is less than the allocation resource amount determined based on the allocation rules, allocating the resource amount corresponding to the difference from the newly added virtual resources to the savings target. In this way, precise allocation control prevents resource overflow, optimizes the accuracy of the allocation algorithm, and avoids resource waste.

[0078] For example, a savings goal has a target resource amount of 1000 gold coins, and currently 950 gold coins have been accumulated, with an allocation ratio of 20%. At this point, the player receives an additional 500 gold coins, and proportionally, 100 gold coins should be allocated (out of 500). 20% was allocated to this goal. However, the system detected that the target difference was only 50 gold coins (1000-950), so only 50 gold coins were allocated from the new income to this goal, making it exactly reach 1000 gold coins and marked as completed. The remaining 50 gold coins (which should have been allocated more) were distributed to other goals or free funds according to the rules.

[0079] Optionally, the stop-allocation process means that when the accumulated amount of savings targets reaches the target resource amount, the system will no longer allocate resources to that target. The judgment condition is that the accumulated amount >= the target resource amount. After stopping, the allocation ratio for that target may be ignored or reallocated to other targets. If the difference is less than the allocated resource amount, the system adjusts the allocation amount to the difference to ensure that the accumulated amount does not exceed the target resource amount. The difference is calculated as the target resource amount minus the current accumulated amount. Adjusting the allocation amount is achieved by comparing the difference with the theoretical allocation amount and taking the smaller value. These two processing mechanisms together ensure the accuracy of resource allocation, prevent invalid locking or over-allocation of resources to completed targets, and make the automatic planning system more complete and intelligent.

[0080] In an optional implementation, the method further includes: providing a target creation entry point on a graphical user interface; displaying a target setting interface in response to a trigger operation on the target creation entry point; and receiving configuration operations on at least one of the allocation ratio and target resource amount through the target setting interface to create a savings target for the associated consumption project. In this way, a flexible and convenient path is provided for users to create savings targets through distributed entry points and a dedicated setting interface. The target creation entry point can be embedded into specific consumption scenarios, enabling users to plan instantly when they have a consumption intention, improving the timeliness of function access. The centralized target setting interface standardizes and visualizes the complex parameter configuration process, guiding users to complete the settings through graphical controls, lowering the operational threshold, and ensuring the smoothness of the savings target creation process and the completeness of information entry.

[0081] For example, on the "Summoning Spirit Details" page of the game store, there is a "Set Goal" button next to the purchase button. Clicking it will bring up the goal setting interface, where players can set the allocation ratio and the target amount to create a savings goal.

[0082] Optionally, the goal creation entry is an interactive element that guides users to the goal setting interface, initiating the savings goal creation process. The goal creation entry can be placed in multiple locations, such as next to the virtual resource display area, on the consumption item page, or in the main menu. For example, a small button could be added next to the coin icon next to the virtual resource display area, allowing users to enter the goal setting interface upon clicking. On the consumption item page, each product details page would have a "Set as Savings Goal" link. In the main menu, the settings options would include a "Manage Savings Goals" entry. The visual design of the goal creation entry can be a button, icon, or text link with prompts such as "Set Goal." Triggering actions can include clicking, touching, or hovering, displaying the goal setting interface upon response. The goal setting interface is a modal window or new page for configuring savings goal parameters. Configuration operations are received through form controls such as sliders, input boxes, and radio buttons; values ​​are captured after user interaction. When creating a savings goal, the system collects configuration data, generates a new savings goal record, associates it with the current consumption item, saves it to the database, and updates the interface display. The creation process may include verification, such as checking the validity of the allocation ratio.

[0083] In an optional implementation, the configuration operation for the allocation ratio is received through the target setting interface, including: displaying the allocation ratio setting control, the upper limit of the adjustable range of the allocation ratio setting control being determined based on the sum of the allocation ratios already configured for other savings targets; and responding to the adjustment operation for the allocation ratio setting control to determine the allocation ratio for the current savings target. In this way, by dynamically constraining the adjustable range of the allocation ratio setting control, it is ensured that the sum of the allocation ratios for all savings targets set by the user will not exceed a reasonable upper limit (usually 100%), preventing contradictions in resource allocation logic (such as the total allocation ratio exceeding 100%) at the interaction level. This dynamic constraint mechanism can provide the user with immediate feedback on the current resource allocation overview, guiding the user to make reasonable ratio plans, ensuring the mathematical rationality of the resource allocation rules and the stability of the system, while also improving the guidance and fault tolerance of the user configuration process.

[0084] For example, if the existing savings target has a total allocation ratio of 60%, when setting a new target, the slider of the allocation ratio setting control can only be dragged up to 40% to ensure that the total ratio does not exceed 100%.

[0085] Optionally, the allocation ratio setting control is an interactive component used to set the allocation ratio, allowing users to intuitively adjust the ratio value. The allocation ratio setting control can be a slider, knob, input box, or increment button. In the slider form, the horizontal or vertical slider is dragged by the thumb to change the ratio value, with the numerical value displayed next to it. In the knob form, the circular knob is rotated to adjust the ratio. In the input box form, numbers are directly entered, and up and down arrows can be used for fine-tuning. In the increment button form, clicking the "+" or "-" button increases or decreases the ratio. The upper limit of the adjustable range is determined based on the sum of the allocation ratios configured for other savings targets, calculated using the formula: Upper limit = 100% - Sum of allocation ratios for other targets. For example, if the sum of other targets is 70%, then the upper limit for the new target is 30%. The upper limit is dynamically calculated; the control range may update when the ratios of other targets change. In response to adjustment operations, the front end captures the control value, such as the ratio value corresponding to the slider position, and displays feedback in real time. After the allocation ratio is determined, the value is temporarily stored or saved directly. The control is implemented through front-end JavaScript event listeners to update the numerical value and preview the effect.

[0086] In an optional implementation, the configuration operation for the target resource amount is received through the target setting interface, including: displaying the recommended target resource amount for the savings target on the target setting interface based on the attribute information of the consumption item; and updating the target resource amount for the savings target in response to the adjustment operation for the target resource amount. In this way, intelligent recommendations assist users in setting reasonable goals, optimize configuration accuracy, and reduce the user's computational burden.

[0087] For example, when a player sets a savings goal to "purchase a legendary mount," the system automatically fills in "5000" as a recommended value in the target resource input box, based on the mount's listed price of 5000 gold coins in the store. Players can also manually change it to "8000" to motivate themselves, or change it to "3000" and plan to make up the difference in the future, depending on their own situation, such as wanting to reach the goal faster.

[0088] Optionally, the recommended target resource quantity is a virtual resource quantity suggested by the system based on the attributes of the consumption item. Its purpose is to provide a default value to simplify user input. The attribute information of the consumption item includes price, category, rarity, or historical data. The recommended target resource quantity can be calculated by directly using the product price, estimating based on average cost, or adjusting according to the player's level. For example, the price field can be obtained from the product table as the recommended value. In the goal setting interface, the recommended target resource quantity is displayed in the input box as the default value, or displayed as a prompt text. The display method can be highlighted, such as bolding or highlighting. Adjustment operations include the user modifying the value in the input box, selecting preset options, or dragging controls. In response to adjustment operations, the system updates the target resource quantity variable of the savings goal and verifies the validity of the input in real time, such as if it is a positive number. After the update, the interface can display a preview of the impact of the adjustment, such as the estimated completion time. The recommended target resource quantity can also be dynamically generated based on machine learning models to provide personalized recommendations after analyzing player behavior.

[0089] In an optional implementation, the target resource amount includes a positive infinity option, indicating the continuous accumulation of virtual resources for a savings goal without setting an accumulation cap. This expands the applicability of savings goals by providing the specific option of "positive infinity," enabling them to serve users who do not have a clear spending endpoint, aim to continuously accumulate resources to cope with uncertain future expenses, or whose sole purpose is accumulation.

[0090] For example, players can set a savings goal called "Emergency Fund" and set its target resource amount to "positive infinity" with an allocation ratio of 20%. This means that 20% of the player's future total income will continuously flow into this fund, and the total amount of the fund will continue to grow. Players can withdraw some funds from it at any time for unplanned emergency consumption without worrying about "running out" of the goal.

[0091] Optionally, the positive infinity option is a special value in the target resource quantity configuration, representing unlimited accumulation. The positive infinity option can be provided in the target setting interface as a checkbox, radio button, or text option, such as the "Unlimited" checkbox. When selected, the target resource quantity field is set to a special identifier such as NULL or the maximum value. During allocation processing, for positive infinity targets, the system does not check the accumulation limit and continues to allocate resources. In the progress indicator element display, positive infinity targets may not display a progress bar or may display an infinity symbol, only showing the accumulated amount. The positive infinity option is suitable for long-term or open targets, such as general savings funds. After selecting positive infinity, the target completion status can always be "pending completion" unless manually marked as completed. Positive infinity targets can be specially handled in deduction priority, such as priority protection or last use.

[0092] In an optional implementation, the allocation rules further include allocation modes, which include a first allocation mode and a second allocation mode. The first allocation mode is used to indicate the allocation of current virtual resources and subsequently added virtual resources in the first resource storage unit, which stores virtual resources not allocated to any savings target. The second allocation mode is used to indicate that only subsequently added virtual resources are allocated. The method further includes receiving configuration operations for the allocation mode through a target setting interface. Thus, by selecting multiple modes, different allocation needs are met, the diversity of allocation strategies is optimized, and user customization capabilities are enhanced.

[0093] For example, see Figure 5 When creating a savings goal for "Summoning Spirit at the Stall - Vampire," players can choose the first allocation mode (all income) and set the allocation ratio to 50%. The system will immediately allocate 50% of the player's current free coins to this goal as starting capital, and 50% of any newly acquired coins will continue to be allocated in the future. If the player chooses the second allocation mode (future income), existing free coins will not be affected; only 50% of any newly acquired coins in the future will be allocated to this goal starting from the set time.

[0094] Optionally, the allocation mode determines the scope of the allocation action, controlling the starting point and source of resources. The first allocation mode involves allocating both existing and future resources, meaning that initial resources are immediately allocated from the first resource storage unit when the goal is set, and then future new resources are allocated proportionally. The second allocation mode only involves future resource allocation; it does not affect existing resources at the time of setting up the goal, only allocating from subsequently added resources. Configuration is achieved through mode selection controls in the goal setting interface, such as radio button groups labeled "Immediately Allocate Existing Funds" and "Allocate Future Income Only." After receiving the configuration operation, the system records the allocation mode value in the savings goal record. The first mode can require setting an initial allocation amount or using an allocation ratio to calculate the initial amount. The second mode is more conservative, maintaining the integrity of existing funds. The allocation mode selection determines the source of the initial accumulated funds for the savings goal and the starting point of the entire accumulation process, enabling resource planning to consider both the current state and future expectations.

[0095] In an optional implementation, the configuration operation for the allocation mode is received through the target setting interface, including: displaying an allocation mode selection control; responding to the selection of the allocation mode as the first allocation mode, determining the first resource amount to be allocated from the current virtual resources of the first resource storage unit for the savings target; and allocating the first resource amount from the first resource storage unit to the savings target. This achieves instant allocation, accelerates target startup, optimizes the resource initialization process, and improves the speed of target achievement.

[0096] For example, see Figure 5The player selects the first allocation mode (all income) and sets the allocation ratio to 50%. The current free funds are 2,437,666. The system immediately allocates 1,218,833 to the savings target, leaving 1,218,833 free funds. Any new resources added in the future will be allocated at 50%.

[0097] Optionally, the allocation mode selection control is an interactive element used to select the first or second allocation mode, such as a radio button, toggle switch, or drop-down menu. When displaying the control, explanatory text explaining the differences between the modes can be included. In response to selecting the first allocation mode, the system needs to determine the first resource amount, i.e., the amount of resources to be allocated immediately. The first resource amount can be determined based on the allocation ratio: First resource amount = Current virtual resource amount of the first resource storage unit × Allocation ratio. Alternatively, the user can manually specify the first resource amount, independent of the allocation ratio. After determination, the allocation operation is performed: the first resource amount is deducted from the first resource storage unit and added to the accumulated amount of the savings target. If the resources in the first resource storage unit are insufficient, an error message can be displayed or the allocation amount can be adjusted. After allocation, the interface display is updated to reflect the resource change.

[0098] In optional implementations, the first resource amount is determined based on the current virtual resource amount and allocation ratio of the first resource storage unit; or the first resource amount is obtained, and the allocation ratio is determined based on the first resource amount and the current virtual resource amount of the first resource storage unit. This provides two paths for calculating the first resource amount, giving users different degrees of configuration freedom. The first path (deriving the amount from the ratio) focuses more on setting the future continuous allocation ratio, with the initial allocation amount serving as a derivative of this ratio, ensuring consistency between the initial investment and subsequent investment ratios, and unifying the planning logic. The second path (deriving the ratio from the amount) focuses more on precise control of the current one-time investment amount, with the allocation ratio as the calculation result, suitable for scenarios where users have a clear budget for the initial investment. This flexible calculation method allows the system to adapt to different users' thinking habits and planning priorities, improving the user-friendliness and personalization of the function configuration.

[0099] For example, in the first implementation, the user sets the allocation ratio to 20%, and the system automatically calculates and allocates 1000 gold coins (out of 5000 gold coins) based on the user's current free funds of 5000 gold coins. In the second implementation method, the user may directly enter 800 gold coins in the "Initial Investment" input box. Based on this and the current free funds of 5000 gold coins, the system will calculate the allocation ratio as 16% (800 / 5000) and record this ratio as the allocation ratio for subsequent new resources.

[0100] Optionally, the determination of the first resource quantity can follow two paths: calculation based on the allocation ratio, or derivation based on user input. In calculation based on the allocation ratio, the first resource quantity = current free resource quantity × allocation ratio, where the ratio is configured by the user. In derivation based on user input, the user directly inputs the first resource quantity, and the system inversely calculates the allocation ratio = first resource quantity / current free resource quantity, using this ratio for future allocations. In implementation, the target setting interface can have two input fields corresponding to the allocation ratio and the first resource quantity respectively, or a single field for intelligent conversion. For example, when the user adjusts the allocation ratio slider, the first resource quantity input box automatically updates its value; when the user inputs the first resource quantity, the slider automatically adjusts its position. The determination logic synchronizes field values ​​via front-end JavaScript to ensure consistency. The system can verify the input, such as ensuring the first resource quantity does not exceed the free resource quantity. This bidirectional calculation enhances the user experience, allowing users to configure in the most intuitive way.

[0101] In an optional implementation, the method further includes: responding to a selection operation on any savings target in the resource management panel, and redirecting to the functional interface corresponding to the consumption item associated with the savings target. This significantly improves the continuity and convenience of user operations by establishing a direct navigation link between savings targets and the original consumption scenario within the resource management panel. Users do not need to remember which subsystem the item corresponding to the target is located in; they can simply click on the target in the resource management panel to directly access the purchase, viewing, or details interface for that item. This design shortens the user's path from "checking fund preparation status" to "performing consumption or viewing item details," seamlessly integrating resource management functions with core gameplay functions, optimizing the overall interaction flow, and enhancing the user experience.

[0102] For example, when a player clicks on a savings goal in the resource management panel, the game interface will redirect to the product page or activity page associated with that goal, allowing for direct viewing or spending.

[0103] Optionally, a selection action refers to a user's click, tap, or other interactive behavior on a savings target item in the resource management panel, typically intended to view details or perform further actions. The core logic of the system's response to this action is to execute an interface jump. To this end, each savings target, when created, stores not only resource information but also a unique identifier or deep link information for its associated consumption items. When a selection action occurs, the system parses the target function interface to jump to based on the identifier information carried by the target item. This target interface is usually the game function module interface where the consumption item originally resides. For example, if the goal is to purchase a weapon from the store, it jumps to the weapon's details page; if the goal is to complete a task, it may jump to the task list or task tracking interface. The jump can be implemented by calling a scene loading function within the game or activating a hidden interface panel. This function transforms the resource management panel from a simple "financial view" into a powerful "operation center" or "shortcut entry," strengthening the correlation between different system modules and making the connection between resource planning and consumption behavior closer and more natural.

[0104] Corresponding to the above method embodiments, this disclosure provides a virtual resource management device, see [link to relevant documentation]. Figure 6 The device includes: a panel display module for responding to virtual resource viewing commands and displaying a resource management panel; an information acquisition module for acquiring status information of at least one savings target, wherein the status information includes the accumulated amount of virtual resources of the savings target and / or the target completion status, and the savings target is used to represent the virtual resources allocated from the newly added virtual resources for saving consumer items to be purchased according to the allocation rules; and a style display module for displaying the savings target in the resource management panel with different display styles according to the status information of at least one savings target.

[0105] In an optional implementation, the allocation rules include at least one of the following: allocation ratio, which is used to determine the proportion of virtual resources allocated from newly added virtual resources to at least one savings target; and target resource amount, which is used to determine the upper limit of virtual resources belonging to at least one savings target.

[0106] In an optional implementation, the target completion status includes at least one of a completed status, a pending status, and an invalid status; wherein, the completed status indicates that the accumulated virtual resources of the savings target have reached the corresponding target resource amount; the pending status indicates that the accumulated virtual resources of the savings target have not reached the corresponding target resource amount and the savings target is still in a valid state; and the invalid status indicates that the savings target no longer meets the transaction conditions.

[0107] In an optional implementation, the style display module is specifically used to: display the progress indicator element corresponding to the savings target in the completed state in a first style; display the progress indicator element corresponding to the savings target in the pending state in a second style; and display the progress indicator element corresponding to the savings target in the failed state in a third style; wherein the first display style, the second display style, and the third display style are different in visual effect; the progress indicator element is used to indicate the progress of the current virtual resource accumulation of the savings target relative to the corresponding target resource amount.

[0108] In an optional implementation, the device further includes: a first storage unit display module, used to display the current virtual resource quantity of the first resource storage unit in the resource management panel, wherein the first resource storage unit is used to store virtual resources not allocated to any storage target.

[0109] In an optional implementation, the device further includes a first arrangement module for arranging and displaying the first resource storage unit and each savings target in a resource management panel according to a preset deduction priority order.

[0110] In an optional implementation, the device further includes: an entry provision module for providing a target creation entry on a graphical user interface; a target creation interface display module for responding to a trigger operation on the target creation entry and displaying a target creation interface; and a target creation module for receiving configuration operations on at least one of the allocation ratio and target resource amount through the target creation interface to create a savings target for the associated consumption project.

[0111] In an optional implementation, the target creation module includes: a ratio setting control display unit for displaying a division ratio setting control, wherein the upper limit of the adjustable range of the division ratio setting control is determined based on the sum of allocation ratios configured for other savings targets; and a ratio determination unit for responding to an adjustment operation on the division ratio setting control and determining the allocation ratio of the current savings target.

[0112] In an optional implementation, the target creation module includes: a recommendation quantity display unit, used to display the recommended target resource quantity of the savings target on the target setting interface according to the attribute information of the consumption item; and a target quantity update unit, used to update the target resource quantity of the savings target in response to the adjustment operation of the target resource quantity.

[0113] In an optional implementation, the target resource amount includes an option for positive infinity, indicating that virtual resources are continuously accumulated for the savings target without setting an accumulation cap.

[0114] In an optional implementation, the allocation rule further includes an allocation mode, which includes a first allocation mode and a second allocation mode. The first allocation mode is used to indicate the allocation of the current virtual resources and subsequently added virtual resources in the first resource storage unit, and the first resource storage unit is used to store virtual resources that have not been allocated to any savings target. The second allocation mode is used to indicate that only subsequently added virtual resources are allocated. The device further includes a mode configuration module, which is used to receive configuration operations for the allocation mode through the target setting interface.

[0115] In an optional implementation, the mode configuration module is specifically used to: display an allocation mode selection control; respond to the selection of the allocation mode as the first allocation mode, determine the first resource amount to be allocated from the current virtual resources of the first resource storage unit to the savings target; and allocate the first resource amount from the first resource storage unit to the savings target.

[0116] In an optional implementation, the first resource quantity is determined based on the current virtual resource quantity of the first resource storage unit and the allocation ratio; or the first resource quantity is obtained, and the allocation ratio is determined based on the first resource quantity and the current virtual resource quantity of the first resource storage unit.

[0117] In an optional embodiment, the apparatus further includes: a consumption processing module, configured to: respond to a consumption request for a consumption item and determine the resource consumption amount of the consumption item; deduct the resource consumption amount from the first resource storage unit if the resource consumption amount does not exceed the current virtual resource amount in the first resource storage unit; and, if the resource consumption amount exceeds the current virtual resource amount in the first resource storage unit, perform deduction processing on the first resource storage unit and / or at least one savings target according to a preset deduction priority order based on the target completion status of at least one savings target, until the resource consumption amount is met.

[0118] In an optional implementation, the consumption processing module is specifically used to: display a prompt message indicating whether to use the virtual resources accumulated by at least one savings target; and, in response to a confirmation instruction for the prompt message, perform deduction processing on the first resource storage unit and at least one savings target according to a preset deduction priority order.

[0119] In an optional implementation, the preset deduction priority order includes: the deduction priority of the first resource storage unit is higher than that of the savings target in the invalid state; the deduction priority of the savings target in the invalid state is higher than that of the savings target in the pending state; and the deduction priority of the savings target in the pending state is higher than that of the savings target in the completed state.

[0120] In an optional embodiment, the device further includes: a priority adjustment module, configured to: adjust the order of savings targets in the same completion state in response to a priority adjustment operation for multiple savings targets in the same completion state; and update the preset deduction priority order based on the adjusted order.

[0121] In an optional implementation, the apparatus further includes a target cancellation module, configured to: in response to a cancellation command for any savings target in the resource management panel, transfer the virtual resources accumulated in the savings target to the first resource storage unit, and remove the savings target from the resource management panel.

[0122] In an optional implementation, the device further includes an interface jump module, used to: in response to a selection operation on any savings target in the resource management panel, jump to display the functional interface corresponding to the consumption item associated with the savings target.

[0123] In an optional implementation, the apparatus further includes a resource allocation module, configured to: in response to an increase in virtual resources, acquire virtual resource allocation rules configured for at least one savings target; and allocate a corresponding amount of resources from the newly added virtual resources to at least one savings target based on the allocation rules.

[0124] In an optional implementation, the device further includes: an allocation control module, configured to: stop performing virtual resource allocation processing to the savings target if the accumulated virtual resources of the current savings target have reached the target resource amount; or, if the difference between the accumulated virtual resources of the current savings target and the target resource amount is less than the allocation resource amount determined based on the allocation rules, allocate the resource amount corresponding to the difference from the newly added virtual resources to the savings target.

[0125] The virtual resource management device provided in this disclosure has the same implementation principle and technical effects as the aforementioned method embodiments. For the sake of brevity, any parts not mentioned in the device embodiments can be referred to the corresponding content in the aforementioned method embodiments.

[0126] It should be noted that although several units / modules or sub-units / modules of the apparatus have been mentioned in the detailed description above, this division is merely exemplary and not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more units / modules described above can be embodied in one unit / module. Conversely, the features and functions of one unit / module described above can be further divided and embodied by multiple units / modules.

[0127] This disclosure also provides an electronic device, such as... Figure 7As shown, the electronic device includes a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement any virtual resource management method of the present disclosure embodiments. For specific implementation methods and the resulting technical effects, please refer to the method embodiments, which will not be repeated here.

[0128] Figure 7 This is a schematic diagram of the structure of an electronic device. The electronic device 1100 includes a processor 1101 with one or more processing cores, a memory 1102 with one or more computer-readable storage media, and a computer program stored in the memory 1102 and executable on the processor. The processor 1101 and the memory 1102 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0129] The processor 1101 is the control center of the electronic device 1100. It connects various parts of the electronic device 1100 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 1102, and calling data stored in the memory 1102, it executes various functions of the electronic device 1100 and processes data, thereby performing overall monitoring of the electronic device 1100.

[0130] Optionally, the electronic device 1100 further includes: a touch display screen 1103, a radio frequency circuit 1104, an audio circuit 1105, an input unit 1106, and a power supply 1107. The processor 1101 is electrically connected to the touch display screen 1103, the radio frequency circuit 1104, the audio circuit 1105, the input unit 1106, and the power supply 1107. Those skilled in the art will understand that... Figure 7 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0131] This disclosure also provides a computer-readable storage medium storing a computer program, wherein the computer program is configured to execute any virtual resource management method of this disclosure embodiment when run by a processor. For specific implementation methods and the resulting technical effects, please refer to the method embodiments, which will not be repeated here.

[0132] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solutions of the embodiments of this disclosure, or the parts that contribute to the prior art, or parts of the technical solutions, can be embodied in the form of software products. These computer software products are stored in a storage medium and include several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (R3M), magnetic disks, or optical disks.

[0133] In the description of the embodiments of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are only for the convenience of describing the embodiments of this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the embodiments of this disclosure. In addition, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0134] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of the embodiments of this disclosure, and not to limit them. The protection scope of the embodiments of this disclosure is not limited thereto. Although the embodiments of this disclosure have been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the embodiments of this disclosure, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of the embodiments of this disclosure. Therefore, the protection scope of the embodiments of this disclosure should be determined by the protection scope of the claims.

Claims

1. A virtual resource management method, characterized in that, The method includes: Responding to virtual resource viewing commands, the resource management panel is displayed; Obtain status information of at least one savings target, wherein the status information includes the accumulated amount of virtual resources of the savings target and / or the target completion status, and the savings target is used to represent the virtual resources allocated from the newly added virtual resources for saving consumer items to be purchased according to the allocation rules; Based on the status information of the at least one savings target, the savings target is displayed in the resource management panel with different display styles.

2. The method according to claim 1, characterized in that, The allocation rules include at least one of the following: The allocation ratio is used to determine the proportion of virtual resources allocated from the newly added virtual resources to the at least one savings target. The target resource quantity is used to determine the upper limit of virtual resources belonging to the at least one savings target.

3. The method according to claim 2, characterized in that, The target completion status includes at least one of the following: completed status, pending completion status, and failed status; The "completed" status indicates that the accumulated virtual resources of the savings target have reached the corresponding target resource amount. The pending status indicates that the accumulated virtual resources of the savings target have not reached the corresponding target resource amount and the savings target is still in a valid state; The failure status indicates that the savings target no longer meets the transaction conditions.

4. The method according to claim 3, characterized in that, The step of displaying the information in the resource management panel in different display styles based on the status information of the at least one savings target includes: The progress indicator element corresponding to the savings target in the completed state is displayed in the first style; The progress indicator element corresponding to the savings target in the pending state is displayed in the second style; Display the progress indicator elements corresponding to the inactive savings targets in the third style; The first display style, the second display style, and the third display style have different visual effects; The progress indicator element is used to indicate the progress of the current virtual resource accumulation of the savings target relative to the corresponding target resource amount.

5. The method according to claim 3, characterized in that, The resource management panel also displays the current virtual resource quantity of the first resource storage unit, which is used to store virtual resources that have not been allocated to any savings target.

6. The method according to claim 5, characterized in that, The first resource storage unit and each savings target are displayed in the resource management panel in a preset deduction priority order.

7. The method according to claim 1, characterized in that, The method further includes: Provide an entry point for target creation on the graphical user interface; In response to a trigger operation that creates an entry point for the target, the target creation interface is displayed; The target setting interface receives configuration operations for at least one of the allocation ratio and the target resource amount to create a savings target associated with the consumption project.

8. The method according to claim 7, characterized in that, The step of receiving the configuration operation for the allocation ratio through the target setting interface includes: The upper limit of the adjustable range of the control is determined based on the sum of the allocation ratios configured for other savings targets. In response to the adjustment operation of the allocation ratio setting control, the allocation ratio of the current savings target is determined.

9. The method according to claim 7, characterized in that, The step of receiving configuration operations for the target resource quantity through the target setting interface includes: Based on the attribute information of the consumption items, the recommended target resource amount for the savings target is displayed on the target setting interface; In response to the adjustment operation for the target resource quantity, update the target resource quantity of the savings target.

10. The method according to claim 9, characterized in that, The target resource amount includes an option for positive infinity, which indicates that virtual resources will be continuously accumulated for the savings target without setting an accumulation limit.

11. The method according to claim 7, characterized in that, The allocation rules also include allocation modes, which include a first allocation mode and a second allocation mode; The first allocation mode is used to indicate the allocation of current virtual resources and subsequently added virtual resources to the first resource storage unit, which is used to store virtual resources that have not been allocated to any savings target. The second allocation mode is used to indicate that only newly added virtual resources will be allocated; The method further includes: The configuration operation for the allocation mode is received through the target setting interface.

12. The method according to claim 11, characterized in that, The step of receiving the configuration operation for the allocation mode through the target setting interface includes: Display the allocation mode selection control; The response selects the allocation mode as the first allocation mode and determines the first resource amount to be allocated from the current virtual resources of the first resource storage unit for the savings target; The first resource quantity is allocated from the first resource storage unit to the savings target.

13. The method according to claim 12, characterized in that, The first resource quantity is determined based on the current virtual resource quantity of the first resource storage unit and the allocation ratio; or Obtain the first resource quantity, and determine the allocation ratio based on the first resource quantity and the current virtual resource quantity of the first resource storage unit.

14. The method according to claim 5, characterized in that, The method further includes: In response to a consumption request for a consumption item, determine the resource consumption amount of the consumption item; If the resource consumption does not exceed the current virtual resource quantity in the first resource storage unit, the resource consumption is deducted from the first resource storage unit. If the resource consumption exceeds the current virtual resource quantity in the first resource storage unit, deduction processing is performed on the first resource storage unit and / or the at least one savings target according to the target completion status of the at least one savings target, in a preset deduction priority order, until the resource consumption is satisfied.

15. The method according to claim 14, characterized in that, The step of performing virtual resource deduction processing on the first resource storage unit and / or the at least one savings target according to a preset deduction priority order based on the target completion status of the at least one savings target includes: Display a prompt message, which indicates whether to use the virtual resources accumulated from at least one savings target; In response to the confirmation instruction of the prompt information, deduction processing is performed on the first resource storage unit and the at least one savings target according to the preset deduction priority order.

16. The method according to claim 6 or 14, characterized in that, The preset deduction priority order includes: The deduction priority of the first resource storage unit is higher than that of the savings target that is in an invalid state; Savings goals that are inactive will have higher deduction priority than those that are pending. Savings goals that are pending will have higher deduction priority than those that are already completed.

17. The method according to claim 16, characterized in that, The method further includes: In response to a priority adjustment operation for multiple savings targets that are in the same target completion state, the order of the savings targets in the same target completion state is adjusted. Based on the adjusted arrangement order, the preset deduction priority order is updated.

18. The method according to claim 5, characterized in that, The method further includes: In response to a cancellation command for any savings target in the resource management panel, the accumulated virtual resources in the savings target are transferred to the first resource storage unit, and the savings target is removed from the resource management panel.

19. The method according to claim 1, characterized in that, The method further includes: In response to the selection of any savings target in the resource management panel, the corresponding function interface of the consumption item associated with the savings target will be displayed.

20. The method according to claim 3, characterized in that, The method further includes: In response to an increase in virtual resources, obtain the virtual resource allocation rules configured for the at least one savings target; Based on the allocation rules, the corresponding amount of resources is allocated from the newly added virtual resources to the at least one savings target.

21. The method according to claim 20, characterized in that, The method further includes: If the accumulated virtual resources for the current savings target have reached the target resource amount, stop the virtual resource allocation process to the savings target; or... If the difference between the accumulated virtual resources of the current savings target and the target resource amount is less than the allocation resource amount determined based on the allocation rules, the resource amount corresponding to the difference shall be allocated from the newly added virtual resources to the savings target.

22. A virtual resource management device, characterized in that, The device includes: The panel display module is used to respond to virtual resource viewing commands and display the resource management panel; An information acquisition module is used to acquire status information of at least one savings target, wherein the status information includes the accumulated amount of virtual resources of the savings target and / or the target completion status, and the savings target is used to represent the virtual resources allocated from the newly added virtual resources for saving consumer items to be purchased according to the allocation rules. The style display module is used to display the savings target in different display styles in the resource management panel according to the status information of the at least one savings target.

23. An electronic device, characterized in that, include: Memory stores computer-executable instructions that can be executed by a processor; A processor for executing the computer-executable instructions to implement the method as claimed in any one of claims 1-21.

24. A computer-readable storage medium, characterized in that, The device contains a computer program that, when executed by a processor, implements the method as described in any one of claims 1-21.