Virtual object control method, virtual object control device, computer device, and computer program
By implementing a virtual object control method with multiple interaction regions in the pickup control, the inefficiencies in managing virtual items in network games are addressed, resulting in reduced server load and improved user efficiency.
Patent Information
- Application Number
- JP2024564762
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-08-18
- Filing Date
- 2023-06-27
- Publication Date
- 2025-06-03
AI Technical Summary
In network games with virtual environments, players face inefficiencies in picking up and replacing virtual items, leading to increased server resource consumption and operational stress.
A virtual object control method and apparatus that display a pickup control with multiple interaction regions, allowing players to use virtual items in corresponding usage methods directly, reducing the steps required for item management.
This approach reduces the number of control operations for players and server responses, leading to lower resource consumption and operational stress on the server, while improving the efficiency of virtual item usage.
Smart Images

Figure 2025517119000001_ABST
Abstract
Description
Technical Field
[0001] This application claims priority based on a Chinese patent application filed on August 18, 2022, with application number 202210995373.1 and invention title "Method, apparatus, device, and medium for using virtual items", and all of its contents are incorporated herein by reference.
[0002] This application relates to the technical field of virtual scenes, and in particular, to a method, apparatus, device, and medium for controlling virtual objects.
Background Art
[0003] In a network game with a virtual environment, a player can control a virtual object to pick up and replace virtual items.
[0004] Normally, when the virtual object enters the pickup area, the player can click on the virtual item displayed in the pickup area to put the virtual item into the virtual backpack. When it is necessary to replace the picked-up virtual item, the player can open the virtual backpack and replace the virtual item in use with the picked-up virtual item.
Summary of the Invention
Problems to be Solved by the Invention
[0005] Embodiments of the present application provide a virtual object control method, apparatus, device, and medium that can reduce the steps of picking up and replacing virtual items and improve the usage efficiency of virtual items by using virtual waiting items in corresponding usage methods. Further, since the picking up and replacing of virtual items are controlled by players of a network game, reducing the steps of picking up and replacing virtual items can reduce the number of times of executing control operations by players, and also reduce the number of times the server of the network game provides services in response to control operations by players. Furthermore, the resources to be consumed by the server can be reduced, and the operating stress of the server can be reduced. The configurations provided in the embodiments of the present application include the following several aspects.
Means for Solving the Problem
[0006] According to one aspect of the present application, a virtual object control method executed by a computer device is provided.
[0007] The method includes: displaying a pickup control, where the pickup control includes at least two interaction regions, and each interaction region corresponds to a usage method of a virtual item; and controlling the virtual object to use the virtual item in a usage method corresponding to at least two interaction regions.
[0008] According to one aspect of the present application, a virtual object control apparatus is provided.
[0009] The apparatus includes: a display module for displaying a pickup control, where the pickup control includes at least two interaction regions, and each interaction region corresponds to a usage method of a virtual item; and A pickup module that controls a virtual object to use a virtual item in a usage mode corresponding to at least two interaction regions.
[0010] According to one aspect of the present application, a computer device including a memory and a processor is provided. At least one program code is stored in the memory. When the program code is loaded and executed by the processor, the computer device realizes the virtual object control method as described above.
[0011] According to one aspect of the present application, a non-volatile computer-readable storage medium storing a computer program is provided. When the computer program is executed by a processor, the computer device realizes the virtual object control method as described above.
[0012] According to one aspect of the present application, a programmable logic circuit and / or a chip including program instructions are provided. When an electronic device equipped with the chip operates, the virtual object control method as described above is realized.
[0013] According to one aspect of the present application, a computer program product including computer instructions is provided. The computer instructions are stored in a non-volatile computer-readable storage medium. By reading and executing the computer instructions from the non-volatile computer-readable storage medium, the processor causes the computer device to realize the virtual object control method as described above.
Advantages of the Invention
[0014] Since the pickup control represented includes at least two interaction regions, the virtual object can be controlled to use the virtual item in a usage method corresponding to the at least two interaction regions, reducing the operation steps of multiple usage methods such as picking up and replacing the virtual item, and improving the usage efficiency of the virtual item. Accordingly, the number of executions of the control operation of the player of the network game (used to control the picking up or replacement of the virtual item) is also reduced, the number of times the server of the network game provides services in response to the control operation by the player is also reduced, the resources that the server should consume are reduced, and the operation stress of the server is reduced.
Brief Description of Drawings
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Embodiments for Carrying Out the Invention
[0016] To make the object, configuration, and advantages of the present application more clear, the embodiments of the present application will be described in more detail below with reference to the drawings.
[0017] First, terms related to the embodiments of the present application will be introduced.
[0018] Virtual environment: A virtual environment that is displayed (or provided) when an application is executed on a terminal. The virtual environment may be a simulation world for the real world, a semi-simulation semi-virtual world, or a pure virtual world. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. The present application does not limit this.
[0019] Virtual object: Refers to an object that can move in a virtual environment. This movable object may be a virtual character, virtual animal, anime character, etc. For example, it can be a person, animal, plant, oil drum, wall, stone, etc. displayed in a three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional solid model created based on animation skeleton technology. Each virtual object has its own shape and volume within the three-dimensional virtual environment and occupies a part of the space within the three-dimensional virtual environment.
[0020] The method provided in this application is applicable to applications having a virtual environment and virtual objects. Exemplarily, an application that supports a virtual environment is an application that allows a user to control a virtual object to move within the virtual environment. Exemplarily, the method provided in this application is applicable to any one of virtual reality (VR: Virtual Reality) applications, augmented reality (AR: Augmented Reality) applications, three-dimensional map applications, virtual reality games, augmented reality games, shooting games (including but not limited to first-person shooting games (FPS: First-Person Shooting Game), third-person shooting games (TPS: Third-Person Shooting Game), etc.), battle arena games (including but not limited to battle royale (BR: Battle Royale) games, multiplayer online battle arena games (MOBA: Multiplayer Online Battle Arena Games), etc.), simulation games (SLG: Simulation Game), racing games, role-playing games, adventure games, sandbox games.
[0021] Exemplarily, the game in the virtual environment is composed of the maps of one or more game worlds. The virtual environment in the game simulates the scenes of the real world. The user can operate the virtual objects in the game to perform actions such as walking, running, jumping, shooting, fighting, driving in the virtual environment, attacking other virtual objects using virtual weapons, accumulating power using virtual weapons and then attacking other virtual objects, etc. It has strong interactivity, and multiple users can form teams online to play competitive games.
[0022] In some embodiments, the above application may be a client. This client can support at least one of the Windows operating system, Apple operating system, Android operating system, IOS operating system, and LINUX operating system, and clients of different operating systems can be interconnected. In some embodiments, the above client is a program applied to a mobile terminal equipped with a touch screen. In some embodiments, the above client is an application developed based on a 3D engine. For example, the 3D engine is the Unity engine.
[0023] The terminal in this application may be a desktop computer, a laptop portable computer, a mobile phone, a tablet computer, an e-book reader, a player, etc. In this terminal, a client that supports the virtual environment, for example, a client that supports a 3D virtual environment, is installed and executed. The client may be an application. Optionally, this application may be a stand-alone version of the application (for example, a stand-alone version of a 3D game program), or a network version of the application.
[0024] FIG. 1 is a schematic diagram of the configuration of a terminal provided in one exemplary embodiment of the present application. This terminal includes a processor 101, a touch screen 102, and a memory 103.
[0025] The processor 101 may be at least one of a single-core processor, a multi-core processor, an embedded chip, and a processor having instruction execution capabilities.
[0026] The touch screen 102 includes a normal touch screen or a pressure-sensitive touch screen. The normal touch screen can measure a pressing operation or a sliding operation applied to the touch screen 102, and the pressure-sensitive touch screen can measure the strength of the pressure applied to the touch screen 102.
[0027] The memory 103 stores executable programs of the processor 101. Schematically, the memory 103 stores a virtual environment program A (i.e., the virtual world program A shown in FIG. 1), an application B, an application C, a touch (and pressure) sensing module 18, and a kernel layer 19 of an operating system. Here, the virtual environment program A is an application developed based on the three-dimensional virtual environment module 17. Optionally, the virtual environment program A includes at least one of a game program, a virtual reality program, a three-dimensional map program, and a three-dimensional presentation program developed by the three-dimensional virtual environment module (also called the virtual environment module) 17, but is not limited thereto. For example, when the Android operating system is adopted as the operating system of the terminal, the virtual environment program A is developed in the Java programming language and the C# language. Also, for example, when the iOS operating system is adopted as the operating system of the terminal, the virtual environment program A is developed in the Object-C programming language and the C# language.
[0028] The three-dimensional virtual environment module 17 is a module that supports various operating system platforms. Typically, the three-dimensional virtual environment module is applicable to program development in various fields such as the game development field, the virtual reality (VR) field, and the three-dimensional map field. The embodiments of the present application do not limit the specific type of the three-dimensional virtual environment module 17. In the following embodiments, the case where the three-dimensional virtual environment module 17 is a module developed with the Unity engine will be taken as an example for explanation.
[0029] The touch (and pressure) sensing module 18 is a module for receiving touch events (and pressure touch events) reported from the touch screen driver 191. Optionally, the touch sensing module may not receive pressure touch events without having a pressure sensing function. The touch event includes the type and coordinate value of the touch event, and the type of the touch event includes, but is not limited to, a touch start event, a touch move event, and a touch drop event. The pressure touch event includes the pressure value and coordinate value of the pressure touch event. This coordinate value is for indicating the touch position of the pressure touch operation on the display. Optionally, a two-dimensional coordinate system is obtained by placing the horizontal axis in the horizontal direction of the display and the vertical axis in the vertical direction of the display.
[0030] Typically, the kernel layer 19 includes a touch screen driver 191 and other drivers 192. The touch screen driver 191 is a module for detecting pressure touch events. When the touch screen driver 191 detects a pressure touch event, it transmits the pressure touch event to the touch (and pressure) sensing module 18.
[0031] The other drivers 192 may be drivers related to the processor 101, drivers related to the memory 103, drivers related to network components, drivers related to sound components, etc.
[0032] As can be understood by those skilled in the art, the above merely schematically shows the configuration of the terminal. In different embodiments, the terminal may have more or fewer components. For example, the terminal may include a gravity acceleration sensor, a gyro sensor, a power supply, etc.
[0033] FIG. 2 shows a block diagram of the configuration of a computer system provided in one exemplary embodiment of the present application. This computer system 200 includes a terminal 210 and a server cluster 220.
[0034] In the terminal 210, a client 211 that supports a virtual environment (that is, an application 211 that supports the virtual environment shown in FIG. 2) is installed and running. This client 211 may be an application that supports a virtual environment. When the client 211 runs on the terminal, the user interface of the client 211 is displayed on the screen of the terminal 210. In this embodiment, the case where the client is a FPS game will be taken as an example for description. The terminal 210 is a terminal used by the first user 212. The first user 212 uses the terminal 210 to control and move a first virtual object located in the virtual environment. The first virtual object may also be called the first virtual object of the first user 212. The movement of the first virtual object includes at least one of, but is not limited to, adjustment of body posture, creep, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first virtual object is, for example, a first virtual character such as a simulation character or an anime character.
[0035] The types of devices of the terminal 210 include at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer.
[0036] Only one terminal is shown in FIG. 2, but in different embodiments, there are multiple other terminals 240. In some embodiments, there is also at least one other terminal 240 that is a terminal corresponding to the developer, and a development and editing platform for the client of the virtual environment is installed on the other terminal 240. The developer can edit and update the client on the other terminal 240 and transmit the updated client installation package to the server cluster 220 via a wired or wireless network. The terminal 210 can download the client installation package from the server cluster 220 to implement the update of the client.
[0037] The terminal 210 and the other terminals 240 are connected to the server cluster 220 via a wireless network or a wired network.
[0038] The server cluster 220 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server cluster 220 provides backend services to the client that supports the 3D virtual environment. Optionally, the server cluster 220 is responsible for the main computing operations and the terminal is responsible for the secondary computing operations, or the server cluster 220 is responsible for the secondary computing operations and the terminal is responsible for the main computing operations, or a distributed computing architecture is used between the server cluster 220 and the terminal to perform collaborative computing.
[0039] Optionally, any of the above terminals and servers is a computer device.
[0040] In an example of the mode, the server cluster 220 includes a server 221 and a server 226. The server 221 includes a processor 222, a user account database 223, a battle service module 224, and a user-oriented input / output interface (I / O interface: Input / Output Interface) 225. The server 226 includes an indent module 227. Here, the processor 222 loads instructions stored in the server 221 and processes data in the user account database 223 and the battle service module 224. The user account database 223 stores data of user accounts used by the terminal 210 and other terminals 240, such as the avatar of the user account, the nickname of the user account, the combat power index of the user account, and the service area where the user account is located. The battle service module 224 provides a plurality of battle rooms for users to battle. The user-oriented I / O interface 225 establishes communication with the terminal 210 via a wireless network or a wired network to exchange data.
[0041] In a network game with a virtual environment, a player can control a virtual object to pick up and replace virtual items. When the virtual object enters the pickup area, the player can click on the virtual item displayed in the pickup area to put the virtual item into the virtual backpack. When it is necessary to replace the picked-up virtual item, the player can open the virtual backpack and replace the virtual item in use with the picked-up virtual item. In this process, the player needs to perform multiple-step operations to replace the virtual item, resulting in low usage efficiency of the virtual item. Also, since the server of the network game needs to provide services multiple times in response to the multiple-step operations by the player, the resources that the server should consume increase, and the operating stress on the server becomes greater.
[0042] Referring to the above introduction of the virtual environment and description of the implementation environment, the following describes a method for using virtual items (also referred to as a virtual object control method) provided in an embodiment of the present invention. This method may be executed by a computer device. FIG. 3 is a schematic diagram of an interface of a method for using virtual items provided in one exemplary embodiment of the present application.
[0043] Here, a virtual object 320 is displayed on the display interface 310.
[0044] Typically, in response to a control operation on the virtual object 320, the virtual object 320 is controlled to move within the three-dimensional virtual environment.
[0045] A pickup area may be displayed on the display interface 310. The pickup area contains at least one virtual item. Here, the dotted frame shown in FIG. 3 is the pickup area. The pickup area may contain different types of virtual items. For example, the pickup area contains virtual item 01 and virtual item 02 belonging to different types, and both virtual item 01 and virtual item 02 have various types.
[0046] It should be understood that the pickup area may be displayed on the display interface 310 or may be hidden on the display interface 310. For example, the pickup area is a virtual booth displayed on the display interface 310, and a plurality of virtual items are placed on this virtual booth. Also, for example, when the pickup area is hidden on the display interface 310 and the virtual object 320 enters the pickup area, only the virtual items in the pickup area are displayed.
[0047] In a modal manner, in response to the virtual object 320 entering the pickup area in the three-dimensional virtual environment, a pickup control is displayed. Here, the pickup area contains at least one virtual item, the pickup control is a control corresponding to the virtual item waiting to be used among the at least one virtual item, and at least two interaction areas are displayed on the pickup control.
[0048] Taking the case where the virtual item waiting to be used is virtual item 1 as an example, a first interaction area 331 and a second interaction area 332 are displayed on the pickup control 330. It should be understood that other interaction areas may be displayed on the pickup control corresponding to the virtual item waiting to be used. In this application, only the case where two interaction areas are displayed on the pickup control corresponding to the virtual item waiting to be used is taken as an example. Regarding the case where three or more interaction areas are displayed, the description is similar to this, and the following content can be referred to, and further description is omitted.
[0049] In a modal manner, the pickup area contains at least one virtual item. When multiple virtual items are included, they may be different types of virtual items. For example, the virtual item may be one of a virtual confrontation item, a virtual part, and a virtual decoration item.
[0050] Optionally, the display style of the pickup control 330 is determined by the type of the virtual item waiting to be used.
[0051] Here, the display style of the pickup control 330 is the color of the frames of at least two interaction areas, and the corner marks of at least two interaction areas, and the brightness of at least two interaction areas, and the shape of at least two interaction areas, and The transparency of at least two interaction regions, and The pattern style within at least two interaction regions, and The text style within at least two interaction regions, may include at least one of the display information.
[0052] The pickup region respectively includes three candidate virtual items which are virtual item 1, virtual item 2, and virtual item 3, and one pickup control is displayed corresponding to each of the candidate virtual items.
[0053] When the three candidate virtual items respectively belong to three different types, the display styles of the three pickup controls corresponding to the three candidate virtual items are also different. For example, virtual item 1 is a virtual confrontation item, virtual item 2 is a virtual sight of virtual item 1, and virtual item 3 is a virtual helmet. In this case, it can be distinguished by display information such as the frame color and corner mark of at least two interaction regions in the pickup controls of the three candidate virtual items.
[0054] Exemplarily, in the pickup control 330 corresponding to virtual item 1, the frame colors of the first interaction region 331 and the second interaction region 332 are blue, and there is a triangular corner mark at the upper left corner of the first interaction region 331. Also, the pattern style of virtual item 1 is displayed in the first interaction region 331, and the name of virtual item 1 is displayed in the second interaction region 332.
[0055] In the pickup control 340 corresponding to the virtual item 2, the frame colors of the first interaction area 341 and the second interaction area 342 are orange, and at the upper left corner of the first interaction area 341, there is a corner mark of a double-headed arrow. Also, in the second interaction area 341, the pattern style of the virtual item 2 is displayed, and in the second interaction area 342, the name of the virtual item 2 is displayed.
[0056] Similarly, the pickup control corresponding to the virtual item 3 will not be further described.
[0057] Optionally, when the pickup area contains a first candidate virtual item and a second candidate virtual item, when the virtual object 320 enters the pickup area, the first pickup control and the second pickup control may be respectively displayed. Here, the first pickup control is a control corresponding to the first candidate virtual item, the second pickup control is a control corresponding to the second candidate virtual item, and the display styles of the first pickup control and the second pickup control are different.
[0058] Still, taking the case where the first candidate virtual item is the virtual item 1 and the second candidate virtual item is the virtual item 2 as an example. When the player controls the virtual object 320 to enter the pickup area, the pickup control 330 corresponding to the virtual item 1 and the pickup control 340 corresponding to the virtual item 2 are displayed on the display interface 310.
[0059] Here, the display styles of the pickup control 330 and the pickup control 340 are different, and they can be distinguished by various display information such as the frame colors, corner marks, brightness, shapes, transparencies, pattern styles, text styles, etc. of at least two interaction areas displayed on the two pickup controls.
[0060] In a pattern, in response to a trigger operation in the interaction area to be triggered among at least two interaction areas, a virtual item waiting for use is used in a usage method corresponding to the interaction area to be triggered.
[0061] Here, the use of the virtual item waiting for use includes at least one usage method among replacement, equipment, wearing, storage, gifting, and virtual currency exchange. For example, the player triggers the interaction area to be triggered and replaces the virtual item used by the virtual object 320 with the virtual item waiting for use. Also, for example, the player triggers the interaction area to be triggered and updates the virtual item stored in the virtual backpack of the virtual object 320 to a combined virtual item. The combined virtual item is composed of the virtual item stored in the virtual backpack and the virtual item waiting for use. For example, a virtual hammer is composed of a virtual hammer head and a virtual stick. Also, for example, the player triggers the interaction area to be triggered, exchanges the virtual item waiting for use for virtual currency, and increases the virtual currency stock of the virtual object 320.
[0062] Optionally, each of the at least two interaction areas corresponds to at least one usage method of the virtual item waiting for use, and different interaction areas correspond to different usage methods.
[0063] Still, taking the case where the virtual item waiting for use is virtual item 1 as an example. When the player controls the virtual object 320 to enter the pickup area, the pickup control 330 of virtual item 1 is displayed.
[0064] After that, when the player triggers the first interaction area 331, that is, when the interaction area to be triggered is the first interaction area 331, the virtual item 1 is used in the first usage method corresponding to the first interaction area 331. When the player triggers the second interaction area 332, that is, when the interaction area to be triggered is the second interaction area 332, the virtual item 1 is used in the second usage method corresponding to the second interaction area 332.
[0065] Here, the first usage method and the second usage method are different.
[0066] According to the above description, the use of the virtual item waiting to be used includes at least one usage method among replacement, equipment, wearing, storage, gifting, and virtual currency exchange. Optionally, the usage methods corresponding to each of at least two interaction areas are A method of replacing the first virtual item used by the virtual object with the virtual item waiting to be used, where the first virtual item and the virtual item waiting to be used are of the same type of virtual item, and A method of replacing the spare second virtual item of the virtual object with the virtual item waiting to be used, where the second virtual item and the virtual item waiting to be used are of the same type of virtual item, and A method of replacing the third virtual item used by the virtual object with the virtual item waiting to be used, where the third virtual item and the virtual item waiting to be used are virtual items of the same type but not of the same model, and A method of replacing the spare fourth virtual item of the virtual object with the virtual item waiting to be used, where the fourth virtual item and the virtual item waiting to be used are virtual items of the same type but not of the same model, and A method of upgrading the fifth virtual item held by the virtual object to the virtual item waiting to be used, where the fifth virtual item and the virtual item waiting to be used are of the same type of virtual item, and A method for updating a combined virtual item by combining a sixth virtual item held by a virtual object, where the combined virtual item is a combination of the sixth virtual item and a virtual item waiting to be used, and the method includes: Putting the virtual item waiting to be used into the virtual backpack, that is, storing the virtual item waiting to be used by the virtual backpack, and the method includes: Giving the virtual item waiting to be used to another virtual object, and the method includes: Equipping or wearing the virtual item waiting to be used on the virtual object, and the method includes: Exchanging the virtual item waiting to be used for virtual currency, and the method includes at least one of the above.
[0067] Here, the usage methods corresponding to at least two interaction areas may be set according to actual needs.
[0068] Still, taking the case where the virtual item waiting to be used is virtual item 1 as an example, in the pickup control 330 corresponding to virtual item 1, the usage method corresponding to the first interaction area 331 may be a method of replacing the spare second virtual item of the virtual object with the virtual item waiting to be used, and the usage method corresponding to the second interaction area 332 may be a method of replacing the first virtual item used by the virtual object with the virtual item waiting to be used.
[0069] Similarly, taking the case where the virtual item waiting to be used is virtual item 2 as an example, in the pickup control 340 corresponding to virtual item 2, the usage method corresponding to the first interaction area 341 may be a method of replacing the first virtual item used by the virtual object with the virtual item waiting to be used, and the usage method corresponding to the second interaction area 342 may be a method of putting the virtual item waiting to be used into the virtual backpack.
[0070] In the embodiments of the present application, a virtual object control method is provided. This method includes the following steps 1 and 2.
[0071] In step 1, a pickup control is displayed, and the pickup control includes at least two interaction areas, and each interaction area corresponds to a usage mode of a virtual item.
[0072] Here, each interaction area may correspond to at least one usage mode of the virtual item. The embodiments of the present application do not limit the number of usage modes corresponding to each interaction area. Different interaction areas may correspond to the same usage mode or different usage modes.
[0073] In step 2, the virtual object is controlled to use the virtual item in a usage mode corresponding to at least two interaction areas.
[0074] Since the interaction area corresponds to the usage mode of the virtual item, the virtual object can be controlled to use the virtual item in a usage mode corresponding to at least two interaction areas. For example, among at least two interaction areas, the virtual item is used in a usage mode corresponding to a randomly selected one of the interaction areas. Also, for example, among at least two interaction areas, the virtual item is used in a usage mode corresponding to the selected interaction area. The embodiments of the present application do not limit here.
[0075] In the embodiments of the present application, since at least two interaction regions are included in the displayed pickup control, the virtual object can be controlled to use the virtual item in a usage mode corresponding to at least two interaction regions. The player does not need to first select the virtual item and then select the usage mode of the virtual item, reducing the operation steps of multiple usage modes such as picking up and replacing the virtual item, and improving the usage efficiency of the virtual item. Accordingly, the number of executions of the control operation of the player in the network game (used to control the pickup or replacement of the virtual item) is also reduced, the number of times the server of the network game provides services in response to the control operation by the player is also reduced, the resources that the server should consume are reduced, and the operation stress of the server is reduced.
[0076] FIG. 4 shows a flowchart of a method for using a virtual item (i.e., a virtual object control method) provided in one exemplary embodiment of the present application. This method includes the following steps 402, 404, and 406. Here, the method shown in FIG. 4 is one exemplary implementation form of the above method. For example, step 1 of the above method may be realized by the following step 404, and step 2 of the above method may be realized by the following step 406.
[0077] In step 402, in response to a control operation on the virtual object, the virtual object is controlled to move within the three-dimensional virtual environment.
[0078] Here, the three-dimensional virtual environment is a virtual environment that is displayed (or provided) when the application is executed on the terminal. The virtual environment may be a simulation world for the real world, a semi-simulation and semi-virtual world, or a pure virtual world. A virtual object is an object that can move in the three-dimensional virtual environment. This movable object may be a virtual character, a virtual animal, an anime character, etc. It should be understood that the three-dimensional virtual environment is only an example of the virtual environment. The embodiments of the present application do not limit the form of the virtual environment. For example, the virtual environment may be a two-dimensional virtual environment or a virtual environment in other forms. Accordingly, step 402 may be a step of controlling the virtual object to move within the virtual environment in response to a control operation on the virtual object. A virtual object is an object that can move in the virtual environment.
[0079] Typically, the control operation on the virtual object is an operation for controlling the movement of the virtual object. This operation may be a touch control operation on the touch screen, or a control operation performed on the virtual object by an external device such as a game controller or a mouse. For example, the player can control the virtual object to move to a position corresponding to the tap operation within the three-dimensional virtual environment by tapping the touch screen of the mobile phone terminal. Also, for example, the player can control the virtual object to move within the three-dimensional virtual environment by operating the direction keys of the game controller.
[0080] Referring to FIG. 3, a virtual object 320 is displayed on the display interface 310, and in response to a control operation on the virtual object 320, the virtual object 320 can move within the three-dimensional virtual environment displayed on the display interface 310.
[0081] In step 404, in response to the virtual object entering the pickup area within the three-dimensional virtual environment, a pickup control is displayed.
[0082] According to the above-described content, in response to a control operation, a virtual object can be controlled to move within a three-dimensional virtual environment. When the virtual object enters a pickup area, a pickup control may be displayed for the player to use at least one virtual item in the pickup area. In order to control the virtual object to move within the virtual environment in step 402, the virtual object can move according to the control and enter an accessible area of the virtual object within the virtual environment. The accessible area of the virtual object includes, but is not limited to, the pickup area. The pickup area can be used to pick up virtual items. Therefore, step 404 may be a step of displaying a pickup control in response to the virtual object moving and entering the pickup area within the virtual environment.
[0083] Exemplarily, the method provided in the embodiments of the present application further includes: a step of obtaining first position information of a virtual object, where the first position information is for indicating the position where the virtual object is located; a step of obtaining second position information of a pickup area, where the second position information is for indicating the position where the pickup area is located; and a step of determining, based on the first position information and the second position information, whether the virtual object has moved and entered the pickup area within the virtual environment. For example, based on the first position information and the second position information, if it is determined that the position where the virtual object is located is within the position where the pickup area is located, it is determined that the virtual object has moved and entered the pickup area within the virtual environment.
[0084] Exemplarily, the position where the virtual object is located is a single point, the position where the pickup area is located is a single area, and the area where the pickup area is located includes the edge of the area and the interior of the area surrounded by the edge of the area. When the point where the virtual object is located is at the edge of the area or inside the area, it can be determined that the virtual object has moved into the pickup area within the virtual environment. Alternatively, the position where the virtual object is located and the position where the pickup area is located are both areas. When these two areas completely overlap or partially overlap, it can be determined that the virtual object has moved into the pickup area within the virtual environment. Alternatively, the position where the virtual object is located is a single area, and the position where the pickup area is located is a single point (for example, the position where the pickup area is located itself is a single point, or the position where the pickup area is located can be represented as a single point (for example, the position where the pickup area is located itself is a single area, but is represented by a single point at the edge of the area or a single point inside the area)). The area where the virtual object is located includes the edge of the area and the interior of the area surrounded by the edge of the area. When the point where the pickup area is located is at the edge of the area or inside the area, it can be determined that the virtual object has moved into the pickup area within the virtual environment.
[0085] For example, when regarding the virtual environment as a coordinate system, the first position information is a single coordinate in the coordinate system (corresponding to a single point described above), and the second position information is a coordinate set including a plurality of coordinates in the coordinate system (corresponding to a single area described above). For example, the first position information is the coordinate (5, 5), the pickup area is a rectangular area, and the second position information includes the coordinates (0, 0), (10, 0), (0, 10), and (10, 10) of the four vertices of the pickup area. Based on the first position information and the second position information, since it can be determined that the point where the virtual object is located is inside the pickup area, it can be determined that the virtual object has moved into the pickup area within the virtual environment.
[0086] Here, the pickup area may always be displayed on the display interface (for example, a virtual food stall). The pickup area may be hidden on the display interface and may be displayed after the virtual object enters the pickup area. In other optional implementation scenarios, when the virtual object enters the pickup area, instead of displaying the pickup area, only at least one virtual item included in the pickup area may be displayed. The dotted frame shown in FIG. 3 is the pickup area. The pickup area may include different types of virtual items. For example, the pickup area may include virtual item 01 and virtual item 02 belonging to different types, and both virtual item 01 and virtual item 02 have various types.
[0087] Typically, the pickup area includes at least one virtual item, and the pickup control is a control corresponding to the virtual item waiting to be used (also referred to as the reference virtual item) among at least one virtual item. In other words, the pickup control corresponds to the reference virtual item among at least one virtual item. Here, the reference virtual item may be all or part of at least one virtual item, and the number of reference virtual items is less than or equal to the number of at least one virtual item. When at least one virtual item refers to one virtual item, the number of reference virtual items is one. When at least one virtual item refers to a plurality (i.e., at least two) of virtual items, the number of reference virtual items is one or more. Exemplarily, the fact that the pickup control corresponds to the reference virtual item among at least one virtual item may mean that each pickup control corresponds to at least one reference virtual item (for example, the pickup control and the reference virtual item are in a one-to-one correspondence).
[0088] In an embodiment of the present application, in response to a virtual object moving and entering a pickup area in a virtual environment, at least one virtual item included in the pickup area is determined, a reference virtual item is determined from among the at least one virtual item, and a pickup control corresponding to the reference virtual item is displayed. Exemplarily, among the at least one virtual item, a specified number of virtual items may be determined as the reference virtual item. Alternatively, among the at least one virtual item, a virtual item at a specified position may be determined as the reference virtual item (for example, referring to FIG. 3, the at least one virtual item is displayed divided into two columns, and being at a specified position may mean being in the first column or being in the second column). Alternatively, among the at least one virtual item, a virtual item that satisfies a selection condition may be determined as the reference virtual item. Satisfying the selection condition may be having a specified type, a specified model, etc., and is not limited herein. The selection condition may be a condition set by default or a condition set by the player himself / herself, and is not limited in the same way herein.
[0089] At least two interaction regions are displayed in the pickup control. Here, at least two interaction regions displayed in the pickup control respectively correspond to at least one usage method of the virtual item waiting to be used. In other words, each of the at least two interaction regions corresponds to at least one usage method of the virtual item waiting to be used. Since at least two interaction regions are displayed in the pickup control, the player can, in a subsequent step (e.g., step 406), trigger any one of the interaction regions (e.g., the player performs a trigger operation on any one of the at least two interaction regions), and use the virtual item waiting to be used in the usage method corresponding to the interaction region. Referring to FIG. 3, taking the case where the virtual item waiting to be used is virtual item 1 as an example, a first interaction region 331 and a second interaction region 332 are displayed in the pickup control 330.
[0090] As described above, each pickup control corresponds to at least one reference virtual item.
[0091] When each pickup control corresponds to only one reference virtual item and each interaction region corresponds to only one usage method, when the player triggers one interaction region in one pickup control subsequently, the player may use the one reference virtual item corresponding to the pickup control in the one usage method corresponding to the interaction region.
[0092] When each pickup control corresponds to a plurality of reference virtual items and each interaction area corresponds to only one usage method, when a player subsequently triggers one interaction area in one pickup control, one usage method corresponding to the interaction area is used to use each of the plurality of reference virtual items corresponding to the pickup control.
[0093] When each pickup control corresponds to one reference virtual item and each interaction area corresponds to a plurality of usage methods, when a player subsequently triggers one interaction area in one pickup control, the one reference virtual item corresponding to the pickup control is used multiple times in a plurality of usage methods corresponding to the interaction area.
[0094] When each pickup control corresponds to a plurality of reference virtual items and each interaction area corresponds to a plurality of usage methods, when a player subsequently triggers one interaction area in one pickup control, each of the plurality of reference virtual items corresponding to the pickup control may be used multiple times in a plurality of usage methods corresponding to the interaction area (for example, use reference virtual item 1 in usage method 1 and usage method 2 respectively, and use reference virtual item 2 in usage method 1 and usage method 2 respectively), or for each of the plurality of reference virtual items corresponding to the pickup control, one usage method may be selected from the plurality of usage methods corresponding to the interaction area (the one interaction area triggered by the player) to use the target reference virtual item (for example, use reference virtual item 1 in usage method 1 and use reference virtual item 2 in usage method 2. Also, for example, use reference virtual item 1 in usage method 2 and use reference virtual item 2 in usage method 1).
[0095] It should be understood that other interaction areas may be displayed for the pickup control corresponding to the virtual item waiting to be used. In the following examples, only the case where two interaction areas are displayed for the pickup control will be taken as an example. The description regarding the case where three or more interaction areas are displayed is similar and further description will be omitted.
[0096] According to the above-described content, when a plurality of virtual items are included in the pickup area, the plurality of virtual items may be virtual items of different types. For example, the plurality of virtual items included in the pickup area may be one of virtual confrontation items, virtual parts, and virtual decoration items. Optionally, the display style of the pickup control is determined by the type of the virtual item waiting to be used.
[0097] Taking the case where a first interaction area and a second interaction area are displayed for the pickup control as an example. FIG. 5 is a schematic diagram of a pickup control provided in one exemplary embodiment of the present application. Here, the pattern style of the virtual item waiting to be used is displayed in the first interaction area, and the model number of the virtual item waiting to be used is displayed in the second interaction area.
[0098] In order to distinguish different types of virtual items waiting to be used, different display styles may be used. Referring to FIG. 5 and taking the first interaction area as an example, the first type of virtual item waiting to be used adopts display style 1, and the second type of virtual item waiting to be used adopts display style 2. Here, display style 1 and display style 2 are different display styles. Optionally, the display style of the pickup control is the frame color of at least two interaction areas, and the corner marks of at least two interaction areas, and the luminance of at least two interaction areas, and the shape of at least two interaction areas, and The transparency of at least two interaction regions, and The pattern style within at least two interaction regions, and It may include at least one of the display information of the text style within at least two interaction regions.
[0099] Here, the display information of any one of the frame color, corner mark, brightness, shape, transparency, pattern style, and text style of each interaction region may be set according to actual needs. The present application does not limit this.
[0100] Referring to FIG. 5, assume that the first type is a virtual confrontation item and the second type is a virtual part of the virtual confrontation item. Here, the first interaction region corresponding to the virtual confrontation item may adopt display style 1, and the first interaction region corresponding to the virtual part may adopt display style 2.
[0101] Exemplarily, display style 1 and display style 2 may be distinguished by the frame color, corner mark, and pattern style. For example, in display style 1, the frame color is blue, the corner mark is a triangle, and the pattern style is the pattern of the virtual confrontation item. In display style 2, the frame color is orange, the corner mark is a double-headed arrow, and the pattern style is the pattern of the virtual part.
[0102] It should be understood that different interaction regions of the same virtual item waiting to be used may have different display styles. For example, when the virtual item waiting to be used is a virtual confrontation item, the first interaction region of the virtual confrontation item may adopt display style 1. In the display style of the second interaction region of the virtual confrontation item, the frame color is blue and the corner mark is not displayed. Also, the name of the virtual confrontation item may be displayed in the second interaction region, and relevant information of the virtual confrontation item, such as the model number of the virtual confrontation item and other related virtual items, may be attached to this name.
[0103] In one optional implementation scenario, the pickup area contains a plurality of virtual items. Referring to FIG. 3, the pickup area contains virtual item 01 and virtual item 02 belonging to different types, and both virtual item 01 and virtual item 02 have various types.
[0104] Optionally, taking the case where the pickup area contains a first candidate virtual item and a second candidate virtual item as an example, when the virtual object 320 enters the pickup area, the first pickup control and the second pickup control may be respectively displayed. Here, the first pickup control is a control corresponding to the first candidate virtual item, the second pickup control is a control corresponding to the second candidate virtual item, and the display styles of the first pickup control and the second pickup control are different.
[0105] Referring to FIG. 3, taking the case where the first candidate virtual item is virtual item 1 and the second candidate virtual item is virtual item 2 as an example. When the player controls the virtual object 320 to enter the pickup area, the pickup control 330 corresponding to virtual item 1 and the pickup control 340 corresponding to virtual item 2 are displayed on the display interface 310.
[0106] Here, the display styles of the pickup control 330 and the pickup control 340 are different, and they can be distinguished by various display information such as the frame color, corner mark, brightness, shape, transparency, pattern style, text style, etc. of at least two interaction areas displayed on the two pickup controls.
[0107] In step 406, in response to a trigger operation in the interaction area to be triggered among at least two interaction areas, a usage virtual item corresponding to the interaction area to be triggered is used in a usage method corresponding to the interaction area to be triggered.
[0108] Here, the interaction area to be triggered is also called the target interaction area (or reference interaction area), and is the interaction area determined by the player after selection as the one that needs to be triggered. As described above, the pickup control includes at least two interaction areas, and the player can browse at least two interaction areas and determine at will the interaction area that needs to be selected. Thereafter, the player can perform a trigger operation on the interaction area that needs to be selected. As a result, the interaction area targeted by the trigger operation becomes the interaction area to be triggered, that is, the reference interaction area. It is easy to understand that the interaction area where the player performs the trigger operation is the interaction area targeted by the trigger operation. Therefore, this step 406 may also be a step of controlling the virtual object to use the reference virtual item in a usage method corresponding to the reference interaction area targeted by the trigger operation in response to the trigger operation on the reference interaction area among at least two interaction areas. It should be understood that the reference interaction area is all or part of at least two interaction areas displayed in the pickup control, and the number of reference interaction areas may be one or more. Of course, the number of reference interaction areas is less than or equal to the number of at least two interaction areas displayed.
[0109] In a pattern, the use of a virtual item waiting to be used includes at least one use method among replacement, equipment, wearing, storage, gifting, and virtual currency exchange. For example, a player triggers an interaction area to be targeted, and replaces the first virtual item used by the virtual object with the virtual item waiting to be used. Also, for example, a player triggers an interaction area to be targeted, and updates the second virtual item stored in the virtual backpack of the virtual object to a combined virtual item. The combined virtual item is composed of the second virtual item and the virtual item waiting to be used. Also, for example, a player triggers an interaction area to be targeted, exchanges the virtual item waiting to be used for virtual currency, and increases the virtual currency stock of the virtual object.
[0110] Optionally, according to the use method of the virtual item waiting to be used, the use methods corresponding to each of at least two interaction areas are A method of replacing the first virtual item used by the virtual object with the virtual item waiting to be used, where the first virtual item and the virtual item waiting to be used are of the same type of virtual item, and A method of replacing the spare second virtual item of the virtual object with the virtual item waiting to be used, where the second virtual item and the virtual item waiting to be used are of the same type of virtual item, and A method of replacing the third virtual item used by the virtual object with the virtual item waiting to be used, where the third virtual item and the virtual item waiting to be used are virtual items of the same type but not of the same model, and A method of replacing the spare fourth virtual item of the virtual object with the virtual item waiting to be used, where the fourth virtual item and the virtual item waiting to be used are virtual items of the same type but not of the same model, and A method of upgrading the fifth virtual item held by the virtual object to the virtual item waiting to be used, where the fifth virtual item and the virtual item waiting to be used are of the same type of virtual item, and A method of updating a combined virtual item by combining the sixth virtual item held by a virtual object, where the combined virtual item is a combination of the sixth virtual item and a virtual item waiting to be used. A method of putting a virtual item waiting to be used into a virtual backpack. A method of giving a virtual item waiting to be used to another virtual object. A method of equipping or wearing a virtual item waiting to be used on a virtual object. A method of exchanging a virtual item waiting to be used for virtual currency, including at least one of them.
[0111] Here, the usage methods corresponding to at least two interaction areas may be set according to actual needs.
[0112] It should be understood that the virtual items held by a virtual object include at least one of the virtual items currently used by the virtual object, spare virtual items, and virtual items placed in the virtual backpack.
[0113] Exemplarily, taking the case where the virtual item waiting to be used is a virtual confrontation item as an example, when the fifth virtual item is the same type of virtual confrontation item currently used by the virtual object, the fifth virtual item in the virtual backpack can be upgraded, that is, the fifth virtual item can be updated to a virtual item waiting to be used. Optionally, the fifth virtual item can be directly discarded or put into the virtual backpack.
[0114] Exemplarily, taking the case where the virtual item waiting to be used is a virtual top as an example, when the sixth virtual item is a virtual skirt placed in the virtual backpack by the virtual object, a virtual suit can be obtained by combining the virtual top and the virtual skirt. Optionally, the virtual suit can be put into the virtual backpack or directly replace the virtual suit currently worn by the virtual object.
[0115] Exemplarily, taking the case where the virtual item awaiting use is a virtual part as an example, in response to a trigger operation in the interaction area targeted by the trigger, the virtual part may be given to a friend virtual object, given to a specified virtual object, or exchanged for virtual currency and saved.
[0116] Referring to FIG. 3, taking the case where the virtual item awaiting use is virtual item 1 as an example, in the pickup control 330 corresponding to virtual item 1, the usage method corresponding to the first interaction area 331 may be a method of replacing the virtual item awaiting use with a spare second virtual item of the virtual object, and the usage method corresponding to the second interaction area 332 may be a method of replacing the first virtual item used by the virtual object with the virtual item awaiting use.
[0117] Similarly, taking the case where the virtual item awaiting use is virtual item 2 as an example, in the pickup control 340 corresponding to virtual item 2, the usage method corresponding to the first interaction area 341 may be a method of replacing the first virtual item used by the virtual object with the virtual item awaiting use, and the usage method corresponding to the second interaction area 342 may be a method of putting the virtual item awaiting use into the virtual backpack.
[0118] As described above, in the method for using virtual items provided in the embodiments of the present application, when a virtual object enters a pickup area in a three-dimensional virtual environment, at least two interaction areas are displayed on the pickup control, so that the player can use the virtual item waiting to be used in a usage mode corresponding to a different interaction area by performing trigger operations in different interaction areas, reducing the operation steps of multiple usage modes such as picking up and replacing virtual items, and improving the usage efficiency of virtual items. Accordingly, the number of executions of the control operation of the player in the network game (used to control the pickup or replacement of virtual items) is also reduced, the number of times the server of the network game provides services in response to the control operation by the player is also reduced, the resources that the server should consume are reduced, and the operation stress of the server is reduced.
[0119] According to the foregoing content, the virtual item waiting to be used may correspond to multiple usage modes. Optionally, each of the at least two interaction areas displayed on the pickup control corresponds to at least one usage mode of the virtual item waiting to be used, and different interaction areas correspond to different usage modes.
[0120] In one optional implementation scenario, one interaction area corresponds to one usage mode of the virtual item waiting to be used. In another optional implementation scenario, one interaction area corresponds to at least two usage modes of the virtual item waiting to be used, and at least two usage modes corresponding to any of the interaction areas are also different.
[0121] Optionally, step 406 may be implemented to use the virtual item waiting to be used in a first usage mode corresponding to the first interaction area in response to a trigger operation in the first interaction area among at least two interaction areas, and to use the virtual item waiting to be used in a second usage mode corresponding to the second interaction area in response to a trigger operation in the second interaction area among at least two interaction areas. Here, the first usage mode includes one or more usage modes, the second usage mode includes one or more usage modes, and the number of usage modes included in the first usage mode is the same as or different from the number of usage modes included in the second usage mode. Moreover, the first usage mode and the second usage mode are different. For example, if any usage mode included in the first usage mode is different from any usage mode included in the second usage mode, the first usage mode and the second usage mode are considered different. Also, for example, if the usage modes included in the first usage mode do not completely match the usage modes included in the second usage mode, the first usage mode and the second usage mode are considered different.
[0122] Typically, the use of the virtual item waiting to be used includes at least one usage mode among replacement, equipment, wearing, storage, gifting, and virtual currency exchange. Optionally, the specific modes of the first usage mode and the second usage mode may be set according to actual needs. For the related description of the usage mode, reference may be made to the foregoing content, and further description is omitted here.
[0123] According to the foregoing content, there are various types of items waiting to be used. For example, the virtual item waiting to be used may be one of a virtual confrontation item, a virtual part, and a virtual decoration item. Depending on the different types of the virtual item waiting to be used, the virtual item waiting to be used may be used in different usage modes in response to a trigger operation in the interaction area targeted by the trigger.
[0124] According to the type of the virtual item waiting to be used, three optional implementation forms of step 406 are shown below.
[0125] 1. The waiting virtual item (i.e., the reference virtual item) is a virtual confrontation item, and the interaction area to be triggered (i.e., the reference interaction area to be the target of the trigger operation) is at least one of the first interaction area and the second interaction area.
[0126] Optionally, step 406 is a step of controlling the virtual object to replace the first virtual item used by the virtual object with a waiting virtual item (in this embodiment, a virtual confrontation item) in response to a trigger operation in the first interaction area among at least two interaction areas, or controlling the virtual object to equip the waiting virtual item (in other words, controlling the virtual object to equip the virtual object item), where the first virtual item and the waiting virtual item are of the same type of virtual confrontation item; and a step of controlling the virtual object to replace the spare second virtual item of the virtual object with the waiting virtual item in response to a trigger operation in the second interaction area among at least two interaction areas, or controlling the virtual object to put the waiting virtual item into the virtual backpack, where the second virtual item and the waiting virtual item are of the same type of virtual confrontation item, and it may be implemented as such.
[0127] It should be understood that the usage methods corresponding to the first interaction area and the second interaction area can be replaced, and the above examples are only illustrative examples.
[0128] Taking as an example the case where the usage method corresponding to the first interaction area is a method of replacing the spare second virtual item of the virtual object with the waiting virtual item, and the usage method corresponding to the second interaction area is a method of replacing the first virtual item used by the virtual object with the waiting virtual item, FIG. 6 shows a schematic diagram of the interface of the usage method of the virtual item provided in one exemplary embodiment of the present application.
[0129] Here, a virtual object 620 is displayed on the display interface 610. In response to a control operation on the virtual object 620, the virtual object 620 can be controlled to move within the three-dimensional virtual environment on the display interface 610. When the virtual object 620 enters a pickup area (not shown), a plurality of pickup controls are displayed.
[0130] Taking the case where the virtual item waiting to be used is a virtual item of model number 1 as an example, when the virtual object 620 enters the pickup area, a pickup control 630 for the virtual item of model number 1 is displayed, and a first interaction area 631 and a second interaction area 632 are displayed on the pickup control 630.
[0131] Optionally, a virtual countermeasure item held by the virtual object 620 is also displayed on the display interface 610. Here, the virtual object 620 holds the first virtual item 011 in its hand, and the first virtual item 011 is the virtual countermeasure item used by the virtual object 620. The virtual object 620 carries the second virtual item 021 on its back, and the second virtual item 021 is a spare virtual countermeasure item of the virtual object 620. Here, the player can replace the second virtual item 021 with the virtual countermeasure item being used through an exchange operation. In this case, the first virtual item 011 becomes the spare virtual countermeasure item.
[0132] Optionally, an item display area for the first virtual item 011 and the second virtual item 021 is also displayed on the display interface 610. Here, the item display area for the first virtual item 011 is 012, and the item display area for the second virtual item 021 is 022.
[0133] Taking the case where the first virtual item 011 is a virtual shooting item with reference to FIG. 6 as an example, a plurality of model numbers of virtual shooting items are displayed on the display interface 610. Assuming that the virtual item waiting to be used is a virtual shooting item of model number 1, the first virtual item 011, the second virtual item 021, and the virtual shooting item of model number 1 are of the same type of virtual confrontation item.
[0134] Taking the case where the first interaction area 631 and the second interaction area 632 are displayed on the pickup control 630 as an example.
[0135] (1) Optionally, when the player triggers the first interaction area 631, the spare second virtual item 021 of the virtual object 620 is replaced with a virtual shooting item of model number 1.
[0136] With reference to FIG. 6, when the first interaction area 631 is triggered, the pickup control 630 of the virtual shooting item of model number 1 is no longer displayed on the display interface 610, and at the display position of the pickup control 630, the pickup control 640 of the virtual shooting item of model number 2 is updated and displayed, and the first interaction area 641 and the second interaction area 642 are displayed on the pickup control 640.
[0137] At the same time, on the display interface 610, the second virtual item 021 carried by the virtual object 620 is replaced with the third virtual item 031 and displayed, and the third virtual item 031 is a virtual shooting item of model number 1. Moreover, the item display area 022 of the second virtual item 021 is updated to the item display area 032 of the third virtual item 031.
[0138] (2) Optionally, when the player triggers the second interaction area 632, the first virtual item 011 used by the virtual object 620 is replaced with a virtual shooting item of model number 1.
[0139] Referring to FIG. 6, when the first interaction area 631 is triggered, on the display interface 610, the pickup control 630 of the virtual shooting item of model number 1 disappears, and at the display position of the pickup control 630, the pickup control 650 of the first virtual item 011 is updated and displayed, and on the pickup control 650, a first interaction area 651 and a second interaction area 652 are displayed.
[0140] At the same time, on the display interface 610, the first virtual item 011 held by the virtual object 620 is replaced by the third virtual item 031 and displayed, and the third virtual item 031 is a virtual shooting item of model number 1. Moreover, the item display area 012 of the first virtual item 011 is updated to the item display area 032 of the third virtual item 031.
[0141] Optionally, when the first virtual item 011 is replaced with a virtual shooting item of model number 1 for use, the first virtual item 011 can be directly discarded or put into the virtual backpack for subsequent use. When the second virtual item 021 is replaced with a virtual shooting item of model number 1, similarly, the second virtual item 021 can be directly discarded or put into the virtual backpack.
[0142] 2. The virtual item waiting to be used (i.e., the reference virtual item) is a virtual part of the virtual confrontation item, and the interaction area to be triggered (i.e., the reference interaction area targeted by the trigger operation) is at least one of the first interaction area and the second interaction area.
[0143] Optionally, step 406 is a step of controlling the virtual object to replace a third virtual item used by the virtual object with a virtual item waiting to be used (in this embodiment, a virtual part of a virtual countermeasure item) in response to a trigger operation in a first interaction area among at least two interaction areas, where the third virtual item and the virtual item waiting to be used are virtual parts of the same type but not of the same form; and a step of controlling the virtual object to replace a preliminary fourth virtual item of the virtual object with the virtual item waiting to be used, or controlling the virtual object to upgrade a fifth virtual item held by the virtual object to the virtual item waiting to be used, or controlling the virtual object to put the virtual item waiting to be used into a virtual backpack in response to a trigger operation in a second interaction area among at least two interaction areas, where the fourth virtual item and the virtual item waiting to be used are virtual parts of the same type but not of the same form, and the fifth virtual item and the virtual item waiting to be used are virtual parts of the same type, and may be implemented as such.
[0144] It should be understood that the usage methods corresponding to the first interaction area and the second interaction area can be replaced, and the above examples are merely illustrative examples.
[0145] Taking as an example the case where the usage method corresponding to the first interaction area is a method of updating a third virtual item used by the virtual object with a virtual item waiting to be used, and the usage method corresponding to the second interaction area is a method of putting the virtual item waiting to be used into a virtual backpack, FIG. 7 shows a schematic diagram of an interface for a method of using virtual items provided in one exemplary embodiment of the present application.
[0146] Here, a virtual object 720 is displayed on the display interface 710. In response to a control operation on the virtual object 720, the virtual object 720 can be controlled to move within the three-dimensional virtual environment on the display interface 710. When the virtual object 720 enters a pickup area (not shown), a plurality of pickup controls are displayed.
[0147] Taking the case where the virtual part is the virtual scope in the virtual countermeasure item as an example, when the virtual object 720 enters the pickup area, what the virtual object 720 is equipped with is a 2x scope. Optionally, on the display interface 710, an item display area 01 of the currently equipped virtual part is also displayed, and what is displayed in the item display area 01 is a 2x scope.
[0148] Taking the case where the virtual item waiting to be used is a 4x scope as an example, when the virtual object 720 enters the pickup area, a pickup control 730 with a 4x scope is displayed, and on the pickup control 730, a first interaction area 731 and a second interaction area 732 are displayed.
[0149] Referring to FIG. 7, taking the case where the virtual part is the virtual scope in the virtual part as an example, on the display interface 710, a plurality of types of virtual scopes are displayed. Assuming that the virtual item waiting to be used is a 4x scope, the 2x scope equipped by the virtual object 720 is a virtual part of the same kind but not the same type as the 4x scope.
[0150] Still taking the case where the first interaction area 731 and the second interaction area 732 are displayed on the pickup control 730 as an example.
[0151] (1) Optionally, when the player triggers the first interaction area 731, the 2x scope used by the virtual object 720 is replaced with a 4x scope.
[0152] Referring to FIG. 7, when the first interaction area 731 is triggered, on the display interface 710, the pickup control 730 of the 4x scope disappears, and at the display position of the pickup control 730, the pickup control 740 of the 3x virtual scope is updated and displayed. On the pickup control 740, a first interaction area 741 and a second interaction area 742 are displayed.
[0153] At the same time, on the display interface 710, the item display area 01 of the 2x scope is updated to the item display area 02 of the 4x scope. Optionally, a prompt control 031 may be displayed on the display interface 710 to indicate that the replacement of the virtual component is completed.
[0154] Optionally, when replacing and using the 2x scope with the 4x scope, the 2x scope may be directly discarded or placed in the virtual backpack for subsequent use.
[0155] (2) Optionally, when the player triggers the second interaction area 732, the 4x scope is placed in the virtual backpack.
[0156] Referring to FIG. 7, when the first interaction area 731 is triggered, on the display interface 710, the pickup control 730 of the 4x scope disappears, and at the display position of the pickup control 730, the pickup control 740 of the 3x virtual scope is updated and displayed. On the pickup control 740, a first interaction area 741 and a second interaction area 742 are displayed.
[0157] Optionally, a prompt control 032 may be displayed on the display interface 710 to indicate that the pickup of the virtual component is completed.
[0158] 3. The waiting virtual item (i.e., the reference virtual item) is a virtual decoration item, and the interaction area to be triggered (i.e., the reference interaction area for the trigger operation) is at least one of the first interaction area and the second interaction area.
[0159] Optionally, step 406 is a step of controlling the virtual object to replace the first virtual item used by the virtual object with a waiting virtual item (in this embodiment, a virtual decoration item) in response to a trigger operation in the first interaction area of at least two interaction areas, or controlling the virtual object to wear the waiting virtual item (in other words, controlling the virtual object to wear a virtual device item), where the first virtual item and the waiting virtual item are of the same type of virtual decoration item, and a step of controlling the virtual object to put the waiting virtual item into the virtual backpack, or controlling the virtual object to give the waiting virtual item to another virtual object, or controlling the virtual object to exchange the waiting virtual item for virtual currency in response to a trigger operation in the second interaction area of at least two interaction areas, and may be implemented as such.
[0160] It should be understood that the usage methods corresponding to the first interaction area and the second interaction area can be replaced, and the above examples are merely illustrative examples.
[0161] The usage method corresponding to the first interaction area is a method of replacing the first virtual item used by the virtual object with a virtual item waiting to be used. The usage method corresponding to the second interaction area is a method of giving the virtual item waiting to be used to another virtual object or exchanging the virtual item waiting to be used for virtual currency. Taking the case where the virtual item waiting to be used is a virtual helmet as an example, when the player triggers the first interaction area, the virtual object may be made to wear the virtual helmet. When the player triggers the second interaction area, the virtual helmet may be given to a specified virtual object or exchanged for virtual currency to increase the virtual currency stock of the virtual object.
[0162] Here, depending on the trigger of different interaction areas, there are also differences in the display content on the display interface. This difference may be referred to the related descriptions of the above two methods, and further explanations are omitted.
[0163] It should also be understood that the above three implementation forms are all related to the process of controlling the virtual object to use the reference virtual item in a certain usage method. Such a control process can be either visualized or non-visualized. The embodiments of the present application do not limit this. For example, taking the case of controlling the virtual object to put the reference virtual item into the virtual backpack as an example, when the control process is visualized, the process of the virtual object putting the reference virtual item into the virtual backpack (for example, the virtual object picks up the reference virtual item, opens the backpack, and then puts the reference virtual item into the virtual backpack) is displayed, and accordingly, the reference virtual item may be added to the virtual backpack. When the control process is non-visualized, the process of the virtual object putting the reference virtual item into the virtual backpack does not need to be displayed, and only the reference virtual item needs to be added to the virtual backpack.
[0164] As described above, in the method for using virtual items provided in the embodiments of the present application, according to the types of virtual items, multiple implementation forms of using the virtual items waiting to be used are respectively shown.
[0165] It should be understood that the above-mentioned multiple embodiments are merely exemplary examples and do not limit the present application. Typically, any combination of multiple other usage methods corresponding to at least two interaction regions is within the protection scope of the present application, and further description thereof is omitted.
[0166] Based on FIG. 4, FIG. 8 is a flowchart of a method for using virtual items (i.e., a virtual object control method) provided in an exemplary embodiment of the present application. Here, step 404 may be implemented as step 4041, step 406 may be implemented as step 4061 or step 4062, and step 4061 and step 4062 are alternatively executed and cannot be executed simultaneously.
[0167] In one optional implementation scenario, the pickup area contains multiple virtual items. In this case, pickup controls corresponding to the multiple virtual items may be displayed. Optionally, the display style of the pickup control is determined by the type of the virtual item waiting to be used (i.e., the reference virtual item). Referring to FIG. 5, taking the first interaction region as an example, the first type of virtual item waiting to be used adopts display style 1, and the second type of virtual item waiting to be used adopts display style 2. Display style 1 and display style 2 are different display styles.
[0168] Optionally, the pickup area contains a first candidate virtual item and a second candidate virtual item, that is, at least one virtual item contained in the pickup area is the first candidate virtual item and the second candidate virtual item, and the virtual item waiting to be used is the first candidate virtual item or the second candidate virtual item. In this case, step 404 may be implemented as step 4041. Specifically, it is as follows.
[0169] In step 4041, in response to the virtual object entering the pickup area within the three-dimensional virtual environment, the first pickup control and the second pickup control are displayed. For example, in response to the virtual object moving and entering the pickup area within the virtual environment, the first pickup control and the second pickup control are displayed.
[0170] Typically, the first pickup control is a control corresponding to the first candidate virtual item, the second pickup control is a control corresponding to the second candidate virtual item, and the display style of the first pickup control is different from the display style of the second pickup control.
[0171] According to the foregoing content, in response to a control operation, the virtual object can be controlled to move within the three-dimensional virtual environment. When the virtual object enters the pickup area, pickup controls may be displayed for the player to use at least one virtual item in the pickup area.
[0172] When the first candidate virtual item and the second candidate virtual item are included in the pickup area, the first pickup control and the second pickup control are respectively displayed. Here, at least two interaction areas displayed in either the first pickup control or the second pickup control respectively correspond to multiple usage methods of the first candidate virtual item and the second candidate virtual item. The player can determine the virtual item to be used from among the first candidate virtual item and the second candidate virtual item by triggering any one of the interaction areas, and use the virtual item to be used in the usage method corresponding to the interaction area (that is, control the virtual object to use the virtual item to be used in the usage method corresponding to the interaction area).
[0173] According to the above description, when a plurality of virtual items are included in the pickup area, the plurality of virtual items may be different types of virtual items. For example, the plurality of virtual items included in the pickup area may be one of a virtual confrontation item, a virtual part, and a virtual decoration item.
[0174] In order to distinguish the first pickup control and the second pickup control, the display styles of the first pickup control and the second pickup control may be set to different styles. Here, the setting of the display style may be set according to actual needs or customized by the player.
[0175] Optionally, the display style of the pickup control may include at least one of the display information of the color of the frames of at least two interaction areas, the corner marks of at least two interaction areas, the luminance of at least two interaction areas, the shape of at least two interaction areas, the transparency of at least two interaction areas, the pattern style within at least two interaction areas, and the text style within at least two interaction areas.
[0176] Taking the case where the first candidate virtual item is a virtual confrontation item and the second candidate virtual item is a virtual part of the virtual confrontation item as an example. Here, the display styles of the first pickup control corresponding to the first candidate virtual item and the second pickup control corresponding to the second candidate virtual item may be displayed as follows.
[0177] Exemplarily, the display styles of the first pickup control and the second pickup control may be distinguished by the color of the frame, the corner mark, and the pattern style. Taking the case where two interaction areas are included in the pickup area as an example, the display style of the first pickup control is that the color of the frames of the two interaction areas is blue, the corner mark of the first interaction area is a triangle, there is no corner mark in the second interaction area, the pattern of the virtual confrontation item is displayed in the first interaction area, and the name of the virtual confrontation item is displayed in the second interaction area. The display style of the second pickup control is that the color of the frames of the two interaction areas is orange, the corner mark of the first interaction area is a double-headed arrow, there is no corner mark in the second interaction area, the pattern of the virtual part is displayed in the first interaction area, and the model number of the virtual part is displayed in the second interaction area.
[0178] According to the foregoing content, each of at least two interaction areas displayed on the pickup control corresponds to at least one usage method of the virtual item waiting to be used, and different interaction areas correspond to different usage methods. In one optional implementation scenario, the interaction area to be triggered corresponds to at least two usage methods of the virtual item waiting to be used. Here, the at least two usage methods corresponding to the interaction area to be triggered are different from any of the multiple usage methods of the interaction area that is not to be triggered.
[0179] For example, referring to FIG. 7, take the case where the virtual item waiting to be used has a 4x scope and the interaction area to be triggered is the first interaction area 731. Here, the usage method corresponding to the first interaction area 731 is to replace the 2x scope used by the virtual object 720 with a 4x scope, or to equip the virtual object 720 with a 4x scope. In this case, in response to the trigger operation in the first interaction area 331, it is necessary to determine to adopt at least one of at least two usage methods. Assuming that the interaction area not to be triggered is the second interaction area 732, the usage method corresponding to the second interaction area 732 is to store the 4x scope in the virtual backpack or exchange the 4x scope for virtual currency.
[0180] Optionally, when the interaction area to be triggered corresponds to at least two usage methods of the virtual item waiting to be used, step 406 may be implemented as step 4061 or step 4062. Specifically, it is as follows.
[0181] In step 4061, in response to the first trigger operation in the interaction area to be triggered, at least two selection controls of the virtual item waiting to be used (i.e., the reference virtual item) are displayed.
[0182] Typically, each of the at least two selection controls corresponds to one usage method of the virtual item waiting to be used, and the interaction area to be triggered corresponds to at least two usage methods of the virtual item waiting to be used.
[0183] In step 407, in response to the second trigger operation in the first selection control among the at least two selection controls, the virtual item waiting to be used is used in the usage method corresponding to the first selection control (for example, the virtual object is controlled to use the virtual item waiting to be used in the usage method corresponding to the first selection control).
[0184] Here, at least two selection controls are for the player to select the usage method of the virtual item waiting to be used.
[0185] Referring to FIG. 7, taking the case where the virtual item waiting to be used has a 4x scope and the interaction area to be triggered is the first interaction area as an example. In response to the first trigger operation in the first interaction area 731, at least two selection controls (not shown) with a 4x scope are displayed. Each of the at least two selection controls corresponds to one usage method of the 4x scope. In response to the second trigger operation in the first selection control among the at least two selection controls, the 4x scope is used in the usage method corresponding to the first selection control.
[0186] For example, referring to FIG. 7, when the player clicks on the first interaction area 731, a pull-down menu is displayed on the left side of the first interaction area 731. In this pull-down menu, multiple usage methods of the 4x scope are listed item by item, and each usage method corresponds to one selection control. Then, the player selects one usage method to be adopted and clicks on the selection control corresponding to this usage method to realize the use of the 4x scope.
[0187] In step 4062, in response to the quick trigger operation in the interaction area to be triggered, the virtual item waiting to be used is used in the click usage method among at least two usage methods (for example, the virtual object is controlled to use the virtual item waiting to be used in the click usage method among at least two usage methods), and the interaction area to be triggered corresponds to at least two usage methods of the virtual item waiting to be used.
[0188] Here, both the quick trigger operation and the click usage method can be set according to actual needs or customized by the player.
[0189] Referring to FIG. 7, still taking the case where the virtual item waiting to be used is a 4x scope and the interaction area to be triggered is the first interaction area as an example. In response to the quick trigger operation in the first interaction area 731, the 4x scope is used in the quick usage method among at least two usage methods. For example, when the player double-clicks on the first interaction area 731, immediately, the 4x scope is used in one usage method customized by the player.
[0190] It should be understood that the above two alternative implementation forms can be combined and implemented.
[0191] Referring to FIG. 7, still taking the case where the virtual item waiting to be used is a 4x scope and the interaction area to be triggered is the first interaction area 731 as an example. When the player single-clicks on the first interaction area 731, a pull-down menu is displayed on the left side of the first interaction area 731. When the player double-clicks on the first interaction area 731, immediately, the 4x scope is used in one usage method customized by the player.
[0192] As described above, in the method for using a virtual item (i.e., a virtual object control method) provided in the embodiments of the present application, the difference in the display style of the pickup control is shown, and the type of the display style is also optionally shown. Based on this, different display styles can be used to quickly determine the type of the virtual item and / or different usage methods corresponding to the virtual item.
[0193] Optionally, when the interaction area targeted by the trigger corresponds to at least two usage methods of the virtual item waiting to be used, in the embodiments of the present application, two implementation forms of usage method selection are further shown. By adopting different usage methods through different trigger operations, the usage efficiency of the virtual item can be further improved.
[0194] In one optional implementation scenario, in order to improve the usage efficiency of the virtual item waiting to be used, a pickup control may be displayed when the display conditions are met. For example, when there is one candidate virtual item of the same type as the virtual item currently being used by the virtual object in the pickup area, the pickup control corresponding to this candidate virtual item is displayed.
[0195] Based on FIG. 4, FIG. 9 is a flowchart of a method for using a virtual item (i.e., a virtual object control method) provided in one exemplary embodiment of the present application. Step 404 may be implemented as step 4042 or step 4043. Specifically, it is as follows.
[0196] In step 4042, when the virtual object enters the pickup area and the virtual item waiting to be used is of the same type as at least one virtual item to be used when the virtual object enters the pickup area and / or at least one spare virtual item, a pickup control is displayed. In other words, when the virtual object moves and enters the pickup area and the reference virtual item is of the same type as at least one virtual item to be used when the virtual object enters the pickup area and / or at least one spare virtual item, a pickup control is displayed.
[0197] In step 4043, when the virtual object enters the pickup area and the virtual item waiting to be used is of the same type but not of the same model as at least one virtual item and / or at least one spare virtual item to be used when the virtual object enters the pickup area, the pickup control is displayed. That is, when the virtual object moves and enters the pickup area and the reference virtual item is of the same type but not of the same model as at least one virtual item and / or at least one spare virtual item to be used when the virtual object enters the pickup area, the pickup control is displayed.
[0198] It should be understood that step 4042 and step 4043 are executed alternatively and cannot be executed simultaneously.
[0199] Taking a virtual shooting game as an example, when the virtual object enters the pickup area, the virtual object holds a virtual shooting item equipped with a virtual sight and is not wearing a virtual helmet. In this case, in response to the virtual object entering the pickup area, the pickup controls corresponding to a plurality of virtual items are displayed on the display interface for the player to select.
[0200] In one optional implementation scenario, when the virtual object enters the pickup area and the virtual item waiting to be used is of the same type as the virtual shooting item, the pickup control of the virtual item waiting to be used is displayed.
[0201] In another optional implementation scenario, when the virtual object enters the pickup area and the virtual item waiting to be used is of the same type but not of the same model as the virtual sight, the pickup control of the virtual item waiting to be used is displayed.
[0202] When a virtual object enters the pickup area, it can be understood that it is necessary to determine at least whether candidate virtual items in the pickup area are of the same type as at least one virtual item currently used by the virtual object and / or at least one spare virtual item. Here, the at least one virtual item and / or at least one spare virtual item used when the virtual object enters the pickup area may be at least one virtual item (the first type of virtual item) used when the virtual object enters the pickup area, or may be at least one spare virtual item (the second type of virtual item) when the virtual object enters the pickup area, or may be the first type of virtual item and the second type of virtual item. Then, if they are of the same type, display the pickup control of the candidate virtual item.
[0203] Furthermore, when the at least one virtual item currently used by the virtual object and / or at least one spare virtual item includes a plurality of types under the same type, after determining whether they are of the same type, it is also necessary to determine whether they are of the same type. Then, if they are not of the same type, display the pickup control of the candidate virtual item.
[0204] Taking the case where the virtual item waiting to be used is a virtual confrontation item as an example, FIG. 10 shows a flowchart of a method for using virtual items (i.e., a virtual object control method) provided in one exemplary embodiment of the present application. This method includes the following steps.
[0205] In step 501, it is determined that there is a virtual confrontation item in the pickup area.
[0206] In step 502, it is determined whether the virtual object holds a virtual confrontation item.
[0207] Here, it can be understood that a virtual object possessing a virtual countermeasure item means that the virtual object is currently using at least one virtual countermeasure item and / or the virtual object has at least one spare virtual countermeasure item.
[0208] In step 503, when the virtual object enters the pickup area, the virtual object possesses a virtual countermeasure item, and the two virtual countermeasure items are of the same type, a pickup control is displayed.
[0209] Here, the virtual countermeasure item in the pickup area can be understood as a virtual item waiting to be used.
[0210] Optionally, when the virtual object does not possess a virtual countermeasure item, a single interaction area is displayed, and in response to a trigger operation in this interaction area, the virtual countermeasure item in the pickup area is stored in the virtual backpack.
[0211] Exemplarily, the pickup control displays a first interaction area and a second interaction area.
[0212] Taking the case where the virtual object is currently using one virtual countermeasure item and the virtual object has one spare virtual countermeasure item as an example, step 5041 and step 5051 may be executed, or step 5042 and step 5052 may be executed.
[0213] In step 5041, the first interaction area is triggered.
[0214] In step 5051, pick up and replace with a spare virtual countermeasure item.
[0215] For example, the virtual object is carrying one virtual shooting item. When the player clicks on the first interaction area, the virtual shooting item carried by the virtual object is replaced with the virtual shooting item in the pickup area.
[0216] In step 5042, the second interaction area is triggered.
[0217] In step 5052, pick up and replace the currently used virtual confrontation item.
[0218] For example, the virtual object is currently using one virtual shooting item. When the player clicks on the second interaction area, the virtual shooting item currently used by the virtual object is replaced with the virtual shooting item in the pickup area.
[0219] It should be understood that step 5041 and step 5042 are executed alternatively and cannot be executed simultaneously.
[0220] Also, taking the case where the virtual item waiting to be used is a virtual part of the virtual confrontation item as an example, FIG. 11 shows a flowchart of a method for using a virtual item (i.e., a virtual object control method) provided in one exemplary embodiment of the present application. This method includes the following steps.
[0221] In step 601, it is determined whether there is a virtual part in the pickup area.
[0222] In step 602, it is determined whether a virtual part of the same type is attached to the virtual confrontation item.
[0223] Here, it can be understood that the virtual object having a virtual part of the same type means that the virtual part attached to the virtual object is the same type of virtual part as the virtual part in the pickup area.
[0224] In step 603, it is determined whether the mounted virtual components are of the same type.
[0225] Here, the fact that the mounted virtual components are of the same type can be understood as that the virtual components mounted on the virtual object are of the same kind and type as the virtual components within the pickup area.
[0226] In step 604, if the virtual object enters the pickup area and the mounted virtual components are not of the same type as the virtual components within the pickup area, a pickup control is displayed.
[0227] Here, the virtual components within the pickup area can be understood as virtual items waiting to be used.
[0228] Optionally, if the mounted virtual components are of the same type as the virtual components within the pickup area, a single interaction area is displayed, and in response to a trigger operation in this interaction area, the virtual components within the pickup area are stored in the virtual backpack.
[0229] Exemplarily, a first interaction area and a second interaction area are displayed in the pickup control.
[0230] Taking the case where the virtual object has a virtual component that is of the same kind but not of the same type as the virtual component within the pickup area mounted on the currently used virtual countermeasure item as an example, step 6051 and step 6061 may be executed, or step 6052 and step 6062 may be executed.
[0231] In step 6051, the first interaction area is triggered.
[0232] In step 6061, pick up and replace the mounted virtual component.
[0233] For example, when the player clicks on the first interaction area, the virtual object replaces the virtual component attached to the currently used virtual countermeasure item with a virtual component within the pickup area.
[0234] In step 6052, the second interaction area is triggered.
[0235] In step 6062, it is picked up and placed in the virtual backpack. For example, when the player clicks on the second interaction area, the virtual component within the pickup area is placed in the virtual backpack.
[0236] It should be understood that step 6051 and step 6052 are executed alternatively and cannot be executed simultaneously.
[0237] As described above, in the method for using a virtual item provided in the embodiments of the present application, the display condition of the pickup control is shown, and it is avoided that the pickup control of a candidate virtual item that has no relation to the virtual item used by the virtual object or the spare virtual item is displayed on the display interface, further improving the usage efficiency of the virtual item.
[0238] Here, the subdivision of the virtual item varies depending on the network game and actual requirements.
[0239] It should be understood that the above-mentioned same category is a major classification for virtual items, and the above-mentioned same type is the lowest-level subdivision for virtual items. There can also be other subdivision methods between the same category and the same type. When there are other subdivision methods between the same category and the same type, in the method for using a virtual item provided in the embodiments of the present application, a judgment for other subdivision methods may be added. Further description is omitted here.
[0240] In one optional implementation scenario, a virtual item waiting to be used (i.e., a reference virtual item) can correspond to n usage methods, and there are m interaction regions displayed on the pickup control, where n is a positive integer greater than zero and m is a positive integer smaller than n. For example, the virtual item waiting to be used corresponds to 5 usage methods, but only 2 interaction regions can be displayed on the pickup control. In this case, when one interaction region corresponds to one usage method, it is necessary to determine which two interaction regions corresponding to the usage methods are to be displayed.
[0241] Based on FIG. 4, FIG. 12 shows a flowchart of a method for using a virtual item (i.e., a virtual object control method) provided in one exemplary embodiment of the present application. Step 404 may be implemented as step 4044 and step 405. Specifically, it is as follows.
[0242] In step 4044, in response to the virtual object entering the pickup region, at least two usage methods corresponding to the virtual item waiting to be used are determined by the usage method prediction model.
[0243] In step 405, the pickup control is displayed, and at least two interaction regions displayed on the pickup control and at least two usage methods correspond one-to-one.
[0244] Exemplarily, take the case where two interaction regions are displayed in the pickup control. When the player controls a virtual object and enters the pickup region, all virtual items within the pickup region and the virtual items held by the virtual object are acquired. Then, the above-mentioned multiple virtual items are input into the usage method prediction model, and by this model, two usage methods of at least one virtual item waiting to be used are determined. After determining the two usage methods, the pickup controls corresponding to at least one virtual item waiting to be used are displayed on the display interface. Two interaction regions are displayed in each of the pickup controls, and each interaction region respectively corresponds to one usage method determined by the above model.
[0245] Optionally, the usage method prediction model is trained by at least one of the past usage data of at least one virtual item included in the pickup region, the past usage data of at least one virtual item used by the virtual object in the virtual confrontation of this round, the past usage data of at least one virtual item used by the virtual object in the past virtual confrontations of at least one round, the past usage data of at least one virtual item used by another virtual object having the same or similar attributes as the virtual object in the virtual confrontation of this round, the past usage data of at least one virtual item used by another virtual object in the past virtual confrontations of at least one round, the past usage data corresponding to the first control account that controls the virtual object, the related information of the first control account, the past usage data corresponding to the second control account that controls another virtual object, and the related information of the second control account.
[0246] Here, the past usage data of at least one virtual item is for indicating the recorded data of the use of at least one virtual item by at least one player in the game, and includes, but is not limited to, at least one of replacement record data, equipment record data, wearing record data, storage record data, gifting record data, and exchange record data. It should be understood that the above various record data is for recording the specific usage method of the corresponding virtual item. For the description of the usage method of the virtual item, reference may be made to the foregoing content, and further description is omitted here.
[0247] The attributes of the virtual object may be set according to actual needs. For example, both another virtual object and the virtual object are virtual objects of women. Also, for example, the virtual object and another virtual object have the same or similar functions in virtual confrontation.
[0248] The past usage data corresponding to the control account is for indicating all the usage data of all the virtual items corresponding to the account. The related information of the control account includes the gender, age, usage preferences, etc. of the account.
[0249] Typically, the training of the usage method prediction model may be performed according to actual needs.
[0250] For example, for virtual item 1, use the past usage data of virtual item 1 and the past usage data corresponding to the first control account that controls the virtual object as the information in the training set to train the usage method prediction model. Based on the model trained in this way, among the multiple usage methods of virtual item 1, the most frequently adopted usage method can be selected. Also, this usage method may be the usage method most frequently used by the first control account.
[0251] Also, for example, for virtual item 1, the past usage data of virtual item 1 and the age of the first control account that controls the virtual object are used as information in the training set to train a usage pattern prediction model. Based on the model trained in this way, specific predictions can be made for a certain age group, and the usage pattern that players in that age group most frequently adopt for virtual item 1 can be selected.
[0252] According to the example described above, based on the usage pattern models trained with different information, different usage patterns can be selected from among a plurality of usage patterns corresponding to the virtual item waiting to be used.
[0253] Optionally, the virtual item waiting to be used corresponds to n usage patterns, and step 4044 is In response to the virtual object entering the pickup area, based on the usage pattern prediction model, determining at least two usage patterns with the highest selection probability from among the n usage patterns; Or, in response to the virtual object entering the pickup area, based on the usage pattern prediction model, determining at least two usage patterns with the highest usage probability from among the n usage patterns; Or, in response to the virtual object entering the pickup area, based on the usage pattern prediction model, determining at least two usage patterns with the highest usage effect from among the n usage patterns; Or, in response to the virtual object entering the pickup area, based on the usage pattern prediction model, determining at least two usage patterns with the highest matching degree with the virtual object from among the n usage patterns; Or, in response to the virtual object entering the pickup area, based on the usage pattern prediction model, determining at least two usage patterns with the highest matching degree with the team to which the virtual object belongs from among the n usage patterns; Alternatively, in response to the virtual object entering the pickup area, based on the usage pattern prediction model, determine at least two usage patterns from among the n usage patterns that have the highest degree of matching with the related objects of the virtual object. Alternatively, it may be implemented as a step of, in response to the virtual object entering the pickup area, based on the usage pattern prediction model, determining at least two usage patterns from among the n usage patterns that have the highest degree of matching with other virtual items used by the virtual object.
[0254] Here, at least two usage patterns with the highest selection probability are the usage patterns with the highest probability of the virtual object winning in this round of the game. At least two usage patterns with the highest usage probability are the usage patterns with the highest likelihood of being selected by the virtual object in this round of the game. At least two usage patterns with the highest usage effect are the usage patterns that enable the virtual object waiting to be used to play the greatest role in this round of the game. This role may be one of the roles of improving the confrontation ability of the virtual object, assisting the virtual object, assisting the related objects of the virtual object, assisting the team to which the virtual object belongs, or attacking the confrontation object or team of the virtual object. The highest degree of matching is similar to the highest usage effect, and it can be understood that at least two usage patterns with the highest degree of matching can provide the greatest usage effect for the virtual object in this round of the game.
[0255] Optionally, the above multiple implementation forms are executed in the confrontation scenario of the virtual object in this round of the game.
[0256] For example, when a virtual object enters the pickup area, based on the virtual countermeasure item equipped by the virtual object in the current countermeasure scenario and the countermeasure virtual object existing in the current round of the game, the usage method prediction model determines at least two usage methods with the highest selection probabilities from among the n usage methods of the virtual item waiting to be used. These at least two usage methods improve the probability of the virtual object winning in the current round of the game.
[0257] Optionally, based on the usage method being predicted by the usage method model, the display style of the i-th interaction area among at least two interaction areas can be distinguished by the i-th usage method among the at least two usage methods. The display styles corresponding to each of the at least two usage methods are different. i is a positive integer greater than 0.
[0258] Here, the display style of each interaction area may be set according to actual requirements.
[0259] Exemplarily, at least two interaction areas may be distinguished by at least one of the display information of the color of the frame of each interaction area, the corner mark of each interaction area, the brightness of each interaction area, the shape of each interaction area, the transparency of each interaction area, the pattern style of each interaction area, and the text style of each interaction area.
[0260] For example, there are five usage methods for the virtual item waiting to be used, and the five usage methods correspond to five types of corner marks. When the usage method model obtains two interaction areas corresponding to two usage methods corresponding to the virtual item waiting to be used to be displayed, different corner marks are displayed in the two interaction areas, and each corner mark corresponds to the usage method corresponding to the interaction area.
[0261] As described above, in the method for using virtual items (i.e., virtual object control method) provided in the embodiments of the present application, when the number of usage methods of the virtual items waiting to be used does not match the number of interaction areas, a solution means for making a prediction based on the usage method model is provided. Thereby, the interaction area corresponding to the usage method with a higher selection probability is displayed on the pickup control, and the usage efficiency of the virtual item is improved.
[0262] The following are embodiments of the apparatus of the present application. For details not described in detail in the embodiments of the apparatus, reference may be made to the corresponding descriptions in the above-described embodiments of the method, and further descriptions thereof are omitted herein.
[0263] In the embodiments of the present application, a virtual object control apparatus is provided. This apparatus includes a display module for displaying a pickup control, where the pickup control includes at least two interaction areas, and each interaction area corresponds to a usage method of a virtual item, and the display module; a pickup module for controlling the virtual object to use the virtual item in a usage method corresponding to at least two interaction areas.
[0264] FIG. 13 shows a schematic diagram of a virtual item usage apparatus (also referred to as a virtual object control apparatus) provided in one exemplary embodiment of the present application. This apparatus includes the following control module 1310, display module 1320, and pickup module 1330. Here, the display module 1320 may be the display module included in the above apparatus, and the pickup module 1330 may be the pickup module included in the above apparatus.
[0265] The control module 1310 controls the virtual object to move within the three-dimensional virtual environment in response to a control operation on the virtual object.
[0266] The display module 1320 displays a pickup control in response to a virtual object entering a pickup area within the three-dimensional virtual environment. The pickup area contains at least one virtual item. The pickup control corresponds to a virtual item waiting for use among at least one virtual item, and at least two interaction areas are displayed on the pickup control.
[0267] The pickup module 1330 uses the virtual item waiting for use in a usage method corresponding to the interaction area targeted for triggering among at least two interaction areas in response to a triggering operation in the interaction area targeted for triggering.
[0268] For example, the control module 1310 controls the virtual object to move within the virtual environment in response to a control operation on the virtual object.
[0269] The display module 1320 displays a pickup control in response to the virtual object moving and entering the pickup area within the virtual environment. The pickup area contains at least one virtual item. The pickup control corresponds to the reference virtual item among at least one virtual item, and at least two interaction areas are displayed on the pickup control.
[0270] The pickup module 1330 controls the virtual object to use the reference virtual item in a usage method corresponding to the reference interaction area targeted by the trigger operation in response to a trigger operation on the reference interaction area among at least two interaction areas.
[0271] Optionally, each of at least two interaction regions corresponds to at least one usage method of a virtual item waiting to be used, and different interaction regions correspond to different usage methods. For example, each of at least two interaction regions corresponds to at least one usage method of a reference virtual item, and different interaction regions correspond to different usage methods.
[0272] Optionally, the virtual item waiting to be used (i.e., the reference virtual item) is a virtual confrontation item, the reference interaction region targeted by the trigger operation is at least one of the first interaction region and the second interaction region, and the pickup module 1330 controls the virtual object to replace the first virtual item used by the virtual object with the virtual item waiting to be used (i.e., the virtual confrontation item) in response to the trigger operation in the first interaction region of at least two interaction regions, or equips the virtual object with the virtual item waiting to be used (for example, controls the virtual object to equip the virtual confrontation item), and controls the virtual object to replace the spare second virtual item of the virtual object with the virtual item waiting to be used in response to the trigger operation in the second interaction region of at least two interaction regions, or controls the virtual object to put the virtual item waiting to be used into the virtual backpack. The first virtual item and the virtual item waiting to be used are of the same type of virtual confrontation item, and the second virtual item and the virtual item waiting to be used are of the same type of virtual confrontation item.
[0273] Optionally, the virtual item awaiting use (i.e., the reference virtual item) is a virtual component of the virtual countermeasure item, the reference interaction area targeted by the trigger operation is at least one of the first interaction area and the second interaction area, and the pickup module 1330 controls the virtual object to update the third virtual item used by the virtual object to the virtual item awaiting use in response to a trigger operation in the first interaction area of the at least two interaction areas, controls the virtual object to replace the spare fourth virtual item of the virtual object with the virtual item awaiting use in response to a trigger operation in the second interaction area of the at least two interaction areas, or controls the virtual object to upgrade the fifth virtual item held by the virtual object to the virtual item awaiting use, or controls the virtual object to put the virtual item awaiting use into the virtual backpack. The third virtual item and the virtual item awaiting use are virtual components of the same type but not of the same form. The fourth virtual item and the virtual item awaiting use are virtual components of the same type but not of the same form. The fifth virtual item and the virtual item awaiting use are virtual components of the same type.
[0274] Optionally, the virtual item waiting to be used (i.e., the reference virtual item) is a virtual decoration item, the reference interaction area for the trigger operation is at least one of the first interaction area and the second interaction area, and the pickup module 1330 controls the virtual object to replace the first virtual item used by the virtual object with the virtual item waiting to be used (i.e., the virtual device item) in response to the trigger operation in the first interaction area among at least two interaction areas, or causes the virtual object to wear the virtual item waiting to be used (e.g., controls the virtual object to wear the virtual device item), and controls the virtual object to put the virtual item waiting to be used into the virtual backpack in response to the trigger operation in the second interaction area among at least two interaction areas, or controls the virtual object to give the virtual item waiting to be used to another virtual object, or controls the virtual object to exchange the virtual item waiting to be used for virtual currency. The first virtual item and the virtual item waiting to be used are of the same type of virtual decoration item.
[0275] Optionally, the interaction area targeted by the trigger corresponds to at least two usage methods of the virtual item waiting to be used. The pickup module 1330 displays at least two selection controls for the virtual item waiting to be used in response to the first trigger operation in the interaction area targeted by the trigger, and uses the virtual item waiting to be used in the usage method corresponding to the first selection control in response to the second trigger operation in the first selection control among at least two selection controls (e.g., controls the virtual object to use the reference virtual item in the usage method corresponding to the first selection control), and each of at least two selection controls corresponds to one usage method of the virtual item waiting to be used.
[0276] Optionally, the interaction area targeted for triggering corresponds to at least two usage methods of the virtual item waiting to be used. The pickup module 1330 uses the virtual item waiting to be used in the quick usage method among at least two usage methods in response to a quick trigger operation in the interaction area targeted for triggering (for example, controls the virtual object to use the reference virtual item in the quick usage method).
[0277] Optionally, the display style of the pickup control is determined by the type of the virtual item waiting to be used. That is, the display style of the pickup control is determined by the type of the reference virtual item.
[0278] Optionally, the display style of the pickup control includes at least one of the display information of the frame color of at least two interaction areas, the corner marks of at least two interaction areas, the luminance of at least two interaction areas, the shape of at least two interaction areas, the transparency of at least two interaction areas, the pattern style within at least two interaction areas, and the text style within at least two interaction areas.
[0279] Optionally, the pickup area includes a first candidate virtual item and a second candidate virtual item. The virtual item waiting to be used is the first candidate virtual item or the second candidate virtual item. The display module 1320 displays a first pickup control and a second pickup control in response to the virtual object entering the pickup area. The first pickup control is a control corresponding to the first candidate virtual item, the second pickup control is a control corresponding to the second candidate virtual item, and the display styles of the first pickup control and the second pickup control are different.
[0280] For example, at least one virtual item included in the pickup area is a first candidate virtual item and a second candidate virtual item, and the reference virtual item is the first candidate virtual item or the second candidate virtual item. In response to the virtual object moving into the pickup area within the virtual environment, the display module 1320 displays a first pickup control and a second pickup control. The first pickup control is a control corresponding to the first candidate virtual item, the second pickup control is a control corresponding to the second candidate virtual item, and the display style of the first pickup control is different from the display style of the second pickup control.
[0281] Optionally, when the virtual object enters the pickup area (e.g., moves into the pickup area) and the virtual item waiting to be used (i.e., the reference virtual item) is of the same type as at least one virtual item to be used when the virtual object enters the pickup area and / or at least one spare virtual item, the display module 1320 displays a pickup control.
[0282] Optionally, when the virtual object enters the pickup area (e.g., moves into the pickup area) and the virtual item waiting to be used (i.e., the reference virtual item) is of the same type but not of the same form as at least one virtual item to be used when the virtual object enters the pickup area and / or at least one spare virtual item, the display module 1320 displays a pickup control.
[0283] Optionally, in response to the virtual object entering the pickup area, the display module 1320 determines at least two usage methods corresponding to the virtual item waiting to be used based on a usage method prediction model, and displays a pickup control. At least two interaction areas displayed on the pickup control correspond one-to-one to the at least two usage methods.
[0284] Optionally, the usage pattern prediction model is trained by at least one of the following: past usage data of at least one virtual item included in the pickup area; past usage data of the virtual object using at least one virtual item in the virtual confrontation of this round; past usage data of the virtual object using at least one virtual item in the past virtual confrontations of at least one round; past usage data of another virtual object having the same or similar attributes as the virtual object using at least one virtual item in the virtual confrontation of this round; past usage data of another virtual object using at least one virtual item in the past virtual confrontations of at least one round; past usage data corresponding to the first control account that controls the virtual object; related information of the first control account; past usage data corresponding to the second control account that controls another virtual object; and related information of the second control account.
[0285] Optionally, the display style of the i-th interaction area among at least two interaction areas is distinguished by the i-th usage pattern among at least two usage patterns, and the display styles corresponding to each of the at least two usage patterns are different. Here, i is a positive integer greater than 0.
[0286] Refer to FIG. 14. FIG. 14 shows a block diagram of a computer device 1400 provided in one exemplary embodiment of the present application. The computer device 1400 may be a portable mobile terminal, such as a smartphone, a tablet computer, or a player. The computer device 1400 may also be referred to by other names, such as a user device or a portable terminal.
[0287] Generally, the computer device 1400 includes a processor 1401 and a memory 1402.
[0288] Processor 1401 may include one or more processing cores, for example, a quad-core processor, an octa-core processor, etc. Processor 1401 may be implemented in the form of at least one of digital signal processing (DSP), field-programmable gate array (FPGA), and programmable logic array (PLA). Processor 1401 may include a main processor and a coprocessor. The main processor is a processor for processing data in a wake state and is also called a central processing unit (CPU). The coprocessor is a low-power processor for processing data in a standby state. In some embodiments, a graphics processing unit (GPU) may be integrated into processor 1401. The GPU is responsible for rendering and drawing the content to be displayed on the display. In some embodiments, processor 1401 may include an artificial intelligence (AI) processor for processing arithmetic operations related to machine learning.
[0289] Memory 1402 may include one or more computer-readable storage media. The computer-readable storage media may be tangible and non-transitory. Here, the non-transitory computer-readable storage media is also called non-volatile computer-readable storage media. Memory 1402 may include high-speed random access memory and non-volatile memory, for example, one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage media in memory 1402 stores at least one instruction. When the at least one instruction is executed by processor 1401, it realizes the method of using the virtual item provided in the embodiments of the present application.
[0290] In some embodiments, computer device 1400 optionally further includes a touch display 1405. The touch display 1405 displays a user interface (UI). The UI may include graphics, text, icons, video, and any combination thereof. The touch display 1405 also has the ability to collect touch signals on or above the surface of the touch display 1405. The touch signals may be input to and processed by the processor 1401 as control signals. The touch display 1405 provides virtual buttons and / or a virtual keyboard, also referred to as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display 1405, which may be provided on the front panel of the computer device 1400. In some other embodiments, there may be at least two touch displays 1405, which may be provided on different surfaces of the computer device 1400 or designed to be foldable. In some other embodiments, the touch display 1405 may be a flexible display provided on a curved surface or a foldable surface of the computer device 1400. Consequently, the touch display 1405 may be provided on a non-rectangular irregular shape, i.e., an irregular-shaped display. The touch display 1405 may be manufactured using materials such as a liquid crystal display (LCD) or an organic light-emitting diode (OLED).
[0291] As can be understood by those skilled in the art, the configuration shown in FIG. 14 does not limit the computer device 1400. The computer device 1400 may include more or fewer components than shown, or some components may be combined, or different arrangements of components may be adopted.
[0292] The present application further provides a computer device including a memory and a processor. At least one program code is stored in the memory. When the program code is loaded and executed by the processor, the computer device realizes the method for using the virtual item as described above.
[0293] The present application further provides a non-volatile computer-readable storage medium storing a computer program. When the computer program is executed by a processor, the computer device realizes the method for using the virtual item as described above.
[0294] The present application provides a programmable logic circuit and / or a chip including program instructions. When an electronic device equipped with the chip operates, the method for using the virtual item as described above is realized. The electronic device is, for example, a computer device.
[0295] The present application further provides a computer program product including computer instructions. The computer instructions are stored in a non-volatile computer-readable storage medium. The processor reads and executes the computer instructions from the non-volatile computer-readable storage medium to enable the computer device to realize the method for using the virtual item as described above.
[0296] It should be understood that as used herein, "a plurality" refers to two or more. "And / or" describes the relationship between related objects and indicates that there can be three types of relationships. For example, A and / or B can represent three cases: when A exists alone, when A and B exist simultaneously, and when B exists alone. The character " / " generally indicates that the related objects before and after are in an "or" relationship.
[0297] As can be understood by those skilled in the art, all or part of the steps for implementing the above embodiments may be executed by hardware, or may be executed by instructing related hardware through a program. The program may be stored in a non-volatile computer-readable storage medium. The non-volatile computer-readable storage medium mentioned above may be a read-only memory, a magnetic disk, an optical disk, or the like.
[0298] The above is only an optional embodiment of the present application and does not limit the present application. All various modifications, equivalent replacements, improvements, etc. made within the principles of the present application should be included within the protection scope of the present application.
Claims
1. A virtual object control method executed by a computer device, comprising: displaying a pickup control, wherein the pickup control includes at least two interaction regions, and each interaction region corresponds to a usage method of a virtual item; controlling a virtual object to use the virtual item in a usage method corresponding to the at least two interaction regions. A virtual object control method.
2. Each of the at least two interaction regions corresponds to at least one usage method of the virtual item, and different interaction regions correspond to different usage methods. The virtual object control method according to Claim 1.
3. The step of displaying the pickup control includes: displaying the pickup control in response to the virtual object entering a pickup region within a virtual environment, wherein the pickup region includes at least one virtual item, the pickup control corresponds to a reference virtual item among the at least one virtual item, and each interaction region corresponds to a usage method of the reference virtual item. The step of controlling the virtual object to use the virtual item in a usage method corresponding to the at least two interaction regions includes: controlling the virtual object to use the reference virtual item in a usage method corresponding to a reference interaction region targeted by the trigger operation in response to a trigger operation on the reference interaction region among the at least two interaction regions. The virtual object control method according to Claim 1 or 2.
4. The reference virtual item is a virtual confrontation item, and the reference interaction region targeted by the trigger operation is at least one of a first interaction region and a second interaction region. In response to a trigger operation on a reference interaction region among the at least two interaction regions, controlling the virtual object to use the reference virtual item in a usage mode corresponding to the reference interaction region targeted by the trigger operation, the step is In response to a trigger operation on the first interaction region among the at least two interaction regions, controlling the virtual object to replace a first virtual item used by the virtual object with the virtual counter item, or controlling the virtual object to equip the virtual counter item, the first virtual item and the virtual counter item being of the same type of virtual counter item, the step and In response to a trigger operation on the second interaction region among the at least two interaction regions, controlling the virtual object to replace a spare second virtual item of the virtual object with the virtual counter item, or controlling the virtual object to put the virtual counter item into a virtual backpack, the second virtual item and the virtual counter item being of the same type of virtual counter item, the step and, including The virtual object control method according to claim 3.
5. The reference virtual item is a virtual part of a virtual counter item, and the reference interaction region targeted by the trigger operation is at least one of the first interaction region and the second interaction region. In response to a trigger operation on a reference interaction region among the at least two interaction regions, controlling the virtual object to use the reference virtual item in a usage mode corresponding to the reference interaction region targeted by the trigger operation, the step is In response to a trigger operation in the first interaction region among the at least two interaction regions, controlling the virtual object to update a third virtual item used by the virtual object to a virtual part of the virtual counter item, the third virtual item and the virtual part of the virtual counter item being virtual parts of the same kind but not of the same type, the step and Controlling the virtual object to replace a preliminary fourth virtual item of the virtual object with a virtual part of the virtual counter item, or controlling the virtual object to upgrade a fifth virtual item held by the virtual object to a virtual part of the virtual counter item, or controlling the virtual object to put the virtual part of the virtual counter item into a virtual backpack, in response to a trigger operation in the second interaction region among the at least two interaction regions, The fourth virtual item and the virtual part of the virtual counter item are virtual parts of the same type but not the same model, and the fifth virtual item and the virtual part of the virtual counter item are virtual parts of the same type. The virtual object control method according to claim 3.
6. The reference virtual item is a virtual decoration item, and the reference interaction region targeted by the trigger operation is at least one of the first interaction region and the second interaction region. The step of controlling the virtual object to use the reference virtual item in a usage mode corresponding to the reference interaction region targeted by the trigger operation, in response to a trigger operation on the reference interaction region among the at least two interaction regions, The step of controlling the virtual object to replace a first virtual item used by the virtual object with the virtual decoration item, or controlling the virtual object to wear the virtual decoration item, in response to a trigger operation in the first interaction region among the at least two interaction regions, wherein the first virtual item and the virtual decoration item are virtual decoration items of the same type. Including the step of controlling the virtual object to put the virtual decoration item into a virtual backpack, or controlling the virtual object to give the virtual decoration item to another virtual object, or controlling the virtual object to exchange the virtual decoration item for virtual currency, in response to a trigger operation in the second interaction region among the at least two interaction regions. The virtual object control method according to claim 3.
7. At least one virtual item included in the pickup area is a first candidate virtual item and a second candidate virtual item, and the reference virtual item is the first candidate virtual item or the second candidate virtual item. In response to the virtual object entering a pickup area within the virtual environment, the step of displaying the pickup control is In response to the virtual object entering a pickup area within the virtual environment, the step includes displaying a first pickup control and a second pickup control. The first pickup control is a control corresponding to the first candidate virtual item, the second pickup control is a control corresponding to the second candidate virtual item, and the display style of the first pickup control is different from the display style of the second pickup control. The virtual object control method according to any one of claims 3 to 6.
8. In response to the virtual object entering a pickup area within the virtual environment, the step of displaying the pickup control is When the virtual object enters the pickup area and the reference virtual item is of the same type as at least one virtual item used when the virtual object enters the pickup area and / or at least one spare virtual item, the step includes displaying the pickup control. The virtual object control method according to any one of claims 3 to 6.
9. In response to the virtual object entering a pickup area within the virtual environment, the step of displaying the pickup control is When the virtual object enters the pickup area and the reference virtual item is of the same type but not the same model as at least one virtual item used when the virtual object enters the pickup area and / or at least one spare virtual item, the step includes displaying the pickup control. The virtual object control method according to any one of claims 3 to 6.
10. The display style of the pickup control is determined by the type of the virtual item. The virtual object control method according to any one of claims 1 to 9.
11. The display style of the pickup control is the color of the frame of the at least two interaction areas, the corner marks of the at least two interaction areas, the brightness of the at least two interaction areas, the shape of the at least two interaction areas, the transparency of the at least two interaction areas, the pattern style within the at least two interaction areas, including at least one of the display information of the text style within the at least two interaction areas. The virtual object control method according to any one of claims 1 to 10.
12. A virtual object control device, a display module for displaying a pickup control, wherein the pickup control includes at least two interaction areas, and each interaction area corresponds to a usage method of a virtual item, the display module; a pickup module for controlling a virtual object to use the virtual item in a usage method corresponding to the at least two interaction areas. A virtual object control device.
13. A computer device including a memory and a processor, wherein at least one program code is stored in the memory, and when the program code is loaded and executed by the processor, the computer device realizes the virtual object control method according to any one of claims 1 to 11. A computer device.
14. A non-volatile computer-readable storage medium storing a computer program, wherein when the computer program is executed by a processor, the computer device realizes the virtual object control method according to any one of claims 1 to 11.
15. A chip including a programmable logic circuit and / or program instructions, wherein when an electronic device equipped with the chip operates, the virtual object control method according to any one of claims 1 to 11 is realized.
16. A computer program product including computer instructions, wherein the computer instructions are stored in a non-volatile computer-readable storage medium, and a processor reads and executes the computer instructions from the non-volatile computer-readable storage medium to cause a computer device to implement the virtual object control method according to any one of claims 1 to 11.
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