Virtual scene item processing method, virtual scene item processing device, electronic device, and computer program

The item processing method and device streamline item exchange in virtual scenes by displaying widgets for simultaneous item replacement, addressing inefficiencies in existing systems and enhancing interaction efficiency.

JP2025539055APending Publication Date: 2025-12-03TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2025526771
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-09-05
Filing Date
2024-07-08
Publication Date
2025-12-03

AI Technical Summary

Technical Problem

Players in virtual scenes, such as games, face inefficiencies in item pick-up processes due to limited virtual object item libraries, requiring them to discard items before picking up new ones, complicating human-machine interaction.

Method used

An item processing method and device that displays first and second item widgets, allowing for simultaneous removal of a replaceable virtual item and addition of a pickable virtual item from/to the item library through trigger operations, eliminating the need to open the item library manually.

Benefits of technology

Enhances human-machine interaction efficiency by simplifying the item exchange process, reducing interaction flow, and improving overall efficiency by completing both picking up a new item and discarding an old item in a single operation.

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Abstract

The present application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for processing items in a virtual scene, the method including: displaying at least one first item widget, each associated with a pickable virtual item in the virtual scene; displaying at least one second item widget, each associated with a replaceable virtual item in an item library of the first virtual object, in response to a first trigger operation by a first account that controls a first virtual object, on a first target item widget derived from the at least one first item widget; and removing the replaceable virtual item associated with the second target item widget from the item library of the first virtual object and adding the pickable virtual item associated with the first target item widget to the item library in response to a second trigger operation by the first account on a second target item widget derived from the at least one second item widget.
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Description

[Technical Field]

[0001] This application is based on and claims priority from a Chinese patent application filed on September 5, 2023, with application number 202311142284.3, the entire contents of which are incorporated herein by reference.

[0002] The present application relates to computer human-machine interaction technology, and in particular to a method, apparatus, electronic device, computer-readable storage medium and computer program product for processing items in a virtual scene. [Background technology]

[0003] Graphics processing hardware display technology has expanded the channels for sensing the environment and acquiring information. In particular, multimedia technology for virtual scenes, through the use of human-machine interaction engine technology, can realize diverse interactions between virtual objects controlled by users or artificial intelligence according to actual application needs, resulting in a variety of typical application scenarios. For example, in virtual scenes such as games, it can simulate the realistic battle process between virtual objects. Summary of the Invention [Problem to be solved by the invention]

[0004] Players win games by controlling virtual objects and interacting with them in virtual scenes. During interactions, virtual objects can pick up various items within the virtual scene, enhancing the variety and effectiveness of interactions. However, because the virtual object's item library has a limited capacity, in some situations, the player must first discard an item in the item library before picking up a new item. This complicates the item pick-up process, limiting the efficiency of human-machine interaction.

[0005] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for processing items in a virtual scene, which can improve the human-machine interaction efficiency of item replacement. [Means for solving the problem]

[0006] The technical solution of the present embodiment is realized as follows:

[0007] An item processing method for a virtual scene provided in an embodiment of the present application is executed by an electronic device, and includes the steps of: displaying at least one first item widget, each associated with a pickable virtual item in the virtual scene; displaying at least one second item widget, each associated with a replaceable virtual item in an item library of the first virtual object, in response to a first trigger operation by a first account, which is an account controlling a first virtual object, on a first target item widget derived from the at least one first item widget; and removing the replaceable virtual item associated with the second target item widget from the item library of the first virtual object and adding the pickable virtual item associated with the first target item widget to the item library in response to a second trigger operation by the first account on a second target item widget derived from the at least one second item widget.

[0008] An item processing device for a virtual scene provided in an embodiment of the present application includes: a display module that displays at least one first item widget, each associated with a pickable virtual item in the virtual scene; a first trigger module that displays at least one second item widget, each associated with a replaceable virtual item in an item library of the first virtual object, in response to a first trigger operation by a first account that is an account controlling a first virtual object, on a first target item widget derived from the at least one first item widget; and a second trigger module that removes the replaceable virtual item associated with the second target item widget from the item library of the first virtual object and adds the pickable virtual item associated with the first target item widget to the item library in response to a second trigger operation by the first account on a second target item widget derived from the at least one second item widget.

[0009] The electronic device provided in the present embodiment includes a memory for storing computer-executable instructions and a processor for, when executing the computer-executable instructions stored in the memory, realizing the virtual scene item processing method provided in the present embodiment.

[0010] The present embodiment provides a computer-readable storage medium storing computer-executable instructions that, when executed by a processor, implement the present embodiment's method for processing items in a virtual scene.

[0011] The computer program product provided in the present embodiment includes computer-executable instructions, which, when executed by a processor, implement the method for processing items in a virtual scene provided in the present embodiment. [Effects of the Invention]

[0012] The present embodiment provides the following beneficial effects: A first target item widget associated with a findable virtual item is displayed, and a second item widget is displayed in response to a first trigger operation on the first target item widget. A replaceable virtual item in the item library of the first virtual object is associated with the second item widget. That is, triggering the findable item widget causes the replaceable item widget to be presented, thereby eliminating the interaction operation of opening the item library. In response to a second trigger operation on the second target item widget, the findable virtual item replaces the replaceable virtual item in the item library. The operations of picking up a new item and discarding an old item are completed together, further reducing the interaction flow and improving the overall efficiency of human-machine interaction. [Brief explanation of the drawings]

[0013] [Figure 1A] FIG. 1A is a schematic interface diagram of the item processing method provided in this embodiment. [Figure 1B] FIG. 1B is a schematic interface diagram of the item processing method provided in this embodiment. [Figure 1C] FIG. 1C is a schematic interface diagram of the item processing method provided in this embodiment. [Figure 1D] FIG. 1D is a schematic interface diagram of the item processing method provided in this embodiment. [Figure 2A] FIG. 2A is a schematic diagram of the architecture of an item processing system provided in an embodiment of the present invention. [Figure 2B] FIG. 2B is a schematic diagram of the architecture of an item processing system provided in an embodiment of the present invention. [Figure 3] FIG. 3 is a structural schematic diagram of the electronic device provided in the present embodiment. [Figure 4A] FIG. 4A is a flow diagram of the item processing method provided in the present embodiment. [Figure 4B] FIG. 4B is a flow diagram of the item processing method provided in the present embodiment. [Figure 4C] FIG. 4C is a flow diagram of the item processing method provided in the present embodiment. [Figure 5A] FIG. 5A is a schematic interface diagram of the item processing method provided in this embodiment. [Figure 5B] FIG. 5B is a schematic interface diagram of the item processing method provided in this embodiment. [Figure 5C] FIG. 5C is a schematic interface diagram of the item processing method provided in this embodiment. [Figure 5D] FIG. 5D is a schematic interface diagram of the item processing method provided in this embodiment. [Figure 5E] FIG. 5E is a schematic interface diagram of the item processing method provided in this embodiment. [Figure 6A] FIG. 6A is an interaction diagram of the item processing method provided in this embodiment. [Figure 6B] FIG. 6B is an interaction diagram of the item processing method provided in this embodiment. [Figure 6C] FIG. 6C is an interaction diagram of the item processing method provided in this embodiment. [Figure 7A] FIG. 7A is a logical schematic diagram of the item processing method provided in the present embodiment. [Figure 7B] FIG. 7B is a logical schematic diagram of the item processing method provided in this embodiment. [Figure 7C] FIG. 7C is a logical schematic diagram of the item processing method provided in this embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0014] In order to make the objectives, technical solutions and advantages of the present application clearer, the present application will be described in more detail below in conjunction with the drawings. The described embodiments should not be considered as limiting the present application. Other embodiments obtained by those skilled in the art without any creative ingenuity are all included in the scope of protection of the present application.

[0015] In the following description, when we refer to "some embodiments," we mean a subset of all possible embodiments, but it will be understood that "some embodiments" may be the same or different subsets of all possible embodiments, and may be combined with each other where not inconsistent.

[0016] In the following description, the terms "first / second / third" are used only to distinguish between similar objects and do not represent a particular order of the objects. The terms "first / second / third" may be interchanged with the particular order or order if circumstances permit, and the embodiments of the present invention described herein may be performed in an order other than that shown or described.

[0017] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art. The terms used herein are used only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.

[0018] Before describing the embodiments of the present invention in detail, the nouns and terms related to the embodiments of the present invention will be explained. The following interpretations will be applied to the nouns and terms related to the embodiments of the present invention.

[0019] 1) Virtual Scene: A scene different from the real world that is output using a device. Visual perception of a virtual scene can be generated with the naked eye or with the aid of a device, for example, 2D images output through a display or 3D images output using stereoscopic display technologies such as stereoscopic projection, virtual reality, and augmented reality technology. Additionally, various types of perception that mimic the real world, such as auditory perception, tactile perception, olfactory perception, and motor perception, can be generated using various available hardware.

[0020] 2) In response to...: Used to indicate a condition or state on which an operation depends. When a condition or state is satisfied, one or more operations may be performed in real time or with a set delay. Unless otherwise specified, the order in which multiple operations are performed is not limited.

[0021] 3) Virtual Object: An object that performs interactions in a virtual scene. It is an object that can stand still, move, and perform various actions in a virtual scene under the control of a user or a robot program (e.g., a robot program based on artificial intelligence), such as various characters in a game.

[0022] 4) Optimal Matching: As shown in Figure 1A, players can set the optimal matching of in-game resources in advance in the interface settings. Here, optimal matching refers to the optimal accessories for each shooting item, the optimal number of each medicine, and the optimal number of each throwable object.

[0023] 5) Recommended Materials: As shown in Figure 1B, when a player picks up an item in the game, if the item matches the user's optimal match, the background color of the item will turn yellow. Here, the yellow-colored item is the recommended item.

[0024] In the game, users can set up an interface outside of the battlefield as needed to prioritize the supplies and shooting accessories they need during the battle. For example, a holographic scope is the best solution for an M4, a red dot scope is the best solution for an AK, two medical bags need to be found, and ten bandages need to be found. When picking up supplies, if there is space in the backpack, the recommended supplies will be automatically picked up, making the overall interaction process very simple.

[0025] In related technologies, virtual items are randomly distributed, so players cannot always pick up all the best supplies. For safety reasons, they often pick up items in the order they are found until their backpacks are full. Ultimately, when recommended supplies are found, the backpack capacity is already full, so the recommended supplies cannot be automatically picked up. The player must open their backpack, discard the existing items, and then pick up the recommended supplies. This makes the entire process quite cumbersome and time-consuming. As shown in Figure 1C, when a player enters a battle in a virtual scene, if there is still space in the backpack, the system automatically picks up the recommended supplies and places them in the player's backpack when they approach them. As shown in Figure 1D, when the player aims their reticle at a supply in the virtual scene, they can trigger the "mark" button to mark the supply, which can then be displayed to all teammates.

[0026] Currently, the automatic pick-up feature in related technologies is only effective if there is space left in the backpack. However, when a recommended supply is encountered, the backpack is usually already full. This requires the player to open the backpack, discard the unnecessary supplies, and then close it, resulting in a significant amount of human-machine interaction. Furthermore, because each player has different supply needs and supply placement is random, it is possible that the supplies discarded by player A may be the recommended supplies needed by player B. In this case, player A typically moves the reticle to the recommended supply in the virtual scene and clicks on the recommended supply to mark it. Only then can other teammates obtain the marking information. Because the hot zone (the area that detects actions) for the recommended supply is so small, marking must be done very carefully. In real-life games, players often avoid the hassle of carefully aligning the markings, resulting in a significant waste of resources.

[0027] The method, device, electronic device, computer-readable storage medium, and computer program product for processing items in a virtual scene provided in the present embodiment can improve the efficiency of human-machine interaction in item exchange. Application examples of the electronic device provided in the present embodiment are described below. The electronic device provided in the present embodiment can be implemented as various types of user terminals, such as laptops, tablet computers, desktop computers, set-top boxes, and mobile devices (e.g., mobile phones, portable music players, PDAs (Personal Digital Assistants), dedicated messaging devices, and portable game consoles).

[0028] To facilitate understanding of the method for processing items in a virtual scene provided in the embodiment of the present application, an exemplary implementation scenario of the method for processing items in a virtual scene provided in the embodiment of the present application will be described first. The virtual scene may be output by a terminal alone, or may be output by a terminal and a server in cooperation with each other.

[0029] In some embodiments, the virtual scene may be an environment for game characters to interact with, for example, game characters competing in a virtual scene, with the actions of virtual objects controlled to cause the characters to interact with each other within the virtual scene.

[0030] In one implementation scenario, referring to Figure 2A, Figure 2A is a schematic diagram of an application model of the virtual scene item processing method provided in this embodiment. The method is applicable to several application models in which the calculation of the relevant data of the virtual scene 100 can be completed solely by the computing power of the terminal 400, such as standalone / offline games, and the output of the virtual scene can be completed by the terminal 400, such as a smartphone, tablet computer, virtual reality / augmented reality device, etc.

[0031] When generating visual perception of the virtual scene 100 (including the virtual object 110), the terminal 400 uses graphics calculation hardware to calculate the data required for display and completes loading, analysis, and rendering of the display data. Graphics output hardware outputs video frames that can generate visual perception of the virtual scene. For example, two-dimensional video frames can be presented on the display of a smartphone, or video frames can be projected onto the lenses of augmented reality / virtual reality glasses to achieve a three-dimensional display effect. To enrich the perception effects, the device may also use various hardware to generate one or more of auditory perception, tactile perception, kinesthetic perception, and taste perception.

[0032] For example, the terminal 400 executes a client (e.g., a standalone game application) and, while the client is running, outputs a virtual scene including a playable character. The virtual scene is an environment for game characters to interact with, such as a plain, a city, or a canyon where game characters compete. The terminal 400 displays at least one first item widget. Each first item widget is associated with a pickable virtual item in the virtual scene. The terminal 400 displays at least one second item widget in response to a first trigger operation by a first account on a first target item widget. The first account controls a first virtual object, the first target item widget is derived from the at least one first item widget, and each second item widget is associated with a replaceable virtual item in the item library of the first virtual object. Then, in response to a second trigger operation by the first account on the second target item widget, the replaceable virtual item linked to the second target item widget is removed from the item library of the first virtual object, and the pickable virtual item linked to the first target item widget is added to the item library. The terminal 400 may be a terminal used by a player controlling the first virtual object, or a terminal on which an AI program controlling the first virtual object is executed.

[0033] In another implementation scenario, referring to Figure 2B, Figure 2B is a schematic diagram of an application model of the virtual scene item processing method provided in this embodiment, which is applied to the terminal 400 and the server 200, and generally relies on the computing power of the server 200 to complete the virtual scene calculation, and outputs the virtual scene on the terminal 400.

[0034] For example, in the case of generating visual perception of a virtual scene 100 (including virtual objects 110), the server 200 calculates and transmits display data related to the virtual scene to the terminal 400. The terminal 400 uses its graphics calculation hardware to load, analyze, and render the calculated display data, and then outputs the virtual scene through its graphics output hardware to generate visual perception. For example, two-dimensional video frames may be presented on a smartphone display, or video frames may be projected onto the lenses of augmented reality / virtual reality glasses to create a three-dimensional display effect. It should be understood that the virtual scene may be perceived through appropriate hardware of the terminal, such as through a microphone output to generate auditory perception or a vibrator output to generate tactile perception.

[0035] For example, the terminal 400 executes a client (e.g., a network version of a game application) and connects to a game server (i.e., the server 200) to interact with other users in a game. At least one first item widget is displayed on the terminal 400. Each first item widget is associated with a pickable virtual item in a virtual scene. In response to a first trigger operation of a first account on a first target item widget, the terminal 400 transmits operation data of the first trigger operation to the server 200. The server 200 obtains display data of the operation result and returns it to the terminal 400, and displays at least one second item widget on the human-machine interaction interface of the terminal 400. The first target item widget is derived from the at least one first item widget, and each second item widget is associated with a replaceable virtual item in the item library of the first virtual object. Then, in response to a second trigger operation of the first account on the second target item widget, the terminal 400 transmits operation data of the second trigger operation to the server 200. The server 200 acquires display data of the operation result and returns it to the terminal 400, removes the replaceable virtual item linked to the second target item widget from the item library of the first virtual object, and adds the pickable virtual item linked to the first target item widget to the item library. Note that the terminal 400 may be a terminal used by a player controlling the first virtual object, or a terminal on which an AI program controlling the first virtual object is executed.

[0036] In some embodiments, the terminal 400 may implement the virtual scene item processing method provided in the embodiments of the present disclosure by executing a computer program. For example, the computer program may be a native program or software module in an operating system, a native application (APP) that can be installed and executed on an operating system, such as a game APP (i.e., the above-mentioned client), an applet that can be executed simply by downloading it to a browser environment, or even a game applet that can be embedded in any APP. In other words, the computer program may be an application, module, or plug-in in any form.

[0037] The embodiments of the present application may be realized using cloud technology, which refers to a type of hosting technology that integrates system resources such as hardware, software, and networks within a wide area network or a local area network to achieve data calculation, storage, processing, and sharing.

[0038] Cloud computing technology is a collective term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model application. It creates a resource pool that can be used as needed, flexibly, and conveniently. Cloud computing technology is becoming an important support. The background services of technical network systems require large amounts of computing and storage resources.

[0039] For example, the server 200 may be a standalone physical server, a server group consisting of multiple physical servers, or a distributed system. Furthermore, the server 200 may be a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain services, security services, a Content Delivery Network (CDN), and big data and AI platforms. The terminal 400 may be, but is not limited to, a smartphone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, etc. The terminal 400 and the server 200 may be directly or indirectly connected via wired or wireless communication, but this is not limited to this embodiment.

[0040] Referring to FIG. 3, FIG. 3 is a structural schematic diagram of an electronic device to which the virtual scene item processing method provided in the embodiment of the present application is applied. Taking the electronic device as a terminal as an example, the terminal 400 shown in FIG. 3 includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The components in the terminal 400 are coupled via a bus system 440. The bus system 440 is used to realize communication connections between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, all of the various buses are represented as the bus system 440 in FIG. 3.

[0041] The processor 410 may be a type of integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic device, a discrete gate or transistor logic device, a discrete hardware component, etc. Here, a general-purpose processor may be a microprocessor or any conventional processor, etc.

[0042] The user interface 430 includes one or more output devices 431 capable of presenting media content, including one or more speakers and / or one or more visual displays, and one or more input devices 432 including user interface members, such as a keyboard, mouse, microphone, touch screen, camera, and other input buttons and widgets, to facilitate user input.

[0043] Memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid state memory, hard disk drives, optical disk drives, etc. Optionally, memory 450 includes one or more storage devices whose physical location is remote from processor 410.

[0044] The memory 450 may include volatile or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). In this embodiment, memory 450 is described to include any suitable type of memory.

[0045] In some embodiments, memory 450 may store data to support various operations, including, for example, programs, modules, data structures, or a subset or superset thereof, as described below.

[0046] The operation system 451 includes system programs, such as a framework layer, a core library layer, and a driver layer, for processing various basic system services and executing hardware-related tasks, and is used to realize various basic operations and process hardware-based tasks.

[0047] The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420. Exemplary network interfaces 420 include Bluetooth, WiFi, USB, etc.

[0048] The presentation module 453 is used to enable presentation of information via one or more output devices 431 (e.g., displays, speakers, etc.) associated with the user interface 430 (e.g., used to operate peripheral devices and the user interface that displays content and information).

[0049] The input processing module 454 is used to detect one or more user inputs or interactions from one of the one or more input devices 432 and to interpret the detected inputs or interactions.

[0050] In some embodiments, the virtual scene item processing device provided in the present embodiment may be implemented using a software system. FIG. 3 shows a virtual scene item processing device 455 stored in memory 450. The item processing device 455 may be software in the form of a program or plug-in, including software modules: a display module 4551, a first trigger module 4552, and a second trigger module 4553. Because these are logical modules, they can be combined or further divided as desired depending on the functions to be realized. The functions of each module are described below.

[0051] Next, referring to Figure 4A, Figure 4A is a flow diagram of a method for processing items in a virtual scene provided in an embodiment of the present application. The following description will be made in conjunction with the steps shown in Figure 4A.

[0052] It should be noted that the method illustrated in Figure 4A can be implemented by various types of computer programs executed by a terminal, and is not limited to the above-mentioned clients, such as the operating systems, software modules, and scripts described above, and therefore should not be considered as limiting the embodiments of the present application.

[0053] In step 101, at least one first item widget is displayed.

[0054] For example, each of the first item widgets is associated with a pickable virtual item in the virtual scene. Various pickable virtual items are scattered throughout the virtual scene. To facilitate picking up the virtual items, an item widget associated with the virtual item is displayed, and the virtual item associated with the item widget can be picked up in response to a trigger operation on the item widget.

[0055] In some embodiments, displaying at least one first item widget in step 101 can be achieved by the following technical solution: when a first distance between the first virtual object and the pickable virtual item is less than a first distance threshold, display a first item widget associated with the pickable virtual item.

[0056] 5A , when a first virtual object 501A controlled by a first account approaches a first virtual item, a human-machine interaction interface displays a found list 502A, which includes at least one first item widget, such as first item widget 503A. Here, the first virtual object approaching the first virtual item may be the first distance between the first virtual object and the first virtual item becoming smaller than a first distance threshold. According to the embodiment of the present application, by displaying only the item widgets of the virtual items within the pick-up range, the utilization rate of display resources is increased.

[0057] In step 102, in response to a first trigger operation of a first account on a first target item widget, at least one second item widget is displayed, where the first account is an account that controls a first virtual object, the first target item widget is derived from the at least one first item widget, and each of the second item widgets is associated with a replaceable virtual item in an item library of the first virtual object.

[0058] In this embodiment, a first target item widget associated with a pickable virtual item is displayed, and a second item widget is displayed in response to a first trigger operation on the first target item widget. A replaceable virtual item in the item library of the first virtual object is associated with the second item widget. That is, triggering the pickable item widget causes a widget for the item to be replaced to be presented, thereby eliminating the interaction operation of opening the item library. In response to a second trigger operation on the second target item widget, the pickable virtual item replaces the replaceable virtual item in the item library. The operation of picking up the new item and the operation of letting go of the old item are completed together, further reducing the interaction flow and improving the overall efficiency of human-machine interaction.

[0059] In some embodiments, displaying at least one second item widget in step 102 can be realized by the following technical solutions: when the first trigger operation is an arbitrary trigger operation and the volume occupied by all virtual items owned by the first virtual object exceeds a volume threshold, display the at least one second item widget; or when the operation attribute data of the first trigger operation meets the trigger condition of an item swap logic, display the at least one second item widget.

[0060] For example, the operation attribute data may be the contact pressure of the trigger operation or the contact time of the trigger operation. In this case, the first trigger operation on the first target item is a special operation, such as a pressing operation in which the contact pressure exceeds a pressure threshold or a long press operation in which the contact time exceeds a first time threshold. When the contact pressure exceeds the pressure threshold or the contact time exceeds the first time threshold, the trigger condition of the item swap logic is met. These special operations activate a swap function, and at least one second item widget is displayed. When the capacity occupied by all virtual items owned by the first virtual object exceeds a capacity threshold (e.g., when the capacity of the item library owned by the first virtual object is already used up), the first trigger operation may be any trigger operation on the first target item widget, i.e., a normal trigger operation such as a click operation. According to the embodiment of the present application, a more flexible interaction method can be provided, allowing the swap function to be activated proactively by a special operation, and when there is little free space, the swap function can be activated by a normal pick-up operation.

[0061] In some embodiments, when the number of the first item widgets is multiple, when the at least one second item widget is displayed, the display of the first item widgets other than the first target item widget among the multiple first item widgets is hidden.

[0062] 5B, the found list originally displays first item widgets corresponding to all first virtual items near the first virtual object, but when the at least one second item widget is displayed, it indicates that the virtual object has already been replaced, so the found list is hidden and only the first target item widget 501B remains. According to the embodiment of the present application, the virtual items to be found and the virtual items that can be replaced are clearly presented to the player, thereby improving the utilization of display resources.

[0063] In step 103, in response to a second trigger operation of the first account on a second target item widget, remove a replaceable virtual item associated with the second target item widget from an item library of the first virtual object, and add a pickable virtual item associated with the first target item widget to the item library, where the second target item widget is derived from the at least one second item widget.

[0064] In some embodiments, as shown in FIG. 4B, displaying at least one second item widget in step 102 can be achieved by at least one of step 1021 and step 1022 shown in FIG. 4B.

[0065] In step 1021, a second item widget corresponding to a target item type is displayed, where the target item type is the item type corresponding to the first target item widget.

[0066] According to this embodiment, the item type corresponding to the second item widget and the pickable virtual item selected by the first trigger operation can be controlled to belong to the same type. That is, replacement within the same item type is realized, which eliminates the need to display all the second item widgets for the replaceable virtual items. This saves the user time in selecting from a large number of items and improves the efficiency of human-machine interaction.

[0067] In some embodiments, displaying the second item widget corresponding to the target item type in step 1021 may be realized by the following technical solution: if the target item type is an attack item type and the first virtual object is already equipped with a virtual item of the target item type, display the second item widget corresponding to the target item type.

[0068] For example, if the second item widget and the first target item widget displayed in step 102 correspond to the same item type, for example, if the virtual item corresponding to the first target item widget is a shooting item, the replaceable virtual item linked to the second item widget will also be a shooting item. Here, the shooting item belongs to the attack item type, and if the first virtual object is already equipped with a virtual item belonging to the attack item type, the second item widget linked to the virtual item of the attack item type is displayed. If the first virtual object is not equipped with a virtual item belonging to the attack item type, the second item widget linked to the virtual item of the attack item type is not displayed. According to the embodiment of the present application, if an attack item type is already equipped, a second item widget of the attack item type can be displayed, and item replacement within the attack item type can be realized. In the process of interacting with an attack item, there is no need to select replacement items from a large number of items, and the efficiency of human-machine interaction is improved.

[0069] In some embodiments, displaying the second item widgets corresponding to the target item type in step 1021 may be realized by the following technical solutions: if the target item type is an accessory item type and the number of virtual items belonging to the accessory item type in the item library is less than a first quantity threshold, display all second item widgets corresponding to virtual items belonging to the accessory item type; if the target item type is an accessory item type and the number of virtual items belonging to the accessory item type in the item library is equal to or greater than the first quantity threshold, display second item widgets corresponding to virtual items belonging to the accessory item type and related to equipment of the first virtual object.

[0070] For example, if the second item widget and the first target item widget displayed in step 102 correspond to the same item type, for example, if the virtual item corresponding to the first target item widget is a gun stock accessory, the replaceable virtual item linked to the second item widget may be a sight accessory. Here, both the gun stock accessory and the sight accessory belong to the accessory item type. If the number of virtual items belonging to the accessory item type in the item library is equal to or less than the first quantity threshold, for example, if the number of virtual items belonging to the accessory item type in the item library is three or less, all accessories are displayed in the replaceable supply list. That is, all second item widgets corresponding to virtual items belonging to the accessory item type are displayed. If the number of virtual items belonging to the accessory item type in the item library is greater than three, accessories for shooting items (equipment for the first virtual object) are preferentially displayed in the replaceable supply list. That is, second item widgets corresponding to virtual items belonging to the accessory item type and related to equipment are displayed. According to the present embodiment, effective use of display resources can be realized by displaying all virtual items belonging to the accessory item type when the number of virtual items belonging to the accessory item type is small, and displaying only a portion of the virtual items related to the equipment when the number of virtual items belonging to the accessory item type is large. This maintains the diversity of the types of virtual items in the item library and helps to improve the usage rate of various types of virtual items.

[0071] In some embodiments, displaying the second item widget corresponding to the target item type in step 1021 may be realized by the following technical solutions: if the target item type is one of other item types and the number of virtual items belonging to the other item type in the item library is less than a second quantity threshold, display all second item widgets corresponding to virtual items belonging to the other item type; if the target item type is one of other item types and the number of virtual items belonging to the other item type in the item library is equal to or greater than the second quantity threshold, display second item widgets corresponding to virtual items belonging to the target item type, where the other item types are item types excluding attack item types and accessory item types.

[0072] For example, if the second item widget and the first target item widget displayed in step 102 correspond to the same item type, the other item type may include ammunition, medicine, or throwables. For example, if the virtual item corresponding to the first target item widget is rifle ammunition, the replaceable virtual item associated with the second item widget may be pistol ammunition. Here, both rifle ammunition and pistol ammunition belong to the other item type. If the number of virtual items in the other category in the item library is less than a second quantity threshold, for example, if the number of virtual items belonging to the other item type in the item library is six or less, the second item widget for all virtual items belonging to the other item type is displayed in the replaceable supplies list. If the number of virtual items belonging to the other item type in the item library is greater than six, items of the same type are preferentially displayed. That is, the second item widget corresponding to the virtual item belonging to the target item type is displayed. According to the embodiment of the present invention, effective use of display resources can be realized, and when the number of virtual items belonging to other item types is small, all of them are displayed, and when the number of virtual items belonging to other item types is large, only virtual items belonging to the target item type are displayed, thereby enabling items of the same type to be quickly replaced, and improving the efficiency of human-machine interaction.

[0073] In step 1022, if the number of virtual items to be selected in the item library of the first virtual object exceeds the maximum number of virtual items to be selected, a second item widget corresponding to the virtual items to be selected is displayed, where the maximum number of virtual items is the maximum number of virtual items of each type in the target item arrangement of the item library.

[0074] For example, the technical solution in step 1021 focuses on linking the second item widget with the first item widget. In other words, the virtual items associated with both belong to the same item type. Step 1022 emphasizes the balance of the quantity of each virtual item in the item library. If the deployment number of the virtual item of the selection candidate exceeds the optimal deployment number (which may be understood as a preset maximum deployment number) set outside of the battle scene, the virtual item of the selection candidate is prioritized and replaced. Therefore, the second item widget linked to the virtual item of the selection candidate is displayed. According to the embodiment of the present application, controlling the balance of the quantity of each virtual item in the item library can increase the diversity of the types of virtual items in the item library, which helps to increase the usage rate of various types of virtual items.

[0075] In some embodiments, the first trigger operation is a sustained operation on the target connection button, and after performing step 101, steps 104 to 105 shown in FIG. 4C can be performed, as shown in FIG. 4C.

[0076] In step 104, when the dwell time of the first trigger operation exceeds a first operation data threshold, a progress bar of the first target item widget is displayed, where the progress value of the progress bar represents the picked-up quantity of the pickable virtual item corresponding to the first target item widget.

[0077] In step 105, a progress value corresponding to the operation attribute of the first trigger operation and the operation data of the operation attribute is displayed on the progress bar.

[0078] For example, as shown in FIGS. 5C and 6B, when a player moves up or down more than five pixels in the hot zone of a long-pressed widget 501C (first target item widget), a progress bar 502C indicating the number of items picked up is displayed to the left of the long-pressed widget 501C. The player can adjust the height of the progress bar by sliding up or down on the screen. A higher progress bar indicates a larger number of items picked up, and a lower progress bar indicates a smaller number of items picked up. According to this embodiment, the number of virtual items that can be picked up is displayed in a visualized format, and the number of items picked up can be determined by multiple use of the first trigger operation, thereby effectively improving the efficiency of human-machine interaction.

[0079] In some embodiments, the process of displaying at least one second item widget in step 102 may further display the quantity of each replaceable virtual item linked to the second item widget in the item library. When the progress bar displays a progress value corresponding to the operation attribute of the first trigger operation and the operation data of the operation attribute, the quantity of the replaceable virtual item linked to the second item widget in the item library is updated and displayed based on the progress value.

[0080] In some embodiments, when displaying at least one second item widget in step 102, a virtual item icon for each replaceable virtual item associated with the second item widget may also be displayed.

[0081] For example, the virtual item icon and the quantity may be displayed overlaid on the associated second item widget, or may be displayed at a position near the associated second item widget, where the "nearby position" refers to a position whose distance from the second item widget is less than a distance threshold.

[0082] For example, as shown in FIG. 5C , icons 504C of each replaceable virtual item associated with the second item widget are displayed, along with the quantity 505C of each replaceable virtual item associated with the second item widget in the item library. When the progress bar displays a progress value corresponding to the operation attribute of the first trigger operation and the operation data of the operation attribute, i.e., when the progress bar 502C displays the quantity of found items, the quantity of replaceable items is also displayed. That is, the quantity of replaceable items in the replaceable item list 503C to the right of the long-pressed widget 501C (first target item widget) also changes accordingly. This quantity indicates the quantity that can be replaced. According to this embodiment, the quantity of replaceable virtual items is visualized, and the quantity of replaceable virtual items can be determined by multiple use of the first trigger operation, thereby effectively improving the efficiency of human-machine interaction.

[0083] In some embodiments, after displaying at least one second item widget, if the first trigger operation is a persistent operation and is not released during the display of the second item widget, a movement trajectory is generated in response to the persistent operation, and when the contact point of the persistent operation moves to a sensing area corresponding to the second target item widget, the second target item widget is displayed in a selected state. When the persistent operation is released, the release of the persistent operation is recognized as a second trigger operation for the second target item widget.

[0084] For example, the first trigger operation and the second trigger operation may be sub-operations in a set of consecutive operations. For example, a long press operation on a first target item widget (contact time exceeds a first time threshold) is the first trigger operation, and an operation of moving the contact point from the first target item widget to the second target item widget and releasing it after moving to the second target item widget is the second trigger operation. According to the embodiment of the present application, the human-machine interaction operation of the entire replacement flow can be simplified and realized as a single interaction operation, thereby improving the efficiency of human-machine interaction.

[0085] In some embodiments, after displaying the second target item widget in a selected state, if the replaceable virtual item linked to the second target item widget is a markable and usable item, a use widget and a marking widget are displayed at corresponding positions of the second target item widget, and if the replaceable virtual item linked to the second target item widget is a markable and unusable item, a marking widget is displayed at corresponding positions of the second target item widget.

[0086] For example, the corresponding position of the second target item widget is a position where the distance to the second target item widget is less than the distance threshold, which may be zero. That is, the marking widget or the usage widget may be displayed at the position where the second target item widget is located.

[0087] For example, when entering the item replacement state, it is necessary to determine whether the first account's finger has moved into the hot zone of the widget (first target item widget) in the replaceable item list section. If the answer is No, nothing changes. If the answer is Yes, it is necessary to subsequently determine the type of replaceable virtual item selected by the first account (the pickable virtual item associated with the first target item widget). If the replaceable virtual item is attack equipment, equipment, accessories, or ammunition, a marking button (marking widget) is displayed above the selected widget (second target item widget). If the replaceable virtual item is medicine or a throwable item, a marking button (marking widget) is displayed above the selected widget and a use button (use widget) is displayed below it. According to the embodiment of the present application, for virtual items in different states, widgets matching the corresponding states can be displayed in corresponding positions of the corresponding second target item widget, and the display of differentiated widgets can improve the efficiency of human-machine interaction.

[0088] In some embodiments, when the contact point of the persistent operation moves to the marking widget, the release of the persistent operation in the marking widget is recognized as a second trigger operation for the second target item widget, and a marking process is performed on a replaceable virtual item linked to the second target item widget, thereby alerting a second virtual object in the same group as the first virtual object to pick up the marked virtual item. When the contact point of the persistent operation moves to the use widget, the release of the persistent operation in the use widget is recognized as a second trigger operation for the second target item widget, and a process of the first virtual object using the replaceable virtual item linked to the second target item widget is displayed.

[0089] For example, if the replaceable virtual item is attack equipment, equipment, accessories, or ammunition, a marking widget is displayed above the selected second target item widget. If the replaceable virtual item is medicine or a throwable item, a marking widget is displayed above the selected second target item widget and a use widget is displayed below it. At this time, it is necessary to determine whether the player's persistent operation has reached the marking widget. If the answer is No, nothing changes. If the answer is Yes, the marking widget is selected, and it is necessary to determine again whether the player has released their finger (whether the persistent operation has been released). If the answer is No, nothing changes. If the answer is Yes, an appropriate number of pickable virtual items associated with the first target item widget are picked up, an appropriate number of replaceable virtual items associated with the second target item widget are released, and the replaceable virtual items associated with the second target item widget are automatically marked. At this time, it is necessary to determine whether the player's persistent operation has reached the use widget. If the answer is No, nothing changes; if the answer is Yes, the widget to be used is selected, and it is necessary to determine again whether the player has released their finger (whether the persistent operation has been released). If the answer is No, nothing changes; if the answer is Yes, a corresponding number of pickable virtual items associated with the first target item widget are picked up, a corresponding number of replaceable virtual items associated with the second target item widget are given up, and the replaceable virtual items associated with the second target item widget are used once. According to the embodiment of the present application, the human-machine interaction efficiency of item use and item marking can be improved, thereby improving the human-machine interaction efficiency in the process of interaction between virtual objects.

[0090] Next, an example of application of the present embodiment in a real application scene will be described.

[0091] The terminal executes a client (e.g., a network version of a game application) and connects to a game server (i.e., a server) to interact with other users in a game. At least one first item widget is displayed on the terminal. Each first item widget is associated with a pickable virtual item in a virtual scene. In response to a first trigger operation by a first account on a first target item widget, the terminal transmits operation data of the first trigger operation to the server. The server obtains display data of the operation result and returns it to the terminal, and displays at least one second item widget on the human-machine interaction interface of the terminal. The first target item widget is derived from the at least one first item widget, and each second item widget is associated with a replaceable virtual item in the item library of the first virtual object. In response to a second trigger operation by the first account on a second target item widget, the terminal transmits operation data of the second trigger operation to the server. The server acquires display data of the operation result and returns it to the terminal, removes the replaceable virtual item associated with the second target item widget from the item library of the first virtual object, and adds the pickable virtual item associated with the first target item widget to the item library, where the terminal may be a terminal used by a player controlling the first virtual object or a terminal on which an AI program controlling the first virtual object is executed.

[0092] This embodiment aims to quickly replace materials, and a long press on the pick-up list triggers the display of a list of replaceable materials. The list of replaceable materials includes material icons, marking buttons, use buttons, and a progress bar that can be used to adjust the quantity by sliding up and down, thereby achieving functionality and conveying information.

[0093] 5A and 6A, while the player is interacting in the virtual scene, when the player-controlled virtual object approaches a first virtual item 501A, a found list 502A is displayed in the main interface. In response to the player long-pressing any one of the widgets 503A on the found list for 0.2 seconds, an item swap state is entered.

[0094] As shown in Figure 5B, in the item replacement state, the found list is hidden, and only the long-pressed widget 501B remains. A replaceable item list 502B also pops up to the right of widget 501B. Replaceable item list 502B displays widgets 503B of one to three replaceable items selected by the system, along with the corresponding quantities.

[0095] As shown in Figures 5C and 6B, when a player moves up or down more than 5 pixels in the hot zone of the pressed and held widget 501C, a progress bar 502C indicating the quantity picked up is displayed to the left of the pressed and held widget 501C. The height of the progress bar can be controlled by sliding up or down on the screen. A higher number indicates a larger quantity picked up, and a lower number indicates a smaller quantity picked up. The number of items to be replaced in the replaceable item list 503C to the right of the pressed and held widget 501C also changes accordingly.

[0096] As shown in Figures 5D and 6A, when the player's finger moves within the hot zone of the widget 501D for the replaceable item, a yellow frame appears around the widget 501D. If the player releases their finger within the hot zone of the widget 501D, the player simply picks up the retrieveable item and gives up the replaceable item. Next, as shown in Figures 5D, 5E, and 6C, the type of replaceable item is determined in the background. If the replaceable item is a chemical or throwable item, a marking button 502D appears above the widget 501D, and a use button 503D appears below the widget 501D. If the replaceable item is any other type, only the marking button 502E appears above the widget 501E.

[0097] As shown in Figure 6C, when the player's finger moves to the marking button, the marking button is highlighted, and when the player releases the finger, the locatable item is picked up and the replaced item is released and marked. When the player's finger moves to the use button, the use button is highlighted, and when the player releases the finger, the locatable item is picked up and the replaced item is used.

[0098] The core functions of this embodiment are mainly a combination of four functions: material replacement, quantity adjustment of replacement materials, material replacement and marking, and material replacement and use. These four functions are interrelated and affect each other, but for ease of understanding, these four functions will be explained individually below. In addition, because the trigger of functions is determined according to the difference in hot zones, a schematic diagram of the hot zones will also be explained below.

[0099] As shown in Figure 7A, while the player is interacting in the virtual scene, if there are supplies nearby, the pickup list will automatically pop up on the main interface. It is necessary to determine whether the player has pressed and held the widget for 0.2 seconds. If no, nothing will change; if yes, the supply swap function will be triggered. In this case, the pickup list will be hidden, leaving the widget for the item to be picked up on the left and the replaceable supplies on the right. At this point, it is necessary to determine what type of supply the player wants to pick up. If it is attack equipment or equipment, it is necessary to read whether the player is wearing attack equipment or equipment. If so, the corresponding attack equipment or equipment will be displayed in the replaceable supply list. If not, the replaceable supply list will be blank. If it is an accessory, it is necessary to read whether the accessories in the player's current backpack and the accessories for the ranged item are in the optimal accessory match set outside of the battle scene. If the number is 3 or less, all accessories will be displayed in the replaceable supply list. If the number is greater than 3, ranged item accessories will be displayed preferentially in the replaceable supply list. For ammunition, medicine, or throwables, the system reads the quantities of these three types of items in the player's backpack and determines which items exceed the optimal quantity for deployment outside of combat. If the number of excess items is three or less, all items are displayed in the replaceable supplies list. If the number of excess items is greater than three, items of the same type are displayed preferentially. The system then determines in real time whether the player's finger's hot zone has moved to a widget in the replaceable supplies list. If it has not moved, nothing changes; if it has, the corresponding widget is selected. At this point, it must be determined whether the player has released their finger. If not, the selection continues and nothing changes; if it has, the recommended item is picked up and the selected item is discarded, completing the entire flow.

[0100] As shown in Figure 7B, when the player presses and holds the recommended item for 0.2 seconds to enter the item swap state, it is necessary to determine in real time whether the player's finger is still in the hot zone of the recommended item widget. If it is No, the flow ends. If it is Yes, it is necessary to determine whether the player's finger has shifted vertically. If it is No, nothing changes. If it is Yes, it is necessary to determine whether the movement distance is 5 pixels or more. If it is No, nothing changes. If it is Yes, it is necessary to determine the specific pixel distance moved, and then change the quantity of recommended items and the quantity of replaceable items correspondingly according to the player's drag direction and drag distance.

[0101] As shown in Figure 7C, when the player presses and holds the button for 0.2 seconds to enter the item swap state, it is necessary to determine whether the player's finger has moved within the hot zone of the widget in the list of replaceable items. If the answer is No, nothing changes. If the answer is Yes, it is then necessary to determine the type of replaceable item selected by the player. If the replaceable item is offensive equipment, equipment, accessories, or ammunition, a marking button is displayed above the selected widget. If the replaceable item is medicine or throwable, a marking button is displayed above the selected widget and a use button is displayed below it. At this point, it is necessary to determine whether the player has moved to the marking button. If the answer is No, nothing changes. If the answer is Yes, the marking button is selected and it is necessary to re-determine whether the player has released their finger. If the answer is No, nothing changes. If the answer is Yes, the corresponding number of recommended items is picked up and the corresponding number of selected items is released and marked. At this point, it is necessary to determine whether the player has moved to the use button. If the answer is No, nothing changes. If the answer is Yes, the use button is selected and it is necessary to re-determine whether the player has released their finger. If you choose No, nothing will change; if you choose Yes, you will pick up the corresponding amount of recommended supplies, give up the corresponding amount of selected supplies, and use the selected supplies once.

[0102] This embodiment adds the core function of replacement to the collection flow, and three additional peripheral functions: adjusting the quantity of items collected, marking abandoned supplies, and using abandoned supplies. This allows players to easily replace items they want to collect during the collection process, and allows them to respond flexibly even when their backpack is full and they come across recommended supplies. The ability to mark and use abandoned supplies also facilitates the recycling of unnecessary supplies and promotes team communication. This helps players manage their own backpack capacity and resource allocation, allowing them to focus more on combat. Furthermore, the entire system can be controlled by the player's simple press-and-hold and slide movements, and the entire flow can be completed in one step, greatly improving the efficiency of human-machine interaction.

[0103] In addition, in the embodiments of the present application, when the embodiments of the present application are applied to a specific product or technology, data related to user information, etc., must obtain permission or consent from the user, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant country or region.

[0104] Next, an exemplary structure of the virtual scene item processing device 455 provided in the embodiments of the present disclosure, implemented as a software module, will be described. In some embodiments, as shown in FIG. 3 , the virtual scene item processing device 455 stored in the memory 450 may include the following software modules: a display module 4551 configured to display at least one first item widget, where each of the first item widgets is associated with a virtual item that can be picked up in the virtual scene; a first trigger module 4552 configured to display at least one second item widget in response to a first trigger operation by a first account on a first target item widget, where the first account is an account that controls a first virtual object, the first target item widget is derived from the at least one first item widget, and each of the second item widgets is associated with a replaceable virtual item in the item library of the first virtual object. The second trigger module 4553 is configured to, in response to a second trigger operation of the first account on a second target item widget, remove a replaceable virtual item associated with the second target item widget from an item library of the first virtual object and add a pickable virtual item associated with the first target item widget to the item library, where the second target item widget is derived from the at least one second item widget.

[0105] In some embodiments, the display module 4551 is further configured to display a first item widget associated with the pickable virtual item when a first distance between the first virtual object and the pickable virtual item is less than a first distance threshold.

[0106] In some embodiments, when the number of the first item widgets is multiple, the first trigger module 4552 is further configured to hide the display of first item widgets other than the first target item widget among the multiple first item widgets when displaying the at least one second item widget.

[0107] In some embodiments, the first trigger module 4552 is further configured to: display the at least one second item widget when the first trigger operation is an arbitrary trigger operation and the capacity occupied by all virtual items owned by the first virtual object exceeds a capacity threshold; or display the at least one second item widget when operation attribute data of the first trigger operation satisfies a trigger condition of item replacement logic.

[0108] In some embodiments, the first trigger module 4552 is further configured to: display a second item widget corresponding to a target item type that is an item type corresponding to the first target item widget, or, if the number of deployments of the virtual items of the candidate selection candidates in the item library of the first virtual object exceeds the maximum deployment number, display a second item widget corresponding to the virtual items of the candidate selection candidates, where the maximum deployment number is the maximum number of virtual items of each type in the target item deployments of the item library.

[0109] In some embodiments, the first trigger module 4552 is further configured to, when the target item type is an offensive equipment item type and the first virtual object is already equipped with a virtual item of the target item type, display a second item widget corresponding to the target item type.

[0110] In some embodiments, the first trigger module 4552 is further configured to: display all second item widgets corresponding to virtual items belonging to the accessory item type when the target item type is an accessory item type and the number of virtual items belonging to the accessory item type in the item library is less than a first quantity threshold; and display second item widgets corresponding to virtual items belonging to the accessory item type and associated with equipping the first virtual object when the target item type is an accessory item type and the number of virtual items belonging to the accessory item type in the item library is equal to or greater than the first quantity threshold.

[0111] In some embodiments, the first trigger module 4552 is further configured to: display all second item widgets corresponding to virtual items belonging to the other item type when the target item type is one of the other item types and the number of virtual items belonging to the other item type in the item library is less than a second quantity threshold; and display second item widgets corresponding to virtual items belonging to the target item type when the target item type is the other item type and the number of virtual items belonging to the other item type in the item library is equal to or greater than the second quantity threshold, where the other item types are item types excluding attack item types and accessory item types.

[0112] In some embodiments, the first trigger operation is a persistent operation on the target connection button, and the first trigger module 4552 is further configured to, when a dwell time of the first trigger operation exceeds a first operation data threshold, display a progress bar of the first target item widget, and display a progress value on the progress bar corresponding to an operation attribute of the first trigger operation and operation data of the operation attribute, wherein the progress value of the progress bar represents a picked-up quantity of a pickable virtual item corresponding to the first target item widget.

[0113] In some embodiments, the first trigger module 4552 is further configured to display icons of the replaceable virtual items associated with each of the second item widgets, and display the quantity of each replaceable virtual item associated with the second item widget in the item library; and when displaying a progress value on the progress bar corresponding to the operation attributes of the first trigger operation and the operation data of the operation attributes, update and display the quantity of the replaceable virtual items associated with the second item widget in the item library based on the progress value.

[0114] In some embodiments, after displaying at least one second item widget, the first trigger module 4552 is further configured to perform the following process if the first trigger operation is a persistent operation and is not released during the display of the second item widget: when a movement trajectory occurs in response to the persistent operation and the contact point of the persistent operation moves to a sensing area corresponding to the second target item widget, display the second target item widget in a selected state; and when the persistent operation is released, recognize the release of the persistent operation as a second trigger operation for the second target item widget.

[0115] In some embodiments, after the second target item widget is displayed in a selected state, the first trigger module 4552 is further configured to: display a use widget and a marking widget at the corresponding position of the second target item widget if the replaceable virtual item associated with the second target item widget is a markable and usable item; and display a marking widget at the corresponding position of the second target item widget if the replaceable virtual item associated with the second target item widget is a markable and unusable item.

[0116] In some embodiments, the first trigger module 4552 is further configured to: recognize the release of the persistent operation in the marking widget as a second trigger operation on the second target item widget when the contact point of the persistent operation moves to the marking widget, perform a marking process on a replaceable virtual item associated with the second target item widget, and alert a second virtual object in the same group as the first virtual object to pick up the marked virtual item; and recognize the release of the persistent operation in the use widget as a second trigger operation on the second target item widget when the contact point of the persistent operation moves to the use widget, and display a process of the first virtual object using the replaceable virtual item associated with the second target item widget.

[0117] In some embodiments, a computer program product is provided, the computer program product including computer-executable instructions stored in a computer-readable storage medium, the computer-executable instructions being read by a processor of an electronic device from the computer-readable storage medium, and the processor executing the computer-executable instructions to cause the electronic device to perform the method for processing items in a virtual scene according to some embodiments.

[0118] An embodiment of the present application provides a computer-readable storage medium having computer-executable instructions stored thereon, which, when executed by a processor, causes the processor to perform a method for processing items in a virtual scene provided by the embodiment of the present application, such as the method for processing items in a virtual scene shown in Figures 4A to 4C.

[0119] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM, or may be any device including one or any combination of the above memories.

[0120] In some embodiments, the computer-executable instructions may take the form of a program, software, software module, script, or code, written in any type of programming language (compiled or interpreted, or declarative or procedural), and deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0121] By way of example, but not limitation, the computer-executable instructions may correspond to a file in a file system, may be part of a file that stores other programs or data, such as one or more scripts within an HTML (or HyperText Markup Language, TML) document, may be stored in a file dedicated to the program, or may be stored in multiple collaborative files (e.g., files that store one or more modules, subprograms, or code portions).

[0122] By way of example, the computer-executable instructions may be deployed to execute on one electronic device, or may be deployed to execute on multiple electronic devices located at one location, or alternatively may be deployed to execute on multiple electronic devices distributed across multiple locations and connected to each other via a communications network.

[0123] As described above, according to the embodiment of the present application, a first target item widget associated with a pickable virtual item is displayed, and a second item widget is displayed in response to a first trigger operation on the first target item widget. A replaceable virtual item in the item library of the first virtual object is associated with the second item widget. That is, triggering the pickable item widget causes a widget for the item to be replaced to be presented, thereby eliminating the need for an interaction operation to open the item library. In response to a second trigger operation on the second target item widget, the pickable virtual item replaces the replaceable virtual item in the item library. The operations of picking up a new item and discarding an old item are completed together, further reducing the interaction flow and improving the overall efficiency of human-machine interaction.

[0124] The above is only an example of the present application, and is not intended to limit the scope of protection of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and scope of the present application are all included in the scope of protection of the present application.

Claims

1. 1. A method for processing items in a virtual scene, performed by an electronic device, comprising: displaying at least one first item widget, each associated with a virtual item that can be picked up within the virtual scene; In response to a first trigger operation by a first account that is an account controlling a first virtual object, on a first target item widget derived from the at least one first item widget, displaying at least one second item widget, each of which is associated with a replaceable virtual item in an item library of the first virtual object; In response to a second trigger operation of the first account on a second target item widget derived from the at least one second item widget, removing a replaceable virtual item associated with the second target item widget from an item library of the first virtual object and adding a pickable virtual item associated with the first target item widget to the item library. How to process items in a virtual scene.

2. The step of displaying at least one first item widget includes: displaying a first item widget associated with the pickable virtual item when a first distance between the first virtual object and the pickable virtual item is less than a first distance threshold; The method for processing items in a virtual scene according to claim 1 .

3. When the number of the first item widgets is plural, the virtual scene item processing method further includes: and when displaying the at least one second item widget, hiding display of first item widgets other than the first target item widget among the plurality of first item widgets. A method for processing items in a virtual scene according to claim 1 or 2.

4. The step of displaying at least one second item widget includes: When the first trigger operation is an arbitrary trigger operation and the volume occupied by all virtual items of the first virtual object exceeds a volume threshold, displaying the at least one second item widget; or When the operation attribute data of the first trigger operation satisfies a trigger condition of an item replacement logic, displaying the at least one second item widget; the operation attribute data includes a contact pressure or a contact time; the trigger condition includes one of a contact pressure of the first trigger operation exceeding a pressure threshold and a contact time of the first trigger operation exceeding a first time threshold; A method for processing items in a virtual scene according to any one of claims 1 to 3.

5. The step of displaying at least one second item widget includes: displaying a second item widget corresponding to a target item type, the target item type being an item type corresponding to the first target item widget; and when the number of virtual items of the selection candidates in the item library of the first virtual object exceeds the maximum number of virtual items to be deployed, a process of displaying a second item widget corresponding to the virtual items of the selection candidates is included in the step of executing at least one of the steps of: The maximum number of deployments is the maximum number of virtual items of each type in the target item deployment of the item library. A method for processing items in a virtual scene according to any one of claims 1 to 4.

6. The step of displaying a second item widget corresponding to the target item type includes: When the target item type is an attack item type and the first virtual object is already equipped with a virtual item of the target item type, displaying a second item widget corresponding to the target item type. The method for processing items in a virtual scene according to claim 5.

7. The step of displaying a second item widget corresponding to the target item type includes: When the target item type is an accessory item type and the number of virtual items belonging to the accessory item type in the item library is less than a first quantity threshold, displaying all second item widgets corresponding to the virtual items belonging to the accessory item type; When the target item type is an accessory item type and the number of virtual items belonging to the accessory item type in the item library is equal to or greater than the first quantity threshold, displaying a second item widget corresponding to a virtual item that belongs to the accessory item type and is associated with equipment of the first virtual object; The method for processing items in a virtual scene according to claim 5.

8. The step of displaying a second item widget corresponding to the target item type includes: When the target item type is one of other item types and the number of virtual items belonging to the other item type in the item library is less than a second quantity threshold, displaying all second item widgets corresponding to virtual items belonging to the other item type; and when the target item type is an other item type and the number of virtual items belonging to the other item type in the item library is equal to or greater than a second quantity threshold, displaying a second item widget corresponding to the virtual item belonging to the target item type; The other item types are item types other than attack item types and accessory item types. The method for processing items in a virtual scene according to claim 5.

9. The first trigger operation is a sustained operation on the target connection button, and the virtual scene item processing method further includes: When a dwell time of the first trigger operation exceeds a first operation data threshold, displaying a progress bar of the first target item widget; and displaying, on the progress bar, a progress value corresponding to the operation attribute of the first trigger operation and the operation data of the operation attribute, a progress value of the progress bar representing the picked-up quantity of the pickable virtual item corresponding to the first target item widget; A method for processing items in a virtual scene according to any one of claims 1 to 8.

10. The method for processing items in a virtual scene further comprises: Displaying the quantity of each replaceable virtual item linked to the second item widget in the item library; and when displaying a progress value corresponding to the operation attribute of the first trigger operation and the operation data of the operation attribute on the progress bar, updating and displaying a quantity of replaceable virtual items linked to the second item widget in the item library based on the progress value. The method for processing items in a virtual scene according to claim 9.

11. After displaying at least one second item widget, the virtual scene item processing method further includes: If the first trigger operation is a persistent operation and is not released during the display of the second item widget, a step of executing a process of displaying the second target item widget in a selected state when a movement trajectory is generated in response to the persistent operation and a contact point of the persistent operation moves to a sensing area corresponding to the second target item widget; When the persistent operation is released, recognizing the release of the persistent operation as a second trigger operation on the second target item widget. A method for processing items in a virtual scene according to any one of claims 1 to 10.

12. After the step of displaying the second target item widget in a selected state, the virtual scene item processing method further includes: When the replaceable virtual item linked to the second target item widget is a markable and usable item, displaying a use widget and a marking widget at corresponding positions of the second target item widget; and when the replaceable virtual item linked to the second target item widget is a markable and unusable item, displaying a marking widget at a corresponding position of the second target item widget. The method for processing items in a virtual scene according to claim 11.

13. The method for processing items in a virtual scene further comprises: When the contact point of the persistent operation moves to the marking widget, the release of the persistent operation in the marking widget is recognized as a second trigger operation on the second target item widget, and a marking process is performed on a replaceable virtual item linked to the second target item widget, and a second virtual object in the same group as the first virtual object is prompted to pick up the marked virtual item; When the contact point of the persistent operation moves to the use widget, the release of the persistent operation in the use widget is recognized as a second trigger operation on the second target item widget, and a process of the first virtual object using the replaceable virtual item linked to the second target item widget is displayed. The method for processing items in a virtual scene according to claim 11.

14. a display module for displaying at least one first item widget, each associated with a virtual item that can be picked up within the virtual scene; a first trigger module that displays at least one second item widget, each of which is associated with a replaceable virtual item in an item library of the first virtual object, in response to a first trigger operation by a first account that is an account controlling a first virtual object, on a first target item widget derived from the at least one first item widget; a second trigger module that, in response to a second trigger operation by the first account on a second target item widget derived from the at least one second item widget, removes a replaceable virtual item associated with the second target item widget from an item library of the first virtual object and adds a pickable virtual item associated with the first target item widget to the item library. Virtual scene item processing device.

15. a memory for storing computer-executable instructions; a processor for implementing the method for processing items in a virtual scene according to any one of claims 1 to 13 when executing computer-executable instructions stored in said memory. electronic equipment.

16. A computer-readable storage medium having stored thereon computer-executable instructions, which, when executed by a processor, result in the method for processing items in a virtual scene according to any one of claims 1 to 13. A computer-readable storage medium.

17. A computer product comprising computer-executable instructions, which when executed by a processor, implement the method for processing items in a virtual scene according to any one of claims 1 to 13. Computer program products.

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