Prop processing method and apparatus in virtual scenario, and electronic device, computer-readable storage medium and computer program product
By displaying the virtual prop controls to be picked and replaced in the virtual scene, efficient replacement operations in the virtual prop library are achieved, solving the problem of low interaction efficiency caused by limited capacity of the prop library and improving human-computer interaction efficiency.
Patent Information
- Application Number
- PCT/CN2024/104298
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-09-05
- Filing Date
- 2024-07-08
- Publication Date
- 2025-03-13
AI Technical Summary
In virtual scenes, the capacity of the virtual object's prop library is limited, which leads to the need to discard the props in the prop library first and then pick up new props in some scenes, which complicates the prop pickup process and limits the efficiency of human-computer interaction.
By displaying the virtual props to be picked up associated with the first prop control and the virtual props to be replaced by the second prop control, replacing props in the prop library in response to user operations, combining the operation of picking up new props and discarding old props, saving interactive operations.
It improves the human-computer interaction efficiency of prop replacement, simplifies the interaction process, and reduces the complexity of user operations.
Smart Images

Figure CN2024104298_13032025_PF_FP_ABST
Abstract
Description
Method, device, electronic device, computer-readable storage medium, and computer program product for processing props in virtual scenes
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application is based on the Chinese patent application with application number 202311142284.3 and application date September 5, 2023, and claims the priority of the Chinese patent application. The entire content of the Chinese patent application is hereby introduced into this application as a reference. Technical Field
[0003] The present application relates to computer human-computer interaction technology, and in particular to a method, device, electronic device, computer-readable storage medium, and computer program product for processing props in a virtual scene. Background Art
[0004] Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information, especially multimedia technology for virtual scenes. With the help of human-computer interaction engine technology, it can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application needs. It has various typical application scenarios. For example, in virtual scenes such as games, it can simulate the real battle process between virtual objects.
[0005] Players control virtual objects to interact in virtual scenes to win the game. During the interaction process in the virtual scene, virtual objects can pick up various props from the virtual scene to improve the diversity and efficiency of interaction. However, the capacity of the virtual object's prop library is limited. Therefore, in some scenarios, it is necessary to discard the props in the prop library before picking up new props, which makes the prop picking process complicated and limits the efficiency of human-computer interaction.
[0006] Summary of the Invention
[0007] Embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for processing props in a virtual scene, which can improve the human-computer interaction efficiency of prop replacement.
[0008] The technical solution of the embodiment of the present application is implemented as follows:
[0009] An embodiment of the present application provides a method for processing props in a virtual scene, the method being executed by an electronic device and comprising:
[0010] Displaying at least one first prop control, wherein each first prop control is associated with a virtual prop to be picked up in the virtual scene;
[0011] In response to a first trigger operation by a first account on a first target prop control, displaying at least one second prop control, wherein the first account is an account that controls a first virtual object, the first target prop control is derived from the at least one first prop control, and each second prop control is associated with a virtual prop to be replaced in a prop library of the first virtual object;
[0012] In response to a second trigger operation by the first account on a second target prop control, the virtual prop to be replaced associated with the second target prop control is removed from the prop library of the first virtual object, and the virtual prop to be picked up associated with the first target prop control is added to the prop library, wherein the second target prop control is derived from the at least one second prop control.
[0013] The present invention provides a device for processing props in a virtual scene, including:
[0014] a display module configured to display at least one first prop control, wherein each first prop control is associated with a virtual prop to be picked up in the virtual scene;
[0015] A first trigger module is configured to display at least one second prop control in response to a first trigger operation by a first account on a first target prop control, wherein the first account is an account that controls a first virtual object, the first target prop control is derived from the at least one first prop control, and each second prop control is associated with a virtual prop to be replaced in a prop library of the first virtual object;
[0016] The second trigger module is configured to remove the virtual prop to be replaced associated with the second target prop control from the prop library of the first virtual object in response to the second trigger operation of the first account on the second target prop control, and add the virtual prop to be picked up associated with the first target prop control to the prop library, wherein the second target prop control is derived from the at least one second prop control.
[0017] An embodiment of the present application provides an electronic device, including:
[0018] a memory for storing computer-executable instructions;
[0019] The processor is used to implement the prop processing method for the virtual scene provided in the embodiment of the present application when executing the computer executable instructions stored in the memory.
[0020] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for causing a processor to execute and implement the prop processing method for a virtual scene provided in an embodiment of the present application.
[0021] An embodiment of the present application provides a computer program product, including computer-executable instructions. When the computer-executable instructions are executed by a processor, the method for processing props in a virtual scene provided by the embodiment of the present application is implemented.
[0022] The embodiments of the present application have the following beneficial effects:
[0023] A first target prop control is displayed, and the first target prop control is associated with a virtual prop to be picked up. In response to a first trigger operation on the first target prop control, a second prop control is displayed, and the second prop control is associated with the virtual prop to be replaced in the prop library of the first virtual object. This is equivalent to presenting a control for replacing the prop by triggering the control of the prop to be picked up, saving the interactive operation of opening the prop library. In response to a second trigger operation on the second target prop control, the virtual prop to be picked up is used to replace the virtual prop to be replaced in the prop library, which is equivalent to merging the operations of picking up the new prop and discarding the old prop, further saving the interactive process and improving the overall efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS
[0024] FIG1A-FIG1D are schematic diagrams of interfaces of a prop processing method provided in an embodiment of the present application;
[0025] 2A-2B are schematic diagrams of the architecture of a prop processing system provided in an embodiment of the present application;
[0026] FIG3 is a schematic structural diagram of an electronic device provided in an embodiment of the present application;
[0027] 4A-4C are schematic flow charts of a method for processing props according to an embodiment of the present application;
[0028] 5A-5E are schematic diagrams of interfaces of a prop processing method provided in an embodiment of the present application;
[0029] 6A-6C are interactive diagrams of a prop processing method provided in an embodiment of the present application;
[0030] 7A-7C are logical diagrams of the prop processing method provided in an embodiment of the present application. DETAILED DESCRIPTION
[0031] In order to make the purpose, technical solutions and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limiting this application. All other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.
[0032] In the following description, reference is made to “some embodiments”, which describes a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0033] In the following description, the terms "first\second\third" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\third" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0034] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the art to which this application pertains. The terms used herein are for the purpose of describing the embodiments of this application only and are not intended to limit this application.
[0035] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.
[0036] 1) Virtual scenes: Using devices to output scenes that are different from the real world, visual perception of virtual scenes can be formed with the naked eye or with the assistance of devices, such as two-dimensional images output by display screens, and three-dimensional images output by stereoscopic display technologies such as stereo projection, virtual reality, and augmented reality. In addition, various possible hardware can also be used to form various perceptions that simulate the real world, such as auditory perception, tactile perception, olfactory perception, and motion perception.
[0037] 2) In response, it is used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed can be real-time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed are executed.
[0038] 3) Virtual objects: objects that interact in virtual scenes, are controlled by users or robot programs (for example, robot programs based on artificial intelligence), and can be still, move, and perform various behaviors in virtual scenes, such as various characters in games.
[0039] 4) Optimal Matching: As shown in Figure 1A, players can pre-set the optimal match for in-game supplies in the settings interface. The optimal match here refers to the optimal accessories for each shooting prop, the optimal pickup quantity for each medicine and throwing object, etc.
[0040] 5) Recommended Items: See Figure 1B. When a player picks up items in the game, if the item meets the user's optimal combination, the bottom color of the item will turn yellow. The items displayed in yellow here are recommended items.
[0041] In the game, users can set priorities for the supplies and shooting props accessories they need in the game in the off-game settings interface according to their needs. For example, the M4's holographic scope is the optimal solution, the AK's red dot scope is the optimal solution, 2 medical kits need to be picked up, 10 bandages need to be picked up, and so on. When picking up supplies, if there is space in the backpack, the recommended supplies will be automatically picked up into the backpack. The interactive process of the entire process is very simple.
[0042] In related art, virtual items are randomly dropped, and players don't always pick up the optimal items. To be safe, they often pick up whatever they see until their backpack is full. This ultimately results in recommended items not being automatically picked up when the player sees them, as their backpack is already full. Players must open their backpack to discard existing items and then pick up the recommended items, a cumbersome and time-consuming process. Referring to Figure 1C , when a player engages in combat in a virtual scene, if there's still space in their backpack, the system automatically picks up the recommended items and places them in their backpack when they approach them. Referring to Figure 1D , when the player's crosshairs are aligned with an item in the virtual scene, triggering the "Mark" button marks the item so that all teammates can see it.
[0043] The automatic pickup function in the related technology currently only takes effect when there is capacity in the backpack. However, recommended supplies are usually encountered when the backpack capacity is full, which requires players to open the backpack to discard useless supplies and then close the backpack, thereby performing more human-computer interaction operations; and, because each player has different needs for supplies and the delivery of supplies is random, it may happen that the supplies discarded by player A may be the recommended supplies needed by player B. At this time, player A often needs to move the crosshairs to the recommended supplies in the virtual scene and click to mark the recommended supplies before other teammates will receive the marking information. Since the hot zone of the recommended supplies is too small, the marking needs to be very precise. In actual games, players find it troublesome and rarely perform alignment marking, resulting in a lot of waste of resources.
[0044] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for processing props in a virtual scene, which can improve the human-computer interaction efficiency of prop replacement. The exemplary applications of the electronic device provided by the embodiments of the present application are described below. The electronic device provided by the embodiments of the present application can be implemented as various types of user terminals such as laptops, tablet computers, desktop computers, set-top boxes, mobile devices (for example, mobile phones, portable music players, personal digital assistants, dedicated messaging devices, portable gaming devices), etc.
[0045] To facilitate easier understanding of the prop processing method for the virtual scene provided in the embodiment of the present application, the exemplary implementation scenario of the prop processing method for the virtual scene provided in the embodiment of the present application is first described. The virtual scene can be output completely based on the terminal, or based on the collaboration of the terminal and the server.
[0046] In some embodiments, the virtual scene may be an environment for game characters to interact. For example, the virtual scene may be an environment for game characters to fight against each other. By controlling the actions of virtual objects, both parties may interact in the virtual scene.
[0047] In one implementation scenario, refer to Figure 2A, which is a schematic diagram of the application mode of the prop processing method for the virtual scene provided in an embodiment of the present application. It is suitable for some application modes that completely rely on the computing power of the terminal 400 to complete the relevant data calculation of the virtual scene 100, such as stand-alone / offline mode games, and the output of the virtual scene is completed through the terminal 400 such as a smartphone, tablet computer and virtual reality / augmented reality device.
[0048] When forming a visual perception of a virtual scene 100 (including a virtual object 110), the terminal 400 calculates the data required for display through graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs video frames that can form a visual perception of the virtual scene on the graphics output hardware, for example, presenting two-dimensional video frames on the display screen of a smartphone, or projecting video frames to achieve a three-dimensional display effect on the lenses of augmented reality / virtual reality glasses; in addition, in order to enrich the perception effect, the device can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.
[0049] As an example, the terminal 400 runs a client (e.g., a stand-alone game application), and during the operation of the client, a virtual scene including role-playing is output, where the virtual scene is an environment for game characters to interact, such as a plain, street, valley, etc. for game characters to fight; at least one first prop control is displayed on the terminal 400, each first prop control being associated with a virtual prop to be picked up in the virtual scene; in response to a first trigger operation of a first account on a first target prop control, at least one second prop control is displayed, wherein the first account is an account that controls a first virtual object, the first target prop control is derived from the at least one first prop control, and each second prop control is associated with a virtual prop to be replaced in the prop library of the first virtual object; in response to a second trigger operation of the first account on the second target prop control, the virtual prop to be replaced associated with the second target prop control is removed from the prop library of the first virtual object, and the virtual prop to be picked up associated with the first target prop control is added to the prop library. The terminal 400 may be a terminal used by a player controlling the first virtual object or a terminal for running an AI program that controls the first virtual object.
[0050] In another implementation scenario, refer to Figure 2B, which is a schematic diagram of the application mode of the prop processing method for the virtual scene provided in an embodiment of the present application, which is applied to the terminal 400 and the server 200. Generally, it is suitable for an application mode that relies on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene at the terminal 400.
[0051] Taking the visual perception of the virtual scene 100 (including the virtual object 110) as an example, the server 200 calculates the virtual scene-related display data and sends it to the terminal 400. The terminal 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the display data, and relies on the graphics output hardware to output the virtual scene to form a visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame with a three-dimensional display effect can be projected on the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal can be used, such as using a microphone output to form an auditory perception, using a vibrator output to form a tactile perception, and so on.
[0052] As an example, the terminal 400 runs a client (such as a network version of a game application), and interacts with other users in the game by connecting to the game server (i.e., the server 200). At least one first prop control is displayed on the terminal 400, and each first prop control is associated with a virtual prop to be picked up in the virtual scene; in response to a first trigger operation of the first account on the first target prop control, the terminal 400 sends the operation data of the first trigger operation to the server 200, and the server 200 obtains the display data of the operation result and returns it to the terminal 400, and displays at least one second prop control on the human-computer interaction interface of the terminal 400, wherein the first target prop control comes from at least one second prop control. A prop control, each second prop control is associated with a virtual prop to be replaced in the prop library of the first virtual object; in response to a second trigger operation of the first account on the second target prop control, the terminal 400 sends the operation data of the second trigger operation to the server 200, the server 200 obtains the display data of the operation result, and returns it to the terminal 400, removes the virtual prop to be replaced associated with the second target prop control from the prop library of the first virtual object, and adds the virtual prop to be picked up associated with the first target prop control to the prop library; wherein, the terminal 400 can be a terminal used by the player who controls the first virtual object or a terminal for the operation of the AI program that controls the first virtual object.
[0053] In some embodiments, the terminal 400 can implement the prop processing method for the virtual scene provided in the embodiments of the present application by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP, Application), that is, a program that needs to be installed in the operating system to run, such as a game APP (i.e., the above-mentioned client); it can also be a small program, that is, a program that can be run only by downloading it into a browser environment; it can also be a game small program that can be embedded in any APP. In short, the above-mentioned computer program can be an application, module or plug-in in any form.
[0054] The embodiments of the present application can be implemented with the help of cloud technology. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and network within a wide area network or a local area network to realize data calculation, storage, processing, and sharing.
[0055] Cloud technology is a general term for network, information, integration, management platform, and application technologies used in the cloud computing business model. It can form a resource pool that can be used flexibly and conveniently on demand. Cloud computing technology will become a key support. The backend services of technical network systems require a large amount of computing and storage resources.
[0056] As an example, the server 200 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The terminal 400 can be a smart phone, tablet computer, laptop computer, desktop computer, smart speaker, smart watch, etc., but is not limited to this. The terminal 400 and the server 200 can be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.
[0057] Referring to Figure 3, Figure 3 is a schematic diagram of the structure of an electronic device for a prop processing method for an application virtual scene provided by an embodiment of the present application. Taking the electronic device as a terminal as an example for explanation, the terminal 400 shown in Figure 3 includes: at least one processor 410, a memory 450, at least one network interface 420 and a user interface 430. The various components in the terminal 400 are coupled together through a bus system 440. It can be understood that the bus system 440 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, various buses are labeled as bus system 440 in Figure 3.
[0058] The processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0059] The user interface 430 includes one or more output devices 431 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0060] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc. The memory 450 may optionally include one or more storage devices that are physically remote from the processor 410.
[0061] The memory 450 includes volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.
[0062] In some embodiments, the memory 450 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplified below.
[0063] Operating system 451, including system programs for processing various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, and driver layer, which are used to implement various basic services and process hardware-based tasks;
[0064] A 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, Wi-Fi, and Universal Serial Bus (USB).
[0065] a presentation module 453 for enabling presentation of information via one or more output devices 431 (e.g., a display screen, a speaker, etc.) associated with the user interface 430 (e.g., a user interface for operating peripheral devices and displaying content and information);
[0066] The input processing module 454 is configured to detect one or more user inputs or interactions from one of the one or more input devices 432 and to translate the detected inputs or interactions.
[0067] In some embodiments, the prop processing device for the virtual scene provided in the embodiments of the present application can be implemented in software. Figure 3 shows a prop processing device 455 for the virtual scene stored in the memory 450, which can be software in the form of programs and plug-ins, including the following software modules: a display module 4551, a first trigger module 4552, and a second trigger module 4553. These modules are logical, so they can be arbitrarily combined or further split according to the functions implemented. The functions of each module will be explained below.
[0068] Next, refer to FIG4A , which is a flow chart of a method for processing props in a virtual scene provided in an embodiment of the present application, and will be described in conjunction with the steps shown in FIG4A .
[0069] It should be noted that the method shown in Figure 4A can be executed by various forms of computer programs running on the terminal, and is not limited to the above-mentioned client, such as the operating system, software modules and scripts mentioned above. Therefore, the client should not be regarded as a limitation on the embodiments of the present application.
[0070] In step 101, at least one first prop control is displayed.
[0071] As an example, each of the first prop controls is associated with a virtual prop to be picked up in the virtual scene. Various virtual props to be picked up are scattered throughout the virtual scene. In order to facilitate the picking up of virtual props, a prop control associated with the virtual prop can be displayed. In response to a trigger operation on the prop control, the virtual prop associated with the prop control can be picked up.
[0072] In some embodiments, displaying at least one first prop control in step 101 can be achieved through the following technical solution: when the first distance between the first virtual object and the virtual prop to be picked up is less than a first distance threshold, displaying the first prop control associated with the virtual prop to be picked up.
[0073] As an example, referring to FIG5A , when a first virtual object 501A controlled by a first account approaches a first virtual prop, a pick list 502A is displayed in the human-computer interaction interface. Pick list 502A includes at least one first prop control, such as first prop control 503A. The proximity of the first virtual object to the first virtual prop can be determined by a first distance between the first virtual object and the first virtual prop being less than a first distance threshold. This embodiment of the present application allows only prop controls for virtual props within the pick range to be displayed, thereby improving display resource utilization.
[0074] In step 102, in response to a first trigger operation of a first account on a first target prop control, at least one second prop control is displayed, wherein the first account is an account that controls a first virtual object, the first target prop control is derived from the at least one first prop control, and each second prop control is associated with a virtual prop to be replaced in the prop library of the first virtual object.
[0075] In an embodiment of the present application, a first target prop control is displayed, and the first target prop control is associated with a virtual prop to be picked up. In response to a first trigger operation on the first target prop control, a second prop control is displayed, and the second prop control is associated with the virtual prop to be replaced in the prop library of the first virtual object. This is equivalent to presenting a control for replacing the prop by triggering the control of the prop to be picked up, saving the interactive operation of opening the prop library. In response to a second trigger operation on the second target prop control, the virtual prop to be picked up is used to replace the virtual prop to be replaced in the prop library, which is equivalent to merging the operations of picking up the new prop and discarding the old prop, further saving the interactive process and improving the overall efficiency of human-computer interaction.
[0076] In some embodiments, displaying at least one second prop control in step 102 can be achieved through the following technical solutions: when the first trigger operation is any trigger operation and the capacity occupied by all virtual props possessed by the first virtual object exceeds the capacity threshold, displaying the at least one second prop control; or when the operation attribute data of the first trigger operation meets the trigger condition of the prop replacement logic, displaying the at least one second prop control.
[0077] As an example, the operation attribute data may be the contact pressure of the trigger operation or the contact time of the trigger operation. Here, the first trigger operation for the first target prop may be a press 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, or other special operations. When the contact pressure exceeds the pressure threshold, or the contact time exceeds the first time threshold, the trigger condition of the prop replacement logic is met. Through these special operations, the replacement function can be activated, that is, at least one second prop control is displayed. When the capacity occupied by all virtual props of the first virtual object exceeds the capacity threshold (for example, the capacity of the prop library held by the first virtual object is already fully occupied), the first trigger operation here can be any trigger operation for the first target prop control, that is, it can be a conventional trigger operation such as a click operation. The embodiments of the present application can provide a more flexible interaction method. The replacement function can be actively activated by special operations, and the replacement function can also be activated by an ordinary pick-up operation when the capacity is occupied to a large extent.
[0078] In some embodiments, when there are multiple first prop controls, when the at least one second prop control is displayed, the first prop controls other than the first target prop control among the multiple first prop controls are hidden.
[0079] As an example, referring to FIG5B , the pick list itself displays first item controls corresponding to all first virtual items near the first virtual object. When the at least one second item control is displayed, it indicates that the item is being replaced. At this time, the pick list is hidden, leaving only the first target item control 501B. This embodiment of the present application can clearly present to the player the virtual items to be picked up and the virtual items that can be replaced, thereby improving display resource utilization.
[0080] In step 103, in response to a second trigger operation of the first account on a second target prop control, the virtual prop to be replaced associated with the second target prop control is removed from the prop library of the first virtual object, and the virtual prop to be picked up associated with the first target prop control is added to the prop library, wherein the second target prop control originates from the at least one second prop control.
[0081] In some embodiments, referring to FIG. 4B , displaying at least one second prop control in step 102 may be implemented by at least one of steps 1021 to 1022 shown in FIG. 4B .
[0082] In step 1021, a second prop control corresponding to a target prop type is displayed, wherein the target prop type is the prop type corresponding to the first target prop control.
[0083] Through the embodiment of the present application, the prop type corresponding to the second prop control can be controlled to be the same type as the virtual prop to be picked up selected by the first trigger operation, that is, replacement within the same prop type is achieved, so there is no need to display the second prop control of all virtual props to be replaced, thereby saving users time in selecting from a large number of props and improving human-computer interaction efficiency.
[0084] In some embodiments, displaying the second prop control corresponding to the target prop type in step 1021 can be achieved through the following technical solution: when the target prop type is an attack prop type and the first virtual object is equipped with a virtual prop of the target prop type, displaying the second prop control corresponding to the target prop type.
[0085] As an example, the second prop control displayed in step 102 corresponds to the same prop type as the first target prop control. For example, if the virtual prop corresponding to the first target prop control is a shooting prop, then the virtual prop to be replaced associated with the second prop control is also a shooting prop. The shooting prop here belongs to the attack prop category. If the first virtual object is already equipped with a virtual prop belonging to the attack prop category, the second prop control associated with the virtual prop belonging to the attack prop category is displayed. If the first virtual object is not equipped with a virtual prop belonging to the attack prop category, the second prop control associated with the virtual prop belonging to the attack prop category is not displayed. Through the embodiment of the present application, the second prop control of the attack prop category can be displayed when the attack prop category is already equipped, thereby realizing the replacement of props under the attack prop category. In the process of using the attack prop for interaction, there is no need to make replacement selections from a large number of props, thereby improving the efficiency of human-computer interaction.
[0086] In some embodiments, displaying the second prop control corresponding to the target prop type in step 1021 can be achieved through the following technical solutions: when the target prop type is an accessory prop type, and the number of virtual props belonging to the accessory prop type in the prop library is less than a first number threshold, displaying the second prop control corresponding to all virtual props belonging to the accessory prop type; when the target prop type is an accessory prop type, and the number of virtual props belonging to the accessory prop type in the prop library is not less than the first number threshold, displaying the second prop control corresponding to the virtual prop belonging to the accessory prop type and related to the equipment of the first virtual object.
[0087] As an example, the second prop control displayed in step 102 corresponds to the same prop type as the first target prop control. For example, if the virtual prop corresponding to the first target prop control is a buttstock accessory, then the virtual prop to be replaced associated with the second prop control may be a scope accessory. Both the buttstock accessory and the scope accessory here belong to the accessory prop type. If the number of virtual props belonging to the accessory prop type in the prop library is not greater than the first number threshold, for example, the number of virtual props belonging to the accessory prop type in the prop library is not greater than 3, then all accessories are displayed in the replaceable material list, that is, the second prop controls corresponding to all virtual props belonging to the accessory prop type are displayed. If the number of virtual props belonging to the accessory prop type in the prop library is greater than 3, then the accessories on the shooting props (equipment of the first virtual object) are preferentially displayed in the replaceable material list, that is, the second prop controls corresponding to the virtual props belonging to the accessory prop type and related to the equipment are displayed. Through the embodiments of the present application, display resources can be effectively utilized. When the number of virtual props belonging to the accessory prop category is small, all of them can be displayed. If the number of virtual props belonging to the accessory prop category is large, only the equipment-related parts are displayed. This can maintain the diversity of virtual props in the prop library and help improve the utilization rate of different types of virtual props.
[0088] In some embodiments, displaying the second prop control corresponding to the target prop type in step 1021 can be achieved through the following technical solutions: when the target prop type is a prop type among other prop types, and the number of virtual props belonging to the other prop types in the prop library is less than a second number threshold, displaying the second prop control corresponding to all virtual props belonging to the other prop types; when the target prop type is other prop types, and the number of virtual props belonging to the other prop types in the prop library is not less than the second number threshold, displaying the second prop control corresponding to the virtual prop belonging to the target prop type; wherein the other prop types are prop types other than attack prop types and accessory prop types.
[0089] As an example, the second prop control displayed in step 102 corresponds to the same prop type as the first target prop control. The other prop types here include ammunition, medicine, or throwing objects. For example, if the virtual prop corresponding to the first target prop control is rifle ammunition, then the virtual prop to be replaced associated with the second prop control can be pistol ammunition. The rifle ammunition and pistol ammunition here both belong to the other prop type. If the number of virtual props of the other dimensions in the prop library is less than the second number threshold, for example, the number of virtual props belonging to the other prop types in the prop library is not greater than 6, then the second prop control for all virtual props belonging to the other prop types is displayed in the replaceable material list. If the number of virtual props belonging to the other prop types in the prop library is greater than 6, items of the same type are displayed first, that is, the second prop control corresponding to the virtual prop belonging to the target prop type is displayed. Through the embodiments of the present application, display resources can be effectively utilized. When the number of virtual props belonging to other prop types is small, all of them can be displayed. If the number of virtual props belonging to other prop types is large, only virtual props belonging to the target prop type are displayed. This is equivalent to quickly replacing props of the same type, thereby improving the efficiency of human-computer interaction.
[0090] In step 1022, when the configuration number of candidate virtual props in the prop library of the first virtual object exceeds the maximum configuration number, a second prop control corresponding to the candidate virtual prop is displayed, wherein the maximum configuration number is the maximum number of each virtual prop held in the target prop configuration of the prop library.
[0091] As an example, the technical solution of step 1021 is mainly to associate the second prop control with the first prop control, that is, the virtual props associated with the two belong to the same prop type. What is concerned in step 1022 is the quantitative balance of each virtual prop in the prop library, that is, when the configuration number of candidate virtual props exceeds the optimal configuration number set outside the game (which can also be understood as the pre-set maximum configuration number), the candidate virtual props will be replaced first, so the second prop control associated with the candidate virtual prop will be displayed. Through the embodiment of the present application, the quantitative balance of each virtual prop in the prop library can be controlled, thereby improving the diversity of virtual props in the prop library and helping to improve the utilization rate of different types of virtual props.
[0092] In some embodiments, referring to FIG. 4C , the first trigger operation is a continuous operation on the target connection button. After executing step 101 , steps 104 to 105 shown in FIG. 4C may be executed.
[0093] In step 104, when the dwell time of the first trigger operation exceeds the first operation data threshold, the progress bar of the first target prop control is displayed, wherein the progress value of the progress bar represents the number of virtual props to be picked up corresponding to the first target prop control.
[0094] In step 105 , a progress value matching the operation attribute of the first trigger operation and the operation data of the operation attribute is displayed in the progress bar.
[0095] As an example, referring to Figures 5C and 6B, after the player moves up and down more than 5 pixels in the hot zone of the long-pressed control 501C (the first target prop control), a progress bar 502C for the number of picks will be displayed on the left side of the long-pressed control 501C. The height of the progress bar can be controlled by sliding the screen up and down. The higher the progress bar, the higher the number of picks, and the lower the progress bar, the lower the number of picks. Through the embodiments of the present application, the number of picks of the virtual props to be picked up can be represented in a visual way, and the first trigger operation can be reused to determine the number of picks, which can effectively improve the efficiency of human-computer interaction.
[0096] In some embodiments, when at least one second prop control is displayed in executing step 102, the number of virtual props to be replaced associated with each second prop control in the prop library can also be displayed; when a progress value matching the operation attribute of the first trigger operation and the operation data of the operation attribute is displayed in the progress bar, the number of virtual props to be replaced associated with the second prop control in the prop library is updated based on the progress value.
[0097] In some embodiments, when displaying at least one second prop control in step 102 , a virtual prop identifier of a virtual prop to be replaced associated with each second prop control may also be displayed.
[0098] As an example, the virtual prop identification and quantity here can be superimposed on the associated second prop control, or displayed at a position near the associated second prop control, where the nearby position refers to a position where the distance from the second prop control is less than a distance threshold.
[0099] As an example, referring to FIG5C , the virtual prop identifier 504C to be replaced associated with each second prop control is displayed, and the number 505C of virtual props to be replaced associated with each second prop control in the prop library is displayed; when the progress bar displays the operation attribute of the first trigger operation and the progress value matching the operation data of the operation attribute, that is, when the number of picked-up props is displayed in the progress bar 502C, the number of props to be replaced is also displayed at the same time, that is, the number of replaced materials in the replaceable material list 503C on the right side of the long-pressed control 501C (first target prop control) will also change accordingly, and the number here refers to the number that can be replaced. Through the embodiment of the present application, the number of virtual props to be replaced can be reflected in a visual way, and the first trigger operation is reused to determine the number of virtual props to be replaced, which can effectively improve the efficiency of human-computer interaction.
[0100] In some embodiments, after displaying at least one second prop control, when the first trigger operation is a continuous operation and is not released during the process of displaying the second prop control, a movement trajectory is generated in response to the continuous operation, and when the contact point of the continuous operation moves to the sensing area corresponding to the second target prop control, the second target prop control is displayed as a selected state; when the continuous operation is released, the release of the continuous operation is identified as a second trigger operation for the second target prop control.
[0101] As an example, the first trigger operation and the second trigger operation here can be sub-operations in a set of continuous operations. For example, a long press operation on the first target prop control (the contact time exceeds the first time threshold) is the first trigger operation, and the operation of moving the contact point from the first target prop control to the second target prop control and releasing it after moving to the second target prop control is the second trigger operation. Through the embodiments of the present application, the human-computer interaction operation of the entire replacement process can be simplified to one interactive operation, thereby improving the efficiency of human-computer interaction.
[0102] In some embodiments, after the second target prop control is displayed as selected, when the virtual prop to be replaced associated with the second target prop control is a markable and usable prop, a use control and a mark control are displayed at the corresponding position of the second target prop control; when the virtual prop to be replaced associated with the second target prop control is a markable and unusable prop, a mark control is displayed at the corresponding position of the second target prop control.
[0103] As an example, the corresponding position of the second target prop control here is a position where the distance from the second target prop control is less than a distance threshold, and the distance here can be zero, that is, the mark control or the use control is displayed at the position where the second target prop control is located.
[0104] As an example, when entering the state of replacing materials, it is necessary to determine whether the finger of the first account has moved to the hot zone of the control (first target prop control) at the replaceable material list. If not, there is no change. If so, it is necessary to continue to determine the type of virtual props to be replaced (virtual props to be picked up associated with the first target prop control) selected by the first account. If the virtual props to be replaced are attack equipment, equipment, accessories, or ammunition, a mark button (mark control) is displayed above the selected control (second target prop control). If it is medicine or throwing objects, a mark button (mark control) is displayed above the selected control, and a use button (use control) is displayed below. Through the embodiment of the present application, controls that conform to the corresponding state can be displayed at the corresponding position of the corresponding second target prop control for virtual props in different states. Differentiated control display can improve the efficiency of human-computer interaction.
[0105] In some embodiments, when the contact point of the continuous operation moves to the marking control, releasing the continuous operation at the marking control is identified as a second trigger operation for the second target prop control, and the virtual prop to be replaced associated with the second target prop control is marked to prompt the second virtual object in the same group as the first virtual object to pick up the marked virtual prop; when the contact point of the continuous operation moves to the use control, releasing the continuous operation at the use control is identified as a second trigger operation for the second target prop control, and the process of the first virtual object using the virtual prop to be replaced associated with the second target prop control is displayed.
[0106] As an example, if the virtual item to be replaced is attack equipment, equipment, accessories, or ammunition, a mark control is displayed above the selected second target item control. If it is medicine or throwing objects, a mark control is displayed above the selected second target item control, and a use control is displayed below. At this time, it is necessary to determine whether the player's continuous operation moves to the mark control. If not, there is no change. If so, the mark control is selected, and it is necessary to determine again whether the player releases his finger (whether the continuous operation is released). If not, there is no change. If so, the corresponding number of virtual items to be picked up associated with the first target item control are picked up, and the corresponding number of second target items are discarded. The virtual props to be replaced associated with the target prop control, and the virtual props to be replaced associated with the second target prop control are automatically marked. At this time, it is necessary to determine whether the player's continuous operation has moved to the use control. If not, there is no change. If so, the use control is selected, and it is necessary to determine again whether the player has released his finger (whether the continuous operation is released). If not, there is no change. If so, pick up the corresponding number of virtual props to be picked up associated with the first target prop control, discard the corresponding number of virtual props to be replaced associated with the second target prop control, and use the virtual props to be replaced associated with the second target prop control once. Through the embodiment of the present application, the human-computer interaction efficiency of using props and marking props can be improved, thereby improving the human-computer interaction efficiency in the interaction between virtual objects.
[0107] The following describes an exemplary application of the embodiments of the present application in a practical application scenario.
[0108] The terminal runs a client (e.g., a network version of a game application), interacts with other users in a game by connecting to a game server (i.e., a server), and displays at least one first prop control on the terminal, each of which is associated with a virtual prop to be picked up in a virtual scene. In response to a first trigger operation by a first account on a first target prop control, the terminal sends operation data of the first trigger operation to the server, which obtains display data of the operation result and returns it to the terminal. At least one second prop control is displayed on the human-computer interaction interface of the terminal, wherein the first target prop control is derived from the at least one first prop control, and each second prop control is associated with a virtual prop to be replaced in a prop library of the first virtual object. In response to a second trigger operation by the first account on a second target prop control, the terminal sends operation data of the second trigger operation to the server, which obtains display data of the operation result and returns it to the terminal. The virtual prop to be replaced associated with the second target prop control is removed from the prop library of the first virtual object, and the virtual prop to be picked up associated with the first target prop control is added to the prop library. The terminal may be a terminal used by a player controlling the first virtual object or a terminal running an AI program controlling the first virtual object.
[0109] The embodiment of the present application is aimed at quickly replacing materials. By long pressing on the pick list, a list of replaceable materials is triggered to be displayed. The list of replaceable materials may include material identification, mark button, use button, and a progress bar for adjusting the quantity when sliding up and down, so as to complete the function implementation and information transmission.
[0110] 5A and 6A , when the player is interacting in the virtual scene, when the virtual object controlled by the player approaches the first virtual prop 501A, the main interface will display a pick-up list 502A. In response to the player pressing and holding any control 503A on the pick-up list for 0.2 seconds, the main interface will enter the material replacement state.
[0111] 5B , in the state of replacing materials, the picking list will be hidden, leaving only the long-pressed control 501B, and a replaceable material list 502B will pop up on the right side of the control 501B. The replaceable material list 502B will display controls 503B of 1-3 replaceable items selected by the system and the corresponding quantities.
[0112] Referring to Figures 5C and 6B, after the player moves up and down more than 5 pixels in the hot area of the long-pressed control 501C, a progress bar 502C of the number of pickups will be displayed on the left side of the long-pressed control 501C. The height of the progress bar can be controlled by sliding the screen up and down. The higher the bar, the higher the number of pickups, and the lower the bar, the lower the number of pickups. The number of replaced materials in the replaceable material list 503C on the right side of the long-pressed control 501C will also change accordingly.
[0113] Referring to Figures 5D and 6A, when the player's finger moves to the hot zone of control 501D for a replaceable item, a yellow outline will appear on control 501D. If the player releases the hot zone on control 501D, only the item to be picked up will be picked up and the replaceable item will be discarded. Continuing to refer to Figures 5D, 5E, and 6C, the background will determine the type of replaceable item. If the replaceable item is medicine or throwing objects, a mark button 502D will appear above control 501D and a use button 503D will appear below control 501D. If the replaceable item is of other types, only the mark button 502E will be displayed above control 501E.
[0114] See Figure 6C. When the player's finger moves to the mark button, the mark button will be highlighted. After releasing the finger, the materials to be picked up will be picked up, the replaced materials will be discarded and marked. When the player's finger moves to the use button, the use button will be highlighted. After releasing the finger, the materials to be picked up will be picked up, but the replaced materials will be used.
[0115] The core functions of the embodiment of the present application are mainly composed of four functions: replacing materials, adjusting the quantity of replacement materials, replacing materials and marking, and replacing materials and using them. These four functions are interrelated and affect each other, but for the convenience of understanding, these four functions will be explained separately below. Because the triggering of the function is determined based on the different hot zones, the schematic diagram of the hot zones will also be explained below.
[0116] Refer to Figure 7A. When the player has supplies around him during the interaction in the virtual scene, the main interface will automatically pop up the pickup list. It is necessary to determine whether the player has long pressed the control for 0.2S. If not, there will be no change. If so, the replacement material function will be triggered. At this time, the pickup list is hidden, the control for the item to be picked up is retained on the left, and the replaceable materials are displayed on the right. At this time, it is necessary to determine what type of materials the player needs 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 attack equipment or equipment at the corresponding position will be displayed in the replaceable material list; if not, the replaceable material list will be displayed as empty. If it is accessories, it is necessary to read whether the accessories in the player's current backpack and the accessories on the shooting props are the optimal number of accessories for the off-game configuration. If the number is If it is not greater than 3, all accessories will be displayed in the replaceable material list. If it is greater than 3, the accessories on the shooting props will be displayed first in the replaceable material list. If it is ammunition, medicine or throwing objects, it is necessary to read the existing quantity of these three types of items in the player's backpack and determine which items exceed the quantity of the optimal configuration outside the game. If the excess number of items is not greater than 3, all items will be displayed in the replaceable material list. If the excess number of items is greater than 3, items of the same type will be displayed first. It is necessary to determine in real time whether the hot area of the player's finger has moved to the control in the replaceable material list. If it has not moved, there will be no change. If it has moved, the corresponding control will be selected. At this time, it is necessary to determine whether the player has released his finger. If not, continue to select without making any changes. If released, pick up the recommended materials and discard the selected materials, and the whole process ends.
[0117] Refer to Figure 7B. When the player presses and holds the recommended material for 0.2 seconds to enter the material replacement state, it is necessary to determine in real time whether the player's finger is still in the hot area of the recommended material control. If not, the process ends. If so, it is necessary to determine whether the player's finger has moved in the vertical direction. If not, there is no change. If so, it is necessary to determine whether the moving distance is greater than or equal to 5 pixels. If not, there is no change. If so, it is necessary to determine the specific pixel distance of the movement. Then the number of recommended materials and the number of replaceable materials will change accordingly according to the player's dragging direction and dragging distance.
[0118] Referring to Figure 7C, when the player presses and holds for 0.2S to enter the state of replacing supplies, it is necessary to determine whether the player's finger moves to the hot zone of the control at the replaceable supply list. If not, there is no change. If so, it is necessary to continue to determine the type of replaceable item selected by the player. If the replaceable item is attack equipment, equipment, accessories, or ammunition, a mark button is displayed above the selected control. If it is medicine or throwing objects, a mark button is displayed above the selected control and a use button is displayed below. At this time, it is necessary to determine whether the player moves to the mark button. If not, there is no change. If so, the mark button is selected. It is necessary to determine again whether the player has released his finger. If not, there is no change. If so, the corresponding number of recommended supplies is picked up, the corresponding number of selected supplies is discarded, and automatic marking is performed. At this time, it is necessary to determine whether the player has moved to the use button. If not, there is no change. If so, the use button is selected. It is necessary to determine again whether the player has released his finger. If not, there is no change. If so, the corresponding number of recommended supplies is picked up, the corresponding number of selected supplies is discarded, and the selected supplies are used once.
[0119] The embodiment of the present application adds the core function of replacement to the picking process, and auxiliaryly adds three peripheral functions: adjusting the number of pickups, marking discarded materials, and using discarded materials. This allows players to easily replace the materials they want to pick up during the picking process, and can also deal with recommended materials when the backpack is full. The marking and using discarded materials functions can also make good use of useless materials, promote team communication within the team, and facilitate players' management of their backpack capacity and material configuration, allowing players to focus more on combat. The entire system only requires players to long press and slide to interact, and the entire process only requires one step, greatly improving the efficiency of human-computer interaction.
[0120] It is understandable that in the embodiments of the present application, when user information and other related data are involved, when the embodiments of the present application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.
[0121] The following continues to describe an exemplary structure of the virtual scene prop processing device 455 provided by the embodiment of the present application as a software module. In some embodiments, as shown in FIG3 , the software modules in the virtual scene prop processing device 455 stored in the memory 450 may include: a display module 4551, configured to display at least one first prop control, wherein each of the first prop controls is associated with a virtual prop to be picked up in the virtual scene; a first trigger module 4552, configured to display at least one second prop control in response to a first trigger operation of a first account on a first target prop control, wherein the first account is the controller; An account for controlling a first virtual object, the first target prop control is derived from the at least one first prop control, and each second prop control is associated with a virtual prop to be replaced in the prop library of the first virtual object; a second trigger module 4553 is configured to, in response to a second trigger operation of the first account on a second target prop control, remove the virtual prop to be replaced associated with the second target prop control from the prop library of the first virtual object, and add the virtual prop to be picked up associated with the first target prop control to the prop library, wherein the second target prop control is derived from the at least one second prop control.
[0122] In some embodiments, the display module 4551 is further configured to: when a first distance between the first virtual object and the virtual prop to be picked up is less than a first distance threshold, display a first prop control associated with the virtual prop to be picked up.
[0123] In some embodiments, when there are multiple first prop controls, the first trigger module 4552 is further configured to: when displaying the at least one second prop control, hide and display the first prop controls other than the first target prop control among the multiple first prop controls.
[0124] In some embodiments, the first trigger module 4552 is further configured to: display the at least one second prop control when the first trigger operation is any trigger operation and the capacity occupied by all virtual props of the first virtual object exceeds the capacity threshold; or display the at least one second prop control when the operation attribute data of the first trigger operation meets the trigger condition of the prop replacement logic.
[0125] In some embodiments, the first trigger module 4552 is further configured to: display a second prop control corresponding to a target prop type, wherein the target prop type is the prop type corresponding to the first target prop control; or when the number of configurations of candidate virtual props in the prop library of the first virtual object exceeds the maximum number of configurations, display a second prop control corresponding to the candidate virtual prop, wherein the maximum number of configurations is the maximum number of each virtual prop held in the target prop configuration of the prop library.
[0126] In some embodiments, the first trigger module 4552 is further configured to: when the target prop type is a prop type of the attack equipment dimension and the first virtual object is equipped with a virtual prop of the target prop type, display a second prop control corresponding to the target prop type.
[0127] In some embodiments, the first trigger module 4552 is further configured to: when the target prop type is an accessory prop type, and the number of virtual props belonging to the accessory prop type in the prop library is less than a first number threshold, display a second prop control corresponding to all virtual props belonging to the accessory prop type; when the target prop type is an accessory prop type, and the number of virtual props belonging to the accessory prop type in the prop library is not less than the first number threshold, display a second prop control corresponding to the virtual prop belonging to the accessory prop type and related to the equipment of the first virtual object.
[0128] In some embodiments, the first trigger module 4552 is further configured to: when the target prop type is a prop type among other prop types, and the number of virtual props belonging to the other prop types in the prop library is less than a second number threshold, display the second prop controls corresponding to all virtual props belonging to the other prop types; when the target prop type is other prop types, and the number of virtual props belonging to the other prop types in the prop library is not less than the second number threshold, display the second prop controls corresponding to the virtual props belonging to the target prop type; wherein the other prop types are prop types other than attack prop types and accessory prop types.
[0129] In some embodiments, the first trigger operation is a continuous operation on the target connection button, and the first trigger module 4552 is further configured to: when the dwell time of the first trigger operation exceeds a first operation data threshold, display a progress bar of the first target item control, wherein the progress value of the progress bar represents the number of virtual items to be picked up corresponding to the first target item control; and display a progress value matching the operation attribute of the first trigger operation and the operation data of the operation attribute in the progress bar;
[0130] In some embodiments, the first trigger module 4552 is further configured to: display the virtual prop identifier to be replaced associated with each second prop control, and display the number of virtual props to be replaced associated with each second prop control in the prop library; when a progress value matching the operation attribute of the first trigger operation and the operation data of the operation attribute is displayed in the progress bar, the number of virtual props to be replaced associated with the second prop control in the prop library is updated based on the progress value.
[0131] In some embodiments, after displaying at least one second prop control, the first trigger module 4552 is further configured to: when the first trigger operation is a continuous operation and is not released during the display of the second prop control, perform the following processing: when a movement trajectory is generated in response to the continuous operation, and the contact point of the continuous operation moves to the sensing area corresponding to the second target prop control, display the second target prop control as a selected state; when the continuous operation is released, identify the release of the continuous operation as a second trigger operation for the second target prop control.
[0132] In some embodiments, after the second target prop control is displayed as a selected state, the first trigger module 4552 is further configured to: when the virtual prop to be replaced associated with the second target prop control is a markable and usable prop, display the use control and the mark control at the corresponding position of the second target prop control; when the virtual prop to be replaced associated with the second target prop control is a markable and unusable prop, display the mark control at the corresponding position of the second target prop control.
[0133] In some embodiments, the first trigger module 4552 is further configured to: when the contact point of the continuous operation moves to the mark control, the release of the continuous operation at the mark control is identified as a second trigger operation for the second target prop control, and the virtual prop to be replaced associated with the second target prop control is marked to prompt the second virtual object in the same group as the first virtual object to pick up the marked virtual prop; when the contact point of the continuous operation moves to the use control, the release of the continuous operation at the use control is identified as a second trigger operation for the second target prop control, and the process of the first virtual object using the virtual prop to be replaced associated with the second target prop control is displayed.
[0134] The present invention provides a computer program product comprising computer-executable instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer-executable instructions from the computer-readable storage medium and executes the instructions, causing the electronic device to perform the virtual scene prop processing method described in the present invention.
[0135] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions, wherein the computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, the processor will execute the prop processing method for the virtual scene provided by the embodiment of the present application, for example, the prop processing method for the virtual scene shown in Figures 4A-4C.
[0136] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or various devices including one or any combination of the above memories.
[0137] In some embodiments, computer-executable instructions may be in the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be 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.
[0138] As an example, computer-executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file that stores other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinating files (e.g., files storing one or more modules, subroutines, or code portions).
[0139] By way of example, computer-executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed across multiple sites and interconnected by a communication network.
[0140] To sum up, through the embodiment of the present application, a first target prop control is displayed, and the first target prop control is associated with a virtual prop to be picked up. In response to a first trigger operation on the first target prop control, a second prop control is displayed, and the second prop control is associated with the virtual prop to be replaced in the prop library of the first virtual object. This is equivalent to presenting a control for replacing the prop by triggering the control of the prop to be picked up, saving the interactive operation of opening the prop library. In response to a second trigger operation on the second target prop control, the virtual prop to be picked up is used to replace the virtual prop to be replaced in the prop library, which is equivalent to merging the operations of picking up new props and discarding old props, further saving the interactive process and improving the overall efficiency of human-computer interaction.
[0141] The above description is merely an embodiment of the present application and is not intended to limit the scope of protection of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are included in the scope of protection of the present application.
Claims
1. A method for processing props in a virtual scene, the method being executed by an electronic device, the method comprising: Displaying at least one first prop control, wherein each of the first prop controls is associated with a virtual prop to be picked up in the virtual scene; In response to a first trigger operation of a first account on a first target prop control, displaying at least one second prop control, wherein the first account is an account that controls a first virtual object, the first target prop control is derived from the at least one first prop control, and each of the second prop controls is associated with a virtual prop to be replaced in a prop library of the first virtual object; In response to a second trigger operation by the first account on a second target prop control, the virtual prop to be replaced associated with the second target prop control is removed from the prop library of the first virtual object, and the virtual prop to be picked up associated with the first target prop control is added to the prop library, wherein the second target prop control originates from the at least one second prop control.
2. The method according to claim 1, wherein: The displaying of at least one first prop control comprises: When a first distance between the first virtual object and the virtual prop to be picked up is less than a first distance threshold, a first prop control associated with the virtual prop to be picked up is displayed.
3. The method according to claim 1 or 2, wherein: When there are multiple first prop controls, the method further includes: When the at least one second prop control is displayed, first prop controls other than the first target prop control among the plurality of first prop controls are hidden and displayed.
4. The method according to any one of claims 1 to 3, wherein: The displaying of at least one second prop control comprises: When the first trigger operation is any trigger operation, and the capacity occupied by all virtual props of the first virtual object exceeds a capacity threshold, displaying the at least one second prop control; or When the operation attribute data of the first trigger operation meets the trigger condition of the prop replacement logic, displaying the at least one second prop control; The operation attribute data includes contact pressure or contact time, and the trigger condition includes any one of the following: the contact pressure of the first trigger operation exceeds a pressure threshold, and the contact time of the first trigger operation exceeds a first time threshold.
5. The method according to any one of claims 1 to 4, wherein: The displaying of at least one second prop control comprises: Perform at least one of the following: Displaying a second prop control corresponding to a target prop type, wherein the target prop type is the prop type corresponding to the first target prop control; When the configuration number of candidate virtual props in the prop library of the first virtual object exceeds the maximum configuration number, a second prop control corresponding to the candidate virtual prop is displayed, wherein the maximum configuration number is the maximum number of each virtual prop held in the target prop configuration of the prop library.
6. The method according to claim 5, wherein: The displaying of the second prop control corresponding to the target prop type includes: When the target item type is an attack item type, and the first virtual object is equipped with a virtual item of the target item type, a second item control corresponding to the target item type is displayed.
7. The method according to claim 5, wherein: The displaying of the second prop control corresponding to the target prop type includes: When the target prop type is an accessory prop type, and the number of virtual props belonging to the accessory prop type in the prop library is less than a first number threshold, displaying second prop controls corresponding to all virtual props belonging to the accessory prop type; When the target prop type is an accessory prop type, and the number of virtual props belonging to the accessory prop type in the prop library is not less than the first number threshold, a second prop control corresponding to the virtual prop belonging to the accessory prop type and related to the equipment of the first virtual object is displayed.
8. The method according to claim 5, wherein: The displaying of the second prop control corresponding to the target prop type includes: When the target prop type is a prop type among other prop types, and the number of virtual props belonging to the other prop types in the prop library is less than a second number threshold, displaying second prop controls corresponding to all virtual props belonging to the other prop types; When the target prop type is other prop types, and the number of virtual props belonging to the other prop types in the prop library is not less than a second number threshold, displaying a second prop control corresponding to the virtual prop belonging to the target prop type; The other prop types are prop types other than attack prop types and accessory prop types.
9. The method according to any one of claims 1 to 8, wherein: The first trigger operation is a continuous operation on the target connection button, and the method further includes: When the dwell time of the first trigger operation exceeds the first operation data threshold, a progress bar of the first target item control is displayed, wherein the progress value of the progress bar represents the number of virtual items to be picked up corresponding to the first target item control; The progress bar displays the operation attribute of the first trigger operation and the progress value matching the operation data of the operation attribute.
10. The method according to claim 9, wherein: The method further comprises: Displaying the number of virtual props to be replaced associated with each second prop control in the prop library; When a progress value matching the operation attribute of the first trigger operation and the operation data of the operation attribute is displayed in the progress bar, the number of virtual props to be replaced associated with the second prop control in the prop library is updated and displayed based on the progress value.
11. The method according to any one of claims 1 to 10, wherein: After displaying at least one second prop control, the method further includes: When the first trigger operation is a persistent operation and is not released during the process of displaying the second prop control, the following processing is performed: In response to the continuous operation generating a moving track, when the contact point of the continuous operation moves to the sensing area corresponding to the second target prop control, displaying the second target prop control as a selected state; When the persistent operation is released, the release of the persistent operation is identified as a second trigger operation for the second target prop control.
12. The method according to claim 11, wherein: After displaying the second target prop control as a selected state, the method further includes: When the virtual prop to be replaced associated with the second target prop control is a markable and usable prop, displaying a use control and a mark control at a corresponding position of the second target prop control; When the virtual prop to be replaced associated with the second target prop control is a markable and unusable prop, a mark control is displayed at a corresponding position of the second target prop control.
13. The method according to claim 11, wherein: The method further comprises: When the contact point of the persistent operation moves to the marking control, releasing the persistent operation at the marking control is identified as a second triggering operation for the second target prop control, and marking the virtual prop to be replaced associated with the second target prop control, so as to prompt the second virtual object in the same group as the first virtual object to pick up the marked virtual prop; When the contact point of the persistent operation moves to the use control, releasing the persistent operation at the use control is identified as a second trigger operation for the second target prop control, and the process of the first virtual object using the virtual prop to be replaced associated with the second target prop control is displayed.
14. A prop processing device for a virtual scene, the device comprising: A display module configured to display at least one first prop control, wherein each of the first prop controls is associated with a virtual prop to be picked up in the virtual scene; A first trigger module is configured to display at least one second prop control in response to a first trigger operation of a first account on a first target prop control, wherein the first account is an account that controls a first virtual object, the first target prop control is derived from the at least one first prop control, and each of the second prop controls is associated with a virtual prop to be replaced in a prop library of the first virtual object; The second trigger module is configured to remove the virtual prop to be replaced associated with the second target prop control from the prop library of the first virtual object in response to the second trigger operation of the first account on the second target prop control, and add the virtual prop to be picked up associated with the first target prop control to the prop library, wherein the second target prop control is derived from the at least one second prop control.
15. An electronic device, comprising: A memory for storing computer executable instructions; A processor is used to implement the prop processing method for a virtual scene as described in any one of claims 1 to 13 when executing the computer executable instructions stored in the memory.
16. A computer-readable storage medium storing computer-executable instructions, wherein the computer-executable instructions, when executed by a processor, implement the method for processing props in a virtual scene according to any one of claims 1 to 13.
17. A computer program product, comprising computer executable instructions, which, when executed by a processor, implement the method for processing props in a virtual scene as claimed in any one of claims 1 to 13.
Citation Information
Patent Citations
Virtual article processing method and device
CN112023392A
Game prop arrangement method and device, electronic equipment and storage medium
CN114225395A
Game skill interaction method and device, storage medium and electronic equipment
CN116531756A
Prop processing method and device, electronic equipment, storage medium and program product
CN117180732A