CN113069772B - Method and device for assembling virtual prop in game and electronic equipment - Google Patents

Method and device for assembling virtual prop in game and electronic equipment Download PDF

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Publication number
CN113069772B
CN113069772B CN202110352907.4A CN202110352907A CN113069772B CN 113069772 B CN113069772 B CN 113069772B CN 202110352907 A CN202110352907 A CN 202110352907A CN 113069772 B CN113069772 B CN 113069772B
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Prior art keywords
virtual
prop
props
preset
adjusting
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CN113069772A (en
Inventor
胡佳胜
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110352907.4A priority Critical patent/CN113069772B/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02PCLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
    • Y02P90/00Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
    • Y02P90/30Computing systems specially adapted for manufacturing

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application provides an assembly method and device of virtual props in a game and electronic equipment, relates to the technical field of games, and solves the technical problem that the virtual props are frequently lost in the combat process. The method comprises the following steps: responding to the fact that the current state of the virtual character in the game meets a preset state, and acquiring a first number of virtual props assembled by the virtual character at present; and adjusting prop assembly of the virtual character in response to the first number reaching a preset condition.

Description

Method and device for assembling virtual prop in game and electronic equipment
Technical Field
The present application relates to the field of game technologies, and in particular, to a method and an apparatus for assembling virtual props in a game, and an electronic device.
Background
Currently, in many games, players need to adjust virtual props owned by their controlled virtual characters, such as anti-terrorism elite (Counter-Strike: global offlife, CSgo), fire-crossing, and life-seeking (PLAYERUNKNOWN' S BATTLEGROUNDS, PUB), ammunition in shooting games.
However, the player easily ignores the operation of adjusting the virtual prop in the course of the game, for example, for a player who is not familiar with the game, the player often forgets to check the equipment such as adding ammunition to influence the fight course, so that the virtual prop is lost in the fight course, and the game experience of the player is reduced.
Disclosure of Invention
The application aims to provide an assembly method and device of virtual props in games and electronic equipment, so as to solve the technical problem that the virtual props are frequently lost in the combat process.
In a first aspect, an embodiment of the present application provides a method for assembling a virtual prop in a game, where the method includes:
responding to the fact that the current state of the virtual character in the game meets a preset state, and acquiring a first number of virtual props assembled by the virtual character at present;
And adjusting prop assembly of the virtual character in response to the first number reaching a preset condition.
In one possible implementation, the preset state includes a non-combat state.
In one possible implementation, the non-combat state performs a specified virtual action for the virtual character that is not detected within a preset period of time.
In one possible implementation, the preset condition includes any one or more of the following:
the first number is smaller than a preset number, and the duty ratio of the first number in the equipment upper limit number of the virtual prop is smaller than a preset duty ratio.
In one possible implementation, the step of adjusting the prop assembly of the virtual character in response to the first number reaching a preset condition includes:
and adding the assembly quantity of the virtual props in response to the first quantity being smaller than a preset quantity, so that the assembly quantity of the virtual props after the addition is larger than or equal to the preset quantity.
In one possible implementation, the step of adjusting the prop assembly of the virtual character in response to the first number reaching a preset condition includes:
In response to the first number being less than a preset duty cycle in an upper number of equipment limit for the virtual prop, adding the number of assemblies of the virtual prop, and enabling the duty ratio of the number of the assembled virtual props after the virtual props are added in the upper limit number of the equipment to be larger than or equal to the preset duty ratio.
In one possible implementation, the step of adjusting the prop assembly of the virtual character in response to the first number reaching a preset condition includes:
acquiring a second number of to-be-selected virtual props corresponding to the virtual props in a virtual knapsack of the virtual character;
And adjusting the prop assembly of the virtual character according to the to-be-selected virtual prop and the second number.
In one possible implementation, the method further comprises:
obtaining prop attributes of the virtual props assembled by the virtual roles;
and determining the preset condition corresponding to the virtual prop according to the prop attribute.
In one possible implementation, the step of adjusting the prop assembly of the virtual character according to the candidate virtual prop and the second number includes:
And if the property of the virtual prop is a first property, adjusting the number of the virtual props assembled by the virtual character currently according to the to-be-selected virtual prop and the second number.
In one possible implementation, the step of adjusting the prop assembly of the virtual character according to the candidate virtual prop and the second number includes:
And if the property of the virtual prop is a second property, adjusting the virtual prop content of the virtual character equipment according to the to-be-selected virtual prop and the second quantity.
In one possible implementation, the method further comprises:
And if the virtual character is detected to execute the appointed virtual action, stopping the process of adjusting the assembly quantity of the virtual props.
In one possible implementation, the method further comprises:
and if the specified virtual action is finished, continuing the process of adjusting the assembly quantity of the virtual props.
In one possible implementation, providing, by a terminal, a graphical user interface, the graphical user interface comprising a target control; the method further comprises the steps of:
And adjusting prop assembly of the virtual character in response to the operation on the target control.
In one possible implementation, the virtual prop includes any one or more of the following:
Throwing objects, ammunition and mines.
In a second aspect, there is provided an apparatus for assembling virtual props in a game, the apparatus comprising:
the acquisition module is used for responding to the fact that the current state of the virtual character in the game meets the preset state, and acquiring the first number of the virtual props assembled by the virtual character currently;
and the adjusting module is used for adjusting the prop assembly of the virtual character in response to the first number reaching a preset condition.
In a third aspect, an embodiment of the present application further provides an electronic device, including a memory, and a processor, where the memory stores a computer program that can be executed by the processor, and the processor executes the method according to the first aspect.
In a fourth aspect, embodiments of the present application further provide a computer readable storage medium storing computer executable instructions which, when invoked and executed by a processor, cause the processor to perform the method of the first aspect described above.
The embodiment of the application has the following beneficial effects:
According to the method and device for assembling the virtual props in the game and the electronic equipment, provided by the embodiment of the application, the first number of the virtual props assembled by the virtual roles in the game at present can be obtained in response to the fact that the current state of the virtual roles in the game meets the preset state, and then the props of the virtual roles are assembled in response to the fact that the first number reaches the preset condition. According to the scheme, the first quantity of the virtual props assembled by the virtual roles at present is obtained when the current state of the virtual roles meets the preset state, and the props of the virtual roles are automatically adjusted to be assembled when the first quantity reaches the preset condition, so that the condition that the virtual props are missing can be avoided to a certain extent, and the technical problem that the virtual props are frequently missing in the fight process is solved.
In order to make the above objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the drawings that are needed in the description of the embodiments or the prior art will be briefly described, and it is obvious that the drawings in the description below are some embodiments of the present application, and other drawings can be obtained according to the drawings without inventive effort for a person skilled in the art.
Fig. 1 is a schematic structural diagram of an electronic device according to an embodiment of the present application;
FIG. 2 is a schematic flow chart of a method for assembling virtual props in a game according to an embodiment of the present application;
FIG. 3 is a graphical user interface diagram of a method for assembling virtual props in a game according to an embodiment of the present application;
Fig. 4 is a schematic structural diagram of an assembly device for virtual props in a game according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of the present application will be clearly and completely described below with reference to the accompanying drawings, and it is apparent that the described embodiments are some embodiments of the present application, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
The terms "comprising" and "having" and any variations thereof, as used in the embodiments of the present application, are intended to cover non-exclusive inclusion. For example, a process, method, system, article, or apparatus that comprises a list of steps or elements is not limited to only those listed but may optionally include other steps or elements not listed or inherent to such process, method, article, or apparatus.
Currently, players tend to ignore checking the current number of virtual props during play (e.g., mainstream shooting end-stream, such as CSgo, fire-through, PUBG, etc.). For example, in PUBG games, after the player controls the shooting of the virtual character, other operations (such as moving to observe enemies, observing the positions of the players, etc.) need to be performed, and the situation that the player forgets to fill the virtual props occurs, so that the virtual character has the situation that the number of the virtual props such as ammunition is lost in the fight process, and the game experience of the player is reduced.
Based on the above, the embodiment of the application provides a method and a device for assembling virtual props in games and electronic equipment, and the method can be used for relieving the technical problem that the virtual props are frequently lost in the combat process.
The method for assembling virtual props in a game according to one embodiment of the present application may be run on a terminal device or a server. The terminal device may be a local terminal device. When the control method is run on a server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the assembly method of the virtual prop in the game are completed on the cloud game server, and the function of the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the terminal device for information processing is cloud game server of cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the application provides a method for assembling virtual props in a game, and a graphical user interface is provided through a first terminal device, wherein the first terminal device can be the aforementioned local terminal device or the aforementioned client device in a cloud interaction system.
The method for controlling the virtual object in the game in the embodiment of the application can be applied to electronic equipment such as terminal equipment, servers and the like. As shown in fig. 1, for example, the electronic device 100 includes a memory 101, and a processor 102, where a computer program executable on the processor is stored, and when the processor executes the computer program, the steps of the method provided in the foregoing embodiment are implemented.
Referring to fig. 1, the electronic device further includes: a bus 103 and a communication interface 104, the processor 102, the communication interface 104, and the memory 101 being connected by the bus 103; the processor 102 is arranged to execute executable modules, such as computer programs, stored in the memory 101.
The memory 101 may include a high-speed random access memory (Random Access Memory, abbreviated as RAM), and may further include a non-volatile memory (non-volatile memory), such as at least one magnetic disk memory. The communication connection between the system network element and at least one other network element is implemented via at least one communication interface 104 (which may be wired or wireless), and may use the internet, a wide area network, a local network, a metropolitan area network, etc.
Bus 103 may be an ISA bus, a PCI bus, an EISA bus, or the like. The buses may be classified as address buses, data buses, control buses, etc. For ease of illustration, only one bi-directional arrow is shown in FIG. 1, but not only one bus or type of bus.
The memory 101 is configured to store a program, and the processor 102 executes the program after receiving an execution instruction, and a method executed by the apparatus for defining a process according to any of the foregoing embodiments of the present application may be applied to the processor 102 or implemented by the processor 102.
The processor 102 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the methods described above may be performed by integrated logic circuitry in hardware or instructions in software in the processor 102. The processor 102 may be a general-purpose processor, including a central processing unit (Central Processing Unit, abbreviated as CPU), a network processor (Network Processor, abbreviated as NP), etc.; but may also be a digital signal processor (DIGITAL SIGNAL Processing, DSP), application SPECIFIC INTEGRATED Circuit (ASIC), off-the-shelf Programmable gate array (Field-Programmable GATE ARRAY, FPGA) or other Programmable logic device, discrete gate or transistor logic device, discrete hardware components. The disclosed methods, steps, and logic blocks in the embodiments of the present application may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present application may be embodied directly in the execution of a hardware decoding processor, or in the execution of a combination of hardware and software modules in a decoding processor. The software modules may be located in a random access memory, flash memory, read only memory, programmable read only memory, or electrically erasable programmable memory, registers, etc. as well known in the art. The storage medium is located in the memory 101 and the processor 102 reads the information in the memory 101 and in combination with its hardware performs the steps of the method described above.
Embodiments of the present application are further described below with reference to the accompanying drawings.
Fig. 2 is a flow chart of a method for assembling virtual props in a game according to an embodiment of the present application. The method can be applied to electronic equipment such as terminal equipment and servers. As shown in fig. 2, the method includes:
step S210, in response to the current state of the virtual character in the game meeting the preset state, a first number of virtual props currently assembled by the virtual character is obtained.
The virtual character is a game character controlled by a user through the terminal equipment, and the appearance of the virtual character can be virtual characters, virtual monsters, virtual animals, virtual machines and the like.
In particular, a graphical user interface is provided by the terminal device, the graphical user interface including at least one functionality control, such as a movement control, a shooting control, a prop release control, a targeting control, and the like. Responding to touch operation for the mobile control, and controlling the virtual character to move in the game scene; responding to touch operation for shooting control, and controlling the virtual character to shoot towards the aiming direction; responding to touch operation for the prop release control, and controlling the virtual character to throw the virtual prop in the aiming direction; controlling the virtual object to adjust the aiming direction in response to a touch operation for the aiming control, and so on.
The virtual prop in the embodiment of the application can be any virtual object, such as throwing objects, ammunition, mines and the like, the number of which can be changed.
It should be noted that, the preset state may include a non-combat state of the virtual character, and, for example, if no combat event such as shooting, throwing, etc. is detected within a preset time before the current time, it is determined that the virtual character at the current time is in the non-combat state. For example, if no combat event such as shooting or throwing is detected within 20 seconds before the current time, it is determined that the virtual character is in a non-combat state conforming to the preset state at the current time.
In the embodiment of the application, the virtual prop currently assembled by the virtual character is, for example, ammunition loaded in the handheld virtual firearm of the virtual character, or a throwing object, a mine and the like configured by the virtual character.
It will be appreciated that the virtual character holds the virtual firearm loaded with ammunition and, in response to a touch operation on the firing control, the virtual character may be controlled to fire in the aiming direction, i.e., fire loaded ammunition in the aiming direction, until firing is completed.
By judging whether the current state of the virtual character meets the preset state or not, the first number of the virtual props can be determined when the current state of the virtual character meets the preset state, so that corresponding reactions to different states of the virtual character in time are ensured, and the flexibility of game setting is improved.
In step S220, in response to the first number reaching the preset condition, prop assembly of the virtual character is adjusted.
The preset condition may also take various forms, for example, the current number is lower than the preset number, the duty ratio of the current number in the equipment upper limit number of the virtual consumable is lower than the preset duty ratio, and the like.
For the procedure of adjustment in this step, if the adjustment object is a bullet, the number thereof can be adjusted, and if the adjustment object is a projectile such as a grenade, the content thereof can be adjusted.
For example, when the first number of virtual props reaches the preset condition, the device may adjust the number of virtual props to balance the number relationship between different virtual props, and timely satisfy different game requirements of the player.
For example, when a combat event such as shooting and throwing is not detected within a preset time before the current moment, the system can automatically assist the player to check the number of virtual props such as ammunition, and when the number reaches a preset condition and needs to be adjusted, the number can be automatically adjusted, for example, the player is automatically filled with the virtual props such as ammunition to increase the number of the virtual props, so that the situation that the virtual props are frequently lost in the combat process is avoided.
The first quantity of the currently assembled virtual props of the virtual role is obtained when the current state of the virtual role meets the preset state, and the prop assembly of the virtual role is automatically adjusted when the first quantity reaches the preset condition, so that the situation that the virtual props are missing can be avoided to a certain extent, the problem that the virtual role is insufficient when a large number of virtual props are needed is solved, and the game experience of a player is improved.
The above steps are described in detail below.
In some embodiments, the virtual prop described above exists in a plurality of types. As one example, the virtual prop includes any one or more of the following: throwing objects, ammunition and mines.
Wherein, virtual props include throws, ammunition, mines, etc. Therefore, the player can flexibly configure parameters of different virtual props according to the requirements, and the diversity and the authenticity of game scenes are improved.
In some embodiments, the predetermined state includes a plurality of forms of state. As one example, the preset state includes a non-combat state.
The non-combat state may be a state in which no combat event such as shooting, throwing, etc. is detected within a preset period of time before the current time. For example, if no combat event such as shooting or throwing is detected within 15 seconds before the current time, it is determined that the virtual character is in a non-combat state at the current time.
Based on this, as one example, the non-combat state performs a specified virtual action for a virtual character that is not detected for a preset period of time.
In actual practice, the specified virtual action may comprise a plurality of different types of actions, e.g. shooting, throwing a bullet, etc.
The preset time period may be a time period calculated forward from the current time. For example, if the player detects that the virtual character does not have any shooting or throwing combat actions within 30s before the current moment (the player can set the preset time period), the virtual character is judged to be in a non-combat state at the moment, and the number of the virtual props can be adjusted in the period, so that the adjustment operation is not required to be frequently performed in the combat process, and the game experience of the player is improved.
Based on this, the device may also specify stopping or continuing the adjustment process for the number of virtual props. As an example, the method further comprises:
and a) stopping the process of adjusting the assembly quantity of the virtual props if the virtual character is detected to execute the designated virtual action.
Wherein, the specified virtual actions may include virtual actions such as gun firing, throwing, backpack opening, and the like. In practical applications, execution of a given virtual action may interrupt the process of adjusting the number of virtual prop assemblies. For example, when the current number of virtual props is smaller than the preset number, the current number of virtual props needs to be added, and if the virtual characters are detected to execute corresponding specified behaviors, the process of adding the virtual props can be interrupted. For another example, in the process of fighting by the virtual character, the adjustment process of the number of the virtual props can be stopped, or when the virtual props are checked or sorted, the adjustment process of the virtual props can be stopped, so that the fight behavior of the virtual character is prevented from being influenced by frequent adjustment processes, and the independence and the flexibility of game operation are improved.
Based on the step a), the method further comprises:
and b), if the designated virtual action is finished, continuing the process of adjusting the assembly quantity of the virtual props.
In practical application, after the execution of the specified virtual actions such as gun firing, throwing and the like is completed, the adjustment process of the number of virtual prop assemblies which are interrupted before can be continued. Of course, a certain time limit may be set at which the assembly adjustment process can be continued. For example, if the specified virtual action corresponding to the virtual character ends within 30s of the stop (interrupted) (the player can set the time by himself), the process of adjusting the number of virtual props is continued.
Therefore, according to the corresponding appointed behavior executed by the virtual character, the adjusting process of the number of the virtual props can be stopped or continued, which is beneficial to the player to flexibly control the game behavior of the virtual character and to frequently check the number of the current virtual props, thereby improving the game experience of the player.
In some embodiments, the preset conditions may take a variety of forms. As one example, the preset conditions include any one or more of the following:
the first number is smaller than a preset number, and the duty ratio of the first number in the equipment upper limit number of the virtual prop is smaller than a preset duty ratio.
It should be noted that, when the virtual character is determined to be in a non-combat state, the state of the number of virtual props may be adjusted in time according to the preset conditions during this period, for example, when the current number of virtual props is smaller than the preset number, or when the duty ratio of the current number of virtual props in the upper limit number of virtual props is smaller than a certain duty ratio (the player may set the preset duty ratio by himself), the number of virtual props may be adjusted in time based on the different preset conditions, so as to increase the diversity and individuality of game content.
In some embodiments, various adjustments may be made depending on the current number of virtual props. As an example, the step S220 may include the steps of:
and c), adding the assembly quantity of the virtual props in response to the first quantity being smaller than the preset quantity, so that the assembly quantity of the virtual props after the addition is larger than or equal to the preset quantity.
When the current number of virtual props is smaller than the preset number, the empty virtual props need to be supplemented, so that the current number of virtual props is larger than or equal to the preset number.
By timely supplementing the lacking virtual props, the situation that the virtual roles are insufficient when a large number of virtual props are needed in the fight process is avoided, and the game experience of the player is improved.
As another example, the step S220 may further include the steps of:
And d), adding the assembly quantity of the virtual props in response to the first quantity of the occupancy rate in the equipment upper limit quantity of the virtual props being smaller than the preset occupancy rate, so that the occupancy rate of the assembly quantity of the virtual props in the equipment upper limit quantity after the addition is larger than or equal to the preset occupancy rate.
When the current number of the virtual props occupies a relatively small amount in the upper limit number of the virtual props, the system can automatically add the assembly number of the virtual props. For example, when the current number of virtual props such as ammunition is less than 50% of the upper limit number of virtual props (the player can set the preset duty by himself), the virtual props smaller than the duty need to be supplemented, so that the current number of virtual props such as ammunition is greater than or equal to 50%.
The player can meet the game habits of different players in different game scenes by individually setting the preset duty ratio in the upper limit number of the virtual props, and the game experience of the player is enriched.
As another example, the step S220 may further include the steps of:
step e), obtaining a second number of to-be-selected virtual props corresponding to the virtual props in a virtual knapsack of the virtual character;
and f) adjusting prop assembly of the virtual character according to the to-be-selected virtual props and the second number.
In practical application, if the second number of the virtual props in the virtual knapsack (the second number of the virtual props to be selected) is smaller than the number of the virtual props required to be assembled when the virtual props reach the upper limit of the assembly number, prop assembly is only required to be carried out according to the second number of the virtual props in the virtual knapsack, and the number of the virtual props required to be assembled when the virtual props reach the upper limit of the assembly number is not considered any more. For example, the upper loading limit (i.e., the upper limit of the number of assembled virtual props) is 30, 5 rounds are currently assembled (i.e., the first number, the preset condition is met), while only 10 rounds of cartridges (i.e., the second number) are left in the virtual backpack, and only 10 rounds of cartridges in the virtual backpack can be completely assembled at this time, and the number of required assemblies (i.e., 25 rounds) for the virtual cartridges to reach the upper limit of the number of assembled is not considered any longer. By taking into account the number of virtual props in the virtual backpack and adjusting based on this number, the prop set of the virtual character can be adjusted more flexibly.
Based on the above steps e) and f), the method may further comprise the steps of:
Step g), obtaining prop attributes of virtual props assembled by the virtual roles;
And h), determining preset conditions corresponding to the virtual props according to the prop attributes.
In an exemplary embodiment of the present application, the virtual prop is determined to be an ammunition prop according to the prop attribute, and a first preset condition corresponding to the virtual prop is determined.
Specifically, the ammunition prop can be corresponding bullets of different types of virtual guns, such as bullets with calibers of 7.62mm, 5.56mm, 9mm and 12 mm.
If the virtual prop is an ammunition prop, the corresponding first preset condition may be that the number of assembled ammunition is smaller than the first preset number. For example, the number of ammunition assembled is less than 10 rounds.
In another exemplary embodiment of the present application, the virtual prop is determined to be a throwing prop or a placing prop according to the prop attribute, and a second preset condition corresponding to the virtual prop is determined.
Specifically, the throwing prop can be a grenade, a smoke bomb, a flash bomb and the like; the placement type prop can be a mine, a trap, etc.
If the virtual props are throwing props or placing props, the corresponding second preset condition may be that the number of assembled virtual props is equal to the second preset number. For example, the number of virtual props assembled is equal to 0.
The preset conditions corresponding to the virtual props are determined through the prop attributes of the virtual props assembled by the virtual roles, so that the reasonability of the preset conditions is higher.
Based on the above steps g) and h), the above step f) may include the steps of:
And i) if the property of the virtual prop is the first property, adjusting the number of the virtual props assembled by the virtual character currently according to the virtual props to be selected and the second number.
In practical applications, if the property of the virtual prop meets a certain property, the assembly number of the virtual prop can be adjusted according to the number of the prop in the backpack. For example, the virtual prop is a prop with bullet attribute, the upper limit of the number of assembled bullets is 30, 5 bullets (first number) are currently assembled, and only 10 bullets (second number) in the virtual knapsack are left, so that all 10 bullets (second number) in the virtual knapsack need to be assembled, and the adjustment rationality of the assembled virtual prop is improved.
Based on the above steps g) and h), the above step f) may further include the steps of:
and j) if the property of the virtual prop is a second property, adjusting the virtual prop content of the virtual character equipment according to the virtual prop to be selected and the second quantity.
In practice, if the property of a virtual prop meets another property, it may adjust the content of the assembly instead of the number of assemblies according to the number of the prop in the backpack. For example, the virtual prop is a prop with properties of a projectile such as a mine, and the assembly content can be adjusted according to the condition of the projectile such as the mine. For example, currently equipped grenades are thrown out, while no grenades are in the backpack, and smoke bombs or other throws are equipped; or the environment around the virtual character can be detected, if teammates exist around, the smoke bullets are equipped, and if teammates do not exist, the grenades are equipped.
By adjusting the virtual prop content of the virtual character equipment according to the virtual prop to be selected and the second number when the prop attribute of the virtual prop is the second attribute, the adjustment rationality of the virtual prop content can be improved.
In some embodiments, a target control may be utilized to control the adjustment process to the current number of virtual props. As an example, the image user interface is provided by the terminal, the image user interface containing the target control, the method further comprising:
And step k), adjusting prop assembly of the virtual character in response to the operation of the target control.
In an alternative embodiment of the application, the system can automatically acquire the number of the currently assembled virtual props when the preset state is met and automatically adjust the props when the number reaches the preset condition, and can also adjust the props by manual operation of a player. For example, as shown in fig. 3, when the player clicks, presses, etc. on the target control, the current number of virtual props is adjusted. By setting the corresponding target control in the graphical user interface, the number of the virtual props can be conveniently and rapidly adjusted, the flexibility and the simplicity of game operation are enhanced, and the game experience of a player is improved.
Fig. 4 provides a schematic structural view of an apparatus for assembling virtual props in a game. As shown in fig. 4, an apparatus 400 for assembling virtual props in a game includes:
a first obtaining module 401, configured to obtain, in response to a current state of a virtual character in the game meeting a preset state, a first number of virtual props currently assembled by the virtual character;
An adjustment module 402 is configured to adjust prop assembly of the virtual character in response to the first number reaching a preset condition.
In some embodiments, the preset state includes a non-combat state.
In some embodiments, the non-combat state performs a specified virtual action for a virtual character that is not detected for a preset period of time.
In some embodiments, the preset conditions include any one or more of the following:
the first number is smaller than a preset number, and the duty ratio of the first number in the equipment upper limit number of the virtual prop is smaller than a preset duty ratio.
In some embodiments, the adjustment module 402 is specifically configured to:
and adding the assembly quantity of the virtual props in response to the first quantity being smaller than a preset quantity, so that the assembly quantity of the virtual props after the addition is larger than or equal to the preset quantity.
In some embodiments, the adjustment module 402 is further specifically configured to:
In response to the first number being less than a preset duty cycle in an upper number of equipment limit for the virtual prop, adding the number of assemblies of the virtual prop, and enabling the duty ratio of the number of the assembled virtual props after the virtual props are added in the upper limit number of the equipment to be larger than or equal to the preset duty ratio.
In some embodiments, the adjustment module 402 is further specifically configured to:
acquiring a second number of to-be-selected virtual props corresponding to the virtual props in a virtual knapsack of the virtual character;
And adjusting the prop assembly of the virtual character according to the to-be-selected virtual prop and the second number.
In some embodiments, the apparatus further comprises:
the second acquisition module is used for acquiring prop attributes of the virtual props assembled by the virtual roles;
And the determining module is used for determining the preset condition corresponding to the virtual prop according to the prop attribute.
In some embodiments, the adjustment module 402 is specifically configured to:
And if the property of the virtual prop is a first property, adjusting the number of the virtual props assembled by the virtual character currently according to the to-be-selected virtual prop and the second number.
In some embodiments, the adjustment module 402 is further to:
And if the property of the virtual prop is a second property, adjusting the virtual prop content of the virtual character equipment according to the to-be-selected virtual prop and the second quantity.
In some embodiments, the apparatus further comprises:
And the stopping module is used for stopping the process of adjusting the assembly quantity of the virtual props if the virtual role is detected to execute the appointed virtual action.
In some embodiments, the apparatus further comprises:
And the continuing module is used for continuing the process of adjusting the assembly quantity of the virtual props if the designated virtual action is ended.
In some embodiments, a graphical user interface is provided by the terminal, the graphical user interface including a target control, the apparatus further comprising:
And the target control determining module is used for responding to the operation of the target control and adjusting the prop assembly of the virtual character.
In some embodiments, the virtual prop comprises any one or more of: throwing objects, ammunition and mines.
The device for assembling the virtual prop in the game provided by the embodiment of the application has the same technical characteristics as the method for assembling the virtual prop in the game provided by the embodiment, so that the same technical problems can be solved, and the same technical effects can be achieved.
Corresponding to the method for assembling virtual props in the game, the embodiment of the application also provides a computer readable storage medium which stores machine executable instructions, wherein the computer executable instructions, when being called and executed by a processor, cause the processor to execute the steps of the method for assembling virtual props in the game.
The device for assembling the virtual prop in the game provided by the embodiment of the application can be specific hardware on equipment or software or firmware installed on the equipment and the like. The device provided by the embodiment of the present application has the same implementation principle and technical effects as those of the foregoing method embodiment, and for the sake of brevity, reference may be made to the corresponding content in the foregoing method embodiment where the device embodiment is not mentioned. It will be clear to those skilled in the art that, for convenience and brevity, the specific operation of the system, apparatus and unit described above may refer to the corresponding process in the above method embodiment, which is not described in detail herein.
In the embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other manners. The above-described apparatus embodiments are merely illustrative, for example, the division of the units is merely a logical function division, and there may be other manners of division in actual implementation, and for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some communication interface, device or unit indirect coupling or communication connection, which may be in electrical, mechanical or other form.
As another example, the flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present application. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments provided in the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method for controlling a virtual object in a game according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
It should be noted that: like reference numerals and letters in the following figures denote like items, and thus once an item is defined in one figure, no further definition or explanation of it is required in the following figures, and furthermore, the terms "first," "second," "third," etc. are used merely to distinguish one description from another and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above examples are only specific embodiments of the present application, and are not intended to limit the scope of the present application, but it should be understood by those skilled in the art that the present application is not limited thereto, and that the present application is described in detail with reference to the foregoing examples: any person skilled in the art may modify or easily conceive of the technical solution described in the foregoing embodiments, or perform equivalent substitution of some of the technical features, while remaining within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit of the corresponding technical solutions. Are intended to be encompassed within the scope of the present application. Therefore, the protection scope of the application is subject to the protection scope of the claims.

Claims (11)

1. A method of assembling virtual props in a game, the method comprising:
Responding to the current state of the virtual character in the game to meet a preset state, and acquiring a first number of virtual props currently assembled by the virtual character, wherein the preset state comprises a non-combat state, and the non-combat state is that the virtual character is not detected to execute a specified virtual action in a preset time period;
Adjusting prop assembly of the virtual character in response to the first number reaching a preset condition;
the step of adjusting prop assembly of the virtual character in response to the first number reaching a preset condition, comprises:
Adding the number of the virtual props to make the number of the virtual props assembled after the addition be greater than or equal to the preset number in response to the first number being less than the preset number,
Or, in response to the first number of the occupancy ratios in the upper-limit number of the virtual props being smaller than a preset occupancy ratio, adding the number of the virtual props assembled, so that the occupancy ratio of the number of the virtual props assembled after adding in the upper-limit number of the occupancy ratios is larger than or equal to the preset occupancy ratio;
The method further comprises the steps of:
If the virtual character is detected to execute the appointed virtual action, stopping the adjustment process of the assembly quantity of the virtual props;
and if the specified virtual action is finished, continuing the process of adjusting the assembly quantity of the virtual props.
2. The method of claim 1, wherein the preset conditions include any one or more of:
the first number is smaller than a preset number, and the duty ratio of the first number in the equipment upper limit number of the virtual prop is smaller than a preset duty ratio.
3. The method of claim 1, wherein the step of adjusting the prop-fitting of the virtual character in response to the first number reaching a preset condition comprises:
acquiring a second number of to-be-selected virtual props corresponding to the virtual props in a virtual knapsack of the virtual character;
And adjusting the prop assembly of the virtual character according to the to-be-selected virtual prop and the second number.
4. A method according to claim 3, characterized in that the method further comprises:
obtaining prop attributes of the virtual props assembled by the virtual roles;
and determining the preset condition corresponding to the virtual prop according to the prop attribute.
5. The method of claim 4, wherein the step of adjusting the prop assembly of the virtual character according to the candidate virtual prop and the second number comprises:
And if the property of the virtual prop is a first property, adjusting the number of the virtual props assembled by the virtual character currently according to the to-be-selected virtual prop and the second number.
6. The method of claim 4, wherein the step of adjusting the prop assembly of the virtual character according to the candidate virtual prop and the second number comprises:
And if the property of the virtual prop is a second property, adjusting the virtual prop content of the virtual character equipment according to the to-be-selected virtual prop and the second quantity.
7. The method of claim 1, wherein a graphical user interface is provided by the terminal, the graphical user interface comprising a target control; the method further comprises the steps of:
And adjusting prop assembly of the virtual character in response to the operation on the target control.
8. The method of any one of claims 1-7, wherein the virtual prop comprises any one or more of:
Throwing objects, ammunition and mines.
9. An apparatus for assembling virtual props in a game, the apparatus comprising:
The acquisition module is used for responding to the fact that the current state of the virtual character in the game meets a preset state, acquiring the first number of virtual props assembled by the virtual character at present, wherein the preset state comprises a non-combat state, and the non-combat state is that the virtual character is not detected to execute a specified virtual action in a preset time period;
The adjusting module is used for adjusting prop assembly of the virtual character in response to the first number reaching a preset condition;
The adjustment module is also used for:
Adding the number of the virtual props to make the number of the virtual props assembled after the addition be greater than or equal to the preset number in response to the first number being less than the preset number,
Or, in response to the first number of the occupancy ratios in the upper-limit number of the virtual props being smaller than a preset occupancy ratio, adding the number of the virtual props assembled, so that the occupancy ratio of the number of the virtual props assembled after adding in the upper-limit number of the occupancy ratios is larger than or equal to the preset occupancy ratio;
the apparatus further comprises a stopping module for:
If the virtual character is detected to execute the appointed virtual action, stopping the adjustment process of the assembly quantity of the virtual props;
the apparatus further comprises a continuation module for:
and if the specified virtual action is finished, continuing the process of adjusting the assembly quantity of the virtual props.
10. An electronic device comprising a memory, a processor, the memory having stored therein a computer program executable on the processor, characterized in that the processor, when executing the computer program, implements the steps of the method of any of the preceding claims 1 to 8.
11. A computer readable storage medium storing computer executable instructions which, when invoked and executed by a processor, cause the processor to perform the method of any one of claims 1 to 8.
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