CN116212386A - Method and device for picking up virtual article in game, electronic equipment and storage medium - Google Patents

Method and device for picking up virtual article in game, electronic equipment and storage medium Download PDF

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Publication number
CN116212386A
CN116212386A CN202310190457.2A CN202310190457A CN116212386A CN 116212386 A CN116212386 A CN 116212386A CN 202310190457 A CN202310190457 A CN 202310190457A CN 116212386 A CN116212386 A CN 116212386A
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China
Prior art keywords
virtual
virtual object
picking
target
game
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CN202310190457.2A
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Inventor
周逸恒
刘勇成
胡志鹏
袁思思
程龙
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202310190457.2A priority Critical patent/CN116212386A/en
Publication of CN116212386A publication Critical patent/CN116212386A/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

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Abstract

The application discloses a method, a device, electronic equipment and a storage medium for picking up virtual articles in a game. The method comprises the following steps: determining a virtual object which can be picked up in a distance range according to the position of the virtual object in the virtual scene; in response to a first pick instruction for the virtual object, automatically picking a first target virtual object from the pickable virtual objects according to virtual objects already owned by the virtual object and a pre-configured rule. The method disclosed by the application can rapidly and accurately control the virtual object required by the virtual character pickup.

Description

Method and device for picking up virtual article in game, electronic equipment and storage medium
Technical Field
The present disclosure relates to the field of game technologies, and in particular, to a method and apparatus for picking up virtual objects in a game, an electronic device, and a storage medium.
Background
With the rapid development of computer technology and the popularization of intelligent terminals, terminal games are widely applied, and become a most commonly used entertainment mode. The terminal game can provide a virtual scene comprising virtual objects and virtual objects, and a user can achieve the purpose of picking up the virtual objects by controlling the virtual objects.
In the conventional art, in order to improve the efficiency of picking up virtual objects by virtual objects in a game, a user generally presses a pick-up key to control virtual objects within a visual field of the virtual objects. However, the following problems exist in the process of picking up the virtual article: in the case where the virtual article included in the visual field of the virtual object is not the virtual article that the user needs to pick up, a case where an erroneous virtual article is picked up may occur. That is, the method provided by the conventional art cannot quickly and accurately pick up virtual articles required for the virtual character.
Accordingly, there is a need for a method of picking up virtual items in a game that can quickly and accurately control virtual items required for virtual character pickup.
Disclosure of Invention
The application provides a method, a device, electronic equipment and a storage medium for picking up virtual articles in a game, which can rapidly and accurately control virtual articles required by virtual character picking.
A first aspect of an embodiment of the present application provides a method for picking up a virtual object in a game, the method including: determining a virtual object which can be picked up in a distance range according to the position of the virtual object in the virtual scene; in response to a first pick instruction for the virtual object, automatically picking a first target virtual object from the pickable virtual objects according to virtual objects already owned by the virtual object and a pre-configured rule.
A second aspect of an embodiment of the present application provides an apparatus for picking up virtual objects in a game, the apparatus comprising: the processing unit is used for: determining a virtual object which can be picked up in a distance range according to the position of the virtual object in the virtual scene; the picking unit is used for responding to a first picking instruction aiming at the virtual object and automatically picking a first target virtual object from the virtual objects which can be picked according to the virtual objects which are owned by the virtual object and a preset rule.
A third aspect of the embodiments of the present application further provides a computer readable storage medium having one or more computer instructions stored thereon, where the instructions are executed by a processor to implement a method for picking up virtual objects in a game according to any one of the foregoing technical solutions.
The fourth aspect of the embodiments of the present application further provides an electronic device, including: a processor; and a memory for storing a data processing program, the server being powered on and executing the method of picking up virtual items in a game as described above, after the program is run by the processor.
It should be understood that the description in this section is not intended to identify key or critical features of the disclosed embodiments of the application, nor is it intended to be used to limit the scope of the disclosed embodiments of the application. Other features of the present disclosure will become apparent from the following specification.
The technical scheme of the method for picking up virtual articles in the game provided by the embodiment of the application comprises the following steps: determining a virtual object which can be picked up in a distance range according to the position of the virtual object in the virtual scene; in response to a first pick instruction for the virtual object, automatically picking up a first target virtual object from the pickable virtual objects according to virtual objects already owned by the virtual object and pre-configured rules. In the method for picking up the virtual object in the game, under the condition that the first picking-up instruction is detected, the first target virtual object is automatically picked up from the virtual objects which can be picked up according to the virtual objects which are already owned by the virtual object and the preset rule, so that the first target virtual object picked up by the virtual object is ensured to be the virtual object which is regulated to be picked up according to the preset rule. Wherein the virtual article picked up by the rule of the pre-configuration is the virtual article required by the virtual object. That is, the above method does not control the virtual object to pick up the virtual object, which is not required for the virtual object, from among the pickable virtual objects in case that the first pick-up instruction is detected, and the method avoids the phenomenon that the virtual object required for the virtual character cannot be accurately picked up in the conventional art. In summary, the method provided by the embodiment of the application can rapidly and accurately control virtual objects required by the virtual character pickup.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments of the present application will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
Fig. 1 is a schematic diagram of an application scenario of a method for picking up virtual articles in a game according to an embodiment of the present application.
Fig. 2 is a schematic diagram of a graphical user interface provided by the terminal 101 in the application scenario shown in fig. 1 described above.
Fig. 3 is a schematic diagram of a method for picking up virtual articles in a game according to an embodiment of the present application.
Fig. 4 is a schematic diagram of configuring a preset pickup rule for the first pickup instruction described in fig. 3 according to an embodiment of the present application.
Fig. 5 is a schematic diagram of a drop-down menu related to the configuration described in fig. 4.
FIG. 6 is a schematic diagram of another method of picking up virtual items in a game provided in an embodiment of the present application.
Fig. 7 is a schematic diagram of configuring the preset pick-up rule 1 for the pick-up key 1 described in fig. 6 above.
Fig. 8 is a schematic diagram of an apparatus for picking up virtual articles in a game according to an embodiment of the present application.
Fig. 9 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to enable those skilled in the art to better understand the technical solutions of the present application, the present application is clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. This application is intended to be limited to the details shown and described, and it is intended that the invention not be limited to the particular embodiment disclosed, but that the application will include all embodiments falling within the scope of the appended claims.
It should be noted that the terms "first," "second," "third," and the like in the claims, specification, and drawings herein are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. The data so used may be interchanged where appropriate to facilitate the embodiments of the present application described herein, and may be implemented in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and their variants are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
The various triggering events disclosed in the specification can be preset through a system, or can be set in real time after receiving an operation instruction of a user in the process of program operation. It will be appreciated that different trigger events will trigger execution of different functions accordingly.
In the following, some terms or terminology that appear during the description of the embodiments of the present application are explained.
The virtual environment is a visual effect similar to the real environment by applying an application program on a terminal, so that the user terminal, such as a computer, a smart phone and the like, displays the execution result of an application program instruction (or provides) in real time in a continuous image or continuous picture mode. The virtual environment can be a real world based simulation, a simulated and phantom virtual world, or a purely virtual, purely fictitious world. The virtual environment may be presented in the form of a two-dimensional virtual environment, a three-dimensional virtual environment, and the like.
A virtual character is a movable object in a virtual environment by applying an application program on a terminal, and typically, after executing a user operation instruction, the movable object in the virtual environment performs various actions (such as walking, running, squatting, lying, attacking, shooting, etc.) or tasks. Accordingly, the avatar may be a virtual character, virtual animal, or other similar movable object, or the like. Common manifestations are as follows: characters, animals, plants, monsters, machines, weapons, and combat vehicles, among others.
A virtual environment, typically made up of at least one map, during which the virtual character's activities in the virtual environment are deployed in successive frames. The virtual character game system can simulate a real world scene in a game, a user can control virtual characters in the game to walk, run, jump, climb, fight and the like in the virtual environment according to a preset mode, and the interaction is high.
The game screen may contain virtual resources like virtual fixtures, i.e. virtual resources that are relatively fixed in location, e.g. ground, mountain, stone, flowers, grass, trees, buildings, etc.
The first person's viewing angle is a viewing angle simulating the vision of human eyes (users) in a picture, and has a strong substitution sense. Is a very subjective feature, and a user can only observe a scene according to a person having a viewing angle, i.e., eyes of a virtual character.
The third person refers to viewing angle, which means that the user views the picture. When a third person calls the visual angle, all elements in the scene can be observed, and no dizziness is generated. The user can also go through the elements presented in the view, i.e. the picture, to the operation that may take place in the next step. In this application, a third person is referred to as a viewing angle, i.e. a view of a user or a current player is taken. Similarly, the visual effect is the same or similar in a similar perspective as the user or current player.
As in the present exemplary embodiment, the manner in which the virtual character is manipulated is various. For example, the operation of touching the touch interface with a finger, that is, one of touching, clicking, double clicking, translating, pressing, sliding, etc., may be performed, or two or more of touching, clicking, double clicking, translating, pressing, sliding, etc. may be combined, for example, the finger may be slid while pressing.
The response actions corresponding to the same operation may be different, for example, the display screen may be enlarged or reduced by a single click operation, or may be enlarged or reduced by a double click operation. The foregoing is by way of example only and is not to be construed as limiting in any way.
A single click is typically used to represent a quick key selection to choose an option or to control the game avatar to make an action or to quickly place an item, etc.
Double-clicking is typically used to confirm a selection, or opening or closing of a current window, and wear of the equipment may also guide movement of the game character.
A long press may generally be used to confirm the selection of an item or an action.
Dragging is a common means of operation to help a user drag a certain "game element" in a game, such as a play object or an object in a scene, from one place to another.
The application provides a method, a device, electronic equipment and a storage medium for picking up virtual articles in a game. The method for picking up the virtual object can pick up the virtual object required by the virtual character rapidly and conveniently.
Hereinafter, an application scenario of a method for picking up a virtual object in a game and a method for picking up a virtual object in a game, which are applicable to the embodiments of the present application, will be described in detail with reference to the accompanying drawings. It is to be understood that the following embodiments and features thereof may be combined with each other without conflict between the embodiments provided in the present application. In addition, the sequence of steps in the method embodiments described below is only an example and is not strictly limited.
First, application scenarios of the method for picking up virtual articles in the game according to the embodiments of the present application will be described with reference to the accompanying drawings.
Fig. 1 is a schematic diagram of an application scenario of a method for picking up virtual articles in a game according to an embodiment of the present application.
Fig. 1 is a schematic diagram of an application scenario of a method for picking up virtual articles in a game according to an embodiment of the present application. By way of example, the application scenario shown in fig. 1 includes a terminal 101 and a server 102. Wherein the terminal 101 communicates and data interacts with the server 102 via a network 103. The network 103 may be a wired network or a wireless network, which is not specifically limited in this application. The wireless or wired networks described above use standard communication techniques and/or protocols.
The terminal 101 is a client terminal installed with an application program, and a graphical user interface provided by a touch display screen of the terminal 101 can display a running result of the application program to a user. The application program installed in the terminal 101 may be an application program that needs to be downloaded and installed, or may be a point-and-use application program, which is not limited in this embodiment of the present application. The type of the terminal 101 is not particularly limited, and the terminal 101 may be a mobile terminal, for example, the mobile terminal may be, but not limited to, any one of the following: smart phones, tablet computers, gaming machines, palm top computers (personal digital assistant, PDA), etc., which can interact with a user through input devices such as keyboards, virtual keyboards, touch pads, touch screens, and voice operated devices. The operating system of the mobile terminal may include Android (Android), IOS, windows Phone, windows, etc., and may generally support the running of various games.
The application installed in the terminal 101 may be any application that can provide a virtual environment in which a virtual object substituted and operated by a user is active. By way of example, the application may be a gaming application such as a massively multiplayer online role playing (massively multiplayer online role-playing, mmop) game, a massively multiplayer online (massively multiplayer online, MMO) game, a massively multiplayer online strategy (massively multiplayer online simulation, MMOs) game, a Third-party shooter game (Third-Personal Shooting Game, TPS), and a multiplayer warfare survival game, among others. Of course, other types of applications besides game applications may expose virtual objects to users and provide corresponding functionality to the virtual objects. That is, the application installed in the terminal 101 may also be another type of application other than the game application. For example, other types of applications may be, but are not limited to, any of the following: virtual Reality (VR) class applications, augmented reality (augmented reality, AR) class applications, three-dimensional map applications, military simulation applications, social class applications, or interactive entertainment class applications. In addition, for different applications, the forms of the virtual objects provided by the application programs are different, and the corresponding functions are also different, specifically, the application program can be configured in advance according to actual requirements, which is not limited in the embodiment of the present application. In some implementations, the application is an application developed based on a three-dimensional virtual environment engine, for example, the virtual environment engine is a Unity engine, and the virtual environment engine can construct a three-dimensional virtual environment, virtual objects, virtual props and the like, so as to bring more immersive game experience to the user. The virtual environment is a scene that is displayed (or provided) when a client of an application (e.g., a game application) runs on the terminal 101, and the virtual environment refers to a scene that is created for a virtual object to perform an activity (e.g., a game competition), such as a virtual house, a virtual island, a virtual map, a virtual building, and the like. The virtual environment may be a simulation environment for the real world, a semi-simulation and semi-imaginary environment, or a pure imaginary environment. The virtual environment may be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment, which is not limited in the embodiment of the present application. The virtual object may be a virtual character controlled by a user account in an application program, or may be a virtual character controlled by a computer program in the application program. Taking an application program as a game application program as an example, the virtual object can be a game character controlled by a user account in the game application program, or can be a game monster controlled by a computer program in the game application program. The virtual object may be in the form of a character, which may be an animal, a cartoon, or other form, and embodiments of the present application are not limited in this regard. The virtual object may be displayed in a three-dimensional form or a two-dimensional form, which is not limited in the embodiment of the present application. Alternatively, when the virtual environment is a three-dimensional virtual environment, the virtual object is a three-dimensional stereoscopic model created based on an animated skeleton technique. Each virtual object has its own shape and volume in the three-dimensional virtual environment, occupying a portion of the space in the three-dimensional virtual environment.
In some implementations, the application is a game application, and after the terminal 101 runs the game application, the touch display or the universal display of the terminal 101 obtains the corresponding graphical user interface through rendering. Wherein the graphical user interface may be used to display a partial or full game screen scene, which may include: the virtual object and the virtual object are located in a distance range and are in a pickable state. Illustratively, (1) in fig. 2 is a schematic diagram of a graphical user interface provided by the terminal 101 shown in fig. 1 and described above. In particular, the graphical user interface shown in (1) of fig. 2 may be rendered by a touch display or a general display of the terminal 101. Referring to (1) in fig. 2, the game scene displayed by the graphical user interface provided by the terminal 101 specifically includes: a virtual object, and a first virtual object within a field of view of the virtual object (see a field of view corresponding to an arc shown in (1) of fig. 2), wherein the first target virtual object is in a pickable state. It can be understood that the field of view of the virtual object is the view of the game scene as seen from the first person perspective in the game; the distance range where the virtual object is located includes: visual field range of virtual object. Optionally, the game scene displayed by the graphical user interface shown in (2) in fig. 2 specifically includes: a virtual object, and a first target virtual article and a second target virtual article within a visual field range of the virtual object (see a visual field range corresponding to an arc shown in (2) in fig. 2), wherein the first target virtual article and the second target virtual article are in a pickable state.
The server 102 is used to provide background services for applications in the terminal 101. For example, the server 102 may be a background server of the application programs described above. The server 102 may be a server, a server cluster comprising a plurality of servers, or a cloud computing service center. Alternatively, the server 102 may provide background services for applications in a plurality of terminals 101 at the same time.
It should be understood that the application scenario shown in fig. 1, the graphical user interface provided by the terminal 101 shown in fig. 2 (1), and the graphical user interface provided by the terminal 101 shown in fig. 2 (2) are merely schematic, and are not limited in any way. Optionally, the application scenario shown in fig. 1 above may also include a greater number of terminals 101 or servers 102. Optionally, in the graphical user interface shown in fig. 2 above, a greater number of virtual objects may be included within the field of view of the virtual object. Optionally, a menu bar or other control may also be included in the graphical user interface shown in (1) of fig. 2 above, for example, other controls may be, but are not limited to, directional controls.
Next, a method for picking up virtual articles in a game according to an embodiment of the present application will be described with reference to fig. 3 to 7.
Fig. 3 is a schematic diagram of a method for picking up virtual articles in a game according to an embodiment of the present application. As shown in fig. 3, the method of picking up virtual articles in the game includes S310 and S320. Next, S310 and S320 are described in detail.
S310, determining the pickable virtual articles in the distance range according to the positions of the virtual objects in the virtual scene.
The method for picking up the virtual object in the game provided by the embodiment of the application can be applied to the terminal for providing the graphical user interface. That is, the virtual scene described in S310 may be a scene displayed by a graphical user interface provided by the terminal. The type of terminal providing the graphic user interface is not particularly limited. For example, the terminal may be, but is not limited to, any one of the following electronic devices: smart phones, tablet computers or palm computers. By way of example, in some implementations, the terminal described in the embodiments of the present application may be the terminal 101 shown in fig. 1 and the graphical user interface provided by the terminal 101 may refer to the graphical user interface shown in fig. 2. The virtual scene is not particularly limited. For example, in some implementations, the virtual scene may be an in-game scene, in which implementations the graphical user interface is used to display a picture of the game running. As another example, in other implementations, the virtual scene may be a virtual reality scene.
In S310, the virtual object that can be picked up in the distance range is determined according to the position of the virtual object in the virtual scene, and the distance range is not specifically limited in the embodiment of the present application. In some implementations, the range of distances may be within the field of view of the virtual object, that is, the virtual item that may be picked up is a virtual item within the field of view of the virtual object. Alternatively, in other implementations, the distance range may be a range between the location of the virtual object and the preset distance, that is, in such implementations, the virtual object that may be picked up need not necessarily be a virtual object within the field of view of the virtual object. It will be appreciated that the above distance range includes at least one virtual item that can be picked up. Next, a graphical user interface for displaying the "virtual items within the distance range that can be picked up" described in S310 above is described by way of example. For example, see the graphical user interface shown in (1) of fig. 2, wherein the graphical user interface displays: the virtual object includes a first target virtual object within a field of view. Optionally, in other implementations, including within the field of view of the virtual object may further include at least one virtual object other than the first target virtual object. For example, see the graphical user interface shown in (2) of fig. 2, wherein the graphical user interface displays: the virtual object includes a first target virtual object and a second target virtual object within a field of view. Optionally, the graphical user interfaces shown in (1) of fig. 2 and (2) of fig. 2 may further include other content, and the other content is not specifically limited. For example, other content may be, but is not limited to, virtual buildings, other virtual objects, other virtual items, or various controls.
S320, responding to a first picking instruction aiming at the virtual object, and automatically picking a first target virtual object from the picked virtual objects according to the virtual objects already owned by the virtual object and the preconfigured rules.
The first pickup instruction is not particularly limited. In some implementations, the first pickup instruction may be a gesture operation instruction, for example, the gesture operation instruction may be, but is not limited to, a swipe operation, at least one click operation. In other implementations, the first pick instruction may also be a hardware key instruction, for example, the hardware key instruction may be, but is not limited to, a pick key. The pickup key is not particularly limited and may be set according to actual demands. For example, the pick key may be, but is not limited to, a Tab key Tab. As another example, the pick-up key may be, but is not limited to, a control key Ctrl.
In the embodiment of the application, the pre-configuration rule indicates that the first pickup instruction picks up a virtual article of a preset type, wherein the virtual article of the preset type comprises a first target virtual article; automatically picking up a first target virtual item from among the pickable virtual items according to virtual items already owned by the virtual object and pre-configured rules, comprising: determining a virtual object of a preset type according to the virtual object already owned by the virtual object; and automatically picking up the first target virtual article from the pickable virtual articles according to the pre-configured rules. The virtual objects of the preset type include virtual objects required by the virtual objects, and the type of the virtual objects of the preset type is not particularly limited. Hereinafter, a virtual article of a preset type will be described in detail. In some implementations, the preset type of virtual item includes at least one type of virtual item that the virtual object already owns, or the preset type of virtual item includes a virtual item that the virtual object does not own. That is, in the case where the preset type of virtual article includes at least one type of virtual article that the virtual object already possesses, the preset rule instructs the first pickup instruction to pick up the at least one type of virtual article. For example, the virtual object may have a purple short sword and the preset type of virtual object may be a purple short sword. For another example, the virtual object may have a purple short sword, a red short sword, and a large sword, and the preset type of virtual object may be a purple short sword and a large sword. For another example, the quality of the color corresponding to the short sword of the virtual object from low to high may be: white, blue, purple, gold, the virtual article of preset type may be: a weapon of a color below the purple quality corresponding to the short sword, wherein the weapon of a color below the purple quality corresponding to the short sword specifically comprises: a blue quality short sword and a white quality short sword. Optionally, in other implementations, the preset type of virtual article includes at least one type of virtual article that is already owned by the virtual object, and alternatively, the preset type of virtual article includes a virtual article that is similar to at least one type of virtual article that is already owned by the virtual object. For example, the virtual object has a purple long sword, and the preset type of virtual item may be a light purple long sword, wherein the purple long sword and the light purple long sword are similar virtual items. In the case that the virtual object of the preset type includes a virtual object that does not possess the virtual object, the preconfigured rule indicates that the first pickup instruction picks up the virtual object that is not possess the virtual object. For example, the virtual object has a purple long sword and a red short sword, and the virtual object of the preset type may be a large sword. Optionally, in still other implementations, the preset type of virtual article may further include: and the game is used for releasing the newly released virtual object, wherein the time from the release time of the newly released virtual object to the current time is smaller than the preset time. In the implementation manner, the virtual articles of the preset type can also comprise virtual articles newly released by the game, so that popularization of the virtual articles newly released by the game is facilitated. In the above implementation manner, the newly released virtual object of the game may be a virtual object owned by the virtual object, or may also be a virtual object not owned by the virtual object, which is not limited in detail. For example, the quality of the colors corresponding to newly released near weapons in the game may be, in order from low to high: white, blue, purple, gold, the virtual article of preset type may be: the weapon with the color below the blue quality corresponding to the near-combat weapon is specifically a near-combat weapon with the white quality. The length of the preset time is not particularly limited, and may be set according to actual requirements. For example, the preset time may be 3 days or one week.
In the embodiment of the present application, the number of virtual objects in the game associated with the above-described preconfigured rule is not particularly limited. In some implementations, the preconfigured rule may only associate one virtual object. Optionally, in other implementations, the preconfigured rule may also associate multiple virtual objects. The game piece configured for each of the plurality of virtual objects is not particularly limited, and for example, the game piece configured for each of the plurality of virtual objects may be the same or the game pieces configured for at least two of the plurality of virtual objects may be different.
Optionally, in some implementations, the virtual articles that are pickable within the distance range further include a second target virtual article in addition to the first target virtual article. After performing S320 above, the method further includes: and responding to a second picking instruction aiming at the virtual object, and picking a second target virtual object from the pickable virtual objects according to the second picking instruction.
Next, a flow of "picking up a second target virtual article from among the pickable virtual articles according to a second pick-up instruction in response to the second pick-up instruction for the virtual object" will be described.
In some implementations, the second pick instruction includes a first operation and a second operation, wherein the first operation is an operation to open the article column, and the pickable virtual items include virtual items placed in the article column; the second operation is an operation of picking up the virtual object in the object column to a backpack of the virtual object; in response to a second pick instruction for the virtual object, picking a second target virtual object from the pickable virtual objects according to the second pick instruction, comprising: displaying the virtual items placed in the item column in response to a first operation for the item column, wherein the virtual items placed in the item column include a second target virtual item; in response to a second operation for a second target virtual item of the virtual items placed in the item column, the virtual object picks up the second target virtual item. In the above implementation manner, after executing the first pickup instruction, the virtual object picks up only the first virtual article from among the pickable virtual articles. Thereafter, after executing the second pickup instruction, the virtual object picks up a second virtual article from among the pickable virtual articles. That is, in the above-described implementation, the function of executing the first pickup instruction is to ignore the second virtual article among the pickable virtual articles in the case of picking up the first virtual article. Next, the first operation and the second operation are described. The first operation is an operation of opening the object bar, and the implementation manner of the first operation is not particularly limited. For example, the first operation may be an operation of clicking or multiple clicking on the item column. As another example, the first operation may be a hardware press operation, where in case of detecting the hardware press operation, the object bar is in an open state to display a virtual object placed by the object bar. The second operation is an operation of picking up the virtual object in the object bar to the backpack of the virtual object, and the implementation of the second operation is not particularly limited. In some implementations, the second operation is specifically a mouse operation event, that is, the mouse selects a virtual object in the object bar and drags the selected virtual object into the backpack of the virtual object, so as to achieve the purpose that the virtual object picks up the second target virtual object. Optionally, in other implementations, the second operation is specifically a user gesture operation event, that is, a user finger selects a virtual object in the object bar and drags the selected virtual object to a backpack of the virtual object, so as to achieve the purpose that the virtual object picks up the second target virtual object.
Optionally, in some implementations, before picking up the second target virtual item from the pickable virtual items according to the second pick instruction in response to the second pick instruction for the virtual object, the method further includes: when responding to a first pickup instruction for the virtual object, displaying a first target virtual object in a first display mode, and displaying a second target virtual object in a second display mode, wherein the second display mode is different from the first display mode. In the above implementation manner, after the first pick-up instruction is executed, the first target virtual object is displayed in a first display manner, and the second target virtual object is displayed in a second display manner, where the first display manner is different from the second display manner. After the first pick-up instruction is executed, the virtual object picks up only the first virtual object in the pickable virtual objects. That is, in the above-described implementation, after the first pickup instruction is executed, the virtual item that the current virtual object needs to pick up (i.e., the first target virtual item) and the virtual item that the current virtual object does not need to pick up (i.e., the second target virtual item) are displayed in different manners, and thus, are easy to recognize. In the embodiment of the present application, the first display mode and the second display mode are not particularly limited. In some application scenarios, the content displayed in the first display mode is easier to identify than the content displayed in the second display mode. Specifically, in some implementations the first display mode is a non-transparent display mode and the second display mode is a semi-transparent display mode; or the saturation of the first virtual object displayed by the first display mode is higher than the saturation of the second virtual object displayed by the second display mode. In the above implementation manner, after the first pickup instruction is executed, the virtual object (i.e., the first target virtual object) that the current virtual object needs to pick up is displayed in a more prominent manner, and the virtual object (i.e., the second target virtual object) that the current virtual object does not need to pick up is displayed in an unobtrusive manner, so that the perception of the user on the virtual object that does not need to pick up at present can be reduced, the situation that the wrong virtual object is picked up is avoided, and the operation accuracy is improved.
Optionally, in some implementations, the pickable virtual items further include a second target virtual item, and after automatically picking the first target virtual item from the pickable virtual items according to the virtual items already owned by the virtual object and the pre-configured rules, the method further includes: and performing teammate marking on the second target virtual object to obtain the second target virtual object with the teammate marking, wherein the teammate marking is used for indicating that the teammate second target virtual object of the virtual object is a pickable virtual object. In this implementation, after executing the first pick instruction, the virtual object picks up only a first virtual item of the pickable virtual items. And then, marking a second target virtual article which is ignored by the first pickup instruction in the pickable virtual articles, so that teammates of the virtual objects can know that the second target virtual article is the pickable virtual article according to the mark. It will be appreciated that the teammate of the virtual object may also learn from the tag where the second target virtual object is located.
Optionally, before executing S320, the method further includes: configuring a pre-configuration rule for the first pickup instruction by adopting a pre-configuration mode, wherein the pre-configuration mode comprises at least one configuration mode of: code configuration, or drop-down menu configuration. In this embodiment of the present application, the implementation manner of configuring the pre-configuration rule for the first pickup instruction by using the code configuration manner or the drop-down menu configuration manner is not specifically limited. That is, any code configuration mode or drop-down menu configuration mode that enables the first pickup instruction to have the function indicated by the preset rule may be used as the preset configuration mode applicable to the embodiment of the present application.
The following describes, by way of example, a configuration method for configuring a pre-configuration rule for a first pickup instruction by using a pull-down operation on a graphical user interface according to an embodiment of the present application. For example, see the menu bar displayed by the graphical user interface shown in (1) of fig. 4, where the preconfigured rule displayed in the menu bar is used to configure the first pick-up instruction of the virtual object. Optionally, in other implementations, other preconfiguration rules may be displayed in the menu bar, where the other preconfiguration rules are used to configure corresponding pickup instructions of other virtual objects except the virtual object, where heros in the game associated with the virtual object are different from heros in the game associated with other virtual objects. Referring to fig. 4 (1), a preconfiguration rule is displayed in a menu bar, wherein virtual objects owned by a virtual object and virtual objects of a preset type are displayed under the preconfiguration rule menu item, and the preconfiguration rule includes the virtual objects owned by the virtual object and the virtual objects of the preset type, which may also be referred to as a set of mapping relationships. In fig. 4 (1), the virtual object has a virtual object including 1 virtual object (i.e. a), and the preset type of virtual object includes 1 virtual object (i.e. a), where in this implementation, a first pickup instruction corresponding to the preset rule is used to: in the case where the virtual object owns the 1 virtual item (i.e., a), the virtual object is controlled to pick up the 1 virtual item (i.e., a) among the pickable virtual items. Alternatively, in other implementations, the preconfigured rules may also include multiple sets of different mappings. It will be appreciated that a shown in (1) above in fig. 4 may be selected by way of a drop down menu shown in fig. 5. Optionally, in other implementations, one or more virtual items may be added to the virtual items owned by the virtual object in the menu bar shown in (1) in fig. 4 by selecting a "+" sign, and one or more virtual items may be added to the virtual items of the preset type in the menu bar shown in (1) in fig. 4 by selecting a "+" sign. For example, in the menu bar shown in (2) of fig. 4, the virtual object has a virtual object including 2 virtual objects (i.e. a and B), and the preset type of virtual object includes 1 virtual object (i.e. a or B), where in this implementation, the first pickup instruction corresponding to the preconfigured rule is used to: in the case where the virtual object owns a and B, the virtual object is controlled to pick up a or B in the pickable virtual article. For example, in the menu bar shown in (3) of fig. 4, the virtual object has at least 1 virtual object (i.e. a or B) of 2 virtual objects, and the preset type of virtual object includes 2 virtual objects (i.e. a and B), where in this implementation, the first pickup instruction corresponding to the preset rule is used to: in the case where the virtual object owns at least 1 virtual item out of the 2 virtual items, the virtual object is controlled to pick up 2 virtual items (i.e., C or D) other than the at least 1 virtual item out of the pickable virtual items. Based on the drop-down menu configuration mode, a user controlling the virtual object can be allowed to flexibly configure the pre-configuration rule corresponding to the first pickup instruction through the drop-down menu options displayed by the graphical user interface. The configuration mode provided by the embodiment of the application is an implementation mode for simply, intuitively and visually configuring the pre-configuration rule for the first pickup instruction in the graphical user interface, and the implementation mode has high flexibility and freedom. After the preset rule is set in the menu bar of the graphical user interface, the set preset rule can be saved for the next use.
It should be understood that the method of picking up virtual objects in the game shown in fig. 3 is merely illustrative, and does not constitute any limitation on the method of picking up virtual objects in the game provided in the present application.
In the embodiment of the application, under the condition that the first pickup instruction is detected, the first target virtual article is automatically picked up from the virtual articles which can be picked up according to the virtual articles which are owned by the virtual object and the preset rule, so that the first target virtual article picked up by the virtual object is ensured to be the virtual article which is picked up according to the preset rule. Wherein the virtual article picked up by the rule of the pre-configuration is the virtual article required by the virtual object. That is, the above method does not control the virtual object to pick up the virtual object, which is not required for the virtual object, from among the pickable virtual objects in case that the first pick-up instruction is detected, and the method avoids the phenomenon that the virtual object required for the virtual character cannot be accurately picked up in the conventional art. In summary, the method provided by the embodiment of the application can rapidly and accurately control virtual objects required by the virtual character pickup.
Next, a method for picking up virtual objects in a game according to another embodiment of the present application will be described with reference to fig. 6. It will be appreciated that the method of picking up virtual items in a game described in fig. 6 is one specific example of the method of picking up virtual items in a game described in fig. 3 above. Specifically, the graphical user interface 1 shown in fig. 6 is an example of a graphical user interface involved in the method described in fig. 3, the virtual weapon 1 shown in fig. 6 is an example of a first target virtual article shown in fig. 3, the preset pick-up rule i shown in fig. 6 is an example of a preconfigured rule shown in fig. 3, the pick-up key 1 shown in fig. 6 is an example of a first pick-up instruction shown in fig. 3, the virtual weapon 2 shown in fig. 6 is an example of a second target virtual article shown in fig. 3, the non-transparent display shown in fig. 6 is an example of a first display shown in fig. 3, and the semi-transparent display shown in fig. 6 is an example of a second display shown in fig. 3.
FIG. 6 is a schematic diagram of another method of picking up virtual items in a game provided in an embodiment of the present application. It should be understood that the example of fig. 6 is merely to aid one skilled in the art in understanding the present embodiments, and is not intended to limit the present embodiments to the specific values or particular scenarios illustrated. Various equivalent modifications and variations will be apparent to those skilled in the art from the example of fig. 6 given below, and such modifications and variations are intended to be within the scope of the embodiments of the present application. As shown in fig. 6, the method of picking up virtual articles in the game includes S610 to S680. Next, S610 to S680 are described in detail.
S610, displaying a graphical user interface 1 in the terminal, wherein the graphical user interface 1 displays a hero interface for selecting the virtual object 1, and displaying a menu bar including a preset pick-up rule 1 and a preset pick-up rule 2 in the graphical user interface 1, the preset pick-up rule 1 corresponding to hero 1, and the preset pick-up rule 2 corresponding to hero 2.
The preset picking rule i corresponds to hero i, that is, the preset picking rule i is used for specifying that the picking key i controlling hero i does not pick a preset virtual object in the visual field of hero i, and i is 1 or 2. The preset picking rule i may include a preset picking condition i (i.e., an example of the second preset picking information described in fig. 3 above) and a preset picking result i (i.e., an example of the first preset picking information described in fig. 3 above), where the preset picking condition i indicates a virtual weapon owned by the virtual object i when the virtual object i is hero i, and the preset picking result i indicates a virtual weapon within a field of view of the virtual object 1 that does not need to be picked up when the virtual object i is hero i. The field of view of the virtual object 1, i.e., the picture in the game scene viewed at the perspective of the virtual object 1 (i.e., the first person perspective).
The terminal described in S610 may be, but is not limited to, the terminal 101 shown in fig. 1. The type of the terminal is not particularly limited. For example, the terminal may be, but is not limited to being, a smart phone or tablet computer, etc.
The above S610 describes that in the hero interface for selecting the virtual object 1 displayed in the graphical user interface 1, a preset pick-up rule may be set for the hero associated with the virtual object 1. It is understood that the preset picking rule i described in S610 is not set yet, that is, the content of the preset picking condition i is null and the content of the preset picking result i is null. Illustratively, the graphical user interface 1 described in S610 shown in (1) of fig. 7 is referred to in (1) of fig. 7, and the preset pickup rule 1 and the preset pickup rule 2 are displayed in the menu bar. Taking preset pick-up rule 1 as an example, preset pick-up rule 1 includes preset pick-up condition 1 and preset pick-up result 1.
Next, a flow of selecting heros for the virtual object 1 and setting corresponding preset pick-up rules for the heros associated with the virtual object 1 is described in connection with S620.
S620, setting hero 1 as hero of virtual object 1 in graphical user interface 1, and setting preset pick-up rule 1 for hero 1 in menu bar, wherein preset pick-up rule 1 is used to specify that pick-up key 1 corresponding to virtual object 1 as hero 1 does not pick up virtual weapon of X quality and Y type.
Wherein, the preset picking rule 1 is used for prescribing that the picking key 1 corresponding to the virtual object 1 as hero 1 does not pick up the virtual weapon of the X quality and Y type. The preset pickup rule 1 includes a preset pickup condition 1 indicating that the virtual object 1 as hero 1 has virtual weapons of X quality and Y type, and the preset pickup result 1 indicates that the virtual weapons within the visual field of the virtual object 1 that the virtual object 1 as hero 1 does not need to pick up are: x quality and Y type virtual weapon. The above "X" represents the color of the weapon, wherein "X" may represent any one of the colors. The above "Y" may represent a class of weapon, wherein "Y" may represent at least any one of the following classes: near combat, far combat, long sword, broad knife, or double knife. For example, in the case where "X" represents purple and "Y" represents long sword, the above-described preset pickup rule 1 is specifically used for the rule: in the case where the virtual object 1 as hero 1 has a weapon of a blue quality and long sword type, the pick-up key 1 is not used to pick up a weapon of a blue quality and long sword type. For example, in the case where "X" represents gold and "Y" represents near war, the above-described preset pick-up rule 1 is specifically used for the rule: in the case where the virtual object 1 as hero 1 has a gold quality and near combat type weapon, the pick-up key 1 is not used to pick up a gold quality and near combat type weapon.
In the embodiment of the present application, the pickup key 1 may be, but not limited to, a Tab key.
Illustratively, the preset pickup rule 1 described in S620 shown in (2) of fig. 7 is referred to in (2) of fig. 7, and the menu bar displays the set preset pickup rule 1.
After S620 is executed, hero 1 has been selected for virtual object 1, and preset pickup rule 1 corresponding to pickup key 1 corresponding to virtual object 1 is set when virtual object 1 is hero 1, where preset pickup rule 1 is used to specify that pickup key 1 corresponding to virtual object 1 does not pick up virtual weapon of X quality and Y type within visual field of virtual object 1. It will be appreciated that after executing S620, the preset pick-up rule 1 may be saved, and the next time an interface for selecting hero 1 for virtual object 1 is entered, the preset pick-up rule 1 that is already set will be displayed in the interface.
After the above S620 is performed, next, an operation of exiting the hero interface selecting the virtual object 1 and entering the game scene may be performed. After entering the game scene, the pick-up key 1 of the virtual object 1 may be operated by selection, so that the pick-up key 1 performs a pick-up event according to the pick-up rule specified by the preset pick-up rule 1. Next, a flow of executing a pickup event using the pickup key 1 in a game scenario is described in connection with SSs 630 to S650.
S630, in response to the configuration of the pickup key 1 corresponding to the virtual object 1, displaying the following on the graphical user interface 1: the virtual object 1 and the virtual weapon 1 are displayed in a non-transparent manner, and the virtual weapon 2 is displayed in a semi-transparent manner, wherein the virtual weapon 1 and the virtual weapon 2 in a pickable state are included in the field of view of the virtual object 1, the virtual weapon 1 is not an X-quality and Y-type weapon, and the virtual weapon 2 is an X-quality and Y-type weapon.
After the above S620 is performed, a preset pickup rule 1 has been configured for the pickup key 1 corresponding to the virtual object 1, and the preset pickup rule is used to specify that the pickup key 1 corresponding to the virtual object 1 does not pick up the virtual weapon of the X quality and Y type within the visual field of the virtual object 1. That is, virtual weapons of the X quality and Y type within the field of view of the virtual object 1 may be ignored. By performing S630 described above, the purpose of ignoring the virtual weapon of the X-quality and Y-type in the visual field of the virtual object 1 can be achieved by displaying the virtual weapon of the X-quality and Y-type in the visual field of the virtual object 1 in a semitransparent manner. Illustratively, the graphical user interface 1 described above in S630 shown in (3) of fig. 7.
It should be noted that, in the embodiment of the present application, the user may perceive the existence of the ignored virtual weapon, and only the ignored virtual weapon does not cause the interference of the decision to the user controlling the virtual object 1. If the user controlling the virtual object 1 still feels that an omitted virtual weapon needs to be picked up after the decision, the user may still interact with the omitted virtual weapon to pick up the omitted virtual weapon.
In the method described in S630, different states of the virtual article are reflected by using different display modes, so that the information quantity displayed is improved, the situation that an incorrect virtual article is picked up is avoided, and the operation accuracy is improved.
S640, in response to pressing the corresponding pickup key 1 for the virtual object 1, a pickup event of the virtual character 1 picking up the virtual weapon 1 is displayed in the graphic user interface 1, and the picked virtual weapon 1 is put into the virtual backpack of the virtual character 1.
Optionally, before performing S640 described above, the user controlling the virtual object 1 may further perform the following operations: the corresponding pick key 1 for the virtual object 1 is pressed.
S650, the virtual character 1 is displayed in a non-transparent manner in the graphic user interface 1, and the virtual weapon 2 is displayed in a semi-transparent manner.
After the above-described S610 to S650 are performed, the virtual weapon 1 within the visual field of the virtual character 1 displayed in the graphic user interface 1 is picked up by the virtual character 1, and thereafter, the virtual weapon 1 displayed in the graphic user interface 1 disappears. That is, after the above-described S610 to S650 are performed, the virtual weapon 1 is not included in the field of view of the virtual object 1 displayed in the graphic user interface 1. Illustratively, the graphical user interface 1 described in S650 described above is shown in (4) of fig. 7.
Alternatively, in other implementations, the teammate tagging operation may also be performed after performing S610 through S650 described above. Wherein performing teammate tagging operations includes: the marking operation is performed on the virtual weapon 2 so that teammates can see the hint information and the positional information of the virtual weapon 2. For example, the virtual weapon 2 may be marked by performing a key operation on the virtual weapon 2.
Alternatively, in other implementations, a pickup event of picking up the omitted virtual weapon 2 using a mouse click may be performed after performing the above S610 to S650. Next, the above-described omitted pickup event of the virtual weapon 2 is picked up with a mouse click in conjunction with S660 to S680.
S660, whether the virtual backpack of the virtual character 1 in the graphic user interface 1 is in an open state.
After executing the step S660, if it is determined that the virtual backpack of the virtual character 1 displayed by the gui 1 is in the open state, executing the step S660 and then executing the step S670; after the step S660, if it is determined that the virtual backpack of the virtual character 1 displayed on the gui 1 is in the closed state, the step S660 is performed and the step S680 is performed.
S670, in response to a drag event of the virtual backpack that moves virtual weapon 2 to virtual object 1, virtual object 1 is caused to successfully pick up virtual weapon 2.
After the above S660 is performed, the above S670 is performed, that is, in case it is determined that the virtual backpack of the virtual character 1 in the graphic user interface 1 is in the opened state, a pickup event for picking up the above omitted virtual weapon 2 using a mouse click is performed, so that the virtual object 1 successfully picks up the virtual weapon 2.
S680, end.
After the execution of the above S660, the above S680 is executed, that is, in the case where it is determined that the virtual backpack of the virtual character 1 in the graphic user interface 1 is in the unopened state, the pickup event of picking up the above omitted virtual weapon 2 using the mouse click is not executed.
It should be understood that the method for picking up virtual objects in the game shown in fig. 6 is merely illustrative, and does not constitute any limitation on the method for picking up virtual objects in the game provided in the present application. For example, a greater or lesser number of virtual items may be included within the field of view of the virtual character 1. For example, the preset picking conditions 1 included in the preset picking rule 1 may be replaced with X-quality or Y-type weapons. For example, the above-described manner of configuring the roles of the pickup keys 1 based on the pull-down menu configuration manner may be replaced with a manner of configuring the roles of the pickup keys 1 based on the code configuration manner.
In the embodiment of the present application, by selecting the hero interface of the virtual object 1 displayed on the graphical user interface, the preset pick-up rule 1 may be flexibly set for the pick-up key 1 corresponding to the virtual object 1 as the hero 1 according to the user requirement for controlling the virtual object 1. The preset picking rule 1 is used for specifying that when the virtual object 1 is hero 1, the virtual object 1 does not pick up the virtual weapon of the X quality and Y type in the visual field range of the virtual object 1. Thereafter, virtual weapons that are not required to be picked up by the preset pick-up rule 1 may be displayed in the graphical user interface 1 in a semi-transparent display manner, so that it may be avoided that virtual weapons that are not required to be picked up in the field of view of the virtual object 1 cause decision interference to a user controlling the virtual object 1. Next, in case that the pressing of the pickup key 1 corresponding to the virtual object 1 is detected, a pickup event specified by the preset pickup rule 1 associated with the pickup key 1 may be performed such that the virtual weapon picked up from the view of the virtual object 1 is controlled not to include a weapon which is not required to be picked up by the user controlling the virtual object 1, i.e. the method may ensure that the virtual weapon picked up from the view of the virtual object 1 is a weapon which is required to be picked up by the user controlling the virtual object 1. The functions of the pickup key 1 are configured in advance, so that the pickup event specified by the preset pickup rule 1 corresponding to the pickup key 1 can be quickly realized when the pickup key 1 is pressed. In summary, the method provided by the embodiment of the application rapidly and accurately controls the virtual character to pick up the needed virtual object.
In the above, the application scenario where the method for picking up a virtual object in a game provided in the present application is applicable and the method for picking up a virtual object in a game are described in detail with reference to fig. 1 to 7.
Next, an apparatus and an electronic device for picking up virtual articles in a game provided in the present application will be described with reference to fig. 8 and 9. It should be appreciated that the above method of picking up virtual items in a game corresponds to the apparatus and electronic device of picking up virtual items in a game below. Details not described in detail below can be found in the relevant description of the method embodiments described above.
Fig. 8 is a schematic diagram of an apparatus for picking up virtual articles in a game according to an embodiment of the present application. The apparatus for picking up virtual articles in a game shown in fig. 8 is applied to a terminal providing a graphic user interface. Referring to fig. 8, the apparatus includes a determination unit 801 and a pickup unit 802. The function of the individual units comprised by the device will be described in detail below.
The determining unit 801 is configured to: determining a virtual object which can be picked up in a distance range according to the position of the virtual object in the virtual scene; the pick-up unit 802 is configured to: in response to a first pick instruction for the virtual object, automatically picking a first target virtual object from the pickable virtual objects according to virtual objects already owned by the virtual object and a pre-configured rule.
Optionally, in some implementations, the preconfigured rule instructs the first pick instruction to pick up a virtual item of a preset type, wherein the virtual item of the preset type includes the first target virtual item; the pick-up unit 802 is further configured to: determining the virtual object of the preset type according to the virtual object already owned by the virtual object; and automatically picking the first target virtual article from the pickable virtual articles according to the pre-configured rule.
Optionally, in other implementations, the preset type of virtual item includes at least one type of virtual item that is already owned by the virtual object, or the preset type of virtual item includes a virtual item that is not already owned by the virtual object.
Optionally, in other implementations, the pick-up unit 802 is further configured to: and responding to a second picking instruction aiming at the virtual object, and picking a second target virtual object from the pickable virtual objects according to the second picking instruction.
Optionally, in other implementations, the second pick instruction includes a first operation and a second operation, where the first operation is an operation to open an article column, and the pickable virtual article includes a virtual article placed in the article column; the second operation is an operation of picking up a virtual object in the object bar to a backpack of the virtual object; the pick-up unit 802 is further configured to: displaying virtual items placed in the item column in response to the first operation for the item column, wherein the virtual items placed in the item column include the second target virtual item; in response to the second operation for the second target virtual item of the virtual items placed in the item column, the virtual object picks up the second target virtual item.
Optionally, in other implementations, the apparatus further includes a display unit 803, where the display unit 803 is configured to: before the second picking instruction for the virtual object is responded, a second target virtual object is picked up from the pickable virtual objects according to the second picking instruction, when the first target virtual object is responded, the first target virtual object is displayed in a first display mode, and the second target virtual object is displayed in a second display mode, wherein the second display mode is different from the first display mode.
Optionally, in other implementations, the first display mode is a non-transparent display mode, and the second display mode is a semitransparent display mode; or the saturation of the first virtual object displayed by the first display mode is higher than the saturation of the second virtual object displayed by the second display mode.
Optionally, in other implementations, the pickable virtual items further include a second target virtual item, and the apparatus further includes a marking unit 804, where the marking unit 804 is configured to: and after the first target virtual object is automatically picked up from the pickable virtual objects according to the virtual objects owned by the virtual objects and the pre-configuration rules, performing teammate marking on the second target virtual object to obtain the second target virtual object with the teammate marking, wherein the teammate marking is used for indicating teammates of the virtual objects that the second target virtual object is the pickable virtual object.
Optionally, in other implementations, the apparatus further includes a configuration unit 805, where the configuration unit 805 is configured to: configuring the pre-configuration rule for the first pickup instruction by adopting a preset configuration mode, wherein the preset configuration mode comprises at least one of the following configuration modes: code configuration, or drop-down menu configuration.
Fig. 9 is a schematic structural diagram of an electronic device according to an embodiment of the present application. As shown in fig. 9, includes a memory 901, a processor 902, a communication interface 903, and a communication bus 904. The memory 901, the processor 902, and the communication interface 903 are communicatively connected to each other through a communication bus 904.
The memory 901 may be a Read Only Memory (ROM), a static storage device, a dynamic storage device, or a random access memory (random access memory, RAM). The memory 901 may store a program that, when executed by the processor 902, the processor 902 and the communication interface 903 are configured to perform the steps of the method of picking up virtual items in a game of an embodiment of the present application.
The processor 902 may employ a general-purpose central processing unit (central processing unit, CPU), microprocessor, application specific integrated circuit (application specific integrated circuit, ASIC), graphics processor (graphics processing unit, GPU) or one or more integrated circuits for executing associated programs to perform the functions required to be performed by the units in the apparatus for picking up virtual items in the game of the present embodiment or to perform the steps of the method for picking up virtual items in the game of the present embodiment.
The processor 902 may also be an integrated circuit chip with signal processing capabilities. In implementation, various steps of the method for picking up virtual items in a game provided herein may be accomplished by instructions in the form of integrated logic circuitry or software of hardware in the processor 902. The processor 902 described above may also be a general purpose processor, a digital signal processor (digital signal processing, DSP), an Application Specific Integrated Circuit (ASIC), an 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 a method disclosed in connection with the embodiments of the present application may be embodied directly in hardware, in a decoded processor, or in a combination of hardware and software modules in a decoded 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 901, and the processor 902 reads the information in the memory 901, and in combination with the hardware thereof, performs the functions required to be performed by the units included in the apparatus for picking up virtual articles in the game according to the embodiment of the present application, or performs the method for picking up virtual articles in the game according to the embodiment of the present application.
The communication interface 903 enables communication between the device shown in fig. 9 and other devices or communication networks using a transceiver device such as, but not limited to, a transceiver.
A communication bus 904 may include a path to transfer information between various components of the device shown in fig. 9 (e.g., memory 901, processor 902, communication interface 903).
The embodiment of the application provides a computer readable storage medium, which comprises computer instructions, wherein the computer instructions are used for realizing the technical scheme of the method for picking up virtual articles in any game in the embodiment of the application when being executed by a processor.
From the above description of embodiments, those skilled in the art will readily appreciate that the example embodiments described herein may be implemented in software, or may be implemented in software in combination with the necessary hardware. Thus, the technical solution according to the embodiments of the present disclosure may be embodied in the form of a software product, which may be stored on a computer readable medium, comprising several instructions to cause a computing device (which may be a personal computer, a server, a terminal device, or a network device, etc.) to perform the method of picking up virtual items in a game according to the embodiments of the present disclosure.
In one typical configuration, a computing device includes one or more processors (CPUs), input/output interfaces, network interfaces, and memory.
The memory may include volatile memory in a computer-readable medium, random Access Memory (RAM) and/or nonvolatile memory, such as Read Only Memory (ROM) or flash memory (flash RAM). Memory is an example of computer-readable media.
Computer readable media, including both non-transitory and non-transitory, removable and non-removable media, may implement information storage by any method or technology. The information may be computer readable instructions, data structures, modules of a program, or other data. Examples of storage media for a computer include, but are not limited to, phase change memory (PRAM), static Random Access Memory (SRAM), dynamic Random Access Memory (DRAM), other types of Random Access Memory (RAM), read Only Memory (ROM), electrically Erasable Programmable Read Only Memory (EEPROM), flash memory or other memory technology, compact disc read only memory (CD-ROM), digital Versatile Discs (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage media, or any other non-transmission media, that can be used to store information that can be accessed by a computing device. Computer readable media, as defined herein, does not include non-transitory computer readable media (transmission media), such as modulated data signals and carrier waves.
It will be appreciated by those skilled in the art that embodiments of the present application may be provided as a method, system, or computer program product. Accordingly, the present application may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present application may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
While the preferred embodiment has been described, it is not intended to limit the invention thereto, and any person skilled in the art may make variations and modifications without departing from the spirit and scope of the present invention, so that the scope of the present invention shall be defined by the claims of the present application.

Claims (12)

1. A method of picking up virtual items in a game, the method comprising:
determining a virtual object which can be picked up in a distance range according to the position of the virtual object in the virtual scene;
in response to a first pick instruction for the virtual object, automatically picking a first target virtual object from the pickable virtual objects according to virtual objects already owned by the virtual object and a pre-configured rule.
2. The method of claim 1, wherein the preconfigured rule instructs the first pick instruction to pick up a preset type of virtual article, wherein the preset type of virtual article comprises the first target virtual article;
the automatically picking up a first target virtual object from the pickable virtual objects according to the virtual objects already owned by the virtual objects and the preconfigured rules, including:
determining the virtual object of the preset type according to the virtual object already owned by the virtual object;
and automatically picking the first target virtual article from the pickable virtual articles according to the pre-configured rule.
3. The method of claim 2, wherein the step of determining the position of the substrate comprises,
the preset type of virtual article includes at least one type of virtual article that is already owned by the virtual object, or the preset type of virtual article includes a virtual article that is not already owned by the virtual object.
4. A method according to any one of claims 1 to 3, further comprising:
and responding to a second picking instruction aiming at the virtual object, and picking a second target virtual object from the pickable virtual objects according to the second picking instruction.
5. The method of claim 4, wherein the second pick instruction comprises a first operation and a second operation, wherein the first operation is an operation to open an item column, the pickable virtual item comprising a virtual item placed in the item column; the second operation is an operation of picking up a virtual object in the object bar to a backpack of the virtual object;
the responding to the second picking instruction aiming at the virtual object picks up a second target virtual object from the pickable virtual objects according to the second picking instruction, and the method comprises the following steps:
displaying virtual items placed in the item column in response to the first operation for the item column, wherein the virtual items placed in the item column include the second target virtual item;
in response to the second operation for the second target virtual item of the virtual items placed in the item column, the virtual object picks up the second target virtual item.
6. The method of claim 4 or 5, wherein prior to said responding to a second pick instruction for said virtual object, picking a second target virtual object from said pickable virtual objects in accordance with said second pick instruction, said method further comprises:
And when responding to a first pickup instruction aiming at the virtual object, displaying the first target virtual object in a first display mode, and displaying the second target virtual object in a second display mode, wherein the second display mode is different from the first display mode.
7. The method of claim 6, wherein the step of providing the first layer comprises,
the first display mode is a non-transparent display mode, and the second display mode is a semitransparent display mode; or alternatively, the process may be performed,
and the saturation of the first virtual object displayed in the first display mode is higher than that of the second virtual object displayed in the second display mode.
8. The method of any one of claims 1 to 3, wherein the pickable virtual items further include a second target virtual item,
after the automatically picking up a first target virtual item from the pickable virtual items according to virtual items already owned by the virtual object and pre-configured rules, the method further includes:
and performing teammate marking on the second target virtual object to obtain the second target virtual object with the teammate marking, wherein the teammate marking is used for indicating teammates of the virtual object that the second target virtual object is a pickable virtual object.
9. The method according to any one of claims 1 to 8, further comprising:
configuring the pre-configuration rule for the first pickup instruction by adopting a preset configuration mode, wherein the preset configuration mode comprises at least one of the following configuration modes: code configuration, or drop-down menu configuration.
10. An apparatus for picking up virtual objects in a game, the apparatus comprising:
the processing unit is used for: determining a virtual object which can be picked up in a distance range according to the position of the virtual object in the virtual scene;
the picking unit is used for responding to a first picking instruction aiming at the virtual object and automatically picking a first target virtual object from the virtual objects which can be picked according to the virtual objects which are owned by the virtual object and a preset rule.
11. An electronic device, comprising: a memory and a processor, the memory and the processor coupled;
the memory is used for storing one or more computer instructions;
the processor is configured to execute the one or more computer instructions to implement the method of any of claims 1 to 9.
12. A computer readable storage medium having stored thereon one or more computer instructions executable by a processor to implement the method of any of claims 1 to 9.
CN202310190457.2A 2023-02-24 2023-02-24 Method and device for picking up virtual article in game, electronic equipment and storage medium Pending CN116212386A (en)

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CN202310190457.2A CN116212386A (en) 2023-02-24 2023-02-24 Method and device for picking up virtual article in game, electronic equipment and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202310190457.2A CN116212386A (en) 2023-02-24 2023-02-24 Method and device for picking up virtual article in game, electronic equipment and storage medium

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