WO2022247592A1 - 虚拟道具的切换方法、装置、终端及存储介质 - Google Patents

虚拟道具的切换方法、装置、终端及存储介质 Download PDF

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Publication number
WO2022247592A1
WO2022247592A1 PCT/CN2022/090928 CN2022090928W WO2022247592A1 WO 2022247592 A1 WO2022247592 A1 WO 2022247592A1 CN 2022090928 W CN2022090928 W CN 2022090928W WO 2022247592 A1 WO2022247592 A1 WO 2022247592A1
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Prior art keywords
item
virtual
candidate
prop
selection control
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PCT/CN2022/090928
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English (en)
French (fr)
Inventor
睢佳晶
吴月
Original Assignee
腾讯科技(深圳)有限公司
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Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to JP2023534109A priority Critical patent/JP2023552772A/ja
Priority to US17/987,319 priority patent/US20230076343A1/en
Publication of WO2022247592A1 publication Critical patent/WO2022247592A1/zh

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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
    • A63F13/80Special 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on 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
    • 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
    • A63F13/20Input 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
    • A63F13/426Processing 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 involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • 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
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • 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

Definitions

  • the embodiments of the present application relate to the technical field of human-computer interaction, and in particular to a virtual item switching method, device, terminal and storage medium.
  • a user can control a virtual object to be equipped with different virtual props for attacking other virtual objects or obtaining resources in the virtual environment.
  • the user changes the virtual prop equipped by the virtual object, he needs to open the prop bar and click the target virtual prop in the prop bar to realize the switching of virtual props, and then close the prop bar after the switching is completed.
  • Embodiments of the present application provide a virtual item switching method, device, terminal, and storage medium. Described technical scheme is as follows:
  • an embodiment of the present application provides a method for switching virtual items, the method is executed by a terminal, and the method includes:
  • the item switching control is used to trigger switching of the virtual item equipped with the virtual object
  • the virtual prop currently equipped by the virtual object is switched to the target virtual prop corresponding to the target prop selection control, and the target prop selection control is the sliding end point indicated by the sliding operation The prop selection control at .
  • an embodiment of the present application provides a device for switching virtual props, the device comprising:
  • the first display module is configured to display a prop switching control, and the prop switching control is used to trigger switching of virtual props equipped with virtual objects;
  • the second display module is configured to display an item selection control corresponding to at least one candidate virtual item in response to a long press operation on the item switching control, where the candidate virtual item is the virtual item currently carried by the virtual object;
  • a switching module configured to switch the virtual prop currently equipped by the virtual object to the target virtual prop corresponding to the target prop selection control in response to the continuous sliding operation after the long press operation, and the target prop selection control is the sliding Operate the item selection control at the indicated end of the swipe.
  • an embodiment of the present application provides a terminal, the terminal includes a processor and a memory; at least one program is stored in the memory, and the at least one program is loaded and executed by the processor to implement the above-mentioned The method for switching virtual props described in the aspect.
  • an embodiment of the present application provides a computer-readable storage medium, where at least one computer program is stored in the computer-readable storage medium, and the computer program is loaded and executed by a processor to implement the above aspects.
  • the switching method of virtual props is described in detail below.
  • a computer program product or computer program comprising computer instructions stored in a computer readable storage medium.
  • the processor of the terminal reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the terminal implements the virtual item switching method provided in various optional implementation manners of the above aspects.
  • the item selection control for displaying the candidate virtual item can be triggered by long-pressing the item switching control.
  • the user slides to the target item through the sliding operation
  • the virtual prop can be switched to the target virtual prop corresponding to the target prop selection control, that is, the virtual prop can be switched through continuous long-press operation and sliding operation, without multiple clicks in the interface, simplifying the virtual
  • the operation of switching props improves the switching efficiency of virtual props; moreover, compared with related technologies that require multiple clicks in the interface to complete the switching of props, the terminal needs to detect in real time whether there is a click operation on the location of multiple specific controls.
  • FIG. 1 is a schematic diagram of an interface of a virtual item switching process in the related art
  • Fig. 2 is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application.
  • Fig. 3 is a flowchart of a virtual prop switching method provided by an exemplary embodiment of the present application.
  • Fig. 4 is a schematic interface diagram of a virtual item switching process provided by an exemplary embodiment of the present application.
  • Fig. 5 is a flowchart of a virtual item switching method provided by another exemplary embodiment of the present application.
  • Fig. 6 is a schematic diagram of an interface of an item selection control arrangement provided by an exemplary embodiment of the present application.
  • Fig. 7 is a schematic interface diagram of an item selection control arrangement provided by another exemplary embodiment of the present application.
  • Fig. 8 is a schematic display diagram of an item selection control provided by an exemplary embodiment of the present application.
  • Fig. 9 is a flowchart of a virtual item switching method provided by another exemplary embodiment of the present application.
  • Fig. 10 is a schematic interface diagram of a virtual item switching process provided by another exemplary embodiment of the present application.
  • Fig. 11 is a flowchart of a virtual item switching process provided by another exemplary embodiment of the present application.
  • Fig. 12 is a structural block diagram of a device for switching virtual props provided by an exemplary embodiment of the present application.
  • Fig. 13 is a structural block diagram of a terminal provided by an exemplary embodiment of the present application.
  • the item switching control 101 when switching virtual items, it is first necessary to click on the item switching control 101 to make the terminal display an item selection interface 102. If it is necessary to switch the virtual item equipped with the current virtual object to a virtual item 103, then The corresponding control needs to be clicked, and after the switching is completed, the item selection interface 102 can be closed through the interface closing control 104 . If the item switching method in the above-mentioned related art is used, the user needs to click on many different positions on the virtual environment interface to complete the switching of virtual items. And because the switching operation is an incoherent operation, it may affect the current normal operation. For example, the current user's left hand is controlling the movement of the virtual object.
  • the virtual props cannot be switched with one hand.
  • the left hand will not be able to control the movement of the virtual object. Therefore, the current normal operation may be interrupted during the props switching process, thereby affecting game.
  • the virtual firearms, virtual bullets, daggers, axes, sickles, grenades, smoke bombs, etc. involved in the embodiments of the present application are all virtual props in the virtual game.
  • Fig. 2 shows a schematic diagram of an implementation environment provided by an embodiment of the present application.
  • the implementation environment may include: a first terminal 210 , a server 220 and a second terminal 230 .
  • the first terminal 210 runs an application program 211 supporting a virtual environment.
  • the application program 211 may be any one of Multiplayer Online Battle Arena (MOBA) and Simulation Game (SLG).
  • the application program 211 is a massively multiplayer online role-playing game (Massive Multiplayer Online Role-Playing Game, MMORPG) for example.
  • the first terminal 210 is the terminal used by the first user 212.
  • the first user 212 uses the first terminal 210 to control the first virtual object located in the virtual environment to carry out activities.
  • the first virtual object can be called the master virtual object of the first user 212. object.
  • the activities of the first virtual object include but are not limited to: at least one of adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, attacking, throwing, and releasing skills.
  • the first virtual object is a first virtual character, such as a simulated character or an anime character.
  • the second terminal 230 runs an application program 231 supporting a virtual environment.
  • the user interface of the application program 231 is displayed on the screen of the second terminal 230 .
  • the client can be any one of MOBA games and SLG games.
  • the application program 231 is MMORPG as an example.
  • the second terminal 230 is the terminal used by the second user 232.
  • the second user 232 uses the second terminal 230 to control the second virtual object located in the virtual environment to carry out activities.
  • the second virtual object can be called the master virtual object of the second user 232.
  • Role Schematically, the second virtual object is a second virtual character, such as a simulated character or an anime character.
  • the first virtual object and the second virtual object are in the same virtual world.
  • the first virtual object and the second virtual object may belong to the same camp, the same team, the same organization, have a friendship relationship, or have temporary communication rights.
  • the first virtual object and the second virtual object may belong to different camps, different teams, different organizations or have a hostile relationship.
  • the first virtual object and the second virtual object belong to the same camp as an example for description.
  • the applications running on the first terminal 210 and the second terminal 230 are the same, or the applications running on the two terminals are the same type of applications on different operating system platforms (Android or IOS).
  • the first terminal 210 may generally refer to one of the multiple terminals, and the second terminal 230 may generally refer to the other of the multiple terminals.
  • This embodiment only uses the first terminal 210 and the second terminal 230 as examples.
  • the device types of the first terminal 210 and the second terminal 230 are the same or different, and the device types include: smart phones, tablet computers, e-book readers, MP3 players, MP4 players, laptop portable computers and desktop computers. at least one.
  • terminals Only two terminals are shown in FIG. 1 , but there are many other terminals that can access the server 220 in different embodiments.
  • terminals there are also one or more terminals corresponding to the developer, on which a development and editing platform supporting a virtual environment application program is installed, and the developer can edit and update the application program on the terminal , and transmit the updated application installation package to the server 220 through a wired or wireless network, and the first terminal 210 and the second terminal 230 can download the application installation package from the server 220 to update the application.
  • the first terminal 210, the second terminal 230 and other terminals are connected to the server 220 through a wireless network or a wired network.
  • the server 220 includes at least one of a server, a server cluster composed of multiple servers, a cloud computing platform, and a virtualization center.
  • the server 220 is used to provide background services for applications supporting the 3D virtual environment.
  • the server 220 undertakes the main calculation work, and the terminal undertakes the secondary calculation work; or, the server 220 undertakes the secondary calculation work, and the terminal undertakes the main calculation work; or, the server 220 and the terminal adopt a distributed computing architecture for collaborative computing .
  • the server 220 includes a memory 221, a processor 222, a user account database 223, a battle service module 224, and a user-oriented input/output interface (Input/Output Interface, I/O interface) 225.
  • the processor 222 is used to load the instructions stored in the server 220, and process the data in the user account database 223 and the battle service module 224; the user account database 223 is used to store the first terminal 210, the second terminal 230 and other terminals.
  • the data of the user account such as the avatar of the user account, the nickname of the user account, the combat power index of the user account, and the service area where the user account is located;
  • the battle service module 224 is used to provide multiple battle rooms for users to fight, such as 1V1 battle, 3V3 battle, 5V5 battle, etc.;
  • the user-oriented I/O interface 225 is used to establish communication and exchange data with the first terminal 210 and/or the second terminal 230 through a wireless network or a wired network.
  • Fig. 3 shows a flowchart of a virtual item switching method provided by an exemplary embodiment of the present application.
  • the method is described by using the first terminal 210 or the second terminal 230 in the implementation environment shown in FIG. 2 or other terminals in the implementation environment as an example.
  • the method includes the following steps:
  • Step 301 displaying an item switching control, which is used to trigger switching of virtual items equipped with a virtual object.
  • the method in the embodiment of the present application is applied to an application program supporting a virtual environment, where the virtual environment includes a first virtual object and a second virtual object, and the first virtual object and the second virtual object belong to different camps.
  • the terminal displays the virtual environment through a virtual environment screen.
  • the virtual environment picture is a picture for observing the virtual environment from the perspective of a virtual object.
  • the viewing angle refers to an observation angle when observing a virtual object in a virtual environment from a first-person perspective or a third-person perspective.
  • the angle of view is an angle at which a virtual object is observed through a camera model in a virtual environment.
  • the camera model automatically follows the virtual object in the virtual environment, that is, when the position of the virtual object changes in the virtual environment, the camera model follows the change of the position of the virtual object in the virtual environment at the same time, and the camera The model is always within the preset distance range of virtual objects in the virtual environment.
  • the relative positions of the camera model and the virtual object do not change.
  • the item switching control is displayed in the virtual environment interface.
  • the display position of the item switching control in the virtual environment interface can be preset by the developer or customized by the user according to the operating habits. The embodiment does not limit the display position of the prop switching control.
  • the item switching control is used to switch the virtual item currently equipped on the virtual object controlled by the user.
  • the currently equipped virtual props refer to virtual props currently in use, that is, virtual props that can be used directly.
  • the virtual environment interface includes a virtual object 401 controlled by the user, and displays a prop switching control 403 for switching the virtual prop equipped by the virtual object 401 , such as the virtual prop held by the virtual object 401 402.
  • Step 302 in response to the long press operation on the item switching control, display an item selection control corresponding to at least one candidate virtual item, where the candidate virtual item is the virtual item currently carried by the virtual object.
  • Candidate virtual items are the virtual items currently carried by the virtual object.
  • the currently carried virtual items refer to all the virtual items currently owned by the virtual object controlled by the user in the game, and the currently carried virtual items cannot be used directly. It can only be used after switching to the avatar equipped with the avatar.
  • the virtual props currently equipped by the virtual object are directly displayed in the virtual environment screen, for example, the virtual props held by the virtual object or the armor worn by the virtual object, and the virtual props currently carried by the virtual object can be stored in the holding props of the virtual object, such as a backpack, It does not need to be displayed in the virtual environment screen.
  • the virtual props carried may include virtual props obtained outside the field, or virtual props obtained within the field, such as virtual props obtained at fixed or random places in the virtual environment, virtual props obtained from other virtual objects, etc.
  • the long press operation refers to the operation of pressing at the same position in the interface for a preset time threshold.
  • the terminal receives a press operation on the prop switch control, it will detect the press time.
  • pressing When the time reaches the preset time threshold, at least one item selection control is displayed, wherein the item selection control corresponds to the candidate virtual item.
  • the displayed item selection controls may be item selection controls corresponding to all candidate virtual items, or may be item selection controls corresponding to some candidate virtual items.
  • the item selection control when at least one item selection control is displayed, it will be displayed on or around the item switching control for easy triggering, that is, after a long press on the item switching control, the item selection control will be displayed near the item switching control.
  • the item selection control can be displayed on the side or around the prop switching control in the form of surround, horizontal arrangement or vertical arrangement, so that the user can easily realize the coherent long-press operation and sliding operation, and then quickly trigger the prop selection control to complete. Switching of virtual props.
  • the item selection controls corresponding to the candidate virtual items will be displayed around the item switching control 403, including the item corresponding to the virtual item A.
  • Step 303 in response to the continuous sliding operation after the long press operation, switch the virtual item currently equipped by the virtual object to the target virtual item corresponding to the target item selection control, the target item selection control is the item selection control at the end point of the slide indicated by the sliding operation .
  • the virtual props currently equipped by the virtual object are switched through continuous long press operation and slide operation, wherein the starting point of the slide operation is the same as the press position of the long press operation, and when the slide operation is performed after the long press operation, Always stay in touch with the interface.
  • the prop selection control will be highlighted to remind the user of the currently selected candidate virtual prop.
  • highlighting can use highlight, shadow and animation at least one of the forms.
  • the item selection control of the candidate virtual item can be triggered to be displayed by long-pressing the item switching control.
  • the user can slide the After the operation slides to the target item selection control, the virtual item can be switched to the target virtual item corresponding to the target item selection control, that is, the virtual item can be switched through continuous long-press operation and sliding operation, without the need for multiple operations in the interface.
  • One click simplifies the operation of virtual item switching and improves the efficiency of virtual item switching.
  • the terminal needs to detect in real time whether there are multiple specific controls.
  • Position click operations such as: multiple item switching controls, confirmation controls, interface closing controls, etc.; while this application can switch items through continuous long-press and slide operations, and only needs to detect the position after the slide is over, which can reduce the touch of the terminal.
  • Control and detect power consumption and use the special gesture operation of long press and slide operation to switch props, which can reduce the probability of accidental touch compared to click operation.
  • the item selection control is displayed around the item switching control, when there are many candidate virtual items, if the item selection controls corresponding to all candidate virtual items are displayed, the display area will be larger, which may cause a large impact on the virtual environment screen. It is difficult to slide to the target item selection control, which affects the switching efficiency of virtual items. Therefore, in a possible implementation, when the item selection control is displayed, it will be determined according to the number of candidate virtual items. The virtual props are screened, which will be described in an exemplary embodiment below.
  • Fig. 5 shows a flowchart of a virtual item switching method provided by an exemplary embodiment of the present application.
  • the method is described by using the first terminal 210 or the second terminal 230 in the implementation environment shown in FIG. 2 or other terminals in the implementation environment as an example.
  • the method includes the following steps:
  • Step 501 displaying an item switching control, which is used to trigger switching of virtual items equipped with a virtual object.
  • Step 502 in response to the long press operation on the item switching control, acquire the item quantity of the candidate virtual item.
  • the The number of props determines whether it is necessary to further screen the candidate virtual props to select the props selection control of the candidate virtual props that need to be displayed.
  • the terminal receives a long press operation on the props switching control, it first obtains the virtual object current The number of props carrying virtual props, and then based on the number of props, it is determined whether to display the prop selection controls of all candidate virtual props.
  • Step 503 when the number of items is less than the quantity threshold, an item selection control is displayed around the item switching control.
  • the item selection control includes candidate item IDs, which are item IDs of candidate virtual items.
  • a quantity threshold is pre-stored in the terminal, and the quantity threshold indicates the maximum number of candidate virtual props that can be displayed corresponding to the prop selection control;
  • the item selection controls corresponding to all the candidate virtual items are displayed on the environment interface, that is, the item selection controls of the candidate virtual items are displayed around or around the item switching control.
  • the quantity threshold may be a fixed value, or a dynamically changing value.
  • the quantity threshold can indicate the maximum number of prop selection controls that can be displayed, and the display quantity of prop selection controls is related to the screen size of the terminal display screen.
  • the corresponding quantity threshold can be dynamically adjusted based on the screen size of the terminal display screen. The screen size of the terminal display screen The larger the size, the quantity threshold can be adjusted accordingly, so that when the display screen is larger, more prop selection controls are displayed for the user to select.
  • developers can pre-compute the display screen sizes corresponding to various types of terminals, and then adapt the appropriate quantity threshold, and send the corresponding relationship between the screen size and the quantity threshold to the game application, so that in the actual application process Among them, an appropriate quantity threshold may be determined according to the acquired terminal screen size of the current terminal.
  • the item selection control may display the candidate item ID corresponding to the candidate virtual item, that is, the item corresponding to the candidate virtual item.
  • the selection control is a control that includes a candidate item identifier, and the candidate item identifier is used to identify a unique virtual item, where the candidate item ID can be at least one of a thumbnail image of a virtual item, a name of a virtual item, and the like.
  • At least one of circular arrangement, triangular arrangement, square arrangement, tiled arrangement and welt arrangement may be selected for arrangement.
  • Each arrangement mode corresponds to a fixed display position.
  • different quantity thresholds can be set for different arrangements, for example, the quantity threshold corresponding to a square arrangement is 8 , the corresponding number threshold for triangular arrangement is 6, and the corresponding quantity threshold for welt arrangement is 5.
  • the arrangement method can be determined according to different current application scenarios. If the current application scenario requires high switching efficiency, a circular arrangement or a square arrangement can be used.
  • the candidate item identification of the candidate virtual item can be displayed in any item selection control, and the display contains candidate
  • the item selection control with the item identification can also display the item selection control that does not contain the candidate item identification at the same time, that is, the number of item selection controls and candidate virtual items can be the same, or the number of item selection controls can be greater than the number of candidate virtual items, that is, there are Spare item selection control.
  • the item selection controls are arranged in a square shape, and among the item selection controls, there is an item selection control 601 containing candidate item IDs and an item selection control 602 not including candidate item IDs.
  • the display position of each candidate item identification can be determined based on the selection probability of the candidate virtual item, that is, the display position of each item selection control can be determined. Displaying the candidate item identification in this way can include the following steps 503a and 503b.
  • Step 503a Determine the display position of the candidate item identifier based on the item attribute of the candidate virtual item.
  • the item attribute includes at least one of item type, item usage frequency and item score.
  • the item selection control of the candidate virtual item with higher item usage frequency is displayed in a position or direction that is easier to be touched, so that it is easier for the user to switch to the candidate virtual item. Therefore, in a possible In the implementation manner, by comparing the item attributes of each candidate virtual item, such as item type, item usage frequency or item score, etc., the item selection control of the candidate virtual item that is more likely to meet the user's current switching needs can be displayed in the easier.
  • the triggered position or direction is the target, and the display position of each candidate prop identification (prop selection control) is determined.
  • determining the display position of the candidate item identifier according to the item attribute of the candidate virtual item may include the following steps 1 to 2.
  • Step 1 Determine the selection probability of the candidate virtual item based on the item attribute of the candidate virtual item.
  • the selection probability refers to the probability of the candidate virtual item being the target virtual item, and when determining the display position based on the attribute of the item, it must be expected that the user may select a higher probability to be displayed at a position that is easier for the user to trigger. Therefore, in a possible implementation manner, the selection probability of each candidate virtual item that may be selected by the user may be determined based on the item attributes of the candidate virtual items, wherein the item attributes of the candidate virtual items include item type, item usage frequency, and item At least one of the ratings.
  • the item type can be divided according to the item function of the candidate virtual item, the item usage frequency can be obtained according to the historical item usage records, and the item score can be determined according to at least one of item equipment accessories, item attack/defense power, and item rarity, among which , the number of props and accessories, the attack power/defense power of the props, and the rarity of the props are all positively correlated with the props score.
  • both the frequency of use of the item and the rating of the item are positively correlated with the selection probability of the candidate virtual item, and the selection probability of the candidate virtual item of the same type as the virtual item equipped with the current virtual object is higher.
  • the selection probability may be determined based on one of item type, item usage frequency, and item score, or may be jointly determined based on the three.
  • different weights can be set respectively, and the selection probability can be obtained by weighted average, for example, the item type accounts for 30%, the item usage frequency accounts for 30%, and the item score accounts for 40%, etc. This embodiment is only for this A schematic description is given without limitation.
  • Step 2 Based on the selection probability and the preferred position, determine the display position of the candidate item identification.
  • the preferred position is determined based on the historical operation records, and the distance between the displayed position and the preferred position is negatively correlated with the selection probability.
  • the terminal determines the selection probability of each candidate virtual item, it needs to further obtain the user's preferred position, and then based on the preference
  • the position and the selection probability are used to comprehensively determine the display position of the candidate prop identification (prop selection control); the preferred position refers to the position that is convenient for the user to trigger.
  • the preferred position can be determined according to the historical operation records, the sliding operation with the highest frequency in the historical operation records can be obtained, and the preferred position can be determined according to the sliding direction indicated by the highest frequency sliding operation in the target direction of the prop switching control, and then the display at the target direction
  • the location is determined as the preferred location.
  • the highest frequency of sliding operations to the right in the historical operation records indicates that the user is accustomed to sliding to the right.
  • the position on the right side of the item switching control is the preferred position.
  • the display position of the candidate virtual item identification can be jointly determined based on the selection probability of the candidate virtual item and the preferred position.
  • the candidate item identification corresponding to the candidate virtual item with a high selection probability can be displayed on the In the item selection control with a relatively close distance to the preferred position, that is, the display position of the candidate item ID is negatively correlated with the preferred position.
  • Step 503b based on the display position, display the item selection control including candidate item identifications around the item switching control.
  • the candidate prop identifier is displayed at the prop selection control corresponding to the display position.
  • the virtual props currently carried by the virtual object may contain the same candidate virtual props.
  • the corresponding candidate virtual props have the same identifier, and the same candidate virtual props may have props differences, such as different accessories, different appearances, etc. , but because the candidate props have the same identification, it is easy to cause interference when switching props, and affect the identification of candidate virtual props. Therefore, in a possible implementation manner, when the terminal determines that there are at least two candidate virtual items corresponding to the same candidate item identifier, it may determine item differences between the at least two candidate virtual items. Only when there are identical candidate item IDs will interference in item selection be caused.
  • the item differences between corresponding candidate virtual items with the same candidate item ID be determined, such as , there are two first virtual items among the candidate virtual items, the first virtual item A is equipped with an 8x mirror, and the first virtual item B is equipped with a 2x mirror, then the first virtual item A and the first virtual item B
  • the difference in props is the magnification lens.
  • an item selection control including a candidate item ID and a difference ID is displayed on or around the side of the item switching control, and the difference ID is used to indicate the item difference.
  • the difference sign can be at least one of an image or a text description of the prop difference. It should be noted that when the candidate prop ID is marked with the difference ID, the displayed difference ID and the candidate item ID are located at the same item selection control.
  • the first item selection control 701 is the item selection control of the first virtual item A
  • the second item selection control 702 is the item selection control of the first virtual item B.
  • the first difference logo 703 is displayed in the first prop selection control 701 corresponding to the virtual prop A, which includes a magnification description ( ⁇ 8)
  • the second difference logo 704 is displayed at the second prop selection control 702 corresponding to the first virtual prop B , which includes a magnification description ( ⁇ 2) to prompt the user, indicating that the first virtual item A and the first virtual item B are both first virtual items, but there is a difference in magnification.
  • the first item selection control 701 with the highest selection probability is set at the right side of the item switching control, and its display position is closest to the preferred position.
  • Step 504 if the number of items is greater than the quantity threshold, determine the selection probability of the candidate virtual item based on the item attribute of the candidate virtual item.
  • the item attribute includes at least one of item type, item usage frequency and item score.
  • the terminal determines that the number of virtual props carried by the current virtual object exceeds the quantity threshold, in order to avoid blocking the The occlusion of the screen and the impact on the switching efficiency, screen the candidate virtual props, and only display the candidate prop identifications and prop selection controls corresponding to some candidate virtual props, for example, only display the prop selection controls of the candidate virtual props with a higher probability of selection (
  • the prop selection control contains candidate prop identifiers).
  • the candidate virtual items can be screened according to the selection probability of the candidate virtual items, wherein the selection probability is determined according to the item attributes of the candidate virtual items, and the determination method can refer to the step 1 in the above-mentioned step 503a, which will not be repeated here in this embodiment .
  • Step 505 Screen the candidate virtual items based on the selection probability to obtain the screened candidate virtual items, and the number of the screened candidate virtual items is less than the quantity threshold.
  • screening candidate virtual props When screening candidate virtual props, they can be screened together according to the quantity threshold and the selection probability. Among them, the target number of screening candidate virtual items can be first determined, and the target number needs to be less than or equal to the quantity threshold, and further, the candidate virtual items are selected in sequence according to the order of selection probability, and finally, the filtered candidate virtual items are obtained. Schematically, when the number threshold is 8, the target number can be 7, then during screening, select the top 7 candidate virtual items in the selection probability to obtain the screened candidate virtual items.
  • Step 506 based on the screened candidate virtual props, display prop selection controls including candidate prop identifiers around the prop switching control.
  • an item selection control including candidate item identifiers corresponding to the filtered candidate virtual items is displayed on or around the item switching control.
  • each candidate item identifier can be displayed in any item selection control, or the display position of each candidate item identification can be determined first, and displayed in the item selection control based on the display position.
  • Step 507 in response to the continuous sliding operation after the long press operation, switch the virtual item currently equipped on the virtual object to the target virtual item corresponding to the target item selection control, where the target item selection control is the item selection control at the sliding end point indicated by the sliding operation .
  • the selection probability of each candidate virtual item may be updated based on the target item selection control indicated by the user's sliding operation. For example, if the user does not click the item selection control of any candidate virtual item displayed after screening, it means that there is a difference between the screening result and the user's expected behavior, and the selection probability of each candidate virtual item can be appropriately lowered; If the target item selection control is used, the selection probability of the candidate virtual item is appropriately increased, so that the candidate virtual item can be preferentially displayed at a more easily operable display position later.
  • Step 508 when the sliding operation ends and the sliding end point is located outside the area of the item selection control, cancel switching the virtual item currently equipped by the virtual object.
  • the terminal will cancel switching the virtual object currently equipped with props. That is, when it is necessary to cancel the switching of virtual items, just slide to the item selection control outside the item selection control or the item selection control that does not contain the candidate item identification, and the cancellation can be completed, and there is no need to cancel the switching by triggering an additional cancel control, further improving virtual item switching efficiency.
  • the item selection control corresponding to the virtual item is screened, so the degree of occlusion to the virtual environment screen can be reduced, and the distance between the display position of the item selection control and the item switching control can be avoided, which affects the virtual item switching efficiency.
  • the display position of each item selection control is also determined according to the selection probability of the candidate virtual item and the user's preferred position, so that the item selection control corresponding to the candidate virtual item with a higher selection probability is displayed near the preferred position, further improving the virtual The switching efficiency of props.
  • the candidate virtual props when the number of props is greater than the quantity threshold, the candidate virtual props will be screened, and only the candidate props identifications of the filtered candidate virtual props will be displayed for switching props. In this way, there may be items that the user needs to switch.
  • the item selection control corresponding to the target virtual item is not displayed, and it is impossible to switch to the target virtual item. Therefore, in another possible implementation, the candidate virtual items can be classified, and the item selection control is displayed based on the item type of the candidate virtual item.
  • the process of displaying the item selection control corresponding to the candidate items may include the following steps 1 to 3.
  • Step 1 When the number of items is greater than the quantity threshold, the item type of the candidate virtual item is acquired.
  • the prop types of the candidate virtual props wherein the prop types can be divided according to their functions, including attack, defense and supply, and further For example, the attack category includes long-range attack category, melee attack category, and throwing category, etc., and the item type corresponding to each candidate virtual item is determined according to the function and function mode of each candidate virtual item.
  • Step 2 Based on the type identification corresponding to the item type, a type selection control including the type identification is displayed around the item switching control.
  • the type identification can be a text identification, At least one of pattern identification.
  • the type selection control containing the type identification is displayed on or around the side of the prop switching control, where the arrangement can also be circular arrangement, triangular arrangement, square arrangement, tiled arrangement At least one of cloth and welt arrangement, and each type logo can be displayed in any type selection control.
  • This embodiment does not limit the arrangement method of the type selection control containing the type logo and the display position of each type logo .
  • the type selection controls containing the type identification corresponding to the type of the candidate virtual props will be displayed, including the remote attack selection control 801, the melee selection control 802, the throwing Class selection control 803 and supplementary class selection control 804 .
  • Step 3 In response to the continuous sliding operation after the long press operation, and the duration of the sliding operation on the target type selection control reaches the first duration threshold, display the item selection control corresponding to the candidate virtual item belonging to the target item type, the target item type Select the prop type corresponding to the control for Target Type.
  • the item selection control containing the type identifier Since currently displayed on or around the side of the item switch control is the item selection control containing the type identifier, not the item selection control containing the candidate item identifier, the virtual item cannot be switched. Therefore, in a possible implementation manner, when When the sliding operation after the long press operation slides to the target type selection control, and the stay time at the target type selection control reaches the first duration threshold, the item selection control containing the candidate item ID will be displayed, wherein the candidate item ID refers to Item identifiers corresponding to candidate virtual items belonging to the target item type, and the target item type corresponds to the target type selection control.
  • the type selection control originally displayed on or around the side of the item switching control can be replaced with the item selection control, and after the type selection control is replaced with the item selection control, If you need to redisplay the type selection control, you can continue to slide to the item switching control to restore the item selection control to the type selection control.
  • the prop selection control can also be directly displayed on or around the target type selection control, that is, the prop selection control is displayed while the various types of selection controls are reserved.
  • the user can continue to slide to the item selection control corresponding to the target virtual item, and switch the virtual item currently equipped with the virtual object to the target virtual item.
  • the terminal when the duration of the sliding operation at the melee selection control 802 reaches the first duration threshold, the terminal replaces the type selection control with an item selection control containing the item identification of the melee virtual item, including A dagger selection control 805 , a sickle selection control 806 , and an ax selection control 807 .
  • the prop selection control is replaced with a type selection control.
  • the prop type of each candidate virtual prop will be determined, and when the terminal receives the sliding operation after the long press operation, and the duration of the sliding operation at the target type selection control
  • the item selection controls corresponding to the candidate virtual items belonging to the target item type will be displayed to facilitate the switching of virtual items.
  • the item selection controls of all candidate virtual items can be displayed.
  • the virtual prop currently equipped by the subject is switched to any candidate virtual prop, and during the switching process, the degree of occlusion to the virtual environment screen is low, which can reduce the impact on the display of the virtual environment screen.
  • a trigger progress bar will be displayed in the user interface for displaying the current long-press duration.
  • the item information of the candidate virtual item may be further displayed, which will be described below with an exemplary embodiment.
  • Fig. 9 shows a flow chart of a virtual item switching method provided by an exemplary embodiment of the present application.
  • the method is described by using the first terminal 210 or the second terminal 230 in the implementation environment shown in FIG. 2 or other terminals in the implementation environment as an example.
  • the method includes the following steps:
  • Step 901 determine the initial item ID of the virtual item currently equipped by the virtual object.
  • the item switching control may include the item identifier of the virtual item currently equipped by the virtual object to remind the user. Therefore, when the item switching control is displayed, the initial item of the virtual item currently equipped by the virtual object is obtained first. ID to display this initial item ID in the item toggle control.
  • the initial item identifier may be an item name, an item thumbnail, etc. of the virtual item.
  • Step 902 displaying an item switching control including an initial item ID.
  • the displayed item switching control 1001 includes the initial item ID 1002 of the virtual item currently equipped by the virtual object.
  • Step 903 in response to the long press operation on the item switching control, display a trigger progress bar, which is used to indicate the duration of the long press.
  • the trigger progress bar is displayed, wherein the trigger progress bar can be circled Shape, rectangle and digital countdown are displayed, and displayed on or around the side of the prop switching control.
  • the triggering progress bar can also be displayed on the item switching control.
  • the triggering progress bar is displayed on the item switching control for one week, and the full progress state of the triggering progress bar is the perimeter of the item switching control.
  • a trigger progress bar 1003 will be displayed.
  • Step 904 when the duration of the long press reaches the second duration threshold, display an item selection control corresponding to at least one candidate virtual item around the item switching control.
  • the long-press operation can end.
  • an item selection control corresponding to at least one candidate virtual item will be displayed on the side of the item switching control, and correspondingly, the progress will be triggered The bar stays in full progress state.
  • the second duration threshold may be set by a developer, for example, the second duration threshold is 1s.
  • an item selection control corresponding to at least one candidate virtual item will be displayed around the item switching control 1001 .
  • Step 905 in response to the continuous sliding operation after the long press operation, and the duration of the sliding operation on the item selection control reaches the third duration threshold, display the item information of the candidate virtual item corresponding to the item selection control.
  • the third duration threshold may be set by the developer, for example, the third duration threshold is 1.5s; the second duration threshold may be the same as the third duration threshold, or the second duration threshold may be different from the third duration threshold.
  • the displayed item information includes: at least one item name, item attribute value, and item function.
  • the item information 1004 of the dagger will be displayed, including item name, item type, and item attack power .
  • Step 906 Switch the virtual item currently equipped by the virtual object to the target virtual item corresponding to the target item selection control, where the target item selection control is the item selection control at the sliding end point indicated by the sliding operation.
  • Step 907 displaying the target item ID in the item switching control, where the target item ID is the item ID corresponding to the target virtual item.
  • the item identification of the switched target virtual item needs to be displayed in the item switching control to remind the user that the replacement has been completed, and correspondingly, other item switching controls will not Redisplay, without additional controls or additional actions to close.
  • a dagger logo 1005 will be displayed in the prop switching control 1001, and the updating of the prop switching control 1001 is completed, and after the switching is completed, the prop The item selection control around the switching control 1001 is no longer displayed.
  • the progress bar is triggered to remind the user of the current long-press duration, which is convenient for the user to grasp the duration, and when the terminal receives the long-press operation, the continuous sliding operation, and the duration of the sliding operation on the item selection control reaches the third duration
  • the threshold is reached, the item information corresponding to the candidate virtual item will be displayed, so that the user can understand each candidate virtual item and improve the accuracy of virtual item switching.
  • Step 1101 receiving a long press operation on the item switching control.
  • Step 1102 displaying item selection controls of candidate virtual items around the item switching control.
  • Step 1103 receiving the slide operation after the long press operation.
  • the start point of the slide operation is the long press position of the long press operation
  • the end time of the long press operation is the start time of the slide operation, that is, the slide operation after the long press operation is a continuous operation.
  • Step 1104 determine whether there is an item selection control containing candidate item IDs at the sliding end point indicated by the sliding operation, and if yes, perform step 1105 ; if not, perform step 1106 .
  • Step 1105 switch the virtual prop currently equipped by the virtual object to the target virtual prop.
  • the virtual item currently equipped by the virtual object is switched to the target virtual item. And after the switching of the target virtual item is completed, the item selection control for displaying the candidate virtual item will be automatically canceled, and there is no need to manually exit the item switching scene.
  • target virtual prop is the virtual prop corresponding to the candidate prop identifier at the sliding end point.
  • Step 1106 cancel switching the virtual prop currently equipped by the virtual object.
  • the information including but not limited to user equipment information, user personal information, etc.
  • data including but not limited to data used for analysis, stored data, displayed data, etc.
  • signals involved in this application All are authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data need to comply with the relevant laws, regulations and standards of the relevant countries and regions.
  • user operation data such as user preference location and item usage frequency involved in this application are all obtained under the condition of sufficient authorization.
  • Fig. 12 is a structural block diagram of a device for switching virtual props provided by an exemplary embodiment of the present application.
  • the device can be set in the first terminal 210 or the second terminal 230 in the implementation environment shown in Fig. 2 or other devices in the implementation environment. terminal, the device comprising:
  • the display module 1201 is configured to display an item switching control, and the item switching control is used to trigger switching of virtual items equipped with virtual objects;
  • the display module 1201 is further configured to display an item selection control corresponding to at least one candidate virtual item in response to a long press operation on the item switching control, where the candidate virtual item is the virtual item currently carried by the virtual object;
  • the switching module 1202 is configured to, in response to the continuous sliding operation after the long press operation, switch the virtual item currently equipped by the virtual object to a target virtual item corresponding to a target item selection control, the target item selection control is the The prop selection control at the end of the swipe indicated by the swipe action.
  • the display module 1201 is also used for:
  • the prop selection control is displayed around the prop switching control, the prop selection control includes a candidate prop identifier, and the candidate prop identifier is a prop of the candidate virtual prop logo.
  • the display module 1201 is also used for:
  • the item selection control including the candidate item identification is displayed around the item switching control.
  • the display module 1201 is also used for:
  • the display position of the candidate prop identifier Based on the selection probability and preferred position, determine the display position of the candidate prop identifier, the preferred position is determined based on historical operation records, and the distance between the displayed position and the preferred position is the same as the selected Probability is negatively correlated.
  • the display module 1201 is also used for:
  • the item selection control is displayed around the item switching control, the item selection control includes the candidate item identification and the difference identification, and the difference identification is used to represent the item difference.
  • the display module 1201 is also used for:
  • the selection probability of the candidate virtual item is determined based on the item attribute of the candidate virtual item, and the item attribute includes item type, item usage frequency, and item score at least one;
  • the item selection control including the candidate item identification is displayed around the item switching control.
  • the device also includes:
  • An acquisition module configured to acquire the item type of the candidate virtual item when the number of items is greater than the number threshold
  • the display module 1201 is further configured to display a type selection control containing the type identification around the item switching control based on the type identification corresponding to the item type;
  • the display module 1201 is further configured to respond to the continuous sliding operation after the long press operation, and the duration of the sliding operation on the target type selection control reaches a first duration threshold, and display the item belonging to the target prop type.
  • the item selection control corresponding to the candidate virtual item, and the target item type is the item type corresponding to the target type selection control.
  • the display module 1201 is also used for:
  • a trigger progress bar is displayed, and the trigger progress bar is used to indicate the duration of the long press;
  • the item selection control corresponding to at least one candidate virtual item is displayed around the item switching control.
  • the display module 1201 is also used for:
  • the display module 1201 is further configured to display a target item ID in the item switching control, where the target item ID is an item ID corresponding to the target virtual item.
  • the display module 1201 is further configured to, in response to the continuous sliding operation after the long press operation, and the duration of the sliding operation on the item selection control reaches a third duration threshold, display the Item information of the candidate virtual item corresponding to the item selection control.
  • the device also includes:
  • a cancel module configured to cancel switching of the virtual item currently equipped by the virtual object when the sliding operation ends and the sliding end point is located in an area outside the item selection control.
  • the arrangement of the prop selection controls includes at least one of the following: circular arrangement, triangular arrangement, rectangular arrangement, tiled arrangement, and border arrangement.
  • the item selection control of the candidate virtual item can be triggered to be displayed through a long press operation on the item switching control.
  • the virtual item can be switched to the target virtual item corresponding to the target item selection control, that is, the virtual item can be switched through continuous long-press operation and sliding operation, without multiple clicks in the interface , simplify the operation of virtual item switching, and improve the efficiency of virtual item switching.
  • FIG. 13 shows a structural block diagram of a terminal 1300 provided by an exemplary embodiment of the present application.
  • the terminal 1300 can be a portable mobile terminal, such as: smart phone, tablet computer, Moving Picture Experts Group Audio Layer III (MP3) player, Moving Picture Experts Group Audio Layer 4 (Moving Picture Experts) Experts Group Audio Layer IV, MP4) player.
  • Terminal 1300 may also be called user equipment, portable terminal and other names.
  • the terminal 1300 includes: a processor 1301 and a memory 1302 .
  • the processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like.
  • the processor 1301 can adopt at least one hardware form in Digital Signal Processing (Digital Signal Processing, DSP), Field-Programmable Gate Array (Field-Programmable Gate Array, FPGA), Programmable Logic Array (Programmable Logic Array, PLA) accomplish.
  • the processor 1301 may also include a main processor and a coprocessor, the main processor is a processor for processing data in the wake-up state, and is also called a central processing unit (Central Processing Unit, CPU); the coprocessor is Low-power processor for processing data in standby state.
  • CPU Central Processing Unit
  • the processor 1301 may be integrated with a graphics processor (Graphics Processing Unit, GPU), and the GPU is used to render and draw the content that needs to be displayed on the display screen.
  • the processor 1301 may also include an artificial intelligence (Artificial Intelligence, AI) processor, and the AI processor is used to process computing operations related to machine learning.
  • AI Artificial Intelligence
  • Memory 1302 may include one or more computer-readable storage media, which may be tangible and non-transitory.
  • the memory 1302 may also include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices.
  • the non-transitory computer-readable storage medium in the memory 1302 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1301 to implement the method provided by the embodiment of the present application.
  • the terminal 1300 may optionally further include: a peripheral device interface 1303 and at least one peripheral device.
  • the peripheral device includes: at least one of a radio frequency circuit 1304 , a touch screen 1305 , a camera 1306 , an audio circuit 1307 and a power supply 1308 .
  • the terminal 1300 also includes one or more sensors 1309 .
  • the one or more sensors 1309 include, but are not limited to: an acceleration sensor 1310 , a gyro sensor 1311 , a pressure sensor 1312 , an optical sensor 1313 and a proximity sensor 1314 .
  • FIG. 13 does not constitute a limitation to the terminal 1300, and may include more or less components than shown in the figure, or combine certain components, or adopt a different component arrangement.
  • the embodiment of the present application also provides a computer-readable storage medium, the computer-readable storage medium stores at least one instruction, and the at least one instruction is loaded and executed by a processor to realize the virtual prop described in each of the above embodiments. Switch method.
  • a computer program product comprising computer instructions stored in a computer readable storage medium.
  • the processor of the terminal reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the terminal executes the virtual item switching method provided in various optional implementation manners of the above aspect.
  • the functions described in the embodiments of the present application may be implemented by hardware, software, firmware or any combination thereof.
  • the functions may be stored on or transmitted over as one or more instructions or code on a computer-readable storage medium.
  • Computer-readable storage media includes both computer storage media and communication media including any medium that facilitates transfer of a computer program from one place to another.
  • a storage media may be any available media that can be accessed by a general purpose or special purpose computer.

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Abstract

一种虚拟道具的切换方法、装置、终端及存储介质,属于人机交互技术领域。该方法包括:显示道具切换控件(301);响应于对道具切换控件的长按操作,显示至少一个候选虚拟道具对应的道具选择控件(302);响应于长按操作后连续的滑动操作,将虚拟对象当前装备的虚拟道具切换为目标道具选择控件对应的目标虚拟道具,目标道具选择控件是滑动操作所指示滑动终点处的道具选择控件(303)。该虚拟道具的切换方法可以提高虚拟道具切换效率。

Description

虚拟道具的切换方法、装置、终端及存储介质
本申请要求于2021年05月26日提交的申请号为202110576112.1、发明名称为“虚拟道具的切换方法、装置、终端及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及人机交互技术领域,特别涉及一种虚拟道具的切换方法、装置、终端及存储介质。
背景技术
在基于二维或三维虚拟环境的应用程序中,比如多人在线战术竞技游戏、多人在线角色扮演游戏、第一/第三人称射击游戏等,用户可控制虚拟对象在虚拟环境中进行竞技或娱乐。
相关技术中,用户可控制虚拟对象装备不同虚拟道具,用于对其他虚拟对象进行攻击或获取虚拟环境中的资源。在用户更换虚拟对象所装备的虚拟道具时,需打开道具栏,并点击道具栏中的目标虚拟道具,实现虚拟道具的切换,切换完成后还需关闭道具栏。
可见,采用该方式进行虚拟道具的切换时,需多次在不同位置进行点击操作才可完成虚拟道具的切换,道具切换过程较为繁琐。
发明内容
本申请实施例提供了一种虚拟道具的切换方法、装置、终端及存储介质。所述技术方案如下:
一方面,本申请实施例提供了一种虚拟道具的切换方法,所述方法由终端执行,所述方法包括:
显示道具切换控件,所述道具切换控件用于触发切换虚拟对象装备的虚拟道具;
响应于对所述道具切换控件的长按操作,显示至少一个候选虚拟道具对应的道具选择控件,所述候选虚拟道具为所述虚拟对象当前携带的虚拟道具;
响应于所述长按操作后连续的滑动操作,将所述虚拟对象当前装备的虚拟道具切换为目标道具选择控件对应的目标虚拟道具,所述目标道具选择控件是所述滑动操作所指示滑动终点处的道具选择控件。
另一方面,本申请实施例提供了一种虚拟道具的切换装置,所述装置包括:
第一显示模块,用于显示道具切换控件,所述道具切换控件用于触发切换虚拟对象装备的虚拟道具;
第二显示模块,用于响应于对所述道具切换控件的长按操作,显示至少一个候选虚拟道具对应的道具选择控件,所述候选虚拟道具为所述虚拟对象当前携带的虚拟道具;
切换模块,用于响应于所述长按操作后连续的滑动操作,将所述虚拟对象当前装备的虚拟道具切换为目标道具选择控件对应的目标虚拟道具,所述目标道具选择控件是所述滑动操作所指示滑动终点处的道具选择控件。
另一方面,本申请实施例提供了一种终端,所述终端包括处理器和存储器;所述存储器中存储有至少一段程序,所述至少一段程序由所述处理器加载并执行以实现如上述方面所述的虚拟道具的切换方法。
另一方面,本申请实施例提供了一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一条计算机程序,所述计算机程序由处理器加载并执行以实现如上述方面所述的虚拟道具的切换方法。
根据本申请的一个方面,提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。终端的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该终端实现上述 方面的各种可选实现方式中提供的虚拟道具的切换方法。
本申请实施例提供的技术方案带来的有益效果至少包括:
本申请实施例中,当用户切换虚拟对象当前装备的虚拟道具时,可通过对道具切换控件的长按操作,触发显示候选虚拟道具的道具选择控件,此时,用户通过滑动操作滑动至目标道具选择控件后,即可将虚拟道具切换为目标道具选择控件对应的目标虚拟道具,即通过连续的长按操作与滑动操作即可实现虚拟道具的切换,无需在界面中进行多次点击,简化虚拟道具切换的操作,提高虚拟道具切换效率;而且,相比于相关技术中需要在界面中进行多次点击操作以完成道具切换,终端需要实时检测是否存在对多个特定控件所在位置的点击操作,比如:多个道具切换控件、确定控件、界面关闭控件等;而本申请可以通过连贯的长按滑动操作进行道具切换,仅需要检测滑动结束后所在位置,可以降低终端的触控检测功耗;且通过长按滑动操作这一特殊的手势操作进行道具切换,相比于点击操作,可以降低误触概率。
附图说明
图1是相关技术中虚拟道具切换过程的界面示意图;
图2是本申请一个示例性实施例提供的实施环境的示意图;
图3是本申请一个示例性实施例提供的虚拟道具的切换方法的流程图;
图4是本申请一个示例性实施例提供的虚拟道具切换过程的界面示意图;
图5是本申请另一个示例性实施例提供的虚拟道具的切换方法的流程图;
图6是本申请一个示例性实施例提供的道具选择控件排布的界面示意图;
图7是本申请另一个示例性实施例提供的道具选择控件排布的界面示意图;
图8是本申请一个示例性实施例提供的道具选择控件的显示示意图;
图9是本申请另一个示例性实施例提供的虚拟道具的切换方法的流程图;
图10是本申请另一个示例性实施例提供的虚拟道具切换过程的界面示意图;
图11是本申请另一个示例性实施例提供的虚拟道具切换过程的流程图;
图12是本申请一个示例性实施例提供的虚拟道具的切换装置的结构框图;
图13是本申请一个示例性实施例提供的终端的结构框图。
具体实施方式
如图1所示,相关技术中,当进行虚拟道具切换时,首先需点击道具切换控件101,使终端显示道具选择界面102,若需将当前虚拟对象装备的虚拟道具切换成虚拟道具103,则需点击对应的控件,切换完成后,再通过界面关闭控件104关闭道具选择界面102。若采用上述相关技术中的道具切换方法,需要用户在虚拟环境界面多处不同位置进行点击才可完成虚拟道具的切换,切换过程较为繁琐,且操作连贯性较差,使道具切换效率较低。且由于切换操作为非连贯操作,可能对当前正常操作产生影响,比如,当前用户左手正控制虚拟对象移动,在该场景下切换虚拟道具时,由于需在不同位置进行点击才可完成,需用户持稳设备,再通过点击操作完成切换,即无法单手完成虚拟道具的切换,相应的,左手将无法控制虚拟对象移动,因此,在道具切换过程中可能打断当前正常操作的进行,进而影响对局。
需要说明的是,本申请实施例中涉及到的虚拟枪械、虚拟子弹、匕首、斧头、镰刀、手雷、烟雾弹等,都是虚拟游戏中的虚拟道具。
图2示出了本申请一个实施例提供的实施环境的示意图。该实施环境可以包括:第一终端210、服务器220和第二终端230。
第一终端210运行有支持虚拟环境的应用程序211,当第一终端运行应用程序211时,第一终端210的屏幕上显示应用程序211的用户界面。该应用程序211可以是多人在线战术竞技游戏(Multiplayer Online Battle Arena,MOBA)、模拟战略游戏(Simulation Game,SLG)的任意一种。在本实施例中,以该应用程序211是大型多人在线角色扮演游戏(Massive Multiplayer Online Role-Playing Game,MMORPG)来举例说明。第一终端210是第一用户212使用的终端,第一用户212使用第一终端210控制位于虚拟环境中的第一虚拟对象进行活动, 第一虚拟对象可以称为第一用户212的主控虚拟对象。第一虚拟对象的活动包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、飞行、跳跃、驾驶、拾取、攻击、投掷、释放技能中的至少一种。示意性的,第一虚拟对象是第一虚拟人物,比如仿真人物或动漫人物。
第二终端230运行有支持虚拟环境的应用程序231,当第二终端230运行应用程序231时,第二终端230的屏幕上显示应用程序231的用户界面。该客户端可以是MOBA游戏、SLG游戏中的任意一种,在本实施例中,以该应用程序231是MMORPG来举例说明。第二终端230是第二用户232使用的终端,第二用户232使用第二终端230控制位于虚拟环境中的第二虚拟对象进行活动,第二虚拟对象可以称为第二用户232的主控虚拟角色。示意性的,第二虚拟对象是第二虚拟人物,比如仿真人物或动漫人物。
可选地,第一虚拟对象和第二虚拟对象处于同一虚拟世界中。可选地,第一虚拟对象和第二虚拟对象可以属于同一个阵营、同一个队伍、同一个组织、具有好友关系或具有临时性的通讯权限。可选的,第一虚拟对象和第二虚拟对象可以属于不同的阵营、不同的队伍、不同的组织或具有敌对关系。本申请实施例以第一虚拟对象和第二虚拟对象属于同一阵营为例进行说明。
可选地,第一终端210和第二终端230上运行的应用程序是相同的,或两个终端上运行的应用程序是不同操作系统平台(安卓或IOS)上的同一类型应用程序。第一终端210可以泛指多个终端中的一个,第二终端230可以泛指多个终端中的另一个,本实施例仅以第一终端210和第二终端230来举例说明。第一终端210和第二终端230的设备类型相同或不同,该设备类型包括:智能手机、平板电脑、电子书阅读器、MP3播放器、MP4播放器、膝上型便携计算机和台式计算机中的至少一种。
图1中仅示出了两个终端,但在不同实施例中存在多个其它终端可以接入服务器220。可选地,还存在一个或多个终端是开发者对应的终端,在该终端上安装有支持虚拟环境的应用程序的开发和编辑平台,开发者可在该终端上对应用程序进行编辑和更新,并将更新后的应用程序安装包通过有线或无线网络传输至服务器220,第一终端210和第二终端230可从服务器220下载应用程序安装包实现对应用程序的更新。
第一终端210、第二终端230以及其它终端通过无线网络或有线网络与服务器220相连。
服务器220包括一台服务器、多台服务器组成的服务器集群、云计算平台和虚拟化中心中的至少一种。服务器220用于为支持三维虚拟环境的应用程序提供后台服务。可选地,服务器220承担主要计算工作,终端承担次要计算工作;或者,服务器220承担次要计算工作,终端承担主要计算工作;或者,服务器220和终端之间采用分布式计算架构进行协同计算。
在一个示意性的例子中,服务器220包括存储器221、处理器222、用户账号数据库223、对战服务模块224、面向用户的输入/输出接口(Input/Output Interface,I/O接口)225。其中,处理器222用于加载服务器220中存储的指令,处理用户账号数据库223和对战服务模块224中的数据;用户账号数据库223用于存储第一终端210、第二终端230以及其它终端所使用的用户账号的数据,比如用户账号的头像、用户账号的昵称、用户账号的战斗力指数,用户账号所在的服务区;对战服务模块224用于提供多个对战房间供用户进行对战,比如1V1对战、3V3对战、5V5对战等;面向用户的I/O接口225用于通过无线网络或有线网络和第一终端210和/或第二终端230建立通信交换数据。
图3示出了本申请一个示例性实施例提供的虚拟道具的切换方法的流程图。本实施例以该方法用于图2所示实施环境中的第一终端210或第二终端230或该实施环境中的其它终端为例进行说明,该方法包括如下步骤:
步骤301,显示道具切换控件,道具切换控件用于触发切换虚拟对象装备的虚拟道具。
本申请实施例的方法应用于支持虚拟环境的应用程序中,虚拟环境中包括第一虚拟对象和第二虚拟对象,第一虚拟对象和第二虚拟对象属于不同阵营。在一种可能的实施方式中,终端通过虚拟环境画面显示虚拟环境。可选地,虚拟环境画面是以虚拟对象的视角对虚拟环 境进行观察的画面。视角是指以虚拟对象的第一人称视角或者第三人称视角在虚拟环境中进行观察时的观察角度。可选地,本申请的实施例中,视角是在虚拟环境中通过摄像机模型对虚拟对象进行观察时的角度。
可选地,摄像机模型在虚拟环境中对虚拟对象进行自动跟随,即,当虚拟对象在虚拟环境中的位置发生改变时,摄像机模型跟随虚拟对象在虚拟环境中的位置同时发生改变,且该摄像机模型在虚拟环境中始终处于虚拟对象的预设距离范围内。可选地,在自动跟随过程中,摄像头模型和虚拟对象的相对位置不发生变化。
在一种可能的实施方式中,在虚拟环境界面中显示道具切换控件,可选的,道具切换控件在虚拟环境界面中显示位置可由开发人员预先设置或由用户根据操作习惯进行自定义设置,本实施例对道具切换控件的显示位置不做限定。
其中,道具切换控件用于切换用户所控制的虚拟对象当前装备的虚拟道具。当前装备的虚拟道具是指当前正在使用中的虚拟道具,即可直接使用的虚拟道具。
示意性的,如图4所示,虚拟环境界面中包含用户控制的虚拟对象401,且显示有道具切换控件403,用于切换虚拟对象401所装备的虚拟道具,如虚拟对象401手持的虚拟道具402。
步骤302,响应于对道具切换控件的长按操作,显示至少一个候选虚拟道具对应的道具选择控件,候选虚拟道具为虚拟对象当前携带的虚拟道具。
候选虚拟道具是虚拟对象当前携带的虚拟道具,可选的,当前携带的虚拟道具是指在对局中用户控制的虚拟对象当前所拥有的全部虚拟道具,且当前携带的虚拟道具不可直接使用,需切换为虚拟对象装备的虚拟道具后才可使用。虚拟对象当前装备的虚拟道具直接显示在虚拟环境画面中,比如,虚拟对象手持的虚拟道具或穿戴的防具等,而虚拟对象当前携带的虚拟道具可收纳于虚拟对象的容纳道具中,如背包,无需显示在虚拟环境画面中。其中,携带的虚拟道具可包括局外获取的虚拟道具、也可包括局内获取的虚拟道具,如在虚拟环境中固定地点或随机地点获取的虚拟道具、在其他虚拟对象处获取的虚拟道具等。
在一种可能的实施方式中,长按操作是指在界面中同一位置处按压达到预设时间阈值的操作,当终端接收到对道具切换控件处的按压操作时,将检测按压时间,当按压时间达到预设时间阈值时,显示至少一个道具选择控件,其中,道具选择控件与候选虚拟道具相对应。可选的,显示的道具选择控件可为所有候选虚拟道具对应的道具选择控件,也可为部分候选虚拟道具对应的道具选择控件。
可选的,在显示至少一个道具选择控件时,为便于触发,将在道具切换控件周侧或周围显示,即在对道具切换控件长按后,在道具切换控件近距离处显示道具选择控件。比如,可采用环绕形式、水平排布形式或竖直排布形式等显示在道具切换控件的周侧或周围,使用户易于实现连贯的长按操作与滑动操作,进而快速触发道具选择控件以完成虚拟道具的切换。
示意性的,如图4所示,当接收到对道具切换控件403的长按操作后,将在道具切换控件403周围环绕显示候选虚拟道具对应的道具选择控件,其中,包括虚拟道具A对应的第一道具选择控件404、虚拟道具B对应的第二道具选择控件405以及虚拟道具C对应的第三道具选择控件406。
步骤303,响应于长按操作后连续的滑动操作,将虚拟对象当前装备的虚拟道具切换为目标道具选择控件对应的目标虚拟道具,目标道具选择控件是滑动操作所指示滑动终点处的道具选择控件。
本申请实施例中,通过连续的长按操作与滑动操作切换虚拟对象当前装备的虚拟道具,其中,滑动操作的起点与长按操作的按压位置相同,且在长按操作后进行滑动操作时,始终与界面保持接触。
在保持滑动的期间,当滑动至某一道具选择控件时,该道具选择控件将突出显示,用于提醒用户当前所选中的候选虚拟道具,可选的,突出显示可采用高亮、阴影以及动画形式中 至少一种。当滑动操作结束后,即滑动停止后,终端将最后滑动终点处的道具选择控件确定为目标道具选择控件,并确定该目标道具选择控件对应的目标虚拟道具,确定后即将虚拟对象当前装备的虚拟道具切换为目标道具选择控件对应的目标虚拟道具。相较于相关技术中通过多次点击操作完成虚拟道具切换的过程,本申请实施例中通过连贯的长按操作与滑动操作完成切换的过程较为简单,且由于操作连贯,无需在虚拟环境界面中进行多次点击,进而可降低对当前正常操作的影响。
示意性的,如图4所示,当滑动至第一道具选择控件404时,该道具选择控件突出显示,当滑动操作结束,且滑动终点处的道具选择控件为第一道具选择控件404,则将其确定为目标道具选择控件,并将虚拟对象当前装备的虚拟道具402切换为第一道具选择控件404对应的虚拟道具A407,完成虚拟道具的切换。
综上所述,本申请实施例中,当用户切换虚拟对象当前装备的虚拟道具时,可通过对道具切换控件的长按操作,触发显示候选虚拟道具的道具选择控件,此时,用户通过滑动操作滑动至目标道具选择控件后,即可将虚拟道具切换为目标道具选择控件对应的目标虚拟道具,即通过连续的长按操作与滑动操作即可实现虚拟道具的切换,无需在界面中进行多次点击,简化虚拟道具切换的操作,提高虚拟道具切换效率,而且,相比于相关技术中需要在界面中进行多次点击操作以完成道具切换,终端需要实时检测是否存在对多个特定控件所在位置的点击操作,比如:多个道具切换控件、确定控件、界面关闭控件等;而本申请可以通过连贯的长按滑动操作进行道具切换,仅需要检测滑动结束后所在位置,可以降低终端的触控检测功耗,且通过长按滑动操作这一特殊的手势操作进行道具切换,相比于点击操作,可以降低误触概率。
本申请实施例中,由于在道具切换控件周围显示道具选择控件,而当候选虚拟道具较多时,若显示所有候选虚拟道具对应的道具选择控件,显示区域较大,可能对虚拟环境画面造成较大遮挡,且滑动至目标道具选择控件较为困难,影响虚拟道具的切换效率,因此,在一种可能的实施方式中,在显示道具选择控件时,将根据候选虚拟道具的道具数量确定是否需对候选虚拟道具进行筛选,下面将以示例性实施例进行说明。
图5示出了本申请一个示例性实施例提供的虚拟道具的切换方法的流程图。本实施例以该方法用于图2所示实施环境中的第一终端210或第二终端230或该实施环境中的其它终端为例进行说明,该方法包括如下步骤:
步骤501,显示道具切换控件,道具切换控件用于触发切换虚拟对象装备的虚拟道具。
本步骤实施方式可参考上述步骤301,本实施例不再赘述。
步骤502,响应于对道具切换控件的长按操作,获取候选虚拟道具的道具数量。
由于道具选择控件的显示区域有限,而虚拟对象携带的候选虚拟道具数量可能较多,为了避免显示较多道具选择控件对当前界面遮挡较为严重,在一种可能的实施方式中,可以根据候选虚拟道具的道具数量判断是否需对候选虚拟道具进行进一步筛选,以从中筛选出需要显示的候选虚拟道具的道具选择控件,对应当终端接收到对道具切换控件的长按操作时,首先获取虚拟对象当前携带虚拟道具的道具数量,进而基于该道具数量确定是否显示全部候选虚拟道具的道具选择控件。
步骤503,在道具数量小于数量阈值的情况下,在道具切换控件周围显示道具选择控件,道具选择控件中包含候选道具标识,候选道具标识为候选虚拟道具的道具标识。
可选的,终端中预先存储有数量阈值,数量阈值指示最多可显示的候选虚拟道具对应道具选择控件的数量;当获取的道具数量小于数量阈值时,表明当前候选虚拟道具较少,可在虚拟环境界面上显示所有的候选虚拟道具对应的道具选择控件,即在道具切换控件周侧或周围显示候选虚拟道具的道具选择控件。
可选的,数量阈值可以为定值,也可以是动态变化的值。数量阈值可以指示最多可显示的道具选择控件的数量,而道具选择控件的显示数量与终端显示屏幕的屏幕尺寸有关,对应 数量阈值可以基于终端显示屏幕的屏幕尺寸大小动态调整,终端显示屏幕的屏幕尺寸大小越大,则数量阈值可以相应调大,以便在显示屏幕较大时,显示更多的道具选择控件供用户选择。
可选的,开发人员可以预先统计各类型终端对应的显示屏幕尺寸,进而适配合适的数量阈值,并将屏幕尺寸和数量阈值之间的对应关系下发至游戏应用程序,以便在实际应用过程中,可以根据获取到的当前终端的终端屏幕尺寸,确定合适的数量阈值。
可选的,为了使得用户可以明确道具选择控件与候选虚拟道具之间的对应关系,避免选择错误,可以在道具选择控件中显示候选虚拟道具对应的候选道具标识,也即候选虚拟道具对应的道具选择控件是包含候选道具标识的控件,该候选道具标识用于标识唯一虚拟道具,其中,候选道具标识可为虚拟道具的缩略图、虚拟道具名称等至少一种。
可选的,在道具切换控件周侧或周围显示道具选择控件时,可选择圆形排布、三角排布、方形排布、平铺排布以及贴边排布中至少一种方式进行排布。且各个排布方式对应固定的显示位置。在一种可能的实施方式中,由于不同排布方式显示占用区域不同,因此为避免占用较大的显示区域可为不同排布方式设置不同的数量阈值,如,方形排布对应数量阈值为8个,三角排布对应数量阈值为6个,贴边排布对应数量阈值为5个。
且由于不同排布方式的显示大小不同,相应的,其对虚拟环境画面的遮挡程度也并不相同,且采用各排布方式显示道具选择控件时,各道具选择控件与道具切换控件间的距离也不同,如,圆形排布时各道具选择控件与道具切换控件间距离相同,虚拟道具切换效率较高,但占用显示区域较大,而贴边排布时,占用显示区域较小,但各个道具选择控件与道具切换控件间距离不同,存在距离较远的道具选择控件,相应的,道具切换效率较低。因此,在一种可能的实施方式中,可根据当前应用场景的不同确定排布方式,若当前应用场景对切换效率的需求较高,则可采用如圆形排布、方形排布的方式,比如,正在对战中的场景;而若当前应用场景对虚拟环境界面显示需求较高,为避免过多遮挡,可采用如贴边排布的方式,如观察虚拟环境画面的场景。
在显示道具选择控件时,根据所选排布方式对应的显示位置进行显示,在一种可能的实施方式中,候选虚拟道具的候选道具标识可显示在任一道具选择控件中,且在显示包含候选道具标识的道具选择控件时还可同时显示不包含候选道具标识的道具选择控件,即道具选择控件与候选虚拟道具的数量可以相同,或者道具选择控件的数量可大于候选虚拟道具的数量,即存在空余的道具选择控件。
示意性的,如图6所示,其中,道具选择控件采用方形排布方式,且在道具选择控件中,有包含候选道具标识的道具选择控件601以及不包含候选道具标识的道具选择控件602。
由于各个道具选择控件的显示位置与道具切换控件间距离或方向等并不相同,因此,滑动至各个道具选择控件的难易程度也并不相同,为进一步提高道具切换效率,在另一种可能的实施方式中,可基于候选虚拟道具的选择概率确定各个候选道具标识的显示位置,也即确定各个道具选择控件的显示位置,采用该方式显示候选道具标识可包括如下步骤503a和步骤503b。
步骤503a、基于候选虚拟道具的道具属性,确定候选道具标识的显示位置,道具属性包括道具类型、道具使用频率和道具评分中的至少一种。
为了提高道具切换效率,比如,将道具使用频率更高的候选虚拟道具的道具选择控件,显示在更易被触控的位置或方向,方便用户更易切换至该候选虚拟道具,因此,在一种可能的实施方式中,可以通过比较各个候选虚拟道具的道具属性,比如,道具类型、道具使用频率或道具评分等,以将更有可能符合用户当前切换需求的候选虚拟道具的道具选择控件显示在更易被触发的位置或方向为目标,确定各个候选道具标识(道具选择控件)的显示位置。
可选的,根据候选虚拟道具的道具属性确定候选道具标识的显示位置,可以包括如下步骤一~步骤二。
步骤一、基于候选虚拟道具的道具属性,确定候选虚拟道具的选取概率。
可选的,选取概率是指候选虚拟道具作为目标虚拟道具的概率,而在基于道具属性确定显示位置时,必然期望将用户可能选取概率更高的显示在更易用户触发的位置。因此,在一种可能的实施方式中,可基于候选虚拟道具的道具属性,确定各个候选虚拟道具可能被用户选取的选取概率,其中,候选虚拟道具的道具属性包括道具类型、道具使用频率和道具评分中的至少一种。其中,道具类型可根据候选虚拟道具的道具作用划分,道具使用频率可根据历史道具使用记录得到,道具评分可根据道具装备配件、道具攻击力/防御力以及道具稀有度等至少一种确定,其中,道具装备配件的数量、道具攻击力/防御力以及道具稀有度的高低均与道具评分呈正相关关系。
可选的,道具使用频率以及道具评分均与候选虚拟道具的选取概率呈正相关关系,而与当前虚拟对象装备的虚拟道具类型属于相同类型的候选虚拟道具,其选取概率更高。在一种可能的实施方式中,可基于道具类型、道具使用频率以及道具评分中其中一种确定选择概率,也可基于三者共同确定。根据三者共同确定选择概率时,可分别设置不同权重,进行加权平均得到选择概率,如,道具类型占30%,道具使用频率占30%,道具评分占40%等,本实施例仅对此进行示意性说明,对此不做限定。
步骤二、基于选取概率以及偏好位置,确定候选道具标识的显示位置,偏好位置基于历史操作记录确定得到,且显示位置与偏好位置之间的距离与选取概率呈负相关关系。
不同用户在游戏过程中的操作习惯并不相同,比如,有的用户更习惯向右滑动,有的用户更喜欢向左滑动,为了可以将选取概率更高的候选虚拟道具的道具选择控件,显示在用户更习惯操作的位置,以便于用户进行道具切换时滑动,在一种可能的实施方式中,当终端确定出各个候选虚拟道具的选取概率后,需进一步获取用户的偏好位置,进而基于偏好位置和选取概率,综合确定候选道具标识(道具选择控件)的显示位置;偏好位置是指该用户便于触发的位置。其中,可根据历史操作记录确定偏好位置,获取历史操作记录中出现频率最高的滑动操作,根据频率最高滑动操作指示的滑动方向确定偏好位置在道具切换控件的目标方向,进而将目标方向处的显示位置确定为偏好位置。比如,历史操作记录中向右滑动操作频率最高,表明该用户习惯于向右滑动,此时,位于道具切换控件右侧的位置即为偏好位置。
在一种可能的实施方式中,可基于候选虚拟道具的选取概率以及偏好位置共同确定候选道具标识的显示位置,可选的,可将选取概率高的候选虚拟道具对应的候选道具标识显示于与偏好位置距离较近的道具选择控件中,即候选道具标识的显示位置与偏好位置呈负相关关系。
步骤503b、基于显示位置,在道具切换控件周围显示包含候选道具标识的道具选择控件。
确定各个候选道具标识的显示位置后,在显示位置对应的道具选择控件处显示候选道具标识。
可选的,虚拟对象当前携带的虚拟道具中可能包含相同的候选虚拟道具,相应的,对应的候选道具标识相同,而相同的候选虚拟道具可能会存在道具差异,比如,配件不同、外观不同等,但由于候选道具标识相同,在进行道具切换时,易造成干扰,影响候选虚拟道具的识别。因此,在一种可能的实施方式中,当终端确定存在至少两个候选虚拟道具对应相同的候选道具标识时,可以确定至少两个候选虚拟道具的道具差异。仅当存在相同的候选道具标识时才会造成道具选择的干扰,因此,仅当存在至少两个相同的候选道具标识时,才确定对应具有相同候选道具标识的候选虚拟道具间的道具差异,比如,候选虚拟道具中存在两个第一虚拟道具,第一虚拟道具A中装备有8倍镜,而第一虚拟道具B中装备有2倍镜,则第一虚拟道具A与第一虚拟道具B的道具差异即为倍镜。
确定道具差异后,在道具切换控件周侧或周围显示包含候选道具标识以及差异标识的道具选择控件,差异标识用于表示道具差异。可选的,差异标识可为道具差异的形象图或文字说明中的至少一种。需要说明的是,当用差异标识标记候选道具标识时,显示的差异标识与 候选道具标识位于同一道具选择控件处。
示意性的,如图7所示,第一道具选择控件701是第一虚拟道具A的道具选择控件,第二道具选择控件702是第一虚拟道具B的道具选择控件,此时,在第一虚拟道具A对应的第一道具选择控件701中显示第一差异标识703,其包含倍率说明(×8),并在第一虚拟道具B对应的第二道具选择控件702处显示第二差异标识704,其包含倍率说明(×2)用以提示用户,表示第一虚拟道具A和第一虚拟道具B均为第一虚拟道具,但是其存在倍率差异。
且确定用户当前偏好位置为道具切换控件的右侧位置,则将选取概率最高的第一道具选择控件701设置于道具切换控件右侧位置处,其显示位置与偏好位置距离最近。
步骤504,在道具数量大于数量阈值的情况下,基于候选虚拟道具的道具属性,确定候选虚拟道具的选取概率,道具属性包括道具类型、道具使用频率和道具评分中的至少一种。
为了避免显示全部候选虚拟道具对应的道具选择控件,对终端画面的遮挡,在一种可能的实施方式中,在终端确定出当前虚拟对象携带的虚拟道具的道具数量超出数量阈值时,为避免对画面的遮挡以及对切换效率的影响,对候选虚拟道具进行筛选,仅显示部分候选虚拟道具对应的候选道具标识和道具选择控件,比如,仅显示选取概率较高的候选虚拟道具的道具选择控件(道具选择控件中包含有候选道具标识)。
可选的,可根据候选虚拟道具的选取概率筛选候选虚拟道具,其中,选取概率根据候选虚拟道具的道具属性确定,确定方式可参考上述步骤503a中的步骤一,本实施例在此不再赘述。
步骤505,基于选取概率筛选候选虚拟道具,得到筛选后的候选虚拟道具,筛选后的候选虚拟道具的道具数量小于数量阈值。
进行候选虚拟道具的筛选时,可根据数量阈值与选取概率共同筛选。其中,可首先确定筛选候选虚拟道具的目标数量,该目标数量需小于或等于数量阈值,进一步的,根据候选虚拟道具选取概率的排序依次进行选取,最终,得到筛选后的候选虚拟道具。示意性的,当数量阈值为8时,目标数量可为7,则筛选时,选择选取概率位列前7个候选虚拟道具即得到筛选后的候选虚拟道具。
步骤506,基于筛选后的候选虚拟道具,在道具切换控件周围显示包含候选道具标识的道具选择控件。
筛选后,在道具切换控件周侧或周围显示包含筛选后候选虚拟道具对应的候选道具标识的道具选择控件。可选的,各个候选道具标识可显示在任一道具选择控件中,也可先确定各个候选道具标识的显示位置,基于显示位置显示在道具选择控件中。
步骤507,响应于长按操作后连续的滑动操作,将虚拟对象当前装备的虚拟道具切换为目标道具选择控件对应的目标虚拟道具,目标道具选择控件是滑动操作所指示滑动终点处的道具选择控件。
本步骤实施例可参考上述步骤303,本实施例不再赘述。
可选的,当基于筛选后的候选虚拟道具在道具切换控件周围显示道具选择控件后,可以基于本次用户滑动操作指示的目标道具选择控件,更新各个候选虚拟道具的选取概率。比如,若用户并未点击筛选后显示的任意候选虚拟道具的道具选择控件,则表示本次筛选结果与用户期望行为存在差异,可以适当调低各个候选虚拟道具的选取概率;若用户点击某个目标道具选择控件,则适当增加该候选虚拟道具的选取概率,以便后续可以优先将该候选虚拟道具显示在更易操作的显示位置。
步骤508,在滑动操作结束且滑动终点位于道具选择控件以外的区域的情况下,取消切换虚拟对象当前装备的虚拟道具。
在一种可能的实施方式中,滑动操作所指示的滑动终点处可能并不存在道具选择控件,即滑动终点位于道具选择控件之外的区域,此时,终端将取消切换虚拟对象当前装备的虚拟道具。即当需取消切换虚拟道具时,只需滑动至道具选择控件以外或不包含候选道具标识的 道具选择控件处,即可完成取消,无需再通过触发额外的取消控件取消切换,进一步提高虚拟道具切换效率。
本实施例中,根据候选虚拟道具的道具数量确定是否对候选虚拟道具进行筛选,若筛选时根据候选虚拟道具的道具属性进行筛选,确保筛选出的候选虚拟道具选取概率较大,且由于仅显示筛选后虚拟道具对应的道具选择控件,因此,可降低对虚拟环境画面的遮挡程度,且可避免道具选择控件显示位置与道具切换控件间距离较远,影响虚拟道具切换效率。
且本实施例中,还根据候选虚拟道具的选取概率以及用户偏好位置确定各道具选择控件的显示位置,使选取概率较大的候选虚拟道具对应的道具选择控件显示在偏好位置附近,进一步提高虚拟道具的切换效率。
上述实施例中,当道具数量大于数量阈值时,将对候选虚拟道具进行筛选,仅显示筛选后的候选虚拟道具的候选道具标识,用于进行道具切换,该方式下,可能存在用户需切换的目标虚拟道具对应的道具选择控件并未显示,无法切换至目标虚拟道具,因此,在另一种可能的实施方式中,可对候选虚拟道具进行分类,基于候选虚拟道具的道具类型显示道具选择控件,显示候选道具对应的道具选择控件的过程可包括以下步骤一~步骤三。
步骤一、在道具数量大于数量阈值的情况下,获取候选虚拟道具的道具类型。
当获取的候选虚拟道具的道具数量大于数量阈值时,首先获取候选虚拟道具的道具类型,其中,道具类型可根据其作用进行划分,包括攻击类、防御类以及补给类,还可对其做进一步划分,如攻击类包括远程攻击类、近战攻击类,以及投掷类等,根据各个候选虚拟道具的作用以及作用方式确定每一个候选虚拟道具对应的道具类型。
步骤二、基于道具类型对应的类型标识,在道具切换控件周围显示包含类型标识的类型选择控件。
在一种可能的实施方式中,获取每一候选虚拟道具的道具类型后,确定候选虚拟道具所覆盖的所有道具类型,并确定各个道具类型对应的类型标识,其中,类型标识可为文字标识、图案标识中的至少一种。
在确定各个道具类型的类型标识后,在道具切换控件周侧或周围显示包含类型标识的类型选择控件,其中,排布方式同样可为圆形排布、三角排布、方形排布、平铺排布以及贴边排布中的至少一种,且各个类型标识可显示在任一类型选择控件中,本实施例对包含类型标识的类型选择控件的排布方式以及各类型标识的显示位置不做限定。
示意性的,如图8所示,当道具数量大于数量阈值时,将显示包含候选虚拟道具道具类型对应的类型标识的类型选择控件,包括远程攻击类选择控件801、近战类选择控件802、投掷类选择控件803以及补给类选择控件804。
步骤三、响应于长按操作后连续的滑动操作,且滑动操作在目标类型选择控件上的停留时长达到第一时长阈值,显示属于目标道具类型的候选虚拟道具对应的道具选择控件,目标道具类型为目标类型选择控件对应的道具类型。
由于当前在道具切换控件周侧或周围显示的是包含类型标识的道具选择控件,并非包含候选道具标识的道具选择控件,无法进行虚拟道具的切换,因此,在一种可能的实施方式中,当长按操作后的滑动操作滑动至目标类型选择控件,且在该目标类型选择控件处停留的时间达到第一时长阈值时,将显示包含候选道具标识的道具选择控件,其中,候选道具标识是指属于目标道具类型的候选虚拟道具对应的道具标识,且目标道具类型与目标类型选择控件相对应。
可选的,在显示包含候选道具标识的道具选择控件时,可将原先在道具切换控件周侧或周围显示的类型选择控件替换为道具选择控件,且将类型选择控件替换为道具选择控件后,若需重新显示类型选择控件,则可继续滑动至道具切换控件处即可将道具选择控件还原为类型选择控件。
或者,道具选择控件也可直接显示在目标类型选择控件周侧或周围,即保留各类型选择 控件的同时显示道具选择控件。
显示道具选择控件后,用户可继续滑动操作,滑动至目标虚拟道具对应的道具选择控件处,将虚拟对象当前装备的虚拟道具切换为目标虚拟道具。
示意性的,如图8所示,当滑动操作在近战类选择控件802处停留时长达到第一时长阈值时,终端将类型选择控件更换为包含近战类虚拟道具的道具标识的道具选择控件,包含匕首选择控件805、镰刀选择控件806以及斧头选择控件807。而当重新滑动至道具切换控件时,则将道具选择控件重新更换为类型选择控件。
本实施例中,当候选虚拟道具的道具数量较多时,将确定各个候选虚拟道具的道具类型,并当终端接收到长按操作后的滑动操作,且滑动操作在目标类型选择控件处的停留时长达到第一时长阈值时,将显示属于该目标道具类型的候选虚拟道具对应的道具选择控件,以便进行虚拟道具的切换,采用该方式即可显示全部候选虚拟道具的道具选择控件,用户可将虚拟对象当前装备的虚拟道具切换为任一候选虚拟道具,且切换过程中,对虚拟环境画面的遮挡程度较低,可降低对虚拟环境画面显示的影响。
在一种可能的实施方式中,为提醒用户当前对道具切换控件的长按时长,将在用户界面中显示触发进度条,用于显示当前长按时长。且为使用户在进行道具切换时可了解各候选虚拟道具,可进一步显示候选虚拟道具的道具信息,下面将以示例性实施例进行说明。
图9示出了本申请一个示例性实施例提供的虚拟道具的切换方法的流程图。本实施例以该方法用于图2所示实施环境中的第一终端210或第二终端230或该实施环境中的其它终端为例进行说明,该方法包括如下步骤:
步骤901,确定虚拟对象当前装备的虚拟道具的初始道具标识。
在一种可能的实施方式中,道具切换控件可包含虚拟对象当前装备的虚拟道具的道具标识用以提醒用户,因此,在显示道具切换控件时,首先获取虚拟对象当前装备的虚拟道具的初始道具标识,以便在道具切换控件中显示该初始道具标识。
可选的,该初始道具标识可以是虚拟道具的道具名称、道具缩略图等。
步骤902,显示包含初始道具标识的道具切换控件。
示意性的,如图10所示,显示的道具切换控件1001中包含虚拟对象当前装备的虚拟道具的初始道具标识1002。
步骤903,响应于对道具切换控件的长按操作,显示触发进度条,触发进度条用于指示长按时长。
在一种可能的实施方式中,为提醒用户当前对道具切换控件的长按时长,在终端接收到对道具切换控件的长按操作时,即显示触发进度条,其中,触发进度条可以圆环形、矩形以及数字倒计时方式进行显示,且显示在道具切换控件周侧或周侧。
可选的,触发进度条也可以显示在道具切换控件上,比如,在道具切换控件一周显示触发进度条,触发进度条的满进度状态为道具切换控件的周长。
示意性的,如图10所示,当接收到对道具切换控件1001的长按操作时,将显示触发进度条1003。
步骤904,在长按时长达到第二时长阈值的情况下,在道具切换控件周围显示至少一个候选虚拟道具对应的道具选择控件。
可选的,当长按时长达到第二时长阈值时,长按操作即可结束,此时,将在道具切换控件周侧显示至少一个候选虚拟道具对应的道具选择控件,且相应的,触发进度条保持满进度状态。
其中,第二时长阈值可以由开发人员设置,比如,第二时长阈值为1s。
如图10所示,当触发进度条1003达到满进度状态时,将在道具切换控件1001周侧显示至少一个候选虚拟道具对应的道具选择控件。
步骤905,响应于长按操作后连续的滑动操作,且滑动操作在道具选择控件上的停留时 长达到第三时长阈值,显示道具选择控件对应的候选虚拟道具的道具信息。
为使用户清晰了解候选虚拟道具,在一种可能的实施方式中,当长按操作后的滑动操作在道具选择控件上停留时长达到第三时长阈值时,将显示对应候选虚拟道具的道具信息。
其中,第三时长阈值可以由开发人员设置,比如,第三时长阈值为1.5s;第二时长阈值可以与第三时长阈值相同,或第二时长阈值可以与第三时长阈值不同。
可选的,显示的道具信息包括:道具名称、道具属性值以及道具作用等至少一种。
示意性的,如图10所示,当滑动操作在匕首对应的道具选择控件上停留时长达到第三时长阈值后,将显示匕首的道具信息1004,其中,包括道具名称、道具类型以及道具攻击力。
步骤906,将虚拟对象当前装备的虚拟道具切换为目标道具选择控件对应的目标虚拟道具,目标道具选择控件是滑动操作所指示滑动终点处的道具选择控件。
本步骤实施方式可参考上述步骤303,本实施例不再赘述。
步骤907,在道具切换控件中显示目标道具标识,目标道具标识为目标虚拟道具对应的道具标识。
可选的,在将虚拟对象当前装备的虚拟道具切换后,需在道具切换控件中显示切换后目标虚拟道具的道具标识,用于提醒用户已完成更换,且相应的,其他道具切换控件将不再显示,无需通过额外控件或额外操作进行关闭。
示意性的,如图10所示,将虚拟对象当前装备的虚拟道具切换为匕首后,将在道具切换控件1001中显示匕首标识1005,完成对道具切换控件1001的更新,且完成切换后,道具切换控件1001周侧的道具选择控件不再显示。
本实施例中,通过触发进度条提醒用户当前长按时长,便于用户把握时长,且当终端接收到长按操作后连续的滑动操作,且滑动操作在道具选择控件上的停留时长达到第三时长阈值时,将显示对应候选虚拟道具的道具信息,使用户了解各个候选虚拟道具,提高虚拟道具切换的准确性。
结合上述各个实施例,在一个示意性的例子中,虚拟道具的切换流程如图11所示。
步骤1101,接收到对道具切换控件的长按操作。
步骤1102,在道具切换控件周围显示候选虚拟道具的道具选择控件。
步骤1103,接收长按操作后的滑动操作。
滑动操作的起点为长按操作的长按位置,且长按操作的结束时间为滑动操作的开始时间,也即长按操作后的滑动操作为连贯操作。
步骤1104,确定滑动操作所指示滑动终点处是否存在包含候选道具标识的道具选择控件,若包含,则执行步骤1105;若不包含,则执行步骤1106。
步骤1105,将虚拟对象当前装备的虚拟道具切换为目标虚拟道具。
当滑动操作的滑动终点处存在包含候选道具标识的道具选择控件,则将虚拟对象当前装备的虚拟道具切换为目标虚拟道具。且完成目标虚拟道具切换后,会自动取消显示候选虚拟道具的道具选择控件,无需手动退出道具切换场景。
需要说明的是,目标虚拟道具为滑动终点处候选道具标识对应的虚拟道具。
步骤1106,取消切换虚拟对象当前装备的虚拟道具。
当滑动操作的滑动终点处不存在包含候选道具标识的道具选择控件,则直接取消虚拟道具切换。
需要说明的是,本申请所涉及的信息(包括但不限于用户设备信息、用户个人信息等)、数据(包括但不限于用于分析的数据、存储的数据、展示的数据等)以及信号,均为经用户授权或者经过各方充分授权的,且相关数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。例如,本申请中涉及到的用户偏好位置、道具使用频率等用户操作数据都是在充分授权的情况下获取的。
图12是本申请一个示例性实施例提供的虚拟道具的切换装置的结构框图,该装置可以设 置于图2所示实施环境中的第一终端210或第二终端230或该实施环境中的其它终端,该装置包括:
显示模块1201,用于显示道具切换控件,所述道具切换控件用于触发切换虚拟对象装备的虚拟道具;
所述显示模块1201,还用于响应于对所述道具切换控件的长按操作,显示至少一个候选虚拟道具对应的道具选择控件,所述候选虚拟道具为所述虚拟对象当前携带的虚拟道具;
切换模块1202,用于响应于所述长按操作后连续的滑动操作,将所述虚拟对象当前装备的虚拟道具切换为目标道具选择控件对应的目标虚拟道具,所述目标道具选择控件是所述滑动操作所指示滑动终点处的道具选择控件。
可选的,所述显示模块1201,还用于:
响应于对所述道具切换控件的长按操作,获取所述候选虚拟道具的道具数量;
在所述道具数量小于数量阈值的情况下,在所述道具切换控件周围显示所述道具选择控件,所述道具选择控件中包含候选道具标识,所述候选道具标识为所述候选虚拟道具的道具标识。
可选的,所述显示模块1201,还用于:
基于所述候选虚拟道具的道具属性,确定所述候选道具标识的显示位置,所述道具属性包括道具类型、道具使用频率和道具评分中的至少一种;
基于所述显示位置,在所述道具切换控件周围显示包含所述候选道具标识的所述道具选择控件。
可选的,所述显示模块1201,还用于:
基于所述候选虚拟道具的所述道具属性,确定所述候选虚拟道具的选取概率;
基于所述选取概率以及偏好位置,确定所述候选道具标识的所述显示位置,所述偏好位置基于历史操作记录确定得到,且所述显示位置与所述偏好位置之间的距离与所述选取概率呈负相关关系。
可选的,所述显示模块1201,还用于:
在存在至少两个候选虚拟道具对应相同所述候选道具标识的情况下,确定所述至少两个候选虚拟道具的道具差异;
在所述道具切换控件周围显示所述道具选择控件,所述道具选择控件中包含所述候选道具标识和所述差异标识,所述差异标识用于表示所述道具差异。
可选的,所述显示模块1201,还用于:
在所述道具数量大于所述数量阈值的情况下,基于所述候选虚拟道具的道具属性,确定所述候选虚拟道具的选取概率,所述道具属性包括道具类型、道具使用频率和道具评分中的至少一种;
基于所述选取概率筛选所述候选虚拟道具,得到筛选后的所述候选虚拟道具,筛选后的所述候选虚拟道具的道具数量小于所述数量阈值;
基于筛选后的所述候选虚拟道具,在所述道具切换控件周围显示包含所述候选道具标识的所述道具选择控件。
可选的,所述装置还包括:
获取模块,用于在所述道具数量大于所述数量阈值的情况下,获取所述候选虚拟道具的道具类型;
所述显示模块1201,还用于基于所述道具类型对应的类型标识,在所述道具切换控件周围显示包含所述类型标识的类型选择控件;
所述显示模块1201,还用于响应于所述长按操作后连续的滑动操作,且所述滑动操作在目标类型选择控件上的停留时长达到第一时长阈值,显示属于目标道具类型的所述候选虚拟道具对应的所述道具选择控件,所述目标道具类型为所述目标类型选择控件对应的道具类型。
可选的,所述显示模块1201,还用于:
响应于对所述道具切换控件的长按操作,显示触发进度条,所述触发进度条用于指示长按时长;
在所述长按时长达到第二时长阈值的情况下,在所述道具切换控件周围显示至少一个候选虚拟道具对应的所述道具选择控件。
可选的,所述显示模块1201,还用于:
确定所述虚拟对象当前装备的虚拟道具的初始道具标识;
显示包含所述初始道具标识的所述道具切换控件;
所述显示模块1201,还用于在所述道具切换控件中显示目标道具标识,所述目标道具标识为所述目标虚拟道具对应的道具标识。
可选的,所述显示模块1201,还用于响应于所述长按操作后连续的滑动操作,且所述滑动操作在所述道具选择控件上的停留时长达到第三时长阈值,显示所述道具选择控件对应的所述候选虚拟道具的道具信息。
可选的,所述装置还包括:
取消模块,用于在所述滑动操作结束且所述滑动终点位于所述道具选择控件以外的区域的情况下,取消切换所述虚拟对象当前装备的虚拟道具。
可选的,所述道具选择控件的排布方式包括如下至少一种:圆形排布、三角排布、矩形排布、平铺排布、贴边排布。
综上所述,本申请实施例中,当用户切换虚拟对象当前装备的虚拟道具时,可通过对道具切换控件的长按操作,触发显示候选虚拟道具的道具选择控件,此时,通过滑动操作滑动至目标道具选择控件后即可将虚拟道具切换为目标道具选择控件对应的目标虚拟道具,即通过连续的长按操作与滑动操作即可实现虚拟道具的切换,无需在界面中进行多次点击,简化虚拟道具切换的操作,提高虚拟道具切换效率。
请参考图13,其示出了本申请一个示例性实施例提供的终端1300的结构框图。该终端1300可以是便携式移动终端,比如:智能手机、平板电脑、动态影像专家压缩标准音频层面3(Moving Picture Experts Group Audio Layer III,MP3)播放器、动态影像专家压缩标准音频层面4(Moving Picture Experts Group Audio Layer IV,MP4)播放器。终端1300还可能被称为用户设备、便携式终端等其他名称。
通常,终端1300包括有:处理器1301和存储器1302。
处理器1301可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1301可以采用数字信号处理(Digital Signal Processing,DSP)、现场可编程门阵列(Field-Programmable Gate Array,FPGA)、可编程逻辑阵列(Programmable Logic Array,PLA)中的至少一种硬件形式来实现。处理器1301也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称中央处理器(Central Processing Unit,CPU);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1301可以在集成有图像处理器(Graphics Processing Unit,GPU),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1301还可以包括人工智能(Artificial Intelligence,AI)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1302可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是有形的和非暂态的。存储器1302还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1302中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器1301所执行以实现本申请实施例提供的方法。
在一些实施例中,终端1300还可选包括有:外围设备接口1303和至少一个外围设备。具体地,外围设备包括:射频电路1304、触摸显示屏1305、摄像头1306、音频电路1307和 电源1308中的至少一种。
在一些实施例中,终端1300还包括有一个或多个传感器1309。该一个或多个传感器1309包括但不限于:加速度传感器1310、陀螺仪传感器1311、压力传感器1312、光学传感器1313以及接近传感器1314。
本领域技术人员可以理解,图13中示出的结构并不构成对终端1300的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
本申请实施例还提供了一种计算机可读存储介质,该计算机可读存储介质存储有至少一条指令,所述至少一条指令由处理器加载并执行以实现如上各个实施例所述的虚拟道具的切换方法。
根据本申请的一个方面,提供了一种计算机程序产品,该计算机程序产品包括计算机指令,该计算机指令存储在计算机可读存储介质中。终端的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该终端执行上述方面的各种可选实现方式中提供的虚拟道具的切换方法。
本领域技术人员应该可以意识到,在上述一个或多个示例中,本申请实施例所描述的功能可以用硬件、软件、固件或它们的任意组合来实现。当使用软件实现时,可以将这些功能存储在计算机可读存储介质中或者作为计算机可读存储介质上的一个或多个指令或代码进行传输。计算机可读存储介质包括计算机存储介质和通信介质,其中通信介质包括便于从一个地方向另一个地方传送计算机程序的任何介质。存储介质可以是通用或专用计算机能够存取的任何可用介质。
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (20)

  1. 一种虚拟道具的切换方法,所述方法由终端执行,所述方法包括:
    显示道具切换控件,所述道具切换控件用于触发切换虚拟对象装备的虚拟道具;
    响应于对所述道具切换控件的长按操作,显示至少一个候选虚拟道具对应的道具选择控件,所述候选虚拟道具为所述虚拟对象当前携带的虚拟道具;
    响应于所述长按操作后连续的滑动操作,将所述虚拟对象当前装备的虚拟道具切换为目标道具选择控件对应的目标虚拟道具,所述目标道具选择控件是所述滑动操作所指示滑动终点处的道具选择控件。
  2. 根据权利要求1所述的方法,其中,所述响应于对所述道具切换控件的长按操作,显示至少一个候选虚拟道具对应的道具选择控件,包括:
    响应于对所述道具切换控件的长按操作,获取所述候选虚拟道具的道具数量;
    在所述道具数量小于数量阈值的情况下,在所述道具切换控件周围显示所述道具选择控件,所述道具选择控件中包含候选道具标识,所述候选道具标识为所述候选虚拟道具的道具标识。
  3. 根据权利要求2所述的方法,其中,所述在所述道具切换控件周围显示所述道具选择控件,包括:
    基于所述候选虚拟道具的道具属性,确定所述候选道具标识的显示位置,所述道具属性包括道具类型、道具使用频率和道具评分中的至少一种;
    基于所述显示位置,在所述道具切换控件周围显示包含所述候选道具标识的所述道具选择控件。
  4. 根据权利要求3所述的方法,其中,所述基于所述候选虚拟道具的道具属性,确定所述候选道具标识的显示位置,包括:
    基于所述候选虚拟道具的所述道具属性,确定所述候选虚拟道具的选取概率;
    基于所述选取概率以及偏好位置,确定所述候选道具标识的所述显示位置,所述偏好位置基于历史操作记录确定得到,且所述显示位置与所述偏好位置之间的距离与所述选取概率呈负相关关系。
  5. 根据权利要求2所述的方法,其中,所述在所述道具切换控件周围显示包含候选道具标识的所述道具选择控件,还包括:
    在存在至少两个候选虚拟道具对应相同所述候选道具标识的情况下,确定所述至少两个候选虚拟道具的道具差异;
    在所述道具切换控件周围显示所述道具选择控件,所述道具选择控件中包含所述候选道具标识和所述差异标识,所述差异标识用于表示所述道具差异。
  6. 根据权利要求2至5任一所述的方法,其中,所述响应于对所述道具切换控件的长按操作,显示至少一个候选虚拟道具对应的道具选择控件,还包括:
    在所述道具数量大于所述数量阈值的情况下,基于所述候选虚拟道具的道具属性,确定所述候选虚拟道具的选取概率,所述道具属性包括道具类型、道具使用频率和道具评分中的至少一种;
    基于所述选取概率筛选所述候选虚拟道具,得到筛选后的所述候选虚拟道具,筛选后的所述候选虚拟道具的道具数量小于所述数量阈值;
    基于筛选后的所述候选虚拟道具,在所述道具切换控件周围显示包含所述候选道具标识的所述道具选择控件。
  7. 根据权利要求2至5任一所述的方法,其中,所述获取所述候选虚拟道具的道具数量之后,所述方法包括:
    在所述道具数量大于所述数量阈值的情况下,获取所述候选虚拟道具的道具类型;
    基于所述道具类型对应的类型标识,在所述道具切换控件周围显示包含所述类型标识的类型选择控件;
    响应于所述长按操作后连续的滑动操作,且所述滑动操作在目标类型选择控件上的停留时长达到第一时长阈值,显示属于目标道具类型的所述候选虚拟道具对应的所述道具选择控件,所述目标道具类型为所述目标类型选择控件对应的道具类型。
  8. 根据权利要求1至5任一所述的方法,其中,所述响应于对所述道具切换控件的长按操作,显示至少一个候选虚拟道具对应的道具选择控件,包括:
    响应于对所述道具切换控件的长按操作,显示触发进度条,所述触发进度条用于指示长按时长;
    在所述长按时长达到第二时长阈值的情况下,在所述道具切换控件周围显示至少一个候选虚拟道具对应的所述道具选择控件。
  9. 根据权利要求1至5任一所述的方法,其中,所述显示道具切换控件,包括:
    确定所述虚拟对象当前装备的虚拟道具的初始道具标识;
    显示包含所述初始道具标识的所述道具切换控件;
    所述将所述虚拟对象当前装备的虚拟道具切换为目标道具选择控件对应的目标虚拟道具之后,所述方法还包括:
    在所述道具切换控件中显示目标道具标识,所述目标道具标识为所述目标虚拟道具对应的道具标识。
  10. 根据权利要求1至5任一所述的方法,其中,所述显示至少一个候选虚拟道具对应的道具选择控件之后,所述方法还包括:
    响应于所述长按操作后连续的滑动操作,且所述滑动操作在所述道具选择控件上的停留时长达到第三时长阈值,显示所述道具选择控件对应的所述候选虚拟道具的道具信息。
  11. 根据权利要求1至5任一所述的方法,其中,所述显示至少一个候选虚拟道具对应的道具选择控件之后,所述方法还包括:
    在所述滑动操作结束且所述滑动终点位于所述道具选择控件以外的区域的情况下,取消切换所述虚拟对象当前装备的虚拟道具。
  12. 根据权利要求1至5任一所述的方法,其中,所述道具选择控件的排布方式包括如下至少一种:圆形排布、三角排布、方形排布、平铺排布、贴边排布。
  13. 一种虚拟道具的切换装置,所述装置包括:
    显示模块,用于显示道具切换控件,所述道具切换控件用于触发切换虚拟对象装备的虚拟道具;
    所述显示模块,还用于响应于对所述道具切换控件的长按操作,显示至少一个候选虚拟道具对应的道具选择控件,所述候选虚拟道具为所述虚拟对象当前携带的虚拟道具;
    切换模块,用于响应于所述长按操作后连续的滑动操作,将所述虚拟对象当前装备的虚 拟道具切换为目标道具选择控件对应的目标虚拟道具,所述目标道具选择控件是所述滑动操作所指示滑动终点处的道具选择控件。
  14. 根据权利要求13所述的装置,其中,所述显示模块,还用于:
    响应于对所述道具切换控件的长按操作,获取所述候选虚拟道具的道具数量;
    在所述道具数量小于数量阈值的情况下,在所述道具切换控件周围显示所述道具选择控件,所述道具选择控件中包含候选道具标识,所述候选道具标识为所述候选虚拟道具的道具标识。
  15. 根据权利要求14所述的装置,其中,所述显示模块,还用于:
    基于所述候选虚拟道具的道具属性,确定所述候选道具标识的显示位置,所述道具属性包括道具类型、道具使用频率和道具评分中的至少一种;
    基于所述显示位置,在所述道具切换控件周围显示包含所述候选道具标识的所述道具选择控件。
  16. 根据权利要求15所述的装置,其中,所述显示模块,还用于:
    基于所述候选虚拟道具的所述道具属性,确定所述候选虚拟道具的选取概率;
    基于所述选取概率以及偏好位置,确定所述候选道具标识的所述显示位置,所述偏好位置基于历史操作记录确定得到,且所述显示位置与所述偏好位置之间的距离与所述选取概率呈负相关关系。
  17. 根据权利要求14所述的装置,其中,所述显示模块,还用于:
    在存在至少两个候选虚拟道具对应相同所述候选道具标识的情况下,确定所述至少两个候选虚拟道具的道具差异;
    在所述道具切换控件周围显示所述道具选择控件,所述道具选择控件中包含所述候选道具标识和所述差异标识,所述差异标识用于表示所述道具差异。
  18. 一种终端,所述终端包括处理器和存储器;所述存储器中存储有至少一段程序,所述至少一段程序由所述处理器加载并执行以实现如权利要求1至12任一所述的虚拟道具的切换方法。
  19. 一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一条计算机程序,所述计算机程序由处理器加载并执行以实现如权利要求1至12任一所述的虚拟道具的切换方法。
  20. 一种计算机程序产品,所述计算机程序产品包括计算机指令,所述计算机指令存储在计算机可读存储介质中,计算机设备的处理器从所述计算机可读存储介质读取所述计算机指令,所述处理器执行所述计算机指令以实现如权利要求1至12任一所述的虚拟道具的切换方法。
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