WO2023138141A1 - 虚拟物品的处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品 - Google Patents

虚拟物品的处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品 Download PDF

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Publication number
WO2023138141A1
WO2023138141A1 PCT/CN2022/127901 CN2022127901W WO2023138141A1 WO 2023138141 A1 WO2023138141 A1 WO 2023138141A1 CN 2022127901 W CN2022127901 W CN 2022127901W WO 2023138141 A1 WO2023138141 A1 WO 2023138141A1
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Prior art keywords
virtual
virtual item
type
list
item
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PCT/CN2022/127901
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English (en)
French (fr)
Inventor
谢洁琪
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腾讯科技(深圳)有限公司
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Publication of WO2023138141A1 publication Critical patent/WO2023138141A1/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
    • A63F13/50Controlling 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
    • A63F13/533Controlling 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 for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/0482Interaction with lists of selectable items, e.g. menus
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06NCOMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
    • G06N20/00Machine learning
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/20Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2219/00Indexing scheme for manipulating 3D models or images for computer graphics
    • G06T2219/20Indexing scheme for editing of 3D models
    • G06T2219/2012Colour editing, changing, or manipulating; Use of colour codes

Definitions

  • the present application relates to the technical field of computer human-computer interaction, and in particular to a virtual item processing method, device, electronic equipment, computer-readable storage medium, and computer program product.
  • the display technology based on graphics processing hardware expands the channels for sensing the environment and obtaining information, especially the display technology for virtual scenes, which can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application requirements, and has various typical application scenarios. For example, in the virtual scene of a game, it can simulate the real battle process between virtual objects.
  • electronic devices can realize richer and more vivid virtual scenes, typically, such as games. More and more users participate in the interaction of virtual scenes through electronic devices. For example, in a game, the user can control the virtual object to exchange materials with virtual objects controlled by other users, or clean up the virtual items in the backpack.
  • Embodiments of the present application provide a virtual item processing method, device, electronic device, computer-readable storage medium, and computer program product, which can simplify the user's operation process when controlling a virtual object to discard a virtual item, thereby improving the efficiency of human-computer interaction in the process of discarding a virtual item.
  • An embodiment of the present application provides a method for processing virtual items, executed by an electronic device, including:
  • the virtual scene includes a first virtual object and an entry of a first virtual item list
  • the first virtual item list In response to an entry trigger operation for the first virtual item list, displaying the first virtual item list in the virtual scene, wherein the first virtual item list includes at least one type of virtual item held by the first virtual object;
  • the first virtual object In response to a first trigger operation for any type of virtual item in the first virtual item list, the first virtual object is controlled to discard at least one virtual item of any type.
  • An embodiment of the present application provides a processing device for virtual items, including:
  • a display module configured to display a virtual scene, wherein the virtual scene includes a first virtual object and an entry of a first virtual item list;
  • the display module is further configured to display the first virtual item list in the virtual scene in response to an entry trigger operation for the first virtual item list, wherein the first virtual item list includes at least one type of virtual item held by the first virtual object;
  • the control module is configured to control the first virtual object to discard at least one virtual item of any type in response to a first trigger operation for any type of virtual item in the first virtual item list.
  • An embodiment of the present application provides an electronic device, including:
  • the processor is configured to implement the virtual item processing method provided in the embodiment of the present application when executing the executable instructions stored in the memory.
  • the embodiment of the present application provides a computer-readable storage medium, which stores executable instructions for implementing the virtual item processing method provided in the embodiment of the present application when executed by a processor.
  • An embodiment of the present application provides a computer program product, including computer programs or instructions, used to implement the virtual item processing method provided in the embodiment of the present application when executed by a processor.
  • the virtual item can be quickly discarded only in the virtual scene, which simplifies the operation process of the user when controlling the virtual object to discard the virtual item, thereby improving the efficiency of human-computer interaction.
  • FIG. 1A is a schematic diagram of an application mode of a method for processing virtual items provided by an embodiment of the present application
  • FIG. 1B is a schematic diagram of the application mode of the processing method for virtual items provided by the embodiment of the present application.
  • FIG. 2 is a schematic structural diagram of a terminal device 400 provided in an embodiment of the present application.
  • Fig. 3 is a schematic flowchart of a processing method for virtual items provided by an embodiment of the present application
  • FIGS. 4A to 4D are schematic diagrams of application scenarios of the processing method for virtual items provided by the embodiment of the present application.
  • FIG. 5A and FIG. 5B are schematic flowcharts of the processing method for virtual items provided by the embodiment of the present application.
  • FIG. 6A and FIG. 6B are schematic diagrams of application scenarios of a processing method for virtual items provided by related technologies
  • FIGS. 7A to 7F are schematic diagrams of application scenarios of the processing method for virtual items provided by the embodiment of the present application.
  • FIG. 8 is a schematic flowchart of a method for processing virtual items provided by an embodiment of the present application.
  • FIG. 9 is a schematic flowchart of a method for processing virtual items provided by an embodiment of the present application.
  • FIG. 10 is a schematic flowchart of a method for processing virtual items provided by an embodiment of the present application.
  • first ⁇ second ⁇ is only used to distinguish similar objects, and does not represent a specific ordering of the objects. It is understandable that “first ⁇ second ⁇ " can be interchanged with a specific order or sequence if allowed, so that the embodiments of the present application described here can be implemented in an order other than those illustrated or described here.
  • Virtual scene it is the scene displayed (or provided) when the game program is running on the terminal device.
  • the scene can be a simulation environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictional virtual environment.
  • the virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and the embodiment of the present application does not limit the dimensions of the virtual scene.
  • the virtual scene may include sky, land, ocean, etc.
  • the land may include environmental elements such as deserts and cities, and the user may control virtual objects to move in the virtual scene.
  • Virtual objects images of various people and objects that can interact in the virtual scene, or movable objects in the virtual scene.
  • the movable object may be a virtual character, a virtual animal, an animation character, etc., for example, a character, an animal, etc. displayed in a virtual scene.
  • the virtual object may be a virtual avatar representing the user in the virtual scene.
  • the virtual scene may include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
  • Scene data represent the feature data of the virtual scene, such as the area of the construction area in the virtual scene, the current architectural style of the virtual scene, etc.; it can also include the position of the virtual building in the virtual scene, and the occupied area of the virtual building.
  • Virtual items various types of items that can be used by virtual objects in the virtual scene, such as virtual medicines, virtual drinks, etc. used to restore the state parameters (such as life value and physical strength) of virtual objects, and virtual weapons used to attack other objects in the virtual scene, such as virtual grenades, virtual firearms, etc.
  • Embodiments of the present application provide a virtual item processing method, device, electronic device, computer-readable storage medium, and computer program product, which can simplify the user's operation process when controlling a virtual object to discard a virtual item, thereby improving the efficiency of discarding a virtual item in a virtual scene.
  • an exemplary implementation scenario of the method for processing virtual items provided by the embodiment of the present application is first described.
  • the virtual scene in the method for processing virtual items provided by the embodiment of the present application may be completely based on the output of the terminal device, or based on the collaborative output of the terminal device and the server.
  • the virtual scene can be an environment for virtual objects (such as game characters) to interact.
  • virtual objects such as game characters
  • it can be for game characters to fight in the virtual scene.
  • game characters By controlling the actions of the game characters, both parties can interact in the virtual scene, so that users can relieve life pressure during the game.
  • FIG. 1A is a schematic diagram of the application mode of the processing method of the virtual item provided by the embodiment of the present application. It is suitable for some application modes that can complete the calculation of the relevant data of the virtual scene 100 completely depending on the computing power of the graphics processing hardware of the terminal device 400, such as a stand-alone version/offline mode game, and complete the output of the virtual scene through various types of terminal devices 400 such as smart phones, tablet computers, and virtual reality/augmented reality devices.
  • the type of graphics processing hardware includes a central processing unit (CPU, Central Processing Unit) and a graphics processing unit (GPU, Graphics Processing Unit).
  • CPU Central Processing Unit
  • GPU Graphics Processing Unit
  • the terminal device 400 uses graphics computing hardware to calculate and display the required data, and completes the loading, parsing and rendering of the display data.
  • the graphics output hardware outputs video frames that can form a visual perception of the virtual scene.
  • a client 410 (such as a stand-alone game application) is running on the terminal device 400, and a virtual scene including role-playing is output during the running of the client 410.
  • the virtual scene can be an environment for game characters to interact, such as plains, streets, valleys, etc. for game characters to fight against; taking the third-person perspective to display the virtual scene 100 as an example, a first virtual object 101 is displayed in the virtual scene 100, wherein the first virtual object 101 can be a game character controlled by the user, namely the first virtual The object 101 is controlled by the real user, and will move in the virtual scene 100 in response to the real user's operation on the controller (such as touch screen, voice-activated switch, keyboard, mouse, joystick, etc.).
  • the controller such as touch screen, voice-activated switch, keyboard, mouse, joystick, etc.
  • a first virtual object 101 and an entry 102 of a first virtual item list are displayed in the virtual scene 100.
  • the client 410 receives a user's trigger operation (for example, a click operation) on the entry 102 of the first virtual item list
  • the first virtual item list 103 is displayed in the virtual scene 100, wherein the first virtual item list 103 includes at least one type of virtual item held by the first virtual object 101, for example, including "bandage” 1031 and “medical kit” 1032, wherein “ “Bandage” holds 10 pieces, and “Medical Box” holds 1 piece.
  • the client 410 when the client 410 receives the user's first trigger operation (such as a click or drag operation on the "bandage” 1031) displayed in the first virtual item list 103, it controls the first virtual object 101 to discard at least one (for example, 2) "bandages". The operation process when the virtual object discards the virtual item, thereby improving the efficiency of discarding the virtual item in the virtual scene.
  • the user's first trigger operation such as a click or drag operation on the "bandage” 1031
  • FIG. 1B is a schematic diagram of an application mode of a virtual item processing method provided by the embodiment of the present application, which is applied to a terminal device 400 and a server 200, and is suitable for relying on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene on the terminal device 400.
  • Application mode is a schematic diagram of an application mode of a virtual item processing method provided by the embodiment of the present application, which is applied to a terminal device 400 and a server 200, and is suitable for relying on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene on the terminal device 400.
  • Application mode is a schematic diagram of an application mode of a virtual item processing method provided by the embodiment of the present application, which is applied to a terminal device 400 and a server 200, and is suitable for relying on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene on the terminal device 400.
  • the server 200 calculates the display data related to the virtual scene (such as scene data) and sends it to the terminal device 400 through the network 300.
  • the terminal device 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the calculation and display data, and relies on the graphics output hardware to output the virtual scene to form visual perception.
  • corresponding hardware output of the terminal device 400 can be used, for example, using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.
  • a client 410 (such as an online game application) runs on the terminal device 400.
  • the terminal device 400 By connecting to the server 200 (such as a game server) to interact with other users, the terminal device 400 outputs the virtual scene 100 of the client 410.
  • the virtual scene 100 is displayed in a third-person perspective as an example.
  • a first virtual object 101 is displayed, wherein the first virtual object 101 can be a game character controlled by the user, that is, the first virtual object 101 is controlled by a real user, and will respond to The real user moves in the virtual scene 100 according to the operation of the controller (such as a touch screen, a voice-activated switch, a keyboard, a mouse, and a joystick, etc.).
  • the controller such as a touch screen, a voice-activated switch, a keyboard, a mouse, and a joystick, etc.
  • a first virtual object 101 and an entry 102 of a first virtual item list are displayed in the virtual scene 100.
  • the client 410 receives a user's trigger operation (for example, a click operation) on the entry 102 of the first virtual item list
  • the first virtual item list 103 is displayed in the virtual scene 100, wherein the first virtual item list 103 includes at least one type of virtual item held by the first virtual object 101, for example, including "bandage” 1031 and “medical kit” 1032, wherein “ “Bandage” holds 10 pieces, and “Medical Box” holds 1 piece.
  • the client 410 when the client 410 receives the user's first trigger operation (such as a click or drag operation on the "bandage” 1031) displayed in the first virtual item list 103, it controls the first virtual object 101 to discard at least one (for example, 2) "bandages". The operation process when the virtual object discards the virtual item, thereby improving the efficiency of discarding the virtual item in the virtual scene.
  • the user's first trigger operation such as a click or drag operation on the "bandage” 1031
  • the terminal device 400 can also implement the virtual item processing method provided by the embodiment of the present application by running a computer program.
  • the computer program can be a native program or a software module in the operating system; it can be a local (Native) application program (APP, APPlication), that is, a program that needs to be installed in the operating system to run, such as a shooting game APP (that is, the above-mentioned client 410); program.
  • APP Native application program
  • APPlication a local (Native) application program
  • APP APPlication
  • the above-mentioned computer program can be any form of application program, module or plug-in.
  • the terminal device 400 installs and runs an application program supporting a virtual scene.
  • the application program may be any one of a first-person shooter game (FPS, First-Person Shooting game), a third-person shooter game, a virtual reality application program, a three-dimensional map program, or a multiplayer gun battle survival game.
  • the user uses the terminal device 400 to operate the virtual object located in the virtual scene to carry out activities, such activities include but not limited to: at least one of adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and building virtual buildings.
  • the virtual object may be a virtual character, such as a simulated character or an anime character.
  • Cloud Technology refers to a hosting technology that unifies a series of resources such as hardware, software, and network in a wide area network or a local area network to realize data calculation, storage, processing, and sharing.
  • Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on cloud computing business models. It can form a resource pool and be used on demand, which is flexible and convenient. Cloud computing technology will become an important support. The background service of the technical network system requires a large amount of computing and storage resources.
  • the server 200 shown in FIG. 1B can be an independent physical server, or a server cluster or a distributed system composed of a plurality of physical servers, or can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery network (CDN, Content Delivery Network), and big data and artificial intelligence platforms.
  • the terminal device 400 may be a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, a smart interactive device, a vehicle terminal, etc., but is not limited thereto.
  • the terminal device 400 and the server 200 may be connected directly or indirectly through wired or wireless communication, which is not limited in this embodiment of the present application.
  • FIG. 2 is a schematic structural diagram of a terminal device 400 provided in an embodiment of the present application.
  • the terminal device 400 shown in FIG. Various components in the terminal device 400 are coupled together via the bus system 450 .
  • the bus system 450 is used to realize connection and communication between these components.
  • the bus system 450 also includes a power bus, a control bus and a status signal bus.
  • the various buses are labeled as bus system 450 in FIG. 2 .
  • the processor 420 may be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP, Digital Signal Processor), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., wherein the general-purpose processor may be a microprocessor or any conventional processor.
  • DSP Digital Signal Processor
  • User interface 440 includes one or more output devices 441 that enable presentation of media content, including one or more speakers and/or one or more visual displays.
  • the user interface 440 also includes one or more input devices 442, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
  • Memory 460 may be removable, non-removable, or a combination thereof.
  • Exemplary hardware devices include solid state memory, hard drives, optical drives, and the like.
  • Memory 460 optionally includes one or more storage devices located physically remote from processor 420 .
  • Memory 460 includes volatile memory or nonvolatile memory, and may include both volatile and nonvolatile memory.
  • the non-volatile memory can be a read-only memory (ROM, Read Only Memory), and the volatile memory can be a random access memory (RAM, Random Access Memory).
  • ROM read-only memory
  • RAM random access memory
  • the memory 460 described in the embodiment of the present application is intended to include any suitable type of memory.
  • memory 460 is capable of storing data to support various operations, examples of which include programs, modules, and data structures, or subsets or supersets thereof, as exemplified below.
  • Operating system 461 including system programs for processing various basic system services and performing hardware-related tasks, such as framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;
  • Network communication module 462 for reaching other computing devices via one or more (wired or wireless) network interfaces 430
  • exemplary network interfaces 430 include: bluetooth, wireless compatibility authentication (WiFi), and universal serial bus (USB, Universal Serial Bus) etc.;
  • a presentation module 463 for enabling the presentation of information via one or more output devices 441 (e.g., a display screen, speakers, etc.) associated with the user interface 440 (e.g., a user interface for operating peripherals and displaying content and information);
  • output devices 441 e.g., a display screen, speakers, etc.
  • the user interface 440 e.g., a user interface for operating peripherals and displaying content and information
  • the input processing module 464 is configured to detect one or more user inputs or interactions from one or more of the input devices 442 and translate the detected inputs or interactions.
  • the virtual item processing device provided by the embodiment of the present application can be realized by software.
  • FIG. 2 shows the virtual item processing device 465 stored in the memory 460, which can be software in the form of programs and plug-ins, and includes the following software modules: display module 4651, control module 4652, switching module 4653, determination module 4654, application module 4655 and update module 4656. split. It should be pointed out that in FIG. 2 , all the above-mentioned modules are shown at one time for the convenience of expression, but it should not be considered that the virtual item processing device 465 excludes the implementation that only includes the display module 4651 and the control module 4652, and the functions of each module will be described below.
  • the method for processing virtual items provided by the embodiment of the present application will be described in detail below with reference to the accompanying drawings.
  • the method for processing virtual items provided in this embodiment of the present application may be executed solely by the terminal device 400 in FIG. 1A , or may be executed cooperatively by the terminal device 400 and the server 200 in FIG. 1B .
  • FIG. 3 is a schematic flowchart of a method for processing virtual items provided by an embodiment of the present application, which will be described in conjunction with the steps shown in FIG. 3 .
  • the method shown in FIG. 3 can be executed by various forms of computer programs running on the terminal device 400, and is not limited to the above-mentioned client 410, but can also be the above-mentioned operating system 461, software modules and scripts, so the client should not be regarded as limiting the embodiment of the present application.
  • step 101 a virtual scene is displayed.
  • the virtual scene includes the first virtual object and the entry of the first virtual item list.
  • a client supporting a virtual scene is installed on the terminal device (for example, when the virtual scene is a game, the corresponding client can be a game APP, such as a shooting game APP or a multiplayer online tactical arena game APP, etc.), when the user opens the client installed on the terminal device (for example, the user clicks on the icon corresponding to the shooting game APP presented on the user interface of the terminal device), and the terminal device runs the client, the first virtual object (for example, the virtual object A controlled by user 1) and the first virtual scene can be displayed in the virtual scene presented by the human-computer interaction interface of the client.
  • the first virtual object for example, the virtual object A controlled by user 1
  • the first virtual scene can be displayed in the virtual scene presented by the human-computer interaction interface of the client. The entry to the item list.
  • the virtual scene in the human-computer interaction interface of the client, can be displayed in a first-person perspective (such as playing the virtual object in the game from the user's own perspective); the virtual scene can also be displayed in a third-person perspective (for example, the user is chasing the virtual object in the game to play the game); the virtual scene can also be displayed in a bird's-eye view; wherein, the above-mentioned different perspectives can be switched arbitrarily.
  • the first virtual object may be an object controlled by the current user in the game.
  • the virtual scene may also include other virtual objects, such as virtual objects that may be controlled by other users or by a robot program.
  • Virtual objects can be divided into any one of multiple camps, and the camps can be hostile or cooperative.
  • the camps in the virtual scene can include one or all of the above-mentioned relationships.
  • displaying the virtual scene in the human-computer interaction interface may include: determining the field of view area of the first virtual object according to the viewing position and field angle of the first virtual object in the complete virtual scene, and presenting a part of the virtual scene located in the field of view area in the complete virtual scene, that is, the displayed virtual scene may be a part of the virtual scene relative to the panoramic virtual scene.
  • the first-person perspective is the viewing perspective that can give users the most impact, in this way, the immersive perception of the user during the operation can be realized.
  • displaying the virtual scene in the human-computer interaction interface may include: responding to a zoom operation on the panoramic virtual scene, presenting a part of the virtual scene corresponding to the zoom operation in the human-computer interaction interface, that is, the displayed virtual scene may be a part of the virtual scene relative to the panoramic virtual scene.
  • the operability of the user during the operation can be improved, thereby improving the efficiency of human-computer interaction.
  • step 102 in response to an entry trigger operation for the first virtual item list, the first virtual item list is displayed in the virtual scene.
  • the first virtual item list includes at least one type of virtual item held by the first virtual object. For example, all types of virtual items held by the first virtual object can be displayed in the first virtual item list.
  • virtual items whose usage frequency is greater than the frequency threshold can also be determined first from all types of virtual items held by the first virtual object, and the virtual items whose usage frequency is greater than the frequency threshold can be displayed in the first virtual item list.
  • the first virtual object as the virtual object A controlled by user 1 as an example
  • virtual object A holds five different types of virtual items in total, namely "bandage”, “medical kit”, “energy drink”, “grenade” and “scope”
  • the above five different types of virtual items can be displayed in the first virtual item list at the same time. Only “Bandages” and “Medical Kits” are displayed in the first virtual item list.
  • virtual items with the same function among all types of virtual items held by the first virtual object can also be displayed in the first virtual item list (for example, the type of the first virtual item list can include: medicine list, throwing object list, etc.). "Bandage”, “medical kit” and “energy drink” are displayed in the virtual item list, and the embodiment of the present application does not specifically limit the types of virtual items displayed in the first virtual item list.
  • the first virtual item list can have a variety of different states, for example, it can include a discarded state and a used state, wherein the discarded state is a state in which any type of virtual item is selected for discarding, and the use state is a state in which any type of virtual item is selected for use, then when the client responds to an entry trigger operation for the first virtual item list, the following processing can also be performed: displaying a state control, wherein the state control is used to switch the state of the first virtual item list when triggered (for example, assuming that the current state of the first virtual item list is the discarded state, When the click operation is performed, the state of the first virtual item list will be switched from the discarded state to the used state; when the user’s click operation on the state control is received again, the state of the first virtual item list will be switched from the used state back to the discarded state), and different states can be represented in a differentiated display manner, for example, different colors, sizes, or text prompts (such as displaying "discard" or
  • FIG. 4A is a schematic diagram of the application scene of the virtual item processing method provided by the embodiment of the present application.
  • a first virtual object 401 and an entry 402 of the first virtual item list are displayed in the virtual scene 400.
  • a first virtual item list 403 and a status control 404 are displayed in the virtual scene 400.
  • a prompt text "discard" is displayed near the first virtual item list 403. 05, to remind the user that the first virtual item list 403 is currently in the discarded state.
  • the state of the first virtual item list 403 When the user’s click operation on the status control 404 is received, the state of the first virtual item list 403 will be switched from the discarded state to the used state, and the prompt text "use" 406 will be displayed near the first virtual item list 403 to remind the user that the status of the first virtual item list 403 has been switched to the used state.
  • the state of the first virtual item list 403 can be switched back from the use state to the discard state.
  • the above-mentioned display of the first virtual item list in the virtual scene may also be implemented in the following manner: one of the following processes is performed: for each type of virtual item held by the first virtual object, the first virtual item list is displayed in the virtual scene, wherein the first virtual item list includes one virtual item of each type; for the number of the first virtual object held relative to each type of virtual item, the first virtual item list is displayed in the virtual scene, wherein the first virtual item list includes each type of held virtual item list.
  • the above-mentioned display of the first virtual item list in the virtual scene can be realized in the following manner: in the virtual scene, the first virtual item list formed by at least one type of virtual item held by the first virtual object is displayed in sequence, wherein the display order of at least one type of virtual item can be: the order of the number of each type of virtual item held is from large to small, for example, the virtual item with the highest number can be displayed at the head of the first virtual item list, and the virtual item with the smallest number can be displayed at the end of the first virtual item list, that is, the virtual item with a larger number is at the first
  • the more prominent the display position in the virtual item list the more convenient it is for the user to select and discard. For example, the user can discard the most virtual items to his teammates without sliding down the first virtual item list for item exchange.
  • the display order of at least one type of virtual item can also be: the order of the use frequency of each type of virtual item from high to low. For example, the virtual item with the highest use frequency can be displayed at the head of the first virtual item list, and the virtual item with the lowest use frequency can be displayed at the end of the first virtual item list.
  • the display order of at least one type of virtual item can also be: the order of the difference between the last time of use of each type of virtual item and the current time is from small to large.
  • the virtual item with the smallest difference between the last time of use and the current time can be displayed at the head of the first virtual item list, and the virtual item with the largest difference between the last time of use and the current time can be displayed at the end of the first virtual item list. and discarding, for example, the user can discard the last used virtual item to a teammate without sliding down the first virtual item list.
  • the display order of at least one type of virtual item can also be: the order of the use probability of each type of virtual item from high to low. For example, the virtual item with the highest use probability can be displayed at the head of the first virtual item list, and the virtual item with the lowest use probability can be displayed at the end of the first virtual item list.
  • the display order of these three types of virtual items in the first virtual item list is: “bandages”, "energy drinks”, and “medical kits”.
  • the display order of these three types of virtual items in the first virtual item list is: “bandage”, “medical kit”, “energy drinks”.
  • the display order of these three types of virtual items in the first virtual item list is: “medical kit", “energy drink” ", "Bandages”.
  • the use probability of each type of virtual item can be determined in the following manner: feature extraction processing is performed on the environmental information of the virtual scene (such as the map type and map size of the virtual scene, etc.), the state parameters of the first virtual object (such as life value, physical strength, ammunition amount, medicine quantity, etc.), the attribute information of the objects included in the first camp to which the first virtual object belongs (such as the number of objects, location distribution, etc.), the attribute information of the objects included in the second camp, and the functions of each type of virtual item, and based on the extraction
  • the obtained feature information calls the machine learning model for prediction processing to obtain the usage probability of each type of virtual item; among them, the first camp and the second camp to which the first virtual object belongs belong to the hostile camp, and the machine learning model is obtained by training based on the environmental information of the sample virtual scene extracted from the historical operation data of the expert account, the state parameters of the sample virtual object controlled by the expert account, the attribute information of other objects included in the camp to which the sample virtual object belongs, the attribute
  • the initialized machine learning model For example, based on the environmental information of the sample virtual scene extracted from the historical operation data of the expert account, the state parameters of the sample virtual object controlled by the expert account, the attribute information of other objects included in the camp to which the sample virtual object belongs, and the attribute information of objects included in the camp that is hostile to the camp to which the sample virtual object belongs, call the initialized machine learning model to perform prediction processing to obtain the usage probability of each type of virtual item; machine learning model.
  • an exemplary structure of a machine learning model may include: an input layer (i.e., an embedding layer), an encoding layer (for example, it may be composed of multiple cascaded convolutional layers), a fully connected layer, and an output layer (including an activation function, such as a Softmax function).
  • the connection result is input to the output layer, so that the output layer performs activation processing to obtain the use probability of each type of virtual item.
  • the loss function used in the process of training the machine learning model is described below.
  • various types of loss functions can be used to train the machine learning model, such as regression loss function, binary classification loss function, hinge loss, multi-classification loss function, and multi-classification cross-entropy loss.
  • the multiclass cross-entropy loss is a generalization of the binary cross-entropy loss, and the loss for an input vector Xi and the corresponding one-hot encoded target vector Yi is:
  • p ij represents the embedded representation of the one-hot encoded vector of the feature information related to the i-th virtual item (such as "medical kit")
  • c represents the total number of virtual items
  • y ij represents the usage probability of the i-th virtual item predicted based on the machine learning model, such as the usage probability of "medical kit”.
  • Hinge loss is mainly used for support vector machines with class labels (eg, including 1 and 0, where 1 means victory and 0 means failure).
  • class labels eg, including 1 and 0, where 1 means victory and 0 means failure.
  • the calculation formula of Hinge loss for data pair (x, y) is as follows:
  • y represents the type of virtual item used by the expert account to control the sample virtual object during the interaction process (i.e. the real value)
  • f(x) is based on the use probability of each type of virtual item predicted by the machine learning model (i.e. the predicted value)
  • the Hinge loss simplifies the mathematical operation of the support vector machine while maximizing the loss.
  • the above-mentioned machine learning model can be a neural network model (such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network, etc.), a decision tree model, a gradient boosting tree, a multi-layer perceptron, and a support vector machine.
  • a neural network model such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network, etc.
  • a decision tree model such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network, etc.
  • a gradient boosting tree such as a gradient boosting tree
  • multi-layer perceptron such as a multi-layer perceptron
  • FIG. 5A is a schematic flowchart of a method for processing virtual items provided by the embodiment of the present application. As shown in FIG. 5A, when the first virtual item list is displayed in the virtual scene, step 104A shown in FIG. 5A can also be executed, and will be described in conjunction with step 104 shown in FIG. 5A.
  • step 104A in response to the appearance of the second virtual object in the virtual scene, the display manner of the virtual item of the type required by the second virtual object in the first virtual item list is updated.
  • the updated display method is significantly different from the display methods of other types of virtual items in the first virtual item list (for example, the type of virtual items required by the second virtual object can be highlighted, while other types of virtual items are still displayed in the default display mode to distinguish them), and the second virtual object is an object in the virtual scene that needs the first virtual object for item support, or an object that needs to exchange items with the first virtual object.
  • the type of virtual item required by the second virtual object in the first virtual item list can be determined in the following manner: Based on the state parameters of the second virtual object, the type of virtual item required by the second virtual object in the first virtual item list is determined. items.
  • the type of virtual item required by the second virtual object in the first virtual item list can be determined in the following manner: the type of virtual item held by the second virtual object is determined as the type of virtual item required by the second virtual object.
  • the following processing may also be performed: an object whose distance from the first virtual object in the virtual scene is less than a distance threshold (for example, 5 meters), whose state parameter is lower than a parameter threshold (for example, the life value is lower than 50 points), and belongs to the same camp as the first virtual object is determined as an object that needs the first virtual object to support items; The average holding amount of a plurality of objects included in the camp, or the median holding amount, etc.) of the virtual item, and the number of holding the virtual item in the virtual scene is greater than the quantity threshold, and the object belonging to the same camp as the first virtual object is determined as the object that needs to exchange items with the first virtual object.
  • a distance threshold for example, 5 meters
  • a parameter threshold for example, the life value is lower than 50 points
  • FIG. 4B is a schematic diagram of the application scenario of the processing method for virtual items provided by the embodiment of the present application.
  • a variety of different types of virtual items are displayed in the first virtual item list 403 , such as including “bandages” 4031 , “medical kit” 4032 and “energy drink” 4033 .
  • the "medical kit" 4032 included in the first virtual item list 403 may be highlighted to prompt the user to discard the "medical kit" 4032 for the second virtual object 404 to use.
  • FIG. 5B is a schematic flow chart of a method for processing virtual items provided by the embodiment of the present application.
  • step 104B and step 105B shown in FIG. 5B can also be executed, which will be described in conjunction with the steps shown in FIG. 5B .
  • step 104B in response to the fact that the first virtual object cannot currently reach the required moving speed, the display mode of the virtual items of the recommended discarding type in the first virtual item list is updated.
  • the required moving speed may be the moving speed that the first virtual object needs to achieve when chasing or evading the pursuit of virtual objects in the hostile camp in some specific environments (such as mountains and jungles).
  • the updated display mode is significantly higher than that of other types of virtual items in the first virtual item list.
  • the moving speed of the first virtual object is negatively correlated with the load of the first virtual object, that is, the lighter the load of the first virtual object, the faster the moving speed of the first virtual object (but there is an upper limit of moving speed, after reaching the upper limit of moving speed, the moving speed of the first virtual object will no longer increase), then the recommended discarding type of virtual items in the first virtual item list can be determined in the following manner: Based on the weight and quantity of each type of virtual item held by the first virtual object, the recommended discarding type of virtual items in the first virtual item list can be determined, for example, The type of virtual items whose quantity is greater than the quantity threshold is determined as the recommended discarding type, and the type of virtual items whose weight is greater than the weight threshold can also be determined as the recommended discarding type. Of course, the weight and holding quantity of each type of virtual items can also be considered comprehensively to determine the recommended discarding type.
  • the number of virtual items of the recommended discarding type to be discarded when the first virtual object reaches the required moving speed can be further determined, and displayed in the first virtual item list, which facilitates the user to select and discard, and improves operational efficiency.
  • step 105B when controlling the virtual weight of the virtual item discarded by the first virtual object can make the first virtual object reach a required moving speed, a second prompt message is displayed.
  • the second prompt information is used to prompt that the current moving speed of the first virtual object has reached the required moving speed, and there is no need to discard the virtual item.
  • a second prompt message can be displayed in the virtual scene, for example: "The current moving speed of the virtual object A has reached the required moving speed, and there is no need to continue discarding the virtual item.”
  • FIG. 4C is a schematic diagram of the application scene of the virtual item processing method provided by the embodiment of the present application.
  • a first virtual object 401 and a first virtual item list 403 are displayed in the virtual scene 400, and a variety of different types of virtual items are displayed in the first virtual item list 403, for example including "bandage” 4031, "medical kit” 4032 and "energy drink” 4033.
  • the display mode of the virtual item of the recommended discarding type in the first virtual item list 403 (for example, assuming that the determined virtual item of the recommended discarding type is "energy drink", then "energy drink” 4033 can be highlighted to distinguish it from the display modes of other types of virtual items), and then when controlling the virtual item that the first virtual object 401 has discarded (for example, assuming that the user controls the first virtual object 401 to discard 5 "bandages” and 2 "energy drinks", at this time, the "bandage” 4 in the first virtual item list 403 031 decreases from 10 to 5, the number of "energy drink” 4033 decreases from 3 to 1, and cancels the virtual weight of "energy drink” 4033 to enable the first virtual object 401 to reach the required moving speed, then the second prompt message 405 can be displayed in the virtual scene 400, for example: "The current moving speed has reached the required moving speed, and there is no need to continue to discard virtual items.” and discarding, and after the moving speed of the first virtual object reaches the required moving speed, a corresponding prompt message
  • the first virtual item list in the discarded state when no user-triggered operation (such as a click operation, a drag operation, or a sliding operation) is received within the waiting period (for example, 30 seconds), the first virtual item list can be automatically closed, and automatically switched from the discarded state to the used state; of course, the first virtual item list in the discarded state can be closed only when the user’s trigger operation on the retract button is received, and the state of the first virtual item list is automatically switched from the discarded state to the used state. quit.
  • the first virtual item list that is in use when no user-triggered operation is received within the waiting period, the first virtual item list can be automatically closed, and the first virtual item list is still in use.
  • step 103 in response to a first trigger operation on any type of virtual item in the first virtual item list, the first virtual object is controlled to discard at least one any type of virtual item.
  • the following processing may also be performed: in response to a trigger operation on the state control, switch the state control to a display mode corresponding to the discarded state, to represent that the state of the first virtual item list is switched from the used state to the discarded state, and turn to execute In response to the first trigger operation for any type of virtual item in the first virtual item list, control the first virtual object to discard at least one Handling of Virtual Items.
  • the default state of the first virtual item list can be any of the following: discarded state, used state, state when the first virtual item list was last closed (for example, assuming that the state of the first virtual item list was the discarded state when the first virtual item list was closed last time, when the first virtual item list is expanded again, the default state of the first virtual item list is the discarded state), the state with the highest frequency of use among the discarded state and the used state (for example, assuming that the number of times the discarded state is used 10 times and the used state is 5 times in the historical time period, then when the first virtual item list is expanded , the default state of the first virtual item list is the discarded state), the discarded state, and the longest-used state among the used states (for example, assuming that the use time of the discarded state is 20 minutes and the use time of the used state is 30 minutes in the historical time period, when the first virtual item list is expanded, the default state of the first virtual item list is the used state).
  • the type of the first trigger operation may include: a click operation and a drag operation
  • the above step 103 may be implemented in the following manner: in response to a click operation on any type of virtual item in the first virtual item list, control the first virtual object to discard a set number of virtual items of any type (that is, in response to a click operation, when receiving multiple click operations by the user on any type of virtual item, it will control the first virtual object to discard a set number of virtual items of any type multiple times); in response to dragging any type of virtual item in the first virtual item list to the virtual scene
  • the drag operation of the ground area that is, the drop response area) in , controls the first virtual object to drop all the virtual items of any type.
  • the first virtual object will not be controlled to discard all the virtual items of any type (that is, no virtual item is discarded).
  • prompt information may also be displayed in the virtual scene, such as highlighting the ground area of the virtual scene, to prompt the user where to drag the virtual item to discard.
  • the set quantity of any type of virtual item discarded by the first virtual object can be determined in one of the following ways: in response to the quantity setting operation, the set quantity is determined as the set quantity of any type of virtual item discarded by the first virtual object; the held quantity of any type of virtual item in the first virtual item list is acquired, and the product of the held quantity and the discard coefficient is determined as the set quantity of any type of virtual item discarded by the first virtual object.
  • a quantity setting interface can be displayed in the virtual scene, and in response to the quantity setting operation triggered in the quantity setting interface (for example, assuming that the user sets the quantity as 2), the set quantity is determined as the set quantity of any type of virtual item discarded by the first virtual object (that is, every time the user clicks on any type of virtual item in the first virtual item list, the first virtual object will be controlled to discard 2 virtual items of this type); of course, the current holding quantity of any type of virtual item in the first virtual item list can also be obtained , determining the product of the current holding quantity and the discarding coefficient as the set quantity of any type of virtual item discarded by the first virtual object.
  • the first virtual object when the user's click operation on the "bandages" displayed in the first virtual item list is received, the first virtual object will be controlled to discard 20 (100*0.2) "bandages”.
  • the object discards 16 (80*0.2) "bandages”. In this way, the quantity discarded each time is positively related to the total number of virtual items, so that when the number of virtual items is large, the discarding efficiency is improved.
  • step 103 after step 103 is performed, at least one of the following processes may be performed: updating the holding quantity of any type of virtual item in the first virtual item list to the holding quantity after subtracting the discarded quantity (for example, taking "bandage” as an example, assuming that before discarding, the holding quantity of "bandage” is 10, and assuming that the discarded quantity of "bandage” is 2, the holding quantity of "bandage” may be updated from 10 to 8); display any type of virtual item in the ground area of the virtual scene; Displaying a first prompt message, wherein the first prompt message is used to prompt that any type of virtual item that is discarded is no longer automatically picked up; a pick-up list is displayed in the virtual scene (for example, in the vicinity of the discarded virtual item), and any type of virtual item that is discarded is displayed in the pick-up list (for example, one virtual item of each type that is discarded can be displayed, or the number of discarded virtual items of each type can be displayed).
  • the following processes may be performed: updating the holding quantity of any type of virtual
  • the holding quantity of any type of virtual item in the first virtual item list may be updated every time the user clicks, or it may be updated when the user stops clicking after multiple consecutive clicks, which is not specifically limited in this embodiment of the present application.
  • the following processing can also be performed on any type of virtual item in the first virtual item list: when the holding quantity of any type of virtual item is not zero, apply the color mode to any type of virtual item (i.e. display the virtual item in color); when the holding number of any type of virtual item decreases to zero, apply the grayscale mode to any type of virtual item (i.e. display the virtual item in grayscale, and can also be set to a non-interactive state, that is, when the user clicks or drags, it cannot respond); All discarded, no further discards possible.
  • the discarding and using of any type of virtual item in the first virtual item list can be realized through different operation methods, that is, the first trigger operation can be an operation of selecting any type of virtual item for discarding, and the operation mode of the first trigger operation includes: a sliding operation in the first direction (for example, sliding to the left), and a first click operation for any type of virtual item; then the following processing can also be performed: in response to the second trigger operation for any type of virtual item in the first virtual item list, control the first virtual object to use at least one virtual item of any type;
  • the operation is to select any type of virtual item for use, and the operation mode of the second trigger operation includes: a sliding operation along a second direction different from the first direction (for example, sliding left can be set as the operation mode of discarding items, and sliding right can be set as the operation mode of using items;
  • the corresponding click area is set as the upper part of the virtual item, and the click area corresponding to the second click operation is set as the lower part of the virtual item, that is, when the user clicks the
  • the first virtual item list may be a list dedicated to selecting and discarding any type of virtual item, then the following processing may also be performed: in response to an entry trigger operation for the second virtual item list, display the second virtual item list in the virtual scene, wherein the second virtual item list includes at least one type of virtual item held by the first virtual object, and the second virtual item list is a list dedicated to selecting and using any type of virtual item; in response to a third trigger operation (such as a click operation) for any type of virtual item in the second virtual item list, control the first virtual object Use at least one virtual item of any type.
  • a third trigger operation such as a click operation
  • the type and quantity of virtual items included in the first list of virtual items may be the same as those in the second list of virtual items, or different.
  • the first list of virtual items includes: “bandage”, “medical kit” and “energy drink”
  • the second list of virtual items only includes: “medical kit” and “energy drink”, which is not specifically limited in this embodiment of the present application.
  • Fig. 4D is a schematic diagram of the application scene of the virtual item processing method provided by the embodiment of the present application.
  • the entry 402 of the first virtual item list and the entry 406 of the second virtual item list are displayed, and at the same time, a prompt text "discard" 407 is displayed near the entry 402 of the first virtual item list to inform the user that the first virtual item list is a list dedicated to selecting and discarding any type of virtual item; it is displayed near the entry 406 of the second virtual item list
  • prompt text "use” 408 is displayed to inform the user that the second virtual item list is a list dedicated to selecting and using any type of virtual item.
  • a second virtual item list 409 is displayed in the virtual scene 400.
  • a variety of different types of virtual items are displayed in the second virtual item list 409, including, for example: "bandage” 4091, “medical kit” 4092 and “energy drink” 4093. Pack", thereby increasing the life value of the first virtual object 401.
  • the efficiency of using and discarding virtual items for users is improved, thereby improving the user's game experience.
  • the processing method of virtual props provided by the embodiments of this application, through the entrance to the list of first virtual items in the virtual scene, and the first virtual item list is displayed in the virtual scene when receiving the entrance to the list of the first virtual item list. Then, when receiving the first virtual items in the first virtual item list of the first virtual items, the first virtual object is lost. Discard at least one type of virtual items. In this way, the discard of virtual items can be achieved in the virtual scene alone, simplifying the operating steps of users when controlling virtual objects to discard virtual items, thereby improving the efficiency of human -computer interaction.
  • the discarding method of virtual items (such as medicines, throwing objects, etc.) provided by related technologies is: click the backpack button to enter the backpack interface, select the virtual items to be discarded in the backpack interface, and then discard after selecting the discarded quantity.
  • FIG. 6A is a schematic diagram of an application scenario of a virtual item processing method provided by related technologies.
  • a backpack button 601 is displayed in the battle interface 600.
  • a user also known as a player
  • a backpack interface 602 is displayed.
  • the user can slide the list displayed in the backpack interface 602 to find the virtual item that needs to be discarded from the backpack. For example, assuming that the virtual item that the user needs to discard is "Shock Bomb" 6021, then the "Shock Bomb" 6021 can be directly dragged to the sidebar 6022, thereby discarding all quantities of the item.
  • FIG. 6B is a schematic diagram of an application scenario of a virtual item processing method provided by related technologies.
  • the user wants to discard the "shock bomb” in the backpack, he can also click the "shock bomb” 6021 displayed in the backpack interface 602. At this time, a "partial throw” button 60211 and a “all throw” button 60212 will be displayed.
  • a quantity selection pop-up window 60213 When the user clicks the "partial throw” button 60211, a quantity selection pop-up window 60213 will be displayed, and the user can drag Select the slide bar displayed in the quantity selection pop-up window 60213, or click the plus and minus buttons to select the discarding quantity, then you can click the discard button displayed in the quantity selection pop-up window 60213 to discard the selected number of "shock bombs" 6021;
  • the virtual item discarded by the user (such as "shock bomb” 6021) will be displayed in the pick-up list 603 displayed on the battle interface 600.
  • a prompt message 604 can also be displayed, such as "No more automatically pick up the same type of items that have been discarded within 30 seconds".
  • the user needs to operate more steps when discarding virtual items, such as dragging, sliding lists and other precise operations.
  • steps When the user wants to control part of the virtual items to be discarded, at least 6 steps are required.
  • the list displayed on the backpack interface when partially discarding virtual items, more clicks are required to select the discarded quantity (or select the discarded quantity by precisely dragging the slide bar).
  • various types of virtual items displayed on the backpack interface are mixed together, and the user first needs to find the position of the virtual item to be discarded in the list, which further reduces the operation efficiency.
  • the embodiment of the present application provides a method for processing virtual items, which can facilitate the user to quickly find and discard the virtual items to be discarded in the first-level battle interface (also known as the main interface, corresponding to the above-mentioned virtual scene), and reduce the operation steps, thereby reducing the time cost of searching in the backpack when the user is looking for virtual items (including medicines and throwing objects, etc.).
  • the first-level battle interface also known as the main interface, corresponding to the above-mentioned virtual scene
  • FIG. 7A is a schematic diagram of the application scenario of the processing method for virtual items provided by the embodiment of the present application.
  • an expand button 701 is displayed in the first-level battle interface 700.
  • a medicine held by the virtual object such as "medical kit”
  • a discard button 703 will be displayed in the medicine list 702.
  • the discard button 703 is used to control the medicine list 70 2. From the use state (in the use state, click on the medicine in the medicine list 702 to use the medicine) and enter the discard state (in the discard state, click on the medicine in the medicine list 702 to discard the medicine).
  • FIG. 7B is a schematic diagram of the application scenario of the processing method for virtual items provided by the embodiment of the present application.
  • an expand button 701 is displayed in the first-level battle interface 700.
  • the discard button 703 is used to control the drug list 702 from the use state to the discard state.
  • the display manner of the medicine list 702 may also be in different shapes such as a disk, a sector, a nine-square grid, etc., which is not specifically limited in this embodiment of the present application.
  • a certain type of drug in the drug list can be clicked to discard a set number (for example, 1 or more) of the type of drug.
  • FIG. 7C is a schematic diagram of the application scenario of the processing method for virtual items provided by the embodiment of the present application.
  • the drug list 702 when the user clicks on the discard button 703, the drug list 702 will be controlled to enter the discard state, and the discard button 703 will be hidden in the first-level battle interface, and the cancel button 704 will be displayed.
  • the virtual object When the user clicks on any type of drug (such as "bandage” 7021) in the drug list 702 in the discarding state, the virtual object will be controlled to discard a set number (such as 1 or more) of "bandages”. At this time, the number of "bandages" 7021 displayed in the drug list 702 will be reduced by 1 (for example, from 10 to 9), and a discarded "bandage” model 705 will appear on the ground of the battle interface.
  • the number of drugs of this type displayed in the drug list 702 will decrease by 1 each time the user clicks (for example, the number of "bandages” decreases from 10 to 9 at the first click, from 9 to 8 at the second click, and from 8 to 7 at the third click), and the number of drugs of this type displayed in the pick list will increase by 1 each time (for example, "bandages” at the first click) " increases from 0 to 1, from 1 to 2 on the second click, and from 2 to 3 on the third click).
  • FIG. 7D is a schematic diagram of the application scenario of the virtual item processing method provided by the embodiment of the present application.
  • a certain type of medicine such as "bandage” 7021
  • the quantity of this type of medicine is displayed as 0, and the status is grayed out.
  • clicking or dragging the medicine there is no feedback.
  • the drug list when the drug list is in the discarding state, it is also possible to drag a certain type of drug, so as to discard all the quantity of drugs of this type.
  • FIG. 7E is a schematic diagram of the application scenario of the processing method for virtual items provided by the embodiment of the present application.
  • the medicine list 702 in the discarding state when the user wants to discard all the medicines of a certain type (such as "bandage” 7021) in the medicine list 702, he can drag the "bandage" 7021 to the discarding response area of the first-level battle interface 700 (such as the shaded area 707 shown in FIG. Medicines are discarded.
  • the quantity of the type of medicine is reduced to 0 in the medicine list 702, and the status is grayed out.
  • the model of the discarded medicine can also be displayed in the first-level battle interface 700, and a prompt message can be displayed, such as a floating word prompt: "No more medicines of the same type that have been discarded will be automatically picked up within 30 seconds.”
  • a prompt message can be displayed, such as a floating word prompt: "No more medicines of the same type that have been discarded will be automatically picked up within 30 seconds.”
  • information on the medicines that have just been discarded will appear in the pick-up list, where the quantity of medicines is the total quantity discarded by the user.
  • FIG. 7F is a schematic diagram of the application scenario of the processing method for virtual items provided by the embodiment of the present application.
  • the drug list 702 when the user clicks the cancel button 704, the drug list 702 will switch from the discarded state to the used state.
  • the drug list 702 when a click operation for a certain type of drug in the drug list 702 is received, the virtual object will be controlled to use this type of drug.
  • the drug list 702 when the drug list 702 is in the discarded state and the user clicks on the retract button 708 is received, the drug list 702 will be retracted, and the drug list 702 will be controlled to switch from the discarded state to the used state.
  • the user opens the drug list 702 again through the expand button 701 the drug list is in the use state 702, and the user needs to click the discard button to make the drug list 702 enter the discard state again.
  • the medicine list or projectile list when the user does not operate (including clicking, dragging, or sliding the interactive control) the medicine list or the projectile list, the medicine list or projectile list will be automatically closed after a set period of time (for example, 3 seconds).
  • a set period of time for example, 3 seconds.
  • the medicine list will not be automatically closed. In this way, the user is prevented from being mistakenly exited while in the operation thinking state, and the user's game experience is improved.
  • Figure 8 is a schematic flow diagram of the processing method of virtual items provided by the embodiment of the present application.
  • the client when the client receives the user's click operation on the expand button displayed on the first-level battle interface, it will expand the drug list, and then after receiving the user's click operation on the discard button, it will determine whether the player is currently drinking medicine (that is, whether the virtual object controlled by the player is currently using medicine). To the state before the drug is used; when the player is not drinking the drug, the drug list is controlled to enter the discarded state.
  • the control virtual object discards a medicine of this type (that is, each click operation of the player can be regarded as discarding a medicine on the ground, and the player can continue to click until the number of medicines of this type decreases to 0); All medicines are discarded, and the remaining quantity of medicines of this type in the medicine list is directly reduced to 0).
  • the medicine control of this type can be grayed out, so that it cannot be interacted with.
  • FIG. 9 is a schematic flow chart of the processing method for virtual items provided by the embodiment of the present application.
  • the user when the user’s drag operation for a certain type of drug in the drug list in the discarding state is received, it is judged whether the drug falls in the discarding response area when the user lets go. When the drug does not fall in the discarding response area, the drag operation is cancelled, and no drug is discarded at this time;
  • the user when the user is dragging the medicine, the user can also simultaneously operate some combat controls displayed on the first-level combat interface (such as fire button, jump button, etc.), for example, the user can simultaneously click the joystick to control the movement of the virtual object.
  • some combat controls displayed on the first-level combat interface such as fire button, jump button, etc.
  • Figure 10 is a schematic flow diagram of the processing method for virtual items provided by the embodiment of the present application.
  • the user clicks on the retract button it is determined whether the drug list is currently in the discarded state.
  • the drug list is directly retracted;
  • the medicines are used medicines).
  • the method for processing virtual items provided by the embodiment of the present application has the following beneficial effects:
  • Portability It reduces the operation steps for users to discard virtual items during the battle, reduces the time cost for users to search in backpacks when looking for medicines or projectiles, and improves operational efficiency;
  • Intuitive Users can directly discard virtual items in the first-level battle interface. During the firefight, they can quickly throw medicine to teammates with residual blood, or quickly throw mines to teammates, etc., thereby reducing the probability of being injured in the battle and increasing the possibility of winning the battle. That is, by simplifying the user's operation steps as much as possible, the possibility of winning the battle is improved, thereby improving the user's game experience.
  • the display module 4651 is configured to display a virtual scene, wherein the virtual scene includes a first virtual object and an entry of a first virtual item list; the display module 4651 is further configured to display the first virtual item list in the virtual scene in response to an entry trigger operation for the first virtual item list, wherein the first virtual item list includes at least one type of virtual item held by the first virtual object; the control module 4652 is configured to control the first virtual object to discard at least one virtual item of any type in response to the first trigger operation for any type of virtual item in the first virtual item list.
  • the display module 4651 is further configured to display a state control, wherein the state control is used to switch the state of the first virtual item list when triggered, and to represent different states in a differentiated display manner.
  • the types of states include: a discarded state and a used state.
  • the discarded state is a state in which any type of virtual item is selected for discarding
  • the use state is a state in which any type of virtual item is selected for use.
  • the virtual item processing device 465 further includes a switching module 4653 configured to switch the status control to a display mode corresponding to the discarded state in response to a trigger operation on the status control, to represent that the state of the first virtual item list is switched from the use state to the discarded state, and transfer to the process of controlling the first virtual object to discard at least one virtual item of any type in response to the trigger operation for any type of virtual item in the first virtual item list.
  • a switching module 4653 configured to switch the status control to a display mode corresponding to the discarded state in response to a trigger operation on the status control, to represent that the state of the first virtual item list is switched from the use state to the discarded state, and transfer to the process of controlling the first virtual object to discard at least one virtual item of any type in response to the trigger operation for any type of virtual item in the first virtual item list.
  • the default state of the first virtual item list is one of the following: a discarded state, a used state, a state when the first virtual item list was put away last time, a state with the highest frequency of use among the discarded state and the used state, and a state with the longest usage time between the discarded state and the used state.
  • the display module 4651 is further configured to perform one of the following processes: for each type of virtual item held by the first virtual object, display the first virtual item list in the virtual scene, wherein the first virtual item list includes one virtual item of each type; for the holding quantity of the first virtual object relative to each type of virtual item, display the first virtual item list in the virtual scene, wherein the first virtual item list includes each type of holding number of virtual items.
  • the type of the first trigger operation includes: a click operation and a drag operation; the control module 4652 is further configured to, in response to a click operation on any type of virtual item in the first virtual item list, control the first virtual object to discard a set number of virtual items of any type; and to control the first virtual object to discard any number of virtual items of any type in response to a drag operation of dragging any type of virtual item in the first virtual item list to the ground area in the virtual scene.
  • the virtual item processing device 465 further includes a determination module 4654 configured to determine the set quantity of any type of virtual item discarded by the first virtual object in one of the following ways for each click operation: in response to the quantity setting operation, determine the set quantity as the set quantity of any type of virtual item discarded by the first virtual object; obtain the holding quantity of any type of virtual item in the first virtual item list, and determine the product of the holding quantity and the discarding coefficient as the set quantity of any type of virtual item discarded by the first virtual object.
  • a determination module 4654 configured to determine the set quantity of any type of virtual item discarded by the first virtual object in one of the following ways for each click operation: in response to the quantity setting operation, determine the set quantity as the set quantity of any type of virtual item discarded by the first virtual object; obtain the holding quantity of any type of virtual item in the first virtual item list, and determine the product of the holding quantity and the discarding coefficient as the set quantity of any type of virtual item discarded by the first virtual object.
  • the display module 4651 is further configured to perform at least one of the following processes: update the held quantity of any type of virtual item in the first virtual item list to the held quantity after subtracting the discarded quantity; display any type of virtual item in the ground area of the virtual scene; display a first prompt message in the virtual scene, wherein the first prompt message is used to prompt that any type of virtual item is no longer automatically picked up; display a pick-up list in the virtual scene, and display any type of discarded virtual item in the pick-up list.
  • the virtual item processing device 465 further includes an application module 4655 configured to perform the following processing on any type of virtual item in the first virtual item list: when the holding quantity of any type of virtual item is not zero, apply a color mode to any type of virtual item; when the holding quantity of any type of virtual item decreases to zero, apply a grayscale mode to any type of virtual item; wherein the grayscale mode indicates that any type of virtual item has been completely discarded, and can no longer be discarded.
  • the first trigger operation is an operation of selecting any type of virtual item to discard
  • the operation mode of the first trigger operation includes: a sliding operation along the first direction, and a first click operation for any type of virtual item
  • the control module 4652 is further configured to control the first virtual object to use at least one virtual item of any type in response to a second trigger operation for any type of virtual item in the first virtual item list
  • the second trigger operation is an operation of selecting any type of virtual item for use
  • the operation mode of the second trigger operation includes: A second click operation of a type of virtual item, wherein the click area or number of times corresponding to the second click operation is different from that of the first click operation.
  • the display module 4651 is also configured to display at least one type of virtual item formed by the first virtual items held in the virtual scene in the virtual scene.
  • the display order of at least one type of virtual items includes the following: the number of holdings of each type of virtual items from to less; the frequency of the use of virtual items for each type From high to low; the last time of each type of virtual items and the difference between the current time and the current time are from small to large; the probability of the use of virtual items in each type of virtual items is from high to low.
  • the determining module 4654 is further configured to determine the use probability of each type of virtual item in the following manner: perform feature extraction processing on the environmental information of the virtual scene, the state parameters of the first virtual object, the attribute information of the virtual objects included in the first camp to which the first virtual object belongs, the attribute information of the virtual objects included in the second camp, and the functions of each type of virtual item, and call a machine learning model to perform prediction processing based on the extracted feature information, to obtain the usage probability of each type of virtual item;
  • the second camp belongs to the hostile camp, and the machine learning model is trained based on the environmental information of the sample virtual scene extracted from the historical operation data of the expert account, the state parameters of the sample virtual object controlled by the expert account, the attribute information of other objects included in the camp to which the sample virtual object belongs, the attribute information of the object included in the hostile camp to which the sample virtual object belongs, and the marked data.
  • the virtual item processing device 465 further includes an update module 4656 configured to respond to the appearance of the second virtual object in the virtual scene, update the display mode of the type of virtual item required by the second virtual object in the first virtual item list, and the updated display mode is significantly higher than the display mode of other types of virtual items in the first virtual item list, wherein the second virtual object is a virtual object that needs item support from the first virtual object, or a virtual object that needs to exchange items with the first virtual object.
  • the determining module 4654 is further configured to determine a virtual object whose distance from the first virtual object in the virtual scene is less than the distance threshold and whose state parameter is lower than the parameter threshold as a virtual object that needs the first virtual object to provide item support; and is used to determine the virtual item that holds a quantity of at least one type of virtual item held by the first virtual object is less than the quantity threshold, and determines the virtual object that holds the number of virtual items in the virtual scene that is greater than the quantity threshold as a virtual object that needs to exchange items with the first virtual object.
  • the update module 4656 is further configured to respond to the current inability of the first virtual object to reach the required moving speed, to update the display mode of the virtual item of the recommended discarding type in the first virtual item list, wherein the updated display mode is significantly higher than the display modes of other types of virtual items in the first virtual item list, and the recommended discarding type is the type of virtual item recommended to be discarded, so as to reduce the load of the first virtual object to achieve the required moving speed;
  • a second prompt message is displayed, wherein the second prompt message is used to prompt that the current moving speed of the first virtual object has reached the required moving speed, and there is no need to discard the virtual item.
  • the first virtual item list is a list dedicated to selecting and discarding any type of virtual item;
  • the display module 4651 is further configured to display the second virtual item list in the virtual scene in response to an entry trigger operation for the second virtual item list, wherein the second virtual item list includes at least one type of virtual item held by the first virtual object, and the second virtual item list is a list dedicated to selecting and using any type of virtual item;
  • the control module 4652 is also configured to respond to a third trigger for any type of virtual item in the second virtual item list Operates to control the first virtual object to use at least one virtual item of any type.
  • An embodiment of the present application provides a computer program product or computer program, where the computer program product or computer program includes computer instructions (that is, executable instructions), and the computer instructions are stored in a computer-readable storage medium.
  • the processor of the electronic device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the electronic device executes the above-mentioned virtual item processing method in the embodiment of the present application.
  • the embodiment of the present application provides a computer-readable storage medium storing executable instructions, wherein the executable instructions are stored, and when the executable instructions are executed by the processor, the processor will be caused to execute the processing method of the virtual item provided in the embodiment of the present application, for example, the processing method of the virtual item shown in FIG. 3 , FIG. 5A , or FIG. 5B .
  • the computer-readable storage medium can be memories such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; it can also be various devices including one or any combination of the above memories.
  • executable instructions may take the form of programs, software, software modules, scripts, or code written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and which may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
  • executable instructions may, but do not necessarily correspond to files in a file system, may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple cooperating files (for example, a file that stores one or more modules, subroutines, or sections of code).
  • HTML Hyper Text Markup Language
  • executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices at one site, or on multiple electronic devices distributed across multiple sites and interconnected by a communication network.

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Abstract

本申请提供了一种虚拟物品的处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品;方法包括:显示虚拟场景,其中,所述虚拟场景包括第一虚拟对象和第一虚拟物品列表的入口;响应于针对所述第一虚拟物品列表的入口触发操作,在所述虚拟场景中显示所述第一虚拟物品列表,其中,所述第一虚拟物品列表包括所述第一虚拟对象持有的至少一种类型的虚拟物品;响应于针对所述第一虚拟物品列表中任一类型的虚拟物品的第一触发操作,控制所述第一虚拟对象丢弃至少一个所述任一类型的虚拟物品。

Description

虚拟物品的处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品
相关申请的交叉引用
本申请基于申请号为202210073879.7,申请日为2022年01月21日的中国专利申请提出,并要求该中国专利申请的优先权,该中国专利申请的全部内容在此引入本申请作为参考。
技术领域
本申请涉及计算机人机交互技术领域,尤其涉及一种虚拟物品的处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品。
背景技术
基于图形处理硬件的显示技术,扩展了感知环境以及获取信息的渠道,尤其是虚拟场景的显示技术,能够根据实际应用需求实现受控于用户或人工智能的虚拟对象之间的多样化的交互,具有各种典型的应用场景,例如在游戏的虚拟场景中,能够模拟虚拟对象之间的真实的对战过程。
随着信息技术的普及,电子设备可以实现更加丰富的和形象的虚拟场景,典型地,例如游戏。越来越多的用户通过电子设备参与到虚拟场景的交互中。例如,在一局游戏中,用户可以控制虚拟对象与其他用户控制的虚拟对象进行物资交换、或者清理背包中的虚拟物品等。
然而,相关技术提供的方案中,在进行虚拟物品丢弃时,用户首先需要点击背包按钮进入背包界面,接着在背包界面中选择需要丢弃的虚拟物品,随后再选择丢弃数量后进行丢弃。
可以看出,相关技术提供的方案在丢弃虚拟物品时,用户需要执行的操作步骤较多,导致人机交互的效率较低。
发明内容
本申请实施例提供一种虚拟物品的处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品,能够简化用户在控制虚拟对象丢弃虚拟物品时的操作流程,从而提高在丢弃虚拟物品的过程中的人机交互效率。
本申请实施例的技术方案是这样实现的:
本申请实施例提供一种虚拟物品的处理方法,由电子设备执行,包括:
显示虚拟场景,其中,所述虚拟场景包括第一虚拟对象和第一虚拟物品列表的入口;
响应于针对所述第一虚拟物品列表的入口触发操作,在所述虚拟场景中显示所述第一虚拟物品列表,其中,所述第一虚拟物品列表包括所述第一虚拟对象持有的至少一种类型的虚拟物品;
响应于针对所述第一虚拟物品列表中任一类型的虚拟物品的第一触发操作,控制所述第一虚拟对象丢弃至少一个所述任一类型的虚拟物品。
本申请实施例提供一种虚拟物品的处理装置,包括:
显示模块,配置为显示虚拟场景,其中,所述虚拟场景包括第一虚拟对象和第一虚拟物品列表的入口;
所述显示模块,还配置为响应于针对所述第一虚拟物品列表的入口触发操作,在所述虚拟场景中显示所述第一虚拟物品列表,其中,所述第一虚拟物品列表包括所述第一虚拟对象持有的至少一种类型的虚拟物品;
控制模块,配置为响应于针对所述第一虚拟物品列表中任一类型的虚拟物品的第一触发操作,控制所述第一虚拟对象丢弃至少一个所述任一类型的虚拟物品。
本申请实施例提供一种电子设备,包括:
存储器,用于存储可执行指令;
处理器,用于执行所述存储器中存储的可执行指令时,实现本申请实施例提供的虚拟物品的处理方法。
本申请实施例提供一种计算机可读存储介质,存储有可执行指令,用于被处理器执行时,实现本申请实施例提供的虚拟物品的处理方法。
本申请实施例提供一种计算机程序产品,包括计算机程序或指令,用于被处理器执行时,实现本申请实施例提供的虚拟物品的处理方法。
本申请实施例具有以下有益效果:
通过在虚拟场景中设置虚拟物品列表的入口,并在接收到针对虚拟物品列表的入口触发操作时,在虚拟场景中显示虚拟物品列表,随后在接收到针对虚拟物品列表中任一类型的虚拟物品的触发操作时,控制第一虚拟对象丢弃至少一个任一类型的虚拟物品,如此,仅在虚拟场景中就能实现虚拟物品的快捷丢弃,简化了用户在控制虚拟对象丢弃虚拟物品时的操作流程,从而提高了人机交互的效率。
附图说明
图1A是本申请实施例提供的虚拟物品的处理方法的应用模式示意图;
图1B是本申请实施例提供的虚拟物品的处理方法的应用模式示意图;
图2是本申请实施例提供的终端设备400的结构示意图;
图3是本申请实施例提供的虚拟物品的处理方法的流程示意图;
图4A至图4D是本申请实施例提供的虚拟物品的处理方法的应用场景示意图;
图5A和图5B是本申请实施例提供的虚拟物品的处理方法的流程示意图;
图6A和图6B是相关技术提供的虚拟物品的处理方法的应用场景示意图;
图7A至图7F是本申请实施例提供的虚拟物品的处理方法的应用场景示意图;
图8是本申请实施例提供的虚拟物品的处理方法的流程示意图;
图9是本申请实施例提供的虚拟物品的处理方法的流程示意图;
图10是本申请实施例提供的虚拟物品的处理方法的流程示意图。
具体实施方式
为了使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请作进一步地详细描述,所描述的实施例不应视为对本申请的限制,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其它实施例,都属于本申请保护的范围。
在以下的描述中,涉及到“一些实施例”,其描述了所有可能实施例的子集,但是可以理解,“一些实施例”可以是所有可能实施例的相同子集或不同子集,并且可以在不冲突的情况下相互结合。
可以理解的是,在本申请实施例中,涉及到用户信息等相关的数据,当本申请实施 例运用到具体产品或技术中时,需要获得用户许可或者同意,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。
在以下的描述中,所涉及的术语“第一\第二\…”仅仅是区别类似的对象,不代表针对对象的特定排序,可以理解地,“第一\第二\…”在允许的情况下可以互换特定的顺序或先后次序,以使这里描述的本申请实施例能够以除了在这里图示或描述的以外的顺序实施。
在以下的描述中,所涉及的术语“多个”是指至少两个。
除非另有定义,本文所使用的所有的技术和科学术语与属于本申请的技术领域的技术人员通常理解的含义相同。本文中所使用的术语只是为了描述本申请实施例的目的,不是旨在限制本申请。
对本申请实施例进行进一步详细说明之前,对本申请实施例中涉及的名词和术语进行说明,本申请实施例中涉及的名词和术语适用于如下的解释。
1)响应于:用于表示所执行的操作所依赖的条件或者状态,当满足所依赖的条件或状态时,所执行的一个或多个操作可以是实时的,也可以具有设定的延迟;在没有特别说明的情况下,所执行的多个操作不存在执行先后顺序的限制。
2)虚拟场景:是游戏程序在终端设备上运行时显示(或提供)的场景。该场景可以是对真实世界的仿真环境,也可以是半仿真半虚构的环境,还可以是纯虚构的虚拟环境。虚拟场景可以是二维虚拟场景、2.5维虚拟场景或者三维虚拟场景中的任意一种,本申请实施例对虚拟场景的维度不加以限定。例如,虚拟场景可以包括天空、陆地、海洋等,该陆地可以包括沙漠、城市等环境元素,用户可以控制虚拟对象在该虚拟场景中进行移动。
3)虚拟对象:虚拟场景中可以进行交互的各种人和物的形象,或在虚拟场景中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物等,例如在虚拟场景中显示的人物、动物等。该虚拟对象可以是虚拟场景中的一个虚拟的用于代表用户的虚拟形象。虚拟场景中可以包括多个虚拟对象,每个虚拟对象在虚拟场景中具有自身的形状和体积,占据虚拟场景中的一部分空间。
4)场景数据:表示虚拟场景的特征数据,例如可以是虚拟场景中建造区域的面积、虚拟场景当前所处的建筑风格等;也可以包括虚拟建筑在虚拟场景中所处的位置、以及虚拟建筑的占地面积等。
5)虚拟物品:虚拟场景中可以供虚拟对象使用的各种类型的物品,例如包括用于恢复虚拟对象的状态参数(例如生命值、体力值)的虚拟药品、虚拟饮料等、以及用于对虚拟场景中的其他对象进行攻击的虚拟武器,例如虚拟手雷、虚拟枪械等。
本申请实施例提供一种虚拟物品的处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品,能够简化用户在控制虚拟对象丢弃虚拟物品时的操作流程,从而提升在虚拟场景中丢弃虚拟物品的效率。为便于更容易理解本申请实施例提供的虚拟物品的处理方法,首先说明本申请实施例提供的虚拟物品的处理方法的示例性实施场景,本申请实施例提供的虚拟物品的处理方法中的虚拟场景可以完全基于终端设备输出,或者基于终端设备和服务器协同输出。
在一些实施例中,虚拟场景可以是供虚拟对象(例如游戏角色)进行交互的环境,例如可以是供游戏角色在虚拟场景中进行对战,通过控制游戏角色的行动可以在虚拟场景中进行双方互动,从而使用户能够在游戏的过程中舒缓生活压力。
在一个实施场景中,参见图1A,图1A是本申请实施例提供的虚拟物品的处理方法的应用模式示意图,适用于一些完全依赖于终端设备400的图形处理硬件计算能力即可完成虚拟场景100的相关数据计算的应用模式,例如单机版/离线模式的游戏,通过智能 手机、平板电脑和虚拟现实/增强现实设备等各种不同类型的终端设备400完成虚拟场景的输出。
作为示例,图形处理硬件的类型包括中央处理器(CPU,Central Processing Unit)和图形处理器(GPU,Graphics Processing Unit)。
当形成虚拟场景100的视觉感知时,终端设备400通过图形计算硬件计算显示所需要的数据,并完成显示数据的加载、解析和渲染,在图形输出硬件输出能够对虚拟场景形成视觉感知的视频帧,例如,在智能手机的显示屏幕呈现二维的视频帧,或者,在增强现实/虚拟现实眼镜的镜片上投射实现三维显示效果的视频帧;此外,为了丰富感知效果,终端设备400还可以借助不同的硬件来形成听觉感知、触觉感知、运动感知和味觉感知的一种或多种。
作为示例,终端设备400上运行有客户端410(例如单机版的游戏应用),在客户端410的运行过程中输出包括有角色扮演的虚拟场景,虚拟场景可以是供游戏角色交互的环境,例如可以是用于供游戏角色进行对战的平原、街道、山谷等等;以第三人称视角显示虚拟场景100为例,在虚拟场景100中显示有第一虚拟对象101,其中,第一虚拟对象101可以是受用户控制的游戏角色,即第一虚拟对象101受控于真实用户,将响应于真实用户针对控制器(例如触控屏、声控开关、键盘、鼠标和摇杆等)的操作而在虚拟场景100中运动,例如当真实用户向右移动摇杆(包括虚拟摇杆和真实摇杆)时,第一虚拟对象101将在虚拟场景100中向右部移动,还可以保持原地静止、跳跃以及控制第一虚拟对象101进行射击操作等。
举例来说,在虚拟场景100中显示有第一虚拟对象101和第一虚拟物品列表的入口102,当客户端410接收到用户针对第一虚拟物品列表的入口102的触发操作(例如点击操作)时,在虚拟场景100中显示第一虚拟物品列表103,其中,第一虚拟物品列表103包括第一虚拟对象101持有的至少一种类型的虚拟物品,例如包括“绷带”1031和“医疗箱”1032,其中,“绷带”的持有数量为10个,“医疗箱”的持有数量为1个。随后当客户端410接收到用户针对第一虚拟物品列表103中显示的“绷带”1031的第一触发操作(例如针对“绷带”1031的点击操作或者拖动操作)时,控制第一虚拟对象101丢弃至少一个(例如2个)“绷带”,此时,第一虚拟物品列表103中显示的“绷带”1031的持有数量也会从10更新为8,如此,仅在虚拟场景中就能实现虚拟物品的丢弃,简化了用户在控制虚拟对象丢弃虚拟物品时的操作流程,从而提升了在虚拟场景中丢弃虚拟物品的效率。
在另一个实施场景中,参见图1B,图1B是本申请实施例提供的虚拟物品的处理方法的应用模式示意图,应用于终端设备400和服务器200,适用于依赖于服务器200的计算能力完成虚拟场景计算、并在终端设备400输出虚拟场景的应用模式。
以形成虚拟场景200的视觉感知为例,服务器200进行虚拟场景相关显示数据(例如场景数据)的计算并通过网络300发送到终端设备400,终端设备400依赖于图形计算硬件完成计算显示数据的加载、解析和渲染,依赖于图形输出硬件输出虚拟场景以形成视觉感知,例如可以在智能手机的显示屏幕呈现二维的视频帧,或者,在增强现实/虚拟现实眼镜的镜片上投射实现三维显示效果的视频帧;对于虚拟场景的形式的感知而言,可以理解,可以借助于终端设备400的相应硬件输出,例如使用麦克风形成听觉感知,使用振动器形成触觉感知等等。
作为示例,终端设备400上运行有客户端410(例如网络版的游戏应用),通过连接服务器200(例如游戏服务器)与其他用户进行游戏互动,终端设备400输出客户端410的虚拟场景100,以第三人称视角显示虚拟场景100为例,在虚拟场景100中显示有第一虚拟对象101,其中,第一虚拟对象101可以是受用户控制的游戏角色,即第一虚拟 对象101受控于真实用户,将响应于真实用户针对控制器(例如触控屏、声控开关、键盘、鼠标和摇杆等)的操作而在虚拟场景100中运动,例如当真实用户向右移动摇杆时,第一虚拟对象101将在虚拟场景100中向右部移动,还可以保持原地静止、跳跃以及控制第一虚拟对象101进行射击操作等。
举例来说,在虚拟场景100中显示有第一虚拟对象101和第一虚拟物品列表的入口102,当客户端410接收到用户针对第一虚拟物品列表的入口102的触发操作(例如点击操作)时,在虚拟场景100中显示第一虚拟物品列表103,其中,第一虚拟物品列表103包括第一虚拟对象101持有的至少一种类型的虚拟物品,例如包括“绷带”1031和“医疗箱”1032,其中,“绷带”的持有数量为10个,“医疗箱”的持有数量为1个。随后当客户端410接收到用户针对第一虚拟物品列表103中显示的“绷带”1031的第一触发操作(例如针对“绷带”1031的点击操作或者拖动操作)时,控制第一虚拟对象101丢弃至少一个(例如2个)“绷带”,此时,第一虚拟物品列表103中显示的“绷带”1031的持有数量也会从10更新为8,如此,仅在虚拟场景中就能实现虚拟物品的丢弃,简化了用户在控制虚拟对象丢弃虚拟物品时的操作流程,从而提升了在虚拟场景中丢弃虚拟物品的效率。
在一些实施例中,终端设备400还可以通过运行计算机程序来实现本申请实施例提供的虚拟物品的处理方法,例如,计算机程序可以是操作系统中的原生程序或软件模块;可以是本地(Native)应用程序(APP,APPlication),即需要在操作系统中安装才能运行的程序,例如射击类游戏APP(即上述的客户端410);也可以是小程序,即只需要下载到浏览器环境中就可以运行的程序;还可以是能够嵌入至任意APP中的游戏小程序。总而言之,上述计算机程序可以是任意形式的应用程序、模块或插件。
以计算机程序为应用程序为例,在实际实施时,终端设备400安装和运行有支持虚拟场景的应用程序。该应用程序可以是第一人称射击游戏(FPS,First-Person Shooting game)、第三人称射击游戏、虚拟现实应用程序、三维地图程序或者多人枪战类生存游戏中的任意一种。用户使用终端设备400操作位于虚拟场景中的虚拟对象进行活动,该活动包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、跳跃、驾驶、拾取、射击、攻击、投掷、建造虚拟建筑中的至少一种。示意性的,该虚拟对象可以是虚拟人物,比如仿真人物角色或动漫人物角色等。
在另一些实施例中,本申请实施例还可以借助于云技术(Cloud Technology)实现,云技术是指在广域网或局域网内将硬件、软件、网络等系列资源统一起来,实现数据的计算、储存、处理和共享的一种托管技术。
云技术是基于云计算商业模式应用的网络技术、信息技术、整合技术、管理平台技术、以及应用技术等的总称,可以组成资源池,按需所用,灵活便利。云计算技术将变成重要支撑。技术网络系统的后台服务需要大量的计算、存储资源。
示例的,图1B中示出的服务器200可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、内容分发网络(CDN,Content Delivery Network)、以及大数据和人工智能平台等基础云计算服务的云服务器。终端设备400可以是智能手机、平板电脑、笔记本电脑、台式计算机、智能音箱、智能手表、智能交互设备、车载终端等,但并不局限于此。终端设备400以及服务器200可以通过有线或无线通信方式进行直接或间接地连接,本申请实施例中不做限制。
下面对图1A中示出的终端设备400的结构进行说明。参见图2,图2是本申请实施例提供的终端设备400的结构示意图,图2所示的终端设备400包括:至少一个处理 器420、存储器460、至少一个网络接口430和用户接口440。终端设备400中的各个组件通过总线系统450耦合在一起。可理解,总线系统450用于实现这些组件之间的连接通信。总线系统450除包括数据总线之外,还包括电源总线、控制总线和状态信号总线。但是为了清楚说明起见,在图2中将各种总线都标为总线系统450。
处理器420可以是一种集成电路芯片,具有信号的处理能力,例如通用处理器、数字信号处理器(DSP,Digital Signal Processor),或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件等,其中,通用处理器可以是微处理器或者任何常规的处理器等。
用户接口440包括使得能够呈现媒体内容的一个或多个输出装置441,包括一个或多个扬声器和/或一个或多个视觉显示屏。用户接口440还包括一个或多个输入装置442,包括有助于用户输入的用户接口部件,比如键盘、鼠标、麦克风、触屏显示屏、摄像头、其他输入按钮和控件。
存储器460可以是可移除的,不可移除的或其组合。示例性的硬件设备包括固态存储器,硬盘驱动器,光盘驱动器等。存储器460可选地包括在物理位置上远离处理器420的一个或多个存储设备。
存储器460包括易失性存储器或非易失性存储器,也可包括易失性和非易失性存储器两者。非易失性存储器可以是只读存储器(ROM,Read Only Memory),易失性存储器可以是随机存取存储器(RAM,Random Access Memory)。本申请实施例描述的存储器460旨在包括任意适合类型的存储器。
在一些实施例中,存储器460能够存储数据以支持各种操作,这些数据的示例包括程序、模块和数据结构或者其子集或超集,下面示例性说明。
操作系统461,包括用于处理各种基本系统服务和执行硬件相关任务的系统程序,例如框架层、核心库层、驱动层等,用于实现各种基础业务以及处理基于硬件的任务;
网络通信模块462,用于经由一个或多个(有线或无线)网络接口430到达其他计算设备,示例性的网络接口430包括:蓝牙、无线相容性认证(WiFi)、和通用串行总线(USB,Universal Serial Bus)等;
呈现模块463,用于经由一个或多个与用户接口440相关联的输出装置441(例如,显示屏、扬声器等)使得能够呈现信息(例如,用于操作外围设备和显示内容和信息的用户接口);
输入处理模块464,用于对一个或多个来自一个或多个输入装置442之一的一个或多个用户输入或互动进行检测以及翻译所检测的输入或互动。
在一些实施例中,本申请实施例提供的虚拟物品的处理装置可以采用软件方式实现,图2示出了存储在存储器460中的虚拟物品的处理装置465,其可以是程序和插件等形式的软件,包括以下软件模块:显示模块4651、控制模块4652、切换模块4653、确定模块4654、应用模块4655和更新模块4656,这些模块是逻辑上的,因此根据所实现的功能可以进行任意的组合或进一步拆分。需要指出的是,在图2中为了方便表达,一次性示出了上述所有模块,但是不应视为在虚拟物品的处理装置465排除了可以只包括显示模块4651和控制模块4652的实施,将在下文中说明各个模块的功能。
下面将结合附图对本申请实施例提供的虚拟物品的处理方法进行具体说明。本申请实施例提供的虚拟物品的处理方法可以由图1A中的终端设备400单独执行,也可以由图1B中的终端设备400和服务器200协同执行。
下面,以由图1A中的终端设备400单独执行本申请实施例提供的虚拟物品的处理方法为例进行说明。参见图3,图3是本申请实施例提供的虚拟物品的处理方法的流程示意图,将结合图3示出的步骤进行说明。
需要说明的是,图3示出的方法可以由终端设备400上运行的各种形式的计算机程序执行,并不局限于上述的客户端410,还可以是上文所述的操作系统461、软件模块和脚本,因此客户端不应视为对本申请实施例的限定。
在步骤101中,显示虚拟场景。
这里,虚拟场景包括第一虚拟对象和第一虚拟物品列表的入口。
在一些实施例中,在终端设备上安装有支持虚拟场景的客户端(例如当虚拟场景为游戏时,对应的客户端可以是游戏APP,例如可以是射击类游戏APP或者多人在线战术竞技类游戏APP等),当用户打开终端设备上安装的客户端(例如用户点击在终端设备的用户界面呈现的射击类游戏APP对应的图标),且终端设备运行该客户端时,可以在客户端的人机交互界面呈现的虚拟场景中显示第一虚拟对象(例如受控于用户1的虚拟对象A)和第一虚拟物品列表的入口。
在一些实施例中,在客户端的人机交互界面中可以是以第一人称视角显示虚拟场景(例如以用户自己的视角来扮演游戏中的虚拟对象);也可以是以第三人称视角显示虚拟场景(例如用户追着游戏中的虚拟对象来进行游戏);还可以是以鸟瞰大视角显示虚拟场景;其中,上述的不同视角之间可以进行任意的切换。
作为示例,第一虚拟对象可以是由游戏中的当前用户所控制的对象,当然,虚拟场景中还可以包括其他的虚拟对象,例如可以由其他用户控制或由机器人程序控制的虚拟对象。虚拟对象可以被划分到多个阵营中的任意一个阵营中,阵营之间可以是敌对关系或协作关系,虚拟场景中的阵营可以包括上述关系的一种或者全部。
以第一人称视角显示虚拟场景为例,在人机交互界面中显示虚拟场景可以包括:根据第一虚拟对象在完整虚拟场景中的观看位置和视场角,确定第一虚拟对象的视场区域,呈现完整虚拟场景中位于视场区域中的部分虚拟场景,即所显示的虚拟场景可以是相对于全景虚拟场景的部分虚拟场景。因为第一人称视角是最能够给用户冲击力的观看视角,如此,能够实现用户在操作过程中身临其境的沉浸式感知。
以鸟瞰大视角显示虚拟场景为例,在人机交互界面中显示虚拟场景可以包括:响应于针对全景虚拟场景的缩放操作,在人机交互界面中呈现对应缩放操作的部分虚拟场景,即所显示的虚拟场景可以是相对于全景虚拟场景的部分虚拟场景。如此,能够提高用户在操作过程中的可操作性,从而能够提高人机交互的效率。
在步骤102中,响应于针对第一虚拟物品列表的入口触发操作,在虚拟场景中显示第一虚拟物品列表。
这里,第一虚拟物品列表包括第一虚拟对象持有的至少一种类型的虚拟物品,例如可以将第一虚拟对象持有的所有类型的虚拟物品均在第一虚拟物品列表中进行显示,当然,也可以首先从第一虚拟对象持有的所有类型的虚拟物品中确定出使用频率大于频率阈值的虚拟物品,并在第一虚拟物品列表中显示使用频率大于频率阈值的虚拟物品。
示例的,以第一虚拟对象为用户1控制的虚拟对象A为例,假设虚拟对象A共持有五种不同类型的虚拟物品,分别为“绷带”、“医疗包”、“能量饮料”、“手榴弹”和“瞄准镜”,则可以在第一虚拟物品列表中同时显示上述五种不同类型的虚拟物品,当然,也可以仅在第一虚拟物品列表中显示使用频率大于频率阈值的虚拟物品,例如假设“绷带”和“医疗包”的使用频率大于频率阈值,则可以仅在第一虚拟物品列表中显示“绷带”和“医疗包”。
需要说明的是,也可以在第一虚拟物品列表中显示第一虚拟对象持有的所有类型的虚拟物品中具有相同功能的虚拟物品(例如第一虚拟物品列表的类型可以包括:药品列表、投掷物列表等),例如假设第一虚拟对象持有的虚拟物品的类型包括:绷带”、“医疗包”、“能量饮料”、“手榴弹”和“瞄准镜”,其中,绷带”、“医疗包”和“能量饮料” 均能用于恢复第一虚拟对象的生命值,则可以在第一虚拟物品列表中显示“绷带”、“医疗包”和“能量饮料”,本申请实施例对第一虚拟物品列表中显示的虚拟物品的类型不作具体限定。
在一些实施例中,第一虚拟物品列表可以具有多种不同的状态,例如可以包括丢弃状态和使用状态,其中,丢弃状态是选择任一类型的虚拟物品进行丢弃的状态,使用状态是选择任一类型的虚拟物品进行使用的状态,则当客户端响应于针对第一虚拟物品列表的入口触发操作时,还可以执行以下处理:显示状态控件,其中,状态控件用于在被触发时切换第一虚拟物品列表的状态(例如假设第一虚拟物品列表当前所处的状态为丢弃状态,则当接收到用户针对状态控件的点击操作时,会将第一虚拟物品列表的状态从丢弃状态切换至使用状态;当再次接收到用户针对状态控件的点击操作时,会将第一虚拟物品列表的状态从使用状态重新切换回丢弃状态),并以差异化的显示方式表征不同的状态,例如可以采用不同的颜色、尺寸、或者文字提示(例如显示“丢弃”、或者“使用”的提示文字)的方式进行区分显示第一虚拟物品列表所具有的不同的状态。
示例的,参见图4A,图4A是本申请实施例提供的虚拟物品的处理方法的应用场景示意图,如图4A所示,在虚拟场景400中显示有第一虚拟对象401和第一虚拟物品列表的入口402,当接收到用户针对第一虚拟物品列表的入口402的点击操作时,在虚拟场景400中显示第一虚拟物品列表403和状态控件404,此外,在第一虚拟物品列表403的附近还显示有提示文字“丢弃”405,以提示用户第一虚拟物品列表403当前处于丢弃状态,当接收到用户针对状态控件404的点击操作时,会将第一虚拟物品列表403的状态从丢弃状态切换至使用状态,并在第一虚拟物品列表403的附近显示提示文字“使用”406,以提示用户第一虚拟物品列表403的状态已切换至使用状态。当用户再次点击状态控件404时,可以将第一虚拟物品列表403的状态从使用状态重新切换回丢弃状态。
在另一些实施例中,还可以通过以下方式实现上述的在虚拟场景中显示第一虚拟物品列表:执行以下处理之一:针对第一虚拟对象持有的每种类型的虚拟物品,在虚拟场景中显示第一虚拟物品列表,其中,第一虚拟物品列表包括每种类型的一个虚拟物品;针对第一虚拟对象相对于每种类型的虚拟物品的持有数量,在虚拟场景中显示第一虚拟物品列表,其中,第一虚拟物品列表包括每种类型的持有数量的虚拟物品。
示例的,以第一虚拟对象为用户1控制的虚拟对象A为例,假设虚拟对象A持有三种不同类型的虚拟物品,分别为“绷带”、“医疗包”和“能量饮料”,其中,“绷带”的持有数量为10,“医疗包”的持有数量为1,“能量饮料”的持有数量为3,则可以在第一虚拟物品列表中显示1个“绷带”、1个“医疗包”和1个“能量饮料”;当然,也可以在第一虚拟物品列表中显示10个“绷带”、1个“医疗包”和3个“能量饮料”,本申请实施例对每种类型的虚拟物品的显示数量不作具体限定。
在一些实施例中,可以通过以下方式实现上述的在虚拟场景中显示第一虚拟物品列表:在虚拟场景中按照顺序显示第一虚拟对象持有的至少一种类型的虚拟物品形成的第一虚拟物品列表,其中,至少一种类型的虚拟物品的显示顺序可以是:每种类型的虚拟物品的持有数量从多到少的顺序,例如可以将持有数量最高的虚拟物品在第一虚拟物品列表的头部显示,将持有数量最少的虚拟物品在第一虚拟物品列表的尾部显示,即持有数量越多的虚拟物品在第一虚拟物品列表中的显示位置越显著,从而方便用户进行选择和丢弃,例如用户无需下滑第一虚拟物品列表即可将自己最多的虚拟物品丢弃给队友,以进行物品的交换。
在另一些实施例中,至少一种类型的虚拟物品的显示顺序还可以是:每种类型的虚拟物品的使用频率从高到低的顺序,例如可以将使用频率最高的虚拟物品在第一虚拟物 品列表的头部显示,将使用频率最低的虚拟物品在第一虚拟物品列表的尾部显示,即使用频率越高的虚拟物品在第一虚拟物品列表中的显示位置越显著,从而方便用户进行选择和丢弃,例如用户无需下滑第一虚拟物品列表即可将自己常用的虚拟物品丢弃给队友。
在一些实施例中,至少一种类型的虚拟物品的显示顺序还可以是:每种类型的虚拟物品最后一次使用时间与当前时间的差值从小到大的顺序,例如可以将最后一次使用时间与当前时间的差值最小的虚拟物品在第一虚拟物品列表的头部显示,将最后一次使用时间与当前时间的差值最大的虚拟物品在第一虚拟物品列表的尾部显示,即最后一次使用时间距离当前时间越近的虚拟物品在第一虚拟物品列表中的显示位置越显著,从而方便用户进行选择和丢弃,例如用户无需下滑第一虚拟物品列表,即可将最近一次使用的虚拟物品丢弃给队友。
在一些实施例中,至少一种类型的虚拟物品的显示顺序还可以是:每种类型的虚拟物品的使用概率从高到低的顺序,例如可以将使用概率最高的虚拟物品在第一虚拟物品列表的头部显示,将使用概率最低的虚拟物品在第一虚拟物品列表的尾部显示,即使用概率越高的虚拟物品在第一虚拟物品列表中的显示位置越显著,从而方便用户进行选择和丢弃,例如用户无需下滑第一虚拟物品列表,即可将使用概率最高的虚拟物品丢弃给队友。
示例的,以第一虚拟对象为用户1控制的虚拟对象A为例,假设虚拟对象A持有三种不同类型的虚拟物品,分别为“绷带”、“医疗包”和“能量饮料”,其中,“绷带”的持有数量为10,“医疗包”的持有数量为1,“能量饮料”的持有数量为3,则这三种类型的虚拟物品在第一虚拟物品列表中的显示顺序为:“绷带”、“能量饮料”、“医疗包”。
示例的,以第一虚拟对象为用户1控制的虚拟对象A为例,假设虚拟对象A持有三种不同类型的虚拟物品,分别为“绷带”、“医疗包”和“能量饮料”,且用户1在过去一周内控制虚拟对象A使用“绷带”的次数为20次,使用“医疗包”的次数为5次,使用“能量饮料”的次数为3次,则这三种类型的虚拟物品在第一虚拟物品列表中的显示顺序为:“绷带”、“医疗包”、“能量饮料”。
示例的,以第一虚拟对象为用户1控制的虚拟对象A为例,假设虚拟对象A持有三种不同类型的虚拟物品,分别为“绷带”、“医疗包”和“能量饮料”,且用户1在过去1分钟控制虚拟对象A使用了“医疗包”,在过去5分钟控制虚拟对象A使用了“能量饮料”,在过去10分钟控制虚拟对象A使用了“绷带”,则这三种类型的虚拟物品在第一虚拟物品列表中的显示顺序为:“医疗包”、“能量饮料”、“绷带”。
示例的,以第一虚拟对象为用户1控制的虚拟对象A为例,假设虚拟对象A持有三种不同类型的虚拟物品,分别为“绷带”、“医疗包”和“能量饮料”,同时,假设确定出“绷带”的使用概率为80%、“医疗包”的使用概率为90%、“能量饮料”的使用概率为70%,则这三种类型的虚拟物品在第一虚拟物品列表中的显示顺序为:“医疗包”、“绷带”、“能量饮料”。
在另一些实施例中,承接上文,可以通过以下方式确定每种类型的虚拟物品的使用概率:对虚拟场景的环境信息(例如虚拟场景的地图类型、地图尺寸等)、第一虚拟对象的状态参数(例如生命值、体力值、弹药量、药品数量等)、第一虚拟对象所属的第一阵营包括的对象的属性信息(例如对象的数量、位置分布等)、第二阵营包括的对象的属性信息、以及每种类型的虚拟物品分别具有的功能进行特征提取处理,并基于提取得到的特征信息调用机器学习模型进行预测处理,得到每种类型的虚拟物品的使用概率;其中,第一虚拟对象所属的第一阵营与第二阵营属于敌对阵营,机器学习模型是基于从专家账号的历史操作数据中提取出的样本虚拟场景的环境信息、专家账号控制的样本虚拟对象的状态参数、样本虚拟对象所属阵营包括的其他对象的属性信息、与样本虚拟对 象所属阵营属于敌对阵营包括的对象的属性信息、以及标记数据进行训练得到的,专家账号的等级大于等级阈值,标记数据包括专家账号在互动过程中控制样本虚拟对象所使用的虚拟物品的类型。
示例的,终端设备(或者服务器)可以基于从专家账号的历史操作数据中提取出的样本虚拟场景的环境信息、专家账号控制的样本虚拟对象的状态参数、样本虚拟对象所属阵营包括的其他对象的属性信息、以及与样本虚拟对象所属阵营属于敌对阵营包括的对象的属性信息,调用初始化的机器学习模型进行预测处理,得到每种类型的虚拟物品的使用概率;接着将使用概率与标记数据代入损失函数进行反向传播处理,以更新机器学习模型的参数,从而得到训练后的机器学习模型。
示例的,机器学习模型的示例性结构可以包括:输入层(即嵌入层)、编码层(例如可以由多个级联的卷积层组成)、全连接层和输出层(包括激活函数,例如Softmax函数),例如在提取到特征信息之后,可以首先将特征信息输入至输入层进行嵌入处理,接着通过编码层对输入层输出的嵌入特征向量进行编码处理,得到隐层特征向量,随后通过全连接层对隐层特征向量进行全连接处理,最后将全连接层输出的全连接结果输入至输出层,以使输出层进行激活处理,得到每种类型的虚拟物品的使用概率。
下面对在训练机器学习模型的过程中所使用的损失函数进行说明。
本申请实施例可以使用各种不同类型的损失函数对机器学习模型进行训练,例如包括回归损失函数、二分类损失函数、合页(Hinge)损失、多分类损失函数、以及多分类交叉熵损失等。
示例的,多分类交叉熵损失是二元交叉熵损失的推广,对于输入向量X i和相应的独热(one-hot)编码目标向量Y i的损失是:
Figure PCTCN2022127901-appb-000001
其中,p ij表示上述与第i种虚拟物品(例如“医疗包”)相关的特征信息的独热编码向量的嵌入表示,c表示虚拟物品的总数,y ij表示基于机器学习模型预测得到的第i种虚拟物品的使用概率,例如“医疗包”的使用概率。
示例的,Hinge损失主要用于带有类标签(例如包括1和0,其中,1表示胜利,0表示失败)的支持向量机。例如,数据对(x,y)的Hinge损失的计算公式如下:
L=max(0,1-y*f(x))      (2)
其中,y表示专家账号在互动过程中控制样本虚拟对象所使用的虚拟物品的类型(即真实值),f(x)基于机器学习模型预测得到的每种类型的虚拟物品的使用概率(即预测值),Hinge损失简化了支持向量机的数学运算,同时最大化了损失。
需要说明的是,上述的机器学习模型可以是神经网络模型(例如卷积神经网络、深度卷积神经网络、或者全连接神经网络等)、决策树模型、梯度提升树、多层感知机、以及支持向量机等,本申请实施例对机器学习模型的类型不作具体限定。
在一些实施例中,参见图5A,图5A是本申请实施例提供的虚拟物品的处理方法的流程示意图,如图5A所示,当在虚拟场景中显示第一虚拟物品列表时,还可以执行图5A示出的步骤104A,将结合图5A示出的步骤104进行说明。
在步骤104A中,响应于虚拟场景中出现第二虚拟对象,更新第一虚拟物品列表中第二虚拟对象需要的类型的虚拟物品的显示方式。
这里,更新后的显示方式显著于第一虚拟物品列表中其他类型的虚拟物品的显示方式(例如可以对第二虚拟对象需要的类型的虚拟物品进行高亮显示,而其他类型的虚拟物品仍采用默认的显示模式进行显示,从而进行区分),且第二虚拟对象是虚拟场景中需要第一虚拟对象进行物品支援的对象,或者是需要与第一虚拟对象进行物品交换的对象。
在一些实施例中,当第二虚拟对象是虚拟场景中需要第一虚拟对象进行物品支援的对象时,可以通过以下方式确定出第一虚拟物品列表中第二虚拟对象需要的类型的虚拟物品:基于第二虚拟对象的状态参数,确定出第一虚拟物品列表中第二虚拟对象需要的类型的虚拟物品,例如假设第二虚拟对象当前的生命值低于生命阈值,则可以将第一虚拟物品列表中用于恢复生命值的虚拟物品(例如“绷带”或者“医疗包”)确定为第二虚拟对象需要的类型的虚拟物品。
在另一些实施例中,当第二虚拟对象是虚拟场景中需要与第一虚拟对象进行物品交换的对象时,可以通过以下方式确定出第一虚拟物品列表中第二虚拟对象需要的类型的虚拟物品:将第二虚拟对象持有数量小于数量阈值的虚拟物品的类型,确定为第二虚拟对象需要的类型的虚拟物品,例如假设第二虚拟对象“能量饮料”的持有数量小于数量阈值,则可以将“能量饮料”作为第二虚拟对象需要的类型的虚拟物品。
在另一些实施例中,在更新第一虚拟物品列表中第二虚拟对象需要的类型的虚拟物品的显示方式之前,还可以执行以下处理:将虚拟场景中与第一虚拟对象之间的距离小于距离阈值(例如5米)、状态参数低于参数阈值(例如生命值低于50点)、且与第一虚拟对象属于同一阵营的对象,确定为需要第一虚拟对象进行物品支援的对象;确定第一虚拟对象持有的至少一种类型的虚拟物品中持有数量小于数量阈值(例如第一虚拟对象所属的第一阵营包括的多个对象的平均持有量、或者持有量的中位数等)的虚拟物品,将虚拟场景中持有该虚拟物品的数量大于数量阈值、且与第一虚拟对象属于同一阵营的对象,确定为需要与第一虚拟对象进行物品交换的对象。
示例的,以第一虚拟对象为用户1控制的虚拟对象A为例,假设虚拟对象A当前持有三种不同类型的虚拟物品,分别为“绷带”、“医疗包”和“能量饮料”,其中,“绷带”的持有数量为10,“医疗包”的持有数量为1(小于平均持有量3),“能量饮料”的持有数量为3,则可以将虚拟场景中持有“医疗包”的数量大于3的对象(例如与虚拟对象A处于同一阵营的虚拟对象B),确定为需要与虚拟对象A进行物品交换的对象。
示例的,参见图4B,图4B是本申请实施例提供的虚拟物品的处理方法的应用场景示意图,如图4B所示,在第一虚拟物品列表403中显示有多种不同类型的虚拟物品,例如包括“绷带”4031、“医疗箱”4032和“能量饮料”4033,接着响应于虚拟场景400中出现第二虚拟对象404,更新第一虚拟物品列表403中第二虚拟对象404需要的类型的虚拟物品的显示方式,例如假设第二虚拟对象404需要的类型的虚拟物品为“医疗箱”,则可以对第一虚拟物品列表403包括的“医疗箱”4032进行高亮显示,以提示用户将“医疗箱”4032丢弃给第二虚拟对象404使用。
在另一些实施例中,参见图5B,图5B是本申请实施例提供的虚拟物品的处理方法的流程示意图,如图5B所示,当在虚拟场景中显示第一虚拟物品列表时,还可以执行图5B示出的步骤104B和步骤105B,将结合图5B示出的步骤进行说明。
在步骤104B中,响应于第一虚拟对象当前无法达到所需要的移动速度,更新第一虚拟物品列表中推荐丢弃类型的虚拟物品的显示方式。
这里,所需要的移动速度可以是第一虚拟对象在一些特定环境(例如山地、丛林)中为了追赶敌对阵营中的虚拟对象、或者为了逃避敌对阵营中的虚拟对象的追击时而需要达到的移动速度,更新后的显示方式显著于第一虚拟物品列表中其他类型的虚拟物品的显示方式,且推荐丢弃类型是推荐丢弃的虚拟物品的类型,以减少第一虚拟对象的负重来使第一虚拟对象达到所需要的移动速度。
在一些实施例中,第一虚拟对象的移动速度与第一虚拟对象的负重呈负相关,即第一虚拟对象的负重越轻,第一虚拟对象的移动速度也越快(但有一个移动速度上限,在达到移动速度上限后,第一虚拟对象的移动速度将不再增加),则可以通过以下方式确 定第一虚拟物品列表中推荐丢弃类型的虚拟物品:基于第一虚拟对象持有的每种类型的虚拟物品的重量以及持有数量,确定出第一虚拟物品列表中推荐丢弃类型的虚拟物品,例如可以将持有数量大于数量阈值的虚拟物品的类型确定为推荐丢弃类型,也可以将重量大于重量阈值的虚拟物品的类型确定为推荐丢弃类型,当然,也可以综合考虑每种类型的虚拟物品的重量和持有数量,来确定出推荐丢弃类型,例如可以将重量大于重量阈值、且持有数量大于数量阈值的虚拟物品的类型确定为推荐丢弃类型。
需要说明的是,在确定出推荐丢弃类型之后,还可以根据第一虚拟对象的负重与移动速度之间的函数关系、以及推荐丢弃类型的虚拟物品的重量,进一步确定出第一虚拟对象在达到所需要的移动速度时需要丢弃的推荐丢弃类型的虚拟物品的数量,并在第一虚拟物品列表中进行显示,如此,方便了用户进行选择和丢弃,提高了操作效率。
在步骤105B中,当控制第一虚拟对象已经丢弃的虚拟物品的虚拟重量能够使第一虚拟对象达到所需要的移动速度时,显示第二提示信息。
这里,第二提示信息用于提示第一虚拟对象当前的移动速度已经达到所需要的移动速度,无需再丢弃虚拟物品。
示例的,以第一虚拟对象为用户1控制的虚拟对象A为例,当控制虚拟对象A已经丢弃的虚拟物品(例如可以是上述推荐丢弃类型的虚拟物品、或者是其他类型的虚拟物品)的虚拟重量能够使虚拟对象A达到所需要的移动速度时,可以在虚拟场景中显示第二提示信息,例如:“虚拟对象A当前的移动速度已经达到所需要的移动速度,无需再继续丢弃虚拟物品”。
示例的,参见图4C,图4C是本申请实施例提供的虚拟物品的处理方法的应用场景示意图,如图4C所示,在虚拟场景400中显示有第一虚拟对象401和第一虚拟物品列表403,在第一虚拟物品列表403中显示有多种不同类型的虚拟物品,例如包括“绷带”4031、“医疗箱”4032和“能量饮料”4033,接着响应于第一虚拟对象401当前无法达到所需要的移动速度,更新第一虚拟物品列表403中推荐丢弃类型的虚拟物品的显示方式(例如假设确定出的推荐丢弃类型的虚拟物品为“能量饮料”,则可以对“能量饮料”4033进行高亮显示,以与其他类型的虚拟物品的显示方式进行区分),随后当控制第一虚拟对象401已经丢弃的虚拟物品(例如假设用户控制第一虚拟对象401丢弃了5个“绷带”和2个“能量饮料”,此时,第一虚拟物品列表403中“绷带”4031的持有数量从10减少至5、“能量饮料”4033的持有数量从3减少至1,同时取消“能量饮料”4033的高亮显示)的虚拟重量能够使第一虚拟对象401达到所需要的移动速度时,可以在虚拟场景400中显示第二提示信息405,例如:“当前的移动速度已经达到所需要的移动速度,无需再继续丢弃虚拟物品”,如此,通过更新显示推荐丢弃类型的虚拟物品的显示方式,方便了用户进行选择和丢弃,并且在第一虚拟对象的移动速度达到所需要的移动速度之后,还会在虚拟场景中显示相应的提示信息,提示用户无需再丢弃虚拟物品,提高了人机交互的效率。
在一些实施例中,针对处于丢弃状态的第一虚拟物品列表,当等待时长(例如30秒)内没有接收到用户触发的任何操作(例如点击操作、拖动操作、滑动操作)时,可以自动收起第一虚拟物品列表,并自动从丢弃状态切换至使用状态;当然,也可以在接收到用户针对收起按钮的触发操作时,才会收起处于丢弃状态的第一虚拟物品列表,并自动将第一虚拟物品列表的状态从丢弃状态切换至使用状态,如此,能够避免用户处于思考而误退出。此外,针对处于使用状态的第一虚拟物品列表,当在等待时长内没有接收到用户触发的任何操作时,可以自动收起第一虚拟物品列表,并保持第一虚拟物品列表仍然处于使用状态。
在步骤103中,响应于针对第一虚拟物品列表中任一类型的虚拟物品的第一触发操 作,控制第一虚拟对象丢弃至少一个任一类型的虚拟物品。
在一些实施例中,当第一虚拟物品列表具有多种不同的状态(例如包括丢弃状态和使用状态)、且当前所处的状态为使用状态时,则在执行步骤103之前,还可以执行以下处理:响应于针对状态控件的触发操作,将状态控件切换为与丢弃状态对应的显示方式,以表征第一虚拟物品列表的状态从使用状态切换至丢弃状态,并转入执行响应于针对第一虚拟物品列表中任一类型的虚拟物品的第一触发操作,控制第一虚拟对象丢弃至少一个任一类型的虚拟物品的处理。
需要说明的是,第一虚拟物品列表的默认状态可以是以下任意一种:丢弃状态、使用状态、第一虚拟物品列表上次收起时的状态(例如假设第一虚拟物品列表上次收起时所处的状态为丢弃状态,则再次展开第一虚拟物品列表时,第一虚拟物品列表默认的状态为丢弃状态)、丢弃状态和使用状态中使用频率最高的状态(例如假设在历史时间段内丢弃状态的使用次数为10次、使用状态的使用次数为5次,则在展开第一虚拟物品列表时,第一虚拟物品列表默认的状态为丢弃状态)、丢弃状态和使用状态中使用时长最长的状态(例如假设在历史时间段内丢弃状态的使用时长为20分钟、使用状态的使用时长为30分钟,则在展开第一虚拟物品列表时,第一虚拟物品列表默认的状态为使用状态)。
在一些实施例中,第一触发操作的类型可以包括:点击操作和拖动操作,则可以通过以下方式实现上述的步骤103:响应于针对第一虚拟物品列表中任一类型的虚拟物品的点击操作,控制第一虚拟对象丢弃任一类型的设定数量的虚拟物品(即针对一次点击操作的响应,当接收到用户针对任一类型的虚拟物品的多次点击操作时,会控制第一虚拟对象多次丢弃任一类型的设定数量的虚拟物品);响应于将第一虚拟物品列表中任一类型的虚拟物品拖动至虚拟场景中的地面区域(即丢弃响应区)的拖动操作,控制第一虚拟对象丢弃任一类型的所有数量的虚拟物品。
需要说明的是,针对拖动操作,假设用户在松手时任一类型的虚拟物品没有落在虚拟场景中的地面区域(即用户并没有准确地将任一类型的虚拟物品拖动至虚拟场景中的丢弃响应区),则不会控制第一虚拟对象丢弃任一类型的所有数量的虚拟物品(即没有虚拟物品被丢弃)。此时,还可以在虚拟场景中显示提示信息,例如针对虚拟场景的地面区域进行高亮显示,以提示用户需要将虚拟物品拖动至何处进行丢弃。
在另一些实施例中,承接上文,针对每次点击操作,可以通过以下方式之一确定第一虚拟对象丢弃的任一类型的虚拟物品的设定数量:响应于数量设定操作,将被设定的数量确定为第一虚拟对象丢弃的任一类型的虚拟物品的设定数量;获取第一虚拟物品列表中任一类型的虚拟物品的持有数量,将持有数量与丢弃系数的乘积,确定为第一虚拟对象丢弃的任一类型的虚拟物品的设定数量。
示例的,在控制第一虚拟对象丢弃任一类型的虚拟物品之后,可以在虚拟场景中显示数量设定界面,响应于在数量设定界面中触发的数量设定操作(例如假设用户设定的数量为2),将被设定的数量确定为第一虚拟对象丢弃的任一类型的虚拟物品的设定数量(即用户在每次点击第一虚拟物品列表中任一类型的虚拟物品时,将控制第一虚拟对象丢弃该类型的2个虚拟物品);当然,也可以获取第一虚拟物品列表中任一类型的虚拟物品当前的持有数量,将当前的持有数量与丢弃系数的乘积,确定为第一虚拟对象丢弃的任一类型的虚拟物品的设定数量。例如以“绷带”为例,假设第一虚拟对象当前持有的“绷带”数量为100、且丢弃系数为0.2,则在接收到用户针对第一虚拟物品列表中显示的“绷带”的点击操作时,将控制第一虚拟对象丢弃20(100*0.2)个“绷带”,此时,第一虚拟对象持有的“绷带”数量减少至80,接着当再次接收到用户针对第一虚拟物品列表中显示的“绷带”的点击操作时,将控制第一虚拟对象丢弃16(80*0.2)个“绷带”, 如此,每次丢弃的数量是与虚拟物品的总数正相关的,从而在虚拟物品的数量较多时,提高丢弃效率。
在一些实施例中,在执行步骤103之后,还可以执行以下处理至少之一:将第一虚拟物品列表中任一类型的虚拟物品的持有数量更新为减去被丢弃的数量之后的持有数量(例如以“绷带”为例,假设在丢弃之前,“绷带”的持有数量为10,同时假设“绷带”被丢弃的数量为2,则可以将“绷带”的持有数量从10更新为8);在虚拟场景的地面区域中显示任一类型的虚拟物品;在虚拟场景中显示第一提示信息,其中,第一提示信息用于提示不再自动拾取被丢弃的任一类型的虚拟物品;在虚拟场景中(例如被丢弃的虚拟物品的附近区域)显示拾取列表,并在拾取列表中显示被丢弃的任一类型的虚拟物品(例如可以显示被丢弃的每种类型的一个虚拟物品,或者显示每种类型被丢弃数量的虚拟物品)。
需要说明的是,第一虚拟物品列表中任一类型的虚拟物品的持有数量可以是用户每点击一次更新一次,也可以是用户在连续点击多次之后停止点击时才进行更新,本申请实施例对此不作具体限定。
在另一些实施例中,还可以针对第一虚拟物品列表中任一类型的虚拟物品执行以下处理:当任一类型的虚拟物品的持有数量不为零时,对任一类型的虚拟物品应用彩色模式(即以彩色显示虚拟物品);当任一类型的虚拟物品的持有数量减少至零时,对任一类型的虚拟物品应用灰度模式(即以灰度显示虚拟物品,同时还可以设置为不可交互状态,即用户在点击或者拖动时,无法响应);其中,灰度模式表征任一类型的虚拟物品已经被全部丢弃,无法再继续进行丢弃。
需要说明的是,还可以采用不同的显示尺寸、或者不同的透明度来区分虚拟物品的持有数量不为零和为零的情况,本申请实施例对此不作具体限定。
在一些实施例中,针对第一虚拟物品列表中任一类型的虚拟物品的丢弃和使用可以是通过不同的操作方式实现的,即第一触发操作可以是选择任一类型的虚拟物品进行丢弃的操作,第一触发操作的操作方式包括:沿第一方向的滑动操作(例如向左滑动)、针对任一类型的虚拟物品的第一点击操作;则还可以执行以下处理:响应于针对第一虚拟物品列表中任一类型的虚拟物品的第二触发操作,控制第一虚拟对象使用至少一个任一类型的虚拟物品;其中,第二触发操作是选择任一类型的虚拟物品进行使用的操作,第二触发操作的操作方式包括:沿区别于第一方向的第二方向的滑动操作(例如可以将向左滑动设置为丢弃物品的操作方式,将向右滑动设置为使用物品的操作方式;当然,也可以将向左滑动设置为使用物品的操作方式,将向右滑动设置为丢弃物品的操作方式)、针对任一类型的虚拟物品的第二点击操作,其中,第二点击操作对应的点击区域或点击次数区别于第一点击操作(例如可以将第一点击操作对应的点击区域设置为虚拟物品的上半部分,将第二点击操作对应的点击区域设置为虚拟物品的下半部分,即当用户点击任一类型的虚拟物品的上半部分时,控制第一虚拟对象丢弃至少一个任一类型的虚拟物品,当用户点击任一类型的虚拟物品的下半部分时,控制第一虚拟对象使用至少一个任一类型的虚拟物品;例如还可以将第一点击操作对应的点击次数设置为1次,将第二点击操作对应的点击次数设置为2次,即当用户单击任一类型的虚拟物品时,控制第一虚拟对象丢弃至少一个任一类型的虚拟物品,当用户双击任一类型的虚拟物品时,控制第一虚拟对象使用至少一个任一类型的虚拟物品),如此,通过设置不同的操作方式来实现虚拟物品的丢弃和使用,提高了人机交互的效率。
在一些实施例中,第一虚拟物品列表可以是专用于进行选择和丢弃任一类型的虚拟物品的列表,则还可以执行以下处理:响应于针对第二虚拟物品列表的入口触发操作,在虚拟场景中显示第二虚拟物品列表,其中,第二虚拟物品列表包括第一虚拟对象持有 的至少一种类型的虚拟物品,且第二虚拟物品列表是专用于进行选择和使用任一类型的虚拟物品的列表;响应于针对第二虚拟物品列表中任一类型的虚拟物品的第三触发操作(例如点击操作),控制第一虚拟对象使用至少一个任一类型的虚拟物品。
需要说明的是,第一虚拟道具列表包括的虚拟道具的类型、以及数量可以是与第二虚拟道具列表相同的,也可以是不同的,例如假设第一虚拟道具列表包括:“绷带”、“医疗包”和“能量饮料”,第二虚拟道具列表仅包括:“医疗包”和“能量饮料”,本申请实施例对此不作具体限定。
示例的,参见图4D,图4D是本申请实施例提供的虚拟物品的处理方法的应用场景示意图,如图4D所示,在虚拟场景400中显示有第一虚拟物品列表的入口402和第二虚拟物品列表的入口406,同时在第一虚拟物品列表的入口402的附近显示有提示文字“丢弃”407,以通知用户第一虚拟物品列表是专用于进行选择和丢弃任一类型的虚拟物品的列表;在第二虚拟物品列表的入口406的附近显示有提示文字“使用”408,以通知用户第二虚拟物品列表是专用于进行选择和使用任一类型的虚拟物品的列表。当接收到用户针对第二虚拟物品列表的入口406的触发操作(例如点击操作)时,在虚拟场景400中显示第二虚拟物品列表409,在第二虚拟物品列表409中显示有多种不同类型的虚拟物品,例如包括:“绷带”4091、“医疗包”4092和“能量饮料”4093,当用户点击第二虚拟物品列表409中显示的“医疗包”4092时,将控制第一虚拟对象401使用“医疗包”,从而增加第一虚拟对象401的生命值,如此,通过设置两个不同功能的虚拟物品列表,提高了用户使用和丢弃虚拟物品的效率,进而提高了用户的游戏体验。
本申请实施例提供的虚拟道具的处理方法,通过在虚拟场景中设置第一虚拟物品列表的入口,并在接收到针对第一虚拟物品列表的入口触发操作时,在虚拟场景中显示第一虚拟物品列表,随后在接收到针对第一虚拟物品列表中任一类型的虚拟物品的第一触发操作时,控制第一虚拟对象丢弃至少一个任一类型的虚拟物品,如此,仅在虚拟场景中就能实现虚拟物品的丢弃,简化了用户在控制虚拟对象丢弃虚拟物品时的操作步骤,从而提高了人机交互的效率。
下面,以射击游戏为例,说明本申请实施例在一个实际的应用场景中的示例性应用。
在第一人称射击(FPS,First-Person Shooting)游戏中,相关技术提供的虚拟物品(例如药品、投掷物等)丢弃方式是:点击背包按钮进入背包界面,在背包界面中选择需要丢弃的虚拟物品,随后选择丢弃数量后进行丢弃。
示例的,参见图6A,图6A是相关技术提供的虚拟物品的处理方法的应用场景示意图,如图6A所示,在战斗界面600中显示有背包按钮601,当接收到用户(又称玩家)针对背包按钮601的点击操作时,显示背包界面602,此时,用户可以滑动背包界面602中显示的列表,从背包中找到需要丢弃的虚拟物品。例如,假设用户需要丢弃的虚拟物品为“震爆弹”6021,则可以将“震爆弹”6021直接拖动至侧边栏6022中,从而丢弃所有数量的该物品。
示例的,参见图6B,图6B是相关技术提供的虚拟物品的处理方法的应用场景示意图,如图6B所示,当用户想丢弃背包中的“震爆弹”时,也可以点击背包界面602中显示的“震爆弹”6021,此时会显示“部分丢”按钮60211和“全丢”按钮60212,当用户点击“部分丢”按钮60211时,会显示数量选择弹窗60213,用户可以拖动数量选择弹窗60213中显示的滑动条,或者点击加、减按键来选择丢弃数量,随后可以点击数量选择弹窗60213中显示的丢弃按钮,即可丢弃选定数量的“震爆弹”6021;当用户点击“全丢”按钮60212时,会丢弃所有数量的“震爆弹”6021。此外,用户在控制虚拟对象丢弃“震爆弹”6021之后,会在战斗界面600显示的拾取列表603中显示用户丢弃的虚拟物品(例如“震爆弹”6021),同时,还可以显示提示信息604,例如“30秒内 不再自动拾取已丢弃的同类型物品”。
可以看出,相关技术提供的方案中,用户在丢弃虚拟物品时需要操作的步骤较多,例如可能包含拖动、滑动列表等精确操作,当用户想要控制部分丢弃虚拟物品时,最少需要经过6步,其中,在背包界面显示的列表中,部分丢弃虚拟物品时还需要经过更多次的点击操作来选定丢弃数量(或者通过精确地拖动滑动条来选定丢弃数量)。此外,用户在丢弃虚拟物品时,背包界面中显示的各种类型的虚拟物品是混在一起的,用户首先需要查找到想要丢弃的虚拟物品在列表中的位置,进一步降低了操作效率。
鉴于此,本申请实施例提供一种虚拟物品的处理方法,可方便用户在一级战斗界面(又称主界面,对应于上述的虚拟场景)中快速找到想要丢弃的虚拟物品并进行丢弃,减少操作步骤,从而降低用户寻找虚拟物品(包括药品和投掷物等)时在背包中查找的时间成本。如此,在与其他用户进行互动的过程中(例如控制虚拟对象在战斗界面与其他用户控制的虚拟对象进行交火),能够快速给残血的队友(即同一阵营的其他用户控制的虚拟对象)丢药、或者快速给队友丢雷等,从而降低在战斗期间因为进行物资交换、背包清理等操作而使当前用户控制的虚拟对象受伤的概率,增加战斗胜利的可能。
下面以虚拟物品为药品为例,对本申请实施例提供的虚拟物品的处理方法进行具体说明。
示例的,参见图7A,图7A是本申请实施例提供的虚拟物品的处理方法的应用场景示意图,如图7A所示,在一级战斗界面700中显示有展开按钮701,当用户控制的虚拟对象仅持有一种类型的药品时,在接收到用户针对展开按钮701的点击操作时,会在药品列表702中显示虚拟对象持有的一种药品(例如“医疗包”)、以及丢弃按钮703,其中,丢弃按钮703用于控制药品列表702从使用状态(在使用状态下,点击药品列表702中的药品为使用药品)进入丢弃状态(在丢弃状态下,点击药品列表702中的药品为丢弃药品)。
示例的,参见图7B,图7B是本申请实施例提供的虚拟物品的处理方法的应用场景示意图,如图7B所示,在一级战斗界面700中显示有展开按钮701,当用户控制的虚拟对象持有多种不同类型的药品时,在接收到用户针对展开按钮701的点击操作时,会在药品列表702中显示虚拟对象持有的所有类型的药品(例如包括“绷带”和“医疗包”)、以及丢弃按钮703,其中,丢弃按钮703用于控制药品列表702从使用状态进入丢弃状态。
需要说明的是,药品列表702的显示方式除了可以是矩形外,还可以是圆盘、扇形、九宫格等不同形状,本申请实施例对此不作具体限定。
在一些实施例中,当药品列表处于丢弃状态时,可以通过点击药品列表中某一类型的药品,来丢弃设定数量(例如1个或者多个)的该类型的药品。
示例的,参见图7C,图7C是本申请实施例提供的虚拟物品的处理方法的应用场景示意图,如图7C所示,当接收到用户针对丢弃按钮703的点击操作时,会控制药品列表702进入丢弃状态,同时会在一级战斗界面中隐藏丢弃按钮703,并显示取消按钮704,其中,取消按钮704用于在被点击时将药品列表702的状态从丢弃状态重新切换回使用状态(又称普通状态)。当用户点击处于丢弃状态的药品列表702中的任一类型的药品(例如“绷带”7021)时,会控制虚拟对象丢弃设定数量(例如1个或者多个)的“绷带”,例如用户在每次点击“绷带”7021时,用户控制的虚拟对象都会丢弃一个“绷带”。此时,在药品列表702中显示的“绷带”7021的数量将会减1(例如从10减少至9),同时还会在战斗界面的地面上出现被丢弃的“绷带”的模型705、在拾取列表706中显示用户刚刚丢弃的“绷带”7021,数量为1、以及还可以在一级战斗界面中显示提示信息707,例如飘字提示如下内容:“30秒内不再自动拾取已丢弃的同类型药品”。
需要说明的是,用户在连续点击处于丢弃状态的药品列表702中某个类型的药品(例如“绷带”)时,每次点击时,药品列表702中显示的该类型的药品的数量每次会减1(例如在第一次点击时“绷带”的数量从10减少至9,在第二次点击时从9减少至8,在第三次点击时从8减少至7),同时拾取列表中显示的该类型的药品的数量每次会加1(例如在第一次点击时“绷带”的数量从0增加至1,在第二次点击时从1增加至2,在第三次点击时从2增加至3)。
示例的,参见图7D,图7D是本申请实施例提供的虚拟物品的处理方法的应用场景示意图,如图7D所示,当处于丢弃状态的药品列表702中的某一类型的药品(例如“绷带”7021)已经被丢弃至数量为0时,显示该类型的药品的数量为0,且状态置灰,此时,点击或者拖动该药品时,没有反馈。
需要说明的是,和使用药品不同,在使用状态下,某种药品被使用完,即数量为0时,对应的图标会直接消失。而在丢弃状态下,某种药品被丢弃至数量为0时,该药品的图标仍然存在,如此,能够避免用户在快速点击丢弃某一种药品后,图标消失,便误触丢弃了另一种药品。
在一些实施例中,当药品列表处于丢弃状态时,也可以通过拖动某一类型的药品,从而将该类型的所有数量的药品丢弃。
示例的,参见图7E,图7E是本申请实施例提供的虚拟物品的处理方法的应用场景示意图,如图7E所示,针对处于丢弃状态的药品列表702,当用户想丢弃药品列表702中某一类型(例如“绷带”7021)的所有数量的药品时,可以将“绷带”7021拖动至一级战斗界面700的丢弃响应区域(例如图7E中示出的阴影区域707),松手后即可将该类型的所有数量的药品丢弃。此外,在松手丢弃药品后,在药品列表702中将类型的药品的数量减少至0,且状态置灰,同时,还可以在一级战斗界面700中显示被丢弃的药品的模型、以及显示提示信息,例如飘字提示:“30秒内不再自动拾取已丢弃的同类型药品”。另外,在拾取列表中会出现刚刚丢弃的药品信息,其中,药品的数量为用户丢弃的总数量。
示例的,参见图7F,图7F是本申请实施例提供的虚拟物品的处理方法的应用场景示意图,如图7F所示,当用户点击取消按钮704时,药品列表702将从丢弃状态切换回使用状态,当药品列表702处于使用状态时,接收到针对药品列表702中的某一类型的药品的点击操作时,将控制虚拟对象使用该类型的药品。此外,当药品列表702处于丢弃状态、且接收到用户针对收起按钮708的点击操作时,会收起药品列表702,同时会控制药品列表702从丢弃状态切换回使用状态。当用户通过展开按钮701再次打开药品列表702时,药品列表处于702使用状态,用户需要点击丢弃按钮,以使药品列表702重新进入丢弃状态。
需要说明的是,相关技术中,用户在没有操作(包括点击、拖动、或者滑动可交互控件)药品列表或者投掷物列表时,在经过设定时长(例如3秒)后药品列表或者投掷物列表会自动收起。而本申请实施例中,针对处于丢弃状态的药品列表,用户在设定时长内没有操作时,药品列表也不会自动收起,如此,避免了用户在处于操作思考状态下被误退出,提高了用户的游戏体验。
示例的,参见图8,图8是本申请实施例提供的虚拟物品的处理方法的流程示意图,如图8所示,当客户端接收到用户针对一级战斗界面上显示的展开按钮的点击操作时,会展开药品列表,接着在接收到用户针对丢弃按钮的点击操作之后,判断玩家当前是否正在喝药(即玩家控制的虚拟对象当前是否正在使用药品),当玩家正在喝药时,控制药品列表进入丢弃状态并打断玩家的喝药动作,此时,玩家控制的虚拟对象的血量将恢复至未使用药品之前的状态;当玩家没有在喝药时,则控制药品列表进入丢弃状态。随 后,当接收到玩家针对处于丢弃状态的药品列表中某个类型的药品的点击操作时,控制虚拟对象丢弃该类型的一个药品(即玩家每次的点击操作可以视为往地上丢弃一个药品,玩家可以进行连续点击直至该类型的药品的数量减少为0);当然,玩家也可以通过拖动某一类型的药品的方式,实现一次性丢弃该类型的所有药品(例如玩家在将处于丢弃状态的药品列表中某一类型的药品拖动至一级战斗界面中的丢弃响应区域时,可将该类型的所有药品丢弃,药品列表中该类型的药品的剩余数量直接减少至0)。当药品列表中该类型的药品的数量为0时,该类型的药品控件可以置灰,从而处于不可交互状态。
下面对拖动操作的判定过程进行说明。
示例的,参见图9,图9是本申请实施例提供的虚拟物品的处理方法的流程示意图,如图9所示,当接收到用户针对处于丢弃状态的药品列表中某一类型的药品的拖动操作时,判断用户在松手时,药品是否落在丢弃响应区中,当药品没有落在丢弃响应区时,取消拖动操作,此时没有药品被丢弃;当药品落在丢弃响应区时,控制虚拟对象丢弃该类型的所有药品。
需要说明的是,用户在拖动药品时,还可以同时操作一级战斗界面中显示的部分战斗控件(例如开火键、跳跃键等),例如用户可以同时点击摇杆来控制虚拟对象移动。
下面继续对药品列表收起时的状态判定过程进行说明。
示例的,参见图10,图10是本申请实施例提供的虚拟物品的处理方法的流程示意图,如图10所示,当接收到用户针对收起按钮的点击操作时,判定药品列表当前是否处于丢弃状态,当药品列表未处于丢弃状态时,直接收起药品列表;当药品列表处于丢弃状态时,收起药品列表,并控制药品列表从丢弃状态切换至使用状态(即用户在点击收起按钮时,药品列表将自动恢复为使用状态,在使用状态下,点击药品列表中的药品为使用药品)。
综上所述,本申请实施例提供的虚拟物品的处理方法具有以下有益效果:
1)便携:减少了用户在战斗过程中丢弃虚拟物品的操作步骤,降低了用户在寻找药品或者投掷物时在背包中查找的时间成本,提高了操作效率;
2)直观:用户可以在一级战斗界面中直接丢弃虚拟物品,在交火过程中,实现快速地给残血的队友丢药、或者快速地给队友丢雷等,从而降低在战斗中受伤的概率,增加战斗胜利的可能,即通过尽可能简化用户的操作步骤,来提高战斗胜利的可能,进而提高用户的游戏体验。
下面继续说明本申请实施例提供的虚拟物品的处理装置465的实施为软件模块的示例性结构,在一些实施例中,如图2所示,存储在存储器460的虚拟物品的处理装置465中的软件模块可以包括:显示模块4651和控制模块4652。
显示模块4651,配置为显示虚拟场景,其中,虚拟场景包括第一虚拟对象和第一虚拟物品列表的入口;显示模块4651,还配置为响应于针对第一虚拟物品列表的入口触发操作,在虚拟场景中显示第一虚拟物品列表,其中,第一虚拟物品列表包括第一虚拟对象持有的至少一种类型的虚拟物品;控制模块4652,配置为响应于针对第一虚拟物品列表中任一类型的虚拟物品的第一触发操作,控制第一虚拟对象丢弃至少一个任一类型的虚拟物品。
在一些实施例中,显示模块4651,还配置为显示状态控件,其中,状态控件用于在被触发时切换第一虚拟物品列表的状态,并以差异化的显示方式表征不同的状态,状态的类型包括:丢弃状态和使用状态,丢弃状态是选择任一类型的虚拟物品进行丢弃的状态,使用状态是选择任一类型的虚拟物品进行使用的状态。
在一些实施例中,虚拟物品的处理装置465还包括切换模块4653,配置为响应于针对状态控件的触发操作,将状态控件切换为与丢弃状态对应的显示方式,以表征第一虚 拟物品列表的状态从使用状态切换至丢弃状态,并转入执行响应于针对第一虚拟物品列表中任一类型的虚拟物品的触发操作,控制第一虚拟对象丢弃至少一个任一类型的虚拟物品的处理。
在一些实施例中,第一虚拟物品列表的默认状态为以下之一:丢弃状态、使用状态、第一虚拟物品列表上次收起时的状态、丢弃状态和使用状态中使用频率最高的状态、丢弃状态和使用状态中使用时长最长的状态。
在一些实施例中,显示模块4651,还配置为执行以下处理之一:针对第一虚拟对象持有的每种类型的虚拟物品,在虚拟场景中显示第一虚拟物品列表,其中,第一虚拟物品列表包括每种类型的一个虚拟物品;针对第一虚拟对象相对于每种类型的虚拟物品的持有数量,在虚拟场景中显示第一虚拟物品列表,其中,第一虚拟物品列表包括每种类型的持有数量的虚拟物品。
在一些实施例中,第一触发操作的类型包括:点击操作和拖动操作;控制模块4652,还配置为响应于针对第一虚拟物品列表中任一类型的虚拟物品的点击操作,控制第一虚拟对象丢弃任一类型的设定数量的虚拟物品;以及用于响应于将第一虚拟物品列表中任一类型的虚拟物品拖动至虚拟场景中的地面区域的拖动操作,控制第一虚拟对象丢弃任一类型的所有数量的虚拟物品。
在一些实施例中,虚拟物品的处理装置465还包括确定模块4654,配置为针对每次点击操作,通过以下方式之一确定第一虚拟对象丢弃的任一类型的虚拟物品的设定数量:响应于数量设定操作,将被设定的数量确定为第一虚拟对象丢弃的任一类型的虚拟物品的设定数量;获取第一虚拟物品列表中任一类型的虚拟物品的持有数量,将持有数量与丢弃系数的乘积,确定为第一虚拟对象丢弃的任一类型的虚拟物品的设定数量。
在一些实施例中,显示模块4651,还配置为执行以下处理至少之一:将第一虚拟物品列表中任一类型的虚拟物品的持有数量更新为减去被丢弃的数量之后的持有数量;在虚拟场景的地面区域中显示任一类型的虚拟物品;在虚拟场景中显示第一提示信息,其中,第一提示信息用于提示不再自动拾取任一类型的虚拟物品;在虚拟场景中显示拾取列表,并在拾取列表中显示任一类型的被丢弃的虚拟物品。
在一些实施例中,虚拟物品的处理装置465还包括应用模块4655,配置为针对第一虚拟物品列表中任一类型的虚拟物品执行以下处理:当任一类型的虚拟物品的持有数量不为零时,对任一类型的虚拟物品应用彩色模式;当任一类型的虚拟物品的持有数量减少至零时,对任一类型的虚拟物品应用灰度模式;其中,灰度模式表征任一类型的虚拟物品已经被全部丢弃,无法再继续进行丢弃。
在一些实施例中,第一触发操作是选择任一类型的虚拟物品进行丢弃的操作,第一触发操作的操作方式包括:沿第一方向的滑动操作、针对任一类型的虚拟物品的第一点击操作;控制模块4652,还配置为响应于针对第一虚拟物品列表中任一类型的虚拟物品的第二触发操作,控制第一虚拟对象使用至少一个任一类型的虚拟物品;其中,第二触发操作是选择任一类型的虚拟物品进行使用的操作,第二触发操作的操作方式包括:沿第二方向的滑动操作、针对任一类型的虚拟物品的第二点击操作,其中,第二点击操作对应的点击区域或次数区别于第一点击操作。
在一些实施例中,显示模块4651,还配置为在虚拟场景中按照顺序显示第一虚拟对象持有的至少一种类型的虚拟物品形成的第一虚拟物品列表,其中,至少一种类型的虚拟物品的显示顺序包括以下之一:每种类型的虚拟物品的持有数量从多到少的顺序;每种类型的虚拟物品的使用频率从高到低的顺序;每种类型的虚拟物品最后一次使用时间与当前时间的差值从小到大的顺序;每种类型的虚拟物品的使用概率从高到低的顺序。
在一些实施例中,确定模块4654,还配置为通过以下方式确定每种类型的虚拟物品 的使用概率:对虚拟场景的环境信息、第一虚拟对象的状态参数、第一虚拟对象所属的第一阵营包括的虚拟对象的属性信息、第二阵营包括的虚拟对象的属性信息、以及每种类型的虚拟物品分别具有的功能进行特征提取处理,并基于提取得到的特征信息调用机器学习模型进行预测处理,得到每种类型的虚拟物品的使用概率;其中,第一虚拟对象所属的第一阵营与第二阵营属于敌对阵营,机器学习模型是基于从专家账号的历史操作数据中提取出的样本虚拟场景的环境信息、专家账号控制的样本虚拟对象的状态参数、样本虚拟对象所属阵营包括的其他对象的属性信息、与样本虚拟对象所属阵营属于敌对阵营包括的对象的属性信息、以及标记数据进行训练得到的,专家账号的等级大于等级阈值,标记数据包括专家账号在互动过程中控制样本虚拟对象所使用的虚拟物品的类型。
在一些实施例中,虚拟物品的处理装置465还包括更新模块4656,配置为响应于虚拟场景中出现第二虚拟对象,更新第一虚拟物品列表中第二虚拟对象需要的类型的虚拟物品的显示方式,且更新后的显示方式显著于第一虚拟物品列表中其他类型的虚拟物品的显示方式,其中,第二虚拟对象是需要第一虚拟对象进行物品支援的虚拟对象,或者是需要与第一虚拟对象进行物品交换的虚拟对象。
在一些实施例中,确定模块4654,还配置为将虚拟场景中与第一虚拟对象之间的距离小于距离阈值、且状态参数低于参数阈值的虚拟对象,确定为需要第一虚拟对象进行物品支援的虚拟对象;以及用于确定第一虚拟对象持有的至少一种类型的虚拟物品中持有数量小于数量阈值的虚拟物品,将虚拟场景中持有虚拟物品的数量大于数量阈值的虚拟对象,确定为需要与第一虚拟对象进行物品交换虚拟的对象。
在一些实施例中,更新模块4656,还配置为响应于第一虚拟对象当前无法达到所需要的移动速度,更新第一虚拟物品列表中推荐丢弃类型的虚拟物品的显示方式,其中,更新后的显示方式显著于第一虚拟物品列表中其他类型的虚拟物品的显示方式,推荐丢弃类型是推荐丢弃的虚拟物品的类型,以减少第一虚拟对象的负重来达到所需要的移动速度;显示模块4651,还配置为当控制第一虚拟对象已经丢弃的虚拟物品的虚拟重量能够使第一虚拟对象达到所需要的移动速度时,显示第二提示信息,其中,第二提示信息用于提示第一虚拟对象当前的移动速度已经达到所需要的移动速度,无需再丢弃虚拟物品。
在一些实施例中,第一虚拟物品列表是专用于进行选择和丢弃任一类型的虚拟物品的列表;显示模块4651,还配置为响应于针对第二虚拟物品列表的入口触发操作,在虚拟场景中显示第二虚拟物品列表,其中,第二虚拟物品列表包括第一虚拟对象持有的至少一种类型的虚拟物品,且第二虚拟物品列表是专用于进行选择和使用任一类型的虚拟物品的列表;控制模块4652,还配置为响应于针对第二虚拟物品列表中任一类型的虚拟物品的第三触发操作,控制第一虚拟对象使用至少一个任一类型的虚拟物品。
需要说明的是,本申请实施例装置的描述,与上述方法实施例的描述是类似的,具有同方法实施例相似的有益效果,因此不做赘述。对于本申请实施例提供的虚拟物品的处理装置中未尽的技术细节,可以根据图3、图5A、或图5B任一附图的说明而理解。
本申请实施例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(即可执行指令),该计算机指令存储在计算机可读存储介质中。电子设备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,使得该电子设备执行本申请实施例上述的虚拟物品的处理方法。
本申请实施例提供一种存储有可执行指令的计算机可读存储介质,其中存储有可执行指令,当可执行指令被处理器执行时,将引起处理器执行本申请实施例提供的虚拟物品的处理方法,例如,如图3、图5A、或图5B示出的虚拟物品的处理方法。
在一些实施例中,计算机可读存储介质可以是FRAM、ROM、PROM、EPROM、 EEPROM、闪存、磁表面存储器、光盘、或CD-ROM等存储器;也可以是包括上述存储器之一或任意组合的各种设备。
在一些实施例中,可执行指令可以采用程序、软件、软件模块、脚本或代码的形式,按任意形式的编程语言(包括编译或解释语言,或者声明性或过程性语言)来编写,并且其可按任意形式部署,包括被部署为独立的程序或者被部署为模块、组件、子例程或者适合在计算环境中使用的其它单元。
作为示例,可执行指令可以但不一定对应于文件系统中的文件,可以可被存储在保存其它程序或数据的文件的一部分,例如,存储在超文本标记语言(HTML,Hyper Text Markup Language)文档中的一个或多个脚本中,存储在专用于所讨论的程序的单个文件中,或者,存储在多个协同文件(例如,存储一个或多个模块、子程序或代码部分的文件)中。
作为示例,可执行指令可被部署为在一个电子设备上执行,或者在位于一个地点的多个电子设备上执行,又或者,在分布在多个地点且通过通信网络互连的多个电子设备上执行。
以上所述,仅为本申请的实施例而已,并非用于限定本申请的保护范围。凡在本申请的精神和范围之内所作的任何修改、等同替换和改进等,均包含在本申请的保护范围之内。

Claims (21)

  1. 一种虚拟物品的处理方法,由电子设备执行,所述方法包括:
    显示虚拟场景,其中,所述虚拟场景包括第一虚拟对象和第一虚拟物品列表的入口;
    响应于针对所述第一虚拟物品列表的入口触发操作,在所述虚拟场景中显示所述第一虚拟物品列表,其中,所述第一虚拟物品列表包括所述第一虚拟对象持有的至少一种类型的虚拟物品;
    响应于针对所述第一虚拟物品列表中任一类型的虚拟物品的第一触发操作,控制所述第一虚拟对象丢弃至少一个所述任一类型的虚拟物品。
  2. 根据权利要求1所述的方法,其中,当响应于针对所述第一虚拟物品列表的入口触发操作时,所述方法还包括:
    显示状态控件,其中,所述状态控件用于在被触发时切换所述第一虚拟物品列表的状态,并以差异化的显示方式表征不同的状态,所述状态的类型包括:丢弃状态和使用状态,所述丢弃状态是选择任一类型的虚拟物品进行丢弃的状态,所述使用状态是选择任一类型的虚拟物品进行使用的状态。
  3. 根据权利要求2所述的方法,其中,当所述第一虚拟物品列表当前所处的状态为所述使用状态时,在响应于针对所述第一虚拟物品列表中任一类型的虚拟物品的触发操作,控制所述第一虚拟对象丢弃至少一个所述任一类型的虚拟物品之前,所述方法还包括:
    响应于针对所述状态控件的触发操作,将所述状态控件切换为与所述丢弃状态对应的显示方式,以表征所述第一虚拟物品列表的状态从所述使用状态切换至所述丢弃状态,并转入执行响应于针对所述第一虚拟物品列表中任一类型的虚拟物品的触发操作,控制所述第一虚拟对象丢弃至少一个所述任一类型的虚拟物品的处理。
  4. 根据权利要求2所述的方法,其中,
    所述第一虚拟物品列表的默认状态为以下之一:所述丢弃状态、所述使用状态、所述第一虚拟物品列表上次收起时的状态、所述丢弃状态和所述使用状态中使用频率最高的状态、所述丢弃状态和所述使用状态中使用时长最长的状态。
  5. 根据权利要求1所述的方法,其中,所述在所述虚拟场景中显示所述第一虚拟物品列表,包括:
    执行以下处理之一:
    针对所述第一虚拟对象持有的每种类型的虚拟物品,在所述虚拟场景中显示第一虚拟物品列表,其中,所述第一虚拟物品列表包括所述每种类型的一个虚拟物品;
    针对所述第一虚拟对象相对于每种类型的虚拟物品的持有数量,在所述虚拟场景中显示第一虚拟物品列表,其中,所述第一虚拟物品列表包括所述每种类型的所述持有数量的虚拟物品。
  6. 根据权利要求1所述的方法,其中,
    所述第一触发操作的类型包括:点击操作和拖动操作;
    所述响应于针对所述第一虚拟物品列表中任一类型的虚拟物品的第一触发操作,控制所述第一虚拟对象丢弃至少一个所述任一类型的虚拟物品,包括:
    响应于针对所述第一虚拟物品列表中任一类型的虚拟物品的点击操作,控制所述第一虚拟对象丢弃所述任一类型的设定数量的虚拟物品;
    响应于将所述第一虚拟物品列表中任一类型的虚拟物品拖动至所述虚拟场景中的地面区域的拖动操作,控制所述第一虚拟对象丢弃所述任一类型的所有数量的虚拟物品。
  7. 根据权利要求6所述的方法,其中,所述方法还包括:
    针对每次所述点击操作,通过以下方式之一确定所述第一虚拟对象丢弃的所述任一类型的虚拟物品的所述设定数量:
    响应于数量设定操作,将被设定的数量确定为所述第一虚拟对象丢弃的所述任一类型的 虚拟物品的所述设定数量;
    获取所述第一虚拟物品列表中所述任一类型的虚拟物品的持有数量,将所述持有数量与丢弃系数的乘积,确定为所述第一虚拟对象丢弃的所述任一类型的虚拟物品的所述设定数量。
  8. 根据权利要求1所述的方法,其中,所述方法还包括:
    执行以下处理至少之一:
    将所述第一虚拟物品列表中所述任一类型的虚拟物品的持有数量更新为减去被丢弃的数量之后的持有数量;
    在所述虚拟场景的地面区域中显示所述任一类型的虚拟物品;
    在所述虚拟场景中显示第一提示信息,其中,所述第一提示信息用于提示不再自动拾取所述任一类型的虚拟物品;
    在所述虚拟场景中显示拾取列表,并在所述拾取列表中显示所述任一类型的被丢弃的虚拟物品。
  9. 根据权利要求8所述的方法,其中,所述方法还包括:
    针对所述第一虚拟物品列表中任一类型的虚拟物品执行以下处理:
    当所述任一类型的虚拟物品的持有数量不为零时,对所述任一类型的虚拟物品应用彩色模式;
    当所述任一类型的虚拟物品的持有数量减少至零时,对所述任一类型的虚拟物品应用灰度模式;
    其中,所述灰度模式表征所述任一类型的虚拟物品已经被全部丢弃,无法再继续进行丢弃。
  10. 根据权利要求1所述的方法,其中,
    所述第一触发操作是选择所述任一类型的虚拟物品进行丢弃的操作,所述第一触发操作的操作方式包括:沿第一方向的滑动操作、针对所述任一类型的虚拟物品的第一点击操作;
    所述方法还包括:
    响应于针对所述第一虚拟物品列表中任一类型的虚拟物品的第二触发操作,控制所述第一虚拟对象使用至少一个所述任一类型的虚拟物品;
    其中,所述第二触发操作是选择所述任一类型的虚拟物品进行使用的操作,所述第二触发操作的操作方式包括:沿第二方向的滑动操作、针对所述任一类型的虚拟物品的第二点击操作,其中,所述第二点击操作对应的点击区域或次数区别于所述第一点击操作。
  11. 根据权利要求1所述的方法,其中,所述在所述虚拟场景中显示所述第一虚拟物品列表,包括:
    在所述虚拟场景中按照顺序显示所述第一虚拟对象持有的至少一种类型的虚拟物品形成的第一虚拟物品列表,其中,所述至少一种类型的虚拟物品的显示顺序包括以下之一:
    每种类型的虚拟物品的持有数量从多到少的顺序;
    每种类型的虚拟物品的使用频率从高到低的顺序;
    每种类型的虚拟物品最后一次使用时间与当前时间的差值从小到大的顺序;
    每种类型的虚拟物品的使用概率从高到低的顺序。
  12. 根据权利要求11所述的方法,其中,所述方法还包括:
    通过以下方式确定每种类型的虚拟物品的使用概率:
    对所述虚拟场景的环境信息、所述第一虚拟对象的状态参数、所述第一虚拟对象所属的第一阵营包括的虚拟对象的属性信息、第二阵营包括的虚拟对象的属性信息、以及每种类型的虚拟物品分别具有的功能进行特征提取处理,并基于提取得到的特征信息调用机器学习模型进行预测处理,得到每种类型的虚拟物品的使用概率,其中,所述第一虚拟对象所属的第一阵营与所述第二阵营属于敌对阵营。
  13. 根据权利要求12所述的方法,其中,所述方法还包括:
    基于从专家账号的历史操作数据中提取出的样本虚拟场景的环境信息、所述专家账号控 制的样本虚拟对象的状态参数、所述样本虚拟对象所属阵营包括的其他对象的属性信息、以及与所述样本虚拟对象所属阵营属于敌对阵营包括的对象的属性信息,调用初始化的所述机器学习模型进行预测处理,得到每种类型的虚拟物品的使用概率;
    将所述使用概率与标记数据代入损失函数进行反向传播处理,以更新所述机器学习模型的参数,其中,所述专家账号的等级大于等级阈值,所述标记数据包括所述专家账号在互动过程中控制所述样本虚拟对象所使用的虚拟物品的类型。
  14. 根据权利要求1所述的方法,其中,当在所述虚拟场景中显示所述第一虚拟物品列表时,所述方法还包括:
    响应于所述虚拟场景中出现第二虚拟对象,更新所述第一虚拟物品列表中所述第二虚拟对象需要的类型的虚拟物品的显示方式,且更新后的所述显示方式显著于所述第一虚拟物品列表中其他类型的虚拟物品的显示方式,其中,所述第二虚拟对象是需要所述第一虚拟对象进行物品支援的虚拟对象,或者是需要与所述第一虚拟对象进行物品交换的虚拟对象。
  15. 根据权利要求14所述的方法,其中,在更新所述第一虚拟物品列表中所述第二虚拟对象需要的类型的虚拟物品的显示方式之前,所述方法还包括:
    将所述虚拟场景中与所述第一虚拟对象之间的距离小于距离阈值、且状态参数低于参数阈值的对象,确定为所述需要所述第一虚拟对象进行物品支援的虚拟对象;
    确定所述第一虚拟对象持有的至少一种类型的虚拟物品中持有数量小于数量阈值的虚拟物品,将所述虚拟场景中持有所述虚拟物品的数量大于所述数量阈值的对象,确定为所述需要与所述第一虚拟对象进行物品交换的虚拟对象。
  16. 根据权利要求1所述的方法,其中,当在所述虚拟场景中显示所述第一虚拟物品列表时,所述方法还包括:
    响应于所述第一虚拟对象当前无法达到所需要的移动速度,更新所述第一虚拟物品列表中推荐丢弃类型的虚拟物品的显示方式,其中,更新后的所述显示方式显著于所述第一虚拟物品列表中其他类型的虚拟物品的显示方式,所述推荐丢弃类型是推荐丢弃的所述虚拟物品的类型,以减少所述第一虚拟对象的负重来达到所需要的移动速度;
    当控制所述第一虚拟对象已经丢弃的所述虚拟物品的虚拟重量能够使所述第一虚拟对象达到所需要的移动速度时,显示第二提示信息,其中,所述第二提示信息用于提示所述第一虚拟对象当前的移动速度已经达到所需要的移动速度,无需再丢弃所述虚拟物品。
  17. 根据权利要求1所述的方法,其中,
    所述第一虚拟物品列表是专用于进行选择和丢弃任一类型的虚拟物品的列表;
    所述方法还包括:
    响应于针对第二虚拟物品列表的入口触发操作,在所述虚拟场景中显示所述第二虚拟物品列表,其中,所述第二虚拟物品列表包括所述第一虚拟对象持有的至少一种类型的虚拟物品,且所述第二虚拟物品列表是专用于进行选择和使用任一类型的虚拟物品的列表;
    响应于针对所述第二虚拟物品列表中任一类型的虚拟物品的第三触发操作,控制所述第一虚拟对象使用至少一个所述任一类型的虚拟物品。
  18. 一种虚拟物品的处理装置,所述装置包括:
    显示模块,配置为显示虚拟场景,其中,所述虚拟场景包括第一虚拟对象和第一虚拟物品列表的入口;
    所述显示模块,还配置为响应于针对所述第一虚拟物品列表的入口触发操作,在所述虚拟场景中显示所述第一虚拟物品列表,其中,所述第一虚拟物品列表包括所述第一虚拟对象持有的至少一种类型的虚拟物品;
    控制模块,配置为响应于针对所述第一虚拟物品列表中任一类型的虚拟物品的第一触发操作,控制所述第一虚拟对象丢弃至少一个所述任一类型的虚拟物品。
  19. 一种电子设备,所述电子设备包括:
    存储器,用于存储可执行指令;
    处理器,用于执行所述存储器中存储的可执行指令时,实现权利要求1至17任一项所述的虚拟物品的处理方法。
  20. 一种计算机可读存储介质,存储有可执行指令,用于被处理器执行时,实现权利要求1至17任一项所述的虚拟物品的处理方法。
  21. 一种计算机程序产品,包括计算机程序或指令,所述计算机程序或指令被处理器执行时,实现权利要求1至17任一项所述的虚拟物品的处理方法。
PCT/CN2022/127901 2022-01-21 2022-10-27 虚拟物品的处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品 WO2023138141A1 (zh)

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