HK40037962B - Prop using method and device based on virtual environment, apparatus and medium - Google Patents
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Description
技术领域Technical Field
本申请涉及虚拟环境领域,特别涉及一种基于虚拟环境的道具使用方法、装置、设备及介质。The present application relates to the field of virtual environments, and in particular to a method, apparatus, device and medium for using props based on a virtual environment.
背景技术Background Art
在包括虚拟环境的应用程序中,用户可以通过控制虚拟环境中的虚拟对象在虚拟环境中进行活动,虚拟对象能够在虚拟环境中对虚拟道具进行应用从而实现作战过程,例如,使用虚拟枪械进行射击操作,使用虚拟手雷进行投掷操作等。In applications that include virtual environments, users can carry out activities in the virtual environment by controlling virtual objects in the virtual environment. Virtual objects can apply virtual props in the virtual environment to realize combat processes, for example, using virtual guns for shooting operations, using virtual grenades for throwing operations, etc.
一般的,虚拟对象通过拾取像虚拟手雷、虚拟闪光弹、虚拟烟雾弹这类虚拟投掷类道具后,通过对虚拟投掷类道具进行投掷从而产生各种战斗效果或战术效果,从而实现或辅助对其他虚拟对象的击杀过程。Generally, virtual objects pick up virtual throwing props such as virtual grenades, virtual flash bombs, and virtual smoke bombs, and then throw the virtual throwing props to produce various combat effects or tactical effects, thereby achieving or assisting the killing process of other virtual objects.
然而,上述虚拟投掷类道具的应用过程中,对虚拟投掷类道具的应用方式较为固定,即只有该虚拟投掷类道具的拾取者才能主动触发它的效果,人机交互方式较为单一。However, in the application process of the above-mentioned virtual throwing props, the application method of the virtual throwing props is relatively fixed, that is, only the picker of the virtual throwing props can actively trigger its effect, and the human-computer interaction method is relatively simple.
发明内容Summary of the Invention
本申请实施例提供了一种基于虚拟环境的道具使用方法、装置、设备及介质,可以提高虚拟投掷道具使用方法的多样性。所述技术方案如下:The embodiments of the present application provide a method, apparatus, device, and medium for using props in a virtual environment, which can increase the diversity of methods for using virtual throwing props. The technical solution is as follows:
一方面,提供了一种基于虚拟环境的道具使用方法,所述方法包括:In one aspect, a method for using props based on a virtual environment is provided, the method comprising:
显示处于虚拟环境中的第一虚拟对象,所述虚拟环境中还包括第二虚拟对象,所述第二虚拟对象持有虚拟射击道具;Displaying a first virtual object in a virtual environment, wherein the virtual environment also includes a second virtual object, wherein the second virtual object holds a virtual shooting prop;
接收所述第二虚拟对象对所述第一虚拟对象的命中信号,所述命中信号用于指示所述第二虚拟对象通过所述虚拟射击道具命中对所述第一虚拟对象的射击;receiving a hit signal from the second virtual object on the first virtual object, the hit signal being used to indicate that the second virtual object has hit the first virtual object with the virtual shooting prop;
响应于所述第一虚拟对象携带有至少一个虚拟投掷道具,基于所述命中信号控制所述虚拟投掷道具脱离所述第一虚拟对象;In response to the first virtual object carrying at least one virtual throwing prop, controlling the virtual throwing prop to separate from the first virtual object based on the hit signal;
触发与所述虚拟投掷道具对应的目标功能。A target function corresponding to the virtual throwing prop is triggered.
另一方面,提供了一种基于虚拟环境的道具使用装置,所述装置包括:In another aspect, a device for using a prop based on a virtual environment is provided, the device comprising:
显示模块,用于显示处于虚拟环境中的第一虚拟对象,所述虚拟环境中还包括第二虚拟对象,所述第二虚拟对象持有虚拟射击道具;A display module, configured to display a first virtual object in a virtual environment, wherein the virtual environment further includes a second virtual object, wherein the second virtual object holds a virtual shooting prop;
接收模块,用于接收所述第二虚拟对象对所述第一虚拟对象的命中信号,所述命中信号用于指示所述第二虚拟对象通过所述虚拟射击道具命中对所述第一虚拟对象的射击;a receiving module, configured to receive a hit signal of the second virtual object hitting the first virtual object, wherein the hit signal is used to indicate that the second virtual object has hit the first virtual object with the virtual shooting prop;
控制模块,用于响应于所述第一虚拟对象携带有至少一个虚拟投掷道具,基于所述命中信号控制所述虚拟投掷道具脱离所述第一虚拟对象;a control module, configured to, in response to the first virtual object carrying at least one virtual throwing prop, control the virtual throwing prop to separate from the first virtual object based on the hit signal;
触发模块,用于触发与所述虚拟投掷道具对应的目标功能。The trigger module is used to trigger the target function corresponding to the virtual throwing prop.
另一方面,提供一种计算机设备,所述终端包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现本申请实施例中任一所述的基于虚拟环境的道具使用方法。On the other hand, a computer device is provided, wherein the terminal includes a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement any of the virtual environment-based prop usage methods described in the embodiments of the present application.
另一方面,提供一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一条程序代码,所述程序代码由处理器加载并执行以实现本申请实施例中任一所述的基于虚拟环境的道具使用方法。On the other hand, a computer-readable storage medium is provided, in which at least one program code is stored. The program code is loaded and executed by a processor to implement any of the virtual environment-based prop usage methods described in the embodiments of the present application.
另一方面,提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机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,使得该计算机设备执行上述实施例中任一所述的基于虚拟环境的道具使用方法。In another aspect, a computer program product or computer program is provided. The computer program product or computer program includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform any of the above-described methods for using props in a virtual environment.
本申请的提供的技术方案至少包括以下有益效果:The technical solution provided by this application includes at least the following beneficial effects:
在虚拟环境中,第二虚拟对象通过虚拟射击道具命中第一虚拟对象后,使第一虚拟对象携带的虚拟投掷道具脱离并触发目标功能,即,在虚拟环境中不仅可以由虚拟对象将携带的虚拟投掷道具进行投掷并触发目标功能,也可以通过命中其他虚拟对象,使其掉落虚拟投掷道具并触发目标功能,实现虚拟投掷道具的多种应用方式,提高了虚拟投掷道具使用方法的多样性。In the virtual environment, after the second virtual object hits the first virtual object with a virtual shooting prop, the virtual throwing prop carried by the first virtual object is detached and the target function is triggered. That is, in the virtual environment, not only can the virtual object throw the virtual throwing prop it carries and trigger the target function, but it can also hit other virtual objects to make them drop the virtual throwing prop and trigger the target function, thereby realizing multiple application methods of the virtual throwing props and increasing the diversity of the use methods of the virtual throwing props.
附图说明BRIEF DESCRIPTION OF THE DRAWINGS
为了更清楚地说明本申请实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
图1是本申请一个示例性实施例提供的装备界面示意图;FIG1 is a schematic diagram of an equipment interface provided by an exemplary embodiment of the present application;
图2是本申请一个示例性实施例提供的电子设备的结构框图;FIG2 is a structural block diagram of an electronic device provided by an exemplary embodiment of the present application;
图3是本申请一个示例性实施例提供的计算机系统的结构框图;FIG3 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;
图4是本申请一个示例性实施例提供的基于虚拟环境的道具使用方法的流程图;FIG4 is a flowchart of a method for using props based on a virtual environment provided by an exemplary embodiment of the present application;
图5是本申请一个示例性实施例提供的触发目标功能示意图;FIG5 is a schematic diagram of a trigger target function provided by an exemplary embodiment of the present application;
图6是本申请另一个示例性实施例提供的基于虚拟环境的道具使用方法的流程图;FIG6 is a flowchart of a method for using props based on a virtual environment provided by another exemplary embodiment of the present application;
图7是本申请一个示例性实施例提供的射线检测示意图;FIG7 is a schematic diagram of ray detection provided by an exemplary embodiment of the present application;
图8是本申请一个示例性实施例提供的目标标记界面示意图;FIG8 is a schematic diagram of a target marking interface provided by an exemplary embodiment of the present application;
图9是本申请一个示例性实施例提供的虚拟对象伤害检测框示意图;FIG9 is a schematic diagram of a virtual object damage detection block provided by an exemplary embodiment of the present application;
图10是本申请一个示例性实施例提供的第二次命中范围示意图;FIG10 is a schematic diagram of a second hit range provided by an exemplary embodiment of the present application;
图11是本申请一个示例性实施例提供的虚拟投掷道具掉落示意图;FIG11 is a schematic diagram of a virtual throwing prop falling provided by an exemplary embodiment of the present application;
图12是本申请一个示例性实施例提供的基于虚拟环境的道具使用方法的流程图;FIG12 is a flowchart of a method for using props based on a virtual environment provided by an exemplary embodiment of the present application;
图13是本申请一个示例性实施例提供的第一控件状态界面示意图;FIG13 is a schematic diagram of a first control state interface provided by an exemplary embodiment of the present application;
图14是本申请一个示例性实施例提供的基于虚拟环境的道具使用方法对应逻辑的流程图;FIG14 is a flowchart of the corresponding logic of a method for using props based on a virtual environment provided by an exemplary embodiment of the present application;
图15是本申请一个示例性实施例提供的基于虚拟环境的道具使用装置结构框图;FIG15 is a structural block diagram of a prop using device based on a virtual environment provided by an exemplary embodiment of the present application;
图16是本申请另一个示例性实施例提供的基于虚拟环境的道具使用装置结构框图;FIG16 is a structural block diagram of a prop using device based on a virtual environment provided by another exemplary embodiment of the present application;
图17是本申请一个示例性实施例提供的终端的结构框图。FIG17 is a structural block diagram of a terminal provided by an exemplary embodiment of the present application.
具体实施方式DETAILED DESCRIPTION
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
首先,对本申请实施例中涉及的名词进行简单介绍:First, a brief introduction to the terms involved in the embodiments of this application is given:
虚拟环境:是应用程序在终端上运行时显示(或提供)的虚拟环境。该虚拟环境可以是对真实世界的仿真环境,也可以是半仿真半虚构的三维环境,还可以是纯虚构的三维环境。虚拟环境可以是二维虚拟环境、2.5维虚拟环境和三维虚拟环境中的任意一种,下述实施例以虚拟环境是三维虚拟环境来举例说明,但对此不加以限定。可选的,该虚拟环境还用于至少两个虚拟角色之间的虚拟环境对战。可选的,该虚拟环境还用于至少两个虚拟角色之间使用虚拟枪械进行对战。可选的,该虚拟环境还用于在目标区域范围内,至少两个虚拟角色之间使用虚拟枪械进行对战,该目标区域范围会随虚拟环境中的时间推移而不断变小。Virtual environment: It is a virtual environment displayed (or provided) when the application is running on the terminal. The virtual environment can be a simulation of the real world, a semi-simulated and semi-fictitious three-dimensional environment, or a purely fictitious three-dimensional environment. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. The following embodiments are illustrated by taking the virtual environment as a three-dimensional virtual environment, but are not limited to this. Optionally, the virtual environment is also used for virtual environment battles between at least two virtual characters. Optionally, the virtual environment is also used for battles between at least two virtual characters using virtual firearms. Optionally, the virtual environment is also used for battles between at least two virtual characters using virtual firearms within a target area, and the target area will continue to shrink as time passes in the virtual environment.
虚拟对象:是指虚拟环境中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物等,比如:在三维虚拟环境中显示的人物、动物、植物、油桶、墙壁、石块等。可选的,虚拟对象是基于动画骨骼技术创建的三维立体模型。每个虚拟对象在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。Virtual objects are movable objects in a virtual environment. These can be virtual people, virtual animals, or animated characters, for example, people, animals, plants, oil drums, walls, and rocks displayed in a 3D virtual environment. Alternatively, virtual objects can be 3D models created using animation skeletal technology. Each virtual object has its own unique shape and volume within the 3D virtual environment and occupies a portion of the space within the 3D virtual environment.
虚拟射击道具:是指在虚拟环境通过发射子弹进行攻击的虚拟武器。可选的,虚拟射击道具的获取方式可以是虚拟对象可在虚拟环境中通过捡拾得到;也可以是虚拟对象在进入虚拟环境之前,在装备界面进行选择装备后,虚拟对象进入虚拟环境后即装配有虚拟射击道具,请参考图1,其示出了装备界面100,装备界面100中包括多个可供选择的虚拟射击道具110,当用户选中其中一个虚拟射击道具后,装备界面100会显示该虚拟射击道具对应的道具造型120,同时也会显示该虚拟射击道具对应的道具名称130和道具说明140,用户可以通过触发“装备”控件150,装备该虚拟射击道具,当用户进入虚拟环境后,用户所操控的虚拟对象即携带有该虚拟射击道具。Virtual shooting props: refers to virtual weapons that attack by firing bullets in a virtual environment. Optionally, virtual shooting props can be obtained by picking up a virtual object in the virtual environment; or the virtual object can be equipped with virtual shooting props after selecting equipment on an equipment interface before entering the virtual environment. Please refer to Figure 1, which shows an equipment interface 100. The equipment interface 100 includes multiple virtual shooting props 110 for selection. When a user selects a virtual shooting prop, the equipment interface 100 will display the corresponding prop shape 120 of the virtual shooting prop, as well as the corresponding prop name 130 and prop description 140. The user can equip the virtual shooting prop by triggering the "equip" control 150. When the user enters the virtual environment, the virtual object controlled by the user will carry the virtual shooting prop.
虚拟投掷道具:是指虚拟对象在虚拟环境中通过投掷的方式触发目标功能的道具。示意性的,按功能进行划分,虚拟投掷道具包括战斗道具和战术道具。其中,战斗道具为可对虚拟对象造成虚拟伤害的投掷道具,例如:手榴弹(手雷)、燃烧弹、粘性炸弹等。战术道具为不会对虚拟对象造成虚拟伤害,但会造成功能影响的投掷道具,例如:烟雾弹、震爆弹等。可选的,投掷道具可以在被投掷时长达到预设时长时触发目标功能,也可以在被投掷并存在碰撞情况时触发目标功能。Virtual throwing props: refers to props that trigger target functions by throwing virtual objects in a virtual environment. Schematically, virtual throwing props include combat props and tactical props according to function. Among them, combat props are throwing props that can cause virtual damage to virtual objects, such as grenades, incendiary bombs, sticky bombs, etc. Tactical props are throwing props that will not cause virtual damage to virtual objects but will affect their functions, such as smoke bombs, stun bombs, etc. Optionally, a throwing prop can trigger a target function when the throwing time reaches a preset time, or it can trigger a target function when it is thrown and there is a collision.
在相关技术中,虚拟对象通过拾取虚拟投掷道具后,通过对虚拟投掷道具进行投掷从而产生各种战斗效果或战术效果,从而实现或辅助对其他虚拟对象的击杀过程。以虚拟手雷为例进行说明,虚拟对象在拾取到虚拟手雷后,可通过相关控件或快捷键切换至使用虚拟手雷的状态,即虚拟对象持有的虚拟武器为虚拟手雷,当接收到对该虚拟手雷的投掷信号时,虚拟手雷会被投掷出去,其中,虚拟对象可对虚拟手雷在虚拟环境中的投掷方向进行控制。当虚拟手雷被投掷后,开始虚拟手雷的爆炸倒计时,当该倒计时结束时,上述虚拟手雷产生爆炸效果,对爆炸效果范围内的虚拟对象造成虚拟伤害。然而,上述虚拟投掷道具的应用过程中,对虚拟投掷道具的应用方式较为固定,即只有该虚拟投掷类道具的拾取者才能主动触发它的效果,人机交互方式较为单一。In related art, virtual objects, after picking up virtual throwing items, can then throw them to produce various combat or tactical effects, thereby enabling or assisting in the killing of other virtual objects. Taking a virtual grenade as an example, after picking up a virtual grenade, a virtual object can switch to using the virtual grenade using a control or shortcut key. This means that the virtual weapon held by the virtual object is a virtual grenade. When a throwing signal is received for the virtual grenade, the virtual grenade is thrown, and the virtual object can control the direction of the virtual grenade in the virtual environment. After the virtual grenade is thrown, a countdown for its explosion begins. When the countdown ends, the virtual grenade explodes, causing virtual damage to virtual objects within the explosion range. However, in the application of these virtual throwing items, the method of using them is relatively fixed: only the person who picks up the virtual throwing item can actively trigger its effect, resulting in a relatively simple human-computer interaction method.
在本申请实施例中,虚拟对象通过使用虚拟射击道具命中其他虚拟对象,使其他虚拟对象携带的虚拟投掷道具脱离并触发,提高了虚拟投掷道具使用方法的多样性。In the embodiment of the present application, a virtual object uses a virtual shooting prop to hit other virtual objects, causing the virtual throwing props carried by other virtual objects to detach and trigger, thereby increasing the diversity of the use methods of the virtual throwing props.
本申请中提供的方法可以应用于虚拟现实应用程序、三维地图程序、第一人称射击游戏(First-Person Shooting game,FPS)、第三人称射击游戏(Third-Person Shootinggame,TPS)、多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)等,下述实施例是以在游戏中的应用来举例说明。The method provided in this application can be applied to virtual reality applications, three-dimensional map programs, first-person shooter games (FPS), third-person shooter games (TPS), multiplayer online battle arena games (MOBA), etc. The following embodiments are illustrated by using applications in games.
基于虚拟环境的游戏往往由一个或多个游戏世界的地图构成,游戏中的虚拟环境模拟现实世界的场景,用户可以操控游戏中的虚拟对象在虚拟环境中进行行走、跑步、跳跃、射击、格斗、驾驶、切换使用虚拟武器、使用虚拟武器攻击其他虚拟对象等动作,交互性较强,并且多个用户可以在线组队进行竞技游戏。用户控制虚拟对象使用虚拟武器对目标虚拟对象发起攻击时,用户根据目标虚拟对象所在的位置,或操作习惯选择合适的虚拟武器对虚拟对象进行攻击。其中,虚拟武器包括枪械武器、近身武器、投掷类武器中的至少一种,其中,枪械武器包括步枪、狙击枪、手枪、霰弹枪等类型的枪械,近身武器包括匕首、刀、斧子、剑、棍子、锅(比如,平底锅)中的至少一种类型,投掷类武器包括普通手雷、粘性手雷、闪光弹、烟雾弹等类型。Games based on virtual environments are often composed of one or more game world maps. The virtual environment in the game simulates scenes in the real world. Users can control virtual objects in the game to walk, run, jump, shoot, fight, drive, switch to using virtual weapons, use virtual weapons to attack other virtual objects, and other actions in the virtual environment. The interactivity is strong, and multiple users can team up online to play competitive games. When a user controls a virtual object to use a virtual weapon to attack a target virtual object, the user selects an appropriate virtual weapon to attack the virtual object based on the location of the target virtual object or operating habits. Among them, virtual weapons include at least one of firearms, melee weapons, and throwing weapons. Among them, firearms include rifles, sniper rifles, pistols, shotguns and other types of firearms. Melee weapons include at least one type of dagger, knife, axe, sword, stick, pot (e.g., frying pan). Throwing weapons include ordinary grenades, sticky grenades, flash bombs, smoke bombs and other types.
本申请中的终端可以是台式计算机、膝上型便携计算机、手机、平板电脑、电子书阅读器、MP3(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)播放器、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器等等。该终端中安装和运行有支持虚拟环境的应用程序,比如支持三维虚拟环境的应用程序。该应用程序可以是虚拟现实应用程序、三维地图程序、TPS游戏、FPS游戏、MOBA游戏中的任意一种。可选的,该应用程序可以是单机版的应用程序,比如单机版的3D游戏程序,也可以是网络联机版的应用程序。The terminal in this application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Group Audio Layer 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, etc. An application that supports a virtual environment, such as an application that supports a three-dimensional virtual environment, is installed and running in the terminal. The application can be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, and a MOBA game. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.
图2示出了本申请一个示例性实施例提供的电子设备的结构框图。该电子设备200包括:操作系统220和应用程序222。FIG2 shows a block diagram of an electronic device provided by an exemplary embodiment of the present application. The electronic device 200 includes an operating system 220 and an application 222 .
操作系统220是为应用程序222提供对计算机硬件的安全访问的基础软件。The operating system 220 is the underlying software that provides application programs 222 with secure access to the computer's hardware.
应用程序222是支持虚拟环境的应用程序。可选的,应用程序222是支持三维虚拟环境的应用程序。该应用程序222可以是虚拟现实应用程序、三维地图程序、TPS游戏、FPS游戏、MOBA游戏、多人枪战类生存游戏中的任意一种。该应用程序222可以是单机版的应用程序,比如单机版的3D游戏程序。Application 222 is an application that supports a virtual environment. Optionally, application 222 is an application that supports a three-dimensional virtual environment. Application 222 can be any of a virtual reality application, a three-dimensional map application, a TPS game, an FPS game, a MOBA game, or a multiplayer shooter survival game. Application 222 can be a stand-alone application, such as a stand-alone 3D game program.
图3示出了本申请一个示例性实施例提供的计算机系统的结构框图。该计算机系统300包括:第一设备320、服务器340和第二设备360。3 shows a block diagram of a computer system according to an exemplary embodiment of the present application. The computer system 300 includes a first device 320 , a server 340 , and a second device 360 .
第一设备320和第二设备360安装和运行有支持虚拟环境的应用程序。该应用程序可以是虚拟现实应用程序、三维地图程序、TPS游戏、FPS游戏、MOBA游戏、多人枪战类生存游戏中的任意一种。第一设备320是第一用户使用的设备,第一用户使用第一设备320控制位于虚拟环境中的第一虚拟对象进行活动。第二设备360是第二用户使用的设备,第二用户使用第二设备360控制位于虚拟环境中的第二虚拟对象进行活动。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、投掷中的至少一种。示意性的,虚拟对象是虚拟人物,比如仿真人物角色或动漫人物角色。The first device 320 and the second device 360 are installed and run with an application that supports a virtual environment. The application can be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, a MOBA game, and a multiplayer shooter survival game. The first device 320 is a device used by a first user, and the first user uses the first device 320 to control a first virtual object located in a virtual environment to perform an activity. The second device 360 is a device used by a second user, and the second user uses the second device 360 to control a second virtual object located in a virtual environment to perform an activity. The activity includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the virtual object is a virtual character, such as a simulated character or an anime character.
第一设备320和第二设备360通过无线网络或有线网络与服务器340相连。该设备类型包括:游戏主机、台式计算机、智能手机、平板电脑、电子书阅读器、MP3播放器、MP4播放器和膝上型便携计算机中的至少一种。The first device 320 and the second device 360 are connected to the server 340 via a wireless network or a wired network. The device type includes at least one of a game console, a desktop computer, a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, and a laptop computer.
服务器340包括一台服务器、多台服务器、云计算平台和虚拟化中心中的至少一种。服务器340用于为支持三维虚拟环境的应用程序提供后台服务。可选的,服务器340承担主要计算工作,第一设备320和第二设备360承担次要计算工作;或者,服务器340承担次要计算工作,第一设备320和第二设备360承担主要计算工作;或者,服务器340、第一设备320和第二设备360三者之间采用分布式计算架构进行协同计算。Server 340 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 340 provides backend services for applications supporting three-dimensional virtual environments. Optionally, server 340 performs primary computing tasks, while first device 320 and second device 360 perform secondary computing tasks. Alternatively, server 340 performs secondary computing tasks, while first device 320 and second device 360 perform primary computing tasks. Alternatively, server 340, first device 320, and second device 360 utilize a distributed computing architecture for collaborative computing.
结合上述名词简介以及实施环境说明,对本申请实施例提供的基于虚拟环境的道具使用方法进行说明,请参考图4,其示出了一个示例性实施例提供的基于虚拟环境的道具使用方法的流程图,以该方法应用于终端中为例进行说明,该方法包括:In conjunction with the above-mentioned introduction to the terms and the description of the implementation environment, the method for using props in a virtual environment provided by an embodiment of the present application is described. Please refer to FIG4 , which shows a flowchart of a method for using props in a virtual environment provided by an exemplary embodiment. The method is described by taking the application of the method in a terminal as an example. The method includes:
步骤401,显示处于虚拟环境中的第一虚拟对象,虚拟环境中还包括第二虚拟对象,第二虚拟对象持有虚拟射击道具。Step 401: Display a first virtual object in a virtual environment. The virtual environment also includes a second virtual object, and the second virtual object holds a virtual shooting prop.
可选的,第一虚拟对象和第二虚拟对象处于同一虚拟环境中。可选的,第一虚拟对象和第二虚拟对象可以属于同一个队伍、同一个组织、具有好友关系或具有临时性的通讯权限。可选的,第一虚拟对象和第二虚拟对象也可以属于不同队伍、不同组织、或具有敌对性的两个团体。在虚拟环境中,第一虚拟对象和第二虚拟对象之间可通过虚拟射击道具进行攻击并造成击杀。Optionally, the first virtual object and the second virtual object are in the same virtual environment. Optionally, the first virtual object and the second virtual object may belong to the same team, the same organization, have a friendship relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object may belong to different teams, different organizations, or two hostile groups. In the virtual environment, the first virtual object and the second virtual object may attack and kill each other using virtual shooting props.
虚拟射击道具为虚拟环境中的虚拟枪械。示意性的,虚拟射击道具的获取方式可以是虚拟对象可在虚拟环境中通过捡拾得到;也可以是虚拟对象在进入虚拟环境之前,在装备界面进行选择装备后,虚拟对象进入虚拟环境后即装配有虚拟射击道具。Virtual shooting props are virtual firearms in a virtual environment. For example, virtual shooting props can be obtained by picking up a virtual object in the virtual environment, or by selecting equipment on an equipment interface before entering the virtual environment, whereupon the virtual object is equipped with the virtual shooting props.
在本申请实施例中,虚拟射击道具包括普通射击道具和特效射击道具,其中,使用普通射击道具命中其他虚拟对象时,仅会造成虚拟伤害,而使用特效射击道具命中其他虚拟对象时,会造成除虚拟伤害外的其他命中效果,示意性的,例如:虚拟环境中的第二虚拟对象持有电击枪,并使用电击枪命中第一虚拟对象,第一虚拟对象除了会受到电击枪的虚拟伤害以外,还会显示被电击的效果,即电击效果期间第一虚拟对象无法使用虚拟道具。In an embodiment of the present application, virtual shooting props include ordinary shooting props and special effect shooting props. When ordinary shooting props are used to hit other virtual objects, only virtual damage will be caused, while when special effect shooting props are used to hit other virtual objects, other hit effects in addition to virtual damage will be caused. For example, the second virtual object in the virtual environment holds a stun gun and uses the stun gun to hit the first virtual object. In addition to suffering virtual damage from the stun gun, the first virtual object will also show the effect of being electrocuted, that is, the first virtual object cannot use virtual props during the electric shock effect.
步骤402,接收第二虚拟对象对第一虚拟对象的命中信号。Step 402: Receive a hit signal from the second virtual object on the first virtual object.
在虚拟环境中,第一虚拟对象和第二虚拟对象之间可通过虚拟道具进行对战并造成虚拟伤害,示意性的,第二虚拟对象通过虚拟射击道具对第一虚拟对象进行攻击,即第二虚拟对象对第一虚拟对象进行瞄准后,向第一虚拟对象发射虚拟子弹,从而实现对第一虚拟对象的攻击。示意性的,操控第二虚拟对象的用户可以通过触发攻击控件或攻击快捷键以实现对其他虚拟对象的攻击。In a virtual environment, a first virtual object and a second virtual object can engage in combat using virtual props and inflict virtual damage. For example, the second virtual object can attack the first virtual object using a virtual shooting prop. Specifically, the second virtual object can aim at the first virtual object and then fire a virtual bullet at it, thereby attacking the first virtual object. For example, a user controlling the second virtual object can trigger an attack control or an attack shortcut key to attack other virtual objects.
当第二虚拟对象成功命中第一虚拟对象时,会产生命中信号,即命中信号用于指示第二虚拟对象通过虚拟射击道具命中对第一虚拟对象的射击。该命中信号为通过特效射击道具进行射击后产生,上述特效射击道具为命中虚拟对象后,可控制该虚拟对象携带的虚拟投掷道具脱离该虚拟对象。When the second virtual object successfully hits the first virtual object, a hit signal is generated, indicating that the second virtual object has successfully shot the first virtual object with its virtual shooting prop. This hit signal is generated by the special-effect shooting prop, which, upon hitting the virtual object, can control the virtual throwing prop carried by the virtual object to separate from the virtual object.
示意性的,第二设备将射击信号传输至服务器,其中,该射击信号中包括产生该射击信号的虚拟射击道具标识、虚拟射击道具的瞄准方向,服务器在接收到射击信号后,对该射击信号进行判别操作,即判断该射击信号是否命中虚拟对象。上述虚拟射击道具标识用于确定该射击信号指示的射击范围,及该射击信号指示的虚拟伤害数值,服务器通过确定的该射击信号指示的射击范围及虚拟射击道具的瞄准方向,确定出该射击信号的命中目标。Illustratively, the second device transmits a shooting signal to the server, where the shooting signal includes the identifier of the virtual shooting prop that generated the shooting signal and the aiming direction of the virtual shooting prop. Upon receiving the shooting signal, the server performs a discrimination operation on the shooting signal to determine whether the shooting signal hits the virtual object. The virtual shooting prop identifier is used to determine the shooting range indicated by the shooting signal and the virtual damage value indicated by the shooting signal. The server determines whether the shooting signal hits the target by determining the shooting range indicated by the shooting signal and the aiming direction of the virtual shooting prop.
即服务器接收第二虚拟对象使用虚拟射击道具的射击信号,确定在虚拟射击道具的射击范围内的命中情况,该命中情况用于表示虚拟射击道具当前命中的第一个目标,可选的,第一个目标包括虚拟对象和虚拟物品,可选的,该命中情况也可以用于表示未命中任何目标。响应于命中情况与第一虚拟对象对应,服务器生成命中信号,并将该命中信号发送至第一设备,即第一设备接收到该命中信号。同时,第二设备也会接收到该命中信号,并在界面上显示命中效果反馈,示意性的,该效果反馈可以是以伤害数值方式显示的效果反馈,也可以是虚拟血液动画方式显示的效果反馈。响应于命中情况与虚拟物品对应,则服务器不会生成该命中信号。That is, the server receives the shooting signal of the second virtual object using the virtual shooting prop, and determines the hit situation within the shooting range of the virtual shooting prop. The hit situation is used to indicate the first target currently hit by the virtual shooting prop. Optionally, the first target includes a virtual object and a virtual item. Optionally, the hit situation can also be used to indicate that no target is hit. In response to the hit situation corresponding to the first virtual object, the server generates a hit signal and sends the hit signal to the first device, that is, the first device receives the hit signal. At the same time, the second device will also receive the hit signal and display the hit effect feedback on the interface. Schematically, the effect feedback can be effect feedback displayed in the form of damage value, or it can be effect feedback displayed in the form of virtual blood animation. In response to the hit situation corresponding to the virtual item, the server will not generate the hit signal.
步骤403,响应于第一虚拟对象携带有至少一个虚拟投掷道具,基于命中信号控制虚拟投掷道具脱离第一虚拟对象。Step 403 : In response to the first virtual object carrying at least one virtual throwing prop, the virtual throwing prop is controlled to separate from the first virtual object based on the hit signal.
可选的,虚拟投掷道具为被投掷后在虚拟环境中触发目标功能的道具,其中,虚拟投掷道具可以是在被投掷时长达到预设时长时触发目标功能的道具,也可以是被投掷后在虚拟环境中存在碰撞事件时触发目标功能的道具,本申请实施例中对目标功能的触发条件不加以限定。在本申请实施例中,虚拟投掷道具包括战斗道具和战术道具,其中,战斗道具为可对虚拟对象造成虚拟伤害的投掷道具,战术道具为不会对虚拟对象造成虚拟伤害,但会造成功能影响的投掷道具。示意性的,以虚拟环境中的虚拟手雷作为战斗道具、以虚拟闪光弹作为战术道具为例进行说明,其中,虚拟手雷是通过在虚拟环境中被投掷时长达到预设时长时触发引爆功能的道具,玩家控制目标虚拟对象对虚拟手雷进行投掷,当虚拟手雷的被投掷时长达到预设时长时,虚拟手雷在虚拟环境中引爆,并对位于引爆点预设距离范围内的虚拟对象造成伤害;虚拟闪光弹是通过在虚拟环境中被投掷并在存在碰撞事件时触发闪光作用的道具,玩家控制目标虚拟对象对虚拟闪光弹进行投掷,当虚拟闪光弹在虚拟环境中落地时,触发闪光功能,位于闪光范围内的虚拟对象视线受到阻碍。Optionally, the virtual throwing props are props that trigger a target function in the virtual environment after being thrown. The virtual throwing props can trigger the target function when the throwing duration reaches a preset duration, or when a collision event occurs in the virtual environment after being thrown. The triggering conditions for the target function are not limited in the embodiments of the present application. In the embodiments of the present application, the virtual throwing props include combat props and tactical props. Combat props are throwing props that can cause virtual damage to virtual objects, and tactical props are throwing props that do not cause virtual damage to virtual objects but do affect their functions. For illustration, a virtual grenade in a virtual environment is used as a combat prop, and a virtual flash bomb is used as a tactical prop as an example. The virtual grenade is a prop that triggers a detonation function when it is thrown for a preset time in the virtual environment. The player controls the target virtual object to throw the virtual grenade. When the virtual grenade is thrown for a preset time, the virtual grenade detonates in the virtual environment and causes damage to virtual objects within a preset distance range from the detonation point. The virtual flash bomb is a prop that is thrown in the virtual environment and triggers a flash effect when a collision event occurs. The player controls the target virtual object to throw the virtual flash bomb. When the virtual flash bomb lands in the virtual environment, the flash function is triggered, and the vision of virtual objects within the flash range is obstructed.
可选的,该虚拟投掷道具可以是在虚拟环境中被投掷于地面的道具,也可以是被投掷于指定位置的道具,还可以是投掷于其他任意位置的道具。示意性的,当该虚拟投掷道具实现为普通手雷时该目标道具可以在虚拟环境中被投掷于地面、桌面、窗台、阳台、柜面等位置中的任意一种;而当该虚拟投掷道具实现为粘性手雷时,该虚拟投掷道具可以在虚拟环境中被投掷于地面、桌面、窗台、阳台、柜面,也可以在虚拟环境中被投掷于墙面、家具侧面等任意可以对该粘性手雷进行粘连的位置,其中,由于普通手雷无粘连效果,故该普通手雷能够在虚拟环境中被墙面、家居侧面等位置反弹,而由于粘性手雷具有粘连效果,故该粘连手雷会粘连在被投掷后所触碰到的第一个虚拟物体上。Optionally, the virtual throwing prop can be a prop thrown on the ground in the virtual environment, or a prop thrown at a designated location, or a prop thrown at any other location. For example, when the virtual throwing prop is implemented as an ordinary grenade, the target prop can be thrown at any of the following locations in the virtual environment: the ground, a tabletop, a windowsill, a balcony, a cabinet, etc.; and when the virtual throwing prop is implemented as a sticky grenade, the virtual throwing prop can be thrown at the ground, a tabletop, a windowsill, a balcony, a cabinet, or at any location in the virtual environment where the sticky grenade can stick. Since ordinary grenades have no sticking effect, they can bounce off walls, furniture sides, etc. in the virtual environment. However, since sticky grenades have a sticking effect, they will stick to the first virtual object they touch after being thrown.
当第一设备接收到服务器发送的命中信号后,对第一设备控制的第一虚拟对象所携带的虚拟投掷道具数量进行确定。当确定第一虚拟对象携带至少一个虚拟投掷道具时,基于上述命中信号控制虚拟投掷道具以预设方式脱离所述第一虚拟对象。当确定第一虚拟对象携带的虚拟投掷道具大于一个时,确定携带的虚拟投掷道具类型,当携带的虚拟投掷道具包括战术道具和战斗道具时,控制战斗道具脱离第一虚拟对象。在一个示例中,以第一虚拟对象携带有一个虚拟手雷和一个虚拟烟雾弹时,第一虚拟对象在被第二虚拟对象通过虚拟射击道具命中后,掉落虚拟手雷,当达到一定预设条件后,第一虚拟对象被第二虚拟对象再次命中时,掉落虚拟烟雾弹。上述预设条件可以是在一定时间段内再次命中第一虚拟对象;也可以是特效射击道具对应的特殊命中效果存在冷却时间,当冷却时间结束后再次命中第一虚拟对象。After receiving a hit signal from a server, the first device determines the number of virtual throwing items carried by a first virtual object controlled by the first device. If the first virtual object is determined to be carrying at least one virtual throwing item, the virtual throwing item is controlled to detach from the first virtual object in a predetermined manner based on the hit signal. If the first virtual object is determined to be carrying more than one virtual throwing item, the type of virtual throwing item is determined. If the virtual throwing item includes both tactical and combat items, the combat item is controlled to detach from the first virtual object. In one example, if the first virtual object is carrying one virtual grenade and one virtual smoke bomb, the first virtual object drops the virtual grenade after being hit by a second virtual object with a virtual shooting item. If a predetermined condition is met and the first virtual object is hit again by the second virtual object, the first virtual object drops the virtual smoke bomb. The predetermined condition can be hitting the first virtual object again within a certain time period, or it can be that a special hit effect corresponding to a special effect shooting item has a cooldown period, and the first virtual object is hit again after the cooldown period expires.
可选的,第一设备在接收到命中信号后,即进行第一虚拟对象携带的虚拟投掷道具数量的判断;可选的,第一设备在接收到第一个命中信号后,在预设时间段内再次接收到命中信号后,才进行第一虚拟对象携带的虚拟投掷道具数量的判断;可选的,服务器发送至第一设备的命中信号还包括命中第一虚拟对象的位置信息,当第一设备在接收到两次命中信号,且确定这两次命中信号对应的位置之间的距离在一定范围内,进行第一虚拟对象携带的虚拟投掷道具数量的判断。Optionally, after receiving the hit signal, the first device determines the number of virtual throwing props carried by the first virtual object; optionally, after receiving the first hit signal, the first device receives a hit signal again within a preset time period before determining the number of virtual throwing props carried by the first virtual object; optionally, the hit signal sent by the server to the first device also includes the position information of the hit first virtual object. When the first device receives two hit signals and determines that the distance between the positions corresponding to the two hit signals is within a certain range, the first device determines the number of virtual throwing props carried by the first virtual object.
示意性的,该预设方式可以是由系统操控的,也可以是由操控第二虚拟对象的第二用户通过预设控件或预设快捷键进行操控的。以该预设方式由系统操控为例,第一设备的操作系统接收到命中信号并确定第一虚拟对象携带至少一个虚拟投掷道具后,控制该虚拟投掷道具从第一虚拟对象身上掉落。Illustratively, the preset method can be controlled by the system, or by a second user controlling the second virtual object using preset controls or preset shortcut keys. Taking the system-controlled preset method as an example, after the operating system of the first device receives a hit signal and determines that the first virtual object is carrying at least one virtual throwing prop, it controls the virtual throwing prop to drop from the first virtual object.
其中,该预设方式可以是根据第一虚拟对象的活动状态确定的脱离方式。示意性的,确定第一虚拟对象的活动状态;响应于所述第一虚拟对象的活动状态对应为静止状态时,控制虚拟投掷道具以依照竖直方向向下进行运动的方式进行脱离;或,响应于所述第一虚拟对象的活动状态对应为运动状态时,根据运动状态的运动方向,控制虚拟投掷道具以抛物线方向向下运动的方式进行脱离。The preset method may be a disengagement method determined based on the activity state of the first virtual object. For example, the activity state of the first virtual object is determined; in response to the activity state of the first virtual object being a stationary state, the virtual throwing prop is controlled to disengage by moving downward in a vertical direction; or in response to the activity state of the first virtual object being a moving state, the virtual throwing prop is controlled to disengage by moving downward in a parabolic direction based on the direction of the moving state.
步骤404,触发与虚拟投掷道具对应的目标功能。Step 404: triggering the target function corresponding to the virtual throwing prop.
当虚拟投掷道具脱离第一虚拟对象后,会触发其对应的目标功能。其中,触发目标功能的方法可以是在虚拟投掷道具脱离第一虚拟对象后,达到预设时长时触发目标功能;触发目标功能的方法也可以是虚拟投掷道具在脱离第一虚拟对象后,在虚拟环境中存在碰撞事件时触发目标功能;触发目标功能的方法还可以是在虚拟投掷道具脱离第一虚拟对象后,第二设备对应的虚拟环境界面上显示有引爆控件,第二用户可通过触发该引爆控件来触发上述掉落的虚拟投掷道具的目标功能。When the virtual throwing item detaches from the first virtual object, its corresponding target function is triggered. The target function can be triggered by a preset duration after the virtual throwing item detaches from the first virtual object; or by a collision event within the virtual environment after the virtual throwing item detaches from the first virtual object; or by a detonation control displayed on the virtual environment interface corresponding to the second device after the virtual throwing item detaches from the first virtual object, allowing the second user to trigger the target function of the dropped virtual throwing item by triggering the detonation control.
在一个示例中,请参考图5,以第一虚拟对象携带有虚拟手雷为例,虚拟环境界面500显示有以第二虚拟对象的第一视角进行观察的虚拟环境画面,虚拟环境中还包括有第一虚拟对象510,第二虚拟对象通过射击道具520命中第一虚拟对象510之后,第一虚拟对象510携带的虚拟手雷掉落至虚拟环境中的地面,并与地面产生碰撞后出发目标功能,即爆炸效果530,该爆炸效果530会对第一虚拟对象510造成虚拟伤害。In one example, please refer to Figure 5. Taking the first virtual object carrying a virtual grenade as an example, the virtual environment interface 500 displays a virtual environment picture observed from the first perspective of the second virtual object. The virtual environment also includes a first virtual object 510. After the second virtual object hits the first virtual object 510 through the shooting prop 520, the virtual grenade carried by the first virtual object 510 falls to the ground in the virtual environment, and after colliding with the ground, the target function is triggered, that is, the explosion effect 530. The explosion effect 530 will cause virtual damage to the first virtual object 510.
综上所述,本申请实施例提供的基于虚拟环境的道具使用方法,在虚拟环境中,第二虚拟对象通过虚拟射击道具命中第一虚拟对象后,使第一虚拟对象携带的虚拟投掷道具脱离并触发目标功能,实现虚拟投掷道具在虚拟环境中的一种应用方式,提高了虚拟投掷道具使用方法的多样性。In summary, the prop usage method based on a virtual environment provided by the embodiment of the present application is that, in the virtual environment, after the second virtual object hits the first virtual object through the virtual shooting prop, the virtual throwing prop carried by the first virtual object is detached and the target function is triggered, thereby realizing an application method of the virtual throwing prop in the virtual environment and improving the diversity of the usage methods of the virtual throwing prop.
请参考图6,其示出了本申请另一个示意性实施例提供的基于虚拟环境的道具使用方法的流程图,该方法包括:Please refer to FIG6 , which shows a flowchart of a method for using props based on a virtual environment according to another exemplary embodiment of the present application. The method includes:
步骤601,显示处于虚拟环境中的第一虚拟对象,虚拟环境中还包括第二虚拟对象,第二虚拟对象持有虚拟射击道具。Step 601: Display a first virtual object in a virtual environment. The virtual environment also includes a second virtual object, and the second virtual object holds a virtual shooting prop.
在本申请实施例中,第一虚拟对象和第二虚拟对象处于同一虚拟环境中,第一虚拟对象和第二虚拟对象之间可通过虚拟射击道具进行攻击并造成击杀。In the embodiment of the present application, the first virtual object and the second virtual object are in the same virtual environment, and the first virtual object and the second virtual object can attack and kill each other through virtual shooting props.
请参考图7,在虚拟环境700中,当第二虚拟对象720使用虚拟射击道具进行射击时,虚拟子弹会以枪口为起点发射出去,第二设备会检测虚拟子弹的运动轨迹,以运动轨迹为射线730为例,用户在操控虚拟对象开火后,枪口发出一条射线730,这条射线在射程范围内碰撞到虚拟环境中的虚拟物体,该虚拟物体包括虚拟物品和虚拟对象,当射线730检测到第一个目标时,就会进行目标检测并返回命中情况。Please refer to Figure 7. In the virtual environment 700, when the second virtual object 720 uses the virtual shooting prop to shoot, the virtual bullet will be fired from the muzzle. The second device will detect the movement trajectory of the virtual bullet. Taking the movement trajectory as ray 730 as an example, after the user controls the virtual object to fire, the muzzle emits a ray 730. This ray collides with the virtual objects in the virtual environment within the range. The virtual objects include virtual items and virtual objects. When the ray 730 detects the first target, it will perform target detection and return the hit status.
步骤602,接收第二虚拟对象对第一虚拟对象的命中信号。Step 602: Receive a hit signal from the second virtual object on the first virtual object.
在本申请实施例中,虚拟环境中的虚拟对象在被虚拟射击道具命中后,在被命中的位置会生成目标标记。即,响应于接收到命中信号,生成目标标记,该目标标记用于标记虚拟射击道具命中第一虚拟对象的位置。请参考图8,以第二虚拟对象视角显示的虚拟环境界面800,第二虚拟对象通过虚拟射击道具的瞄准镜进行瞄准射击,并命中第一虚拟对象810后,第一虚拟对象810被命中的位置生成目标标记820。In this embodiment of the present application, after a virtual object in a virtual environment is hit by a virtual shooting prop, a target marker is generated at the location of the hit. Specifically, in response to receiving a hit signal, a target marker is generated, marking the location where the virtual shooting prop hit the first virtual object. Referring to Figure 8 , a virtual environment interface 800 is displayed from the perspective of a second virtual object. After the second virtual object aims and shoots through the scope of the virtual shooting prop and hits the first virtual object 810, a target marker 820 is generated at the location where the first virtual object 810 was hit.
虚拟对象对应的模型挂有伤害检测框,如图9所示,虚拟环境900中的虚拟对象910上挂有多个伤害检测框911,而虚拟对象910的骨骼上挂有碰撞检测盒子912。当伤害检测框911检测到伤害时,由该伤害检测框911中的碰撞检测盒子912确定命中部位的信息,并将目标标记挂在对应子节点下,该目标标记会随着虚拟对象的移动而移动。The model corresponding to the virtual object is attached with a damage detection box. As shown in Figure 9, multiple damage detection boxes 911 are attached to a virtual object 910 in a virtual environment 900, and collision detection boxes 912 are attached to the skeleton of virtual object 910. When a damage detection box 911 detects damage, the collision detection box 912 in the damage detection box 911 determines the hit location and attaches a target marker to the corresponding child node. The target marker moves as the virtual object moves.
示意性的,目标标记的存在时间是有限制的,即目标标记在第一虚拟对象身上的存在时间长度为预设时间长度。Illustratively, the existence time of the target mark is limited, that is, the existence time length of the target mark on the first virtual object is a preset time length.
步骤603,根据命中信号确定第二虚拟对象使用虚拟射击道具命中第一虚拟对象的命中次数。Step 603: Determine the number of hits of the first virtual object by the second virtual object using the virtual shooting prop according to the hit signal.
在本申请实施例中,第二虚拟对象需要使用虚拟射击道具命中第一虚拟对象次数达到预设阈值,才会触发虚拟射击道具的命中特效,即控制第一虚拟对象携带的虚拟投掷道具脱离。在接收到命中信号后,需要确定第一虚拟对象被命中的次数。In this embodiment of the present application, the second virtual object needs to hit the first virtual object with a virtual shooting prop a number of times that reaches a preset threshold before the virtual shooting prop's hit effect is triggered, i.e., the virtual throwing prop carried by the first virtual object is controlled to detach. After receiving the hit signal, it is necessary to determine the number of times the first virtual object has been hit.
步骤604,响应于命中次数达到预设阈值,确定第一虚拟对象携带的虚拟投掷道具的数量。Step 604 : In response to the number of hits reaching a preset threshold, determine the number of virtual throwing props carried by the first virtual object.
示意性的,该预设阈值为系统设定的预设命中次数,以该预设阈值为两次为例进行说明:响应于第二虚拟对象使用虚拟射击道具第一次命中第一虚拟对象,生成第一目标标记;响应于第二虚拟对象第二次命中第一虚拟对象,生成第二目标标记。Indicatively, the preset threshold is a preset number of hits set by the system, and the preset threshold is taken as two times for illustration: in response to the second virtual object hitting the first virtual object for the first time using the virtual shooting prop, a first target mark is generated; in response to the second virtual object hitting the first virtual object for the second time, a second target mark is generated.
可选的,生成第二目标标记时,第一目标标记为未消失状态,即第二虚拟对象在预设时间长度内命中第一虚拟对象两次。即,响应于第一目标标记的生成时间与第二目标标记的生成时间之间的时间间隔,在预设时间长度内,确定命中次数达到预设阈值。Optionally, when the second target marker is generated, the first target marker is not in a disappeared state, i.e., the second virtual object hits the first virtual object twice within a preset time period. That is, in response to the time interval between the generation time of the first target marker and the generation time of the second target marker, it is determined that the number of hits reaches a preset threshold within the preset time period.
可选的,生成的第二目标标记对应位置在第一目标标记对应位置的预设距离范围内,请参考图10,其示出了第一目标标记1010及第二次命中时可触发命中效果的范围1020。确定第一目标标记和第二目标标记之间的距离;响应于距离在预设距离范围内,确定第一虚拟对象携带的虚拟投掷道具的数量。Optionally, the generated corresponding position of the second target marker is within a preset distance range of the corresponding position of the first target marker. Referring to FIG. 10 , which illustrates the first target marker 1010 and a range 1020 within which a hit effect can be triggered upon a second hit, the distance between the first target marker and the second target marker is determined; and in response to the distance being within the preset distance range, the number of virtual throwing props carried by the first virtual object is determined.
步骤605,响应于第一虚拟对象携带有至少一个虚拟投掷道具,基于命中信号控制虚拟投掷道具脱离第一虚拟对象。Step 605 : In response to the first virtual object carrying at least one virtual throwing prop, controlling the virtual throwing prop to separate from the first virtual object based on the hit signal.
其中,虚拟投掷道具包括战斗道具和战术道具。响应于第一虚拟对象携带有战斗道具和战术道具,控制战斗道具以预设方式脱离所述第一虚拟对象。The virtual throwing props include combat props and tactical props. In response to the first virtual object carrying the combat props and tactical props, the combat props are controlled to separate from the first virtual object in a preset manner.
在本申请实施例中,该预设方式为虚拟投掷道具根据第一虚拟对象的活动状态进行脱离。示意性的,确定第一虚拟对象的活动状态;响应于第一虚拟对象的活动状态对应为静止状态时,控制虚拟投掷道具依照竖直方向向下运动的方式进行脱离;或,响应于第一虚拟对象的活动状态对应为运动状态时,根据运动状态的运动方向,控制虚拟投掷道具以抛物线方向向下运动的方式进行脱离。In an embodiment of the present application, the preset method is for the virtual throwing prop to detach based on the activity state of the first virtual object. Specifically, the activity state of the first virtual object is determined; in response to the first virtual object's activity state corresponding to a stationary state, the virtual throwing prop is controlled to detach by moving downward in a vertical direction; or in response to the first virtual object's activity state corresponding to a moving state, the virtual throwing prop is controlled to detach by moving downward in a parabolic direction based on the direction of the moving state.
在一个示例中,以第一虚拟对象的活动状态为静止状态为例,请参考图11,虚拟环境1100中第一虚拟对象1110处于静止站立状态,被第二虚拟对象使用虚拟射击道具命中后,其携带的虚拟投掷道具从掉落开始位置1120,以箭头所示意的方向1130向下脱离第一虚拟对象并掉落至虚拟地面。In one example, taking the active state of the first virtual object as a stationary state, please refer to Figure 11. In the virtual environment 1100, the first virtual object 1110 is in a stationary standing state. After being hit by the second virtual object using a virtual shooting prop, the virtual throwing prop it carries breaks away from the first virtual object from the falling start position 1120 in the direction 1130 indicated by the arrow and falls to the virtual ground.
步骤606,触发与虚拟投掷道具对应的目标功能。Step 606: triggering the target function corresponding to the virtual throwing prop.
当虚拟投掷道具脱离第一虚拟对象后,会触发其对应的目标功能。其中,触发目标功能的方法可以是在虚拟投掷道具脱离第一虚拟对象后,达到预设时长时触发目标功能;触发目标功能的方法也可以是虚拟投掷道具在脱离第一虚拟对象后,在虚拟环境中存在碰撞事件时触发目标功能;触发目标功能的方法还可以是在虚拟投掷道具脱离第一虚拟对象后,第二设备对应的虚拟环境界面上显示有引爆控件,第二用户可通过触发该引爆控件来触发上述掉落的虚拟投掷道具的目标功能。When the virtual throwing item detaches from the first virtual object, its corresponding target function is triggered. The target function can be triggered by a preset duration after the virtual throwing item detaches from the first virtual object; or by a collision event within the virtual environment after the virtual throwing item detaches from the first virtual object; or by a detonation control displayed on the virtual environment interface corresponding to the second device after the virtual throwing item detaches from the first virtual object, allowing the second user to trigger the target function of the dropped virtual throwing item by triggering the detonation control.
综上所述,本申请实施例提供的基于虚拟环境的道具使用方法,在虚拟环境中,第二虚拟对象通过虚拟射击道具命中第一虚拟对象,并实现二次命中,使第一虚拟对象携带的虚拟投掷道具脱离并触发目标功能,实现虚拟投掷道具在虚拟环境中的一种应用方式,提高了虚拟投掷道具使用方法的多样性。In summary, the prop usage method based on the virtual environment provided by the embodiment of the present application is that, in the virtual environment, the second virtual object hits the first virtual object through the virtual shooting prop and achieves a second hit, so that the virtual throwing prop carried by the first virtual object is detached and triggers the target function, realizing an application method of the virtual throwing prop in the virtual environment, and improving the diversity of the usage methods of the virtual throwing props.
请参考图12,其示出了本申请另一个示意性实施例提供的基于虚拟环境的道具使用方法的流程图,以该方法应用于第二设备中,其中,第二设备显示有虚拟环境界面,该方法包括:Please refer to FIG12 , which shows a flowchart of a method for using props based on a virtual environment according to another exemplary embodiment of the present application. The method is applied to a second device, wherein the second device displays a virtual environment interface. The method includes:
步骤1201,显示虚拟环境界面中的第一控件处于第一状态,虚拟环境中包括第一虚拟对象。Step 1201: Display a first control in a virtual environment interface in a first state, wherein the virtual environment includes a first virtual object.
以第二用户操控第二虚拟对象为例,第二设备中显示有虚拟环境对应的虚拟环境界面,其中,虚拟环境中包括第一虚拟对象。Taking the second user manipulating the second virtual object as an example, a virtual environment interface corresponding to the virtual environment is displayed in the second device, wherein the virtual environment includes the first virtual object.
在本申请实施例中,该虚拟射击道具为特效射击道具,该虚拟射击道具处于激活状态时才能被装备。虚拟环境界面中包括第一控件,第一控件用于控制第二虚拟对象装备虚拟射击道具。处于第一状态下的第一控件无法被触发,即第二用户无法操控第二虚拟对象装备该虚拟射击道具。In this embodiment of the present application, the virtual shooting prop is a special-effect shooting prop that can only be equipped when in an activated state. The virtual environment interface includes a first control for controlling a second virtual object to equip the virtual shooting prop. When in the first state, the first control cannot be triggered, meaning that the second user cannot control the second virtual object to equip the virtual shooting prop.
步骤1202,响应于达到预设时间要求,第一控件切换为第二状态。Step 1202: In response to reaching a preset time requirement, the first control switches to a second state.
当该虚拟射击道具的冷却时间结束后,第一控件从第一状态切换为第二状态。如图13所示,虚拟环境界面1300中包括第一虚拟对象1310,当达到预设时间要求后,示意性的,第一控件1320从无法被触发状态变为闪烁状态,即第二状态,响应于在所述第二状态下,接收到对第一控件的触发信号,显示第二虚拟对象所控制的虚拟道具切换为虚拟射击道具。When the cooldown period of the virtual shooting prop ends, the first control switches from the first state to the second state. As shown in Figure 13, the virtual environment interface 1300 includes a first virtual object 1310. When the preset time requirement is reached, the first control 1320 illustratively changes from an untriggerable state to a flashing state, i.e., the second state. In response to receiving a trigger signal for the first control in the second state, the virtual prop controlled by the second virtual object switches to a virtual shooting prop.
步骤1203,接收第二虚拟对象对第一虚拟对象的命中信号。Step 1203: Receive a hit signal from the second virtual object on the first virtual object.
服务器接收第二虚拟对象使用虚拟射击道具的射击信号,并确定命中情况指示第一虚拟对象被命中时,向第一设备和第二设备返回对第一虚拟对象的命中信号。The server receives a shooting signal of the second virtual object using the virtual shooting prop, and when determining that the hit condition indicates that the first virtual object is hit, returns a hit signal for the first virtual object to the first device and the second device.
步骤1204,响应于第一虚拟对象携带有至少一个虚拟投掷道具,基于命中信号控制虚拟投掷道具脱离第一虚拟对象。Step 1204 : In response to the first virtual object carrying at least one virtual throwing prop, control the virtual throwing prop to separate from the first virtual object based on the hit signal.
第一设备在接收到命中信号后,确定第一虚拟对象携带的虚拟投掷道具数量,当携带有至少一个虚拟投掷道具时,基于该命中信号控制虚拟投掷道具以预设方式脱离第一虚拟对象。After receiving the hit signal, the first device determines the number of virtual throwing props carried by the first virtual object, and when at least one virtual throwing prop is carried, controls the virtual throwing props to separate from the first virtual object in a preset manner based on the hit signal.
步骤1205,响应于虚拟投掷道具脱离第一虚拟对象,显示所述第二控件。Step 1205: In response to the virtual throwing prop being separated from the first virtual object, display the second control.
虚拟环境界面中还包括第二控件,第二控件用于控制虚拟投掷道具触发目标功能。即,第二用户可以通过第二控件控制脱离第一虚拟对象的虚拟投掷道具触发目标功能。The virtual environment interface also includes a second control for controlling the virtual throwing prop to trigger the target function. That is, the second user can use the second control to control the virtual throwing prop that is separated from the first virtual object to trigger the target function.
步骤1206,响应于接收到对第二控件的触发信号,触发虚拟投掷道具的目标功能。Step 1206: In response to receiving the trigger signal for the second control, trigger the target function of the virtual throwing prop.
第二用户对第二控件执行触发操作,生成触发信号,基于该触发信号触发虚拟投掷道具的目标功能。以第一虚拟对象携带的虚拟投掷道具为虚拟手雷为例,当第二虚拟对象使用虚拟射击道具命中第一虚拟对象时,第一虚拟对象携带的虚拟投掷道具掉落,同时,第二用户操控的虚拟环境见面上显示出第二控件,第二用户通过触发第二控件使该虚拟手雷产生爆炸效果。可选的,第二控件和第一控件可以是同一个控件图标实现的不同控件功能;第二控件和第一控件也可以是不同的控件图标实现的不同控件功能。The second user performs a trigger operation on the second control to generate a trigger signal, and based on the trigger signal, triggers the target function of the virtual throwing prop. Taking the virtual throwing prop carried by the first virtual object as a virtual grenade as an example, when the second virtual object uses a virtual shooting prop to hit the first virtual object, the virtual throwing prop carried by the first virtual object falls. At the same time, the second control is displayed on the virtual environment interface controlled by the second user. The second user triggers the second control to make the virtual grenade produce an explosion effect. Optionally, the second control and the first control can be different control functions implemented by the same control icon; the second control and the first control can also be different control functions implemented by different control icons.
综上所述,本申请实施例提供的基于虚拟环境的道具使用方法,在虚拟环境中,第二用户可以通过第一控件将第二虚拟对象持有的虚拟道具切换为虚拟射击道具,第二虚拟对象通过虚拟射击道具命中第一虚拟对象后,使第一虚拟对象携带的虚拟投掷道具脱离,并且操控第二虚拟对象的第二用户可以通过控件触发掉落的虚拟投掷道具的目标功能,实现虚拟投掷道具在虚拟环境中的一种应用方式,提高了虚拟投掷道具使用方法的多样性。In summary, the prop usage method based on a virtual environment provided by the embodiment of the present application is that, in the virtual environment, the second user can switch the virtual prop held by the second virtual object to a virtual shooting prop through the first control. After the second virtual object hits the first virtual object with the virtual shooting prop, the virtual throwing prop carried by the first virtual object is detached, and the second user who controls the second virtual object can trigger the target function of the dropped virtual throwing prop through the control, thereby realizing an application method of virtual throwing props in a virtual environment and improving the diversity of the usage methods of virtual throwing props.
请参考图14,其示出了本申请一个实施例示出的基于虚拟环境的道具使用方法对应逻辑的流程图,以该方法应用于射击游戏为例,其中,虚拟射击道具为爆破枪,使用爆破枪命中目标虚拟对象两次后产生对应的武器效果,该武器效果对应为目标虚拟对象携带的虚拟投掷道具掉落并触发目标功能。该方法包括如下步骤:Please refer to Figure 14, which shows a flowchart of the corresponding logic of the prop usage method based on a virtual environment shown in an embodiment of the present application. Taking the method applied to a shooting game as an example, where the virtual shooting prop is a blaster, the corresponding weapon effect is generated after the blaster hits the target virtual object twice. The weapon effect corresponds to the virtual throwing prop carried by the target virtual object falling and triggering the target function. The method includes the following steps:
步骤1401,装备爆破枪。Step 1401, equip the blaster.
玩家在控制虚拟对象进入虚拟环境进行对战之前,进入装备界面装备爆破枪及其他虚拟枪械或虚拟道具。示意性的,玩家可装备三把虚拟枪械。Before controlling a virtual object to enter a virtual environment for combat, the player enters the equipment interface to equip a blaster and other virtual firearms or virtual props. For example, the player can equip three virtual firearms.
步骤1402,判断爆破枪是否激活。Step 1402, determine whether the blaster is activated.
虚拟对象进入虚拟环境后,爆破枪进入冷却状态,无法被激活,即玩家无法使用该爆破枪进行攻击。系统判断爆破枪是否激活,当爆破枪的冷却时间结束,且玩家对第一控件进行触发操作,则判断爆破枪为激活状态。After the virtual object enters the virtual environment, the blaster enters a cooldown state and cannot be activated, meaning the player cannot use the blaster to attack. The system determines whether the blaster is activated. When the blaster's cooldown period expires and the player triggers the first control, the blaster is considered to be in an activated state.
步骤1403,切换出爆破枪。Step 1403, switch out the blasting gun.
爆破枪为激活状态时,玩家操控的虚拟对象使用的虚拟道具切换至爆破枪,玩家可通过操控该爆破枪进行射击操作。When the blaster is activated, the virtual props used by the virtual object controlled by the player are switched to the blaster, and the player can perform shooting operations by controlling the blaster.
步骤1404,判断是否命中。Step 1404, determine whether it is a hit.
当系统接收到基于该爆破枪的射击操作时,判断该射击操作是否命中其他虚拟对象。When the system receives a shooting operation based on the blaster, it determines whether the shooting operation hits other virtual objects.
步骤1405,当确定命中目标虚拟对象时,在目标虚拟对象身上挂载目标标记。Step 1405: When it is determined that the target virtual object is hit, a target mark is mounted on the target virtual object.
目标标记与射击操作命中的位置对应,且目标标记对应有标记时间,当标记时间结束,该目标标记即会消失。The target mark corresponds to the location where the shooting operation hits, and the target mark has a marking time. When the marking time ends, the target mark will disappear.
步骤1406,判断标记时间是否结束。Step 1406: Determine whether the marking time has ended.
示意性的,该标记时间的长度与虚拟射击道具的类型对应,在一个示例中,当虚拟射击道具为冲锋枪时,目标标记存在的标记时间较短,当虚拟射击道具为狙击步枪时,目标标记存在的标记时间较长。Schematically, the length of the marking time corresponds to the type of virtual shooting props. In one example, when the virtual shooting prop is a submachine gun, the marking time of the target mark is shorter. When the virtual shooting prop is a sniper rifle, the marking time of the target mark is longer.
步骤1407,当标记时间结束,目标标记消失。Step 1407: When the marking time ends, the target mark disappears.
当标记时间结束时,目标标记就会消失,当目标标记消失后,玩家通过爆破枪再次命中该目标虚拟对象时,还会生成目标标记,但不会触发爆破枪对应的武器效果。When the marking time ends, the target marker will disappear. After the target marker disappears, when the player hits the target virtual object again with a blaster, the target marker will be generated again, but the weapon effect corresponding to the blaster will not be triggered.
步骤1408,当标记时间未结束,判断是否再次命中目标虚拟对象。Step 1408: When the marking time has not ended, determine whether the target virtual object is hit again.
当标记时间未结束,且玩家通过爆破枪再次命中该目标虚拟对象时,即可触发爆破枪对应的武器效果。When the marking time has not ended and the player hits the target virtual object again with the blaster, the weapon effect corresponding to the blaster can be triggered.
步骤1409,产生爆破特效。Step 1409: generate explosion effects.
当标记时间未结束,且再次命中目标虚拟对象时,目标虚拟对象身上产生爆破特效,该爆破特效用于提示触发爆破枪对应的武器特效。When the marking time has not ended and the target virtual object is hit again, an explosion effect is generated on the target virtual object. The explosion effect is used to prompt the triggering of the weapon effect corresponding to the blaster.
步骤1410,判断目标虚拟对象是否携带虚拟投掷道具。Step 1410: Determine whether the target virtual object carries a virtual throwing prop.
系统判断目标虚拟对象是否携带由虚拟投掷道具,若未携带有虚拟投掷道具,则仅产生爆破特效但不会有虚拟投掷道具掉落。The system determines whether the target virtual object carries a virtual throwing prop. If it does not carry a virtual throwing prop, only an explosion effect will be generated but no virtual throwing prop will fall.
步骤1411,响应于目标虚拟对象携带有虚拟投掷道具,掉落并产生对应的目标功能。Step 1411 , in response to the target virtual object carrying a virtual throwing prop, it falls and generates a corresponding target function.
当目标虚拟对象携带有虚拟投掷道具时,携带的虚拟投掷道具就会掉落,并产生该虚拟投掷道具对应的目标功能,如:掉落虚拟手雷则产生爆炸效果,并对目标虚拟对象产生爆炸伤害,掉落虚拟烟雾弹则产生烟雾,对目标虚拟对象视线造成影响。When the target virtual object carries a virtual throwing prop, the virtual throwing prop will fall and produce the target function corresponding to the virtual throwing prop. For example, dropping a virtual grenade will produce an explosion effect and cause explosion damage to the target virtual object; dropping a virtual smoke bomb will produce smoke, affecting the target virtual object's line of sight.
综上所述,本申请实施例提供的基于虚拟环境的道具使用方法,在虚拟环境中,第二虚拟对象通过虚拟射击道具命中第一虚拟对象,并实现二次命中,使第一虚拟对象携带的虚拟投掷道具脱离并触发目标功能,实现虚拟投掷道具在虚拟环境中的一种应用方式,提高了虚拟投掷道具使用方法的多样性。In summary, the prop usage method based on the virtual environment provided by the embodiment of the present application is that, in the virtual environment, the second virtual object hits the first virtual object through the virtual shooting prop and achieves a second hit, so that the virtual throwing prop carried by the first virtual object is detached and triggers the target function, realizing an application method of the virtual throwing prop in the virtual environment, and improving the diversity of the usage methods of the virtual throwing props.
请参考图15,其示出了本申请一个示例性的实施例提供的基于虚拟环境的道具使用装置结构框图,该装置包括:Please refer to FIG15 , which shows a block diagram of a prop usage device based on a virtual environment according to an exemplary embodiment of the present application. The device includes:
显示模块1510,用于显示处于虚拟环境中的第一虚拟对象,所述虚拟环境中还包括第二虚拟对象,所述第二虚拟对象持有虚拟射击道具;Display module 1510, configured to display a first virtual object in a virtual environment, wherein the virtual environment further includes a second virtual object holding a virtual shooting prop;
接收模块1520,用于接收所述第二虚拟对象对所述第一虚拟对象的命中信号,所述命中信号用于指示所述第二虚拟对象通过所述虚拟射击道具命中对所述第一虚拟对象的射击;The receiving module 1520 is configured to receive a hit signal of the second virtual object hitting the first virtual object, wherein the hit signal indicates that the second virtual object has hit the first virtual object with the virtual shooting prop;
控制模块1530,用于响应于所述第一虚拟对象携带有至少一个虚拟投掷道具,基于所述命中信号控制所述虚拟投掷道具脱离所述第一虚拟对象;The control module 1530 is configured to, in response to the first virtual object carrying at least one virtual throwing prop, control the virtual throwing prop to separate from the first virtual object based on the hit signal;
触发模块1540,用于触发与所述虚拟投掷道具对应的目标功能。The trigger module 1540 is used to trigger the target function corresponding to the virtual throwing prop.
在一个可选的实施例中,请参考图16,所述装置,还包括:In an optional embodiment, referring to FIG16 , the apparatus further includes:
确定模块1550,用于根据所述命中信号确定所述第二虚拟对象使用所述虚拟射击道具命中所述第一虚拟对象的命中次数;A determination module 1550 is configured to determine, based on the hit signal, a number of times the second virtual object hits the first virtual object using the virtual shooting prop;
所述确定模块1550,还用于响应于所述命中次数达到预设阈值,确定所述第一虚拟对象携带的所述虚拟投掷道具的数量。The determining module 1550 is further configured to determine the number of the virtual throwing props carried by the first virtual object in response to the number of hits reaching a preset threshold.
在一个可选的实施例中,所述虚拟投掷道具包括战斗道具和战术道具;In an optional embodiment, the virtual throwing props include combat props and tactical props;
所述控制模块1530,还用于响应于所述第一虚拟对象携带有所述战斗道具和所述战术道具,控制所述战斗道具脱离所述第一虚拟对象。The control module 1530 is further configured to control the combat prop to separate from the first virtual object in response to the first virtual object carrying the combat prop and the tactical prop.
在一个可选的实施例中,所述装置,还包括:In an optional embodiment, the device further includes:
生成模块1560,用于响应于接收到所述命中信号,生成目标标记,所述目标标记用于标记所述虚拟射击道具命中所述第一虚拟对象的位置。The generating module 1560 is configured to generate a target mark in response to receiving the hit signal, where the target mark is used to mark a position where the virtual shooting prop hits the first virtual object.
在一个可选的实施例中,所述目标标记存在时间长度为预设时间长度;In an optional embodiment, the target mark exists for a predetermined time period.
所述生成模块1560,还用于响应于所述第二虚拟对象使用所述虚拟射击道具第一次命中所述第一虚拟对象,生成第一目标标记;The generating module 1560 is further configured to generate a first target mark in response to the second virtual object hitting the first virtual object for the first time using the virtual shooting prop;
所述生成模块1560,还用于响应于所述第二虚拟对象第二次命中所述第一虚拟对象,生成第二目标标记;The generating module 1560 is further configured to generate a second target mark in response to the second virtual object hitting the first virtual object for the second time;
所述确定模块1550,还用于响应于所述第一目标标记的生成时间与所述第二目标标记的生成时间之间的时间间隔,在所述预设时间长度内,确定所述命中次数达到所述预设阈值;The determining module 1550 is further configured to determine, in response to a time interval between a generation time of the first target marker and a generation time of the second target marker, whether the number of hits reaches the preset threshold within the preset time length;
所述确定模块1550,还用于确定所述第一虚拟对象携带的所述虚拟投掷道具的数量。The determining module 1550 is further configured to determine the number of the virtual throwing props carried by the first virtual object.
在一个可选的实施例中,所述确定模块1550,还用于确定所述第一目标标记和所述第二目标标记之间的距离;In an optional embodiment, the determining module 1550 is further configured to determine a distance between the first target marker and the second target marker;
所述确定模块1550,还用于响应于所述距离在预设距离范围内,确定所述第一虚拟对象携带的所述虚拟投掷道具的数量。The determining module 1550 is further configured to determine the number of the virtual throwing props carried by the first virtual object in response to the distance being within a preset distance range.
在一个可选的实施例中,所述确定模块1550,还用于接收所述第二虚拟对象使用所述虚拟射击道具的射击信号,确定在所述虚拟射击道具的射击范围内的命中情况,所述命中情况用于表示所述虚拟射击道具当前命中的第一个目标,所述第一个目标包括所述虚拟对象和虚拟物品;In an optional embodiment, the determining module 1550 is further configured to receive a shooting signal from the second virtual object using the virtual shooting prop, and determine a hit status within the shooting range of the virtual shooting prop, wherein the hit status indicates a first target currently hit by the virtual shooting prop, the first target including the virtual object and the virtual item.
所述确定模块1550,还用于响应于所述命中情况与所述第一虚拟对象对应,确定接收到所述命中信号。The determining module 1550 is further configured to determine that the hit signal is received in response to the hit condition corresponding to the first virtual object.
在一个可选的实施例中,所述确定模块1550,还用于确定所述第一虚拟对象的活动状态;In an optional embodiment, the determining module 1550 is further configured to determine an activity state of the first virtual object;
所述控制模块1530,还用于响应于所述第一虚拟对象的所述活动状态对应为静止状态时,控制所述虚拟投掷道具依照竖直方向向下运动的方式进行脱离;The control module 1530 is further configured to control the virtual throwing prop to detach in a manner of moving downward in a vertical direction in response to the activity state of the first virtual object corresponding to the static state;
所述控制模块1530,还用于响应于所述第一虚拟对象的所述活动状态对应为运动状态时,根据所述运动状态的运动方向,控制所述虚拟投掷道具以抛物线方向向下运动的方式进行脱离。The control module 1530 is further configured to control the virtual throwing prop to detach in a manner of moving downward in a parabolic direction according to a movement direction of the movement state in response to the activity state of the first virtual object corresponding to the movement state.
在一个可选的实施例中,所述虚拟环境对应有虚拟环境界面,所述虚拟环境界面中包括第一控件,所述第一控件用于控制所述第二虚拟对象装备所述虚拟射击道具;In an optional embodiment, the virtual environment corresponds to a virtual environment interface, and the virtual environment interface includes a first control, and the first control is used to control the second virtual object to equip the virtual shooting prop;
所述显示模块1510,还用于显示所述第一控件处于第一状态,所述第一状态下的所述第一控件无法被触发;The display module 1510 is further configured to display that the first control is in a first state, and that the first control in the first state cannot be triggered;
所述控制模块1530,还用于响应于达到预设时间要求,所述第一控件切换为第二状态;The control module 1530 is further configured to switch the first control to a second state in response to reaching a preset time requirement;
所述显示模块1510,还用于响应于在所述第二状态下,接收到对所述第一控件的触发信号,显示所述第二虚拟对象所控制的虚拟道具切换为所述虚拟射击道具。The display module 1510 is further configured to, in response to receiving a trigger signal for the first control in the second state, display that the virtual prop controlled by the second virtual object is switched to the virtual shooting prop.
在一个可选的实施例中,所述虚拟环境界面中还包括第二控件,所述第二控件用于控制所述虚拟投掷道具触发所述目标功能;In an optional embodiment, the virtual environment interface further includes a second control, and the second control is used to control the virtual throwing prop to trigger the target function;
所述显示模块1510,还用于响应于所述虚拟投掷道具运动脱离所述第一虚拟对象,显示所述第二控件;The display module 1510 is further configured to display the second control in response to the virtual throwing prop moving away from the first virtual object;
所述触发模块1540,还用于响应于接收到对所述第二控件的触发信号,触发所述虚拟投掷道具的所述目标功能。The trigger module 1540 is further configured to trigger the target function of the virtual throwing item in response to receiving a trigger signal for the second control.
综上所述,本申请实施例提供的基于虚拟环境的道具使用装置,在虚拟环境中,第二虚拟对象通过虚拟射击道具命中第一虚拟对象后,使第一虚拟对象携带的虚拟投掷道具脱离并触发目标功能,实现虚拟投掷道具在虚拟环境中的一种应用方式,提高了虚拟投掷道具使用方法的多样性。In summary, the prop usage device based on a virtual environment provided by the embodiment of the present application, in the virtual environment, after the second virtual object hits the first virtual object through the virtual shooting prop, the virtual throwing prop carried by the first virtual object is separated and the target function is triggered, thereby realizing an application method of the virtual throwing prop in the virtual environment and improving the diversity of the use methods of the virtual throwing prop.
需要说明的是:上述实施例提供的基于虚拟环境的道具使用装置,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的基于虚拟环境的道具使用装置与基于虚拟环境的道具使用方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。It should be noted that the aforementioned embodiments of the prop usage device for a virtual environment are merely illustrative of the division of the aforementioned functional modules. In actual applications, the aforementioned functions can be assigned to different functional modules as needed, i.e., the internal structure of the device can be divided into different functional modules to perform all or part of the functions described above. Furthermore, the aforementioned embodiments of the prop usage device for a virtual environment and the embodiments of the prop usage method for a virtual environment are based on the same concept. The specific implementation process is detailed in the method embodiments and will not be further elaborated here.
图17示出了本申请一个示例性实施例提供的终端1700的结构框图。该终端1700可以是:智能手机、平板电脑、MP3播放器(Moving Picture Experts Group Audio LayerIII,动态影像专家压缩标准音频层面3)、MP4(Moving Picture Experts Group AudioLayer IV,动态影像专家压缩标准音频层面4)播放器、笔记本电脑或台式电脑。终端1700还可能被称为用户设备、便携式终端、膝上型终端、台式终端等其他名称。Figure 17 shows a block diagram of a terminal 1700 according to an exemplary embodiment of the present application. Terminal 1700 may be a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. Terminal 1700 may also be referred to as user equipment, portable terminal, laptop terminal, desktop terminal, or other similar names.
通常,终端1700包括有:处理器1701和存储器1702。Typically, the terminal 1700 includes a processor 1701 and a memory 1702 .
处理器1701可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1701可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field-Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1701也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central ProcessingUnit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1701可以在集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1701还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。The processor 1701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1701 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1701 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1701 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1701 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
存储器1702可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器1702还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1702中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器1701所执行以实现本申请中方法实施例提供的基于虚拟环境的画面显示方法。The memory 1702 may include one or more computer-readable storage media, which may be non-transitory. The memory 1702 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1702 is used to store at least one instruction, which is used to be executed by the processor 1701 to implement the screen display method based on the virtual environment provided in the method embodiment of the present application.
在一些实施例中,终端1700还可选包括有:外围设备接口1703和至少一个外围设备。处理器1701、存储器1702和外围设备接口1703之间可以通过总线或信号线相连。各个外围设备可以通过总线、信号线或电路板与外围设备接口1703相连。具体地,外围设备包括:射频电路1704、显示屏1705、摄像头组件1706、音频电路1707和电源1709中的至少一种。In some embodiments, terminal 1700 may optionally include a peripheral device interface 1703 and at least one peripheral device. The processor 1701, memory 1702, and peripheral device interface 1703 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1703 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 1704, a display screen 1705, a camera assembly 1706, an audio circuit 1707, and a power supply 1709.
外围设备接口1703可被用于将I/O(Input/Output,输入/输出)相关的至少一个外围设备连接到处理器1701和存储器1702。在一些实施例中,处理器1701、存储器1702和外围设备接口1703被集成在同一芯片或电路板上;在一些其他实施例中,处理器1701、存储器1702和外围设备接口1703中的任意一个或两个可以在单独的芯片或电路板上实现,本实施例对此不加以限定。The peripheral device interface 1703 can be used to connect at least one I/O (Input/Output)-related peripheral device to the processor 1701 and the memory 1702. In some embodiments, the processor 1701, the memory 1702, and the peripheral device interface 1703 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1701, the memory 1702, and the peripheral device interface 1703 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
射频电路1704用于接收和发射RF(Radio Frequency,射频)信号,也称电磁信号。射频电路1704通过电磁信号与通信网络以及其他通信设备进行通信。射频电路1704将电信号转换为电磁信号进行发送,或者,将接收到的电磁信号转换为电信号。可选的,射频电路1704包括:天线系统、RF收发器、一个或多个放大器、调谐器、振荡器、数字信号处理器、编解码芯片组、用户身份模块卡等等。射频电路1704可以通过至少一种无线通信协议来与其它终端进行通信。该无线通信协议包括但不限于:万维网、城域网、内联网、各代移动通信网络(2G、3G、4G及5G)、无线局域网和/或WiFi(Wireless Fidelity,无线保真)网络。在一些实施例中,射频电路1704还可以包括NFC(Near Field Communication,近距离无线通信)有关的电路,本申请对此不加以限定。RF circuit 1704 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. RF circuit 1704 communicates with communication networks and other communication devices via electromagnetic signals. RF circuit 1704 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. RF circuit 1704 may optionally include an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. RF circuit 1704 may communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, RF circuit 1704 may also include circuitry related to Near Field Communication (NFC), although this application does not limit this.
显示屏1705用于显示UI(User Interface,用户界面)。该UI可以包括图形、文本、图标、视频及其它们的任意组合。当显示屏1705是触摸显示屏时,显示屏1705还具有采集在显示屏1705的表面或表面上方的触摸信号的能力。该触摸信号可以作为控制信号输入至处理器1701进行处理。此时,显示屏1705还可以用于提供虚拟按钮和/或虚拟键盘,也称软按钮和/或软键盘。在一些实施例中,显示屏1705可以为一个,设置终端1700的前面板;在另一些实施例中,显示屏1705可以为至少两个,分别设置在终端1700的不同表面或呈折叠设计;在再一些实施例中,显示屏1705可以是柔性显示屏,设置在终端1700的弯曲表面上或折叠面上。甚至,显示屏1705还可以设置成非矩形的不规则图形,也即异形屏。显示屏1705可以采用LCD(Liquid Crystal Display,液晶显示屏)、OLED(Organic Light-Emitting Diode,有机发光二极管)等材质制备。The display screen 1705 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1705 is a touch screen display, the display screen 1705 also has the ability to collect touch signals on the surface or above the surface of the display screen 1705. The touch signal can be input as a control signal to the processor 1701 for processing. At this time, the display screen 1705 can also be used to provide virtual buttons and/or virtual keyboards, also known as soft buttons and/or soft keyboards. In some embodiments, there can be one display screen 1705, which is set on the front panel of the terminal 1700; in other embodiments, there can be at least two display screens 1705, which are respectively set on different surfaces of the terminal 1700 or in a folding design; in still other embodiments, the display screen 1705 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal 1700. Even more, the display screen 1705 can be set as a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1705 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
摄像头组件1706用于采集图像或视频。可选的,摄像头组件1706包括前置摄像头和后置摄像头。通常,前置摄像头设置在终端的前面板,后置摄像头设置在终端的背面。在一些实施例中,后置摄像头为至少两个,分别为主摄像头、景深摄像头、广角摄像头、长焦摄像头中的任意一种,以实现主摄像头和景深摄像头融合实现背景虚化功能、主摄像头和广角摄像头融合实现全景拍摄以及VR(Virtual Reality,虚拟现实)拍摄功能或者其它融合拍摄功能。在一些实施例中,摄像头组件1706还可以包括闪光灯。闪光灯可以是单色温闪光灯,也可以是双色温闪光灯。双色温闪光灯是指暖光闪光灯和冷光闪光灯的组合,可以用于不同色温下的光线补偿。The camera assembly 1706 is used to capture images or videos. Optionally, the camera assembly 1706 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal, and the rear camera is arranged on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1706 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
音频电路1707可以包括麦克风和扬声器。麦克风用于采集用户及环境的声波,并将声波转换为电信号输入至处理器1701进行处理,或者输入至射频电路1704以实现语音通信。出于立体声采集或降噪的目的,麦克风可以为多个,分别设置在终端1700的不同部位。麦克风还可以是阵列麦克风或全向采集型麦克风。扬声器则用于将来自处理器1701或射频电路1704的电信号转换为声波。扬声器可以是传统的薄膜扬声器,也可以是压电陶瓷扬声器。当扬声器是压电陶瓷扬声器时,不仅可以将电信号转换为人类可听见的声波,也可以将电信号转换为人类听不见的声波以进行测距等用途。在一些实施例中,音频电路1707还可以包括耳机插孔。The audio circuit 1707 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 1701 for processing, or input into the radio frequency circuit 1704 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each located in different parts of the terminal 1700. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 1701 or the radio frequency circuit 1704 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as distance measurement. In some embodiments, the audio circuit 1707 may also include a headphone jack.
电源1709用于为终端1700中的各个组件进行供电。电源1709可以是交流电、直流电、一次性电池或可充电电池。当电源1709包括可充电电池时,该可充电电池可以是有线充电电池或无线充电电池。有线充电电池是通过有线线路充电的电池,无线充电电池是通过无线线圈充电的电池。该可充电电池还可以用于支持快充技术。Power supply 1709 is used to power various components in terminal 1700. Power supply 1709 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1709 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.
在一些实施例中,终端1700还包括有一个或多个传感器1710。该一个或多个传感器1710包括但不限于:加速度传感器1711、陀螺仪传感器1712、压力传感器1713、光学传感器1715以及接近传感器1716。In some embodiments, the terminal 1700 further includes one or more sensors 1710 , including but not limited to: an acceleration sensor 1711 , a gyroscope sensor 1712 , a pressure sensor 1713 , an optical sensor 1715 , and a proximity sensor 1716 .
加速度传感器1711可以检测以终端1700建立的坐标系的三个坐标轴上的加速度大小。比如,加速度传感器1711可以用于检测重力加速度在三个坐标轴上的分量。处理器1701可以根据加速度传感器1711采集的重力加速度信号,控制触摸显示屏1705以横向视图或纵向视图进行用户界面的显示。加速度传感器1011还可以用于游戏或者用户的运动数据的采集。The accelerometer 1711 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal 1700. For example, the accelerometer 1711 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 1701 can control the touch screen display 1705 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 1711. The accelerometer 1711 can also be used to collect game or user motion data.
陀螺仪传感器1712可以检测终端1700的机体方向及转动角度,陀螺仪传感器1712可以与加速度传感器1711协同采集用户对终端1700的3D动作。处理器1701根据陀螺仪传感器1712采集的数据,可以实现如下功能:动作感应(比如根据用户的倾斜操作来改变UI)、拍摄时的图像稳定、游戏控制以及惯性导航。The gyroscope sensor 1712 can detect the orientation and rotation angle of the terminal 1700. It can work with the accelerometer 1711 to collect the user's 3D movements on the terminal 1700. Based on the data collected by the gyroscope sensor 1712, the processor 1701 can implement the following functions: motion sensing (for example, changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
压力传感器1713可以设置在终端1700的侧边框和/或触摸显示屏1705的下层。当压力传感器1713设置在终端1700的侧边框时,可以检测用户对终端1700的握持信号,由处理器1701根据压力传感器1713采集的握持信号进行左右手识别或快捷操作。当压力传感器1713设置在触摸显示屏1705的下层时,由处理器1701根据用户对触摸显示屏1705的压力操作,实现对UI界面上的可操作性控件进行控制。可操作性控件包括按钮控件、滚动条控件、图标控件、菜单控件中的至少一种。The pressure sensor 1713 can be located on the side frame of the terminal 1700 and/or below the touchscreen display 1705. When the pressure sensor 1713 is located on the side frame of the terminal 1700, it can detect the user's gripping signal of the terminal 1700. The processor 1701 then performs left-hand or right-hand identification or shortcut operations based on the gripping signal collected by the pressure sensor 1713. When the pressure sensor 1713 is located below the touchscreen display 1705, the processor 1701 controls the operable controls on the UI based on the user's pressure on the touchscreen display 1705. Operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
光学传感器1715用于采集环境光强度。在一个实施例中,处理器1701可以根据光学传感器1715采集的环境光强度,控制触摸显示屏1705的显示亮度。具体地,当环境光强度较高时,调高触摸显示屏1705的显示亮度;当环境光强度较低时,调低触摸显示屏1705的显示亮度。在另一个实施例中,处理器1701还可以根据光学传感器1715采集的环境光强度,动态调整摄像头组件1706的拍摄参数。Optical sensor 1715 is used to detect ambient light intensity. In one embodiment, processor 1701 can control the display brightness of touchscreen display 1705 based on the ambient light intensity detected by optical sensor 1715. Specifically, when the ambient light intensity is high, the display brightness of touchscreen display 1705 is increased; when the ambient light intensity is low, the display brightness of touchscreen display 1705 is decreased. In another embodiment, processor 1701 can also dynamically adjust the shooting parameters of camera assembly 1706 based on the ambient light intensity detected by optical sensor 1715.
接近传感器1716,也称距离传感器,通常设置在终端1700的前面板。接近传感器1716用于采集用户与终端1700的正面之间的距离。在一个实施例中,当接近传感器1716检测到用户与终端1700的正面之间的距离逐渐变小时,由处理器1701控制触摸显示屏1705从亮屏状态切换为息屏状态;当接近传感器1716检测到用户与终端1700的正面之间的距离逐渐变大时,由处理器1701控制触摸显示屏1005从息屏状态切换为亮屏状态。Proximity sensor 1716, also known as a distance sensor, is typically located on the front panel of terminal 1700. Proximity sensor 1716 is used to detect the distance between the user and the front of terminal 1700. In one embodiment, when proximity sensor 1716 detects that the distance between the user and the front of terminal 1700 is gradually decreasing, processor 1701 controls touchscreen display 1705 to switch from the screen-on state to the screen-off state. When proximity sensor 1716 detects that the distance between the user and the front of terminal 1700 is gradually increasing, processor 1701 controls touchscreen display 1005 to switch from the screen-off state to the screen-on state.
本领域技术人员可以理解,图17中示出的结构并不构成对终端1700的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。Those skilled in the art will understand that the structure shown in FIG17 does not constitute a limitation on the terminal 1700 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,该计算机可读存储介质可以是上述实施例中的存储器中所包含的计算机可读存储介质;也可以是单独存在,未装配入终端中的计算机可读存储介质。该计算机可读存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现上述实施例中任一所述的基于虚拟环境的画面显示方法。Those skilled in the art will appreciate that all or part of the steps in the various methods of the above embodiments can be completed by instructing the relevant hardware through a program. The program can be stored in a computer-readable storage medium, which can be a computer-readable storage medium included in the memory in the above embodiments; or a separate computer-readable storage medium that is not installed in the terminal. The computer-readable storage medium stores at least one instruction, at least one program, code set, or instruction set. The at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the screen display method based on the virtual environment described in any of the above embodiments.
可选的,该计算机可读存储介质可以包括:只读存储器(ROM,Read Only Memory)、随机存取记忆体(RAM,Random Access Memory)、固态硬盘(SSD,Solid State Drives)或光盘等。其中,随机存取记忆体可以包括电阻式随机存取记忆体(ReRAM,Resistance RandomAccess Memory)和动态随机存取存储器(DRAM,Dynamic Random Access Memory)。上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。Optionally, the computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid-state drive (SSD), or an optical disk. Among them, the random access memory may include a resistive random access memory (ReRAM) and a dynamic random access memory (DRAM). The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件来完成,也可以通过程序来指令相关的硬件完成,所述的程序可以存储于一种计算机可读存储介质中,上述提到的存储介质可以是只读存储器,磁盘或光盘等。Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims (14)
Publications (2)
| Publication Number | Publication Date |
|---|---|
| HK40037962A HK40037962A (en) | 2021-06-18 |
| HK40037962B true HK40037962B (en) | 2022-08-12 |
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