WO2025241741A1 - Virtual character interaction method and apparatus, device, medium and product - Google Patents
Virtual character interaction method and apparatus, device, medium and productInfo
- Publication number
- WO2025241741A1 WO2025241741A1 PCT/CN2025/087491 CN2025087491W WO2025241741A1 WO 2025241741 A1 WO2025241741 A1 WO 2025241741A1 CN 2025087491 W CN2025087491 W CN 2025087491W WO 2025241741 A1 WO2025241741 A1 WO 2025241741A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- virtual object
- virtual
- master
- action
- displayed
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Pending
Links
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input 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
- A63F13/2145—Input 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
- A63F13/5252—Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
- A63F13/5255—Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/847—Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
- G06F3/04847—Interaction techniques to control parameter settings, e.g. interaction with sliders or dials
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
- G06F3/0488—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
- G06F3/04883—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures for inputting data by handwriting, e.g. gesture or text
Definitions
- This application relates to the field of computer technology, and in particular to a method, apparatus, device, medium and product for interacting with virtual objects.
- MMORPG massively multiplayer online role-playing game
- the main methods for the master virtual object to locate enemies are as follows: the system automatically locks the nearest enemy virtual object based on the distance between the master virtual object and the enemy virtual object; or, the user can manually select the locked enemy virtual object by observing the virtual scene displayed on the screen and clicking on the enemy virtual object or controlling the joystick.
- This application provides a method, apparatus, device, medium, and product for interacting with virtual objects, enabling a master virtual object to quickly lock onto specific hostile virtual objects, thus improving target acquisition efficiency.
- the technical solution is as follows:
- a method for interacting with virtual objects executed by a terminal, the method comprising:
- the virtual scene displays a master virtual object, which is a virtual object controlled by the terminal and active in the virtual scene.
- the virtual scene also includes a first virtual object and a second virtual object, and the first virtual object is associated with the master virtual object.
- the master virtual object In response to a first trigger operation on the object locking control, the master virtual object is shown to perform a second action on the second virtual object.
- an interactive device for virtual objects comprising:
- the first display module is used to display the master virtual object in the virtual scene.
- the master virtual object is a virtual object that is controlled by the terminal and is active in the virtual scene.
- the virtual scene also includes a first virtual object and a second virtual object.
- the first virtual object is associated with the master virtual object.
- the second display module is used to display an object locking control corresponding to the second virtual object when the first virtual object performs a first action on the second virtual object;
- the first display module is further configured to, in response to a first trigger operation on the object locking control, display the main control virtual object performing a second action on the second virtual object.
- a computer device including a processor and a memory, the memory storing 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 instruction set being loaded and executed by the processor to implement the virtual object interaction method as described in any of the embodiments of this application above.
- a computer-readable storage medium wherein at least one instruction, at least one program, code set, or instruction set is stored therein, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the interaction method of the virtual object as described in any of the embodiments of this application above.
- a computer program product or computer program which 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 the virtual object interaction method described in any of the above embodiments.
- an object locking control corresponding to the second virtual object is provided to the user.
- the user can trigger this object locking control to make the main virtual object quickly lock onto the second virtual object, thus enabling the user to control the main virtual object to perform actions on the second virtual object.
- the object locking control corresponding to the locked target is displayed. This object locking control allows the main virtual object to quickly lock onto the locked target of the first virtual object, improving the main virtual object's target acquisition efficiency, thereby reducing the waiting time for the user to manually search for the locked target and improving the pace and smoothness of the game.
- Figure 1 is a structural block diagram of a computer system provided by some exemplary embodiments of this application.
- Figure 2 is a flowchart of a virtual object interaction method provided by some exemplary embodiments of this application.
- Figure 3 is a schematic diagram showing the object locking control provided in some exemplary embodiments of this application.
- Figure 4 is a schematic diagram showing the object locking control provided in some exemplary embodiments of this application.
- Figure 5 is a schematic diagram of locking actions provided by some exemplary embodiments of this application.
- Figure 6 is a schematic diagram of attack actions provided by some exemplary embodiments of this application.
- Figure 7 is a flowchart of a virtual object interaction method provided by some exemplary embodiments of this application.
- Figure 8 is a schematic diagram of the interface of the virtual object interaction method provided by some exemplary embodiments of this application.
- Figure 9 is a schematic diagram of the interface of the virtual object interaction method provided by some exemplary embodiments of this application.
- Figure 10 is a flowchart of a virtual object interaction method provided by some exemplary embodiments of this application.
- Figure 11 is a flowchart of a virtual object interaction method provided by some exemplary embodiments of this application.
- Figure 12 is a schematic diagram of a near-field response process provided by some exemplary embodiments of this application.
- Figure 13 is a schematic diagram of a remote response process provided by some exemplary embodiments of this application.
- Figure 14 is a flowchart of a virtual object interaction method provided by some exemplary embodiments of this application.
- Figure 15 is a structural block diagram of an interactive device for virtual objects provided in some exemplary embodiments of this application.
- Figure 16 is a structural block diagram of an interactive device for virtual objects provided in some exemplary embodiments of this application.
- Figure 17 is a structural block diagram of a terminal provided by some exemplary embodiments of this application.
- Virtual scene is a scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of a real scene, a semi-simulated/semi-fictional scene, or a purely fictional scene.
- a virtual scene can be any of the following: two-dimensional, 2.5-dimensional, or three-dimensional; this application does not limit it to any particular type.
- Virtual characters/objects These refer to movable objects in a virtual scene. These movable objects can be virtual objects, virtual animals, anime characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in a 3D virtual scene.
- virtual objects are 3D models created based on animation skeletal technology. Each virtual object has its own shape and volume in the 3D virtual scene, occupying a portion of the space within the 3D virtual scene.
- Virtual items are items that can be used directly or indirectly within a virtual environment. Virtual items possess specific functions, attributes, appearances, or value within the virtual environment. Virtual items include, but are not limited to, virtual equipment (such as staves, speed boots, etc.), virtual decorations (such as skins, pets, etc.), and virtual props (such as buff items, debuff items, etc.) that can enhance the user experience or the abilities of virtual characters.
- virtual equipment such as staves, speed boots, etc.
- virtual decorations such as skins, pets, etc.
- virtual props such as buff items, debuff items, etc.
- the virtual camera is a crucial component in a virtual scene, determining the content and perspective the user sees on the screen.
- the virtual camera's position in three-dimensional space determines the viewpoint, its orientation determines the viewing direction, and its field of view (FOV) determines the size of the virtual scene displayed on the screen.
- FOV field of view
- the virtual camera is attached to the head position of the master virtual object; when the user-controlled master virtual object observes the virtual scene from a third-person perspective, the virtual camera is attached to the position behind the character of the master virtual object.
- FIG. 1 shows a structural block diagram of a computer system provided by some exemplary embodiments of this application.
- the computer system 100 includes a terminal 120 and a server 140.
- Terminal 120 has an application installed and running that supports virtual environments.
- This application can be any of the following: virtual reality application, 3D mapping application, massively multiplayer online role-playing game, third-person shooter (TPS) game, first-person shooter (FPS) game, multiplayer online battle arena (MOBA) game, or multiplayer shooting survival game.
- the device type of terminal 120 includes, but is not limited to, at least one of the following: game console, desktop computer, smartphone, tablet computer, e-book reader, Moving Picture Experts Group Audio Layer III (MP3) player, Moving Picture Experts Group Audio Layer IV (MP4) player, and laptop computer.
- game console desktop computer
- smartphone smartphone
- tablet computer e-book reader
- MP3 Moving Picture Experts Group Audio Layer III
- MP4 Moving Picture Experts Group Audio Layer IV
- laptop computer e-book reader
- Terminal 120 is connected to server 140 via a wireless network or a wired network.
- terminals 120 can be more or less. For example, there may be only one terminal 120, or there may be dozens or hundreds of terminals 120, or even more. This application does not limit the number or type of terminals 120 in its embodiments.
- Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 140 is used to provide background services for applications supporting virtual environments.
- server 140 undertakes the primary computing work, and terminal 120 undertakes the secondary computing work; or, server 140 undertakes the secondary computing work, and terminal 120 undertakes the primary computing work; or, server 140 and terminal 120 collaborate on computing using a distributed computing architecture.
- Cloud technology refers to a hosting technology that unifies hardware, software, and network resources within a wide area network (WAN) or local area network (LAN) to achieve data computation, storage, processing, and sharing.
- Cloud technology is a general term encompassing network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form resource pools, providing flexibility and convenience for on-demand use.
- Terminal 120 runs an application providing a virtual scene.
- Terminal 120 displays the virtual scene through the application.
- Server 140 synchronizes virtual scene data to terminal 120.
- This virtual scene data includes the positions of virtual objects within the virtual scene, the interaction relationships between virtual objects, and the interactive actions performed by the virtual objects.
- Terminal 120 displays a virtual scene interface through the application, showing the virtual scene observed through a master virtual object.
- the virtual scene includes a user-controlled master virtual object and a first virtual object (e.g., a teammate virtual object) associated with the master virtual object.
- a first virtual object e.g., a teammate virtual object
- terminal 120 controls the master virtual object to lock the second virtual object, allowing the user to control the master virtual object to perform interactive actions on the second virtual object. For example, when the first virtual object, which is a teammate, attacks the second virtual object, which is an enemy, in the virtual scene, an object locking control for the enemy virtual object is displayed on the virtual scene interface of the master virtual object.
- the terminal 120 will display a screen showing the master virtual object turning to the enemy virtual object, so that the user can quickly lock the enemy virtual object that the teammate virtual object is attacking.
- the method provided in this application can be applied to cloud gaming scenarios, thereby enabling the cloud server to perform data logic calculations during the game process, while the terminal is responsible for displaying the game interface.
- the server 140 described above can also be implemented as a node in a blockchain system.
- the interaction method of the virtual object provided in this application will be described. Taking the application of this method to a terminal as an example, as shown in Figure 2, the method includes the following steps 210 to 230.
- Step 210 Display the master virtual object in the virtual scene.
- the virtual scene described above is a scene provided by the application when it runs on the terminal.
- the virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene.
- the terminal displays a virtual scene interface through the application, which includes a virtual scene view where the main virtual object observes the virtual scene.
- the aforementioned master virtual object is a virtual object that operates within a virtual scene and is controlled by the terminal. Under the control of the terminal, the master virtual object can perform actions such as movement, rotation, attack, and defense within the virtual scene. It should be understood that the master virtual object can also be influenced by other virtual objects in the virtual scene, resulting in corresponding actions. For example, when attacked by other virtual objects, the master virtual object can passively perform actions such as retreating or falling. In other words, the actions performed by the master virtual object are primarily determined by the terminal currently controlling it, and secondarily by other virtual objects in the virtual scene.
- the virtual scene view is an image of the virtual scene observed from the perspective of the main virtual object.
- the virtual scene view can be displayed from the first-person perspective of the main virtual object, or from the third-person perspective of the main virtual object.
- the first-person perspective is the viewpoint from which the main virtual object can observe the scene in the virtual scene. This viewpoint does not include the main virtual object itself; for example, only its arm and/or the virtual props it holds are visible.
- the third-person perspective is the viewpoint from which the main virtual object is observed through a virtual camera in the virtual scene. This viewpoint includes the main virtual object itself, and the virtual camera is typically located behind the main virtual object, allowing the viewpoint to see its 3D model and the virtual props it holds.
- the main virtual object displayed on the terminal is a model of the arm and/or virtual prop held by the main virtual object; alternatively, when the virtual scene is displayed from the third-person perspective of the main virtual object, the terminal displays a complete model of the virtual object.
- the virtual scene also includes a first virtual object and a second virtual object.
- the first virtual object is associated with the controlling virtual object.
- the first virtual object can be at least one of the following: a teammate virtual object of the master virtual object, an enemy virtual object, a virtual object currently locked by the master virtual object, a virtual object belonging to the master virtual object (e.g., a virtual pet), or a non-player character (NPC) virtual object associated with the master virtual object in the virtual scene.
- a teammate virtual object of the master virtual object an enemy virtual object
- a virtual object currently locked by the master virtual object e.g., a virtual pet
- NPC non-player character
- the aforementioned association relationship can be implemented as at least one of the following: teammate relationship, locked relationship, and subordinate relationship.
- the association relationship between the first virtual object and the master virtual object is implemented as a teammate relationship
- the first virtual object is implemented as a teammate virtual object of the master virtual object
- the association relationship between the first virtual object and the master virtual object is implemented as a locked relationship
- the first virtual object is implemented as at least one of the following: teammate virtual object, NPC virtual object, hostile virtual object, and subordinate virtual object of the master virtual object
- the association relationship between the first virtual object and the master virtual object is implemented as a subordinate relationship
- the first virtual object is implemented as a subordinate virtual object of the master virtual object.
- the second virtual object can be at least one of the following: an adversary virtual object of the master virtual object, a teammate virtual object of the master virtual object, or an NPC virtual object in the virtual scene.
- Step 220 When the first virtual object performs the first action on the second virtual object, display the object locking control corresponding to the second virtual object.
- the first action performed by the first virtual object on the second virtual object is used to instruct the first virtual object to perform an action with the second virtual object as the target. It can also be regarded as the first virtual object locking the second virtual object to perform the first action.
- the aforementioned first action can be implemented as at least one of the following: a lock-on action, a dialogue action, an attack action, a targeted skill release action, an observation action, an interaction action, a follow action, or an item use action.
- the facing lock action is used to indicate that the orientation of the first virtual object is locked to the direction of the second virtual object;
- the dialogue action is used to indicate that the first virtual object and the second virtual object perform a dialogue interaction;
- the attack action is used to indicate that the first virtual object uses a virtual prop to attack the second virtual object;
- the directional skill release action is used to indicate that the first virtual object releases a directional virtual skill at the second virtual object;
- the observation action is used to indicate that the first virtual object observes the second virtual object through an observation prop or observation skill;
- the interaction action is used to indicate that the first virtual object and the second virtual object interact, such as holding hands, hugging, high-fiving, etc.;
- the follow action is used to indicate that the first virtual object takes the second virtual object as its follow target and follows the second virtual object;
- the prop use action is used to indicate that the first virtual object uses a virtual prop on the second virtual object.
- the above-mentioned object locking control is a control displayed on the virtual scene interface.
- the above-mentioned object locking control is a control implemented through a user interface (UI) icon.
- UI user interface
- the object locking control described above can be displayed in at least one of the following locations in the virtual scene interface:
- the first method involves a virtual scene interface including an object identifier area corresponding to a first virtual object, where the aforementioned object locking control is displayed.
- the object identifier area corresponding to the first virtual object is displayed.
- the object locking control is displayed in the object identifier area.
- the object identifier area is used to display the object identifier of the first virtual object.
- the object locking control can be displayed at any position above, to the left, to the right, or below the object identifier of the first virtual object in the object identifier area.
- the virtual scene interface 300 displays a user-controlled master virtual object 301.
- the virtual scene interface 300 displays an object identification area 310, in which multiple first virtual objects are displayed, each corresponding to a teammate identifier.
- the multiple first virtual objects are teammate virtual objects of the master virtual object.
- an object locking control 313 is displayed to the right of the teammate identifier (player nickname 2) 312 of the first virtual object C in the object identification area 310.
- Displaying an object locking control in the object identifier area corresponding to the first virtual object allows users to quickly identify the first virtual object that is currently locked, even when the main virtual object has multiple associated first virtual objects, thus improving the efficiency of information transmission in the interface.
- the second method involves a skill release area for the main virtual object within the virtual scene interface, where the aforementioned object locking control is displayed.
- the skill release area corresponding to the main virtual object is shown.
- the object locking control is displayed in the skill release area.
- the skill release area is used to display the skill controls of the main virtual object.
- FIG. 4 a schematic diagram of the object locking control provided by some exemplary embodiments of this application is illustrated.
- a user-controlled master virtual object 401 is displayed in the virtual scene interface 400.
- the virtual scene interface 400 displays a skill release area 410.
- Multiple skill controls corresponding to the master virtual object 401 are displayed in the skill release area 410.
- an object locking control 412 is displayed in the skill release area 410.
- the object locking control is displayed conditionally; that is, the object locking control for the second virtual object is displayed on the virtual scene interface when specified display conditions are met.
- the specified display conditions can be implemented as at least one of the following:
- the first method uses the distance information between the main virtual object and the second virtual object as the criterion for determining the specified display conditions.
- the distance information between the second virtual object and the main virtual object is obtained, and based on the distance information, the object locking control corresponding to the second virtual object is displayed.
- an object locking control is displayed; if the distance information is greater than or equal to the preset distance threshold, it is determined that the second virtual object is outside the locking range of the main virtual object, and the object locking control is not displayed.
- a first-state object locking control when the distance information is less than a preset distance threshold, a first-state object locking control is displayed; when the distance information is greater than or equal to the preset distance threshold, a second-state object locking control is displayed.
- the first and second states are different.
- the object locking control By displaying the object locking control based on the distance information between the second virtual object and the main virtual object, users can not only understand that the first virtual object has a locked target when they see the object locking control, but also quickly understand the distance relationship between the main virtual object and the locked target.
- the object locking control conveys diverse information, improving the efficiency of information transmission in the interface.
- the second method uses the obstacle information between the master virtual object and the second virtual object as the criterion for determining the specified display conditions.
- an object locking control is displayed; when obstacle information indicates that there is an obstacle between the second virtual object and the master virtual object, it is determined that the second virtual object is outside the locking range of the master virtual object, and the object locking control is not displayed.
- an object locking control in a first state is displayed; when obstacle information indicates that there is an obstacle between the second virtual object and the master virtual object, an object locking control in a second state is displayed.
- the first state and the second state are different.
- the third method uses the object relationship information between the master virtual object and the second virtual object as the criterion for determining the specified display conditions.
- the object relationship information between the second virtual object and the master virtual object is obtained, and the object locking control corresponding to the second virtual object is displayed based on the object relationship information.
- the object locking control when the object relationship information indicates that the second virtual object is a hostile virtual object of the master virtual object, the object locking control is displayed; when the object relationship information indicates that the second virtual object is a non-hostile virtual object of the master virtual object, the object locking control is not displayed.
- an object locking control in a first state is displayed; when the object relationship information indicates that the second virtual object is a non-hostile virtual object of the master virtual object, an object locking control in a second state is displayed.
- the first and second states are different.
- Step 230 In response to the first trigger operation on the object locking control, the master virtual object is displayed to perform a second action on the second virtual object.
- the first triggering operation on the object locking control may include at least one of the following:
- the first method involves the terminal receiving the first trigger operation performed by the user on the screen displaying the virtual scene interface.
- the first trigger operation of the object locking control can be determined by the user touching the displayed object locking control on the touch screen.
- the first trigger operation can be implemented as at least one of the following: single-click operation, double-click operation, continuous press operation, heavy press operation, drag operation, etc.
- the second method involves the terminal receiving a shortcut key operation signal.
- the shortcut key corresponding to the shortcut key operation signal is the target shortcut key bound to the object-locked control, it is confirmed that the first trigger operation for the object-locked control has been received.
- the shortcut key operation signal can be triggered by input operations from an external input device, such as by clicking the right mouse button;
- the terminal is a mobile terminal such as a mobile phone or tablet, the shortcut key operation signal can be triggered by triggering a physical button on the mobile terminal, or by triggering an auxiliary input device connected to the mobile terminal.
- the master virtual object performing a second action on the second virtual object instructs the master virtual object to use the second virtual object as the target of the second action.
- This can also be considered as the master virtual object locking the second virtual object to perform the second action.
- the locking can be a strong lock, meaning the target of the second action is limited to the second virtual object; or, the locking can be a weak lock, meaning the target of the second action is the location of the second virtual object when the object locking control receives the first trigger operation.
- the aforementioned second action can be implemented as at least one of the following: a lock-on action, a dialogue action, an attack action, a targeted skill release action, an observation action, an interaction action, a follow action, or an item use action.
- the first action and the second action are the same, or the first action and the second action are different.
- the facing-locking action performed by the main virtual object on the second virtual object is displayed.
- This facing-locking action controls the main virtual object's orientation towards the second virtual object. That is, after the user triggers the first trigger operation on the object locking control, the terminal changes the orientation of the main virtual object and rotates it to point towards the second virtual object.
- the terminal while controlling the main virtual object to lock the second virtual object through the object locking control, the terminal also controls the main virtual object's orientation towards the second virtual object, so that after locking the second virtual object, the main virtual object can perform actions with facing restrictions towards the second virtual object, improving the triggering efficiency of subsequent interactive actions.
- the orientation of the aforementioned master virtual object is used to indicate the direction the master virtual object faces in the virtual scene.
- the orientation of the master virtual object determines at least one of the following: the virtual scene view displayed on the virtual scene interface, the attack range of the master virtual object, the movement direction of the master virtual object, the defense direction of the master virtual object, and the interaction direction of the master virtual object.
- the virtual scene displayed on the virtual scene interface is bound to the orientation of the main virtual object, that is, when the orientation of the main virtual object changes, the virtual scene displayed on the virtual scene interface changes synchronously; in other embodiments, the virtual scene displayed on the virtual scene interface and the orientation of the main virtual object can be controlled separately, that is, when the orientation of the main virtual object changes, the virtual scene displayed on the virtual scene interface remains unchanged, and when a user-instructed viewpoint change operation is received, the virtual scene is changed according to the viewpoint change operation.
- a user-controlled master virtual object 501 is displayed in the first virtual scene screen 510.
- an object locking control 504 is displayed in the virtual scene interface 500.
- the terminal changes the orientation of the master virtual object 501 and adjusts the orientation of the master virtual object 501 to point to the second virtual object 503.
- the first virtual scene screen 510 is changed to display a second virtual scene screen 520, in which the first virtual object 502 and the second virtual object 503 are displayed.
- the attack action performed by the master virtual object on the second virtual object is displayed.
- the attack action is used to instruct the master virtual object to attack the second virtual object. That is, when the user triggers the first trigger operation on the object-locking control, the master virtual object is triggered to attack the second virtual object.
- the main virtual object in response to the first trigger operation on the object-locking control, is displayed to release a targeted skill on the second virtual object. That is, when the user triggers the first trigger operation on the object-locking control, the main virtual object is triggered to use a targeted skill to attack the second virtual object.
- a user-controlled master virtual object 601, a first virtual object 602, and a second virtual object 603 are displayed in the virtual scene screen 610.
- an object locking control 604 and a skill control 605 are displayed in the virtual scene interface 600.
- the terminal controls the master virtual object 601 to lock the second virtual object 603 and releases the virtual skill corresponding to the skill control 605 to the second virtual object 603.
- the second action is implemented as a dialogue action
- the dialogue action performed by the master virtual object on the second virtual object is displayed.
- the dialogue action is used to instruct the master virtual object and the second virtual object to engage in dialogue. That is, when the user triggers the first trigger operation on the object locking control, a dialogue between the master virtual object and the second virtual object is triggered.
- the observation action in response to the first trigger operation on the object locking control, the observation action performed by the main virtual object on the second virtual object is displayed.
- the observation action is used to instruct the main virtual object to observe the second virtual object.
- the above observation action can be implemented to obtain information such as the equipment information, location information, character type information, health points, and magic points of the second virtual object.
- the main virtual object is displayed to follow the second virtual object.
- the main virtual object in response to the first trigger operation on the object-locking control, the main virtual object is shown using the target virtual prop on the second virtual object.
- the target virtual prop can be a virtual throwable, virtual medical supplies, virtual armor, etc., and is not limited here.
- the object-locking control when the main virtual object is equipped with a virtual throwable, when the object-locking control receives the first trigger operation, it controls the main virtual object to throw the virtual throwable towards the direction of the second virtual object.
- an object locking control corresponding to the second virtual object is provided to the user.
- the user can trigger this object locking control to allow the main virtual object to quickly lock onto the second virtual object, thus enabling the user to control the main virtual object to perform a second action on the second virtual object. That is, by detecting the locked target of the first virtual object in the virtual scene, the object locking control corresponding to the locked target is displayed.
- This object locking control allows the main virtual object to quickly lock onto the locked target of the first virtual object, improving the main virtual object's target acquisition efficiency, thereby reducing the waiting time for the user to manually search for the locked target and improving the rhythm and smoothness of the game.
- Figure 7 shows a flowchart of some virtual object interaction methods provided in the embodiments of this application.
- the object locking control is displayed according to the distance between the master virtual object and the second virtual object.
- the method includes steps 710 to 742.
- Step 710 Display the master virtual object in the virtual scene.
- the aforementioned master virtual object is a virtual object that operates in a virtual scene and is controlled by the terminal.
- the virtual scene also includes a first virtual object and a second virtual object.
- the first virtual object is associated with the master virtual object.
- the above-mentioned relationship can be implemented as at least one of teammate relationship, locked relationship, or subordinate relationship.
- Step 720 When the first virtual object performs the first action on the second virtual object, obtain the distance information between the second virtual object and the master virtual object.
- the first action performed by the first virtual object on the second virtual object is used to instruct the first virtual object to perform an action with the second virtual object as the target.
- the aforementioned first action can be implemented as at least one of the following: a lock-on action, a dialogue action, an attack action, a targeted skill release action, an observation action, an interaction action, a follow action, or an item use action.
- the distance information described above is used to indicate the distance between the second virtual object and the master virtual object in the virtual scene.
- the aforementioned distance information can be determined based on the straight-line distance between the first scene coordinates of the master virtual object in the virtual scene and the second scene coordinates of the second virtual object in the virtual scene.
- the aforementioned distance information may be the path distance obtained by simulating path planning between the first position of the master virtual object in the virtual scene and the second position of the second virtual object in the virtual scene.
- the aforementioned simulated path planning process needs to consider the collision volume between scene objects in the virtual scene. That is, the aforementioned path distance is the distance to bypass the obstacles between the master virtual object and the second virtual object.
- the server broadcasts the location data of virtual objects in the virtual scene to the terminal in real time.
- the terminal queries the location data to obtain the location of the second virtual object in the virtual scene and determines the distance information based on the location of the master virtual object and the location of the second virtual object.
- Step 731 If the distance information is less than a preset distance threshold, display the object locking control in the first state.
- the object locking control is displayed through different control states when the distance information between the master virtual object and the second virtual object meets different conditions. For example, when the distance information between the master virtual object and the second virtual object is less than a preset distance threshold, the object locking control in the first state is displayed.
- the aforementioned preset distance threshold can be a fixed value set by the developer; or, the aforementioned preset distance threshold can be a custom value set by the user; or, the aforementioned preset distance threshold can be generated based on the object state of the master virtual object.
- the preset distance threshold when the preset distance threshold is generated based on the object state of the master virtual object, it can be determined based on the object level, object type, and currently used virtual props of the master virtual object.
- the preset distance threshold is positively correlated with the object level of the master virtual object; that is, the higher the object level of the master virtual object, the larger the preset distance threshold.
- the preset distance threshold is associated with the object type of the master virtual object.
- the preset distance threshold is set to a first threshold.
- the preset distance threshold is set to a second threshold. The first threshold is greater than the second threshold.
- the preset distance threshold is associated with the item type of the virtual item currently used by the master virtual object.
- the preset distance threshold is set to a first threshold.
- the preset distance threshold is set to a second threshold. The first threshold is greater than the second threshold.
- the first state can be implemented as at least one of the following: normal state, highlighted state, gray state, blinking state, and active state.
- the normal state indicates that the object-locked control's state is the same as other UI controls in the virtual scene interface;
- the highlighted state indicates that the object-locked control's brightness is higher than a first specified brightness threshold;
- the gray state indicates that the object-locked control's brightness is lower than a second specified brightness threshold, wherein the first specified brightness threshold is higher than or equal to the second specified brightness threshold;
- the blinking state indicates that the object-locked control's brightness continuously changes at a preset frequency;
- the active state indicates that the object-locked state is in a triggerable state.
- Step 732 If the distance information is greater than or equal to a preset distance threshold, display the object locking control in the second state.
- the second state can be implemented as at least one of a highlighted state, a grayed-out state, a blinking state, or an active state.
- the first and second states are implemented as different control states.
- the first state is implemented as the normal state
- the second state is implemented as the gray state. That is, when the master virtual object is close to the second virtual object, the object locking control in the normal state is displayed, and when the master virtual object is far from the second virtual object, the object locking control in the gray state is displayed.
- the first state is implemented as a highlighted state and the second state as a grayed-out state; or, the first state is implemented as a blinking state and the second state as a normal state. It is worth noting that the above combinations of the first and second states are merely illustrative examples.
- Step 741 In response to a first trigger operation on the object locking control of the first state, the second virtual object is displayed in a first display mode, and the main virtual object is displayed to perform a second action on the second virtual object.
- the object locking control in the first state receives the first trigger operation
- the second virtual object is displayed in the virtual scene interface in a first display mode, and a virtual scene screen showing the main virtual object performing a second action on the second virtual object is displayed.
- the first display method described above can be implemented as at least one of the following: a marking display method, a highlight display method, a perspective display method, an outline display method, and a normal display method.
- the marking display method is a display method that marks the second virtual object using a marking pattern, for example, displaying a preset marking pattern above the head of the second virtual object;
- the highlight display method is a display method where the brightness of the second virtual object's model is higher than a third specified brightness threshold, or where the model of the second virtual object is displayed using a specified highlight color;
- the perspective display method is a display method where, when there is an obstacle between the second virtual object and the main virtual object, the model or outline of the second virtual object is displayed on the obstacle;
- the outline display method is a display method that bolds the outline of the second virtual object's model;
- the normal display method is a display method that does not add auxiliary features to the model of the second virtual object.
- the aforementioned second action can be implemented as at least one of the following: a lock-on action, a dialogue action, an attack action, a targeted skill release action, an observation action, an interaction action, a follow action, or an item use action.
- Step 742 In response to a first trigger operation on the object locking control of the second state, the second virtual object is displayed in a second display mode, and the main virtual object is displayed to perform a second action on the second virtual object.
- the second display mode described above can be implemented as at least one of the following: marker display mode, highlight display mode, perspective display mode, outline display mode, and normal display mode.
- the first display mode and the second display mode are implemented as different display modes.
- FIG. 8 a schematic diagram of the interaction method interface for virtual objects provided by some exemplary embodiments of this application is illustrated.
- a master virtual object 801 and a teammate identifier 811 of the teammate virtual object 802 of the master virtual object 801 are displayed.
- an object locking control 812 corresponding to the enemy virtual object 803 is displayed to the right of the teammate identifier 811 in the first virtual scene interface 800.
- the object locking control 812 is a highlighted control.
- the terminal controls the master virtual object 801 to lock the enemy virtual object 803.
- the enemy virtual object 803 is displayed in a marked display mode, that is, a triangle pattern is displayed on the top of the enemy virtual object 803 to mark the enemy virtual object 803.
- a master virtual object 901 and a teammate identifier 911 of a teammate virtual object 902 of the master virtual object 901 are displayed in the second virtual scene interface 900.
- an object locking control 912 corresponding to the enemy virtual object 903 is displayed to the right of the teammate identifier 911 in the second virtual scene interface 900.
- the object locking control 912 is a grayed-out control.
- the terminal controls the master virtual object 901 to lock the enemy virtual object 903.
- the enemy virtual object 903 is displayed in a highlighted manner, that is, a red shadow is covered on the object model of the enemy virtual object 903 to enhance the visual effect of the enemy virtual object 903 at a distance.
- the object locking control displays different states based on the distance between the master virtual object and the second virtual object. This allows the user to quickly determine whether the second virtual object is far from or close to the master virtual object, thus facilitating the user's decision on whether to lock the second virtual object and the second action to be performed after locking the second virtual object based on the distance, thereby improving the user experience.
- the locked second virtual object is displayed in different ways depending on the distance between the master virtual object and the second virtual object, so that the user can quickly identify the second virtual object displayed on the interface at different distances, thereby improving the efficiency of information transmission in the interface.
- FIG 10 shows a flowchart of some virtual object interaction methods provided in the embodiments of this application.
- the second action is implemented as a facing lock action. That is, when the object locking control is triggered, the terminal controls the main virtual object to automatically perform the facing lock action to quickly adjust the orientation of the main virtual object to face the second virtual object.
- the method includes steps 1031 to 1032, wherein steps 1031 to 1032 are subordinate steps of steps 230, 741 and 742.
- Step 1031 In response to the first trigger operation on the object locking control, obtain the positional relationship information between the second virtual object and the main virtual object.
- the above positional relationship information is used to indicate the positional relationship between the second virtual object and the master virtual object.
- the aforementioned positional relationship information includes at least one of the following: the orientation information of the second virtual object relative to the master virtual object, the distance information between the master virtual object and the second virtual object, the orientation information of the master virtual object, and the orientation information of the second virtual object.
- the direction information of the second virtual object relative to the master virtual object is used to indicate the direction of the position of the second virtual object relative to the master virtual object as the origin;
- the distance information between the master virtual object and the second virtual object is used to indicate the distance between the master virtual object and the second virtual object in the virtual scene;
- the orientation information of the master virtual object is used to indicate the angle between the current orientation of the master virtual object and the starting direction, with the master virtual object itself as the axis and the specified direction as the starting direction;
- the orientation information of the second virtual object is used to indicate the angle between the current orientation of the second virtual object and the starting direction, with the second virtual object itself as the axis and the specified direction as the starting direction.
- Step 1032 Based on the positional relationship information, display the locking action performed by the master virtual object on the second virtual object.
- the terminal needs to determine how to control the rotation of the master virtual object based on positional relationship information.
- the rotation direction and angle of the master virtual object are determined.
- the master virtual object is then controlled to rotate according to these directions and angles.
- an object locking screen is displayed, showing the second virtual object being locked by the master virtual object.
- the rotation direction includes clockwise rotation and counterclockwise rotation.
- the terminal determines the rotation direction and rotation angle based on the orientation information of the second virtual object relative to the main virtual object and the orientation information of the main virtual object in the positional relationship information.
- the terminal determines the rotation angle corresponding to the clockwise rotation and the counterclockwise rotation of the main virtual object based on the direction information of the second virtual object relative to the main virtual object and the orientation information of the main virtual object in the position relationship information.
- the rotation direction is determined to be clockwise.
- the rotation angle corresponding to the clockwise rotation is greater than the rotation angle corresponding to the counterclockwise rotation, the rotation direction is determined to be counterclockwise.
- the rotation angle corresponding to the clockwise rotation is equal to the rotation angle corresponding to the counterclockwise rotation, the rotation direction is determined to be either clockwise or counterclockwise.
- collision detection is performed for both clockwise and counterclockwise directions before determining the rotation direction.
- the terminal determines the collision detection results for clockwise rotation and counterclockwise rotation of the main virtual object based on the orientation information of the second virtual object relative to the main virtual object and the orientation information of the main virtual object in the positional relationship information. If a collision detection result indicates that the main virtual object experiences a volume collision during rotation, the direction indicating no volume collision is determined as the rotation direction. For example, if the main virtual object encounters a wall when rotating clockwise, it is controlled to rotate counterclockwise.
- the virtual scene displayed in the virtual scene interface is obtained by capturing the virtual scene using a virtual camera. That is, the virtual camera determines the content and perspective that the user sees on the screen. The position of the virtual camera in the virtual scene determines the observation point, the orientation of the virtual camera in the virtual scene determines the observation direction, and the FOV of the virtual camera determines the size of the virtual scene that can be displayed on the screen.
- the orientation of the virtual camera bound to the master virtual object in the virtual scene also changes. This illustrates how the rotation of the virtual camera bound to the master virtual object is controlled by the rotation direction and angle, and the rotating view of the master virtual object during the rotation is displayed through the virtual camera.
- the virtual camera is attached to the head position of the master virtual object; when the user-controlled master virtual object observes the virtual scene from a third-person perspective, the virtual camera is attached to the position behind the character of the master virtual object.
- the rotation speed of the virtual camera during the rotation process can be uniform, or the rotation speed of the virtual camera during the rotation process can be variable, without limitation.
- the rotation speed of the virtual camera is correlated with the distance information between the master virtual object and the second virtual object.
- the distance information between the master virtual object and the second virtual object is obtained.
- a rotation speed negatively correlated with the distance information is determined.
- the virtual camera bound to the master virtual object is controlled, and the rotating view of the master virtual object during its rotation is displayed through the virtual camera. That is, the greater the distance between the master virtual object and the second virtual object, the faster the virtual camera rotates; the closer the distance between the master virtual object and the second virtual object, the slower the virtual camera rotates. This prevents the master virtual object from experiencing dizziness due to excessive turning speed when it is close to the second virtual object, while allowing for rapid positioning of the second virtual object when the distance between the master virtual object and the second virtual object is greater.
- virtual obstacles may exist between the master virtual object and the second virtual object.
- the guidance path indicates a path that avoids the virtual obstacle during movement from the location of the master virtual object to the location of the second virtual object.
- the orientation of the master virtual object is controlled to rotate to point in the direction corresponding to the guidance path, and the guidance path and the second virtual object located behind the virtual obstacle are displayed.
- a guide path is generated to bypass the virtual obstacle, and the master virtual object is controlled to face the starting direction of the guide path.
- the guide path and the second virtual object located behind the virtual obstacle are displayed. For example, if there is a wall between the master virtual object and the second virtual object, and there is a door that passes through the wall on the left side of the master virtual object, a guide path is generated to pass through the door, and the shadow of the second virtual object is displayed on the wall in a perspective display mode.
- a first trigger operation on the object locking control instructs the master virtual object to enter a locked state for the second virtual object.
- the locked state is released by a second trigger operation on the object locking control; that is, in response to the second trigger operation on the object locking control, the locked state of the master virtual object for the second virtual object is released.
- the locked state of the master virtual object for the second virtual object is released.
- the master virtual object releases its own locked state for the second virtual object.
- the master virtual object releases its own locked state for the second virtual object.
- the rotation of the main virtual object and the virtual camera lens are controlled, so that the virtual scene displayed on the virtual scene interface conforms to the locking process of the main virtual object on the second virtual object.
- This automatically realizes the locking of the second virtual object's orientation and the locking of the viewing angle.
- a multi-functional locking process is achieved through one operation, eliminating the need for the user to manually rotate the viewing angle to adjust the screen, thus improving user efficiency and ensuring the consistency between the viewing angle of the screen display and the orientation of the main virtual object.
- Figure 11 shows a flowchart of an interaction method for virtual objects provided by some exemplary embodiments of this application.
- the method includes steps 1110 to 1144.
- Step 1110 Display the master virtual object in the virtual scene, and display the attack controls.
- the aforementioned master virtual object is a virtual object that operates in a virtual scene and is controlled by the terminal.
- the virtual scene also includes a first virtual object and a second virtual object.
- the first virtual object is associated with the master virtual object.
- an attack control is displayed on the virtual scene interface corresponding to the virtual scene.
- the attack control is used to instruct the main virtual object to perform an attack action.
- Step 1120 When the first virtual object performs the first action on the second virtual object, obtain the distance information between the second virtual object and the master virtual object.
- the first action performed by the first virtual object on the second virtual object is used to instruct the first virtual object to perform an action with the second virtual object as the target.
- the aforementioned first action can be implemented as at least one of the following: a lock-on action, a dialogue action, an attack action, a targeted skill release action, an observation action, an interaction action, a follow action, or an item use action.
- the distance information described above is used to indicate the distance between the second virtual object and the master virtual object in the virtual scene.
- the aforementioned distance information can be determined based on the straight-line distance between the first scene coordinates of the master virtual object in the virtual scene and the second scene coordinates of the second virtual object in the virtual scene.
- the aforementioned distance information may be the path distance obtained by simulating path planning between the first position of the master virtual object in the virtual scene and the second position of the second virtual object in the virtual scene.
- the aforementioned simulated path planning process needs to consider the collision volume between scene objects in the virtual scene. That is, the aforementioned path distance is the distance to bypass the obstacles between the master virtual object and the second virtual object.
- Step 1131 If the distance information is less than a preset distance threshold, display the object locking control in the first state.
- the object locking control displays different control states when the distance information between the master virtual object and the second virtual object meets different conditions.
- the distance between the master virtual object and the second virtual object is less than a preset distance threshold, it indicates that the second virtual object is closer to the master virtual object, which can be considered a close-range state.
- the first state is implemented as a highlighted state, that is, when the second virtual object is close to the main virtual object, the object locking control in the highlighted state is displayed.
- the virtual scene interface displays an object identification area.
- this object identification area is implemented as a teammate information panel, i.e., a list of teammate information entries.
- each teammate virtual object displays its current HP, MP, and status (buff) information in the teammate information panel.
- the aforementioned object locking control indicates the target acquisition status of the teammate virtual object (first virtual object). That is, if the teammate virtual object has a target, the object locking control is displayed; if the teammate virtual object currently has no target, the object locking control is not displayed. Furthermore, in close-range situations, the object locking control is displayed in a highlighted state (first state).
- Step 1132 In response to the first trigger operation of the object locking control in the first state, control the master virtual object to lock the second virtual object.
- the terminal when the object locking control receives the first trigger operation, the terminal will control the main virtual object to lock the second virtual object, that is, the main virtual object enters the locking state for the second virtual object.
- the terminal executes a close-range response, wherein the close-range response includes controlling the master virtual object to lock the second virtual object.
- Step 1133 In response to the fourth trigger operation on the attack control, the master virtual object is displayed to perform an attack action against the second virtual object.
- the attack action on the second virtual object can be directly triggered through the attack control. That is, when the attack control receives the fourth trigger operation, the terminal controls the master virtual object to lock the second virtual object and execute the attack action.
- Step 1141 If the distance information is greater than or equal to a preset distance threshold, display the object locking control in the second state.
- the terminal displays an object locking control for the second state.
- the second state is implemented as a gray state, that is, when the second virtual object is at a distance from the main virtual object, the object locking control is displayed in a gray state.
- the target acquisition status of the teammate virtual object is indicated by the aforementioned object locking control in the sub-region at the end of the teammate virtual object's information. That is, if the teammate virtual object has a target, the object locking control is displayed; if the teammate virtual object currently has no target, the object locking control is not displayed. Furthermore, in the long-range state, the object locking control is displayed in a gray state (second state).
- the response logic of the object locking control is implemented as follows: when the first virtual object has a locked second virtual object, the object locking control corresponding to the second virtual object is displayed.
- the object locking control is displayed in the virtual scene interface, the user can perform a trigger operation on the object locking control.
- the near-field state the object locking control is highlighted, and the response logic of clicking the object locking control is called the near-field response; in the far-field state, the object locking control is grayed out, and the response logic of clicking the object locking control is called the far-field response.
- Step 1142 In response to the first trigger operation of the object locking control in the second state, control the master virtual object to lock the second virtual object.
- the terminal when the object locking control receives the first trigger operation, the terminal will control the main virtual object to lock the second virtual object, that is, the main virtual object enters the locking state for the second virtual object.
- the terminal executes a far-distance response, wherein the far-distance response includes controlling the master virtual object to lock the second virtual object.
- Step 1143 Display the mobile assistance controls.
- the aforementioned mobile assistance control is used to provide mobile assistance functions to the main virtual object.
- the aforementioned mobile assistance control is a control implemented through a UI icon.
- the motion assist control is displayed after the main virtual object locks the second virtual object; alternatively, the motion assist control is continuously displayed on the virtual scene interface after the main virtual object enters the virtual scene, which is not limited here.
- Step 1144 In response to the third trigger operation on the motion assist control, the main virtual object is displayed to perform a movement action to the second virtual object through the motion assist prop.
- the master virtual object in a remote state, after the master virtual object locks the second virtual object, the master virtual object can perform a movement action toward the second virtual object through a movement auxiliary control, thereby enabling the master virtual object to quickly approach the second virtual object.
- the aforementioned mobile assistance props can be implemented as at least one of the following: virtual grappling hook, virtual portal, virtual zipline, virtual vehicle, virtual mount, etc.
- the main virtual object in response to the mobile assist control receiving a third trigger operation, the main virtual object is shown to launch a virtual grappling hook towards the location of the second virtual object. After the virtual grappling hook locks onto the location of the second virtual object, the virtual grappling hook retracts to pull the main virtual object to the vicinity of the second virtual object.
- a virtual portal is displayed between the location of the main virtual object and the location of the second virtual object.
- the location of the main virtual object is the first door of the virtual portal
- the location of the second virtual object is the second door of the virtual portal.
- the main virtual object can move between the first door and the second door.
- a virtual zipline is displayed between the location of the main virtual object and the location of the second virtual object.
- the location of the main virtual object is the starting point of the virtual zipline
- the location of the second virtual object is the ending point of the virtual zipline.
- the virtual object can slide from the starting point to the ending point via the virtual zipline.
- the main virtual object is shown driving the virtual vehicle/mount and automatically traveling to the location of the second virtual object.
- the user when the master virtual object moves to a distance within the attack range of the second virtual object using a movement aid, the user can control the master virtual object to perform an attack action against the second virtual object through the attack control.
- the triggering mechanism for the highlighted/grayed-out object locking control is implemented as follows:
- the target acquisition status of all teammate virtual objects (first virtual object) of the master virtual object is detected by the server, and the server synchronizes the detected target acquisition status data to the client in the terminal.
- memberTarget structure For the teammate virtual object memberA of the master virtual object, the server uses the memberTarget structure to indicate the target-seeking status of the teammate virtual object.
- MemberTarget ⁇ 0,pos(0,0,0) ⁇ .
- the server broadcasts memberA’s current target, memberTarget, to all virtual object clients in the team.
- the client starts a timed detection (e.g., once every 30ms), finds the target in the client's virtual scene, updates memberTarget.pos to the coordinates of the target, and finally calculates the distance between memberTarget.pos and the master virtual object in the virtual scene, and performs a detection and judgment on the distance:
- a timed detection e.g., once every 30ms
- the object lock control is set to gray.
- the proximity response logic implemented for the highlighted object locking control is as follows:
- the client When a user clicks the highlighted indicator button, the client triggers proximity response logic:
- the remote response logic implemented for the grayed-out object locking control is as follows:
- the client When the user clicks the grayed-out indicator button, the client triggers remote response logic:
- the virtual scene interface 1200 displays a master virtual object 1201 and a teammate identifier 1211 for a teammate virtual object 1202 of the master virtual object 1201.
- an object locking control 1212 corresponding to the enemy virtual object 1203 is displayed to the right of the teammate identifier 1211 in the virtual scene interface 1200.
- This object locking control 1212 is highlighted.
- the terminal controls the master virtual object 1201 to lock onto the enemy virtual object 1203. The user can then control the master virtual object 1201 to attack the enemy virtual object 1203 by triggering the attack control 1204 in the virtual scene interface 1200.
- the virtual scene interface 1300 displays a master virtual object 1301 and a teammate identifier 1311 of a teammate virtual object 1302 of the master virtual object 1301.
- an object locking control 1312 corresponding to the enemy virtual object 1303 is displayed to the right of the teammate identifier 1311 in the virtual scene interface 1300.
- the object locking control 1312 is a grayed-out control.
- the terminal controls the main virtual object 1301 to lock onto the enemy virtual object 1303.
- the user can use the auxiliary movement control 1304 displayed on the virtual scene interface 1300 to control the main virtual object 1301 to move quickly to the vicinity of the enemy virtual object 1303. That is, when the auxiliary movement control 1304 receives a trigger operation, it automatically locks onto the enemy virtual object 1303 and uses auxiliary movement props, thereby enabling the main virtual object 1301 to move quickly.
- Figure 14 shows a flowchart of an interaction method for virtual objects provided in some exemplary embodiments of this application.
- the method includes:
- S1410 Determine the distance. If the distance is close, proceed to S1421; if the distance is far, proceed to S1431.
- S1421 A highlighted object lock control appears next to the teammate's health bar.
- S1422 The player clicks the object lock control.
- S1423 The camera automatically focuses on and locks onto the enemy locked by the teammate.
- S1431 A gray object lock control appears next to the teammate's health bar.
- S1432 The player clicks the object lock control.
- S1433 The camera automatically focuses on and displays a ghost image of the enemy locked by the teammate. In other words, the terminal determines whether the distance between the main virtual object and the enemy virtual object locked by the teammate is less than a preset distance threshold.
- the distance between the main virtual object and the enemy virtual object is determined to be close; if it is greater than or equal to the threshold, the distance between the main virtual object and the enemy virtual object is determined to be far.
- a highlighted object lock control appears next to the teammate's health bar.
- a grayed-out object lock control appears next to the teammate's health bar.
- the user when the master virtual object is close to the second virtual object, after locking onto the second virtual object, the user can directly control the master virtual object to attack the second virtual object via the attack control. For example, the user can control the master virtual object to quickly lock onto an enemy virtual object locked by a teammate's virtual object and attack it, thus achieving rapid assistance in battle and improving both user experience and game smoothness. Conversely, when the master virtual object is far from the second virtual object, after locking onto the second virtual object, the user can control the master virtual object to quickly approach the second virtual object via the movement auxiliary control, thereby achieving rapid assistance in battle from a distance. This reduces the time required for the master virtual object to approach the second virtual object from a distance and improves the efficiency of the master virtual object in performing interactive actions.
- this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user data.
- These prompt interfaces, pop-ups, or voice prompts are used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without user confirmation), the steps for collecting user data end, meaning no user data is collected.
- all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of related user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.
- FIG. 15 shows a structural block diagram of an interactive device for virtual objects provided in an exemplary embodiment of this application.
- the device includes the following modules:
- the first display module 1510 is used to display a master virtual object in a virtual scene.
- the master virtual object is a virtual object that is controlled by the terminal and is active in the virtual scene.
- the virtual scene also includes a first virtual object and a second virtual object.
- the first virtual object is associated with the master virtual object.
- the second display module 1520 is used to display an object locking control corresponding to the second virtual object when the first virtual object performs a first action on the second virtual object;
- the first display module 1510 is further configured to, in response to a first trigger operation on the object locking control, display the master virtual object performing a second action on the second virtual object.
- the apparatus further includes:
- the acquisition module 1530 is used to acquire distance information between the second virtual object and the main control virtual object when the first virtual object performs a first action on the second virtual object;
- the second display module 1520 is further configured to display the object locking control corresponding to the second virtual object based on the distance information.
- the second display module 1520 is further configured to display an object locking control in a first state when the distance information is less than a preset distance threshold, and to display an object locking control in a second state when the distance information is greater than or equal to the preset distance threshold, wherein the first state and the second state are different.
- the first display module 1510 is further configured to, in response to a first trigger operation on the object locking control of the first state, display the second virtual object in a first display mode, and display the master virtual object performing a second action on the second virtual object.
- the first display module 1510 is further configured to, in response to a first trigger operation on the object locking control of the second state, display the second virtual object in a second display mode, and display the master virtual object performing a second action on the second virtual object.
- the first display module 1510 is further configured to display the orientation locking action performed by the master virtual object on the second virtual object, the orientation locking action being used to control the master virtual object to face the second virtual object.
- the acquisition module 1530 is further configured to acquire positional relationship information between the second virtual object and the master virtual object;
- the apparatus further includes:
- the control module 1550 is used to control the rotation of the main virtual object according to the rotation direction and the rotation angle;
- the control module 1550 is also used when the main virtual object rotates to face the second virtual object;
- the first display module 1510 is further configured to control the rotation of the virtual camera bound to the main virtual object according to the rotation direction and the rotation angle, and display the rotation view of the main virtual object during the rotation process through the virtual camera.
- the acquisition module 1530 is further configured to acquire distance information between the master virtual object and the second virtual object;
- the control module 1550 is also used to control the virtual camera bound to the main virtual object according to the rotation speed, the rotation direction and the rotation angle;
- the first display module 1510 is also used to display the rotating view of the main virtual object during the rotation process through the virtual camera.
- the determining module 1540 is further configured to generate a guidance path when it is determined that there is a virtual obstacle between the master virtual object and the second virtual object.
- the guidance path is used to indicate a path to avoid the virtual obstacle during the process of moving from the location of the master virtual object to the location of the second virtual object.
- the control module 1550 is also used to control the orientation of the main virtual object to rotate to point to the path direction corresponding to the guide path;
- the first display module 1510 is also used to display the guide path and the second virtual object located behind the virtual obstacle.
- the first triggering operation is used to instruct the master virtual object to enter a locked state for the second virtual object
- the first display module 1510 is further configured to release the locking state of the main control virtual object for the second virtual object in response to a second trigger operation on the object locking control.
- the second display module 1520 is also used to display mobile assistance controls
- the second display module 1520 is also used to display attack controls
- the first display module 1510 is also configured to, in response to a fourth trigger operation on the attack control, display the main control virtual object performing an attack action against the second virtual object.
- the second display module 1520 is further configured to display the object locking control in the object identification area when the first virtual object performs the first action on the second virtual object.
- FIG 17 shows a structural block diagram of a terminal 1700 provided in an exemplary embodiment of this application.
- the terminal 1700 may be a smartphone, tablet computer, Moving Picture Experts Group Audio Layer III (MP3) player, Moving Picture Experts Group Audio Layer IV (MP4) player, laptop computer, or desktop computer.
- MP3 Moving Picture Experts Group Audio Layer III
- MP4 Moving Picture Experts Group Audio Layer IV
- the terminal 1700 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.
- terminal 1700 includes a processor 1701 and a memory 1702.
- Processor 1701 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc.
- Processor 1701 may be implemented using at least one hardware form selected from Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA).
- DSP Digital Signal Processing
- FPGA Field-Programmable Gate Array
- PDA Programmable Logic Array
- Processor 1701 may also include a main processor and a coprocessor.
- the main processor also known as a central processing unit (CPU)
- CPU central processing unit
- the coprocessor is a low-power processor used to process data in the standby state.
- processor 1701 may integrate a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content to be displayed on the screen.
- processor 1701 may also include an Artificial Intelligence (AI) processor, which is used to handle computational operations related to machine learning.
- AI Artificial Intelligence
- Memory 1702 may include one or more computer-readable storage media, which may be non-transitory. Memory 1702 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in memory 1702 is used to store at least one instruction, which is executed by processor 1701 to implement the interactive method of virtual objects provided in the method embodiments of this application.
- terminal 1700 also includes other components. Those skilled in the art will understand that the structure shown in FIG17 does not constitute a limitation on terminal 1700 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
- This program can be stored in a computer-readable storage medium, which may be a computer-readable storage medium included in the memory described in the above embodiments; or it may be a standalone computer-readable storage medium not assembled into the terminal.
- the computer-readable storage medium stores at least one instruction, at least one program segment, a code set, or an instruction set.
- the at least one instruction, the at least one program segment, the code set, or the instruction set is loaded and executed by the processor to implement the interaction method of the virtual object described in any of the above embodiments.
- the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), solid-state drives (SSDs), or optical discs, etc.
- the random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM).
- ReRAM resistive random access memory
- DRAM dynamic random access memory
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Abstract
Description
本申请要求于2024年05月24日提交中国专利局、申请号为2024106538276、申请名称为“虚拟对象的互动方法、装置、设备、介质及产品”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。This application claims priority to Chinese Patent Application No. 2024106538276, filed on May 24, 2024, entitled “Method, Apparatus, Device, Medium and Product for Interacting with Virtual Objects”, the entire contents of which are incorporated herein by reference.
本申请涉及计算机技术领域,特别涉及一种虚拟对象的互动方法、装置、设备、介质及产品。This application relates to the field of computer technology, and in particular to a method, apparatus, device, medium and product for interacting with virtual objects.
在大型多人在线角色扮演游戏(Massively Multiplayer Online Role-Playing Game,MMORPG)中,用户可以通过控制主控虚拟对象来参与和其它虚拟对象的战斗。In a massively multiplayer online role-playing game (MMORPG), users can participate in battles against other virtual objects by controlling a main virtual object.
相关技术中,主控虚拟对象的索敌方式主要实现为:系统根据主控虚拟对象和敌对虚拟对象之间的距离自动锁定距离最近的敌对虚拟对象,或者,用户通过观察屏幕内展示的虚拟场景画面,通过点击敌对虚拟对象或者操控摇杆来手动选择锁定的敌对虚拟对象。In related technologies, the main methods for the master virtual object to locate enemies are as follows: the system automatically locks the nearest enemy virtual object based on the distance between the master virtual object and the enemy virtual object; or, the user can manually select the locked enemy virtual object by observing the virtual scene displayed on the screen and clicking on the enemy virtual object or controlling the joystick.
然而,在很多场景下,用户通过上述索敌方式,无法快速锁定特定的敌对虚拟对象,索敌效率较低。However, in many scenarios, users cannot quickly lock onto specific hostile virtual objects using the above-mentioned target acquisition methods, resulting in low target acquisition efficiency.
本申请实施例提供了一种虚拟对象的互动方法、装置、设备、介质及产品,能够使主控虚拟对象快速锁定特定的敌对虚拟对象,提高索敌效率。所述技术方案如下:This application provides a method, apparatus, device, medium, and product for interacting with virtual objects, enabling a master virtual object to quickly lock onto specific hostile virtual objects, thus improving target acquisition efficiency. The technical solution is as follows:
一方面,提供了一种虚拟对象的互动方法,由终端执行,所述方法包括:On the one hand, a method for interacting with virtual objects is provided, executed by a terminal, the method comprising:
显示虚拟场景中的主控虚拟对象,所述主控虚拟对象是由所述终端主控的在虚拟场景中活动的虚拟对象,所述虚拟场景中还包括第一虚拟对象和第二虚拟对象,所述第一虚拟对象与所述主控虚拟对象存在关联关系;The virtual scene displays a master virtual object, which is a virtual object controlled by the terminal and active in the virtual scene. The virtual scene also includes a first virtual object and a second virtual object, and the first virtual object is associated with the master virtual object.
在所述第一虚拟对象针对所述第二虚拟对象执行第一动作的情况下,显示与所述第二虚拟对象对应的对象锁定控件;When the first virtual object performs a first action on the second virtual object, an object locking control corresponding to the second virtual object is displayed;
响应于对所述对象锁定控件的第一触发操作,显示所述主控虚拟对象针对所述第二虚拟对象执行第二动作。In response to a first trigger operation on the object locking control, the master virtual object is shown to perform a second action on the second virtual object.
另一方面,提供了一种虚拟对象的互动装置,所述装置包括:On the other hand, an interactive device for virtual objects is provided, the device comprising:
第一显示模块,用于显示虚拟场景中的主控虚拟对象,所述主控虚拟对象是由终端主控的在虚拟场景中活动的虚拟对象,所述虚拟场景中还包括第一虚拟对象和第二虚拟对象,所述第一虚拟对象与所述主控虚拟对象存在关联关系;The first display module is used to display the master virtual object in the virtual scene. The master virtual object is a virtual object that is controlled by the terminal and is active in the virtual scene. The virtual scene also includes a first virtual object and a second virtual object. The first virtual object is associated with the master virtual object.
第二显示模块,用于在所述第一虚拟对象针对所述第二虚拟对象执行第一动作的情况下,显示与所述第二虚拟对象对应的对象锁定控件;The second display module is used to display an object locking control corresponding to the second virtual object when the first virtual object performs a first action on the second virtual object;
所述第一显示模块,还用于响应于对所述对象锁定控件的第一触发操作,显示所述主控虚拟对象针对所述第二虚拟对象执行第二动作。The first display module is further configured to, in response to a first trigger operation on the object locking control, display the main control virtual object performing a second action on the second virtual object.
另一方面,提供了一种计算机设备,所述计算机设备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如上述本申请实施例中任一所述的虚拟对象的互动方法。On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing 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 instruction set being loaded and executed by the processor to implement the virtual object interaction method as described in any of the embodiments of this application above.
另一方面,提供了一种计算机可读存储介质,所述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处理器加载并执行以实现如上述本申请实施例中任一所述的虚拟对象的互动方法。On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, code set, or instruction set is stored therein, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the interaction method of the virtual object as described in any of the embodiments of this application above.
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虚拟对象的互动方法。On the other hand, a computer program product or computer program is provided, which 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 the virtual object interaction method described in any of the above embodiments.
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 in this application includes at least the following beneficial effects:
在虚拟场景中,当主控虚拟对象关联的第一虚拟对象针对第二虚拟对象执行动作时,向用户提供与第二虚拟对象对应的对象锁定控件,用户可以通过触发该对象锁定控件,来使得主控虚拟对象快速锁定第二虚拟对象,从而使得用户能够控制主控虚拟对象向第二虚拟对象执行动作。即,通过检测第一虚拟对象在虚拟场景中的锁定目标,来显示上述锁定目标对应的对象锁定控件,该对象锁定控件能够让主控虚拟对象快速锁定第一虚拟对象的锁定目标,提升主控虚拟对象的索敌效率,从而减少用户手动寻找锁定目标的等待时间,提升游戏过程的节奏和流畅度。In the virtual scene, when the first virtual object associated with the main virtual object performs an action on the second virtual object, an object locking control corresponding to the second virtual object is provided to the user. The user can trigger this object locking control to make the main virtual object quickly lock onto the second virtual object, thus enabling the user to control the main virtual object to perform actions on the second virtual object. In other words, by detecting the locked target of the first virtual object in the virtual scene, the object locking control corresponding to the locked target is displayed. This object locking control allows the main virtual object to quickly lock onto the locked target of the first virtual object, improving the main virtual object's target acquisition efficiency, thereby reducing the waiting time for the user to manually search for the locked target and improving the pace and smoothness of the game.
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。To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
图1是本申请一些示例性实施例提供的计算机系统的结构框图;Figure 1 is a structural block diagram of a computer system provided by some exemplary embodiments of this application;
图2是本申请一些示例性实施例提供的虚拟对象的互动方法的流程图;Figure 2 is a flowchart of a virtual object interaction method provided by some exemplary embodiments of this application;
图3是本申请一些示例性实施例提供的对象锁定控件的显示示意图;Figure 3 is a schematic diagram showing the object locking control provided in some exemplary embodiments of this application;
图4是本申请一些示例性实施例提供的对象锁定控件的显示示意图;Figure 4 is a schematic diagram showing the object locking control provided in some exemplary embodiments of this application;
图5是本申请一些示例性实施例提供的面向锁定动作的示意图;Figure 5 is a schematic diagram of locking actions provided by some exemplary embodiments of this application;
图6是本申请一些示例性实施例提供的攻击动作的示意图;Figure 6 is a schematic diagram of attack actions provided by some exemplary embodiments of this application;
图7是本申请一些示例性实施例提供的虚拟对象的互动方法的流程图;Figure 7 is a flowchart of a virtual object interaction method provided by some exemplary embodiments of this application;
图8是本申请一些示例性实施例提供的虚拟对象的互动方法界面示意图;Figure 8 is a schematic diagram of the interface of the virtual object interaction method provided by some exemplary embodiments of this application;
图9是本申请一些示例性实施例提供的虚拟对象的互动方法界面示意图;Figure 9 is a schematic diagram of the interface of the virtual object interaction method provided by some exemplary embodiments of this application;
图10是本申请一些示例性实施例提供的虚拟对象的互动方法的流程图;Figure 10 is a flowchart of a virtual object interaction method provided by some exemplary embodiments of this application;
图11是本申请一些示例性实施例提供的虚拟对象的互动方法流程图;Figure 11 is a flowchart of a virtual object interaction method provided by some exemplary embodiments of this application;
图12是本申请一些示例性实施例提供的近距响应过程的示意图;Figure 12 is a schematic diagram of a near-field response process provided by some exemplary embodiments of this application;
图13是本申请一些示例性实施例提供的远距响应过程的示意图;Figure 13 is a schematic diagram of a remote response process provided by some exemplary embodiments of this application;
图14是本申请一些示例性实施例提供的虚拟对象的互动方法的流程图;Figure 14 is a flowchart of a virtual object interaction method provided by some exemplary embodiments of this application;
图15是本申请一些示例性实施例提供的虚拟对象的互动装置结构框图;Figure 15 is a structural block diagram of an interactive device for virtual objects provided in some exemplary embodiments of this application;
图16是本申请一些示例性实施例提供的虚拟对象的互动装置结构框图;Figure 16 is a structural block diagram of an interactive device for virtual objects provided in some exemplary embodiments of this application;
图17是本申请一些示例性实施例提供的终端的结构框图。Figure 17 is a structural block diagram of a terminal provided by some exemplary embodiments of this application.
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。To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
首先,针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 used in the embodiments of this application will be given.
虚拟场景:是应用程序在终端上运行时显示(或提供)的虚拟场景。该虚拟场景可以是对真实场景的仿真场景,也可以是半仿真半虚构的场景,还可以是纯虚构的场景。虚拟场景可以是二维虚拟场景、2.5维虚拟场景和三维虚拟场景中的任意一种,本申请对此不加以限定。Virtual scene: A virtual scene is a scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of a real scene, a semi-simulated/semi-fictional scene, or a purely fictional scene. A virtual scene can be any of the following: two-dimensional, 2.5-dimensional, or three-dimensional; this application does not limit it to any particular type.
虚拟角色/虚拟对象:是指虚拟场景中的可活动对象。该可活动对象可以是虚拟对象、虚拟动物、动漫人物等,比如:在三维虚拟场景中显示的人物、动物、植物、油桶、墙壁、石块等。可选地,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场景中具有自身的形状和体积,占据三维虚拟场景中的一部分空间。Virtual characters/objects: These refer to movable objects in a virtual scene. These movable objects can be virtual objects, virtual animals, anime characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in a 3D virtual scene. Optionally, virtual objects are 3D models created based on animation skeletal technology. Each virtual object has its own shape and volume in the 3D virtual scene, occupying a portion of the space within the 3D virtual scene.
虚拟物品:是虚拟场景中虚拟对象可直接或间接使用的物品,虚拟物品在虚拟场景内具有特定的功能、属性、外观或价值。虚拟物品包括但不限于虚拟装备(如法杖、加速鞋等)、虚拟装饰品(如皮肤、宠物等)、虚拟道具(如增益道具、减益道具等)等可提升用户体验或虚拟角色能力的物品。Virtual items are items that can be used directly or indirectly within a virtual environment. Virtual items possess specific functions, attributes, appearances, or value within the virtual environment. Virtual items include, but are not limited to, virtual equipment (such as staves, speed boots, etc.), virtual decorations (such as skins, pets, etc.), and virtual props (such as buff items, debuff items, etc.) that can enhance the user experience or the abilities of virtual characters.
虚拟摄像机(Camera):是虚拟场景中一个至关重要的组件,决定了用户在屏幕上看到的内容和视角。虚拟摄像机在三维空间中的位置决定了观察虚拟场景的观察点,虚拟摄像机在三维空间中的朝向决定了观察虚拟场景的观察方向,虚拟摄像机的视野范围(Field of View,FOV)决定了屏幕上能显示虚拟场景的范围大小。通常用户无法在虚拟场景中直接观察到虚拟摄像机。The virtual camera is a crucial component in a virtual scene, determining the content and perspective the user sees on the screen. The virtual camera's position in three-dimensional space determines the viewpoint, its orientation determines the viewing direction, and its field of view (FOV) determines the size of the virtual scene displayed on the screen. Typically, users cannot directly observe the virtual camera within the virtual scene.
可选地,当用户控制的主控虚拟对象以第一人称视角对虚拟场景进行观察时,虚拟摄像机绑定在主控虚拟对象的头部位置;当用户控制的主控虚拟对象以第三人称视角对虚拟场景进行观察时,虚拟摄像机绑定在主控虚拟对象的角色后方位置。Optionally, when the user-controlled master virtual object observes the virtual scene from a first-person perspective, the virtual camera is attached to the head position of the master virtual object; when the user-controlled master virtual object observes the virtual scene from a third-person perspective, the virtual camera is attached to the position behind the character of the master virtual object.
图1示出了本申请一些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100包括:终端120和服务器140。Figure 1 shows a structural block diagram of a computer system provided by some exemplary embodiments of this application. The computer system 100 includes a terminal 120 and a server 140.
终端120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、大型多人在线角色扮演游戏、、第三人称射击(Third-person Shooter,TPS)游戏、第一人称射击类(First-person shooting,FPS)游戏、多人在线战术竞技(Multiplayer Online Battle Arena,MOBA)游戏、多人枪战类生存游戏等中的任意一种。Terminal 120 has an application installed and running that supports virtual environments. This application can be any of the following: virtual reality application, 3D mapping application, massively multiplayer online role-playing game, third-person shooter (TPS) game, first-person shooter (FPS) game, multiplayer online battle arena (MOBA) game, or multiplayer shooting survival game.
终端120的设备类型包括但不限于:游戏主机、台式计算机、智能手机、平板电脑、电子书阅读器、动态影像专家压缩标准音频层面3播放器(Moving Picture Experts Group Audio Layer III,MP3)、动态影像专家压缩标准音频层面4(Moving Picture Experts Group Audio Layer IV,MP4)播放器和膝上型便携计算机中的至少一种。以下实施例以设备类型是台式计算机来举例说明。The device type of terminal 120 includes, but is not limited to, at least one of the following: game console, desktop computer, smartphone, tablet computer, e-book reader, Moving Picture Experts Group Audio Layer III (MP3) player, Moving Picture Experts Group Audio Layer IV (MP4) player, and laptop computer. The following embodiments use a desktop computer as an example.
终端120通过无线网络或有线网络与服务器140相连。Terminal 120 is connected to server 140 via a wireless network or a wired network.
本领域技术人员可以知晓,上述终端120的数量可以更多或更少。比如上述终端120可以仅为一个,或者上述终端120为几十个或几百个,或者更多数量。本申请实施例对终端120的数量和设备类型不加以限定。Those skilled in the art will understand that the number of terminals 120 described above can be more or less. For example, there may be only one terminal 120, or there may be dozens or hundreds of terminals 120, or even more. This application does not limit the number or type of terminals 120 in its embodiments.
服务器140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140用于为支持虚拟环境的应用程序提供后台服务。可选地,服务器140承担主要计算工作,终端120承担次要计算工作;或者,服务器140承担次要计算工作,终端120承担主要计算工作;或者,服务器140和终端120两者之间采用分布式计算架构进行协同计算。Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 140 is used to provide background services for applications supporting virtual environments. Optionally, server 140 undertakes the primary computing work, and terminal 120 undertakes the secondary computing work; or, server 140 undertakes the secondary computing work, and terminal 120 undertakes the primary computing work; or, server 140 and terminal 120 collaborate on computing using a distributed computing architecture.
值得注意的是,上述服务器140可以实现为物理服务器,也可以实现为云端的云服务器,其中,云技术(Cloud technology)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、应用技术等的总称,可以组成资源池,按需所用,灵活便利。It is worth noting that the aforementioned server 140 can be implemented as a physical server or a cloud server. Cloud technology refers to a hosting technology that unifies hardware, software, and network resources within a wide area network (WAN) or local area network (LAN) to achieve data computation, storage, processing, and sharing. Cloud technology is a general term encompassing network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form resource pools, providing flexibility and convenience for on-demand use.
示意性的,终端120中运行有提供虚拟场景的应用程序,终端120通过应用程序显示虚拟场景画面,服务器140向终端120同步虚拟场景数据,其中,上述虚拟场景数据中包括虚拟对象在虚拟场景内的位置、虚拟对象之间的互动关系以及虚拟对象执行的互动动作等。终端120通过应用程序显示虚拟场景界面,在该虚拟场景界面中显示有通过主控虚拟对象对虚拟场景进行观察的虚拟场景画面。在本申请实施例中,上述虚拟场景中包括用户控制的主控虚拟对象,以及与主控虚拟对象具有关联关系的第一虚拟对象(例如,队友虚拟对象),当第一虚拟对象在虚拟场景中存在锁定的第二虚拟对象时,终端120在虚拟场景界面上显示与第二虚拟对象对应的对象锁定控件,当用户点击该对象锁定控件后,终端120会控制主控虚拟对象去锁定第二虚拟对象,使得用户能够控制主控虚拟对象对第二虚拟对象执行互动动作。例如,当作为队友虚拟对象的第一虚拟对象在虚拟场景中攻击作为敌对虚拟对象的第二虚拟对象时,在主控虚拟对象的虚拟场景界面上显示针对敌对虚拟对象的对象锁定控件,当用户点击该对象锁定控件时,终端120会显示主控虚拟对象转向该敌对虚拟对象的画面,从而使得用户能够快速锁定队友虚拟对象正在攻击的敌对虚拟对象。Schematic illustration: Terminal 120 runs an application providing a virtual scene. Terminal 120 displays the virtual scene through the application. Server 140 synchronizes virtual scene data to terminal 120. This virtual scene data includes the positions of virtual objects within the virtual scene, the interaction relationships between virtual objects, and the interactive actions performed by the virtual objects. Terminal 120 displays a virtual scene interface through the application, showing the virtual scene observed through a master virtual object. In this embodiment, the virtual scene includes a user-controlled master virtual object and a first virtual object (e.g., a teammate virtual object) associated with the master virtual object. When the first virtual object has a locked second virtual object in the virtual scene, terminal 120 displays an object locking control corresponding to the second virtual object on the virtual scene interface. When the user clicks the object locking control, terminal 120 controls the master virtual object to lock the second virtual object, allowing the user to control the master virtual object to perform interactive actions on the second virtual object. For example, when the first virtual object, which is a teammate, attacks the second virtual object, which is an enemy, in the virtual scene, an object locking control for the enemy virtual object is displayed on the virtual scene interface of the master virtual object. When the user clicks the object locking control, the terminal 120 will display a screen showing the master virtual object turning to the enemy virtual object, so that the user can quickly lock the enemy virtual object that the teammate virtual object is attacking.
在一些实施例中,本申请实施例提供的方法可以应用于云游戏场景中,从而通过云服务器完成游戏过程中数据逻辑的计算,而终端负责游戏界面的显示。In some embodiments, the method provided in this application can be applied to cloud gaming scenarios, thereby enabling the cloud server to perform data logic calculations during the game process, while the terminal is responsible for displaying the game interface.
在一些实施例中,上述服务器140还可以实现为区块链系统中的节点。In some embodiments, the server 140 described above can also be implemented as a node in a blockchain system.
结合上述名词简介和应用场景,对本申请提供的虚拟对象的互动方法进行说明,以该方法应用于终端为例进行说明,如图2所示,该方法包括如下步骤210至步骤230。Based on the above-mentioned terminology and application scenarios, the interaction method of the virtual object provided in this application will be described. Taking the application of this method to a terminal as an example, as shown in Figure 2, the method includes the following steps 210 to 230.
步骤210,显示虚拟场景中的主控虚拟对象。Step 210: Display the master virtual object in the virtual scene.
上述虚拟场景是应用程序在终端上运行时提供的场景。可选地,上述虚拟场景可以是二维虚拟场景、2.5维虚拟场景和三维虚拟场景中的任意一种。示意性的,终端通过应用程序显示虚拟场景界面,该虚拟场景界面包括主控虚拟对象对虚拟场景进行观察的虚拟场景画面。The virtual scene described above is a scene provided by the application when it runs on the terminal. Optionally, the virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. Illustratively, the terminal displays a virtual scene interface through the application, which includes a virtual scene view where the main virtual object observes the virtual scene.
上述主控虚拟对象是由终端主控的在虚拟场景中活动的虚拟对象。主控虚拟对象受终端的控制可以在虚拟场景中执行移动、旋转、攻击、防御等动作,应理解,主控虚拟对象也可以受虚拟场景中其它虚拟对象的影响而产生对应的动作,例如,主控虚拟对象在受到其它虚拟对象的攻击时,可以被动产生后退、摔倒等动作。也即,主控虚拟对象执行的动作主要地由当前对其进行操控的终端决定,次要地由虚拟场景中的其它虚拟对象决定。The aforementioned master virtual object is a virtual object that operates within a virtual scene and is controlled by the terminal. Under the control of the terminal, the master virtual object can perform actions such as movement, rotation, attack, and defense within the virtual scene. It should be understood that the master virtual object can also be influenced by other virtual objects in the virtual scene, resulting in corresponding actions. For example, when attacked by other virtual objects, the master virtual object can passively perform actions such as retreating or falling. In other words, the actions performed by the master virtual object are primarily determined by the terminal currently controlling it, and secondarily by other virtual objects in the virtual scene.
在一些实施例中,虚拟场景画面是以主控虚拟对象的观察视角对虚拟场景进行观察的画面。可选地,上述虚拟场景画面可以是以主控虚拟对象的第一人称视角显示的画面,也可以是以主控虚拟对象的第三人称视角显示的画面。其中,第一人称视角即主控虚拟对象在虚拟场景中所能观察到的画面对应的视角,该第一人称视角对应的画面中不包括该主控虚拟对象本身,比如只能看到主控虚拟对象的手臂和/或持有的虚拟道具;第三人称视角即在虚拟场景中通过虚拟摄像机对主控虚拟对象进行观察的视角,该第三人称视角对应的画面中包括主控虚拟对象本身,且通常该虚拟摄像机是位于主控虚拟对象的后方对该主控虚拟对象进行观察的,比如能够看到主控虚拟对象的三维模型以及该主控虚拟对象所持有的虚拟道具。In some embodiments, the virtual scene view is an image of the virtual scene observed from the perspective of the main virtual object. Optionally, the virtual scene view can be displayed from the first-person perspective of the main virtual object, or from the third-person perspective of the main virtual object. The first-person perspective is the viewpoint from which the main virtual object can observe the scene in the virtual scene. This viewpoint does not include the main virtual object itself; for example, only its arm and/or the virtual props it holds are visible. The third-person perspective is the viewpoint from which the main virtual object is observed through a virtual camera in the virtual scene. This viewpoint includes the main virtual object itself, and the virtual camera is typically located behind the main virtual object, allowing the viewpoint to see its 3D model and the virtual props it holds.
可选地,当上述虚拟场景画面是以主控虚拟对象的第一人称视角显示的画面时,终端显示的主控虚拟对象实现为主控虚拟对象的手臂和/或持有的虚拟道具的模型;可选地,当上述虚拟场景画面以主控虚拟对象的第三人称视角显示的画面时,终端显示完整的虚拟对象的模型。Optionally, when the virtual scene is displayed from the first-person perspective of the main virtual object, the main virtual object displayed on the terminal is a model of the arm and/or virtual prop held by the main virtual object; alternatively, when the virtual scene is displayed from the third-person perspective of the main virtual object, the terminal displays a complete model of the virtual object.
在本申请实施例中,虚拟场景中还包括第一虚拟对象和第二虚拟对象。其中,上述第一虚拟对象与主控虚拟对象存在关联关系。In this embodiment, the virtual scene also includes a first virtual object and a second virtual object. The first virtual object is associated with the controlling virtual object.
可选地,第一虚拟对象可以实现为主控虚拟对象的队友虚拟对象、敌对虚拟对象、主控虚拟对象当前锁定的虚拟对象、从属于主控虚拟对象的虚拟对象(例如,虚拟宠物)、虚拟场景中与主控虚拟对象关联的非玩家角色(Non-Player Character,NPC)虚拟对象等中的至少一种。Optionally, the first virtual object can be at least one of the following: a teammate virtual object of the master virtual object, an enemy virtual object, a virtual object currently locked by the master virtual object, a virtual object belonging to the master virtual object (e.g., a virtual pet), or a non-player character (NPC) virtual object associated with the master virtual object in the virtual scene.
可选地,上述关联关系可以实现为队友关系、锁定关系、从属关系中的至少一种。其中,当第一虚拟对象和主控虚拟对象之间的关联关系实现为队友关系时,第一虚拟对象实现为主控虚拟对象的队友虚拟对象;当第一虚拟对象和主控虚拟对象之间的关联关系实现为锁定关系时,第一虚拟对象实现为主控虚拟对象的队友虚拟对象、NPC虚拟对象、敌对虚拟对象、从属虚拟对象中的至少一种;当第一虚拟对象和主控虚拟对象之间的关联关系实现为从属关系时,第一虚拟对象实现为主控虚拟对象的从属虚拟对象。Optionally, the aforementioned association relationship can be implemented as at least one of the following: teammate relationship, locked relationship, and subordinate relationship. Specifically, when the association relationship between the first virtual object and the master virtual object is implemented as a teammate relationship, the first virtual object is implemented as a teammate virtual object of the master virtual object; when the association relationship between the first virtual object and the master virtual object is implemented as a locked relationship, the first virtual object is implemented as at least one of the following: teammate virtual object, NPC virtual object, hostile virtual object, and subordinate virtual object of the master virtual object; when the association relationship between the first virtual object and the master virtual object is implemented as a subordinate relationship, the first virtual object is implemented as a subordinate virtual object of the master virtual object.
可选地,第二虚拟对象可以实现为主控虚拟对象的敌对虚拟对象、主控虚拟对象的队友虚拟对象、虚拟场景中的NPC虚拟对象等中的至少一种。Optionally, the second virtual object can be at least one of the following: an adversary virtual object of the master virtual object, a teammate virtual object of the master virtual object, or an NPC virtual object in the virtual scene.
步骤220,在第一虚拟对象针对第二虚拟对象执行第一动作的情况下,显示与第二虚拟对象对应的对象锁定控件。Step 220: When the first virtual object performs the first action on the second virtual object, display the object locking control corresponding to the second virtual object.
在本申请实施例中,上述在第一虚拟对象针对第二虚拟对象执行的第一动作用于指示第一虚拟对象将所述第二虚拟对象作为目标进行的动作,也可以认为是第一虚拟对象锁定第二虚拟对象执行第一动作。In this embodiment of the application, the first action performed by the first virtual object on the second virtual object is used to instruct the first virtual object to perform an action with the second virtual object as the target. It can also be regarded as the first virtual object locking the second virtual object to perform the first action.
可选地,上述第一动作可以实现为面向锁定动作、对话动作、攻击动作、指向型技能释放动作、观察动作、交互动作、跟随动作、道具使用动作等中的至少一种。Optionally, the aforementioned first action can be implemented as at least one of the following: a lock-on action, a dialogue action, an attack action, a targeted skill release action, an observation action, an interaction action, a follow action, or an item use action.
其中,面向锁定动作用于指示第一虚拟对象的朝向锁定为指向第二虚拟对象的方向;对话动作用于指示第一虚拟对象与第二虚拟对象执行对话交互;攻击动作用于指示第一虚拟对象使用虚拟道具对第二虚拟对象进行攻击的动作;指向型技能释放动作用于指示第一虚拟对象向第二虚拟对象释放指向型的虚拟技能的动作;观察动作用于指示第一虚拟对象通过观察道具或观察技能对第二虚拟对象进行观察的动作;交互动作用于指示第一虚拟对象与第二虚拟对象进行交互的动作,例如,牵手、拥抱、击掌等;跟随动作用于指示第一虚拟对象将第二虚拟对象作为跟随目标,跟随第二虚拟对象行进的动作;道具使用动作用于指示第一虚拟对象对第二虚拟对象使用虚拟道具的动作。Among them, the facing lock action is used to indicate that the orientation of the first virtual object is locked to the direction of the second virtual object; the dialogue action is used to indicate that the first virtual object and the second virtual object perform a dialogue interaction; the attack action is used to indicate that the first virtual object uses a virtual prop to attack the second virtual object; the directional skill release action is used to indicate that the first virtual object releases a directional virtual skill at the second virtual object; the observation action is used to indicate that the first virtual object observes the second virtual object through an observation prop or observation skill; the interaction action is used to indicate that the first virtual object and the second virtual object interact, such as holding hands, hugging, high-fiving, etc.; the follow action is used to indicate that the first virtual object takes the second virtual object as its follow target and follows the second virtual object; and the prop use action is used to indicate that the first virtual object uses a virtual prop on the second virtual object.
在本申请实施例中,上述对象锁定控件为显示在虚拟场景界面上的控件,在一些实施例中,上述对象锁定控件是通过用户界面(User Interface,UI)图标实现的控件。In this application embodiment, the above-mentioned object locking control is a control displayed on the virtual scene interface. In some embodiments, the above-mentioned object locking control is a control implemented through a user interface (UI) icon.
可选地,上述对象锁定控件可以显示在虚拟场景界面中的如下位置中的至少一种:Optionally, the object locking control described above can be displayed in at least one of the following locations in the virtual scene interface:
第一种,虚拟场景界面中包括第一虚拟对象对应的对象标识区域,在该对象标识区域显示上述对象锁定控件。示意性的,显示第一虚拟对象对应的对象标识区域,在第一虚拟对象针对第二虚拟对象执行第一动作的情况下,在对象标识区域显示对象锁定控件。其中,上述对象标识区域用于显示第一虚拟对象的对象标识。The first method involves a virtual scene interface including an object identifier area corresponding to a first virtual object, where the aforementioned object locking control is displayed. Illustratively, the object identifier area corresponding to the first virtual object is displayed. When the first virtual object performs a first action on the second virtual object, the object locking control is displayed in the object identifier area. Specifically, the object identifier area is used to display the object identifier of the first virtual object.
可选地,上述对象锁定控件可以显示在对象标识区域中第一虚拟对象的对象标识的上方、左方、右方、下方等任一位置。Optionally, the object locking control can be displayed at any position above, to the left, to the right, or below the object identifier of the first virtual object in the object identifier area.
在一个示例中,如图3所示,其示出了本申请一些示例性实施例提供的对象锁定控件的显示示意图,在虚拟场景界面300中显示有用户操控的主控虚拟对象301,虚拟场景界面300显示有对象标识区域310,在对象标识区域310中显示有多个第一虚拟对象分别对应的队友标识,上述多个第一虚拟对象为主控虚拟对象的队友虚拟对象,当多个第一虚拟对象中的第一虚拟对象C锁定第二虚拟对象时,在对象标识区域310中第一虚拟对象C的队友标识(玩家昵称2)312的右方显示对象锁定控件313。In one example, as shown in Figure 3, a schematic diagram of the object locking control provided by some exemplary embodiments of this application is illustrated. The virtual scene interface 300 displays a user-controlled master virtual object 301. The virtual scene interface 300 displays an object identification area 310, in which multiple first virtual objects are displayed, each corresponding to a teammate identifier. The multiple first virtual objects are teammate virtual objects of the master virtual object. When the first virtual object C among the multiple first virtual objects locks the second virtual object, an object locking control 313 is displayed to the right of the teammate identifier (player nickname 2) 312 of the first virtual object C in the object identification area 310.
在第一虚拟对象对应的对象标识区域显示对象锁定控件,能够在主控虚拟对象存在多个关联的第一虚拟对象的情况下,使得用户快速通过对象锁定控件知晓当前存在锁定目标的第一虚拟对象,提升界面信息的传递效率。Displaying an object locking control in the object identifier area corresponding to the first virtual object allows users to quickly identify the first virtual object that is currently locked, even when the main virtual object has multiple associated first virtual objects, thus improving the efficiency of information transmission in the interface.
第二种,虚拟场景界面中包括主控虚拟对象的技能释放区域,在该技能释放区域显示上述对象锁定控件。示意性的,显示主控虚拟对象对应的技能释放区域,在第一虚拟对象针对第二虚拟对象执行第一动作的情况下,在技能释放区域显示对象锁定控件。其中,上述技能释放区域用于显示主控虚拟对象的技能控件。The second method involves a skill release area for the main virtual object within the virtual scene interface, where the aforementioned object locking control is displayed. Illustratively, the skill release area corresponding to the main virtual object is shown. When the first virtual object performs a first action on the second virtual object, the object locking control is displayed in the skill release area. Specifically, the skill release area is used to display the skill controls of the main virtual object.
在一个示例中,如图4所示,其示出了本申请一些示例性实施例提供的对象锁定控件的显示示意图,在虚拟场景界面400中显示有用户操控的主控虚拟对象401,虚拟场景界面400显示有技能释放区域410,在技能释放区域410中显示有主控虚拟对象401对应的多个技能控件,当主控虚拟对象401关联的第一虚拟对象锁定第二虚拟对象时,在技能释放区域410中显示对象锁定控件412。In one example, as shown in Figure 4, a schematic diagram of the object locking control provided by some exemplary embodiments of this application is illustrated. A user-controlled master virtual object 401 is displayed in the virtual scene interface 400. The virtual scene interface 400 displays a skill release area 410. Multiple skill controls corresponding to the master virtual object 401 are displayed in the skill release area 410. When the first virtual object associated with the master virtual object 401 locks the second virtual object, an object locking control 412 is displayed in the skill release area 410.
在一些实施例中,对象锁定控件的显示为条件显示,即,在满足指定显示条件的情况下,在虚拟场景界面上显示与第二虚拟对象的对象锁定控件。可选地,上述指定显示条件可以实现为以下中的至少一种:In some embodiments, the object locking control is displayed conditionally; that is, the object locking control for the second virtual object is displayed on the virtual scene interface when specified display conditions are met. Optionally, the specified display conditions can be implemented as at least one of the following:
第一种,将主控虚拟对象和第二虚拟对象之间的距离信息作为指定显示条件的判定标准。The first method uses the distance information between the main virtual object and the second virtual object as the criterion for determining the specified display conditions.
示意性的,在第一虚拟对象针对第二虚拟对象执行第一动作的情况下,获取第二虚拟对象和主控虚拟对象之间的距离信息,基于距离信息,显示与第二虚拟对象对应的对象锁定控件。To illustrate, when the first virtual object performs a first action on the second virtual object, the distance information between the second virtual object and the main virtual object is obtained, and based on the distance information, the object locking control corresponding to the second virtual object is displayed.
在一些实施例中,在距离信息小于预设距离阈值的情况下,显示对象锁定控件,在距离信息大于或等于预设距离阈值的情况下,判定第二虚拟对象在主控虚拟对象的锁定范围外,不显示对象锁定控件。In some embodiments, if the distance information is less than a preset distance threshold, an object locking control is displayed; if the distance information is greater than or equal to the preset distance threshold, it is determined that the second virtual object is outside the locking range of the main virtual object, and the object locking control is not displayed.
在另一些实施例中,在距离信息小于预设距离阈值的情况下,显示第一状态的对象锁定控件,在距离信息大于或等于预设距离阈值的情况下,显示第二状态的对象锁定控件。其中,第一状态和第二状态不同。In other embodiments, when the distance information is less than a preset distance threshold, a first-state object locking control is displayed; when the distance information is greater than or equal to the preset distance threshold, a second-state object locking control is displayed. The first and second states are different.
通过根据第二虚拟对象和主控虚拟对象之间的距离信息来显示对象锁定控件,能够使得用户在看到对象锁定控件时,不仅能够了解到第一虚拟对象存在锁定目标,还能够快速了解到主控虚拟对象和该锁定目标之间的距离关系,通过对象锁定控件传递多样化的信息,提升了界面信息的传递效率。By displaying the object locking control based on the distance information between the second virtual object and the main virtual object, users can not only understand that the first virtual object has a locked target when they see the object locking control, but also quickly understand the distance relationship between the main virtual object and the locked target. The object locking control conveys diverse information, improving the efficiency of information transmission in the interface.
第二种,将主控虚拟对象和第二虚拟对象之间的障碍物信息作为指定显示条件的判定标准。The second method uses the obstacle information between the master virtual object and the second virtual object as the criterion for determining the specified display conditions.
示意性的,在第一虚拟对象针对第二虚拟对象执行第一动作的情况下,获取第二虚拟对象和主控虚拟对象之间的障碍物信息,基于障碍物信息显示与第二虚拟对象对应的对象锁定控件。In a schematic manner, when the first virtual object performs a first action on the second virtual object, obstacle information between the second virtual object and the main virtual object is obtained, and an object locking control corresponding to the second virtual object is displayed based on the obstacle information.
在一些实施例中,当障碍物信息指示第二虚拟对象和主控虚拟对象之间不存在障碍物的情况下,显示对象锁定控件,当障碍物信息指示第二虚拟对象和主控虚拟对象之间存在障碍物的情况下,判定第二虚拟对象在主控虚拟对象的锁定范围外,不显示对象锁定控件。In some embodiments, when obstacle information indicates that there is no obstacle between the second virtual object and the master virtual object, an object locking control is displayed; when obstacle information indicates that there is an obstacle between the second virtual object and the master virtual object, it is determined that the second virtual object is outside the locking range of the master virtual object, and the object locking control is not displayed.
在另一些实施例中,当障碍物信息指示第二虚拟对象和主控虚拟对象之间不存在障碍物的情况下,显示第一状态的对象锁定控件,当障碍物信息指示第二虚拟对象和主控虚拟对象之间存在障碍物的情况下,显示第二状态的对象锁定控件。其中,第一状态和第二状态不同。In other embodiments, when obstacle information indicates that there is no obstacle between the second virtual object and the master virtual object, an object locking control in a first state is displayed; when obstacle information indicates that there is an obstacle between the second virtual object and the master virtual object, an object locking control in a second state is displayed. The first state and the second state are different.
第三种,将主控虚拟对象和第二虚拟对象之间的对象关系信息作为指定显示条件的判定标准。The third method uses the object relationship information between the master virtual object and the second virtual object as the criterion for determining the specified display conditions.
示意性的,在第一虚拟对象针对第二虚拟对象执行第一动作的情况下,获取第二虚拟对象和主控虚拟对象之间的对象关系信息,基于对象关系信息显示与第二虚拟对象对应的对象锁定控件。In a schematic manner, when the first virtual object performs a first action on the second virtual object, the object relationship information between the second virtual object and the master virtual object is obtained, and the object locking control corresponding to the second virtual object is displayed based on the object relationship information.
在一些实施例中,当对象关系信息指示第二虚拟对象为主控虚拟对象的敌对虚拟对象的情况下,显示对象锁定控件,当对象关系信息指示第二虚拟对象为主控虚拟对象的非敌对虚拟对象的情况下,不显示对象锁定控件。In some embodiments, when the object relationship information indicates that the second virtual object is a hostile virtual object of the master virtual object, the object locking control is displayed; when the object relationship information indicates that the second virtual object is a non-hostile virtual object of the master virtual object, the object locking control is not displayed.
在另一些实施例中,当对象关系信息指示第二虚拟对象为主控虚拟对象的敌对虚拟对象的情况下,显示第一状态的对象锁定控件,当对象关系信息指示第二虚拟对象为主控虚拟对象的非敌对虚拟对象的情况下,显示第二状态的对象锁定控件。其中,第一状态和第二状态不同。In other embodiments, when the object relationship information indicates that the second virtual object is a hostile virtual object of the master virtual object, an object locking control in a first state is displayed; when the object relationship information indicates that the second virtual object is a non-hostile virtual object of the master virtual object, an object locking control in a second state is displayed. The first and second states are different.
步骤230,响应于对对象锁定控件的第一触发操作,显示主控虚拟对象针对第二虚拟对象执行第二动作。Step 230: In response to the first trigger operation on the object locking control, the master virtual object is displayed to perform a second action on the second virtual object.
可选的,对对象锁定控件的第一触发操作的方式至少包括如下方式中的至少一种:Optionally, the first triggering operation on the object locking control may include at least one of the following:
第一种,终端接收用户在显示虚拟场景界面的屏幕上执行的第一触发操作。The first method involves the terminal receiving the first trigger operation performed by the user on the screen displaying the virtual scene interface.
当终端为带有触摸显示屏的终端时,上述对对象锁定控件的第一触发操作可以是由用户在触摸显示屏上对显示的对象锁定控件进行触摸而确定的操作。可选地,上述第一触发操作可以实现为单击操作、双击操作、持续按压操作、重压操作、拖动操作等中的至少一种。When the terminal is a terminal with a touch screen, the first trigger operation of the object locking control can be determined by the user touching the displayed object locking control on the touch screen. Optionally, the first trigger operation can be implemented as at least one of the following: single-click operation, double-click operation, continuous press operation, heavy press operation, drag operation, etc.
第二种,终端接收快捷键操作信号,当该快捷键操作信号对应的快捷键是对象锁定控件绑定的目标快捷键时,确定收到针对对象锁定控件第一触发操作。The second method involves the terminal receiving a shortcut key operation signal. When the shortcut key corresponding to the shortcut key operation signal is the target shortcut key bound to the object-locked control, it is confirmed that the first trigger operation for the object-locked control has been received.
示意性的,当终端为台式电脑、膝上笔记本电脑或者游戏主机时,该快捷键操作信号可以是由外部输入设备的输入操作触发的,如:通过鼠标右键的点击操作触发快捷键信号;当终端为手机、平板电脑等移动终端时,该快捷键操作信号可以是通过触发在移动终端上的物理按键触发,也可以是通过移动终端连接的辅助输入设备触发。As an illustration, when the terminal is a desktop computer, laptop, or game console, the shortcut key operation signal can be triggered by input operations from an external input device, such as by clicking the right mouse button; when the terminal is a mobile terminal such as a mobile phone or tablet, the shortcut key operation signal can be triggered by triggering a physical button on the mobile terminal, or by triggering an auxiliary input device connected to the mobile terminal.
在本申请实施例中,主控虚拟对象针对第二虚拟对象执行第二动作用于指示主控虚拟对象将第二虚拟对象作为执行第二动作的目标,也可以认为是主控虚拟对象锁定第二虚拟对象执行第二动作。可选地,上述锁定可以是强锁定,即,第二动作的命中目标被限定为第二虚拟对象;或者,上述锁定可以是弱锁定,即,第二动作的命中目标为对象锁定控件接收到第一触发操作时第二虚拟对象所在的位置。In this embodiment, the master virtual object performing a second action on the second virtual object instructs the master virtual object to use the second virtual object as the target of the second action. This can also be considered as the master virtual object locking the second virtual object to perform the second action. Optionally, the locking can be a strong lock, meaning the target of the second action is limited to the second virtual object; or, the locking can be a weak lock, meaning the target of the second action is the location of the second virtual object when the object locking control receives the first trigger operation.
可选地,上述第二动作可以实现为面向锁定动作、对话动作、攻击动作、指向型技能释放动作、观察动作、交互动作、跟随动作、道具使用动作等中的至少一种。Optionally, the aforementioned second action can be implemented as at least one of the following: a lock-on action, a dialogue action, an attack action, a targeted skill release action, an observation action, an interaction action, a follow action, or an item use action.
可选地,第一动作和第二动作相同,或者,第一动作和第二动作不同。Optionally, the first action and the second action are the same, or the first action and the second action are different.
可选地,当第二动作实现为面向锁定动作时,响应于对对象锁定控件的第一触发操作,显示主控虚拟对象对第二虚拟对象执行的面向锁定动作,面向锁定动作用于控制主控虚拟对象朝向第二虚拟对象。即,当用户触发针对对象锁定控件的第一触发操作后,终端改变主控虚拟对象的朝向,并将主控虚拟对象的朝向旋转至指向第二虚拟对象。即,通过对象锁定控件控制主控虚拟对象锁定第二虚拟对象的同时,控制主控虚拟对象朝向第二虚拟对象,以便于主控虚拟对象在锁定第二虚拟对象后,向第二虚拟对象执行存在面向限制的动作,提升后续互动动作的触发效率。Optionally, when the second action is a facing-locking action, in response to the first trigger operation on the object locking control, the facing-locking action performed by the main virtual object on the second virtual object is displayed. This facing-locking action controls the main virtual object's orientation towards the second virtual object. That is, after the user triggers the first trigger operation on the object locking control, the terminal changes the orientation of the main virtual object and rotates it to point towards the second virtual object. In other words, while controlling the main virtual object to lock the second virtual object through the object locking control, the terminal also controls the main virtual object's orientation towards the second virtual object, so that after locking the second virtual object, the main virtual object can perform actions with facing restrictions towards the second virtual object, improving the triggering efficiency of subsequent interactive actions.
示意性的,上述主控虚拟对象的朝向用于指示主控虚拟对象在虚拟场景中所朝的方向。可选地,主控虚拟对象的朝向决定虚拟场景界面显示的虚拟场景视野、主控虚拟对象的攻击范围、主控虚拟对象的移动方向、主控虚拟对象的防御方向、主控虚拟对象的交互方向等中的至少一种。Schematic illustration: the orientation of the aforementioned master virtual object is used to indicate the direction the master virtual object faces in the virtual scene. Optionally, the orientation of the master virtual object determines at least one of the following: the virtual scene view displayed on the virtual scene interface, the attack range of the master virtual object, the movement direction of the master virtual object, the defense direction of the master virtual object, and the interaction direction of the master virtual object.
在一些实施例中,虚拟场景界面显示的虚拟场景画面与主控虚拟对象的朝向绑定,即,当主控虚拟对象的朝向发生改变时,虚拟场景界面显示的虚拟场景画面同步变化;在另一些实施例中,虚拟场景界面显示的虚拟场景画面和主控虚拟对象的朝向可分开控制,即,当主控虚拟对象的朝向发生改变时,虚拟场景界面显示的虚拟场景画面不变,当接收到用户指示的视角变化操作时,根据视角变化操作改变虚拟场景画面。In some embodiments, the virtual scene displayed on the virtual scene interface is bound to the orientation of the main virtual object, that is, when the orientation of the main virtual object changes, the virtual scene displayed on the virtual scene interface changes synchronously; in other embodiments, the virtual scene displayed on the virtual scene interface and the orientation of the main virtual object can be controlled separately, that is, when the orientation of the main virtual object changes, the virtual scene displayed on the virtual scene interface remains unchanged, and when a user-instructed viewpoint change operation is received, the virtual scene is changed according to the viewpoint change operation.
在一个示例中,如图5所示,其示出了本申请一些示例性实施例提供的面向锁定动作的示意图,在第一虚拟场景画面510中显示有用户操控的主控虚拟对象501,当与主控虚拟对象501关联的第一虚拟对象502存在锁定的第二虚拟对象503时,虚拟场景界面500中显示有对象锁定控件504,当该对象锁定控件504接收到第一触发操作后,终端改变主控虚拟对象501的朝向,并将主控虚拟对象501的朝向调整至指向第二虚拟对象503,同时改变显示的第一虚拟场景画面510,显示第二虚拟场景画面520,在第二虚拟场景画面520中显示有第一虚拟对象502和第二虚拟对象503。In one example, as shown in Figure 5, which illustrates a schematic diagram of a locking action provided by some exemplary embodiments of this application, a user-controlled master virtual object 501 is displayed in the first virtual scene screen 510. When a second virtual object 503 is locked to the first virtual object 502 associated with the master virtual object 501, an object locking control 504 is displayed in the virtual scene interface 500. When the object locking control 504 receives a first trigger operation, the terminal changes the orientation of the master virtual object 501 and adjusts the orientation of the master virtual object 501 to point to the second virtual object 503. At the same time, the first virtual scene screen 510 is changed to display a second virtual scene screen 520, in which the first virtual object 502 and the second virtual object 503 are displayed.
可选地,当第二动作实现为攻击动作时,响应于对对象锁定控件的第一触发操作,显示主控虚拟对象对第二虚拟对象执行的攻击动作,攻击动作用于指示主控虚拟对象对第二虚拟对象进行攻击。即,当用户触发针对对象锁定控件的第一触发操作后,触发主控虚拟对象对第二虚拟对象进行攻击。Optionally, when the second action is an attack action, in response to the first trigger operation on the object-locking control, the attack action performed by the master virtual object on the second virtual object is displayed. The attack action is used to instruct the master virtual object to attack the second virtual object. That is, when the user triggers the first trigger operation on the object-locking control, the master virtual object is triggered to attack the second virtual object.
可选地,当第二动作实现为指向型技能释放动作时,响应于对对象锁定控件的第一触发操作,显示主控虚拟对象对第二虚拟对象释放指向型技能。即,当用户触发针对对象锁定控件的第一触发操作后,触发主控虚拟对象对第二虚拟对象使用指向型技能进行攻击。Optionally, when the second action is a targeted skill release action, in response to the first trigger operation on the object-locking control, the main virtual object is displayed to release a targeted skill on the second virtual object. That is, when the user triggers the first trigger operation on the object-locking control, the main virtual object is triggered to use a targeted skill to attack the second virtual object.
在一个示例中,如图6所示,其示出了本申请一些示例性实施例提供的攻击动作的示意图,在虚拟场景画面610中显示有用户操控的主控虚拟对象601、第一虚拟对象602和第二虚拟对象603,当与主控虚拟对象601关联的第一虚拟对象602锁定第二虚拟对象603时,虚拟场景界面600中显示有对象锁定控件604以及技能控件605,当用户拖动技能控件605至对象锁定控件604上时,终端控制主控虚拟对象601锁定第二虚拟对象603,并向第二虚拟对象603释放技能控件605对应的虚拟技能。In one example, as shown in Figure 6, which illustrates an attack action provided by some exemplary embodiments of this application, a user-controlled master virtual object 601, a first virtual object 602, and a second virtual object 603 are displayed in the virtual scene screen 610. When the first virtual object 602 associated with the master virtual object 601 locks the second virtual object 603, an object locking control 604 and a skill control 605 are displayed in the virtual scene interface 600. When the user drags the skill control 605 onto the object locking control 604, the terminal controls the master virtual object 601 to lock the second virtual object 603 and releases the virtual skill corresponding to the skill control 605 to the second virtual object 603.
可选地,当第二动作实现为对话动作时,响应于对对象锁定控件的第一触发操作,显示主控虚拟对象对第二虚拟对象执行的对话动作,对话动作用于指示主控虚拟对象与第二虚拟对象进行对话。即,当用户触发针对对象锁定控件的第一触发操作后,触发主控虚拟对象和第二虚拟对象之间的对话。Optionally, when the second action is implemented as a dialogue action, in response to the first trigger operation on the object locking control, the dialogue action performed by the master virtual object on the second virtual object is displayed. The dialogue action is used to instruct the master virtual object and the second virtual object to engage in dialogue. That is, when the user triggers the first trigger operation on the object locking control, a dialogue between the master virtual object and the second virtual object is triggered.
可选地,当第二动作实现为观察动作时,响应于对对象锁定控件的第一触发操作,显示主控虚拟对象对第二虚拟对象执行的观察动作,观察动作用于指示主控虚拟对象对第二虚拟对象进行观察。可选地,上述观察动作可以实现为获取第二虚拟对象的装备信息、位置信息、角色类型信息、健康值信息(Health Points)、法术值(Magic Points)信息等信息。Optionally, when the second action is an observation action, in response to the first trigger operation on the object locking control, the observation action performed by the main virtual object on the second virtual object is displayed. The observation action is used to instruct the main virtual object to observe the second virtual object. Optionally, the above observation action can be implemented to obtain information such as the equipment information, location information, character type information, health points, and magic points of the second virtual object.
可选地,当第二动作实现为跟随动作时,响应于对对象锁定控件的第一触发操作,显示主控虚拟对象跟随第二虚拟对象移动。Optionally, when the second action is implemented as a follow action, in response to the first trigger operation on the object locking control, the main virtual object is displayed to follow the second virtual object.
可选地,当第二动作实现为道具使用动作时,响应于对对象锁定控件的第一触发操作,显示主控虚拟对象对第二虚拟对象使用目标虚拟道具。可选地,上述目标虚拟道具可以实现为虚拟投掷物、虚拟医疗用品、虚拟护甲道具等,在此不进行限定。例如,当主控虚拟对象装备有虚拟投掷物时,当对象锁定控件接收到第一触发操作,控制主控虚拟对象向第二虚拟对象的方向投掷虚拟投掷物。Optionally, when the second action is a prop-using action, in response to the first trigger operation on the object-locking control, the main virtual object is shown using the target virtual prop on the second virtual object. Optionally, the target virtual prop can be a virtual throwable, virtual medical supplies, virtual armor, etc., and is not limited here. For example, when the main virtual object is equipped with a virtual throwable, when the object-locking control receives the first trigger operation, it controls the main virtual object to throw the virtual throwable towards the direction of the second virtual object.
综上所述,在虚拟场景中,当主控虚拟对象关联的第一虚拟对象针对第二虚拟对象执行第一动作时,向用户提供与第二虚拟对象对应的对象锁定控件,用户可以通过触发该对象锁定控件,来使得主控虚拟对象快速锁定第二虚拟对象,从而使得用户能够控制主控虚拟对象向第二虚拟对象执行第二动作。即,通过检测第一虚拟对象在虚拟场景中的锁定目标,来显示上述锁定目标对应的对象锁定控件,该对象锁定控件能够让主控虚拟对象快速锁定第一虚拟对象的锁定目标,提升主控虚拟对象的索敌效率,从而减少用户手动寻找锁定目标的等待时间,提升游戏过程的节奏和流畅度。In summary, within the virtual scene, when the first virtual object associated with the main virtual object performs a first action on the second virtual object, an object locking control corresponding to the second virtual object is provided to the user. The user can trigger this object locking control to allow the main virtual object to quickly lock onto the second virtual object, thus enabling the user to control the main virtual object to perform a second action on the second virtual object. That is, by detecting the locked target of the first virtual object in the virtual scene, the object locking control corresponding to the locked target is displayed. This object locking control allows the main virtual object to quickly lock onto the locked target of the first virtual object, improving the main virtual object's target acquisition efficiency, thereby reducing the waiting time for the user to manually search for the locked target and improving the rhythm and smoothness of the game.
请参考图7,其示出了一些本申请实施例提供的虚拟对象的互动方法的流程图,在本申请实施例中,根据主控虚拟对象和第二虚拟对象之间距离进行对象锁定控件的显示,该方法包括步骤710~步骤742。Please refer to Figure 7, which shows a flowchart of some virtual object interaction methods provided in the embodiments of this application. In the embodiments of this application, the object locking control is displayed according to the distance between the master virtual object and the second virtual object. The method includes steps 710 to 742.
步骤710,显示虚拟场景中的主控虚拟对象。Step 710: Display the master virtual object in the virtual scene.
在本申请实施例中,上述主控虚拟对象是由终端主控的在虚拟场景中活动的虚拟对象。虚拟场景中还包括第一虚拟对象和第二虚拟对象。其中,上述第一虚拟对象与主控虚拟对象存在关联关系。In this embodiment, the aforementioned master virtual object is a virtual object that operates in a virtual scene and is controlled by the terminal. The virtual scene also includes a first virtual object and a second virtual object. The first virtual object is associated with the master virtual object.
可选地,上述关联关系可以实现为队友关系、锁定关系、从属关系中的至少一种。Optionally, the above-mentioned relationship can be implemented as at least one of teammate relationship, locked relationship, or subordinate relationship.
步骤720,在第一虚拟对象针对第二虚拟对象执行第一动作的情况下,获取第二虚拟对象和主控虚拟对象之间的距离信息。Step 720: When the first virtual object performs the first action on the second virtual object, obtain the distance information between the second virtual object and the master virtual object.
在本申请实施例中,上述在第一虚拟对象针对第二虚拟对象执行的第一动作用于指示第一虚拟对象将所述第二虚拟对象作为目标进行的动作。In this embodiment of the application, the first action performed by the first virtual object on the second virtual object is used to instruct the first virtual object to perform an action with the second virtual object as the target.
可选地,上述第一动作可以实现为面向锁定动作、对话动作、攻击动作、指向型技能释放动作、观察动作、交互动作、跟随动作、道具使用动作等中的至少一种。Optionally, the aforementioned first action can be implemented as at least one of the following: a lock-on action, a dialogue action, an attack action, a targeted skill release action, an observation action, an interaction action, a follow action, or an item use action.
示意性的,上述距离信息用于指示在虚拟场景中第二虚拟对象和主控虚拟对象之间的距离。For illustrative purposes, the distance information described above is used to indicate the distance between the second virtual object and the master virtual object in the virtual scene.
可选地,上述距离信息可以是根据主控虚拟对象在虚拟场景中的第一场景坐标和第二虚拟对象在虚拟场景中的第二场景坐标之间的直线距离确定的。Optionally, the aforementioned distance information can be determined based on the straight-line distance between the first scene coordinates of the master virtual object in the virtual scene and the second scene coordinates of the second virtual object in the virtual scene.
可选地,上述距离信息可以是根据主控虚拟对象在虚拟场景中的第一位置到第二虚拟对象在虚拟场景中的第二位置之间进行模拟路径规划后得到的路径距离,其中,上述模拟路径规划的过程需要考虑虚拟场景中场景物体之间的碰撞体积,即,上述路径距离为绕过主控虚拟对象和第二虚拟对象之间存在的障碍物的距离。Optionally, the aforementioned distance information may be the path distance obtained by simulating path planning between the first position of the master virtual object in the virtual scene and the second position of the second virtual object in the virtual scene. The aforementioned simulated path planning process needs to consider the collision volume between scene objects in the virtual scene. That is, the aforementioned path distance is the distance to bypass the obstacles between the master virtual object and the second virtual object.
在一些实施例中,服务器实时地将虚拟场景中虚拟对象的位置数据广播至终端,终端从上述位置数据中查询得到第二虚拟对象在虚拟场景中的位置,根据主控虚拟对象的位置和第二虚拟对象的位置确定上述距离信息。In some embodiments, the server broadcasts the location data of virtual objects in the virtual scene to the terminal in real time. The terminal queries the location data to obtain the location of the second virtual object in the virtual scene and determines the distance information based on the location of the master virtual object and the location of the second virtual object.
步骤731,在距离信息小于预设距离阈值的情况下,显示第一状态的对象锁定控件。Step 731: If the distance information is less than a preset distance threshold, display the object locking control in the first state.
在本申请实施例中,当主控虚拟对象和第二虚拟对象之间的距离信息满足不同条件时,对象锁定控件通过不同的控件状态来展示。示意性的,当主控虚拟对象和第二虚拟对象之间的距离信息小于预设距离阈值时,显示第一状态的对象锁定控件。In this embodiment, the object locking control is displayed through different control states when the distance information between the master virtual object and the second virtual object meets different conditions. For example, when the distance information between the master virtual object and the second virtual object is less than a preset distance threshold, the object locking control in the first state is displayed.
可选地,上述预设距离阈值可以是开发人员设定的固定值;或者,上述预设距离阈值可以是用户自定义设置的自定义值;或者,上述预设距离阈值可以是根据主控虚拟对象的对象状态生成的。Optionally, the aforementioned preset distance threshold can be a fixed value set by the developer; or, the aforementioned preset distance threshold can be a custom value set by the user; or, the aforementioned preset distance threshold can be generated based on the object state of the master virtual object.
在一些实施例中,当预设距离阈值根据主控虚拟对象的对象状态生成时,可以根据主控虚拟对象的对象等级、对象类型、当前使用的虚拟道具等确定。In some embodiments, when the preset distance threshold is generated based on the object state of the master virtual object, it can be determined based on the object level, object type, and currently used virtual props of the master virtual object.
在一个示例中,预设距离阈值与主控虚拟对象的对象等级呈正相关关系,即,主控虚拟对象的对象等级越高,预设距离阈值越大。In one example, the preset distance threshold is positively correlated with the object level of the master virtual object; that is, the higher the object level of the master virtual object, the larger the preset distance threshold.
在另一个示例中,预设距离阈值与主控虚拟对象的对象类型关联,当主控虚拟对象的对象类型为远程攻击类型时,预设距离阈值设置为第一阈值,当主控虚拟对象的对象类型为近战攻击类型时,预设距离阈值设置为第二阈值,其中,上述第一阈值大于第二阈值。In another example, the preset distance threshold is associated with the object type of the master virtual object. When the object type of the master virtual object is a remote attack type, the preset distance threshold is set to a first threshold. When the object type of the master virtual object is a melee attack type, the preset distance threshold is set to a second threshold. The first threshold is greater than the second threshold.
在另一个示例中,预设距离阈值与主控虚拟对象当前使用的虚拟道具的道具类型关联,当主控虚拟对象当前装备的虚拟道具为远程攻击道具时,预设距离阈值设置为第一阈值,当主控虚拟对象当前装备的虚拟道具为远程攻击道具时,预设距离阈值设置为第二阈值,其中,上述第一阈值大于第二阈值。In another example, the preset distance threshold is associated with the item type of the virtual item currently used by the master virtual object. When the virtual item currently equipped by the master virtual object is a ranged attack item, the preset distance threshold is set to a first threshold. When the virtual item currently equipped by the master virtual object is a ranged attack item, the preset distance threshold is set to a second threshold. The first threshold is greater than the second threshold.
可选地,上述第一状态可以实现为正常态、高亮状态、灰色状态、闪烁状态、激活状态中的至少一种。其中,正常态用于指示对象锁定控件的控件状态与虚拟场景界面中的其它UI控件相同;高亮状态用于指示对象锁定控件的控件亮度高于第一指定亮度阈值;灰色状态用于指示对象锁定控件的控件亮度低于第二指定亮度阈值,其中,第一指定亮度阈值高于或等于第二指定亮度阈值;闪烁状态用于指示对象锁定控件的控件亮度以预设频率持续变化;激活状态用于指示对象锁定状态处于可触发状态。Optionally, the first state can be implemented as at least one of the following: normal state, highlighted state, gray state, blinking state, and active state. Specifically, the normal state indicates that the object-locked control's state is the same as other UI controls in the virtual scene interface; the highlighted state indicates that the object-locked control's brightness is higher than a first specified brightness threshold; the gray state indicates that the object-locked control's brightness is lower than a second specified brightness threshold, wherein the first specified brightness threshold is higher than or equal to the second specified brightness threshold; the blinking state indicates that the object-locked control's brightness continuously changes at a preset frequency; and the active state indicates that the object-locked state is in a triggerable state.
步骤732,在距离信息大于或等于预设距离阈值的情况下,显示第二状态的对象锁定控件。Step 732: If the distance information is greater than or equal to a preset distance threshold, display the object locking control in the second state.
可选地,上述第二状态可以实现为高亮状态、灰色状态、闪烁状态、激活状态中的至少一种。其中,第一状态和第二状态实现为不同的控件状态。Optionally, the second state can be implemented as at least one of a highlighted state, a grayed-out state, a blinking state, or an active state. The first and second states are implemented as different control states.
在一个示例中,第一状态实现为正常态,第二状态实现为灰色状态,即,当主控虚拟对象距离第二虚拟对象较近时,显示正常态的对象锁定控件,当主控虚拟对象距离第二虚拟对象较远时,显示灰色状态的对象锁定控件。In one example, the first state is implemented as the normal state, and the second state is implemented as the gray state. That is, when the master virtual object is close to the second virtual object, the object locking control in the normal state is displayed, and when the master virtual object is far from the second virtual object, the object locking control in the gray state is displayed.
在另一个示例中,第一状态实现为高亮状态,第二状态实现为灰色状态;或者,第一状态实现为闪烁状态,第二状态实现为正常态。值得注意的是,上述第一状态和第二状态的组合仅为示例性说明。In another example, the first state is implemented as a highlighted state and the second state as a grayed-out state; or, the first state is implemented as a blinking state and the second state as a normal state. It is worth noting that the above combinations of the first and second states are merely illustrative examples.
步骤741,响应于对第一状态的对象锁定控件的第一触发操作,以第一显示方式显示第二虚拟对象,以及显示主控虚拟对象针对第二虚拟对象执行第二动作。Step 741: In response to a first trigger operation on the object locking control of the first state, the second virtual object is displayed in a first display mode, and the main virtual object is displayed to perform a second action on the second virtual object.
在本申请实施例中,当第一状态的对象锁定控件接收到第一触发操作后,在虚拟场景界面中以第一显示方式显示第二虚拟对象,以及显示主控虚拟对象针对第二虚拟对象执行第二动作的虚拟场景画面。In this embodiment of the application, when the object locking control in the first state receives the first trigger operation, the second virtual object is displayed in the virtual scene interface in a first display mode, and a virtual scene screen showing the main virtual object performing a second action on the second virtual object is displayed.
可选地,上述第一显示方式可以实现为标记显示方式、高亮显示方式、透视显示方式、描边显示方式、普通显示方式中的至少一种。其中,标记显示方式为通过标记图案对第二虚拟对象进行标记的显示方式,例如,在第二虚拟对象的头顶显示预设标记图案;高亮显示方式为第二虚拟对象的模型亮度高于第三指定亮度阈值,或者,通过指定高亮颜色显示第二虚拟对象的模型;透视显示方式为当第二虚拟对象和主控虚拟对象之间存在障碍物时,在障碍物上显示第二虚拟对象的模型或模型轮廓;描边显示方式为对第二虚拟对象的模型轮廓进行加粗显示;普通显示方式为不对第二虚拟对象的模型添加辅助特征的显示方式。Optionally, the first display method described above can be implemented as at least one of the following: a marking display method, a highlight display method, a perspective display method, an outline display method, and a normal display method. Specifically, the marking display method is a display method that marks the second virtual object using a marking pattern, for example, displaying a preset marking pattern above the head of the second virtual object; the highlight display method is a display method where the brightness of the second virtual object's model is higher than a third specified brightness threshold, or where the model of the second virtual object is displayed using a specified highlight color; the perspective display method is a display method where, when there is an obstacle between the second virtual object and the main virtual object, the model or outline of the second virtual object is displayed on the obstacle; the outline display method is a display method that bolds the outline of the second virtual object's model; and the normal display method is a display method that does not add auxiliary features to the model of the second virtual object.
可选地,上述第二动作可以实现为面向锁定动作、对话动作、攻击动作、指向型技能释放动作、观察动作、交互动作、跟随动作、道具使用动作等中的至少一种。Optionally, the aforementioned second action can be implemented as at least one of the following: a lock-on action, a dialogue action, an attack action, a targeted skill release action, an observation action, an interaction action, a follow action, or an item use action.
步骤742,响应于对第二状态的对象锁定控件的第一触发操作,以第二显示方式显示第二虚拟对象,以及显示主控虚拟对象针对第二虚拟对象执行第二动作。Step 742: In response to a first trigger operation on the object locking control of the second state, the second virtual object is displayed in a second display mode, and the main virtual object is displayed to perform a second action on the second virtual object.
可选地,上述第二显示方式可以实现为标记显示方式、高亮显示方式、透视显示方式、描边显示方式、普通显示方式中的至少一种。其中,第一显示方式和第二显示方式实现为不同的显示方式。Optionally, the second display mode described above can be implemented as at least one of the following: marker display mode, highlight display mode, perspective display mode, outline display mode, and normal display mode. The first display mode and the second display mode are implemented as different display modes.
在一个示例中,如图8所示,其示出了本申请一些示例性实施例提供的虚拟对象的互动方法界面示意图,在第一虚拟场景界面800中显示有主控虚拟对象801,以及主控虚拟对象801的队友虚拟对象802的队友标识811,当队友虚拟对象802锁定敌对虚拟对象803,且主控虚拟对象801和敌对虚拟对象803之间的距离小于预设距离阈值时,在第一虚拟场景界面800的队友标识811右侧显示敌对虚拟对象803对应的对象锁定控件812,其中,该对象锁定控件812为高亮状态的控件。当对象锁定控件812接收到第一触发操作后,终端控制主控虚拟对象801锁定敌对虚拟对象803,此时,由于主控虚拟对象801和敌对虚拟对象803之间的距离小于预设距离阈值,因此敌对虚拟对象803采用标记显示方式进行显示,即,在敌对虚拟对象803头顶显示三角形图案,以对敌对虚拟对象803进行凸出标记。In one example, as shown in Figure 8, a schematic diagram of the interaction method interface for virtual objects provided by some exemplary embodiments of this application is illustrated. In the first virtual scene interface 800, a master virtual object 801 and a teammate identifier 811 of the teammate virtual object 802 of the master virtual object 801 are displayed. When the teammate virtual object 802 locks onto the enemy virtual object 803, and the distance between the master virtual object 801 and the enemy virtual object 803 is less than a preset distance threshold, an object locking control 812 corresponding to the enemy virtual object 803 is displayed to the right of the teammate identifier 811 in the first virtual scene interface 800. The object locking control 812 is a highlighted control. When the object locking control 812 receives the first trigger operation, the terminal controls the master virtual object 801 to lock the enemy virtual object 803. At this time, since the distance between the master virtual object 801 and the enemy virtual object 803 is less than the preset distance threshold, the enemy virtual object 803 is displayed in a marked display mode, that is, a triangle pattern is displayed on the top of the enemy virtual object 803 to mark the enemy virtual object 803.
在另一个示例中,如图9所示,其示出了本申请一些示例性实施例提供的虚拟对象的互动方法界面示意图,在第二虚拟场景界面900中显示有主控虚拟对象901,以及主控虚拟对象901的队友虚拟对象902的队友标识911,当队友虚拟对象902锁定敌对虚拟对象903,且主控虚拟对象901和敌对虚拟对象903之间的距离大于或等于预设距离阈值时,在第二虚拟场景界面900的队友标识911右侧显示敌对虚拟对象903对应的对象锁定控件912,其中,该对象锁定控件912为灰色状态的控件。当对象锁定控件912接收到触发操作后,终端控制主控虚拟对象901锁定敌对虚拟对象903,此时,由于主控虚拟对象901和敌对虚拟对象903之间的距离大于或等于预设距离阈值,因此敌对虚拟对象903采用高亮显示方式进行显示,即,在敌对虚拟对象903的对象模型上覆盖红色虚影,以强化处于远处的敌对虚拟对象903的视觉效果。In another example, as shown in Figure 9, which illustrates an interactive interface diagram of a virtual object provided by some exemplary embodiments of this application, a master virtual object 901 and a teammate identifier 911 of a teammate virtual object 902 of the master virtual object 901 are displayed in the second virtual scene interface 900. When the teammate virtual object 902 locks onto the enemy virtual object 903, and the distance between the master virtual object 901 and the enemy virtual object 903 is greater than or equal to a preset distance threshold, an object locking control 912 corresponding to the enemy virtual object 903 is displayed to the right of the teammate identifier 911 in the second virtual scene interface 900. The object locking control 912 is a grayed-out control. When the object locking control 912 receives the trigger operation, the terminal controls the master virtual object 901 to lock the enemy virtual object 903. At this time, since the distance between the master virtual object 901 and the enemy virtual object 903 is greater than or equal to the preset distance threshold, the enemy virtual object 903 is displayed in a highlighted manner, that is, a red shadow is covered on the object model of the enemy virtual object 903 to enhance the visual effect of the enemy virtual object 903 at a distance.
在本申请实施例中,当第一虚拟对象锁定第二虚拟对象时,根据主控虚拟对象和第二虚拟对象之间的距离远近,来显示不同状态的对象锁定控件,能够使得用户快速判断第二虚拟对象距离主控虚拟对象是远还是近,进而便于用户判断是否需要锁定第二虚拟对象,以及根据距离的远近决策在锁定第二虚拟对象后所执行的第二动作,提升用户体验。In this embodiment, when the first virtual object locks the second virtual object, the object locking control displays different states based on the distance between the master virtual object and the second virtual object. This allows the user to quickly determine whether the second virtual object is far from or close to the master virtual object, thus facilitating the user's decision on whether to lock the second virtual object and the second action to be performed after locking the second virtual object based on the distance, thereby improving the user experience.
在本申请实施例中,在主控虚拟对象和第二虚拟对象之间的距离在不同距离范围内,对被锁定的第二虚拟对象采用不同的显示方式,使得用户能够在不同距离下快速识别界面中显示的第二虚拟对象,从而提升界面信息的传递效率。In this embodiment, the locked second virtual object is displayed in different ways depending on the distance between the master virtual object and the second virtual object, so that the user can quickly identify the second virtual object displayed on the interface at different distances, thereby improving the efficiency of information transmission in the interface.
请参考图10,其示出了一些本申请实施例提供的虚拟对象的互动方法的流程图,在本申请实施例中,第二动作实现为面向锁定动作,即,当对象锁定控件被触发后,终端控制主控虚拟对象自动执行面向锁定动作,以将主控虚拟对象的朝向快速调整至朝向第二虚拟对象,该方法包括步骤1031~步骤1032,其中,步骤1031~步骤1032为步骤230、步骤741和步骤742的下位步骤。Please refer to Figure 10, which shows a flowchart of some virtual object interaction methods provided in the embodiments of this application. In the embodiments of this application, the second action is implemented as a facing lock action. That is, when the object locking control is triggered, the terminal controls the main virtual object to automatically perform the facing lock action to quickly adjust the orientation of the main virtual object to face the second virtual object. The method includes steps 1031 to 1032, wherein steps 1031 to 1032 are subordinate steps of steps 230, 741 and 742.
步骤1031,响应于对对象锁定控件的第一触发操作,获取第二虚拟对象和主控虚拟对象之间的位置关系信息。Step 1031: In response to the first trigger operation on the object locking control, obtain the positional relationship information between the second virtual object and the main virtual object.
示意性的,上述位置关系信息用于指示第二虚拟对象和主控虚拟对象之间的位置关系。For illustrative purposes, the above positional relationship information is used to indicate the positional relationship between the second virtual object and the master virtual object.
可选地,上述位置关系信息包括第二虚拟对象相对于主控虚拟对象的方向信息、主控虚拟对象和第二虚拟对象之间的距离信息、主控虚拟对象的朝向信息、第二虚拟对象的朝向信息等中的至少一种。Optionally, the aforementioned positional relationship information includes at least one of the following: the orientation information of the second virtual object relative to the master virtual object, the distance information between the master virtual object and the second virtual object, the orientation information of the master virtual object, and the orientation information of the second virtual object.
其中,第二虚拟对象相对于主控虚拟对象的方向信息用于指示以主控虚拟对象为原点,第二虚拟对象所处位置相对于该原点的方向;主控虚拟对象和第二虚拟对象之间的距离信息用于指示虚拟场景中主控虚拟对象和第二虚拟对象之间的距离,主控虚拟对象的朝向信息用于指示以主控虚拟对象自身为轴,指定方向为起始方向,主控虚拟对象当前朝向所对应的方向与起始方向之间的夹角;第二虚拟对象的朝向信息用于指示以第二虚拟对象自身为轴,指定方向为起始方向,第二虚拟对象当前朝向所对应的方向与起始方向之间的夹角。Among them, the direction information of the second virtual object relative to the master virtual object is used to indicate the direction of the position of the second virtual object relative to the master virtual object as the origin; the distance information between the master virtual object and the second virtual object is used to indicate the distance between the master virtual object and the second virtual object in the virtual scene; the orientation information of the master virtual object is used to indicate the angle between the current orientation of the master virtual object and the starting direction, with the master virtual object itself as the axis and the specified direction as the starting direction; the orientation information of the second virtual object is used to indicate the angle between the current orientation of the second virtual object and the starting direction, with the second virtual object itself as the axis and the specified direction as the starting direction.
步骤1032,基于位置关系信息,显示主控虚拟对象对第二虚拟对象执行的面向锁定动作。Step 1032: Based on the positional relationship information, display the locking action performed by the master virtual object on the second virtual object.
在一些实施例中,终端需要根据位置关系信息来确定如何控制主控虚拟对象进行旋转。示意性的,基于位置关系信息,确定主控虚拟对象的旋转方向和旋转角度,根据旋转方向和旋转角度,控制主控虚拟对象旋转,在主控虚拟对象旋转至朝向第二虚拟对象时,显示第二虚拟对象被主控虚拟对象锁定的对象锁定画面。In some embodiments, the terminal needs to determine how to control the rotation of the master virtual object based on positional relationship information. Illustratively, based on positional relationship information, the rotation direction and angle of the master virtual object are determined. The master virtual object is then controlled to rotate according to these directions and angles. When the master virtual object rotates to face the second virtual object, an object locking screen is displayed, showing the second virtual object being locked by the master virtual object.
在本申请实施例中,上述旋转方向包括顺时针旋转和逆时针旋转,示意性的,终端根据位置关系信息中第二虚拟对象相对于主控虚拟对象的方向信息和主控虚拟对象的朝向信息,来确定上述旋转方向和旋转角度。In this embodiment of the application, the rotation direction includes clockwise rotation and counterclockwise rotation. Schematic, the terminal determines the rotation direction and rotation angle based on the orientation information of the second virtual object relative to the main virtual object and the orientation information of the main virtual object in the positional relationship information.
在一些实施例中,终端根据位置关系信息中第二虚拟对象相对于主控虚拟对象的方向信息和主控虚拟对象的朝向信息,分别确定主控虚拟对象进行顺时针旋转时对应的旋转角度,以及进行逆时针旋转时对应的旋转角度,当顺时针旋转时对应的旋转角度小于逆时针旋转时对应的旋转角度时,将旋转方向确定为顺时针方向,当顺时针旋转时对应的旋转角度大于逆时针旋转时对应的旋转角度时,将旋转方向确定为逆时针方向,当顺时针旋转时对应的旋转角度等于逆时针旋转时对应的旋转角度时,将旋转方向确定为顺时针方向或逆时针方向中的一种。In some embodiments, the terminal determines the rotation angle corresponding to the clockwise rotation and the counterclockwise rotation of the main virtual object based on the direction information of the second virtual object relative to the main virtual object and the orientation information of the main virtual object in the position relationship information. When the rotation angle corresponding to the clockwise rotation is less than the rotation angle corresponding to the counterclockwise rotation, the rotation direction is determined to be clockwise. When the rotation angle corresponding to the clockwise rotation is greater than the rotation angle corresponding to the counterclockwise rotation, the rotation direction is determined to be counterclockwise. When the rotation angle corresponding to the clockwise rotation is equal to the rotation angle corresponding to the counterclockwise rotation, the rotation direction is determined to be either clockwise or counterclockwise.
在一些实施例中,在确定旋转方向之前,针对顺时针方向和逆时针方向分别进行碰撞检测。即,终端根据位置关系信息中第二虚拟对象相对于主控虚拟对象的方向信息和主控虚拟对象的朝向信息,分别确定主控虚拟对象进行顺时针旋转时对应的碰撞检测结果,以及主控虚拟对象进行逆时针旋转时对应的碰撞检测结果,若其中存在碰撞检测结果指示主控虚拟对象在旋转过程中存在体积碰撞时,则将碰撞检测结果指示无体积碰撞的方向确定为旋转方向,例如,当主控虚拟对象顺时针旋转时会碰到墙壁,则控制主控虚拟对象进行逆时针旋转。In some embodiments, collision detection is performed for both clockwise and counterclockwise directions before determining the rotation direction. Specifically, the terminal determines the collision detection results for clockwise rotation and counterclockwise rotation of the main virtual object based on the orientation information of the second virtual object relative to the main virtual object and the orientation information of the main virtual object in the positional relationship information. If a collision detection result indicates that the main virtual object experiences a volume collision during rotation, the direction indicating no volume collision is determined as the rotation direction. For example, if the main virtual object encounters a wall when rotating clockwise, it is controlled to rotate counterclockwise.
在一些实施例中,虚拟场景界面中显示的虚拟场景画面是通过虚拟摄像机对虚拟场景进行采集得到的,即,虚拟摄像机决定了用户在屏幕上看到的内容和视角。虚拟摄像机在虚拟场景中的位置决定了观察虚拟场景的观察点,虚拟摄像机在虚拟场景中的朝向决定了观察虚拟场景的观察方向,虚拟摄像机的FOV决定了屏幕上能显示的虚拟场景的范围大小。In some embodiments, the virtual scene displayed in the virtual scene interface is obtained by capturing the virtual scene using a virtual camera. That is, the virtual camera determines the content and perspective that the user sees on the screen. The position of the virtual camera in the virtual scene determines the observation point, the orientation of the virtual camera in the virtual scene determines the observation direction, and the FOV of the virtual camera determines the size of the virtual scene that can be displayed on the screen.
当主控虚拟对象的朝向发生变化时,绑定主控虚拟对象的虚拟摄像机在虚拟场景中的朝向也会发生改变。示意性的,根据旋转方向和旋转角度控制主控虚拟对象绑定的虚拟摄像机旋转,通过虚拟摄像机显示主控虚拟对象在旋转过程中的旋转视野画面。When the orientation of the master virtual object changes, the orientation of the virtual camera bound to the master virtual object in the virtual scene also changes. This illustrates how the rotation of the virtual camera bound to the master virtual object is controlled by the rotation direction and angle, and the rotating view of the master virtual object during the rotation is displayed through the virtual camera.
可选地,当用户控制的主控虚拟对象以第一人称视角对虚拟场景进行观察时,虚拟摄像机绑定在主控虚拟对象的头部位置;当用户控制的主控虚拟对象以第三人称视角对虚拟场景进行观察时,虚拟摄像机绑定在主控虚拟对象的角色后方位置。Optionally, when the user-controlled master virtual object observes the virtual scene from a first-person perspective, the virtual camera is attached to the head position of the master virtual object; when the user-controlled master virtual object observes the virtual scene from a third-person perspective, the virtual camera is attached to the position behind the character of the master virtual object.
可选地,虚拟摄像机在旋转过程中的旋转速度可以是匀速的,或者,虚拟摄像机在旋转过程中的旋转速度可以是变速的,在此不进行限定。Optionally, the rotation speed of the virtual camera during the rotation process can be uniform, or the rotation speed of the virtual camera during the rotation process can be variable, without limitation.
在一些实施例中,虚拟摄像机的旋转速度和主控虚拟对象和第二虚拟对象之间的距离信息关联。示意性的,获取主控虚拟对象和第二虚拟对象之间的距离信息,基于距离信息,确定与距离信息呈负相关关系的旋转速度,根据旋转速度、旋转方向和旋转角度,控制主控虚拟对象绑定的虚拟摄像机,通过虚拟摄像机显示主控虚拟对象在旋转过程中的旋转视野画面。即,当主控虚拟对象和第二虚拟对象之间的距离越远,虚拟摄像机的旋转速度越快,当主控虚拟对象和第二虚拟对象之间的距离越近,虚拟摄像机的旋转速度越慢,从而使得主控虚拟对象在距离第二虚拟对象较近时,避免转向速度过快而产生眩晕感,同时使得主控虚拟对象和第二虚拟对象之间的距离较远时,能够快速锁定第二虚拟对象的位置。In some embodiments, the rotation speed of the virtual camera is correlated with the distance information between the master virtual object and the second virtual object. Illustratively, the distance information between the master virtual object and the second virtual object is obtained. Based on the distance information, a rotation speed negatively correlated with the distance information is determined. According to the rotation speed, rotation direction, and rotation angle, the virtual camera bound to the master virtual object is controlled, and the rotating view of the master virtual object during its rotation is displayed through the virtual camera. That is, the greater the distance between the master virtual object and the second virtual object, the faster the virtual camera rotates; the closer the distance between the master virtual object and the second virtual object, the slower the virtual camera rotates. This prevents the master virtual object from experiencing dizziness due to excessive turning speed when it is close to the second virtual object, while allowing for rapid positioning of the second virtual object when the distance between the master virtual object and the second virtual object is greater.
在一些实施例中,主控虚拟对象和第二虚拟对象之间可能存在虚拟障碍物。示意性的,基于位置关系信息,确定主控虚拟对象和第二虚拟对象之间是否存在虚拟障碍物,在确定主控虚拟对象和第二虚拟对象之间存在虚拟障碍物的情况下,生成指引路径,指引路径用于指示从主控虚拟对象所在位置移动至第二虚拟对象所在位置的过程中避开虚拟障碍物的路径,控制主控虚拟对象的朝向旋转至指向指引路径对应的路径方向,以及显示指引路径和位于虚拟障碍物后的第二虚拟对象。In some embodiments, virtual obstacles may exist between the master virtual object and the second virtual object. Illustratively, based on positional relationship information, it is determined whether a virtual obstacle exists between the master virtual object and the second virtual object. If a virtual obstacle is determined to exist between the master virtual object and the second virtual object, a guidance path is generated. The guidance path indicates a path that avoids the virtual obstacle during movement from the location of the master virtual object to the location of the second virtual object. The orientation of the master virtual object is controlled to rotate to point in the direction corresponding to the guidance path, and the guidance path and the second virtual object located behind the virtual obstacle are displayed.
即,当根据位置关系信息确定主控虚拟对象和第二虚拟对象之间存在虚拟障碍物时,生成绕过虚拟障碍物的指引路径,并控制主控虚拟对象朝向该指引路径的起始方向,同时显示指引路径以及位于虚拟障碍物后的第二虚拟对象。例如,主控虚拟对象和第二虚拟对象之间隔了一面墙,在主控虚拟对象左侧有一扇穿过这面墙的门,则生成通过该门的指引路径,并以透视显示方式在墙上显示第二虚拟对象的虚影。That is, when it is determined from the positional relationship information that there is a virtual obstacle between the master virtual object and the second virtual object, a guide path is generated to bypass the virtual obstacle, and the master virtual object is controlled to face the starting direction of the guide path. At the same time, the guide path and the second virtual object located behind the virtual obstacle are displayed. For example, if there is a wall between the master virtual object and the second virtual object, and there is a door that passes through the wall on the left side of the master virtual object, a guide path is generated to pass through the door, and the shadow of the second virtual object is displayed on the wall in a perspective display mode.
在一些实施例中,针对对象锁定控件的第一触发操作指示主控虚拟对象进入针对第二虚拟对象的锁定状态,可选地,通过针对对象锁定控件的第二触发操作实现解除上述锁定状态,即,响应于对对象锁定控件的第二触发操作,解除主控虚拟对象针对所述第二虚拟对象的锁定状态。可选地,响应于第二虚拟对象处于阵亡状态/重伤状态,解除主控虚拟对象针对所述第二虚拟对象的锁定状态。可选地,响应于第一虚拟对象解除针对第二虚拟对象的锁定状态,主控虚拟对象解除自身针对所述第二虚拟对象的锁定状态。可选地,响应于针对主控虚拟对象的锁定对象切换操作,主控虚拟对象解除自身针对所述第二虚拟对象的锁定状态。In some embodiments, a first trigger operation on the object locking control instructs the master virtual object to enter a locked state for the second virtual object. Optionally, the locked state is released by a second trigger operation on the object locking control; that is, in response to the second trigger operation on the object locking control, the locked state of the master virtual object for the second virtual object is released. Optionally, in response to the second virtual object being in a dead/severely damaged state, the locked state of the master virtual object for the second virtual object is released. Optionally, in response to the first virtual object releasing its locked state for the second virtual object, the master virtual object releases its own locked state for the second virtual object. Optionally, in response to a locked object switching operation for the master virtual object, the master virtual object releases its own locked state for the second virtual object.
在本申请实施例中,通过对面向锁定控件的触发操作,来控制主控虚拟对象的旋转以及虚拟摄像机镜头的旋转,能够使得虚拟场景界面显示的虚拟场景画面顺应主控虚拟对象对第二虚拟对象的锁定过程,从而自动化地实现对第二虚拟对象的面向锁定、观察视角锁定,通过一个操作实现多功能的锁定过程,不需要用户再手动旋转视角来调整画面,提升了用户效率,并且保证了画面显示的观察视角和主控虚拟对象面向的一致性。In this embodiment, by triggering the locking control, the rotation of the main virtual object and the virtual camera lens are controlled, so that the virtual scene displayed on the virtual scene interface conforms to the locking process of the main virtual object on the second virtual object. This automatically realizes the locking of the second virtual object's orientation and the locking of the viewing angle. A multi-functional locking process is achieved through one operation, eliminating the need for the user to manually rotate the viewing angle to adjust the screen, thus improving user efficiency and ensuring the consistency between the viewing angle of the screen display and the orientation of the main virtual object.
请参考图11,其示出了本申请一些示例性实施例提供的虚拟对象的互动方法流程图,该方法包括步骤1110~步骤1144。Please refer to Figure 11, which shows a flowchart of an interaction method for virtual objects provided by some exemplary embodiments of this application. The method includes steps 1110 to 1144.
步骤1110,显示虚拟场景中的主控虚拟对象,以及显示攻击控件。Step 1110: Display the master virtual object in the virtual scene, and display the attack controls.
在本申请实施例中,上述主控虚拟对象是由终端主控的在虚拟场景中活动的虚拟对象。虚拟场景中还包括第一虚拟对象和第二虚拟对象。其中,上述第一虚拟对象与主控虚拟对象存在关联关系。In this embodiment, the aforementioned master virtual object is a virtual object that operates in a virtual scene and is controlled by the terminal. The virtual scene also includes a first virtual object and a second virtual object. The first virtual object is associated with the master virtual object.
在本申请实施例中,虚拟场景对应的虚拟场景界面上显示有攻击控件,上述攻击控件用于指示主控虚拟对象执行攻击动作。In this embodiment of the application, an attack control is displayed on the virtual scene interface corresponding to the virtual scene. The attack control is used to instruct the main virtual object to perform an attack action.
步骤1120,在第一虚拟对象针对第二虚拟对象执行第一动作的情况下,获取第二虚拟对象和主控虚拟对象之间的距离信息。Step 1120: When the first virtual object performs the first action on the second virtual object, obtain the distance information between the second virtual object and the master virtual object.
在本申请实施例中,上述在第一虚拟对象针对第二虚拟对象执行的第一动作用于指示第一虚拟对象将所述第二虚拟对象作为目标进行的动作。In this embodiment of the application, the first action performed by the first virtual object on the second virtual object is used to instruct the first virtual object to perform an action with the second virtual object as the target.
可选地,上述第一动作可以实现为面向锁定动作、对话动作、攻击动作、指向型技能释放动作、观察动作、交互动作、跟随动作、道具使用动作等中的至少一种。Optionally, the aforementioned first action can be implemented as at least one of the following: a lock-on action, a dialogue action, an attack action, a targeted skill release action, an observation action, an interaction action, a follow action, or an item use action.
示意性的,上述距离信息用于指示在虚拟场景中第二虚拟对象和主控虚拟对象之间的距离。For illustrative purposes, the distance information described above is used to indicate the distance between the second virtual object and the master virtual object in the virtual scene.
可选地,上述距离信息可以是根据主控虚拟对象在虚拟场景中的第一场景坐标和第二虚拟对象在虚拟场景中的第二场景坐标之间的直线距离确定的。Optionally, the aforementioned distance information can be determined based on the straight-line distance between the first scene coordinates of the master virtual object in the virtual scene and the second scene coordinates of the second virtual object in the virtual scene.
可选地,上述距离信息可以是根据主控虚拟对象在虚拟场景中的第一位置到第二虚拟对象在虚拟场景中的第二位置之间进行模拟路径规划后得到的路径距离,其中,上述模拟路径规划的过程需要考虑虚拟场景中场景物体之间的碰撞体积,即,上述路径距离为绕过主控虚拟对象和第二虚拟对象之间存在的障碍物的距离。Optionally, the aforementioned distance information may be the path distance obtained by simulating path planning between the first position of the master virtual object in the virtual scene and the second position of the second virtual object in the virtual scene. The aforementioned simulated path planning process needs to consider the collision volume between scene objects in the virtual scene. That is, the aforementioned path distance is the distance to bypass the obstacles between the master virtual object and the second virtual object.
步骤1131,在距离信息小于预设距离阈值的情况下,显示第一状态的对象锁定控件。Step 1131: If the distance information is less than a preset distance threshold, display the object locking control in the first state.
在本申请实施例中,当主控虚拟对象和第二虚拟对象之间的距离信息满足不同条件时,对象锁定控件通过不同的控件状态来展示。当主控虚拟对象和第二虚拟对象之间的距离小于预设距离阈值时,说明第二虚拟对象离主控虚拟对象较近,可视为近距状态。In this embodiment, the object locking control displays different control states when the distance information between the master virtual object and the second virtual object meets different conditions. When the distance between the master virtual object and the second virtual object is less than a preset distance threshold, it indicates that the second virtual object is closer to the master virtual object, which can be considered a close-range state.
在本申请实施例中,上述第一状态实现为高亮状态,即,当第二虚拟对象相对于主控虚拟对象为近距状态时,显示高亮状态的对象锁定控件。In this embodiment, the first state is implemented as a highlighted state, that is, when the second virtual object is close to the main virtual object, the object locking control in the highlighted state is displayed.
在虚拟场景界面中显示有对象标识区域,在一些实施例中,上述对象标识区域实现为队友信息面板,即,用于显示队友信息条目的列表。在一个示例中,每个队友虚拟对象在队友信息面板中显示有队友虚拟对象当前的HP信息、MP信息、状态(Buff)信息等。在本申请实施例中,在队友虚拟对象的信息的末尾子区域,通过上述对象锁定控件来指示队友虚拟对象(第一虚拟对象)的索敌状态,即,如果队友虚拟对象有索敌目标,则显示对象锁定控件,如果队友虚拟对象当前无索敌目标,则不显示对象锁定控件。并且,在近距状态下,对象锁定控件以高亮状态(第一状态)显示。The virtual scene interface displays an object identification area. In some embodiments, this object identification area is implemented as a teammate information panel, i.e., a list of teammate information entries. In one example, each teammate virtual object displays its current HP, MP, and status (buff) information in the teammate information panel. In this embodiment, at the end of the teammate virtual object's information, the aforementioned object locking control indicates the target acquisition status of the teammate virtual object (first virtual object). That is, if the teammate virtual object has a target, the object locking control is displayed; if the teammate virtual object currently has no target, the object locking control is not displayed. Furthermore, in close-range situations, the object locking control is displayed in a highlighted state (first state).
步骤1132,响应于对第一状态的对象锁定控件的第一触发操作,控制主控虚拟对象锁定第二虚拟对象。Step 1132: In response to the first trigger operation of the object locking control in the first state, control the master virtual object to lock the second virtual object.
在本申请实施例中,当对象锁定控件接收到第一触发操作后,终端会控制主控虚拟对象锁定第二虚拟对象,即,主控虚拟对象进入针对第二虚拟对象的锁定状态。In this embodiment of the application, when the object locking control receives the first trigger operation, the terminal will control the main virtual object to lock the second virtual object, that is, the main virtual object enters the locking state for the second virtual object.
在本申请实施例中,当主控虚拟对象和第二虚拟对象之间的距离小于预设距离阈值,则说明第二虚拟对象相对于主控虚拟对象为近距状态,此时触发对象锁定控件后,终端执行近距响应,其中,上述近距响应包括控制主控虚拟对象锁定第二虚拟对象。In this embodiment, when the distance between the master virtual object and the second virtual object is less than a preset distance threshold, it indicates that the second virtual object is in a close-range state relative to the master virtual object. At this time, after triggering the object locking control, the terminal executes a close-range response, wherein the close-range response includes controlling the master virtual object to lock the second virtual object.
步骤1133,响应于对攻击控件的第四触发操作,显示主控虚拟对象针对第二虚拟对象执行攻击动作。Step 1133: In response to the fourth trigger operation on the attack control, the master virtual object is displayed to perform an attack action against the second virtual object.
在本申请实施例中,在近距状态下,当主控虚拟对象锁定第二虚拟对象后,可以通过攻击控件直接触发对第二虚拟对象的攻击动作,即,在攻击控件接收到第四触发操作的情况下,终端控制主控虚拟对象锁定第二虚拟对象执行攻击动作。In this embodiment of the application, in a close-range state, after the master virtual object locks the second virtual object, the attack action on the second virtual object can be directly triggered through the attack control. That is, when the attack control receives the fourth trigger operation, the terminal controls the master virtual object to lock the second virtual object and execute the attack action.
步骤1141,在距离信息大于或等于预设距离阈值的情况下,显示第二状态的对象锁定控件。Step 1141: If the distance information is greater than or equal to a preset distance threshold, display the object locking control in the second state.
在本申请实施例中,当主控虚拟对象和第二虚拟对象之间的距离大于或等于预设距离阈值时,说明第二虚拟对象离主控虚拟对象较远,可视为远距状态。在远距状态下,终端显示第二状态的对象锁定控件。In this embodiment, when the distance between the master virtual object and the second virtual object is greater than or equal to a preset distance threshold, it indicates that the second virtual object is far from the master virtual object and can be considered a long-distance state. In the long-distance state, the terminal displays an object locking control for the second state.
在本申请实施例中,上述第二状态实现为灰色状态,即,当第二虚拟对象相对于主控虚拟对象为远距状态时,显示灰色状态的对象锁定控件。In this embodiment, the second state is implemented as a gray state, that is, when the second virtual object is at a distance from the main virtual object, the object locking control is displayed in a gray state.
在本申请实施例中,在队友虚拟对象的信息的末尾子区域,通过上述对象锁定控件来指示队友虚拟对象(第一虚拟对象)的索敌状态,即,如果队友虚拟对象有索敌目标,则显示对象锁定控件,如果队友虚拟对象当前无索敌目标,则不显示对象锁定控件。并且,在远距状态下,对象锁定控件以灰色状态(第二状态)显示。In this embodiment, the target acquisition status of the teammate virtual object (first virtual object) is indicated by the aforementioned object locking control in the sub-region at the end of the teammate virtual object's information. That is, if the teammate virtual object has a target, the object locking control is displayed; if the teammate virtual object currently has no target, the object locking control is not displayed. Furthermore, in the long-range state, the object locking control is displayed in a gray state (second state).
在本申请实施例中,对象锁定控件的响应逻辑实现为:当第一虚拟对象存在锁定的第二虚拟对象时,就显示第二虚拟对象对应的对象锁定控件,当虚拟场景界面中显示有对象锁定控件时,用户即可对对象锁定控件执行触发操作,在近距状态下,对象锁定控件高亮显示,点击对象锁定控件的响应逻辑称为近距响应;在远距状态下,对象锁定控件灰色显示,点击对象锁定控件的响应逻辑称为远距响应。In this embodiment, the response logic of the object locking control is implemented as follows: when the first virtual object has a locked second virtual object, the object locking control corresponding to the second virtual object is displayed. When the object locking control is displayed in the virtual scene interface, the user can perform a trigger operation on the object locking control. In the near-field state, the object locking control is highlighted, and the response logic of clicking the object locking control is called the near-field response; in the far-field state, the object locking control is grayed out, and the response logic of clicking the object locking control is called the far-field response.
步骤1142,响应于对第二状态的对象锁定控件的第一触发操作,控制主控虚拟对象锁定第二虚拟对象。Step 1142: In response to the first trigger operation of the object locking control in the second state, control the master virtual object to lock the second virtual object.
在本申请实施例中,当对象锁定控件接收到第一触发操作后,终端会控制主控虚拟对象锁定第二虚拟对象,即,主控虚拟对象进入针对第二虚拟对象的锁定状态。In this embodiment of the application, when the object locking control receives the first trigger operation, the terminal will control the main virtual object to lock the second virtual object, that is, the main virtual object enters the locking state for the second virtual object.
在本申请实施例中,当主控虚拟对象和第二虚拟对象之间的距离大于或等于预设距离阈值,则说明第二虚拟对象相对于主控虚拟对象为远距状态,此时触发对象锁定控件后,终端执行远距响应,其中,上述远距响应包括控制主控虚拟对象锁定第二虚拟对象。In this embodiment of the application, when the distance between the master virtual object and the second virtual object is greater than or equal to a preset distance threshold, it indicates that the second virtual object is in a far-distance state relative to the master virtual object. At this time, after triggering the object locking control, the terminal executes a far-distance response, wherein the far-distance response includes controlling the master virtual object to lock the second virtual object.
步骤1143,显示移动辅助控件。Step 1143: Display the mobile assistance controls.
在本申请实施例中,上述移动辅助控件用于向主控虚拟对象提供移动辅助功能。在一些实施例中,上述移动辅助控件通过UI图标实现的控件。In this embodiment, the aforementioned mobile assistance control is used to provide mobile assistance functions to the main virtual object. In some embodiments, the aforementioned mobile assistance control is a control implemented through a UI icon.
可选地,移动辅助控件是在主控虚拟对象锁定第二虚拟对象后显示的;可选地,移动辅助控件为主控虚拟对象进入虚拟场景后持续显示在虚拟场景界面上的,在此不进行限定。Optionally, the motion assist control is displayed after the main virtual object locks the second virtual object; alternatively, the motion assist control is continuously displayed on the virtual scene interface after the main virtual object enters the virtual scene, which is not limited here.
步骤1144,响应于对移动辅助控件的第三触发操作,显示主控虚拟对象通过移动辅助道具向第二虚拟对象执行移动动作。Step 1144: In response to the third trigger operation on the motion assist control, the main virtual object is displayed to perform a movement action to the second virtual object through the motion assist prop.
在本申请实施例中,在远距状态下,当主控虚拟对象锁定第二虚拟对象后,可以通过移动辅助控件来执行向第二虚拟对象的移动动作,从而使得主控虚拟对象快速接近第二虚拟对象。In this embodiment of the application, in a remote state, after the master virtual object locks the second virtual object, the master virtual object can perform a movement action toward the second virtual object through a movement auxiliary control, thereby enabling the master virtual object to quickly approach the second virtual object.
可选地,上述移动辅助道具可以实现为虚拟钩锁、虚拟传送门、虚拟滑索、虚拟载具、虚拟坐骑等中的至少一种。Optionally, the aforementioned mobile assistance props can be implemented as at least one of the following: virtual grappling hook, virtual portal, virtual zipline, virtual vehicle, virtual mount, etc.
在一个示例中,当上述移动辅助道具实现为虚拟钩锁时,响应于移动辅助控件接收到第三触发操作,显示主控虚拟对象向第二虚拟对象所在位置发射虚拟钩锁,并在虚拟钩锁锁定第二虚拟对象所在位置后,虚拟钩锁进行收缩,以将主控虚拟对象牵引至第二虚拟对象附近。In one example, when the aforementioned mobile assist prop is implemented as a virtual grappling hook, in response to the mobile assist control receiving a third trigger operation, the main virtual object is shown to launch a virtual grappling hook towards the location of the second virtual object. After the virtual grappling hook locks onto the location of the second virtual object, the virtual grappling hook retracts to pull the main virtual object to the vicinity of the second virtual object.
在另一个示例中,当上述移动辅助道具实现为虚拟传送门时,响应于移动辅助控件接收到第三触发操作,显示在主控虚拟对象所在位置和第二虚拟对象所在位置之间建立的虚拟传送门,其中,主控虚拟对象所在位置为虚拟传送门的第一门,第二虚拟对象所在位置为虚拟传送门的第二门,主控虚拟对象可在第一门和第二门之间穿梭。In another example, when the aforementioned mobile assist prop is implemented as a virtual portal, in response to the mobile assist control receiving a third trigger operation, a virtual portal is displayed between the location of the main virtual object and the location of the second virtual object. The location of the main virtual object is the first door of the virtual portal, and the location of the second virtual object is the second door of the virtual portal. The main virtual object can move between the first door and the second door.
在另一个示例中,当上述移动辅助道具实现为虚拟滑索时,响应于移动辅助控件接收到第三触发操作,显示在主控虚拟对象所在位置和第二虚拟对象所在位置之间建立的虚拟滑索,其中,主控虚拟对象所在位置为虚拟滑索的起点,第二虚拟对象所在位置为虚拟滑索的终点,虚拟对象可在通过虚拟滑索从起点滑至终点。In another example, when the aforementioned mobility aid is implemented as a virtual zipline, in response to the mobility aid control receiving a third trigger operation, a virtual zipline is displayed between the location of the main virtual object and the location of the second virtual object. The location of the main virtual object is the starting point of the virtual zipline, and the location of the second virtual object is the ending point of the virtual zipline. The virtual object can slide from the starting point to the ending point via the virtual zipline.
在另一个示例中,当上述移动辅助道具实现为虚拟载具/虚拟坐骑时,显示主控虚拟对象驾驶虚拟载具/虚拟坐骑,并自动行驶至第二虚拟对象所在位置。In another example, when the aforementioned mobility aid is implemented as a virtual vehicle/mount, the main virtual object is shown driving the virtual vehicle/mount and automatically traveling to the location of the second virtual object.
在一些实施例中,当主控虚拟对象通过移动辅助道具移动至与第二虚拟对象的距离在攻击范围内时,用户可通过攻击控件控制主控虚拟对象执行针对第二虚拟对象的攻击动作。In some embodiments, when the master virtual object moves to a distance within the attack range of the second virtual object using a movement aid, the user can control the master virtual object to perform an attack action against the second virtual object through the attack control.
具体的,高亮状态/灰色状态的对象锁定控件的触发机制实现为:Specifically, the triggering mechanism for the highlighted/grayed-out object locking control is implemented as follows:
(1)主控虚拟对象的所有队友虚拟对象(第一虚拟对象)的索敌状态由服务器进行检测,服务器将检测得到的索敌状态数据同步给终端中的客户端。(1) The target acquisition status of all teammate virtual objects (first virtual object) of the master virtual object is detected by the server, and the server synchronizes the detected target acquisition status data to the client in the terminal.
(2)针对主控虚拟对象的队友虚拟对象memberA,服务器通过memberTarget结构体来指示队友虚拟对象的索敌状态,memberTarget包含索敌目标(第二虚拟对象)的对象id以及坐标位置,即,memberTarget={id,pos(x,y,z)},其中,当队友虚拟对象当前没有索敌目标时,MemberTarget={0,pos(0,0,0)}。(2) For the teammate virtual object memberA of the master virtual object, the server uses the memberTarget structure to indicate the target-seeking status of the teammate virtual object. memberTarget contains the object ID and coordinate position of the target (second virtual object), that is, memberTarget = {id,pos(x,y,z)}. When the teammate virtual object does not currently have a target, MemberTarget = {0,pos(0,0,0)}.
(3)当memberA刚进入队伍时,服务器则把memberA当前索敌目标memberTarget广播给队伍内所有虚拟对象的客户端;当memberA的索敌目标发生变化时,比如从非索敌状态进入索敌状态,或者从索敌状态进入非索敌状态,服务器则把memberA当前索敌目标memberTarget广播给队伍内所有虚拟对象的客户端。(3) When memberA enters the team, the server broadcasts memberA’s current target, memberTarget, to all virtual object clients in the team. When memberA’s target changes, such as from non-targeting state to targeting state, or from targeting state to non-targeting state, the server broadcasts memberA’s current target, memberTarget, to all virtual object clients in the team.
(4)当前主控虚拟对象客户端收到服务器同步下来的memberA的memberTarget数据后,对数据进行处理,客户端根据MemberTarget.id来判断memberA是否有锁定目标,即,memberTarget.id<=0则无锁定目标,对象锁定控件设置为隐藏,memberTarget.id>0则有锁定目标,对象锁定控件设置为可见。(4) After the current master virtual object client receives the memberTarget data of memberA synchronized from the server, it processes the data. The client determines whether memberA has a locked target based on MemberTarget.id. That is, if memberTarget.id<=0, there is no locked target and the object locking control is set to hidden; if memberTarget.id>0, there is a locked target and the object locking control is set to visible.
(5)当主控虚拟对象客户端的队友信息面板的memberA的信息条目中对象锁定控件处于显示状态时,客户端开启定时检测(例如,30ms一次),从客户端的虚拟场景中找到索敌目标target,更新memberTaret.pos为target的坐标,最后计算memberTarget.pos和主控虚拟对象在虚拟场景中的距离distance,对distance进行检测判定:(5) When the object lock control in the information entry of memberA in the teammate information panel of the master virtual object client is in the display state, the client starts a timed detection (e.g., once every 30ms), finds the target in the client's virtual scene, updates memberTarget.pos to the coordinates of the target, and finally calculates the distance between memberTarget.pos and the master virtual object in the virtual scene, and performs a detection and judgment on the distance:
①target=clientscene.get_object(memberTarget.id);①target=clientscene.get_object(memberTarget.id);
②memberTarget.pos=target.pos;②memberTarget.pos=target.pos;
③distance=getdis(playerPos,memberTarget.pos)#getdis为计算距离函数;③ distance = getdis(playerPos, memberTarget.pos) # getdis is the distance calculation function;
④当distance<=disNear(预设距离阈值)时,则对象锁定控件设置为高亮;④ When distance <= disNear (preset distance threshold), the object lock control is highlighted;
⑤当distance>disNear时,则对象锁定控件设置为灰色。⑤ When distance > disNear, the object lock control is set to gray.
其中,针对高亮状态的对象锁定控件实现的近距响应逻辑为:The proximity response logic implemented for the highlighted object locking control is as follows:
当用户点击高亮的指示按钮时,客户端会触发近距响应逻辑:When a user clicks the highlighted indicator button, the client triggers proximity response logic:
(1)把主控虚拟对象player的朝向player.directon设置为面向target,即:player.direction=normalize(target.pos-player.pos)#normalize为矢量归一化函数。(1) Set the orientation of the main virtual object player to be facing the target, that is: player.direction = normalize(target.pos-player.pos) #normalize is the vector normalization function.
(2)镜头转向同步:客户端显示的虚拟场景画面的镜头朝向设置为player朝向一致:clientscene.camera.direction=player.direction。(2) Camera rotation synchronization: The camera orientation of the virtual scene screen displayed on the client is set to be consistent with the player's orientation: clientscene.camera.direction = player.direction.
(3)执行同步索敌,即主控虚拟对象player也对target发起索敌请求。(3) Perform synchronous target search, that is, the main virtual object player also initiates a target search request to target.
其中,针对灰色状态的对象锁定控件实现的远距响应逻辑为:The remote response logic implemented for the grayed-out object locking control is as follows:
当用户点击灰色的指示按钮时,客户端会触发远距响应逻辑:When the user clicks the grayed-out indicator button, the client triggers remote response logic:
(1)把主控虚拟对象player的朝向player.directon设置为面向target,即:player.direction=normalize(target.pos-player.pos)#normalize为矢量归一化函数。(1) Set the orientation of the main virtual object player to be facing the target, that is: player.direction = normalize(target.pos-player.pos) #normalize is the vector normalization function.
(2)镜头转向同步:客户端显示的虚拟场景画面的镜头朝向设置为player朝向一致:clientscene.camera.direction=player.direction。(2) Camera rotation synchronization: The camera orientation of the virtual scene screen displayed on the client is set to be consistent with the player's orientation: clientscene.camera.direction = player.direction.
(3)将target的渲染加上红色轮廓。(3) Add a red outline to the rendering of the target.
(4)用户操作钩索准星锁定target。(4) The user operates the hook and crosshair to lock onto the target.
在一个示例中,如图12所示,其示出了本申请一些示例性实施例提供的近距响应过程的示意图,虚拟场景界面1200中显示有主控虚拟对象1201,以及主控虚拟对象1201的队友虚拟对象1202的队友标识1211,当队友虚拟对象1202锁定敌对虚拟对象1203,且主控虚拟对象1201和敌对虚拟对象1203之间为近距状态时,在虚拟场景界面1200的队友标识1211右侧显示敌对虚拟对象1203对应的对象锁定控件1212,其中,该对象锁定控件1212为高亮状态的控件。当对象锁定控件1212接收到触发操作后,终端控制主控虚拟对象1201锁定敌对虚拟对象1203,用户可以通过触发虚拟场景界面1200中的攻击控件1204,控制主控虚拟对象1201对敌对虚拟对象1203进行攻击。In one example, as shown in Figure 12, a schematic diagram of a close-range response process provided by some exemplary embodiments of this application is illustrated. The virtual scene interface 1200 displays a master virtual object 1201 and a teammate identifier 1211 for a teammate virtual object 1202 of the master virtual object 1201. When the teammate virtual object 1202 locks onto an enemy virtual object 1203, and the master virtual object 1201 and the enemy virtual object 1203 are in a close-range state, an object locking control 1212 corresponding to the enemy virtual object 1203 is displayed to the right of the teammate identifier 1211 in the virtual scene interface 1200. This object locking control 1212 is highlighted. When the object locking control 1212 receives a trigger operation, the terminal controls the master virtual object 1201 to lock onto the enemy virtual object 1203. The user can then control the master virtual object 1201 to attack the enemy virtual object 1203 by triggering the attack control 1204 in the virtual scene interface 1200.
在另一个示例中,如图13所示,其示出了本申请一些示例性实施例提供的远距响应过程的示意图,虚拟场景界面1300中显示有主控虚拟对象1301,以及主控虚拟对象1301的队友虚拟对象1302的队友标识1311,当队友虚拟对象1302锁定敌对虚拟对象1303,且主控虚拟对象1301和敌对虚拟对象1303之间为远距状态时,在虚拟场景界面1300的队友标识1311右侧显示敌对虚拟对象1303对应的对象锁定控件1312,其中,该对象锁定控件1312为灰色状态的控件。当对象锁定控件1312接收到触发操作后,终端控制主控虚拟对象1301锁定敌对虚拟对象1303,此时,由于主控虚拟对象1301和敌对虚拟对象1303之间为远距状态,用户可以通过虚拟场景界面1300显示的辅助移动控件1304,控制主控虚拟对象1301快速移动至敌对虚拟对象1303附近,即,当辅助移动控件1304接收到触发操作,自动锁定敌对虚拟对象1303使用辅助移动道具,从而使主控虚拟对象1301进行快速移动。In another example, as shown in Figure 13, which illustrates a schematic diagram of a remote response process provided by some exemplary embodiments of this application, the virtual scene interface 1300 displays a master virtual object 1301 and a teammate identifier 1311 of a teammate virtual object 1302 of the master virtual object 1301. When the teammate virtual object 1302 locks onto the enemy virtual object 1303, and the master virtual object 1301 and the enemy virtual object 1303 are in a remote state, an object locking control 1312 corresponding to the enemy virtual object 1303 is displayed to the right of the teammate identifier 1311 in the virtual scene interface 1300. The object locking control 1312 is a grayed-out control. When the object locking control 1312 receives a trigger operation, the terminal controls the main virtual object 1301 to lock onto the enemy virtual object 1303. At this time, since the main virtual object 1301 and the enemy virtual object 1303 are in a long distance, the user can use the auxiliary movement control 1304 displayed on the virtual scene interface 1300 to control the main virtual object 1301 to move quickly to the vicinity of the enemy virtual object 1303. That is, when the auxiliary movement control 1304 receives a trigger operation, it automatically locks onto the enemy virtual object 1303 and uses auxiliary movement props, thereby enabling the main virtual object 1301 to move quickly.
请参考图14,其示出了本申请一些示例性实施例提供的虚拟对象的互动方法的流程图,该方法包括:Please refer to Figure 14, which shows a flowchart of an interaction method for virtual objects provided in some exemplary embodiments of this application. The method includes:
S1410,判断距离远近,若距离近,则执行S1421,若距离远,则执行S1431;S1421,队友血条旁显示高亮对象锁定控件;S1422,玩家点击对象锁定控件;S1423,镜头自动对准队友锁定的敌人并自动锁定;步骤1431,队友血条旁显示灰色对象锁定控件;S1432,玩家点击对象锁定控件;S1433,镜头自动对准队友锁定的敌人并显示出虚影。即,终端判断主控虚拟对象和队友虚拟对象锁定的敌对虚拟对象之间的距离是否小于预设距离阈值,若小于,则确定主控虚拟对象和敌对虚拟对象之间的距离近,若大于或等于,则确定主控虚拟对象和敌对虚拟对象之间的距离远。当主控虚拟对象和敌对虚拟对象之间的距离近时,在队友虚拟对象的血条旁边显示高亮状态的对象锁定控件,当主控虚拟对象和敌对虚拟对象之间的距离远时,在队友虚拟对象的血条旁边显示灰色状态的对象锁定控件。在主控虚拟对象和敌对虚拟对象之间的距离远时,若用户触发了灰色状态的对象锁定控件,镜头自动对准队友锁定的敌人并显示出虚影。S1410: Determine the distance. If the distance is close, proceed to S1421; if the distance is far, proceed to S1431. S1421: A highlighted object lock control appears next to the teammate's health bar. S1422: The player clicks the object lock control. S1423: The camera automatically focuses on and locks onto the enemy locked by the teammate. S1431: A gray object lock control appears next to the teammate's health bar. S1432: The player clicks the object lock control. S1433: The camera automatically focuses on and displays a ghost image of the enemy locked by the teammate. In other words, the terminal determines whether the distance between the main virtual object and the enemy virtual object locked by the teammate is less than a preset distance threshold. If it is less, the distance between the main virtual object and the enemy virtual object is determined to be close; if it is greater than or equal to the threshold, the distance between the main virtual object and the enemy virtual object is determined to be far. When the distance between the controlled virtual object and the enemy virtual object is close, a highlighted object lock control appears next to the teammate's health bar. When the distance between the controlled virtual object and the enemy virtual object is far, a grayed-out object lock control appears next to the teammate's health bar. When the distance between the controlled virtual object and the enemy virtual object is far, if the user triggers the grayed-out object lock control, the camera automatically focuses on the enemy locked by the teammate and displays a ghost image.
在本申请实施例中,当主控虚拟对象距离第二虚拟对象较近时,则在锁定第二虚拟对象后,用户可以直接通过攻击控件控制主控虚拟对象攻击第二虚拟对象,例如,用户控制主控虚拟对象快速锁定队友虚拟对象锁定的敌对虚拟对象并进行攻击,以实现快速助战,能够提升用户体验的同时提升游戏的流畅度。而当主控虚拟对象距离第二虚拟对象较远时,则可以在锁定第二虚拟对象后,通过移动辅助控件控制主控虚拟对象快速接近第二虚拟对象,从而实现在远距离情况下快速助战,减少了远距离情况下主控虚拟对象接近第二虚拟对象所需要的时间,提升了主控虚拟对象执行互动动作的效率。In this embodiment, when the master virtual object is close to the second virtual object, after locking onto the second virtual object, the user can directly control the master virtual object to attack the second virtual object via the attack control. For example, the user can control the master virtual object to quickly lock onto an enemy virtual object locked by a teammate's virtual object and attack it, thus achieving rapid assistance in battle and improving both user experience and game smoothness. Conversely, when the master virtual object is far from the second virtual object, after locking onto the second virtual object, the user can control the master virtual object to quickly approach the second virtual object via the movement auxiliary control, thereby achieving rapid assistance in battle from a distance. This reduces the time required for the master virtual object to approach the second virtual object from a distance and improves the efficiency of the master virtual object in performing interactive actions.
需要进行说明的是,本申请在收集用户的相关数据之前以及在收集用户的相关数据的过程中,都可以显示提示界面、弹窗或输出语音提示信息,该提示界面、弹窗或语音提示信息用于提示用户当前正在搜集其相关数据,使得本申请仅仅在获取到用户对该提示界面或者弹窗发出的确认操作后,才开始执行获取用户相关数据的相关步骤,否则(即未获取到用户对该提示界面或者弹窗发出的确认操作时),结束获取用户相关数据的相关步骤,即不获取用户的相关数据。换句话说,本申请所采集的所有用户数据都是在用户同意并授权的情况下进行采集的,且相关用户数据的收集、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。It should be noted that this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user data. These prompt interfaces, pop-ups, or voice prompts are used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without user confirmation), the steps for collecting user data end, meaning no user data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of related user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.
请参考图15,其示出了本申请一个示例性的实施例提供的虚拟对象的互动装置结构框图,该装置包括如下模块:Please refer to Figure 15, which shows a structural block diagram of an interactive device for virtual objects provided in an exemplary embodiment of this application. The device includes the following modules:
第一显示模块1510,用于显示虚拟场景中的主控虚拟对象,所述主控虚拟对象是由终端主控的在虚拟场景中活动的虚拟对象,所述虚拟场景中还包括第一虚拟对象和第二虚拟对象,所述第一虚拟对象与所述主控虚拟对象存在关联关系;The first display module 1510 is used to display a master virtual object in a virtual scene. The master virtual object is a virtual object that is controlled by the terminal and is active in the virtual scene. The virtual scene also includes a first virtual object and a second virtual object. The first virtual object is associated with the master virtual object.
第二显示模块1520,用于在所述第一虚拟对象针对所述第二虚拟对象执行第一动作的情况下,显示与所述第二虚拟对象对应的对象锁定控件;The second display module 1520 is used to display an object locking control corresponding to the second virtual object when the first virtual object performs a first action on the second virtual object;
所述第一显示模块1510,还用于响应于对所述对象锁定控件的第一触发操作,显示所述主控虚拟对象针对所述第二虚拟对象执行第二动作。The first display module 1510 is further configured to, in response to a first trigger operation on the object locking control, display the master virtual object performing a second action on the second virtual object.
在一些可选的实施例中,如图16所示,所述装置还包括:In some alternative embodiments, as shown in FIG16, the apparatus further includes:
获取模块1530,用于在所述第一虚拟对象针对所述第二虚拟对象执行第一动作的情况下,获取所述第二虚拟对象和所述主控虚拟对象之间的距离信息;The acquisition module 1530 is used to acquire distance information between the second virtual object and the main control virtual object when the first virtual object performs a first action on the second virtual object;
所述第二显示模块1520,还用于基于所述距离信息,显示与所述第二虚拟对象对应的所述对象锁定控件。The second display module 1520 is further configured to display the object locking control corresponding to the second virtual object based on the distance information.
在一些可选的实施例中,所述第二显示模块1520,还用于在所述距离信息小于预设距离阈值的情况下,显示第一状态的对象锁定控件;在所述距离信息大于或等于预设距离阈值的情况下,显示第二状态的对象锁定控件,所述第一状态和所述第二状态不同。In some optional embodiments, the second display module 1520 is further configured to display an object locking control in a first state when the distance information is less than a preset distance threshold, and to display an object locking control in a second state when the distance information is greater than or equal to the preset distance threshold, wherein the first state and the second state are different.
在一些可选的实施例中,所述第一显示模块1510,还用于响应于对所述第一状态的对象锁定控件的第一触发操作,以第一显示方式显示所述第二虚拟对象,以及显示所述主控虚拟对象针对所述第二虚拟对象执行第二动作。In some optional embodiments, the first display module 1510 is further configured to, in response to a first trigger operation on the object locking control of the first state, display the second virtual object in a first display mode, and display the master virtual object performing a second action on the second virtual object.
在一些可选的实施例中,所述第一显示模块1510,还用于响应于对所述第二状态的对象锁定控件的第一触发操作,以第二显示方式显示所述第二虚拟对象,以及显示所述主控虚拟对象针对所述第二虚拟对象执行第二动作。In some optional embodiments, the first display module 1510 is further configured to, in response to a first trigger operation on the object locking control of the second state, display the second virtual object in a second display mode, and display the master virtual object performing a second action on the second virtual object.
在一些可选的实施例中,所述第一显示模块1510,还用于显示所述主控虚拟对象对所述第二虚拟对象执行的面向锁定动作,所述面向锁定动作用于控制所述主控虚拟对象朝向所述第二虚拟对象。In some optional embodiments, the first display module 1510 is further configured to display the orientation locking action performed by the master virtual object on the second virtual object, the orientation locking action being used to control the master virtual object to face the second virtual object.
在一些可选的实施例中,所述获取模块1530,还用于获取所述第二虚拟对象和所述主控虚拟对象之间的位置关系信息;In some optional embodiments, the acquisition module 1530 is further configured to acquire positional relationship information between the second virtual object and the master virtual object;
所述第一显示模块1510,还用于基于所述位置关系信息,显示所述主控虚拟对象对所述第二虚拟对象执行的面向锁定动作。The first display module 1510 is also used to display the orientation locking action performed by the master virtual object on the second virtual object based on the positional relationship information.
在一些可选的实施例中,所述装置还包括:In some alternative embodiments, the apparatus further includes:
确定模块1540,用于基于所述位置关系信息,确定所述主控虚拟对象的旋转方向和旋转角度;The determining module 1540 is used to determine the rotation direction and rotation angle of the main control virtual object based on the positional relationship information;
控制模块1550,用于根据所述旋转方向和所述旋转角度,控制所述主控虚拟对象旋转;The control module 1550 is used to control the rotation of the main virtual object according to the rotation direction and the rotation angle;
所述控制模块1550,还用于在所述主控虚拟对象旋转至朝向所述第二虚拟对象时;The control module 1550 is also used when the main virtual object rotates to face the second virtual object;
所述第一显示模块1510,还用于显示所述第二虚拟对象被所述主控虚拟对象锁定的对象锁定画面。The first display module 1510 is also used to display an object locking screen where the second virtual object is locked by the main control virtual object.
在一些可选的实施例中,所述第一显示模块1510,还用于根据所述旋转方向和所述旋转角度,控制所述主控虚拟对象绑定的虚拟摄像机旋转,通过所述虚拟摄像机显示所述主控虚拟对象在旋转过程中的旋转视野画面。In some optional embodiments, the first display module 1510 is further configured to control the rotation of the virtual camera bound to the main virtual object according to the rotation direction and the rotation angle, and display the rotation view of the main virtual object during the rotation process through the virtual camera.
在一些可选的实施例中,所述获取模块1530,还用于获取所述主控虚拟对象和所述第二虚拟对象之间的距离信息;In some optional embodiments, the acquisition module 1530 is further configured to acquire distance information between the master virtual object and the second virtual object;
所述确定模块1540,还用于基于所述距离信息,确定与所述距离信息呈负相关关系的旋转速度;The determining module 1540 is further configured to determine a rotation speed that is negatively correlated with the distance information based on the distance information;
所述控制模块1550,还用于根据所述旋转速度、所述旋转方向和所述旋转角度,控制所述主控虚拟对象绑定的虚拟摄像机;The control module 1550 is also used to control the virtual camera bound to the main virtual object according to the rotation speed, the rotation direction and the rotation angle;
所述第一显示模块1510,还用于通过所述虚拟摄像机显示所述主控虚拟对象在旋转过程中的旋转视野画面。The first display module 1510 is also used to display the rotating view of the main virtual object during the rotation process through the virtual camera.
在一些可选的实施例中,所述确定模块1540,还用于基于所述位置关系信息,确定所述主控虚拟对象和所述第二虚拟对象之间是否存在虚拟障碍物;In some optional embodiments, the determining module 1540 is further configured to determine, based on the positional relationship information, whether there is a virtual obstacle between the master virtual object and the second virtual object;
所述确定模块1540,还用于在确定所述主控虚拟对象和所述第二虚拟对象之间存在所述虚拟障碍物的情况下,生成指引路径,所述指引路径用于指示从所述主控虚拟对象所在位置移动至所述第二虚拟对象所在位置的过程中避开所述虚拟障碍物的路径;The determining module 1540 is further configured to generate a guidance path when it is determined that there is a virtual obstacle between the master virtual object and the second virtual object. The guidance path is used to indicate a path to avoid the virtual obstacle during the process of moving from the location of the master virtual object to the location of the second virtual object.
所述控制模块1550,还用于控制所述主控虚拟对象的朝向旋转至指向所述指引路径对应的路径方向;The control module 1550 is also used to control the orientation of the main virtual object to rotate to point to the path direction corresponding to the guide path;
所述第一显示模块1510,还用于显示所述指引路径和位于所述虚拟障碍物后的所述第二虚拟对象。The first display module 1510 is also used to display the guide path and the second virtual object located behind the virtual obstacle.
在一些可选的实施例中,所述第一触发操作用于指示所述主控虚拟对象进入针对所述第二虚拟对象的锁定状态;In some optional embodiments, the first triggering operation is used to instruct the master virtual object to enter a locked state for the second virtual object;
所述第一显示模块1510,还用于响应于对所述对象锁定控件的第二触发操作,解除所述主控虚拟对象针对所述第二虚拟对象的所述锁定状态。The first display module 1510 is further configured to release the locking state of the main control virtual object for the second virtual object in response to a second trigger operation on the object locking control.
在一些可选的实施例中,所述第二显示模块1520,还用于显示移动辅助控件;In some optional embodiments, the second display module 1520 is also used to display mobile assistance controls;
所述第一显示模块1510,还用于响应于对所述移动辅助控件的第三触发操作,显示所述主控虚拟对象通过移动辅助道具向所述第二虚拟对象执行移动动作。The first display module 1510 is also configured to, in response to a third trigger operation on the mobile auxiliary control, display the main virtual object performing a movement action towards the second virtual object through a mobile auxiliary prop.
在一些可选的实施例中,所述第二显示模块1520,还用于显示攻击控件;In some optional embodiments, the second display module 1520 is also used to display attack controls;
所述第一显示模块1510,还用于响应于对所述攻击控件的第四触发操作,显示所述主控虚拟对象针对所述第二虚拟对象执行攻击动作。The first display module 1510 is also configured to, in response to a fourth trigger operation on the attack control, display the main control virtual object performing an attack action against the second virtual object.
在一些可选的实施例中,所述第一显示模块1510,还用于显示所述第一虚拟对象对应的对象标识区域,所述对象标识区域用于显示所述第一虚拟对象的对象标识;In some optional embodiments, the first display module 1510 is further configured to display an object identifier area corresponding to the first virtual object, wherein the object identifier area is used to display the object identifier of the first virtual object;
所述第二显示模块1520,还用于在所述第一虚拟对象针对所述第二虚拟对象执行所述第一动作的情况下,在所述对象标识区域显示所述对象锁定控件。The second display module 1520 is further configured to display the object locking control in the object identification area when the first virtual object performs the first action on the second virtual object.
需要说明的是:上述实施例提供的虚拟对象的互动装置,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,上述实施例提供的虚拟对象的互动装置与虚拟对象的互动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 virtual object interaction device provided in the above embodiments is only an example of the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual object interaction device and the virtual object interaction method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated 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、动态影像专家压缩标准音频层面3播放器(Moving Picture Experts Group Audio Layer III,MP3)、动态影像专家压缩标准音频层面4(Moving Picture Experts Group Audio Layer IV,MP4)播放器、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 structural block diagram of a terminal 1700 provided in an exemplary embodiment of this application. The terminal 1700 may be a smartphone, tablet computer, Moving Picture Experts Group Audio Layer III (MP3) player, Moving Picture Experts Group Audio Layer IV (MP4) player, laptop computer, or desktop computer. The terminal 1700 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.
通常,终端1700包括有:处理器1701和存储器1702。Typically, 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可以采用数字信号处理(Digital Signal Processing,DSP)、现场可编程门阵列(Field-Programmable Gate Array,FPGA)、可编程逻辑阵列(Programmable Logic Array,PLA)中的至少一种硬件形式来实现。处理器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,也称中央处理器(Central Processing Unit,CPU);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1701可以在集成有图像处理器(Graphics Processing Unit,GPU),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1701还可以包括人工智能(Artificial Intelligence,AI)处理器,该AI处理器用于处理有关机器学习的计算操作。Processor 1701 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1701 may be implemented using at least one hardware form selected from Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 1701 may also include a main processor and a coprocessor. The main processor, also known as a central processing unit (CPU), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1701 may integrate a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1701 may also include an Artificial Intelligence (AI) processor, which is used to handle computational 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虚拟对象的互动方法。Memory 1702 may include one or more computer-readable storage media, which may be non-transitory. Memory 1702 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in memory 1702 is used to store at least one instruction, which is executed by processor 1701 to implement the interactive method of virtual objects provided in the method embodiments of this application.
示意性的,终端1700还包括其他组件,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。In illustrative purposes, terminal 1700 also includes other components. Those skilled in the art will understand that the structure shown in FIG17 does not constitute a limitation on terminal 1700 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
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虚拟对象的互动方法。Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be implemented by a program instructing related hardware. This program can be stored in a computer-readable storage medium, which may be a computer-readable storage medium included in the memory described in the above embodiments; or it may be a standalone computer-readable storage medium not assembled into the terminal. The computer-readable storage medium stores at least one instruction, at least one program segment, a code set, or an instruction set. The at least one instruction, the at least one program segment, the code set, or the instruction set is loaded and executed by the processor to implement the interaction method of the virtual object 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 Random Access 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: read-only memory (ROM), random access memory (RAM), solid-state drives (SSDs), or optical discs, etc. The random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM). The sequence numbers of the embodiments described above are for descriptive purposes only and do not represent the superiority or inferiority 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 of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
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 this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
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