Method, device, electronic device, and computer program for interaction in a virtual scene
By transferring virtual objects and interactive objects from one virtual scene to another upon completion of interaction operations, the method improves interaction efficiency and resource utilization in multiplayer online battle arena games.
Patent Information
- Application Number
- JP2024559591
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-08-01
- Filing Date
- 2023-05-23
- Publication Date
- 2025-04-30
- Estimated Expiration
- 2043-05-23
AI Technical Summary
In multiplayer online battle arena games, the interaction processes within independent spaces are limited by standard map scenes, leading to inefficient human-computer interaction and wastage of hardware processing resources.
The method involves presenting virtual objects and interactive objects in a first virtual scene, controlling virtual objects to perform interaction operations, and transferring at least one of the virtual objects or interactive objects to a second independent virtual scene upon completion of the interaction operation.
This approach enhances human-computer interaction efficiency and optimizes hardware resource utilization by reducing the similarity between interaction processes in different virtual scenes and minimizing repetitive interaction operations.
Smart Images

Figure 2025513810000001_ABST
Abstract
Description
[Technical field]
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS The examples of the present application are filed based on and claim priority to a Chinese patent application having application number 202210918514.X and filing date August 1, 2022, the entire contents of which are incorporated by reference into the examples of the present application.
[0002] The present application relates to the technical field of virtualization and human-computer interaction, and in particular to a method, an apparatus, an electronic device, a computer-readable storage medium and a computer program product for interaction in a virtual scene. [Background technology]
[0003] In most multiplayer online battle arena games (MOBAs) of related technology, some heroes' skills interact with the scene, creating obstacles on the map or changing the terrain to create an independent space, forming a gameplay of fighting in some closed scenes. However, in the past, the interactive gameplay of skills formed within a specific limited space relied on the standard map scene, so the interaction process in the player's independent space is easily affected by the standard map, that is, the interaction process in the player's independent space is similar to the interaction process in the standard map, so the player's interaction process is relatively simple, the human-computer interaction efficiency is low, and hardware processing resources are wasted. Summary of the Invention
[0004] SUMMARY OF THE DISCLOSURE The embodiments of the present application provide a method, an apparatus, an electronic device, a computer-readable storage medium, and a computer program product for interaction in a virtual scene, which can improve human-computer interaction efficiency and utilization of hardware processing resources.
[0005] The technical means of the embodiments of the present application are realized as follows.
[0006] An embodiment of the present application provides a method for interaction in a virtual scene, executed by an electronic device, the method comprising: presenting a virtual object and at least one interactive object including a target interactive object in a first virtual scene corresponding to a first map; controlling the virtual object to perform a target interaction operation on the target interactive object in response to the target interaction command; Upon completion of execution of the target interaction operation, transferring at least one of the virtual object and the target interactive object to a second virtual scene corresponding to a second map, the second virtual scene being independent from the first virtual scene.
[0007] An embodiment of the present application provides an apparatus for interaction in a virtual scene, the apparatus comprising: a presentation module arranged to present the virtual object and at least one interactive object, including a target interactive object, in a first virtual scene corresponding to the first map; a control module arranged to control the virtual object to perform a target interaction operation on the target interactive object in response to the target interaction command; and a transfer module arranged to transfer at least one of the virtual object and the target interactive object to a second virtual scene corresponding to the second map upon completion of execution of the target interaction operation, the second virtual scene being independent from the first virtual scene.
[0008] An embodiment of the present application provides an electronic device. The electronic device includes: a memory configured to store computer executable instructions; A processor arranged to, when executing computer-executable instructions stored in the memory, implement a method of interaction in a virtual scene according to an embodiment of the present application.
[0009] An embodiment of the present application provides a computer-readable storage medium having stored thereon computer-executable instructions which, when executed by a processor, implement a method of interaction in a virtual scene according to an embodiment of the present application.
[0010] An embodiment of the present application provides a computer program product including a computer program or computer executable instructions stored in a computer readable storage medium, the computer program or computer executable instructions being read by a processor of an electronic device from the computer readable storage medium, the computer program or computer executable instructions being executed by the processor to implement a method of interaction in a virtual scene according to an embodiment of the present application.
[0011] The embodiments of the present application have the following advantageous effects.
[0012] In the embodiment of the present application, when the target interaction operation performed by the virtual object is completed, at least one of the virtual object and the target interactive object in the first virtual scene corresponding to the first map is transferred to a second virtual scene corresponding to the second map and independent from the first virtual scene. In this way, by transferring at least one of the virtual object and the target interactive object to the second virtual scene different from the first virtual scene, the interaction states of the virtual object and the target interactive object in the first virtual scene are changed, and the similarity between the interaction process in the first virtual scene and the interaction process in the second virtual scene is reduced, i.e., the number of repeated executions of the same interaction operation in different virtual scenes is reduced, so that the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device are improved. [Brief description of the drawings]
[0013] [Figure 1] FIG. 1 is a schematic diagram of an independent space in a related art according to an embodiment of the present application. [Diagram 2] FIG. 1 is a schematic diagram of an independent space in a related art according to an embodiment of the present application. [Diagram 3] FIG. 1 is a schematic diagram of an independent space in a related art according to an embodiment of the present application. [Figure 4] FIG. 1 is a schematic diagram of an independent space in a related art according to an embodiment of the present application. [Diagram 5] 1 is a schematic diagram illustrating the architecture of a system 100 for interaction in a virtual scene according to an embodiment of the present application. [Figure 6] 1 is a schematic diagram illustrating a configuration of an electronic device according to an embodiment of the present application. [Figure 7] 1 is a flowchart of a method for interaction in a virtual scene according to an embodiment of the present application; [Figure 8] FIG. 2 is a schematic diagram illustrating the selection of a target interactive object according to an embodiment of the present application; [Figure 9]FIG. 2 is a schematic diagram illustrating the selection of a target interactive object according to an embodiment of the present application; [Figure 10] FIG. 13 is a schematic diagram illustrating a case where a target interaction operation in an embodiment of the present application is a skill release operation. [Figure 11] FIG. 2 is a schematic diagram illustrating the selection of a transfer object according to an embodiment of the present application; [Figure 12] FIG. 2 is a schematic diagram illustrating the transfer of a virtual object and a target interactive object to a second virtual scene according to an embodiment of the present application. [Figure 13] FIG. 2 is a schematic diagram illustrating the selection of a target interaction task according to an embodiment of the present application. [Figure 14] FIG. 2 is a schematic diagram of an erasure system task according to an embodiment of the present application. [Figure 15] FIG. 2 is a schematic diagram of a merge-related task according to an embodiment of the present application. [Figure 16] FIG. 1 is a schematic diagram of a launch system task according to an embodiment of the present application. [Figure 17] FIG. 13 is a schematic diagram illustrating the transfer of a target interactive object to a second virtual scene according to an embodiment of the present application; [Figure 18] FIG. 2 is a schematic diagram illustrating the transfer of a virtual object to a second virtual scene according to an embodiment of the present application. [Figure 19] 1 is a flow chart of a technique for an interaction method in a virtual scene according to an embodiment of the present application; [Figure 20] FIG. 2 is a schematic diagram of navigation information of a standard battle scene according to an embodiment of the present application; [Figure 21] FIG. 2 is a schematic diagram of scene navigation information without an additional navigation mesh according to an embodiment of the present application. [Figure 22] FIG. 2 is a schematic diagram of scene navigation information including an additional navigation mesh according to an embodiment of the present application. [Figure 23] 4 is a flow chart of an exemplary forwarding logic according to an embodiment of the present application; [Figure 24] FIG. 2 is a code schematic of a transfer process according to an embodiment of the present application. [Diagram 25] FIG. 13 is a schematic diagram of a comparison of transfer positions according to an embodiment of the present application. [Figure 26] FIG. 13 is a schematic diagram of a comparison of transfer positions according to an embodiment of the present application. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0014] In order to make the objectives, technical means and advantages of the present application clearer, the embodiments of the present application are described in detail below with reference to the drawings. The described embodiments should not be considered as limiting the embodiments of the present application. All other embodiments obtained by those skilled in the art without creative efforts belong to the scope of protection of the present application.
[0015] In the following description, references to "some embodiments" describe a subset of all possible embodiments, but it should be understood that "some embodiments" may be the same or different subsets of all possible embodiments and may be combined with each other unless inconsistent.
[0016] In the following description, references to the terms "first," "second," and "third" are merely intended to distinguish between similar objects and do not indicate a particular order of the objects. It should be noted that the terms "first," "second," and "third" may be interchanged with respect to a particular order or order when permitted such that the described embodiments of the present application may be practiced in orders other than those shown or described herein.
[0017] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the art. The terms used herein are not intended to limit the present application, but are merely intended to describe the embodiments of the present application.
[0018] Before describing the embodiments of the present application in more detail, the nouns and terms contained in the embodiments of the present application will be explained, and the nouns and terms contained in the embodiments of the present application are to be interpreted as follows.
[0019] 1) Hero: The main controlled object of the player in a MOBA game.
[0020] 2) Melee Hero: The hero's basic attack distance is relatively close, and he mainly uses cold weapons such as swords, swords, guns, and axes.
[0021] 3) Skills: are the means of interacting with other objects that the player releases when controlling the hero.
[0022] 4) Special Attack Effect: A special effect (explosion, flames, etc.) that is played when the skill is released.
[0023] 5) Standard Map Scene: This is the map used in the standard mode, which is the most important mode in MOBA games.
[0024] 6) In response to: Used to express a condition or state on which an operation to be performed depends. When the dependent condition or state is met, the operation or operations to be performed may be in real time or may have a set delay. Unless otherwise stated, the order of execution of the operations to be performed is not limited to a chronological order.
[0025] 7) Virtual Scene: A virtual scene that is displayed (or provided) when an application program is executed on a terminal. The virtual scene may be a simulated real-world environment, a semi-simulated semi-fictional virtual environment, or even a fully fictional virtual environment. The virtual scene may be a 2D virtual scene, a 2.5D virtual scene, or a 3D virtual scene.
[0026] For example, the virtual scene may include sky, land, ocean, etc., and the land may include environmental elements such as desert, city, etc. The user can control the virtual object to move in the virtual scene. The movement includes, but is not limited to, at least one of adjusting the body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. The virtual scene may display the virtual scene from a first-person perspective (e.g., the user plays the virtual object of the game from his / her own perspective), may display the virtual scene from a third-person perspective (e.g., the user plays the game by chasing the virtual object of the game), and may further display the virtual scene from a bird's-eye view, and the above perspectives can be arbitrarily switched.
[0027] 8) Virtual object: various human and object characters that can interact in the virtual scene, or movable objects in the virtual scene. The movable objects may be virtual people, virtual animals, animated characters, etc., such as people, animals, plants, oil bottles, walls, stone blocks, etc. displayed in the virtual scene. The virtual object may be a virtual character to represent a user in the virtual scene. A virtual scene may include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
[0028] For example, the virtual object may be a user character controlled by an operation on a client, an artificial intelligence (AI) provided in a virtual scene battle by training, or a non-user character (Non-Player Character, NPC) provided in a virtual scene interaction. Here, the number of virtual objects participating in an interaction in a virtual scene may be preset, or may be dynamically determined according to the number of clients participating in the interaction.
[0029] The map scene of the relevant MOBA game contains all the elements for the heroes to fight and achieve the final victory. Usually, in MOBA games, some heroes' skills interact with the scene, and create an independent space by creating obstacles on the map or changing the terrain, forming a gameplay of fighting in several closed scenes. There are mainly two ways to create an independent space in MOBA games. 1. Create an impassable obstacle in the standard scene and form an independent space inside the obstacle. Referring to FIG. 1, FIG. 1 is a schematic diagram of an independent space in the related art according to an embodiment of the present application. As shown in FIG. 1, a position is selected in the standard map scene, and a space of a predetermined size is formed by placing walls, energy fields, etc., blocking normal passage inside and outside the space, and forming an independent space. 2. Create an independent space parallel to the standard scene, and the objects in the independent space are completely isolated from the objects outside the independent space, and the objects in the independent space are affected by the standard map, but the objects outside the independent space are not affected by the independent space. Referring to FIG. 2, FIG. 2 is a schematic diagram of an independent space in the related art according to an embodiment of the present application. As shown in Figure 2, when a virtual object enters an independent virtual space together with a target interactive object, this space and the original standard map scene form a parallel relationship, and the inside and outside do not affect each other, but share the same map scene.
[0030] However, with regard to the above two methods, in the first method, the independent space created by this method does not allow true isolation from the outside. Objects inside the space and objects outside the space can pass through the obstacles depending on the position that can cross the obstacle, such as movement skills, but this method of generating obstacles and directly creating an independent space in the standard map scene brings obstacles to nearby units outside the independent space. Exemplarily, referring to FIG. 3, FIG. 3 is a schematic diagram of an independent space of the related art according to an embodiment of the present application. As shown in FIG. 3, the hero in the dotted frame 301 cannot directly cross the independent space shown in FIG. 3 created by the hero in the dotted frame 302. In the second method, the independent space becomes a parallel world of the standard map, and the actions of the players inside and outside the independent space are not affected by each other at all, but the players in the independent space are still affected by the standard map scene, so some actions are hindered. Exemplarily, referring to FIG. 4, FIG. 4 is a schematic diagram of an independent space of the related art according to an embodiment of the present application. As shown in FIG. 4, the heroes in the dotted frame 401 and the dotted frame 402 are affected by the obstacles.
[0031] Therefore, the embodiments of the present application provide a method, an apparatus, an electronic device, a computer-readable storage medium, and a computer program product for interaction in a virtual scene, which expands the interaction method for the space of a game to provide new game enjoyment. In addition, since the independent space is completely isolated from the standard map scene, it is conducive to packaging a story or game play in the independent space itself, and the diversity of artistic expression and interaction process is improved.
[0032] Referring to FIG. 5, FIG. 5 is a schematic diagram showing an architecture of an interaction system 100 in a virtual scene according to an embodiment of the present application. In order to realize an application scenario of interaction in a virtual scene (for example, the application scenario of interaction in a virtual scene may be an application scenario of interaction based on a virtual scene in a game APP (Application). For example, when a player is playing a game APP, by presenting at least one interactive object including a target interactive object in a first virtual scene corresponding to a first map, the player can perform a skill release operation on the target interactive object, and when the skill release operation is completed, the virtual object controlled by the player and the target interactive object can be transferred to a second virtual scene corresponding to a second map), an interaction client 401 in a virtual scene (i.e., a game APP) is set in a terminal (a terminal 400 is shown as an example). The terminal 400 is connected to a server 200 via a network 300. Here, the network 300 may be a wide area network or a local area network, or a combination of both, and data transmission is realized using a wireless or wired link.
[0033] Here, the terminal 400 is arranged to transmit, to the server 200, a presentation request for the first virtual scene corresponding to the first map in response to a presentation command for the first virtual scene corresponding to the first map.
[0034] The server 200 is arranged to transmit data of the first virtual scene corresponding to the first map to the terminal 400 based on the received request for presentation of the first virtual scene corresponding to the first map.
[0035] The terminal 400 is further configured to receive data of a first virtual scene corresponding to the first map, present the first virtual scene corresponding to the first map based on the data, present a virtual object and at least one interactive object including a target interactive object in the first virtual scene corresponding to the first map, and in response to a target interaction command, control the virtual object to perform a target interaction operation on the target interactive object, and upon completion of execution of the target interaction operation, transfer at least one of the virtual object and the target interactive object to a second virtual scene corresponding to the second map, wherein the second virtual scene is independent of the first virtual scene.
[0036] In some embodiments, the server 200 may be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, Content Delivery Network (CDN), and big data and artificial intelligence platforms. The terminal 400 may be, but is not limited to, a smartphone, a tablet, a laptop, a desktop computer, a set-top box, an intelligent voice dialogue device, a smart home appliance, an in-vehicle terminal, an aircraft, and a mobile device (e.g., a mobile phone, a portable music player, a personal digital assistant, a dedicated messaging device, a portable game device, a smart speaker, and a smart watch). The terminal device and the server may be directly or indirectly connected by wired or wireless communication, but the embodiments of the present application are not limited thereto.
[0037] Next, an electronic device that implements an interaction method in a virtual scene according to an embodiment of the present application will be described. Referring to FIG. 6, FIG. 6 is a schematic configuration diagram of an electronic device according to an embodiment of the present application, and the electronic device may be a server or a terminal. Taking the electronic device as the terminal shown in FIG. 5 as an example, the electronic device shown in FIG. 6 includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. Each component in the terminal 400 is connected via a bus system 440. The bus system 440 is used to realize connection communication between these components. The bus system 440 includes a power bus, a control bus, and a status signal bus in addition to a data bus. For convenience of explanation, each bus in FIG. 6 is collectively referred to as a bus system 440.
[0038] The processor 410 may be an integrated circuit chip having a signal processing function, such as a general purpose processor, a digital signal processor (DSP), or other programmable logic device, a discrete gate or transistor logic device, a discrete hardware component, etc., where the general purpose processor may be a microprocessor or any conventional processor, etc.
[0039] User interface 430 includes one or more output devices 431 that enable display of media content, including one or more speakers and / or one or more visual displays. User interface 430 further includes one or more input devices 432 that include user interface components that facilitate user input, such as, for example, a keyboard, a mouse, a microphone, a touch screen display, a camera, other input buttons and widgets, etc.
[0040] Memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. Memory 450 optionally includes one or more storage devices that are physically separate from processor 410.
[0041] The memory 450 may include volatile or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be Read Only Memory (ROM), and the volatile memory may be Random Access Memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.
[0042] In some embodiments, memory 450 may store data to support various operations, including, for example, programs, modules, data structures, or a subset or superset thereof, as described below by way of example.
[0043] Operating system 451: A system program arranged to process various basic system services and execute hardware-related tasks, including, for example, a framework layer, a core library layer, a driver layer, etc., used to realize various basic operations and process hardware-based tasks.
[0044] Network communication module 452: arranged to reach other electronic devices via one or more (wired or wireless) network interfaces 420. Exemplary network interfaces 420 include Bluetooth, Wireless Fidelity (WiFi), Universal Serial Bus (USB), etc.
[0045] Presentation module 453: arranged to enable display of information via one or more output devices 431 (e.g., displays, speakers, etc.) associated with the user interface 430 (e.g., a user interface for operating peripheral devices and displaying content and information).
[0046] Input processing module 454: arranged to detect one or more user inputs or interactions from the input device(s) 432 and to transform the detected inputs or interactions.
[0047] In some embodiments, the device according to the embodiment of the present application may be realized in the form of software. Figure 6 shows an interaction device 455 in a virtual scene stored in a memory 450, which may be software in the form of a program, plug-in, etc., and includes software modules of a presentation module 4551, a control module 4552 and a transfer module 4553. These modules are logical, so they may be arbitrarily combined or further divided according to the functions to be realized. The following describes the functions of each module.
[0048] In some other embodiments, the device according to the embodiment of the present application may be implemented in the form of hardware. For example, the device for interaction in a virtual scene according to the embodiment of the present application may be a processor using a hardware decode processor type, which is programmed to execute the method for interaction in a virtual scene according to the embodiment of the present application. For example, the processor in the form of a hardware decode processor may use one or more of an Application Specific Integrated Circuit (ASIC), a DSP, a Programmable Logic Device (PLD), a Complex Programmable Logic Device (CPLD), a Field-Programmable Gate Array (FPGA) or other electronic elements.
[0049] In some embodiments, the terminal or server can realize the interaction method in a virtual scene according to the embodiments of the present application by executing a computer program. For example, the computer program may be a native program or software module in an operating system, a local (Native) application program (APP), i.e., a program that needs to be installed in an operating system to run, such as an instant communication APP, a web browser APP, etc., an applet, i.e., a program that can be run simply by downloading it into a browser environment, and even an applet that can be incorporated into any APP. In short, the computer program may be any type of application program, module, or plug-in.
[0050] Based on the above description of the virtual scene interaction system and electronic device according to the embodiment of the present application, the virtual scene interaction method according to the embodiment of the present application will be described below. In practice, the virtual scene interaction method according to the embodiment of the present application may be performed by a terminal or a server alone, or may be performed by a terminal and a server together. An example is taken of the terminal 400 of FIG. 5 alone performing the virtual scene interaction method according to the embodiment of the present application. Referring to FIG. 7, FIG. 7 is a flowchart of the virtual scene interaction method according to the embodiment of the present application. The description will be given with reference to the steps shown in FIG. 7.
[0051] Step 101: The terminal presents a virtual object and at least one interactive object, including a target interactive object, in a first virtual scene corresponding to a first map.
[0052] In practical implementation, an application program supporting a virtual scene is installed on the terminal. The application program may be a first-person shooter game, a third-person shooter game, a multiplayer online battle arena game, a virtual reality application program, a three-dimensional map program, or a multiplayer survival game. A user can use the terminal to manipulate the virtual objects in the virtual scene to make them move.
[0053] When a user opens an application program in a terminal and the terminal executes the application program, the terminal presents a screen of a virtual scene. Here, the screen of the virtual scene may be obtained by observing the virtual scene from a first-person perspective, or may be obtained by observing the virtual scene from a third-person perspective. The screen of the virtual scene includes a virtual object and at least one interactive object including a target interactive object. The virtual object may be a player character controlled by a current player, or may be a player character controlled by another player (teammate) belonging to the same group as the current player. The interactive object may be an NPC in the virtual scene, or may be a player character controlled by another player (teammate) belonging to the same group as the current player, or may be a player character controlled by another player (teammate) belonging to a different group from the current player.
[0054] Regarding the process of determining a target interactive object included in an interactive object, in some embodiments, after presenting a virtual object and at least one interactive object in a virtual scene, based on the distance between the virtual object and each interactive object in the virtual scene, an interactive object whose distance is equal to or less than a distance threshold is determined, and the interactive object is set as the target interactive object, that is, the distance between the virtual object and each interactive object in the virtual scene is obtained, each obtained distance is compared with a preset distance threshold, and the interactive object corresponding to the distance equal to or less than the distance threshold is determined as the target interactive object.
[0055] In addition, the distance threshold here may be set in advance, and when the distance threshold is set, an interactive object whose distance is equal to or less than the distance threshold is determined and the interactive object is set as the target interactive object, whereas when the distance threshold is not set, all interactive objects in the first virtual scene can be set as the target interactive object.
[0056] In some other embodiments, after presenting a virtual object and at least one interactive object in a virtual scene, for each interactive object, if the distance between the virtual object and the interactive object is less than or equal to a distance threshold, the interactive object can be controlled to a candidate state, and in response to a selection operation on the interactive object in the candidate state, the selected interactive object can be made a target interactive object.
[0057] For example, refer to FIG. 8, which is a schematic diagram showing the selection of a target interactive object according to an embodiment of the present application. As shown in FIG. 8, the area within a dotted frame 801 is a virtual object, and the areas within dotted frames 802, 803, and 804 are interactive objects. When the distance between the virtual object and the interactive object is equal to or less than a distance threshold, the objects within the dotted frames 802, 803, and 804 are controlled to be in a candidate state, and the selected interactive object is set as a target interactive object in response to a selection operation such as a click operation on these three objects. Note that the selection operation on the interactive object in the candidate state may be a selection operation on one interactive object in the candidate state, or may be a selection operation on multiple interactive objects in the candidate state.
[0058] By applying the above embodiment, a user selects a target interactive object from at least one interactive object, thereby increasing the diversity of target interactive objects in the interaction process, improving the user's immersive sense and interaction experience, and improving the efficiency of human-computer interaction and the utilization rate of hardware resources of electronic equipment.
[0059] In actual implementation, the process of setting a selected interactive object as a target interactive object in response to a selection operation on an interactive object in a candidate state may be realized based on a selection control, i.e., displaying candidate image identifiers corresponding to each interactive object and a selection control for selecting a target interactive object, and in response to a drag command on the selection control, dragging the selection control to a target image identifier among the multiple candidate image identifiers, thereby setting the interactive object corresponding to the target image identifier as the target interactive object.
[0060] For example, refer to FIG. 9, which is a schematic diagram showing the selection of a target interactive object according to an embodiment of the present application. As shown in FIG. 9, the area within the dotted frame 901 is a virtual object, the areas within the dotted frame 902, 903, and 904 are interactive objects, the area within the dotted frame 9021 is an image identifier corresponding to the interactive object within the dotted frame 902, the area within the dotted frame 9031 is an image identifier corresponding to the interactive object within the dotted frame 903, the area within the dotted frame 9041 is an image identifier corresponding to the interactive object within the dotted frame 904, and the area within the dotted frame 905 is a selection control. When a drag operation on the selection control within the dotted frame 905 is received, the selection control is dragged to the dotted frame 9021, so that the interactive object within the dotted frame 902 corresponding to the image identifier within the dotted frame 9021 is set as the target interactive object. Note that the process of dragging the selection control here to the target image identifier among the multiple candidate image identifiers is performed once when the target interactive object is one, and multiple times when the target interactive object is multiple.
[0061] Step 102: In response to the target interaction command, control the virtual object to perform a target interaction operation on the target interactive object.
[0062] In actual implementation, before controlling the virtual object to perform a target interaction operation on the target interactive object in response to the target interaction command, it is necessary to receive a target interaction command, which is used to instruct the virtual object to perform a target interaction operation on the target interactive object.
[0063] It should be noted that the target interaction command here may be triggered by a skill release operation or a tool throwing shooting operation.
[0064] In some examples, when the target interaction command is triggered by a skill release operation, the target interaction operation is a skill release operation, and the process of receiving the target interaction command includes: when the target interaction operation is a target skill release operation performed on a target interactive object, displaying a target skill control corresponding to a target skill of the virtual object, and receiving the target interaction command in response to a trigger operation on the target skill control.
[0065] For example, refer to Fig. 10, which is a schematic diagram of a case where a target interaction operation according to an embodiment of the present application is a skill release operation. As shown in Fig. 10, a virtual object is enclosed within a dotted frame 1001, a target interactive object is enclosed within a dotted frame 1002, and a target skill control is enclosed within a dotted frame 1003. Thus, in response to a trigger operation such as a click operation on the target skill control within the dotted frame 1003, a target interaction command is received.
[0066] In practical application, the target skill release operation is realized by using the target skill control to trigger the target interaction command, which increases the triggering methods of the target interaction command, improves the diversity of the interaction process in the virtual scene, and improves the user's interaction experience.
[0067] In actual implementation, when the target interaction operation is a skill release operation, after receiving a target interaction command, in response to the target interaction command, the target interactive object is controlled to release the target skill on the target interactive object, and when the target skill acts on the target interactive object, the completion of the execution of the target interaction operation is determined.
[0068] For example, still referring to FIG. 10 , after receiving a target interaction command, in response to the target interaction command, control the target interactive object to release a target skill on the target interactive object, and display the skill special effect shown in FIG. 10 , and when the target skill acts on the target interactive object, determine to complete the execution of the target interaction operation.
[0069] In addition, when the target skill acts on the target interactive object, since the target interactive object is movable, the distance from the virtual object may become greater than the distance threshold, and the target interactive object may be out of the attack range of the virtual object, that is, the target skill may no longer act on the target interactive object. Therefore, here, the action time during which the target skill acts on the target interactive object can also be determined, and when the action time during which the target skill acts on the target interactive object reaches a time threshold, such as 3 seconds, it is determined that the execution of the target interaction operation is completed.
[0070] By applying the above embodiment, after controlling the target interactive object to release the target skill on the target interactive object, the execution of the target interaction operation is determined to be completed only when the target skill acts on the target interactive object, thereby preventing erroneous transfer caused by the user accidentally touching and releasing the target skill.
[0071] In some other examples, when the target interaction command is triggered by a tool throwing shooting operation, the target interaction operation is a tool throwing shooting operation, and the process of receiving the target interaction command includes, when the target interaction operation is a target tool throwing shooting operation performed on a target interactive object, displaying a target throwing shooting control corresponding to the target tool of the virtual object, and receiving the target interaction command in response to a trigger operation on the target throwing shooting control, where the tool throwing shooting operation may be a throwing operation on the target tool, or a shooting operation performed based on the target tool, where the target tool may be a shooting tool, a throwable tool, or the like.
[0072] In practical application, the target throwing shooting control is used to realize the target tool throwing shooting operation, and the target interaction command is triggered, thereby increasing the triggering methods of the target interaction command, improving the diversity of the interaction process in the virtual scene, and improving the user's interaction experience.
[0073] In actual implementation, when the target interaction operation is a tool throwing and shooting operation, after receiving a target interaction command, the target interactive object is controlled to throw and shoot a target tool toward the target interactive object in response to the target interaction command, and when the target interactive object is included in the action range of the target tool, it is determined that the execution of the target interaction operation is completed.
[0074] In addition, when the target interactive object is included in the action range of the target tool, the target interactive object can move and therefore may go out of the action range of the target tool. Therefore, the time during which the target interactive object is included in the action range of the target tool can also be determined, and when the time during which the target interactive object is included in the action range of the target tool reaches a time threshold, such as 3 seconds, it is determined that the execution of the target interaction operation is completed.
[0075] By applying the above embodiment, after controlling the target interactive object to throw and fire a target tool at the target interactive object, the execution of the target interaction operation is determined to be complete only when the target interactive object is included in the action range of the target tool, thereby preventing erroneous transfer caused by the user accidentally touching and throwing the target tool.
[0076] In actual implementation, after receiving the target interaction command, the virtual object is controlled to perform a target interaction operation on the target interactive object in response to the target interaction command.
[0077] In addition, since both the target interactive object and the virtual object are movable, the target interactive object may be out of the operation range in which the virtual object executes the target interaction operation, and therefore the target interaction operation may be either completed or incomplete. Therefore, after controlling the virtual object to execute the target interaction operation, it is necessary to determine whether the execution of the target interaction operation is completed.
[0078] In some embodiments, the process of determining the completion of the execution of the target interaction operation includes displaying an action range corresponding to the target interaction operation, and determining the completion of the execution of the target interaction operation when the time of the target interactive object within the action range reaches a time threshold, where the time threshold may be preset, such as 3 seconds.
[0079] In practical application, the action range corresponding to the target interaction operation is displayed, and the execution of the target interaction operation is determined to be completed only when the time within the action range of the target interactive object reaches a time threshold. In this way, by displaying the action range corresponding to the target interaction operation, the process of determining whether the execution of the target interaction operation is completed is visualized, the accuracy of the judgment process of determining the execution completion of the target interaction operation is improved, and the efficiency of human-computer interaction and the utilization rate of the hardware resources of the electronic device are improved.
[0080] In some other embodiments, when the action range corresponding to the target interaction operation is not displayed, the execution time of the virtual object performing the target interaction operation may be displayed, and when the execution time reaches a time threshold, the execution of the target interaction operation may be determined to be completed. For example, the execution time of the virtual object performing the target interaction operation may be displayed above or below the head or feet of the target interactive object. At this time, the target interactive object can cancel the display of the execution time of the virtual object performing the target interaction operation by removing the influence of the execution of the target interaction operation of the virtual object using a skill or tool for purifying its own negative effects. When the target interactive object does not remove the influence of the execution of the target interaction operation of the virtual object and the execution time reaches a time threshold, the execution of the target interaction operation is determined to be completed.
[0081] By applying the above embodiment, the execution time of the virtual object executing the target interaction operation is displayed, and when the execution time reaches a time threshold, the execution of the target interaction operation is determined to be completed, thereby visualizing the process of determining whether the execution of the target interaction operation is completed, thereby improving the accuracy of the judgment process of determining the completion of the execution of the target interaction operation, and improving the user's immersiveness and interaction experience.
[0082] In addition, when displaying the action range corresponding to the target interaction operation, the execution time for the virtual object to perform the target interaction operation can also be displayed, and when the execution time reaches a time threshold, the execution completion of the target interaction operation is determined. Since the process of determining the execution completion of the target interaction operation when displaying the action range corresponding to the target interaction operation and the execution time for the virtual object to perform the target interaction operation is similar to the above process, the description is omitted in the embodiment of the present application.
[0083] Step 103: When the execution of the target interaction operation is completed, transfer at least one of the virtual object and the target interactive object to a second virtual scene corresponding to the second map, where the second virtual scene is independent from the first virtual scene.
[0084] It should be noted that both the second map and the second virtual scene are set in advance, and the second virtual scene may be set to a virtual scene such as a desert, an ocean, or a jungle.
[0085] In actual implementation, when the execution of the target interaction operation is completed, at least one of the virtual object and the target interactive object can be transferred to the second virtual scene corresponding to the second map according to the preset transfer method. Exemplarily, when the preset transfer method is "transfer self", when the execution of the target interaction operation is completed, the virtual object is automatically transferred to the second virtual scene corresponding to the second map. When the preset transfer method is "transfer others", when the execution of the target interaction operation is completed, the target interactive object is automatically transferred to the second virtual scene corresponding to the second map. When the preset transfer method is "transfer together", when the execution of the target interaction operation is completed, the virtual object and the target interactive object are automatically transferred to the second virtual scene corresponding to the second map.
[0086] Alternatively, at least one selection function item for selecting a transfer object may be displayed, and at least one of the virtual object and the target interactive object may be transferred to a second virtual scene corresponding to the second map in response to a trigger operation on a target selection function item of the at least one selection function item. For example, when there are three selection function items, that is, a first selection function item for transferring a virtual object, a second selection function item for transferring a target interactive object, and a third selection function item for transferring a virtual object and a target interactive object, when a trigger operation on the first selection function item is received, the virtual object is transferred to the second virtual scene corresponding to the second map in response to a trigger operation on the first selection function item, when a trigger operation on the second selection function item is received, the target interactive object is transferred to the second virtual scene corresponding to the second map in response to a trigger operation on the second selection function item, and when a trigger operation on the third selection function item is received, the virtual object and the target interactive object are transferred to the second virtual scene corresponding to the second map in response to a trigger operation on the third selection function item.
[0087] Illustratively, referring to FIG. 11, FIG. 11 is a schematic diagram showing the selection of a transfer object according to an embodiment of the present application. As shown in FIG. 11, the area within a dotted frame 1101 is a virtual object, the area within a dotted frame 1102 is a target interactive object, and the area within a dotted frame 1103 is a selection function item. When the execution of the target interaction operation is completed, the selection function item shown in the dotted frame 1103 is displayed, and at least one of the virtual object and the target interactive object is transferred to a second virtual scene corresponding to the second map in response to a trigger operation on a target selection function item among the selection function items. For example, when the selected target selection function item is "transfer together", the virtual object and the target interactive object are transferred to a second virtual scene corresponding to the second map. When the selected target selection function item is "transfer yourself", the virtual object is transferred to a second virtual scene corresponding to the second map. When the selected target selection function item is "transfer others", the target interactive object is transferred to a second virtual scene corresponding to the second map.
[0088] Next, the above three transfer methods will be explained.
[0089] In some embodiments, when the transfer objects are a virtual object and a target interactive object, the process of transferring at least one of the virtual object and the target interactive object to a second virtual scene corresponding to the second map includes transferring the virtual object and the target interactive object to the second virtual scene corresponding to the second map, and controlling the virtual object and the target interactive object to interact in the second virtual scene.
[0090] For example, refer to Fig. 12, which is a schematic diagram illustrating the transfer of a virtual object and a target interactive object to a second virtual scene according to an embodiment of the present application. As shown in Fig. 12, the virtual object is within a dotted frame 1201, and the target interactive object is within a dotted frame 1202. After the execution of the target interaction operation is completed, the virtual object within the dotted frame 1201 and the target interactive object within the dotted frame 1202 are transferred to the second virtual scene corresponding to the second map shown in Fig. 12.
[0091] By applying the above embodiment, the virtual object and the target interactive object are transferred together to a second virtual scene corresponding to a second map, so that the virtual object and the target interactive object interact with each other in the second virtual scene. In this way, the virtual object and the target interactive object are transferred together to the second virtual scene, so that the virtual object and the target interactive object interact with each other in the second virtual scene, which increases the diversity of the interaction process in the virtual scene, improves the user's immersive feeling and interaction experience, and improves the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device.
[0092] When actually implemented, the process of the virtual object and the target interactive object interacting may be that the virtual object and the target interactive object respectively perform an interaction task, or that the virtual object and the target interactive object attack each other.
[0093] A process is presented in which, after controlling the virtual object and the target interactive object to interact in the second virtual scene when the virtual object and the target interactive object attack each other, the virtual object and the target interactive object reappear in the first virtual scene when the life value of at least one of the virtual object and the target interactive object drops to a life value threshold. For example, a process is presented in which the virtual object and the target interactive object reappear in the first virtual scene when at least one of the virtual object and the target interactive object is killed or seriously injured.
[0094] In practical application, after the virtual object and the target interactive object are transferred together to the second virtual scene corresponding to the second map, the virtual object and the target interactive object are transferred back to the first virtual scene only when the life value of at least one of the virtual object and the target interactive object drops to a life value threshold. In this way, by setting the condition for re-transferring to the first virtual scene, the interaction between the virtual object and the target interactive object is promoted, and the possibility that the virtual object and the target interactive object will exist in the second virtual scene for a long time is reduced, i.e., the consumption of computer resources is reduced, and the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device are improved.
[0095] In addition, before presenting the process in which the virtual object and the target interactive object reappear in the first virtual scene, when the life value of the target interactive object falls to a life value threshold, a virtual resource used as a reward is presented in the second virtual scene. The virtual resource is used for operation in the virtual scene. In response to a receiving operation on the virtual resource, the virtual resource is received. Here, the virtual resource may be a tool for performing an interaction operation on the interactive object, or experience points for increasing the level of the virtual object, etc.
[0096] By applying the above embodiment, when the life value of the target interactive object drops to a life value threshold, virtual resources are presented to be used as rewards in the virtual scene, thereby increasing the diversity of the interaction process in the virtual scene and improving the willingness of the virtual object to interact with the target interactive object.
[0097] When the virtual object and the target interactive object each perform an interaction task, the method presents a process of controlling the virtual object and the target interactive object to interact in the second virtual scene, identifying the interaction task to be performed for the second virtual scene, controlling the virtual object to cooperate with the target interactive object to perform the interaction task of the second virtual scene, and presenting a process by which the virtual object and the target interactive object perform the interaction task, whereby when the interaction task is completed, the virtual object and the target interactive object reappear in the first virtual scene.
[0098] In practical application, after transferring the virtual object and the target interactive object together to the second virtual scene corresponding to the second map, the virtual object is controlled to cooperate with the target interactive object to perform an interaction task in the second virtual scene, and the process of the virtual object and the target interactive object performing the interaction task is presented, so that the virtual object and the target interactive object are transferred back to the first virtual scene only when the interaction task is completed. In this way, by presenting the process of the virtual object and the target interactive object performing the interaction task, the user's immersive feeling and interaction experience are improved. In addition, by setting the condition for retransferring to the first virtual scene, the virtual object and the target interactive object are more proactive in completing the interaction task, and the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device are improved.
[0099] In actual implementation, when the interaction tasks are multiple, after identifying the interaction tasks to be performed on the second virtual scene, a target interaction task can also be determined from the multiple interaction tasks. When the number of interaction tasks is multiple, task options for each interaction task are displayed, and in response to a selection operation on a target task option among the multiple task options, a target interaction task corresponding to the target task option is selected as an interaction task to be performed by the virtual object and the target interactive object.
[0100] Illustratively, referring to FIG. 13, FIG. 13 is a schematic diagram showing the selection of a target interaction task according to an embodiment of the present application. As shown in FIG. 13, the number of interaction tasks is three, and the areas within the dotted frame 1301 are task options for each interaction task. For example, the interaction task 1 may be a deletion-based task as shown in FIG. 14, which is a schematic diagram of a deletion-based task according to an embodiment of the present application. The interaction task 2 may be a merge-based task as shown in FIG. 15, which is a schematic diagram of a merge-based task according to an embodiment of the present application. The interaction task 3 may be a launch-based task as shown in FIG. 16, which is a schematic diagram of a launch-based task according to an embodiment of the present application. As shown in FIG. 13, an option corresponding to the interaction task 3 is selected from the three interaction task options, and the interaction task 3 is an interaction task performed by the virtual object and the target interactive object.
[0101] In actual implementation, when presenting the task options of each interaction task, a decision function item is also displayed to determine the selection completion of the target interaction task. Still referring to Fig. 13, as shown in Fig. 13, the function item in the dotted frame 1302 is a decision function item to determine the selection completion of the target interaction task, and after the interaction task 3 is set as the interaction task performed by the virtual object and the target interactive object, when the trigger operation for the decision function item is received, the selection completion of the target interaction task is determined.
[0102] Note that, as shown in Figures 14, 15 and 16, after determining the task to be executed, the process of the virtual object and the target interaction object executing the interaction task is respectively displayed in the second virtual scene, where each interaction task has a corresponding task goal, and when the virtual object or the target interactive object realizes or completes the task goal, it determines the completion of the interaction task.
[0103] In addition, when the virtual object and the target interactive object respectively perform an interaction task, or when the virtual object and the target interactive object attack each other, when neither of the virtual object and the target interactive object completes the interaction task, or when neither of the life values of the virtual object and the target interactive object drops to a life value threshold, the dwell time of the virtual object and the target interactive object in the second virtual scene is detected to obtain a detection result. According to the detection result, when the dwell time of the virtual object and the target interactive object in the second virtual scene reaches a target time, the process of controlling the virtual object and the target interactive object to leave the second virtual scene, and the virtual object and the target interactive object reappear in the first virtual scene is presented.
[0104] By applying the above embodiment, regardless of whether the virtual object and the target interactive object have not completed the interaction task or whether the life values of the virtual object and the target interactive object have dropped to a life value threshold, a target time is set to control the residence time of the virtual object and the target interactive object in the second virtual scene, so that when the residence time of the virtual object and the target interactive object in the second virtual scene reaches the target time, the virtual object and the target interactive object are controlled to leave the second virtual scene, thereby reducing the possibility that the virtual object and the target interactive object will remain in the second virtual scene for a long time, i.e. reducing the consumption of computer resources, and improving the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device.
[0105] When actually implemented, presenting a process in which the virtual object and the target interactive object reappear in the first virtual scene includes presenting a process in which the target interactive object and the virtual object reappear in the first virtual scene based on the target relative positional relationship when the relative positional relationship between the target interactive object and the virtual object is the target relative positional relationship. The process of determining that the relative positional relationship between the target interactive object and the virtual object is the target relative positional relationship includes obtaining a relative position of the target interactive object with respect to the virtual object in the first virtual scene and a current relative positional relationship between the target interactive object and the virtual object in the second virtual scene, adjusting the current relative positional relationship based on the relative positions, and obtaining a target relative positional relationship between the target interactive object and the virtual object, thereby presenting a process in which the target interactive object and the virtual object reappear in the first virtual scene based on the target relative positional relationship. Here, the process of adjusting the current relative positional relationship based on the relative position and obtaining the target relative positional relationship between the target interactive object and the virtual object adjusts the current relative positional relationship between the target interactive object and the virtual object to the positional relationship indicated by the relative position, so that the target interactive object and the virtual object reappear in the first virtual scene according to their relative positions.
[0106] In some embodiments, when the transfer object is a target interactive object, the process of transferring at least one of the virtual object and the target interactive object to a second virtual scene corresponding to the second map includes transferring the target interactive object to the second virtual scene corresponding to the second map, and presenting a process in which the target interactive object reappears in the first virtual scene when a target condition for leaving the second virtual scene is met, where the target condition includes at least one of an interaction task being completed, a dwell time reaching a target time, and a life value being reduced to a life value threshold. Note that the interaction task here is the interaction task described above.
[0107] For example, refer to Fig. 17, which is a schematic diagram illustrating the transfer of a target interactive object to a second virtual scene according to an embodiment of the present application. As shown in Fig. 17, the target interactive object is within a dotted frame 1701. After the execution of the target interaction operation is completed, the target interactive object within the dotted frame 1701 is transferred to a second virtual scene corresponding to a second map, as shown in Fig. 17.
[0108] When actually implemented, presenting a process for the target interactive object to reappear in the first virtual scene when the target condition for leaving the second virtual scene is met may, for example, identify an interaction task to be performed on the second virtual scene through a server, and when the interaction task is completed, determine that the target condition for leaving the second virtual scene is met, and present a process for the target interactive object to reappear in the first virtual scene; or detect the target interactive object's dwell time in the second virtual scene, and if the detection result indicates that the target interactive object's dwell time in the second virtual scene reaches a time threshold, determine that the target condition for leaving the second virtual scene is met, and present a process for the target interactive object to reappear in the first virtual scene; or detect the life value of the target interactive object, and if the life value of the target interactive object drops to a life value threshold, determine that the target condition for leaving the second virtual scene is met, and present a process for the target interactive object to reappear in the first virtual scene. Here, when the target interactive object is transferred to the second virtual scene, the life value of the target interactive object continues to decrease, so the life value of the target interactive object is detected, and when the life value of the target interactive object decreases to a life value threshold, it is determined that the target condition for leaving the second virtual scene is met.
[0109] In practical applications, after transferring the target interactive object to the second virtual scene corresponding to the second map, multiple conditions can be set to make the target interactive object leave the second virtual scene, thereby reducing the possibility that the target interactive object will remain in the second virtual scene for a long time, i.e., reducing the consumption of computer resources, improving the human-computer interaction efficiency and the utilization rate of hardware resources of electronic devices, and increasing the diversity of the interaction process in the virtual scene, thereby improving the user's immersiveness and interaction experience.
[0110] Note that, here, the process of identifying an interaction task to be performed on the second virtual scene and the process of detecting the dwell time of the target interactive object in the second virtual scene are the same as the process of identifying an interaction task when transferring the above-mentioned virtual object and the target interactive object together and the process of detecting the dwell time in the second virtual scene, so the description will be omitted.
[0111] When actually implemented, presenting a process in which the target interactive object reappears in the first virtual scene includes presenting a process in which the target interactive object reappears in the first virtual scene based on the target relative positional relationship when the relative positional relationship between the target interactive object and the virtual object is the target relative positional relationship, where the relative positional relationship between the target interactive object reappearing in the first virtual scene and the virtual object is the target relative positional relationship. The process of determining that the relative positional relationship between the target interactive object and the virtual object is the target relative positional relationship includes obtaining a relative position of the target interactive object with respect to the virtual object in the first virtual scene and a current position of the virtual object in the first virtual scene, and determining a target relative positional relationship between the target interactive object and the virtual object, i.e., an appearance position of the target interactive object in the first virtual scene, based on the relative position and the current position of the virtual object, thereby presenting a process in which the target interactive object reappears in the first virtual scene based on the target relative positional relationship. Here, the process of presenting a process in which the target interactive object reappears in the first virtual scene based on the target relative position relationship may be to display the target interactive object at the appearance position of the target interactive object in the first virtual scene based on the appearance position of the target interactive object in the first virtual scene indicated by the target relative position relationship.
[0112] By applying the above embodiment, a process is presented in which the target interactive object reappears in the first virtual scene according to the relative position between the virtual object and the target interactive object before the target interactive object is transferred. In this way, displaying the target interactive object returning to the first virtual scene based on the relative position between the virtual object and the target interactive object before the transfer reduces the consumption of computing resources and improves the utilization rate of the hardware resources of the electronic device compared with determining again the appearance position of the target interactive object when it returns to the first virtual scene.
[0113] In addition, presenting a process by which the target interactive object reappears in the first virtual scene may include obtaining an original position of the target interactive object in the first virtual scene, and presenting a process by which the target interactive object reappears in the first virtual scene based on the original position of the target interactive object.
[0114] In some embodiments, when the transfer object is a virtual object, the process of transferring at least one of the virtual object and the target interactive object to a second virtual scene corresponding to the second map includes transferring the virtual object to the second virtual scene corresponding to the second map, and presenting a process in which the virtual object reappears in the first virtual scene when a target condition for leaving the second virtual scene is satisfied, where the target condition includes at least one of an interaction task being completed and a dwell time reaching a target time.
[0115] For example, refer to Fig. 18, which is a schematic diagram illustrating the transfer of a virtual object to a second virtual scene according to an embodiment of the present application. As shown in Fig. 18, a virtual object is enclosed within a dotted frame 1801. After the execution of the target interaction operation is completed, the virtual object enclosed within the dotted frame 1801 is transferred to a second virtual scene corresponding to a second map, as shown in Fig. 18.
[0116] When actually implemented, presenting a process for the virtual object to reappear in the first virtual scene when the target condition for leaving the second virtual scene is satisfied exemplarily includes identifying an interaction task to be performed on the second virtual scene, presenting a process for the virtual object to perform the interaction task, and if the interaction task is completed, determining that the target condition for leaving the second virtual scene is satisfied and presenting a process for the virtual object to reappear in the first virtual scene; or presenting a process for detecting a dwell time of the virtual object in the second virtual scene, and if the detection result indicates that the dwell time of the virtual object in the second virtual scene reaches a time threshold, determining that the target condition for leaving the second virtual scene is satisfied and presenting a process for the virtual object to reappear in the first virtual scene.
[0117] Note that, here, the process of identifying an interaction task to be performed on the second virtual scene and the process of detecting the residence time of the virtual object in the second virtual scene are the same as the process of identifying an interaction task when transferring the above-mentioned virtual object and the target interactive object together and the process of detecting the residence time in the second virtual scene, so the description will be omitted.
[0118] When actually implemented, presenting a process in which a virtual object reappears in a first virtual scene includes obtaining an original position of the virtual object in the first virtual scene, and presenting a process in which the virtual object reappears in the first virtual scene based on the original position of the virtual object.
[0119] In addition, before transferring at least one of the virtual object and the target interactive object to the second virtual scene corresponding to the second map, it is necessary to determine the position of at least one of the virtual object and the target interactive object when transferred to the second virtual scene. The position when transferred to the second virtual scene differs depending on the transfer object.
[0120] In some embodiments, when the transfer objects are a virtual object and a target interactive object, the process of determining a transfer position in the second virtual scene includes: acquiring a position of the virtual object in the first virtual scene and a relative positional relationship between the virtual object and the target interactive object; acquiring reference information including at least one of a life value, a level, and a type of the virtual object and a life value, a level, and a type of the target interactive object; and adjusting the relative positional relationship based on the reference information to obtain a target relative positional relationship between the virtual object and the target interactive object, i.e., determining a transfer position in the second virtual scene. Thus, transferring the virtual object and the target interactive object to the second virtual scene based on the target relative positional relationship enables the relative positional relationship between the virtual object and the target interactive object in the second virtual scene to be the target relative positional relationship.
[0121] For example, when the life value of the virtual object is low, such as below the life value threshold, and the life value of the target interactive object is high, such as above the life value threshold, the relative positional relationship is adjusted, such as by increasing the distance between the virtual object and the target interactive object, to obtain a target relative positional relationship between the virtual object and the target interactive object, and the virtual object and the target interactive object are transferred to the second virtual scene based on the target relative positional relationship. When the life value of the virtual object is high, such as above the life value threshold, and the life value of the target interactive object is low, such as below the life value threshold, the relative positional relationship is adjusted, such as by shortening the distance between the virtual object and the target interactive object, to obtain a target relative positional relationship between the virtual object and the target interactive object, and the virtual object and the target interactive object are transferred to the second virtual scene based on the target relative positional relationship. When the life value of the virtual object is equal to the life value of the target interactive object, the relative positional relationship is adjusted, and the virtual object and the target interactive object are transferred to the second virtual scene directly based on the relative positional relationship. Note that the life value threshold here may be preset to, for example, one-third or one-quarter of the total life value of the virtual object.
[0122] In some embodiments, when the transfer object is a target interactive object, the process of determining a transfer position in the second virtual scene includes obtaining reference information of the target interactive object, the reference information including at least one of a life value, a level, and a type of the target interactive object, and determining a transfer position in the second virtual scene of the target interactive object based on the reference information, thus transferring the target interactive object to the corresponding transfer position in the second virtual scene.
[0123] For example, when the life value of the target interactive object is high, such as exceeding a life value threshold, the target interactive object is transferred to a location area where a more difficult interaction task needs to be performed, so that the target interactive object performs a more difficult interaction task, or the target interactive object is transferred to a location area where the rate of decrease in the life value is faster, so that the decrease in the life value of the target interactive object is accelerated. When the type of the target interactive object is a flying type, the target interactive object is transferred to a location area with many obstacles, or when the type of the target interactive object is an aquatic type, the target interactive object is transferred to a location area with many water bodies.
[0124] In some embodiments, when the transfer object is a virtual object, the process of determining a transfer location in the second virtual scene includes obtaining a safe location in the second virtual scene and setting the safe location as the transfer location in the second virtual scene, thus transferring the virtual object to the corresponding safe location in the second virtual scene.
[0125] By applying the above embodiment, when transferring at least one of the virtual object and the target interactive object to a second virtual scene corresponding to a second map, a target relative positional relationship between the virtual object and the target interactive object is determined by reference information including at least one of the life value, level, and type of the virtual object and the life value, level, and type of the target interactive object, and the virtual object and the target interactive object are transferred to the second virtual scene based on the target relative positional relationship. In this way, by determining the transfer positions of the virtual object and the target interactive object based on the reference information corresponding to the virtual object and the target interactive object, the diversity of the interaction process in the virtual scene is increased, and the user's immersive feeling and interaction experience are improved.
[0126] In addition, since the second virtual scene is independent from the first virtual scene, when the first virtual scene is initialized, the second virtual scene can be loaded for at least one of the virtual object and the target interactive object before transferring at least one of the virtual object and the target interactive object without initializing the second virtual scene, thereby saving runtime performance of the associated application program.
[0127] By applying the above embodiment of the present application, when the target interaction operation performed by the virtual object is completed, at least one of the virtual object and the target interactive object in the first virtual scene corresponding to the first map is transferred to the second virtual scene corresponding to the second map. In this way, by transferring at least one of the virtual object and the target interactive object to the second virtual scene different from the first virtual scene, the interaction states of the virtual object and the target interactive object in the first virtual scene are changed, and the similarity between the interaction process in the first virtual scene and the interaction process in the second virtual scene is reduced, that is, the number of repeated executions of the same interaction operation in different virtual scenes is reduced, and the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device are improved.
[0128] The following describes an exemplary application of the embodiment of the present application in one practical application scenario.
[0129] In related technology, the map scene of a MOBA game contains all the elements that heroes fight to achieve the final victory. Usually, in MOBA games, some heroes' skills interact with the scene, creating obstacles on the map or changing the terrain to create an independent space, forming a gameplay of fighting in some closed scenes. However, traditionally, the interactive gameplay of skills formed within a certain limited space relied on the standard map scene, which not only limited the targets in the independent space, but also affected other nearby targets outside the independent space to a certain extent.
[0130] Therefore, the embodiment of the present application provides an interaction method in a virtual scene that realizes a complete separation between an independent space and a standard map scene in a physical space, and allows free movement in the independent space without affecting each other. That is, a new map scene resource (second virtual scene) with a closed edge and completely independent from the standard map scene is placed outside the skybox of the standard map scene (first virtual scene), and the map scene is set as a walkable area. A skill releaser (virtual object) selects one or more targets, or targets (target interactive objects) within a predetermined range through the skill release method of a MOBA game, and then transfers at least one of itself (virtual object) and the target (target interactive object) to a new scene together, and when the condition for leaving the scene is met, the object present in the scene is transferred to the space of the standard map based on the relative position coordinates.
[0131] Next, the method for interaction in a virtual scene according to the embodiment of the present application will be described from the product aspect.
[0132] The player selects a target (target interactive object) through a conventional skill release method in MOBA games. In this embodiment, a method of locking one target is adopted, and after a predetermined time delay, the skill releaser is transferred together with the target to an independent space outside the standard map scene. However, other methods of selecting targets in MOBA games are not excluded, including but not limited to selecting multiple targets, selecting targets within a certain range, selecting all targets in the map, etc. That is, a target is first selected, preparations are made to enter the independent space, and after preparations are completed, the releaser is transferred together with the target to an independent space located outside the standard map scene, and finally, when the termination conditions of the independent space meet at least one of the death of the target, the death of the releaser, and the end of the set time, the space is terminated, and the target in the space is transferred to the standard map based on its relative position from the time of transfer.
[0133] Next, a technical description of the method for interaction in a virtual scene according to an embodiment of the present application will be given.
[0134] Referring to FIG. 19, FIG. 19 is a flow chart of the technique of the interaction method in the virtual scene according to the embodiment of the present application. As shown in FIG. 19, step 1901 to step 1903 are an opening process, and step 1904 to step 1908 are a skill use process. When actually implemented, the operations of the displacement, path search, navigation, boundary collision, etc. of the characters (virtual objects and interactive objects) in the game need to rely on the navigation mesh information generated in the production stage. The navigation mesh information needs to be generated corresponding to a specific art scene. By way of example, referring to FIG. 20, FIG. 20 is a schematic diagram of the navigation information of the standard battle scene according to the embodiment of the present application. As shown in FIG. 12, in order to support the characters to perform normal displacement combat operations in places other than the main battlefield (first virtual scene), additional navigation mesh information needs to be baked in advance in the production stage. Then, depending on whether the hero or the game uses an additional scene (second virtual scene), it is selected whether to load the additional navigation mesh in the game loading stage. 21 and 22, for example, Fig. 21 is a schematic diagram of scene navigation information without additional navigation mesh according to an embodiment of the present application, and Fig. 22 is a schematic diagram of scene navigation information including additional navigation mesh according to an embodiment of the present application. As shown in Fig. 21, the scene navigation information corresponding to the standard scene is shown in the dotted frame 2101, and as shown in Fig. 22, the scene navigation information corresponding to the additional scene is shown in the dotted frame 2201, and the scene navigation information corresponding to the standard scene is shown in the dotted frame 2202.
[0135] In actual implementation, in order to save performance when the game is executed, the additional battle area (second virtual scene) is different from the default scene (first virtual scene) in that the scene is not loaded at the initialization of the game, but is loaded only for the character transferred to the area when the character is transferred to the area. In addition, in consideration of the particularity of packaging various additional battle scenes, the scene may be directly created using patches or textures to minimize the number of vertices when the game is executed.
[0136] Referring to Figure 23, Figure 23 is a flow chart of a specific transfer logic according to an embodiment of the present application. As shown in Figure 23, a specific transfer process is carried out by steps 2301 to 2304. In the skill use stage, a transfer character event is first detected, and when a transfer character event is detected, the character that needs to go to an additional battle scene needs to be marked by the skill, and when the skill sends a transfer event, the execution of the specific transfer logic is started, that is, the navigation mesh used by the character, that is, the navigation network is switched, and the character is transferred to a specified location.
[0137] In addition, in order to prevent the character from being in an incorrect position of the navigation mesh being used after the transfer, and being unable to displace, or from causing a path search error, it is necessary to switch the navigation mesh used by the character before actually transferring the character. Referring to FIG. 24, FIG. 24 is a schematic diagram of the code of the transfer process according to the embodiment of the present application. As shown in FIG. 24, after obtaining the navigation mesh used by the character in the function in the dotted frame 2401, the FindNode operation in the dotted frame 2402 is performed, that is, the position node of the corresponding character is found. In this way, by selecting the navigation mesh with the mark added when releasing the skill, it is possible to ensure that all marked characters receive the correct navigation information of the additional battle scene when using the corresponding navigation mesh, and prevent the character from being in an incorrect position of the navigation mesh being used after the transfer, and being unable to displace, or from causing a path search error.
[0138] In actual implementation, at the time of transfer, the correct transfer target point must first be determined, that is, the first thing to be determined is the position of the transfer initiator (virtual object), and the target of the transfer initiator is always the center position of the additional battle scene. Then, positioning in the additional battle scene is performed based on the relative positional relationship between the transferred person (target interactive object) and the transferor. After transfer, the relative positions between the characters are not changed. Then, the start position of the transfer initiator is recorded for the subsequent return process. For example, referring to FIG. 25, FIG. 25 is a schematic diagram of a comparison of transfer positions according to an embodiment of the present application. As shown in FIG. 25, the solid line frame 2501 is a schematic diagram of the positions of the transfer initiator and the transferred person in the standard scene, where A is the transfer initiator and B is the transferred person, and the solid line frame 2502 is a schematic diagram of the positions of the transfer initiator and the transferred person in the additional scene, where A is the transfer initiator and B is the transferred person.
[0139] In actual implementation, after the battle in the area is over, the characters need to be transferred to the default battle scene. At this time, the center position of the additional battle scene is calculated to correspond to the transfer start position to return each character. Before transferring to the default battle scene, the navigation mesh information used by the character is changed in the same manner as the method of transferring to the additional battle area. For example, referring to FIG. 26, FIG. 26 is a schematic diagram of a comparison of transfer positions according to an embodiment of the present application. As shown in FIG. 26, the solid line frame 2601 is a schematic diagram of the positions of the transfer initiator and the transferred person in the standard scene, where A is the transfer initiator and B is the transferred person, and the solid line frame 2602 is a schematic diagram of the positions of the transfer initiator and the transferred person in the additional scene, where A is the transfer initiator and B is the transferred person.
[0140] This allows for innovative gameplay that creates an independent space outside of the standard map scene of MOBA games, expanding the interaction methods related to the game space, and providing new game enjoyment. It also allows for a complete separation between the independent space and the standard map scene, which helps package the story and gameplay in the independent space itself, improving artistic expression.
[0141] By applying the above embodiment of the present application, when the target interaction operation performed by the virtual object is completed, at least one of the virtual object and the target interactive object in the first virtual scene corresponding to the first map is transferred to the second virtual scene corresponding to the second map. In this way, by transferring at least one of the virtual object and the target interactive object to the second virtual scene different from the first virtual scene, the interaction states of the virtual object and the target interactive object in the first virtual scene are changed, and the similarity between the interaction process in the first virtual scene and the interaction process in the second virtual scene is reduced, that is, the number of repeated executions of the same interaction operation in different virtual scenes is reduced, and the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device are improved.
[0142] The following will continue to describe an exemplary structure in which the implementation of the interaction device 455 in the virtual scene according to the embodiment of the present application is a software module. In some embodiments, as shown in FIG. 6, the software module of the interaction device 455 in the virtual scene stored in the memory 440 includes: a presentation module 4551 arranged to present a virtual object and at least one interactive object including a target interactive object in a first virtual scene corresponding to a first map; a control module 4552 arranged to control the virtual object to perform a target interaction operation on the target interactive object in response to the target interaction command; and a transfer module 4553 arranged to transfer at least one of the virtual object and the target interactive object to a second virtual scene corresponding to a second map upon completion of execution of the target interaction operation, the second virtual scene being independent from the first virtual scene.
[0143] In some embodiments, the apparatus further comprises a receiving module arranged to, when the target interaction operation is a target skill release operation performed on the target interactive object, display a target skill control corresponding to a target skill of the virtual object, and receive a target interaction command in response to a trigger operation on the target skill control.
[0144] In some embodiments, the control module 4552 is further configured to control the target interactive object to release the target skill on the target interactive object in response to the target interaction command. The apparatus further comprises a first determination module configured to determine completion of execution of the target interaction operation when the target skill acts on the target interactive object.
[0145] In some embodiments, the apparatus further comprises a receiving module arranged to, when the target interaction operation is a target tool throwing shooting operation performed on the target interactive object, display a target throwing shooting control corresponding to the target tool of the virtual object, and receive a target interaction command in response to a trigger operation on the target throwing shooting control.
[0146] In some embodiments, the control module 4552 is further configured to control the target interactive object to throw or fire the target tool toward the target interactive object in response to the target interaction command. The apparatus further comprises a second determination module configured to determine completion of execution of the target interaction operation when the target interactive object is included in the action range of the target tool.
[0147] In some embodiments, the apparatus further comprises a selection module arranged to control, for each interactive object, the interactive object to be in a candidate state when a distance between the virtual object and the interactive object is less than or equal to a distance threshold, and to make the selected interactive object a target interactive object in response to a selection operation on an interactive object in the candidate state.
[0148] In some embodiments, the apparatus further comprises a third determination module arranged to display an action range corresponding to the target interaction operation, and determine completion of execution of the target interaction operation when the time within the action range of the target interactive object reaches a time threshold.
[0149] In some embodiments, the apparatus further comprises a fourth determination module arranged to display an execution time for the virtual object to perform the target interaction operation, and determine completion of execution of the target interaction operation when the execution time reaches a time threshold.
[0150] In some embodiments, the transfer module 4553 is further configured to transfer the target interactive object to a second virtual scene corresponding to the second map. The apparatus further comprises a second presentation module arranged to present a process in which the target interactive object reappears in the first virtual scene when a target condition for leaving the second virtual scene is met. The target condition includes at least one of an interaction task being completed, a dwell time reaching a target time, and a life value decreasing to a life value threshold.
[0151] In some embodiments, the second presenting module is further configured to present a process of the target interactive object reappearing in the first virtual scene based on the target relative positional relationship when the relative positional relationship between the target interactive object and the virtual object is the target relative positional relationship, where the relative positional relationship between the target interactive object reappearing in the first virtual scene and the virtual object is the target relative positional relationship.
[0152] In some embodiments, the transfer module 4553 is further configured to transfer the virtual object and the target interactive object to a second virtual scene corresponding to the second map. The apparatus further comprises a second control module configured to control an interaction between the virtual object and the target interactive object in the second virtual scene.
[0153] In some embodiments, the apparatus further comprises a third presentation module arranged to present a process in which the virtual object and the target interactive object reappear in the first virtual scene when a life value of at least one of the virtual object and the target interactive object drops to a life value threshold.
[0154] In some embodiments, the apparatus further includes a receiving module arranged to present a virtual resource for operation in the second virtual scene to be used as a reward when the life value of the target interactive object drops to a life value threshold, and to receive the virtual resource in response to a receiving operation for the virtual resource.
[0155] In some embodiments, the apparatus further comprises a fourth presentation module arranged to present a process in which the virtual object and the target interactive object reappear in the first virtual scene when a dwell time of the virtual object and the target interactive object in the second virtual scene reaches a target time.
[0156] In some embodiments, the second control module is further configured to control the virtual object to cooperate with the target interactive object to perform an interaction task in the second virtual scene, and present a process in which the virtual object and the target interactive object perform the interaction task. The apparatus further comprises a fifth presentation module arranged to present a process in which the virtual object and the target interactive object reappear in the first virtual scene upon completion of the interaction task.
[0157] In some embodiments, the transfer module 4553 is further configured to obtain a relative positional relationship between the virtual object and the target interactive object, and to obtain reference information including at least one of a life value, a level and a type of the virtual object and a life value, a level and a type of the target interactive object, adjust the relative positional relationship based on the reference information to obtain a target relative positional relationship between the virtual object and the target interactive object, and transfer the virtual object and the target interactive object to the second virtual scene based on the target relative positional relationship.
[0158] An embodiment of the present application further provides an electronic device, the electronic device comprising: a memory configured to store computer executable instructions; A processor arranged to, when executing computer-executable instructions stored in the memory, implement a method of interaction in a virtual scene according to an embodiment of the present application.
[0159] An embodiment of the present application provides a computer program product or computer program including computer-executable instructions stored in a computer-readable storage medium, the computer-executable instructions being read by a processor of an electronic device from the computer-readable storage medium and executed by the electronic device to realize the method of interaction in a virtual scene according to the embodiment of the present application.
[0160] An embodiment of the present application provides a computer-readable storage medium having stored thereon computer-executable instructions that, when executed by a processor, cause the processor to implement a method for interacting in a virtual scene according to an embodiment of the present application, such as the method for interacting in a virtual scene shown in FIG.
[0161] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM, or may be any device including one or any combination of the above memories.
[0162] In some embodiments, the computer executable instructions may be in the form of a program, software, software module, script or code, created in any type of programming language (including compiled or interpreted languages, or declarative or procedural languages), and implemented in any form, for example as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0163] By way of example, but not by way of limitation, the computer executable instructions may correspond to a file in a file system, may be stored as part of a file that stores other programs or data, for example, in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program being considered, or in multiple collaboration files (e.g., files that store one or more modules, subprograms, or code components).
[0164] As an example, the computer-executable instructions may be implemented to execute on one electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed at multiple locations and interconnected via a communications network.
[0165] In summary, the embodiments of the present application have the following advantageous effects:
[0166] (1) By transferring at least one of the virtual object and the target interactive object to a second virtual scene different from the first virtual scene, the interaction process of the virtual object and the target interactive object in the second virtual scene is not affected by the first virtual scene, and the similarity between the interaction process in the first virtual scene and the interaction process in the second virtual scene is reduced, i.e., the number of repeated executions of the same interaction operation in different virtual scenes is reduced, the diversity of the interaction process is improved, and the human-computer interaction efficiency and the utilization rate of the hardware resources of electronic devices are improved.
[0167] (2) When initializing the first virtual scene, since the second virtual scene is independent from the first virtual scene, when initializing the first virtual scene, the second virtual scene can be loaded for at least one of the virtual object and the target interactive object before transferring at least one of the virtual object and the target interactive object without initializing the second virtual scene, thereby saving runtime performance of the associated application program.
[0168] (3) It expands the interaction methods of the game space, providing new game enjoyment, and realizes the complete separation of the independent space from the standard map scene, which helps package the story and gameplay in the independent space itself, improving the diversity of artistic expression and interaction process.
[0169] In addition, the embodiments of the present application refer to relevant data such as user trigger operations, and when the embodiments of the present application are applied to a specific product or technology, user permission or consent is required, and the collection, use and processing of the relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0170] The above is merely an embodiment of the present application, and is not intended to limit the scope of protection of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and scope of the present application are included in the scope of protection of the present application.
Claims
1. 1. A method of interaction in a virtual scene performed by an electronic device, comprising: presenting the virtual object and at least one interactive object including the target interactive object in a first virtual scene corresponding to the first map; controlling the virtual object to perform a target interaction operation on the target interactive object in response to a target interaction command; Upon completion of execution of the target interaction operation, transferring at least one of the virtual object and the target interactive object to a second virtual scene corresponding to a second map, the second virtual scene being independent from the first virtual scene; A method for interacting in a virtual scene, comprising:
2. The method comprises: When the target interaction operation is a target skill release operation performed on the target interactive object, displaying a target skill control corresponding to a target skill of the virtual object; receiving the target interaction command in response to a trigger operation on the target skill control; The method of claim 1 further comprising:
3. The step of controlling the virtual object to perform a target interaction operation on the target interactive object in response to the target interaction command includes: controlling the target interactive object to release the target skill with respect to the target interactive object in response to the target interaction command; The method comprises: The method of claim 2 , further comprising determining completion of execution of the target interaction operation when the target skill acts on the target interactive object.
4. The method comprises: displaying a target throwing and shooting control corresponding to a target tool of the virtual object when the target interaction operation is a target tool throwing and shooting operation performed on the target interactive object; receiving the target interaction command in response to a trigger operation on the target throwing fire control; The method of any one of claims 1 to 3, further comprising:
5. The step of controlling the virtual object to perform a target interaction operation on the target interactive object in response to the target interaction command includes: controlling the target interactive object to throw and fire the target tool toward the target interactive object in response to the target interaction command; The method comprises: The method of claim 4 , further comprising determining completion of execution of the target interaction operation when the target interactive object is included in an action range of the target tool.
6. The method comprises: for each said interactive object, controlling said interactive object to be in a candidate state if a distance between said virtual object and said interactive object is less than or equal to a distance threshold; in response to a selection operation on the interactive object in a candidate state, setting the selected interactive object as the target interactive object; The method of any one of claims 1 to 5, further comprising:
7. After controlling the virtual object to perform a target interaction operation on the target interactive object in response to the target interaction command, the method includes: displaying an action range corresponding to the target interaction operation; determining completion of execution of the target interaction operation when a time within the range of action of the target interactive object reaches a time threshold; The method of any one of claims 1 to 6, further comprising:
8. After controlling the virtual object to perform a target interaction operation on the target interactive object in response to the target interaction command, the method includes: displaying an execution time for the virtual object to perform the target interaction operation; determining completion of execution of the target interaction operation when the execution time reaches a time threshold; The method of any one of claims 1 to 7, further comprising:
9. The step of transferring at least one of the virtual object and the target interactive object to a second virtual scene corresponding to a second map includes: transferring the target interactive object to a second virtual scene corresponding to a second map; The method comprises: presenting a process in which the target interactive object reappears in the first virtual scene when a target condition for leaving the second virtual scene is met; The method according to any one of claims 1 to 8, wherein the target conditions include at least one of: an interaction task being completed, a dwell time reaching a target time, and a life value decreasing to a life value threshold.
10. The step of presenting a process in which the target interactive object reappears in the first virtual scene includes: presenting a process in which the target interactive object reappears in the first virtual scene based on the target relative positional relationship when the relative positional relationship between the target interactive object and the virtual object is a target relative positional relationship; The method of claim 9 , wherein a relative positional relationship between the target interactive object that has reappeared in the first virtual scene and the virtual object is a target relative positional relationship.
11. The step of transferring at least one of the virtual object and the target interactive object to a second virtual scene corresponding to a second map includes: transferring the virtual object and the target interactive object to a second virtual scene corresponding to a second map; The method comprises: The method of claim 1 , further comprising the step of controlling an interaction between the virtual object and the target interactive object in the second virtual scene.
12. After controlling the virtual object and the target interactive object to interact in the second virtual scene, the method further comprises: The method of claim 11 , further comprising presenting a process in which the virtual object and the target interactive object reappear in the first virtual scene when a life value of at least one of the virtual object and the target interactive object drops to a life value threshold.
13. Before presenting a process in which the virtual object and the target interactive object reappear in the first virtual scene, the method further comprises: presenting a virtual resource to be used as a reward in the second virtual scene when the life value of the target interactive object drops to a life value threshold, the virtual resource being used to operate in the second virtual scene; receiving the virtual resource in response to a receive operation for the virtual resource; The method of claim 12 further comprising:
14. After controlling the virtual object and the target interactive object to interact in the second virtual scene, the method further comprises: The method according to any one of claims 11 to 13, further comprising the step of presenting a process in which the virtual object and the target interactive object reappear in the first virtual scene when the dwell time of the virtual object and the target interactive object in the second virtual scene reaches a target time.
15. The step of controlling an interaction between the virtual object and the target interactive object in the second virtual scene includes: controlling the virtual object to cooperate with the target interactive object to perform an interaction task in the second virtual scene, and presenting a process in which the virtual object and the target interactive object perform the interaction task; The method comprises: The method according to any one of claims 11 to 14, further comprising the step of presenting a process in which the virtual object and the target interactive object reappear in the first virtual scene upon completion of the interaction task.
16. The step of transferring at least one of the virtual object and the target interactive object to a second virtual scene corresponding to a second map includes: obtaining a relative positional relationship between the virtual object and the target interactive object, and obtaining reference information including at least one of a life value, a level, and a type of the virtual object, and a life value, a level, and a type of the target interactive object; adjusting the relative positional relationship based on the reference information to obtain a target relative positional relationship between the virtual object and the target interactive object; transferring the virtual object and the target interactive object to the second virtual scene based on the target relative position relationship; The method according to any one of claims 1 to 8, 11 to 15, comprising:
17. An apparatus for interaction in a virtual scene, comprising: a presentation module arranged to present the virtual object and at least one interactive object, including a target interactive object, in a first virtual scene corresponding to the first map; a control module arranged to control the virtual object to perform a target interaction operation on the target interactive object in response to a target interaction command; a transfer module configured to transfer at least one of the virtual object and the target interactive object to a second virtual scene corresponding to a second map upon completion of execution of the target interaction operation, the second virtual scene being independent from the first virtual scene; An apparatus for interaction in a virtual scene comprising:
18. An electronic device, a memory configured to store computer executable instructions; A processor arranged to implement, when executing computer-executable instructions stored in said memory, a method for interaction in a virtual scene according to any one of claims 1 to 16.
19. A computer-readable storage medium having stored thereon computer-executable instructions which, when executed by a processor, implement the method for interaction in a virtual scene according to any one of claims 1 to 16.
20. A computer program product comprising a computer program or computer executable instructions which, when executed by a processor, implements the method for interaction in a virtual scene according to any one of claims 1 to 16.
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