Virtual shooting prop control method and apparatus, device, and storage medium

By equipping virtual accessories to virtual shooting props and adjusting the attribute parameters of bullet-type elements, the problem of the single control method of virtual shooting props is solved, providing a diversified shooting experience and lowering the threshold for novice users.

WO2026056564A1PCT designated stage Publication Date: 2026-03-19SAROS NETWORK TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2025/111981
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-09-13
Filing Date
2025-07-31
Publication Date
2026-03-19

AI Technical Summary

Technical Problem

The current technology offers a limited range of control methods for virtual shooting props, resulting in a lack of variety in the player's shooting experience. Furthermore, the high barrier to entry for new users makes them prone to churn.

Method used

By picking up and equipping virtual accessories on virtual shooting props and adjusting the attribute parameters of bullet-type elements, the control methods of virtual shooting props are enriched, providing a diverse shooting experience.

Benefits of technology

It enables diverse control methods for virtual shooting props, lowers the learning threshold for novice users, and enhances the richness and satisfaction of players' shooting experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

A virtual shooting prop control method and apparatus, a device, and a storage medium, relating to the technical field of computers. The method comprises: displaying a virtual environment, the virtual environment comprising a first virtual object holding a first virtual shooting prop; once the first virtual object picks up a first virtual accessory in the virtual environment, equipping the first virtual shooting prop with the first virtual accessory, the first virtual accessory being used for adjusting attribute parameters of a bullet-type element of the first virtual shooting prop, and the bullet-like element being a projectile unit released in a single use of the first virtual shooting prop; and in response to a use operation for the first virtual shooting prop, controlling the first virtual shooting prop to release the bullet-like element into the virtual environment on the basis of the adjusted attribute parameters of the bullet-like element. The described approach enriches the control modes of virtual shooting props.
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Description

Method, device and equipment for controlling virtual shooting props and storage medium

[0001] The present application claims priority from the Chinese patent application No. 202411288976.3 filed on September 13, 2024 and entitled "Method, device and equipment for controlling virtual shooting props and storage medium", the whole content of which is incorporated herein by reference. TECHNICAL FIELD

[0002] The present application relates to the technical field of computer, in particular to a method, device and equipment for controlling virtual shooting props and storage medium. BACKGROUND

[0003] In the game, virtual shooting props are usually used to attack virtual characters of other camps, so as to win the game.

[0004] In the related art, in order to improve the hit rate of virtual shooting props, developers generally directly improve the virtual shooting props. For example, virtual shooting props with less recoil are provided for players to reduce the operation difficulty. Although the hit rate may be improved by using the improved virtual shooting props for shooting, the shooting mode is still traditional, and the shooting experience of the players will not change basically.

[0005] Therefore, the control mode of the virtual shooting props in the related art is relatively single. SUMMARY

[0006] The present application provides a method, device and equipment for controlling virtual shooting props and storage medium, and the technical scheme provided by the present application includes the following aspects.

[0007] According to an aspect of the present application, a method for controlling virtual shooting props is provided, which is executed by a terminal device, and the method includes the following steps.

[0008] displaying a virtual environment, wherein the virtual environment includes a first virtual object holding a first virtual shooting prop;

[0009] after the first virtual object picks up a first virtual accessory in the virtual environment, the first virtual shooting prop is equipped with the first virtual accessory, and the first virtual accessory is used to adjust the attribute parameter of a bullet-like element of the first virtual shooting prop, and the bullet-like element is a shooting unit released by the first virtual shooting prop in a single use;

[0010] in response to a use operation for the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element into the virtual environment based on the adjusted attribute parameter of the bullet-like element.

[0011] According to an aspect of the embodiments of the present application, a control device of a virtual shooting prop is provided, and the device comprises the following modules.

[0012] The display module is configured to display a virtual environment, wherein the virtual environment comprises a first virtual object holding a first virtual shooting prop.

[0013] The assembly module is configured to assemble the first virtual shooting prop with a first virtual accessory after the first virtual object picks up the first virtual accessory in the virtual environment, wherein the first virtual accessory is used to adjust an attribute parameter of a bullet-like element of the first virtual shooting prop, and the bullet-like element is a shooting unit released by the first virtual shooting prop in a single use.

[0014] The shooting module is configured to control the first virtual shooting prop to release the bullet-like element into the virtual environment based on the adjusted attribute parameter of the bullet-like element in response to a use operation on the first virtual shooting prop.

[0015] According to an aspect of the embodiments of the present application, a terminal device is provided, which comprises a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the control method of the virtual shooting prop.

[0016] According to an aspect of the embodiments of the present application, a computer readable storage medium is provided, which stores a computer program, and the computer program is loaded and executed by a processor to implement the control method of the virtual shooting prop.

[0017] According to an aspect of the embodiments of the present application, a computer program product is provided, which comprises a computer program, and the computer program is loaded and executed by a processor to implement the control method of the virtual shooting prop.

[0018] The technical solutions provided by the embodiments of the present application can bring the following beneficial effects.

[0019] In one aspect, the application introduces a first virtual accessory that is supported to be assembled on a virtual shooting prop, and realizes adjustment of attribute parameters of bullet-like elements. When the first virtual accessory is picked up by a first virtual object and assembled on the first virtual shooting prop, the attribute parameters of the bullet-like elements of the first virtual shooting prop are changed, and adjusted attribute parameters are obtained. When the first virtual shooting prop is used, the bullet-like elements with the adjusted attribute parameters can be released into a virtual environment. The application realizes attribute adjustment of bullet-like elements of a virtual shooting prop by picking up and assembling the first virtual accessory, and enriches the control mode of the virtual shooting prop.

[0020] On the other hand, since the attribute parameters of the bullet-like elements are more diverse, there are more diverse adjustment modes when adjusting the attribute parameters of the bullet-like elements. Therefore, while the attribute parameters of the bullet-like elements are more diverse, the use mode of the virtual shooting prop is also more diverse, and the shooting experience brought to the user is no longer limited to the traditional shooting experience, and the shooting experience is more diverse.

[0021] On the other hand, since the attribute parameters of the bullet-like elements are more diverse, there are more diverse adjustment modes when adjusting the attribute parameters of the bullet-like elements. Therefore, while the attribute parameters of the bullet-like elements are more diverse, the use mode of the virtual shooting prop is also more diverse, and the shooting experience brought to the user is no longer limited to the traditional shooting experience, and the shooting experience is more diverse. BRIEF DESCRIPTION OF DRAWINGS

[0022] FIG. 1 is a schematic diagram of a computer system according to an embodiment of the application;

[0023] FIG. 2 is a schematic diagram of a control method of a virtual shooting prop according to an embodiment of the application;

[0024] FIG. 3 is a flowchart of a control method of a virtual shooting prop according to an embodiment of the application;

[0025] FIG. 4 is a flowchart of a control method of a virtual shooting prop according to another embodiment of the application;

[0026] FIG. 5 is a flowchart of a control method of a virtual shooting prop according to another embodiment of the application;

[0027] FIG. 6 is a flowchart of a control method of a virtual shooting prop according to another embodiment of the application;

[0028] FIG. 7 is a flowchart of a control method of a virtual shooting prop according to another embodiment of the application;

[0029] FIG. 8 is a schematic diagram of a prop port of a virtual shooting prop according to an embodiment of the application;

[0030] FIG. 9 is a schematic diagram of a flight process of a bullet-like element according to an embodiment of the present application;

[0031] FIG. 10 is a schematic diagram of a hit bounding box of an enemy virtual object according to an embodiment of the present application;

[0032] FIG. 11 is a schematic diagram of an attack bounding box of a bullet-like element according to an embodiment of the present application;

[0033] FIG. 12 is a schematic diagram of different parts of a target object according to an embodiment of the present application;

[0034] FIG. 13 is a schematic diagram of a two-dimensional coordinate system according to an embodiment of the present application;

[0035] FIG. 14 is a schematic diagram of a second virtual object located in a first region according to an embodiment of the present application;

[0036] FIG. 15 is a schematic diagram of a display effect of a bullet-like element according to an embodiment of the present application;

[0037] FIG. 16 is a schematic diagram of an interface for setting parameters according to an embodiment of the present application;

[0038] FIG. 17 is a schematic diagram of a predicted falling position of a bullet-like element according to an embodiment of the present application;

[0039] FIG. 18 is a block diagram of a control method of a virtual shooting prop according to an embodiment of the present application;

[0040] FIG. 19 is a block diagram of a control device of a virtual shooting prop according to an embodiment of the present application;

[0041] FIG. 20 is a structural block diagram of a terminal device according to an embodiment of the present application. DETAILED DESCRIPTION

[0042] To make the objects, technical solutions and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.

[0043] First, the terms involved in the embodiments of the present application will be briefly introduced.

[0044] Virtual environment: a virtual environment displayed (or provided) by an application when running on a terminal. The virtual environment can be a simulated world of the real world, a three-dimensional world of semi-simulation and semi-fiction, or a pure fictional three-dimensional world. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment and a three-dimensional virtual environment. Optionally, the virtual environment is also used for a virtual environment battle between at least two virtual objects, and the virtual environment has virtual resources available for use by the at least two virtual objects.

[0045] Virtual object: refers to a virtual character, a virtual vehicle, a virtual item, etc. controlled by a user account in a target application. The present application does not limit this. Taking the target application as a game application for example, the virtual object refers to a virtual character controlled by a user account in the game application. The virtual object can be in the form of a person, an animal, a cartoon or other forms, and the embodiments of the present application do not limit this. The virtual object can be displayed in three-dimensional form or two-dimensional form, and the embodiments of the present application do not limit this. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object is a three-dimensional model created based on animation skeleton technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. The activities of the virtual object include, but are not limited to, at least one of adjusting the body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, the virtual object is a virtual person, such as a simulated character role or an animation character role. In some implementations, the virtual object can also be implemented in 2.5-dimensional or 2-dimensional models, and the embodiments of the present application do not limit this. Illustratively, according to different ways of controlling the virtual object, the virtual object can be divided into a user-controlled virtual object and a server-controlled virtual object, wherein the user-controlled virtual object is an object in the virtual environment controlled by the client and movable. The server-controlled virtual object is a virtual object controlled by an automatic control algorithm or an artificial intelligence program on the client or the server. The server-controlled virtual object includes movable objects and immovable objects in the virtual environment. Illustratively, the immovable object can respond to or affect the activities of the movable object, for example, the movable object can destroy the immovable object, or when the movable object enters the immovable object, the movable object enters a stealth state. Illustratively, the first virtual object in the present application is a virtual object controlled by the client. Illustratively, the second virtual object and the third virtual object in the present application can be virtual objects controlled by other clients or the server.

[0046] User interface (UI) control: any visual control or element visible on the user interface of an application, such as a picture, an input box, a text box, a button, a label, etc. Some of the UI controls respond to user operations, such as an adjustment control for adjusting the radius of the spherical region. The user triggers the adjustment control to adjust the radius of the spherical region. The UI controls involved in the embodiments of the present application include, but are not limited to, adjustment controls, pickup controls, attack controls.

[0047] Attack collision box: in a game application, it usually refers to the collision size of a flying object such as a bullet-like element released by a virtual shooting prop. If the attack collision box of the bullet-like element hits the "hit collision box" of a virtual object in the three-dimensional virtual environment, it is judged as hitting the virtual object.

[0048] Hit collision box: In a game application, it usually refers to the size of the collision box of a virtual object for determining whether it is attacked. Exemplarily, each virtual object in a three-dimensional virtual environment corresponds to a hit collision box.

[0049] Recoil: In a state where a virtual shooting prop continuously releases bullet-like elements, a certain counterforce is generated due to the attack effect of the virtual shooting prop, that is, the recoil force of the virtual shooting prop when releasing the bullet-like elements.

[0050] Spread: Under the action of recoil, the virtual shooting prop will be unstable. In this state, there is a certain random deviation between the actual bullet-like elements of the virtual shooting prop falling to the ground and the indication of the virtual shooting prop, and this random deviation is called spread.

[0051] Please refer to FIG. 1, which shows a schematic diagram of a computer system provided in an embodiment of the present application. The computer system can include a terminal device 10 and a server 20.

[0052] The terminal device 10 includes but is not limited to a mobile phone, a tablet computer, a smart voice interaction device, a game console, a wearable device, a multimedia playback device, a PC (Personal Computer), a vehicle-mounted terminal, a smart home appliance, and the like. The terminal device 10 can install a client of a target application. Optionally, the target application can be an application that needs to be downloaded and installed, or an application that can be used immediately after being clicked, and the embodiments of the present application do not limit this.

[0053] In the embodiments of the present application, the target application program is an application program providing virtual shooting props, such as any one of the following: a simulation program, a shooting game, a virtual reality (VR) application program, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting game (FPS), a multiplayer gun battle survival game, a third-person shooting game (TPS), a multiplayer online battle arena (MOBA), a strategy game (SLG), a social application program, and an interactive entertainment application program. In some embodiments, the target application program displays a three-dimensional virtual environment, the three-dimensional virtual environment including a first virtual object holding a first virtual shooting prop; after the first virtual object picks up a first virtual accessory in the three-dimensional virtual environment, the first virtual accessory is fitted to the first virtual shooting prop, the first virtual accessory being used to adjust an attribute parameter of a bullet-like element of the first virtual shooting prop, the bullet-like element being a minimum shooting unit released by a single use of the first virtual shooting prop, and the first virtual accessory being capable of being fitted to multiple different types of virtual shooting props; in response to a use operation on the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attribute parameter of the bullet-like element. In addition, different application programs provide different virtual shooting props and virtual accessories, which are not limited in the embodiments of the present application. In the embodiments, the target application program is taken as a game application program as an example. Optionally, the terminal device 10 runs a client of the target application program.

[0054] The virtual environment is a scene displayed (or provided) by a client of a target application program (such as a game application program) when running on a terminal device. The virtual environment refers to a scene created for virtual objects to perform activities (such as game competitions), such as a virtual house, a virtual island, a virtual map, and the like. The virtual environment can be a simulation environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictional environment. The virtual environment can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment, which are not limited in the embodiments of the present application. The virtual environment includes at least one of a first virtual object, a second virtual object, and a third virtual object. Of course, the virtual environment can also include other virtual objects, which are not limited in the present application.

[0055] The virtual object refers to a virtual character, a virtual vehicle, a virtual article, and the like controlled by the user account in the target application, and the present application does not limit this. Taking the target application as a game application as an example, the virtual object refers to a game object controlled by the user account in the game application. The virtual object can be in the form of a person, an animal, a cartoon, or other forms, and the embodiments of the present application do not limit this. Exemplarily, the first virtual object, the second virtual object, and the third virtual object in the present application are all virtual objects controlled by the client. Exemplarily, the first virtual object in the present application is a virtual object controlled by the client, while the second virtual object can also be a virtual object controlled by the server, and the third virtual object is also a virtual object controlled by the client.

[0056] The server 20 is configured to provide background services for the client of the target application in the terminal device 10. For example, the server 20 can be a standalone physical server, a server cluster or a distributed system composed of multiple physical servers, a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, but is not limited thereto.

[0057] The relationship between the second virtual object and the first virtual object is explained as follows. The relationship between the third virtual object and the first virtual object is explained with reference to the relationship between the second virtual object and the first virtual object, and is not described herein. The third virtual object and the second virtual object can be the same or different virtual objects.

[0058] In some embodiments, the terminal device 10 includes a first terminal device and a second terminal device, wherein the first terminal device is installed with a first client of the target application, the second terminal device is installed with a second client of the target application, a first virtual object (also referred to as a master virtual object) controlled by a first user account of a first user in the first client of the target application, and a second virtual object controlled by a second user account of a second user in the second client of the target application. Of course, the second virtual object in the embodiments of the present application can also belong to a server-controlled virtual object (an artificial intelligence virtual object) in addition to the above-mentioned user-controlled virtual object. Optionally, the first virtual object and the second virtual object are in the same virtual environment. Optionally, the first virtual object and the second virtual object can belong to the same camp, the same team, the same organization, have a friend relationship or have temporary communication authority, at which time the second virtual object is considered to be a friendly virtual object of the first virtual object. Optionally, the first virtual object and the second virtual object can belong to different camps, different teams, different organizations or have an enemy relationship, at which time the second virtual object is considered to be an enemy virtual object of the first virtual object. Optionally, the clients installed on the first terminal device and the second terminal device are the same, or the clients installed on the two terminals are the same type of clients on different operating system platforms (Android or IOS). The first terminal device can be referred to as one of a plurality of terminal devices, and the second terminal device can be referred to as another of the plurality of terminal devices, and the embodiments are only exemplified by the first terminal device and the second terminal device.

[0059] The terminal device 10 and the server 20 can communicate with each other through a network. The network can be a wired network or a wireless network.

[0060] In order to solve the problem of single control mode of the virtual shooting prop in the related art, the technical solution provided in the present application adjusts the attribute parameters of the bullet type element of the first virtual shooting prop by picking up and assembling the first virtual accessory, thereby enriching the control mode of the virtual shooting prop.

[0061] In the related art, in order to reduce the threshold of the virtual shooting prop hitting the target object, the general method is to increase auxiliary aiming, equip the virtual shooting prop accessory, reduce the control difficulty of the virtual shooting prop, make the recoil force, and make the virtual shooting prop with low dispersion influence.

[0062] On the one hand, the auxiliary aiming in the related art is to directly change the aiming direction of the virtual shooting prop to "forcibly" move the aiming point of the virtual shooting prop to the target. This method will make many users feel that they cannot control freely, especially in the hands of skilled users, and will receive more mixed evaluations.

[0063] On the other hand, the equipment accessories in the related art have very limited effect on reducing the threshold of the virtual shooting props hitting the target objects (about reducing the operation difficulty by 20% or so), and most users cannot feel the intuitive difference and threshold reduction. At the same time, the virtual shooting props usually have only the equipment accessories as the growth and collection method, the growth method is single, and the difference before and after the growth is small, and it is relatively difficult to obtain strong satisfaction, collection pleasure and target feeling.

[0064] Finally, it is not universal to make the virtual shooting props with very low operation difficulty (i.e. it is not possible for all virtual shooting props to have very low difficulty).

[0065] The related art causes the following problems: the virtual shooting props in the game application have similar capabilities and similar attack methods, resulting in relatively similar and repetitive experiences; for many users, following the target, hitting from a distance, and hitting the target object have certain thresholds, and require long time to familiarize and practice. A large number of novice users are lost in these processes.

[0066] In view of the above problems in the related art, the technical scheme of the embodiments of the present application realizes the upgrade of the virtual shooting props by assembling virtual accessories on the virtual shooting props, and the virtual accessories are suitable for different types of virtual shooting props.

[0067] As shown in FIG. 2, when the virtual accessory 230 is assembled on the virtual shooting prop 210, the virtual accessory can adjust the attribute parameters of the bullet-like element 220 released by the virtual shooting prop 210. For example, the attribute parameters of the bullet-like element include at least one of the following: attack type, attack duration, and motion parameter.

[0068] Taking the attack type as an example of the attribute parameters of the bullet-like element, the adjusted attack type of the bullet-like element is range attack, thereby giving the user an upgrade experience of "high-explosive ammunition". Taking the attack duration as an example of the attribute parameters of the bullet-like element, the bullet-like element maintains a continuous attack state with the adjusted attack duration, thereby giving the user an upgrade experience of "energy gun machine". Taking the motion parameter as an example of the attribute parameters of the bullet-like element, the adjusted motion direction of the bullet-like element is a straight line motion direction along the aiming direction without gravity, thereby giving the user an upgrade experience of "gravity-free modification". That is, the upgrade experiences of "high-explosive ammunition", "energy gun machine" and "gravity-free modification" are obtained by adjusting different attribute parameters of the bullet-like element through different virtual accessories.

[0069] The virtual accessory enables upgrading of the bullet type element, so that the user can have powerful upgrade experiences such as "high explosive ammunition", "energy gun", and "gravity-free modification" on the basis of the shooting experience of the virtual shooting prop. These experiences are quite different from the shooting experience of the basic virtual shooting prop and have strong expressiveness. In addition to increasing the growth and collection path of the virtual shooting prop, the user can also have strong satisfaction, collection pleasure, and target feeling.

[0070] These upgrade experiences respectively reduce the threshold of hitting the target object by "bullet range damage", "bullet changes into a ray to instantly reach and instantly cause damage", and "bullet eliminates gravity and increases flight speed". These upgrade experiences do not affect the user's aiming direction and the difficulty of controlling the virtual shooting prop itself, but affect the hit result of the virtual shooting prop by modifying the attribute parameters of the bullet type element, and do not affect the user's operation habit.

[0071] The virtual accessory is suitable for multiple different types of virtual shooting props and has high universality. Meanwhile, the virtual shooting prop can be replaced with other virtual accessories or the first virtual accessory can be removed after being equipped with the first virtual accessory, so that the virtual shooting prop returns to the state of the original basic virtual shooting prop, and has high freedom.

[0072] The technical scheme provided by the embodiment of the present application solves the above problems, so that the user can have various different experiences in attack modes in addition to the play of the basic virtual shooting prop, and the playability is increased. Meanwhile, for novice users, these new experiences greatly reduce the threshold of following the target and hitting the target object by smoothly upgrading the bullet type element, and greatly alleviate the problem of novice user loss caused by the high threshold.

[0073] Please refer to FIG. 3, which shows a flowchart of the control method of the virtual shooting prop provided by an embodiment of the present application. The execution subject of each step of the method can be the terminal device 10 in the computer system shown in FIG. 1, such as the client of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as "client". The method can include at least one of the following steps (310-330):

[0074] Step 310, display a virtual environment, and the virtual environment includes a first virtual object holding a first virtual shooting prop.

[0075] Exemplarily, a three-dimensional virtual environment is displayed, and the three-dimensional virtual environment includes a first virtual object holding a first virtual shooting prop. In the following embodiments of the present application, the virtual environment is exemplarily taken as a three-dimensional virtual environment, and the virtual environment can also be a two-dimensional virtual environment or a 2.5-dimensional virtual environment. For details, refer to the description of the three-dimensional virtual environment, and no more details are provided herein.

[0076] In the embodiments of the present application, when the three-dimensional virtual environment is displayed on the terminal device, there are at least three ways to display. The first way is a first-person perspective, that is, a virtual camera is installed on the head of the first virtual object, and a picture obtained by observing the three-dimensional virtual environment by the virtual camera is taken as a display picture of the three-dimensional virtual environment. At this time, the picture of the displayed three-dimensional virtual environment does not include the first virtual object. The second way is a third-person perspective, that is, a virtual camera is installed behind the first virtual object, and a picture obtained by observing the three-dimensional virtual environment by the virtual camera is taken as a picture of the three-dimensional virtual environment. At this time, the picture of the displayed three-dimensional virtual environment can include part or all of the first virtual object. The orientations of the first-person perspective and the third-person perspective change with the orientation of the first virtual object. The third way is other perspectives with specific directions. The orientation of the perspective does not change, that is, a picture obtained by observing the entire three-dimensional virtual environment by the virtual camera in a specific orientation is taken as a display picture of the three-dimensional virtual environment. At this time, the first virtual object can be displayed in the middle of the picture of the three-dimensional virtual environment, or can be displayed at other positions of the picture of the three-dimensional virtual environment, or can not be displayed in the display picture of the three-dimensional virtual environment, which is not limited in the present application.

[0077] In some embodiments, the virtual environment includes a first virtual object holding a first virtual shooting prop. In some embodiments, the virtual environment includes a plurality of virtual shooting props of different kinds. In some embodiments, in response to an operation of controlling the first virtual object to pick up the first virtual shooting prop in the three-dimensional virtual environment, the first virtual shooting prop is obtained.

[0078] Exemplarily, in a case where the first virtual object does not hold a virtual shooting prop, in response to an operation of controlling the first virtual object to pick up the first virtual shooting prop in the three-dimensional virtual environment, the first virtual object is controlled to hold the first virtual shooting prop.

[0079] Exemplarily, in a case that the first virtual object has held the second virtual shooting prop, the first virtual shooting prop is added to the item storage bar of the first virtual object in response to an operation of controlling the first virtual object to pick up the first virtual shooting prop in the three-dimensional virtual environment. Exemplarily, the second virtual shooting prop held by the first virtual object is replaced with the first virtual shooting prop in response to an operation of replacing the held virtual shooting prop. Exemplarily, the first virtual shooting prop and the second virtual shooting prop are different virtual shooting props.

[0080] In some embodiments, the virtual shooting prop has a function of releasing a shooting object as a kind of virtual prop. The present application does not limit the kind of virtual shooting prop, which includes but is not limited to a virtual gun, a virtual catapult, a virtual crossbow, a virtual slingshot, and the like. In some embodiments, the shooting object can also be considered as a bullet-like element mentioned in the present application.

[0081] In some embodiments, the bullet-like element is a virtual object with a damage or destruction capability, which can be used in cooperation with the virtual shooting prop. Alternatively, the bullet-like element allows to be obtained from the virtual environment and used in cooperation with the virtual shooting prop. Exemplarily, the bullet-like element is considered as a virtual object belonging to the virtual shooting prop. Exemplarily, the bullet-like element needs to be used in combination with the virtual shooting prop and cannot be used alone. Exemplarily, if the virtual shooting prop is a virtual gun, the bullet-like element is a virtual bullet in the virtual gun. Exemplarily, if the virtual shooting prop is a virtual catapult, the bullet-like element is a virtual stone on the virtual catapult. Exemplarily, if the virtual shooting prop is a virtual crossbow, the bullet-like element is a virtual arrow on the virtual crossbow. Exemplarily, if the virtual shooting prop is a virtual slingshot, the bullet-like element is a virtual marble on the virtual slingshot. The bullet-like element of the virtual shooting prop is different in a case that the kind of virtual shooting prop is different. The embodiments of the present application do not limit the specific shape of the bullet-like element.

[0082] In some embodiments, the first virtual shooting prop is a virtual prop held by the first virtual object. In some embodiments, the first virtual shooting prop needs to be held by the first virtual object in order to use the first virtual shooting prop. In other embodiments, the first virtual shooting prop can be used without being held by the first virtual object. Optionally, the release of the bullet-like element of the first virtual shooting prop is implemented in conjunction with a virtual launcher (an intermediate medium for launching the bullet-like element), in which case the first virtual shooting prop can or can not be held by the first virtual object, such as directly releasing the bullet-like element through the virtual launcher. Optionally, the release of the bullet-like element of the first virtual shooting prop is implemented without the virtual launcher, in which case it is considered that the first virtual shooting prop is held by the first virtual object.

[0083] Step 320, after the first virtual object picks up the first virtual accessory in the virtual environment, the first virtual shooting prop is equipped with the first virtual accessory, and the first virtual accessory is used to adjust the attribute parameter of the bullet-like element of the first virtual shooting prop, and the bullet-like element is the minimum shooting unit released by the first virtual shooting prop in a single use.

[0084] After the first virtual object picks up the first virtual accessory in the three-dimensional virtual environment, the first virtual shooting prop is equipped with the first virtual accessory, and the first virtual accessory is used to adjust the attribute parameter of the bullet-like element of the first virtual shooting prop, and the bullet-like element is the minimum shooting unit released by the first virtual shooting prop in a single use, and the first virtual accessory supports being equipped on multiple different kinds of virtual shooting props.

[0085] In some embodiments, the three-dimensional virtual environment further includes a virtual accessory. Illustratively, the virtual accessory is a virtual prop used to adjust the attribute parameter of the bullet-like element of the virtual shooting prop. In some embodiments, different kinds of virtual accessories adjust different attribute parameters. In some embodiments, one virtual accessory can support being equipped on multiple different kinds of virtual shooting props. Illustratively, when the virtual accessory is equipped on the first virtual shooting prop, the virtual accessory is used to adjust the attribute parameter of the bullet-like element of the first virtual shooting prop. When the virtual accessory is equipped on the second virtual shooting prop, the virtual accessory is used to adjust the attribute parameter of the bullet-like element of the second virtual shooting prop. Illustratively, when the virtual accessory is equipped on the first virtual shooting prop and the second virtual shooting prop respectively, the adjustment amount of the attribute parameter is different. Illustratively, the virtual accessory can also be referred to as at least one of a virtual chip, a virtual component, a virtual part, etc.

[0086] Exemplarily, in response to the operation of controlling the first virtual object to pick up the first virtual accessory, it is considered that the first virtual object picks up the first virtual accessory. Exemplarily, in response to the distance between the first virtual object and the first virtual accessory in the three-dimensional virtual environment being less than a threshold, the first virtual object is controlled to automatically pick up the first virtual accessory. Exemplarily, in the case where the distance between the first virtual object and the first virtual accessory in the three-dimensional virtual environment is less than the threshold, in response to the operation on the pickup control, the first virtual object is controlled to pick up the first virtual accessory.

[0087] In some embodiments, after picking up the first virtual accessory, the first virtual shooting prop is equipped with the first virtual accessory. Exemplarily, after picking up the first virtual accessory, the first virtual shooting prop is automatically equipped with the first virtual accessory. Exemplarily, after picking up the first virtual accessory, in response to a replacement operation, a second virtual accessory equipped on the first virtual shooting prop is replaced with the first virtual accessory. For details, refer to the description of the following embodiments, which are not repeated here.

[0088] In other embodiments, the virtual accessory is not directly included in the virtual environment, but is exchanged by picking up a virtual resource in the virtual environment. Exemplarily, in response to the operation of picking up the virtual resource in the virtual environment, the virtual resource is obtained. Exemplarily, the virtual resource can also be obtained by the first virtual object completing a specified task, achieving a specified condition, etc. Exemplarily, the virtual resource includes at least one of the following: virtual gold coins, virtual diamonds, virtual flowers. Exemplarily, there is an exchange relationship between the virtual resource and the virtual accessory. Exemplarily, a certain amount of virtual resources can be consumed to obtain the virtual accessory. Exemplarily, different virtual accessories consume different amounts of virtual resources. In some embodiments, the amount of virtual resources consumed is determined according to the attribute parameter adjusted by the virtual accessory.

[0089] The technical solutions provided by the embodiments of the present application provide two ways to obtain virtual accessories, one is to directly pick up virtual accessories from the virtual environment, which improves the efficiency of obtaining virtual accessories and makes the obtaining method simple. The other is to exchange through virtual resources, which avoids conflicts with other virtual objects. As long as the obtained virtual resources reach the exchange amount, the virtual accessory can be exchanged, which is safe and certain.

[0090] In some embodiments, the attribute parameter of the bullet-like element is a parameter related to the attribute of the bullet-like element. Exemplarily, the attribute parameter of the bullet-like element includes but is not limited to at least one of the following: the attack type of the bullet-like element, the attack duration of the bullet-like element, the motion parameter of the bullet-like element. For details, refer to the description of the following embodiments, which are not repeated here.

[0091] In some embodiments, the bullet-like element is a minimum shooting unit released by one use of the first virtual shooting prop. For example, in response to a use operation of the first virtual shooting prop, the first virtual shooting prop is controlled to release a bullet-like element. For example, in response to one use operation of the first virtual shooting prop, the first virtual shooting prop is controlled to release at least one bullet-like element. When the first virtual shooting prop is a single-shot virtual shooting prop, i.e., one bullet-like element is released each time. When the first virtual shooting prop is an M-shot virtual shooting prop, M is an integer greater than 1, i.e., M bullet-like elements are released each time. For example, the bullet-like element in the present application is a minimum shooting unit that cannot be divided, such as M bullet-like elements are released each time, and the bullet-like element in the present application is one of the M bullet-like elements. For example, a bullet-like element is a virtual bullet.

[0092] It should be noted that the virtual accessory in the embodiments of the present application is used to adjust the attribute parameters of the bullet-like element, and the attribute parameters of the minimum shooting unit are adjusted. For example, the virtual accessory can adjust the attribute parameters of each virtual bullet released by the virtual shooting prop. When the virtual shooting prop releases multiple virtual bullets each time, the attribute parameters of each virtual bullet in the multiple virtual bullets can also be adjusted.

[0093] In some embodiments, prompt information is displayed, and the prompt information is used to prompt that the first virtual shooting prop is equipped with the first virtual accessory. When the equipped first virtual accessory is different, the prompt information is also different. For example, different virtual accessories correspond to different identification information. For example, when the first virtual shooting prop is equipped with the first virtual accessory, the identification information of the first virtual accessory is displayed.

[0094] In some embodiments, after the first virtual shooting prop is equipped with the first virtual accessory, the appearance of the first virtual shooting prop changes to prompt the user that the first virtual shooting prop is equipped with the virtual accessory. In other embodiments, after the first virtual shooting prop is equipped with the first virtual accessory, the appearance of the first virtual shooting prop does not change. For example, after the first virtual accessory is equipped on the first virtual shooting prop, there is no specific entity. For example, after the first virtual accessory is equipped on the first virtual shooting prop, there is a specific entity, but it is located inside the first virtual shooting prop and does not affect the appearance of the first virtual shooting prop.

[0095] Step 330, in response to a use operation of the first virtual shooting prop, the first virtual shooting prop is controlled to release a bullet-like element into the virtual environment based on the adjusted attribute parameters of the bullet-like element.

[0096] In some embodiments, in response to the use operation on the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attribute parameter of the bullet-like element.

[0097] In some embodiments, the use operation on the first virtual shooting prop is considered as an operation of using the first virtual shooting prop. Illustratively, the use operation on the first virtual shooting prop is considered as an operation on a use control. Illustratively, the operation type of the operation on the use control includes but is not limited to a click operation, a long press operation, a double-click operation, and the like.

[0098] In some embodiments, the number of bullet-like elements released by the first virtual shooting prop into the three-dimensional virtual environment in response to one use operation on the first virtual shooting prop is K, where K is a positive integer. Illustratively, the number of bullet-like elements released by the first virtual shooting prop is different in response to different operation types of the use operation on the first virtual shooting prop. Illustratively, one bullet-like element is released by the first virtual shooting prop in response to one use operation on the first virtual shooting prop. Illustratively, a plurality of bullet-like elements are released by the first virtual shooting prop in response to one use operation on the first virtual shooting prop. The present application does not limit this.

[0099] In some embodiments, after the first virtual shooting prop is equipped with the first virtual accessory, the attribute parameter of the bullet-like element of the first virtual shooting prop is adjusted by using the first virtual accessory to obtain the adjusted attribute parameter of the bullet-like element.

[0100] Illustratively, the attribute parameter of the bullet-like element includes an attack type of the bullet-like element. Illustratively, in response to the use operation on the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attack type of the bullet-like element. See the following embodiments for specific explanations.

[0101] Illustratively, the attribute parameter of the bullet-like element includes an attack duration of the bullet-like element. Illustratively, in response to the use operation on the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attack duration of the bullet-like element. See the following embodiments for specific explanations.

[0102] Illustratively, the attribute parameter of the bullet-like element includes a motion parameter of the bullet-like element. Illustratively, in response to the use operation on the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element into the three-dimensional virtual environment based on the adjusted motion parameter of the bullet-like element. See the following embodiments for specific explanations.

[0103] In some embodiments, the number of virtual accessories allowed to be assembled on a virtual shooting prop is L, L is a positive integer. Illustratively, a virtual shooting prop only allows one virtual accessory to be assembled. Illustratively, a virtual shooting prop can simultaneously assemble multiple virtual accessories, which can be the same or different virtual accessories.

[0104] Illustratively, when the multiple virtual accessories are different virtual accessories, the adjusted attribute parameters of the different virtual accessories are different, obtaining multiple adjusted attribute parameters. In response to a use operation on the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element into the three-dimensional virtual environment based on the multiple adjusted attribute parameters of the bullet-like element.

[0105] Illustratively, the same virtual accessory is not allowed to appear in the multiple virtual accessories assembled on the first virtual shooting prop.

[0106] Illustratively, the same virtual accessory is allowed to appear in the multiple virtual accessories assembled on the first virtual shooting prop. When the multiple virtual accessories include the same virtual accessory, the adjustment amount of the attribute parameter of the same virtual accessory is superimposed. Illustratively, the attribute parameter adjusted by the first virtual accessory is the movement speed, such as an increase of x%, and when the first virtual shooting prop is assembled with two first virtual accessories, it is considered that the two first virtual accessories can increase the movement speed of the bullet-like element by 2x%.

[0107] The technical scheme provided by the embodiments of the present application, the first virtual accessory picked up by the first virtual object in the three-dimensional virtual environment can be used to adjust the attribute parameter of the bullet-like element. When the first virtual shooting prop held by the first virtual object is assembled with the picked-up first virtual accessory, the attribute parameter of the bullet-like element of the first virtual shooting prop is adjusted. Further, the first virtual shooting prop is used to control the first virtual shooting prop to release the bullet-like element based on the adjusted attribute parameter of the bullet-like element. Compared with the range and amplitude of the adjustment of the virtual shooting prop in the related art, the attribute parameter of the bullet-like element is adjusted by the first virtual accessory in the present application, and the attribute parameter of the bullet-like element is more, and the adjustment space is larger. Therefore, the way of adjusting the attribute parameter of the bullet-like element by the first virtual accessory is more flexible and diverse, and also enriches the control mode of the virtual shooting prop. Further, the first virtual accessory supports being assembled on multiple different types of virtual shooting props, without the need for separate design for different types of virtual shooting props. On the one hand, it reflects the universality of the first virtual accessory, and on the other hand, it is also conducive to saving adjustment costs.

[0108] In one aspect, the application introduces a first virtual accessory that is supported to be assembled on a virtual shooting prop, and realizes adjustment of attribute parameters of a bullet element. When the first virtual accessory is picked up by a first virtual object and assembled on the first virtual shooting prop, the attribute parameters of the bullet element of the first virtual shooting prop are changed, and adjusted attribute parameters are obtained. When the first virtual shooting prop is used, the bullet element with the adjusted attribute parameters can be released into a virtual environment. The application realizes attribute adjustment of the bullet element of the virtual shooting prop by picking up and assembling the first virtual accessory, and enriches the control mode of the virtual shooting prop.

[0109] On the other hand, since the attribute parameters of the bullet element are more diverse, there are more diverse adjustment modes when adjusting the attribute parameters of the bullet element. Therefore, while the attribute parameters of the bullet element are more diverse, the use mode of the virtual shooting prop is also more diverse, and the shooting experience brought to the user is no longer limited to the traditional shooting experience, and the shooting experience is more diverse.

[0110] On the other hand, since the attribute parameters of the bullet element are more diverse, there are more diverse adjustment modes when adjusting the attribute parameters of the bullet element. Therefore, while the attribute parameters of the bullet element are more diverse, the use mode of the virtual shooting prop is also more diverse, and the shooting experience brought to the user is no longer limited to the traditional shooting experience, and the shooting experience is more diverse.

[0111] Before introducing the following embodiments, the basic principles of the virtual shooting prop and the bullet element in the embodiments of the application will be explained in connection with FIGS. 8-12.

[0112] 1. Flight principle of bullet element.

[0113] In response to a use operation on the virtual shooting prop, when the user presses the trigger key for a moment, a ray detection is emitted from the prop mouth of the virtual shooting prop, and the distance of the ray detection is the shooting range of the virtual shooting prop.

[0114] In some embodiments, the bullet element of the virtual shooting prop is a projectile bullet element, that is, the bullet element is a projectile with an initial speed, affected by gravity, and has a flight trajectory.

[0115] In some embodiments, when shooting occurs, the bullet element is created from

BulletSocket

BulletAimTarget

BulletSocket

[0116] In some embodiments, the bullet-like element is created from the

BulletSocket

BulletSocket

BulletSocket

[0117] In some embodiments, the bullet-like element is released from the prop mouth towards the

BulletAimTarget

BulletAimTarget

[0118] In some embodiments, the

BulletAimTarget

[0119] In some embodiments, when the ray shot by the ray target direction collides with the collision body in the virtual environment, the position of the collision point is recorded, which is the target point of the flight of the bullet-like element, i.e. the

BulletAimTarget

[0120] In some embodiments, the initial flight speed of the bullet-like element just after leaving the virtual shooting prop is a configurable value, which is different for each virtual shooting prop. In some embodiments, the definition of the flight speed BulletInitialSpeed is shown in Table 1.

[0121] Table 1 Parameter definition of flight speed

[0122] In some embodiments, the bullet-like element is affected by gravity. In the flight process of the bullet-like element, it will be affected by gravity G, i.e. there is a downward acceleration. In some embodiments, the parameter definition related to gravity is shown in Table 2.

[0123] Table 2 Parameter definition related to gravity

[0124] In some embodiments, GravityModify determines the coefficient of the bullet class element affected by gravity. BulletGravityDistance refers to the distance range in which the bullet class element is not affected by gravity after being released. Illustratively, the bullet class element is not affected by gravity in the distance range of BulletGravityDistanc after being released, and starts to be affected by gravity in the distance range exceeding BulletGravityDistanc, and the coefficient of the effect is GravityModify.

[0125] In some embodiments, based on the above description, the flight process of the bullet class element can be as shown in FIG. 9. The prop mouth 910 of the virtual shooting prop 900 is taken as

BulletSocket

BulletAimTarget

[0126] 2. Hit target object principle.

[0127] In some embodiments, whether the bullet class element of the virtual shooting prop hits the target object, that is, whether the attack collision box generated when the bullet class element collides after experiencing the above flight principle collides with the hit collision box of the target object. The target object can be understood as the object that the first virtual object wants to attack in the virtual environment.

[0128] In some embodiments, taking the target object as an example of an enemy virtual object, as shown in FIGS. 10 and 11, when the attack bounding box 1100 of the bullet class element and the hit bounding box 1000 of the enemy virtual object collide, it is considered that the bullet class element hits the enemy virtual object.

[0129] 3. Damage calculation principle (attack value calculation principle).

[0130] After determining that the bullet class element hits the target object, a predetermined damage will be generated according to the part of the target object hit. In some embodiments, as shown in FIG. 12, three parts of the target object are distinguished, representing the head 1210, the upper body 1220, and the lower body 1230. In some embodiments, when different parts of the target object are hit, different damages are generated, that is, different attack values.

[0131] The following will be explained in connection with three specific attribute parameters, for the control method of the virtual shooting prop.

[0132] The first attribute parameter includes an attack type.

[0133] Referring to FIG. 4, a flowchart of a control method of a virtual shooting prop according to another embodiment of the present disclosure is shown. The execution subject of the method can be the terminal device 10 described above, such as the client of the target application program mentioned in the above embodiments. In the following embodiment of the method, for the convenience of description, only the execution subject of each step is described as the "client". The method can include at least one of the following steps (410-440):

[0134] Step 410: display a virtual environment, the virtual environment including a first virtual object holding a first virtual shooting prop.

[0135] Exemplarily, a three-dimensional virtual environment is displayed, and the three-dimensional virtual environment includes a first virtual object holding a first virtual shooting prop.

[0136] Step 420: after the first virtual object picks up a first virtual accessory in the virtual environment, the first virtual shooting prop is equipped with the first virtual accessory, and the first virtual accessory is used to adjust an attribute parameter of a bullet-like element of the first virtual shooting prop, and the bullet-like element is a minimum shooting unit released by a single use of the first virtual shooting prop.

[0137] Exemplarily, after the first virtual object picks up a first virtual accessory in the three-dimensional virtual environment, the first virtual shooting prop is equipped with the first virtual accessory, and the first virtual accessory is used to adjust an attribute parameter of a bullet-like element of the first virtual shooting prop, and the bullet-like element is a minimum shooting unit released by a single use of the first virtual shooting prop, and the first virtual accessory supports being equipped on multiple different kinds of virtual shooting props.

[0138] Step 430: in response to a use operation for the first virtual shooting prop, the first virtual shooting prop is controlled to release a bullet-like element into the virtual environment based on the adjusted attribute parameter of the bullet-like element.

[0139] Exemplarily, in response to a use operation for the first virtual shooting prop, the first virtual shooting prop is controlled to release a bullet-like element into the three-dimensional virtual environment based on the adjusted attribute parameter of the bullet-like element.

[0140] In some embodiments, the attribute parameter includes an attack type, and the adjusted attribute parameter includes an adjusted attack type.

[0141] Exemplarily, the attack type refers to an attack type of the bullet-like element after the bullet-like element is released to attack the virtual environment. Exemplarily, the attack type comprises at least one of a single-point attack and a range attack. Exemplarily, the single-point attack refers to an attack on a certain point, and the range attack refers to an attack on a region.

[0142] Exemplarily, the attack type of the bullet-like element before the adjustment is a single-point attack, and the attack type after the adjustment is a range attack.

[0143] In step 440, in a case where the bullet-like element hits a first position in the virtual environment, the bullet-like element is controlled to generate an attack effect on a first region in the virtual environment.

[0144] Exemplarily, in a case where the bullet-like element hits a first position in the three-dimensional virtual environment, the bullet-like element is controlled to generate an attack effect on a first region in the three-dimensional virtual environment.

[0145] In some embodiments, when the attack bounding box of the bullet-like element collides with the hit bounding box of the virtual object in the three-dimensional virtual environment, it is considered that the bullet-like element hits the virtual object. Exemplarily, the position where the collision occurs is considered to be the first position.

[0146] In some embodiments, the first position can also be considered to be a position where the bullet-like element collides with the virtual environment for the first time after being released. The first position can be any position in the virtual environment that can be collided. Of course, the position where the bullet-like element collides with the virtual object is considered to be the first position in the embodiments of the present application, and the position of the collision is also referred to as a collision point. In some embodiments, the collision point can be any position on the surface of the virtual object. That is, the bullet-like element can collide with any position on the surface of the virtual object. The virtual object is a virtual object in the virtual environment, and the specific category thereof is not limited in the present application, which can be a virtual land, a virtual wall, a virtual table, and the like.

[0147] In some embodiments, the first region is a region determined based on the first position and the attack type after the adjustment. In some embodiments, the attack type after the adjustment is used to determine an attack range, such as the attack range when the attack type after the adjustment is a range attack. Exemplarily, the first region is a region with the attack range as a volume and with the first position as a center. Exemplarily, the first region is a region with the attack range as a volume and with the first position as a relative position point. For example, the first region is a region with the attack range as a volume and with a position 1 meter away from the first position in a first direction as a center. For example, the first region is a region with the attack range as a volume and with a position 2 meters away from the first position in a second direction as a center. The specific position of the first region is not limited in the present application.

[0148] The technical scheme provided by the embodiments of the present application adjusts the attack type of the bullet type element through the first virtual accessory, such as adjusting the single-point attack in the related art to a range attack. This way reflects flexible change of the attribute parameter of the bullet type element of the virtual shooting prop, enriches the attack type of the bullet type element of the virtual shooting prop, and further brings different user experiences to users.

[0149] In some embodiments, the adjusted attack type is to generate a range attack on a spherical region with the first position as the spherical center and the first value as the radius.

[0150] In some embodiments, the attack value of the bullet type element on the second position in the first region is negatively correlated with the first distance, and the first distance is the distance between the second position and the first position.

[0151] Exemplarily, in the case that the bullet type element hits the first position in the three-dimensional virtual environment, the bullet type element is controlled to generate an attack effect on a spherical region with the first position as the spherical center and the first value as the radius in the three-dimensional virtual environment.

[0152] Exemplarily, in the spherical region, different positions are subjected to different attack values of the bullet type element. Exemplarily, the spherical shape of the spherical region, that is, the attack value of the first position subjected to the attack of the bullet type element is the largest. And in the spherical region, the farther the distance from the first position, the smaller the attack value of the bullet type element.

[0153] Exemplarily, the second position is any one position in the spherical region. Exemplarily, the first distance is the distance between the second position and the first position. Exemplarily, the attack value of the bullet type element on the second position in the first region is negatively correlated with the first distance. Specifically, the greater the distance between the second position and the first position, the smaller the attack value of the bullet type element on the second position, and the smaller the distance between the second position and the first position, the greater the attack value of the bullet type element on the second position. Exemplarily, when the second position is the first position, the attack value of the bullet type element on the second position is the maximum attack value of the bullet type element. Exemplarily, when the second position is the boundary position of the spherical region, the attack value of the bullet type element on the second position is the minimum attack value of the bullet type element.

[0154] The technical scheme provided by the embodiments of the present application considers the attack range as a spherical region in the case of a range attack, so that the attack effect of the bullet-like element on the first position is no longer limited to single-point attack on the first position, but is adjusted to range attack on the spherical region with the first position as the spherical center. Moreover, the attack values at different positions in the spherical region decrease with the distance to the spherical center. In this way, as long as the enemy virtual object is located in the spherical region, attack on the enemy virtual object can be generated, which is beneficial to improve the hit rate on the enemy virtual object.

[0155] The following explains the determination process of the attack value, including at least one of the following steps S1-S3 (not shown in the figure).

[0156] In step S1, in the case that the second virtual object in the three-dimensional virtual environment is located in the first region, the distance between the second virtual object and the first position is obtained as the second distance, and the second virtual object and the first virtual object are different virtual objects.

[0157] For the explanation and description of the second virtual object, refer to other embodiments in the context, which will not be repeated here.

[0158] In some embodiments, the distance between the second virtual object and the first position is considered as the minimum distance between the second virtual object and the first position. For example, the distance between the hit bounding box of the second virtual object and the first position is considered as the distance between the second virtual object and the first position. For example, the minimum distance between the hit bounding box of the second virtual object and the first position is considered as the distance between the second virtual object and the first position.

[0159] For example, the position on the second virtual object closest to the first position is considered as the fourth position. That is, the distance between the fourth position and the first position is the second distance.

[0160] For example, the hit bounding box of the different virtual object is preset in advance, and the volume of the hit bounding box is also preset in advance.

[0161] In step S2, the attenuation coefficient corresponding to the second distance is determined according to the first function relationship, the first function relationship is used to represent the function relationship between the distance and the attenuation coefficient, and the attenuation coefficient is used to represent the attenuation degree of the attack value of the bullet-like element compared with the first attack value, and the first attack value is the attack value of the bullet-like element on the first position.

[0162] In some embodiments, the first function relationship is used to represent a function relationship between the distance and the attenuation coefficient. Illustratively, the first function relationship is used to represent a negative correlation between the distance and the attenuation coefficient. Illustratively, the first function relationship represents that the greater the distance, the greater the degree of attenuation, and the smaller the attenuation coefficient. It should be understood that the distance here refers to the distance to the center of the sphere, that is, the distance to the first position.

[0163] Illustratively, the first function relationship is a function relationship with the distance as the independent variable and the attenuation coefficient as the dependent variable. Then, the second distance is brought into the first function relationship, and the attenuation coefficient corresponding to the second distance can be obtained.

[0164] In some embodiments, when the first distance is 0, that is, the second position is located at the first position, the attenuation coefficient is b. In some embodiments, when the first distance is a first numerical value, that is, the second position falls on the boundary position of the spherical region, the attenuation coefficient is a. b is greater than a, and b and a are both non-negative numbers. In some embodiments, the value range of the attenuation coefficient is {a, b}. In some embodiments, a is 0, and b is 1.

[0165] In some embodiments, the attenuation coefficient is used to represent the degree of attenuation of the attack value of the bullet-like element compared to the first attack value. Illustratively, the greater the degree of attenuation of the attack value of the bullet-like element compared to the first attack value, the smaller the attenuation coefficient. Illustratively, the smaller the degree of attenuation of the attack value of the bullet-like element compared to the first attack value, the greater the attenuation coefficient.

[0166] In some embodiments, the first attack value is the attack value of the bullet-like element on the first position, that is, the maximum attack value of the bullet-like element.

[0167] Step S3, determining the attack value of the bullet-like element on the second virtual object based on the first attack value and the attenuation coefficient corresponding to the second distance.

[0168] In some embodiments, the product between the first attack value and the attenuation coefficient corresponding to the second distance is used to determine the attack value of the bullet-like element on the second virtual object.

[0169] In some embodiments, the difference between the first attack value and the attenuation coefficient corresponding to the second distance is used to determine the attack value of the bullet-like element on the second virtual object.

[0170] In some embodiments, the exponential operation result obtained by taking the first attack value as the base and the attenuation coefficient corresponding to the second distance as the exponent is used to determine the attack value of the bullet-like element on the second virtual object.

[0171] In some embodiments, based on the first attack value and the attenuation coefficient corresponding to the second distance, the attack value determined is the attack value of the fourth position on the second virtual object (or its hit bounding box), and the fourth position is the position closest to the first position. Exemplarily, the attack value of the fourth position is considered as the attack value of the bullet-like element on other positions on the second virtual object. Exemplarily, the attack value of the fourth position is different from the attack value of the bullet-like element on other positions on the second virtual object. Exemplarily, the attack value of the bullet-like element on other positions on the second virtual object except the fourth position is less than the attack value of the bullet-like element on the fourth position on the second virtual object.

[0172] The technical scheme provided by the embodiments of the present application provides a fast calculation method for the attack value through the first function relationship, which is beneficial to improving the determination efficiency of the attack value. Furthermore, as long as the first virtual object is located in the spherical region, an attack effect can be generated on the first virtual object, which improves the hit rate on the first virtual object and also improves the shooting fault tolerance rate compared with the related art in which the first virtual object must be hit.

[0173] In some embodiments, after each virtual accessory is assembled, part of the logic or values in the above-mentioned “flight principle of the bullet-like element”, “target object hitting principle” and “damage calculation principle” can be replaced by program logic, or part of the logic can be added in the three principles, so as to finally achieve the required values of the virtual accessory.

[0174] In some embodiments, as shown in 1810 of FIG. 18, when the first virtual accessory is a virtual accessory of the first type, that is, the first virtual accessory is a virtual accessory for giving the user an upgrade experience of “high explosive ammunition”, which is also called “high explosive ammunition chip”.

[0175] Exemplarily, the first virtual accessory is used to adjust the attack type. Exemplarily, the first virtual accessory is used to adjust the attack type to range attack when shooting. After the bullet-like element hits the target object, range damage will be caused. Part of the logic of the attack collision box of the bullet-like element in the “target object hitting principle” and part of the logic of the “damage calculation principle” are added.

[0176] Exemplarily, if the attack collision box of the bullet-like element judges that the target object is hit, the damage is judged according to the original logic. If the attack collision box of the bullet-like element judges that the target object is not hit, a new attack collision box is generated at the actual hitting point of the bullet, that is, the first position. Exemplarily, the new attack collision box is a sphere with a radius of 2 meters, that is, a spherical region with the first position as the center and the first value as the radius.

[0177] In some embodiments, the new attack collision box is determined to be in contact with the hit collision box. If there is no contact, no damage is caused. If there is contact, the "new damage calculation principle" is added according to the following logic.

[0178] In some embodiments, the point (the fourth position) closest to the hit point (the first position) in the contact part of the new attack collision box and the hit collision box is determined. The distance from the point to the center of the new attack collision box is used as the damage distance, that is, the second distance. In some embodiments, the damage distance is used to search in a given value.

[0179] For example, the search form is a two-dimensional coordinate system, as shown in FIG. 13, where the horizontal axis represents the distance to the first position in centimeters, and the vertical axis represents the damage ratio (that is, the attenuation coefficient). For example, a first function relationship between the distance and the attenuation coefficient is shown in the two-dimensional coordinate system. For example, the selected point 1310 in FIG. 13 means that the distance to the first position is 96 cm, and the damage ratio at this time is 0.75, that is, 75% of the maximum attack value of the bullet-like element of the virtual shooting prop. For example, if the attack value of the virtual shooting prop on the first position is 110, the damage caused by the bullet-like element this time is 110*0.75=82.5.

[0180] For example, as shown in FIG. 14, the bullet-like element hits the first position 1400, and attacks the spherical region with the first position 1400 as the center. When the second virtual object 1420 is located in the spherical region, that is, the hit bounding box of the second virtual object 1420 collides with the spherical region, the point 1410 on the second virtual object 1420 closest to the first position 1400 is determined. For example, the third distance from the point 1410 to the first position 1400 is obtained. Through the first function relationship in the two-dimensional coordinate system, the attenuation coefficient corresponding to the third distance is determined. The product of the maximum attack value on the first position and the attenuation coefficient corresponding to the third distance is used as the attack value on the second virtual object.

[0181] In some embodiments, the first attack value is the attack value of the bullet-like element on the first position. In some embodiments, the first attack value is determined by the first virtual shooting prop. Different virtual shooting props have different attack values on the first position.

[0182] In some embodiments, when the first virtual shooting prop is equipped with the first virtual accessory, the size of the first attack value is not changed. In some embodiments, when the first virtual shooting prop is equipped with the first virtual accessory, the first attack value can be increased.

[0183] In some embodiments, the adjustment amount of the attribute parameter is different when the first virtual accessory is assembled on different virtual shooting props.

[0184] In some embodiments, the first attack value, the first value, and the first function relationship are different when the first virtual accessory is assembled on different virtual shooting props.

[0185] The technical scheme provided by the embodiments of the present application considers the diversity of virtual shooting props, and when the first virtual accessory is assembled on different virtual shooting props, different first attack values, first values, and the first function relationship are pre-configured according to the characteristics of different virtual shooting props, so as to produce different attack effects in the game. The diversity and flexibility of virtual shooting prop control are embodied.

[0186] Of course, in addition to being pre-set, the first value (the radius of the spherical region) mentioned in the embodiments of the present application can also be manually adjusted by the user (mode 1) or adjusted by the terminal device or server (mode 2).

[0187] Mode 1, display an adjustment control, the adjustment control is used to adjust the radius of the spherical region; in response to an operation on the adjustment control, the radius of the spherical region is adjusted to a second value.

[0188] For example, after the first virtual accessory is assembled on the first virtual shooting prop, the adjustment control is displayed. For example, the adjustment control is a UI control. For example, the adjustment control is a draggable progress bar for the user to adjust the radius of the spherical region. For example, the radius of the spherical region is set to the first value by default, but the user can reduce the first value, that is, adjust the radius of the spherical region from the first value to a second value, and the second value is smaller than the first value.

[0189] Considering that the adjusted attack type is a range attack, a range attack special effect will be displayed. However, when there are many enemy virtual objects in a hidden state in the virtual environment, displaying a range attack special effect with a too large range is easy to expose the location of the first virtual object. Therefore, the user can adjust the radius of the spherical region to reduce the possibility of exposure of the first virtual object. Therefore, the present application gives the user the opportunity to adjust the radius of the spherical region, which is beneficial to enrich the form of human-computer interaction, thereby providing a better game experience for the user.

[0190] Mode 2, determine the radius of the spherical region based on the number of third virtual objects contained in the field of view range of the first virtual object; wherein the radius of the spherical region is positively correlated with the number of third virtual objects.

[0191] In some embodiments, the virtual environment further comprises: at least one third virtual object in a different camp from the first virtual object; determining a size of the first region based on a number of the third virtual objects contained in the field of view of the first virtual object; wherein the size of the first region is positively correlated with the number of the third virtual objects. The first region is at least one of a spherical region, a matrix region, and a sector region.

[0192] In some embodiments, the three-dimensional virtual environment further comprises: at least one third virtual object in a different camp from the first virtual object.

[0193] Exemplarily, the radius of the spherical region is positively correlated with the number of the third virtual objects, that is, the more the number of the third virtual objects, the greater the radius of the spherical region. The less the number of the third virtual objects, the smaller the radius of the spherical region.

[0194] Exemplarily, the area of the matrix region is positively correlated with the number of the third virtual objects, that is, the more the number of the third virtual objects, the greater the area of the matrix region. The less the number of the third virtual objects, the smaller the area of the matrix region.

[0195] Exemplarily, the radius of the sector region is positively correlated with the number of the third virtual objects, that is, the more the number of the third virtual objects, the greater the radius of the sector region. The less the number of the third virtual objects, the smaller the radius of the sector region.

[0196] Exemplarily, the terminal device acquires the number of the third virtual objects contained in the field of view of the first virtual object, and sends the number to the server. The server determines the radius of the spherical region according to the number. Exemplarily, the server sends the determined radius of the spherical region to the terminal device. Exemplarily, a second functional relationship between the radius of the spherical region and the number of the third virtual objects is configured in the server in advance. The second functional relationship is used to indicate that the radius of the spherical region is positively correlated with the number of the third virtual objects.

[0197] The technical scheme provided by the embodiments of the present application determines the size (such as the radius of the spherical region) of the first region based on the number of the third virtual objects (that is, enemy virtual objects) in the field of view. The effect that the more the third virtual objects, the larger the first region (such as the larger the spherical region) is achieved. The larger size of the first region (such as the larger radius of the spherical region) can enable more third virtual objects to be attacked. While automatically adjusting the size to save the processing cost of attack effect, the hit rate on virtual objects is also guaranteed.

[0198] In some embodiments, the pre-marking information is displayed to indicate a boundary of a second region, the second region being determined based on a third position and an adjusted attack type, the third position being a position of a first collision point of a ray along a release direction of the bullet-like element with the three-dimensional virtual environment before the bullet-like element is released.

[0199] For example, the pre-marking information is displayed when the first virtual object is controlled to aim but no use operation is performed on the first virtual shooting prop. The third position is different when the aiming direction of the first virtual object is different, and the second region indicated by the pre-marking information is also different.

[0200] For example, the second region is a spherical region with the third position as the center and the first value as the radius.

[0201] For example, the pre-marking information is used to indicate a boundary of the second region. For example, the pre-marking information is used to highlight the boundary of the second region.

[0202] When the pre-marking information is displayed, the user can be informed of the attack range of the range attack achieved in the current aiming direction before the user performs the use operation on the first virtual shooting prop to release the bullet-like element. After seeing the pre-marking information, if the second region indicated by the pre-marking information is the attack range expected by the user, the user can directly perform the use operation on the first virtual shooting prop to release the bullet-like element to generate an attack effect on the second region. If the second region indicated by the pre-marking information is not the attack range expected by the user, the user can continue to adjust the aiming direction of the virtual shooting prop until the attack range expected by the user is found.

[0203] In some embodiments, the first virtual object holds the first virtual shooting prop and moves in the three-dimensional virtual environment. For example, the first virtual object is controlled to hold the first virtual shooting prop and release the bullet-like element in the three-dimensional virtual environment. For example, the first virtual object is controlled to pick up the first virtual accessory and assemble the first virtual accessory on the first virtual shooting prop. For example, when the attribute parameter adjusted by the first virtual accessory is the attack type, the original single-point attack is modified to a range attack to generate a range attack on a hit position (i.e., the first position). For example, a spherical region with the first position as the center is attacked, such as an explosion effect. For example, when a second virtual object is hit, a spherical region with the second virtual object as the center is directly attacked, such as an explosion effect. For example, when the second virtual object is not directly hit but is located in a spherical region with the hit position as the center, the second virtual object is still attacked.

[0204] The technical scheme provided by the embodiments of the present application displays the pre-marking information, which not only enriches the display elements of the picture, and further, the boundary of the second area prompted by the pre-marking information is beneficial to assisting the user in hitting the enemy virtual object, improving the hit rate of the enemy virtual object, and enriching the human-computer interaction form.

[0205] Secondly, the attribute parameter includes attack duration.

[0206] Please refer to FIG. 5, which shows the flow chart of the control method of the virtual shooting prop provided by another embodiment of the present application. The execution subject of the method can be the terminal device 10 introduced above, such as the client of the target application program mentioned in the above embodiments. In the following method embodiment, in order to facilitate description, only the execution subject of each step is introduced as "client". The method can include at least one of the following steps (510-530):

[0207] Step 510, display a virtual environment, the virtual environment including a first virtual object holding a first virtual shooting prop.

[0208] Exemplarily, a three-dimensional virtual environment is displayed, and the three-dimensional virtual environment includes a first virtual object holding a first virtual shooting prop.

[0209] Step 520, after the first virtual object picks up a first virtual accessory in the virtual environment, the first virtual shooting prop is equipped with the first virtual accessory, and the first virtual accessory is used to adjust the attribute parameter of a bullet-like element of the first virtual shooting prop. The bullet-like element is the smallest shooting unit released by the first virtual shooting prop in a single use.

[0210] Exemplarily, after the first virtual object picks up a first virtual accessory in the three-dimensional virtual environment, the first virtual shooting prop is equipped with the first virtual accessory, and the first virtual accessory is used to adjust the attribute parameter of a bullet-like element of the first virtual shooting prop. The bullet-like element is the smallest shooting unit released by the first virtual shooting prop in a single use, and the first virtual accessory supports being equipped on multiple different kinds of virtual shooting props.

[0211] In some embodiments, the attribute parameter includes attack duration, and the adjusted attribute parameter includes an adjusted attack duration.

[0212] Exemplarily, the attack duration refers to the duration of attack on the virtual environment after the release of a bullet-like element. Exemplarily, instantaneous attack and persistent attack correspond to different attack durations respectively. Exemplarily, the instantaneous attack refers to the attack on a certain point in an instant, and the persistent attack refers to the attack on a certain point for a period of time.

[0213] Exemplarily, the bullet-like element before the adjustment is an instantaneous attack, and the bullet-like element after the adjustment is a persistent attack.

[0214] Exemplarily, the adjusted attack duration is greater than or equal to a third threshold. Exemplarily, the third threshold is 1.6 seconds.

[0215] At step 530, in response to the use operation on the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element with the persistent attack state into the virtual environment along the aiming direction of the first virtual shooting prop, and the persistent attack state refers to that the attack state of the bullet-like element lasts for the adjusted attack duration.

[0216] Exemplarily, in response to the use operation on the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element with the persistent attack state into the three-dimensional virtual environment along the aiming direction of the first virtual shooting prop, and the persistent attack state refers to that the attack state of the bullet-like element lasts for the adjusted attack duration.

[0217] In some embodiments, the display effect of the bullet-like element is a line-shaped special effect emitted along the aiming direction of the first virtual shooting prop. In some embodiments, in the case that the bullet-like element with the persistent attack state hits the first position, the bullet-like element is from leaving the first virtual shooting prop to instantaneously reaching the first position. Exemplarily, in the case that the bullet-like element is released from leaving the first virtual shooting prop to the first position, the line-shaped special effect is emitted along the aiming direction of the first virtual shooting prop to the first position, and the line-shaped special effect instantaneously reaches the first position. Exemplarily, the time interval between the bullet-like element leaving the first virtual shooting prop and hitting the first position is less than a second threshold. Exemplarily, the line-shaped special effect can also be considered as an energy ray released from the aiming direction of the bullet-like element of the virtual shooting prop.

[0218] In some embodiments, the persistent attack on the hit position is generated after the adjusted attack duration. In some embodiments, in the case that the bullet-like element with the persistent attack state hits the first position, the bullet-like element generates N attacks on the first position, and N is an integer greater than 1. Exemplarily, in the case that the first position is hit all the time within the adjusted attack duration, the bullet-like element generates N attacks on the first position. Exemplarily, after the adjusted attack duration, the aiming direction is allowed to be adjusted to change the hit position. Exemplarily, in the case that the aiming direction of the first virtual shooting prop is adjusted so that the hit position is changed from the first position to a fifth position in the virtual environment within the adjusted attack duration, the bullet-like element generates P attacks on the first position and Q attacks on the fifth position, and the sum of P and Q is N, and P and Q are positive integers less than N.

[0219] Exemplarily, within the adjusted attack duration, attacks are continuously generated at the hit position. Exemplarily, there is a first time interval between two adjacent attacks, such as the first time interval is 0.04 seconds. Exemplarily, when the adjusted attack duration is 1.6 seconds, 40 attacks are generated at intervals of 0.04 seconds. In some embodiments, in the N attacks, the attack values of each attack are different.

[0220] In some embodiments, in response to the use operation on the first virtual shooting prop, the first virtual shooting prop is controlled to release a bullet-like element with a sustained attack state along the aiming direction of the first virtual shooting prop in the three-dimensional virtual environment. Exemplarily, the state of the bullet-like element with the sustained attack state is not interrupted.

[0221] In some embodiments, after the first virtual accessory is assembled, the number of bullet-like elements consumed by one use operation on the first virtual shooting prop is increased. Exemplarily, in the related art, one virtual bullet is consumed for one shot, and after the first virtual accessory is assembled, multiple virtual bullets are consumed for one shot, and an energy ray is released in the three-dimensional virtual environment.

[0222] In some embodiments, before the first virtual accessory is assembled, the time interval between two adjacent use operations on the first virtual shooting prop is t1. In some embodiments, after the first virtual accessory is assembled, the second time interval between two adjacent use operations on the first virtual shooting prop is t2. Exemplarily, t1 is less than t2, and t1 and t2 are both positive numbers.

[0223] In some embodiments, the adjustment amount of the attribute parameter is different when different types of virtual shooting props are assembled with the first virtual accessory.

[0224] In some embodiments, the adjusted attack duration is the duration of the bullet-like element in the sustained attack state. In some embodiments, the adjusted attack duration is different when the first virtual accessory is assembled on different virtual shooting props. In some embodiments, the first time interval is different when the first virtual accessory is assembled on different virtual shooting props. In some embodiments, the second time interval is different when the first virtual accessory is assembled on different virtual shooting props. In some embodiments, the attack value of each attack in the sustained attack state is different when the first virtual accessory is assembled on different virtual shooting props.

[0225] The technical scheme provided in the embodiments of the present application considers the diversity of virtual shooting props, and when the first virtual accessory is assembled on different virtual shooting props, different adjusted attack durations, first time intervals, second time intervals, and attack values of each attack in the continuous attack state are preconfigured according to the characteristics of different types of virtual shooting props, so that different attack effects are generated in the match. It embodies the diversity and flexibility of virtual shooting prop control.

[0226] The technical scheme provided in the embodiments of the present application, under the adjusted attack duration, the bullet element is always in a continuous attack state. Compared with the instant attack in the related art, the present application increases the attack duration, and if the first position is hit, N continuous attacks are generated under the adjusted attack duration. Further, because the attack duration is lengthened, in the case that the enemy virtual object is not hit in time, the enemy virtual object can be hit again by adjusting the aiming direction. Therefore, the present application enriches the control mode of the virtual object and improves the hit rate of the enemy virtual object.

[0227] In addition, the display effect of the bullet element in the continuous attack state is a line-shaped special effect emitted along the aiming direction of the first virtual shooting prop. On the one hand, it can enrich the display effect of the picture, and on the other hand, the line-shaped special effect can simply and clearly indicate the attack direction and attack position, which is beneficial to timely adjusting the aiming direction to improve the hit rate and enrich the human-computer interaction form.

[0228] In some embodiments, as shown in 1820 of FIG. 18, when the first virtual accessory is a second type of virtual accessory, that is, the first virtual accessory is a virtual accessory for giving the user an upgrade experience of an “energy gun”, which is also called an “energy gun chip”.

[0229] Exemplarily, the first virtual accessory is used to adjust the attack duration. Exemplarily, the first virtual accessory is used to change the bullet into an energy ray when shooting. Exemplarily, in the flight speed part of the bullet element in the “flight principle of the bullet element”, the part of the modified logic is added. Exemplarily, in the “damage calculation principle”, the part of the modified logic is added.

[0230] Exemplarily, one bullet (one bullet element) is fired each time, and a ray lasting 1.6s is emitted each time. Exemplarily, the bullet flight speed BulletInitialSpeed is set to be infinite, that is, the ray will arrive instantly. Exemplarily, in the “damage calculation principle”, the number of damages generated when the bullet hits is set to 40 times, and the damage interval (that is, the first time interval) is increased to 0.04s. Exemplarily, the interval (that is, the second time interval) during which the ray can be fired again after stopping is increased to 0.75s.

[0231] Exemplarily, by the above modification, the following result is generated: the energy ray is generated at the moment when the virtual shooting prop releases the bullet-like element, and reaches the aiming point instantaneously. The ray exists for 1.6s, and during the existence time, the damage to the hit position is continuously generated: 3 or 4 or 6 points of damage are caused every 0.04s, and a total of 40 times of damage are caused. The single shot cannot be stopped after it is started, and the shot can be fired again after 0.75s of stoppage.

[0232] In some embodiments, as shown in FIG. 15, when the first virtual shooting prop is controlled to release the bullet-like element with the sustained attack state along the aiming direction of the first virtual shooting prop into the three-dimensional virtual environment, a time length prompt information 1520 is displayed, which is used to prompt the time length remaining in the adjusted attack time length. Exemplarily, the display effect of the bullet-like element is a line-shaped special effect 1510 emitted along the aiming direction of the first virtual shooting prop.

[0233] In some embodiments, in the case where the bullet-like element hits the virtual obstacle in the virtual environment, if there is a third virtual object on the ray in the movement direction of the bullet-like element, and the distance between the third virtual object and the first virtual shooting prop is less than or equal to the first threshold value, the bullet-like element is controlled to penetrate the virtual obstacle to attack the third virtual object.

[0234] In some embodiments, in the case where the bullet-like element hits the virtual obstacle in the three-dimensional virtual environment, if there is a third virtual object on the ray in the movement direction of the bullet-like element, and the distance between the third virtual object and the first virtual shooting prop is less than or equal to the first threshold value, the bullet-like element is controlled to penetrate the virtual obstacle to attack the third virtual object.

[0235] In some embodiments, the three-dimensional virtual environment further includes: a third virtual object in a different camp from the first virtual object.

[0236] Exemplarily, the virtual obstacle can be understood as a non-attackable object in the virtual environment. The virtual obstacle does not have a health value, and the virtual obstacle is at least one of a virtual wall, a virtual house, and a virtual large tree. Exemplarily, in the related art, when the bullet-like element hits the virtual obstacle, the bullet-like element cannot penetrate the virtual obstacle. Different from the related art, in the present application, the bullet-like element in the sustained attack state can penetrate the virtual obstacle to hit the third virtual object behind the virtual obstacle.

[0237] Exemplarily, there is no third virtual object between the line connecting the first virtual shooting prop and the virtual obstacle, and the third virtual object exists after passing through the virtual obstacle along the aiming direction of the first virtual shooting prop. That is, the third virtual object is located behind the virtual obstacle.

[0238] Exemplarily, the furthest attack distance of the bullet-like element in the sustained attack state is a first threshold value, and the distance between the third virtual object and the first virtual shooting prop is less than or equal to the first threshold value, so that the attack on the third virtual object is controlled. Exemplarily, the furthest attack distance of the bullet-like element in the sustained attack state is a first threshold value, and the distance between the third virtual object and the first virtual shooting prop is greater than the first threshold value, so that the attack on the third virtual object is not generated.

[0239] Exemplarily, the bullet-like element in the sustained attack state does not attack the virtual obstacle when penetrating the virtual obstacle, but only attacks the third virtual object behind the virtual obstacle. Exemplarily, when penetrating the virtual obstacle, the virtual obstacle does not attack the bullet-like element in the sustained attack state. Exemplarily, when penetrating the virtual obstacle, the virtual obstacle is not damaged.

[0240] Considering that the virtual obstacle cannot be penetrated to hit the enemy virtual object behind in the related art, the form of human-computer interaction is relatively single. In the case that the first virtual accessory is assembled and the display effect of the bullet-like element is a line-shaped special effect, the bullet-like element in the sustained attack state can penetrate the virtual obstacle, hit the enemy virtual object behind, and has no energy consumption. Therefore, the attack mode of the bullet-like element is enriched. In the case that the first virtual object detects that there is an enemy virtual object behind the virtual obstacle, the bullet-like element in the sustained attack state is used to penetrate the virtual obstacle to hit the enemy virtual object, so that a surprise attack is realized, and the hit rate of the virtual shooting prop is improved.

[0241] In some embodiments, the first virtual object holds the first virtual shooting prop and moves in the three-dimensional virtual environment. Exemplarily, the first virtual object holding the first virtual shooting prop is controlled to release the bullet-like element in the three-dimensional virtual environment. Exemplarily, after the first virtual object picks up the first virtual accessory, the first virtual accessory is assembled on the first virtual shooting prop. Exemplarily, when the attribute parameter adjusted by the first virtual accessory is the attack duration, an energy ray is instantaneously emitted towards the aiming position. In the case that the second virtual object exists at the aiming position, continuous multiple attacks on the second virtual object are generated. In the case that the second virtual object does not exist at the aiming position, no continuous multiple attacks are generated, and the energy ray is maintained. In the duration of the sustained attack, the aiming direction is adjusted, and the energy ray is controlled to hit the second virtual object, so that multiple attacks on the second virtual object are continued.

[0242] Thirdly, the attribute parameter includes a motion parameter.

[0243] Please refer to FIG. 6, which shows a flowchart of a control method of a virtual shooting prop according to another embodiment of the present application. The execution subject of the method can be the terminal device 10 introduced above, such as the client of the target application mentioned in the above embodiments. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as "client". The method can include at least one of the following steps (610-640):

[0244] Step 610, display a virtual environment, the virtual environment including a first virtual object holding a first virtual shooting prop.

[0245] Exemplarily, a three-dimensional virtual environment is displayed, the three-dimensional virtual environment including a first virtual object holding a first virtual shooting prop.

[0246] Step 620, after the first virtual object picks up a first virtual accessory in the virtual environment, equip the first virtual shooting prop with the first virtual accessory, the first virtual accessory being used to adjust an attribute parameter of a bullet-like element of the first virtual shooting prop, the bullet-like element being a minimum shooting unit released by a single use of the first virtual shooting prop.

[0247] Exemplarily, after the first virtual object picks up a first virtual accessory in the three-dimensional virtual environment, equip the first virtual shooting prop with the first virtual accessory, the first virtual accessory being used to adjust an attribute parameter of a bullet-like element of the first virtual shooting prop, the bullet-like element being a minimum shooting unit released by a single use of the first virtual shooting prop, the first virtual accessory being capable of being equipped on multiple different kinds of virtual shooting props.

[0248] Step 630, in response to a use operation on the first virtual shooting prop, control the first virtual shooting prop to release the bullet-like element into the virtual environment based on the adjusted attribute parameter of the bullet-like element.

[0249] Exemplarily, in response to a use operation on the first virtual shooting prop, control the first virtual shooting prop to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attribute parameter of the bullet-like element.

[0250] In some embodiments, the attribute parameter includes a motion parameter, and the adjusted attribute parameter includes an adjusted motion parameter.

[0251] Exemplarily, the motion parameter is a parameter of the bullet-like element when moving in the virtual environment after being released. Exemplarily, the motion parameter includes at least one of a motion direction and a motion speed.

[0252] Step 640, control the bullet-like element to move in the virtual environment based on the adjusted motion parameter.

[0253] Exemplarily, based on the adjusted motion parameter, the motion of the released bullet-like element in the three-dimensional virtual environment is controlled.

[0254] In some embodiments, the first virtual accessory is used to adjust at least one of a motion direction, a motion speed, and a motion distance of the bullet-like element.

[0255] In the related art, when a bullet-like element is released in a three-dimensional virtual environment, the bullet-like element generally is subject to gravity, so that the motion direction is a parabolic direction subject to gravity, which results in a difference between an actual hitting position and a sighting position of the first virtual shooting prop. For example, due to the motion direction being a parabolic direction subject to gravity, the actual hitting position is located in the direction of the sighting position of the first virtual shooting prop. Based on this, the first virtual accessory is used to adjust the motion direction, so that the actual hitting position and the sighting position of the first virtual shooting prop are the same position.

[0256] In some embodiments, when the adjusted motion parameter includes an adjusted motion direction, the bullet-like element is controlled to move in the three-dimensional virtual environment along the adjusted motion direction. Exemplarily, the motion of the bullet-like element in the three-dimensional virtual environment is controlled according to the adjusted motion direction. Exemplarily, the adjusted motion direction is a straight line direction, and the unadjusted motion direction is a non-straight line direction.

[0257] The technical scheme provided by the embodiments of the present application adjusts the motion parameter of the bullet-like element by the first virtual accessory, and realizes flexible control of the motion of the released bullet-like element. While embodying the diversity of the control mode of the virtual shooting prop, the technical scheme is conducive to improving the hitting rate of the virtual shooting prop.

[0258] In some embodiments, when the adjusted motion parameter includes an adjusted motion speed, the bullet-like element is controlled to move in the three-dimensional virtual environment at the adjusted motion speed. Exemplarily, the motion of the bullet-like element in the three-dimensional virtual environment is controlled according to the adjusted motion speed. Exemplarily, the adjusted motion speed is greater than the unadjusted motion speed. Exemplarily, the first virtual accessory adjusts the value of the motion speed of the bullet-like element, so as to ensure that the bullet-like element moves in the virtual environment at the adjusted motion speed after being released.

[0259] In some embodiments, when the adjusted motion parameter includes an adjusted motion direction and an adjusted motion speed, the bullet-like element is controlled to move in the three-dimensional virtual environment along the adjusted motion direction at the adjusted motion speed.

[0260] In some embodiments, the adjusted movement direction comprises a straight line direction in which the release direction of the bullet-like element lies in the case that the bullet-like element after being released is not subject to gravity in the three-dimensional virtual environment.

[0261] Exemplarily, the first virtual accessory adjusts the gravity condition of the bullet-like element, and sets the bullet-like element not to be subject to gravity, so as to ensure that the movement direction of the bullet-like element after being released is the adjusted movement direction.

[0262] In some other embodiments, the adjusted movement direction comprises a straight line direction in which the release direction of the bullet-like element lies above in the case that the bullet-like element after being released is subject to gravity in the three-dimensional virtual environment.

[0263] Exemplarily, the first virtual accessory does not adjust the gravity condition of the bullet-like element, and directly sets the movement direction of the bullet-like element, so as to ensure that the bullet-like element hits the aiming position of the first virtual shooting prop along the adjusted movement direction under the action of gravity.

[0264] The technical solution provided by the embodiments of the present application can not only adjust the movement direction by the first virtual accessory, but also adjust the movement speed. In the case of adjusting the movement direction, the aiming position of the virtual shooting prop and the actual hitting position of the bullet-like element can be made to coincide, so as to improve the shooting experience of the user and improve the hitting rate. In the case of adjusting the movement speed, the time from the release of the bullet-like element to the hitting can be shortened, so as to improve the shooting efficiency of the user.

[0265] Furthermore, in the case that the bullet-like element after being released is not subject to gravity in the three-dimensional virtual environment, the straight line direction in which the release direction of the bullet-like element lies is taken as the adjusted movement direction, which can maximize the coincidence of the aiming position of the virtual shooting prop and the hitting position of the bullet-like element, and improve the adjustment efficiency of the movement direction.

[0266] In some embodiments, as shown in 1830 of FIG. 18, when the first virtual accessory is a third type of virtual accessory, that is, the first virtual accessory is a virtual accessory used to give the user an upgrade experience of “gravity-free modification”, which is also called “gravity-free modification chip”.

[0267] Exemplarily, the first virtual accessory is used to adjust the motion parameter. Exemplarily, the first virtual accessory is used to eliminate the effect of gravity when shooting, change the motion direction and the motion speed. Exemplarily, the flight speed of the bullet-like element in the flight principle of the bullet-like element, and the part of the logic that the bullet is affected by gravity are modified. Exemplarily, the flight speed of the bullet-like element BulletInitialSpeed is set to a new value (different for different virtual shooting props). Exemplarily, as shown in 1610 of FIG. 16, that is, the running speed BulletInitialSpeed, in the interface shown in FIG. 16, the adjusted flight speed (that is, the adjusted motion speed) can be set.

[0268] Exemplarily, the gravity-affected coefficient GravityModify is set from the original value (as shown in 1620 of FIG. 16) to 0 (as shown in 1630 of FIG. 16). In the interface shown in FIG. 16, the gravity-affected coefficient can be adjusted to determine whether the bullet-like element is affected by gravity after being released and the degree of the effect.

[0269] In some embodiments, as shown in subgraph (a) of FIG. 17, a schematic diagram of the estimated falling position of the bullet-like element without assembling the “gravity-free modification chip”. Among them, point 1710 represents the aiming position, point 1720 represents the estimated actual hit position when the distance between the virtual shooting prop and the aiming position is 200 meters, and point 1730 represents the estimated actual hit position when the distance between the virtual shooting prop and the aiming position is 400 meters. It is not difficult to find that the farther the distance from the aiming position, the greater the deviation of the actual hit position from the aiming position. It is not difficult to find that the bullet-like element produces a certain falling. And the farther the distance from the aiming position, the greater the falling degree.

[0270] In some embodiments, as shown in subgraph (b) of FIG. 17, a schematic diagram of the estimated falling position of the bullet-like element with assembling the “gravity-free modification chip”. Among them, point 1740 represents the aiming position, and in addition to the aiming position 1740, there is no point of the estimated falling position, which indicates that the bullet-like element does not produce falling. Even if the distance from the aiming position is far, it will not fall.

[0271] In some embodiments, as shown in FIG. 18, after the virtual accessory a is assembled, the type of the virtual accessory a needs to be determined, so as to determine the attribute parameter adjusted by the virtual accessory. For example, after entering the game, the virtual shooting prop A is first picked up. Then the virtual accessory a is obtained through two ways. For example, the virtual accessory a is directly picked up from the virtual environment, and the other way is to exchange the virtual accessory a after collecting virtual resources. For example, when the virtual accessory a is assembled on the virtual shooting prop A, the virtual accessory a is used to modify the attribute parameter of the bullet (bullet type element) of the virtual shooting prop A. For example, when the virtual accessory a is replaced by other virtual accessories on the virtual shooting prop A, the virtual accessory a is disassembled, and the adjustment effect disappears.

[0272] In some embodiments, the first virtual accessory supports assembly on different kinds of virtual shooting props, and the adjustment amount of the attribute parameter of the different kinds of virtual shooting props is different when the first virtual accessory is respectively assembled on the different kinds of virtual shooting props.

[0273] In some embodiments, the adjustment amount of the attribute parameter is different when the different kinds of virtual shooting props are assembled with the first virtual accessory.

[0274] In some embodiments, when the first virtual accessory is assembled on different virtual shooting props, the corresponding adjusted motion direction, adjusted motion speed, and attack value to the hit position are all different.

[0275] In some embodiments, the first virtual object holds the first virtual shooting prop and moves in the three-dimensional virtual environment. For example, the first virtual object holding the first virtual shooting prop is controlled to release the bullet type element in the three-dimensional virtual environment. For example, the first virtual object is controlled to pick up the first virtual accessory and assemble the first virtual accessory on the first virtual shooting prop. For example, the attribute parameter adjusted by the first virtual accessory is the motion parameter, such as adjusting the motion speed and the motion direction. For example, the adjusted motion direction of the bullet type element is the straight line direction along the aiming direction, that is, the bullet type element is not affected by gravity during flight. For example, the adjusted motion speed is faster than the unadjusted motion speed.

[0276] The technical scheme provided by the embodiments of the present application considers the diversity of virtual shooting props, and when the first virtual accessory is assembled on different virtual shooting props, different adjusted motion directions, adjusted motion speeds, and attack values to the hit position are pre-configured according to the characteristics of different kinds of virtual shooting props, so as to produce different attack effects in the game. The diversity and flexibility of virtual shooting prop control are embodied.

[0277] The assembly and disassembly of the virtual accessory are explained as follows.

[0278] Referring to FIG. 7, a flowchart of a control method of a virtual shooting prop according to another embodiment of the present disclosure is shown. The execution subject of the method can be the terminal device 10 described above, such as the client of the target application mentioned in the above embodiments. In the following method embodiment, for the convenience of description, only the execution subject of each step is described as "client". The method can include at least one of the following steps (710-760):

[0279] In step 710, a virtual environment is displayed, and the virtual environment includes a first virtual object holding a first virtual shooting prop.

[0280] For example, a three-dimensional virtual environment is displayed, and the three-dimensional virtual environment includes a first virtual object holding a first virtual shooting prop.

[0281] In some embodiments, the manner of equipping the first virtual shooting prop with the first virtual accessory includes at least one of step 720 and step 730.

[0282] In step 720, in response to a pickup operation for the first virtual accessory, the first virtual shooting prop is equipped with the first virtual accessory without the first virtual shooting prop being equipped with a second virtual accessory.

[0283] In some embodiments, the second virtual accessory is another virtual accessory different from the first virtual accessory, and the second virtual accessory and the first virtual accessory adjust different attribute parameters.

[0284] In some embodiments, in response to the pickup operation for the first virtual accessory, the first virtual shooting prop is directly equipped with the first virtual accessory without the first virtual shooting prop being equipped with the second virtual accessory.

[0285] In another embodiment, in response to the pickup operation for the first virtual accessory, the first virtual shooting prop is directly equipped with the first virtual accessory when the number of virtual accessories equipped on the first virtual shooting prop is less than the maximum number of equipped accessories (L described above).

[0286] In another embodiment, in response to the pickup operation for the first virtual accessory, the first virtual shooting prop cannot be directly equipped with the first virtual accessory when the number of virtual accessories equipped on the first virtual shooting prop reaches the maximum number of equipped accessories. The first virtual accessory is added to the item storage column of the first virtual object, or the first virtual accessory is equipped on a second virtual shooting prop owned by the first virtual object.

[0287] Exemplarily, the item storage column is a virtual storage space such as a virtual warehouse, a virtual backpack, or the like for storing virtual items obtained by the first virtual object. The virtual items can be obtained directly from the virtual environment or obtained by exchanging virtual resources.

[0288] At step 730, in response to the picking operation for the first virtual accessory, the first virtual accessory is added to the item storage column of the first virtual object or is assembled to the second virtual shooting prop owned by the first virtual object in a case where the first virtual shooting prop has assembled the second virtual accessory; the second virtual accessory assembled by the first virtual shooting prop is replaced by the first virtual accessory in response to the operation of replacing the second virtual accessory by the first virtual accessory.

[0289] In some embodiments, in response to the picking operation for the first virtual accessory, the first virtual accessory is added to the item storage column of the first virtual object in a case where the first virtual shooting prop has assembled the second virtual accessory. The second virtual accessory assembled by the first virtual shooting prop is replaced by the first virtual accessory in response to the operation of replacing the second virtual accessory by the first virtual accessory.

[0290] Exemplarily, in response to the distance between the first virtual object and the first virtual accessory in the three-dimensional virtual environment being less than a threshold value, the first virtual object is controlled to automatically pick up the first virtual accessory. Exemplarily, in a case where the distance between the first virtual object and the first virtual accessory in the three-dimensional virtual environment is less than a threshold value, the first virtual object is controlled to pick up the first virtual accessory in response to an operation on a picking control. Exemplarily, the picking operation for the first virtual accessory is an operation of controlling the distance between the first virtual object and the first virtual accessory to be less than a threshold value, or is an operation of controlling the distance between the first virtual object and the first virtual accessory to be less than a threshold value and an operation on a picking control.

[0291] Exemplarily, in response to the picking operation for the first virtual accessory, the first virtual accessory is added to the item storage column of the first virtual object in a case where the first virtual shooting prop has assembled the second virtual accessory and cannot assemble other virtual accessories.

[0292] Exemplarily, in response to the picking operation for the first virtual accessory, the first virtual accessory is added to the item storage column of the first virtual object in a case where the number of virtual accessories assembled by the first virtual shooting prop reaches a maximum assembly number and cannot assemble other virtual accessories.

[0293] Exemplarily, the operation of replacing the second virtual accessory with the first virtual accessory can be considered as an operation of dragging the first virtual accessory from the item storage bar to the second virtual accessory on which the first virtual shooting prop has been configured. Exemplarily, the operation of replacing the second virtual accessory with the first virtual accessory can be considered as an operation of clicking the first virtual accessory in the item storage bar, followed by an operation of clicking the second virtual accessory on which the first virtual shooting prop has been configured. Exemplarily, the operation of replacing the second virtual accessory with the first virtual accessory can be considered as an operation of clicking the second virtual accessory on which the first virtual shooting prop has been configured, followed by an operation of clicking the first virtual accessory in the item storage bar.

[0294] In some embodiments, in response to the picking operation on the first virtual accessory, the first virtual accessory is equipped to the second virtual shooting prop possessed by the first virtual object, in a case that the first virtual shooting prop has equipped the second virtual accessory. In response to the operation of replacing the second virtual accessory with the first virtual accessory, the second virtual accessory equipped by the first virtual shooting prop is replaced with the first virtual accessory.

[0295] Exemplarily, in response to the picking operation on the first virtual accessory, the first virtual accessory is equipped to the second virtual shooting prop possessed by the first virtual object, in a case that the first virtual shooting prop has equipped the second virtual accessory, and no other virtual accessory can be equipped.

[0296] It is to be noted here that the second virtual shooting prop is another virtual shooting prop possessed by the first virtual object, and the second virtual shooting prop and the first virtual shooting prop can be different virtual shooting props. In some embodiments, a plurality of virtual shooting props held by the first virtual object are displayed on the user interface respectively, including the first virtual shooting prop currently held by the first virtual object, and the second virtual shooting prop not held by the first virtual object but possessed by the first virtual object.

[0297] Exemplarily, in response to the picking operation on the first virtual accessory, the first virtual accessory is equipped to the second virtual shooting prop possessed by the first virtual object, in a case that the number of virtual accessories equipped by the first virtual shooting prop reaches the maximum number of equipped accessories, and no other virtual accessory can be equipped. Before the first virtual accessory is equipped, no virtual accessory is equipped on the second virtual shooting prop, or the number of virtual accessories equipped on the second virtual shooting prop is less than the maximum number of equipped accessories.

[0298] Exemplarily, the operation of replacing the second virtual accessory with the first virtual accessory can be considered as an operation of dragging the assembled first virtual accessory marked on the second virtual shooting prop displayed on the user interface to the first virtual shooting prop displayed on the user interface. Exemplarily, the operation of replacing the second virtual accessory with the first virtual accessory can be considered as an operation of clicking the assembled first virtual accessory marked on the second virtual shooting prop displayed on the user interface, and then clicking the first virtual shooting prop displayed on the user interface. Exemplarily, the operation of replacing the second virtual accessory with the first virtual accessory can be considered as an operation of clicking the assembled second virtual accessory marked on the first virtual shooting prop displayed on the user interface, and then clicking the assembled first virtual accessory marked on the second virtual shooting prop displayed on the user interface.

[0299] The technical scheme provided by the embodiments of the present application provides a plurality of ways of assembling the first virtual accessory for the first virtual shooting prop, and embodies the diversity and flexibility of the virtual accessory assembly mode. Further, in the case where the first virtual shooting prop is not assembled with the second virtual accessory, directly assembling the first virtual accessory for the first virtual shooting prop is beneficial to reduce the assembly steps and improve the assembly efficiency. In addition, in the case where the first virtual shooting prop is assembled with the second virtual accessory, the first virtual accessory can also be reassembled for the first virtual shooting prop through the replacement operation, thereby realizing the flexibility of assembly.

[0300] In step 740, in response to the use operation on the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element into the virtual environment based on the adjusted attribute parameter of the bullet-like element.

[0301] Exemplarily, in response to the use operation on the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attribute parameter of the bullet-like element.

[0302] In step 750, in response to the disassembly operation on the first virtual accessory assembled on the first virtual shooting prop, the first virtual accessory is disassembled from the first virtual shooting prop.

[0303] In some embodiments, the first virtual accessory assembled on the first virtual shooting prop is allowed to be disassembled. Exemplarily, in the case where the first virtual shooting prop is assembled with a plurality of virtual accessories, in response to the disassembly operation on the plurality of virtual accessories assembled on the first virtual shooting prop, the plurality of virtual accessories are disassembled from the first virtual shooting prop, thereby realizing one-key disassembly. Exemplarily, in the case where the first virtual shooting prop is assembled with a plurality of virtual accessories, in response to the disassembly operation on the virtual accessory assembled on the first virtual shooting prop, at least one virtual accessory is disassembled from the first virtual shooting prop.

[0304] In some embodiments, when the first virtual accessory is detached from the first virtual shooting prop, the adjustment amount of the attribute parameter of the bullet-like element of the first virtual shooting prop by the first virtual accessory also disappears.

[0305] In some embodiments, the detachment operation of the first virtual accessory mounted on the first virtual shooting prop can be an operation directly on the detachment control, or an operation on the first virtual accessory marked on the first virtual shooting prop displayed on the user interface. For example, double-clicking the first virtual accessory marked on the first virtual shooting prop directly is considered as performing the detachment operation of the first virtual accessory. For example, sliding from the first virtual accessory marked on the first virtual shooting prop to the detachment control is considered as performing the detachment operation of the first virtual accessory.

[0306] At step 760, after the first virtual shooting prop detaches the first virtual accessory, the first virtual shooting prop is controlled to release the bullet-like element into the virtual environment based on the attribute parameter of the bullet-like element in response to the use operation of the first virtual shooting prop.

[0307] Exemplarily, after the first virtual shooting prop detaches the first virtual accessory, the first virtual shooting prop is controlled to release the bullet-like element into the three-dimensional virtual environment based on the attribute parameter of the bullet-like element in response to the use operation of the first virtual shooting prop.

[0308] Exemplarily, when the first virtual shooting prop is only mounted with the first virtual accessory, if the first virtual accessory mounted on the first virtual shooting prop is detached, the attribute parameter of the bullet-like element of the first virtual shooting prop returns to the attribute parameter before the adjustment, i.e., the original attribute parameter. The original attribute parameter herein is the attribute parameter of the bullet-like element in step 760.

[0309] Exemplarily, when the first virtual shooting prop is mounted with the first virtual accessory and the second virtual accessory, the first virtual shooting prop is controlled to release the bullet-like element into the three-dimensional virtual environment based on the attribute parameter of the bullet-like element adjusted by the first virtual accessory and the attribute parameter of the bullet-like element adjusted by the third virtual accessory in response to the use operation of the first virtual shooting prop. The third virtual accessory is another virtual accessory different from the first virtual accessory.

[0310] Exemplarily, when the first virtual accessory mounted on the first virtual shooting prop is detached, if the first virtual shooting prop is still mounted with the third virtual accessory, the first virtual shooting prop is controlled to release the bullet-like element into the three-dimensional virtual environment based on the attribute parameter of the bullet-like element adjusted by the third virtual accessory in response to the use operation of the first virtual shooting prop.

[0311] The technical scheme provided by the embodiment of the application supports dismounting and replacing of the virtual accessory, the virtual accessory is allowed to be assembled on multiple different kinds of virtual shooting props, and high adaptability of the virtual accessory and flexibility of attribute parameter adjustment of the bullet-like element of different virtual shooting props are embodied. Meanwhile, the original attribute parameters of the bullet-like element of the virtual shooting prop are not affected after the virtual accessory is dismounted, and the stability of the virtual shooting prop is ensured.

[0312] The following is an apparatus embodiment of the application, which can be used to execute the method embodiments of the application. For details not disclosed in the apparatus embodiments of the application, refer to the method embodiments of the application.

[0313] Please refer to FIG. 19, which shows a block diagram of a control apparatus of a virtual shooting prop according to an embodiment of the application. The apparatus has the functions of the above-mentioned method examples, which can be implemented by hardware or corresponding software executed by hardware. The apparatus can be the terminal device introduced above or be arranged in the terminal device. As shown in FIG. 19, the apparatus 1900 can include a display module 1910, an assembly module 1920, and a shooting module 1930.

[0314] The display module 1910 is configured to display a virtual environment, wherein the virtual environment includes a first virtual object holding a first virtual shooting prop.

[0315] The assembly module 1920 is configured to assemble, after the first virtual object picks up a first virtual accessory in the virtual environment, the first virtual accessory for the first virtual shooting prop, the first virtual accessory being used to adjust attribute parameters of a bullet-like element of the first virtual shooting prop, the bullet-like element being a shooting unit released by the first virtual shooting prop in a single use.

[0316] The shooting module 1930 is configured to, in response to a use operation on the first virtual shooting prop, control the first virtual shooting prop to release the bullet-like element into the virtual environment based on the adjusted attribute parameters of the bullet-like element.

[0317] In some embodiments, the attribute parameters include an attack type, and the adjusted attribute parameters include an adjusted attack type.

[0318] In some embodiments, the shooting module 1930 is further configured to, in a case where the bullet-like element hits a first position in the virtual environment, control the bullet-like element to generate an attack effect on a first region in the virtual environment, wherein the first region is a region determined based on the first position and the adjusted attack type.

[0319] In some embodiments, the adjusted attack type is a range attack on a spherical region with a first value as a radius, the first region is a spherical region with the first position as a spherical center and the first value as a radius; the attack value of the bullet-like element on a second position in the first region is negatively correlated with a first distance, the first distance is a distance between the second position and the first position.

[0320] In some embodiments, the shooting module 1930 is further configured to, in a case where a second virtual object in the virtual environment is located in the first region, the second virtual object and the first virtual object being different virtual objects, acquire a distance between the second virtual object and the first position as a second distance; determine an attenuation coefficient corresponding to the second distance according to a first function relationship, the first function relationship being used to represent a function relationship between a distance and an attenuation coefficient, the attenuation coefficient being used to represent a degree of attenuation of an attack value of the bullet-like element compared with a first attack value, the first attack value being an attack value of the bullet-like element on the first position; and determine an attack value of the bullet-like element on the second virtual object based on the first attack value and the attenuation coefficient corresponding to the second distance.

[0321] In some embodiments, the display module 1910 is further configured to display an adjustment control, the adjustment control being used to adjust a radius of the spherical region.

[0322] In some embodiments, the shooting module 1930 is further configured to, in response to an operation on the adjustment control, adjust the radius of the spherical region from the first value to a second value.

[0323] In some embodiments, the virtual environment further includes at least one third virtual object in a different camp from the first virtual object.

[0324] In some embodiments, the shooting module 1930 is further configured to determine a size of the first region based on a number of the third virtual objects included in a field of view of the first virtual object; and wherein the size of the first region is positively correlated with the number of the third virtual objects.

[0325] In some embodiments, the display module 1910 is further configured to display pre-marking information, the pre-marking information being used to prompt a boundary of a second region, the second region being a region determined based on a third position and the adjusted attack type, the third position being a position of a first collision point of the virtual environment along a release direction of the bullet-like element before the bullet-like element is released.

[0326] In some embodiments, the attribute parameter includes an attack duration, and the adjusted attribute parameter includes an adjusted attack duration.

[0327] In some embodiments, the shooting module 1930 is further configured to control the first virtual shooting prop to release the bullet-like element with a sustained attack state along a pointing direction of the first virtual shooting prop in the virtual environment, where the sustained attack state refers to an attack state of the bullet-like element lasting for the adjusted attack duration.

[0328] In some embodiments, the display effect of the bullet-like element is a line-shaped special effect emitted along the pointing direction of the first virtual shooting prop.

[0329] In some embodiments, the virtual environment further includes a third virtual object in a different camp from the first virtual object.

[0330] In some embodiments, the shooting module 1930 is further configured to, in a case where the bullet-like element hits a virtual obstacle in the virtual environment, if there is the third virtual object on a ray in a movement direction of the bullet-like element and a distance between the third virtual object and the first virtual shooting prop is less than or equal to a first threshold value, control the bullet-like element to penetrate the virtual obstacle to attack the third virtual object.

[0331] In some embodiments, the attribute parameter includes a movement parameter, and the adjusted attribute parameter includes an adjusted movement parameter.

[0332] In some embodiments, the shooting module 1930 is further configured to control the bullet-like element to move in the virtual environment based on the adjusted movement parameter.

[0333] In some embodiments, the shooting module 1930 is further configured to, in a case where the adjusted movement parameter includes an adjusted movement direction, control the bullet-like element to move in the virtual environment along the adjusted movement direction.

[0334] In some embodiments, the shooting module 1930 is further configured to, in a case where the adjusted movement parameter includes an adjusted movement speed, control the bullet-like element to move in the virtual environment at the adjusted movement speed.

[0335] In some embodiments, the adjusted movement direction includes a straight line direction of a release direction of the bullet-like element in a case where the bullet-like element is not affected by gravity in the virtual environment after being released.

[0336] In some embodiments, the first virtual accessory supports being assembled on different kinds of virtual shooting props, and the adjustment amount of the attribute parameter of the different kinds of virtual shooting props is different when the first virtual accessory is assembled on the different kinds of virtual shooting props respectively.

[0337] In some embodiments, the assembling module 1920 is configured to, in response to a picking operation on the first virtual accessory, assemble the first virtual accessory on the first virtual shooting prop when the first virtual shooting prop is not assembled with a second virtual accessory, or add the first virtual accessory to an item storage column of the first virtual object or assemble the first virtual accessory on a second virtual shooting prop owned by the first virtual object when the first virtual shooting prop is assembled with the second virtual accessory, and replace the second virtual accessory assembled on the first virtual shooting prop with the first virtual accessory in response to an operation of replacing the second virtual accessory with the first virtual accessory.

[0338] In some embodiments, the assembling module 1920 is further configured to, in response to a disassembling operation on the first virtual accessory assembled on the first virtual shooting prop, disassemble the first virtual accessory from the first virtual shooting prop, and control the first virtual shooting prop to release the bullet-like element into the virtual environment based on the attribute parameter of the bullet-like element in response to a use operation on the first virtual shooting prop after the first virtual shooting prop is disassembled from the first virtual accessory.

[0339] The technical scheme provided by the embodiments of the present application can be used to adjust the attribute parameter of the bullet-like element by the first virtual accessory picked up by the first virtual object in the three-dimensional virtual environment. When the first virtual shooting prop held by the first virtual object is assembled with the picked-up first virtual accessory, the attribute parameter of the bullet-like element of the first virtual shooting prop is adjusted. Further, the first virtual shooting prop is used to control the first virtual shooting prop to release the bullet-like element based on the adjusted attribute parameter of the bullet-like element. Compared with the range and amplitude of adjustment of the virtual shooting prop in the related art, the attribute parameter of the bullet-like element is adjusted by the first virtual accessory in the present application, and the attribute parameter of the bullet-like element is more and the adjustment space is larger. Therefore, the way of adjusting the attribute parameter of the bullet-like element by the first virtual accessory is more flexible and diverse, and the control mode of the virtual shooting prop is also enriched. Further, the first virtual accessory supports being assembled on multiple different kinds of virtual shooting props, and there is no need to design separately for different kinds of virtual shooting props. On the one hand, the universality of the first virtual accessory is embodied, and on the other hand, it is also beneficial to save adjustment costs.

[0340] It should be noted that the apparatus provided by the above embodiments, in realizing its functions, is only exemplified by the above division of functional modules, and in actual application, the above functions can be completed by different functional modules according to needs, that is, the content structure of the device is divided into different functional modules to complete all or part of the above-described functions. In addition, the apparatus and method embodiments provided by the above embodiments belong to the same concept, and the specific implementation process is detailed in the method embodiments, which will not be described here.

[0341] Please refer to FIG. 20, which shows a structural block diagram of a terminal device 2000 provided by an embodiment of the present application. The terminal device 2000 can be the terminal device 10 in the computer system shown in FIG. 1, and is used to implement the control method of the virtual shooting prop provided in the above embodiments. Specifically:

[0342] Generally, the terminal device 2000 includes a processor 2001 and a memory 2002.

[0343] The processor 2001 can include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2001 can be implemented in at least one of the hardware forms of a DSP (Digital Signal Processing), an FPGA (Field Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 2001 can also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2001 can be integrated with a GPU (Graphics Processing Unit) that is responsible for rendering and drawing the content needed to be displayed on the display screen. In some embodiments, the processor 2001 can also include an AI (Artificial Intelligence) processor that is used to process machine learning-related computing operations.

[0344] The memory 2002 can include one or more computer-readable storage media. The computer-readable storage media can be non-transitory. The memory 2002 can also include high-speed random access memory and can include non-volatile memory, such as one or more magnetic disk storage devices, optical storage devices, flash memory devices, or other non-volatile solid-state storage devices. In some embodiments, the non-transitory computer-readable storage medium of the memory 2002 is used to store a computer program configured to be executed by one or more processors to implement the control method of the virtual shooting prop described above.

[0345] In some embodiments, the terminal device 2000 can also optionally include a peripheral device interface 2003 and at least one peripheral device. The processor 2001, the memory 2002, and the peripheral device interface 2003 can be connected through a bus or a signal line. Each peripheral device can be connected to the peripheral device interface 2003 through a bus, a signal line, or a circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 2004, a display screen 2005, an audio circuit 2007, and a power supply 2008.

[0346] Those skilled in the art can understand that the structure shown in FIG. 20 does not constitute a limitation on the terminal device 2000, and can include more or fewer components than those shown, or combine certain components, or adopt a different component arrangement.

[0347] In an example embodiment, a computer-readable storage medium is also provided, and the storage medium stores a computer program. When the computer program is executed by a processor, the control method of the virtual shooting prop described above is implemented. Optionally, the computer-readable storage medium can include a ROM (Read-Only Memory), a RAM (Random Access Memory), an SSD (Solid State Drives), or an optical disc, etc. The random access memory can include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0348] In an example embodiment, a computer program product is also provided, and the computer program product includes a computer program stored in a computer-readable storage medium. The processor of the terminal device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the terminal device executes the control method of the virtual shooting prop described above.

[0349] It should be noted that the collection and processing of relevant data (including virtual shooting props, virtual accessories, bullet elements, etc.) in this application should strictly comply with the requirements of relevant national laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of authorization of laws and regulations and the personal information subject.

[0350] It should be understood that "multiple" referred to herein means two or more. "And / or" describes the association relationship of associated objects, which means that there can be three relationships, for example, A and / or B can represent the following three cases: A exists alone, A and B exist together, and B exists alone. The character " / " generally represents that the associated objects before and after it are in an "or" relationship. In addition, the step numbers described herein only exemplarily show a possible execution order between steps, and in some other embodiments, the above steps can also be executed in a different order from the numbering order, such as two steps with different numbers being executed at the same time, or two steps with different numbers being executed in an order opposite to that shown in the figure, and the embodiments of the present application are not limited in this regard.

[0351] The above only illustrates the exemplary embodiments of the present application, and does not limit the present application. Any modification, equivalent replacement, improvement, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.

Claims

1. A control method of a virtual shooting prop, the method being performed by a terminal device, the method comprising: displaying a virtual environment, the virtual environment comprising a first virtual object holding a first virtual shooting prop; equipping the first virtual shooting prop with a first virtual accessory after the first virtual object picks up the first virtual accessory in the virtual environment, the first virtual accessory being used to adjust an attribute parameter of a bullet-like element of the first virtual shooting prop, the bullet-like element being a shooting unit released by a single use of the first virtual shooting prop; in response to a use operation on the first virtual shooting prop, controlling the first virtual shooting prop to release the bullet-like element into the virtual environment based on the adjusted attribute parameter of the bullet-like element.

2. The method of claim 1, wherein, the attribute parameter comprises an attack type, and the adjusted attribute parameter comprises an adjusted attack type; after the controlling the first virtual shooting prop to release the bullet-like element into the virtual environment based on the adjusted attribute parameter of the bullet-like element, the method further comprises: in a case where the bullet-like element hits a first position in the virtual environment, controlling the bullet-like element to generate an attack effect on a first region in the virtual environment; wherein the first region is a region determined based on the first position and the adjusted attack type.

3. The method of claim 2, wherein, the adjusted attack type is to generate a range attack on a spherical region with a first numerical value as a radius, and the first region is a spherical region with the first position as a spherical center and the first numerical value as a radius; an attack value of the bullet-like element on a second position in the first region is in a negative correlation with a first distance between the second position and the first position.

4. The method of claim 2 or 3, wherein, the method further comprises: in a case where a second virtual object in the virtual environment is located in the first region, obtaining a distance between the second virtual object and the first position as a second distance, the second virtual object and the first virtual object being different virtual objects; determining an attenuation coefficient corresponding to the second distance according to a first functional relationship, the first functional relationship being used to represent a functional relationship between a distance and an attenuation coefficient, the attenuation coefficient being used to represent a degree of attenuation of an attack value of the bullet-like element compared to a first attack value, the first attack value being an attack value of the bullet-like element on the first position; determining an attack value of the bullet-like element on the second virtual object based on the first attack value and the attenuation coefficient corresponding to the second distance.

5. The method of claim 3 or 4, wherein, the method further comprises: displaying an adjustment control, the adjustment control being used to adjust a radius of the spherical region; in response to an operation on the adjustment control, adjusting the radius of the spherical region from the first numerical value to a second numerical value.

6. The method according to any one of claims 2 to 5, wherein, the virtual environment further comprises at least one third virtual object in a different camp from the first virtual object, and the method further comprises: determining a size of the first region based on a number of the third virtual objects contained in a field of view range of the first virtual object; The size of the first region is in positive correlation with the number of the third virtual object.

7. The method according to any one of claims 2 to 6, wherein, The method further comprises: displaying pre-marking information for prompting a boundary of a second region, the second region being a region determined based on a third position and the adjusted attack type, the third position being a position of a first collision point of a ray along a release direction of the bullet-like element and the virtual environment before the bullet-like element is released.

8. The method according to any one of claims 1 to 7, wherein, The attribute parameter comprises an attack duration, and the adjusted attribute parameter comprises an adjusted attack duration. The control of the first virtual shooting prop to release the bullet-like element into the virtual environment based on the adjusted attribute parameter of the bullet-like element comprises: controlling the first virtual shooting prop to release the bullet-like element with a sustained attack state into the virtual environment along a pointing direction of the first virtual shooting prop, the sustained attack state being that the attack state of the bullet-like element lasts for the adjusted attack duration.

9. The method of claim 8, wherein, The display effect of the bullet-like element is a line-shaped special effect emitted along the pointing direction of the first virtual shooting prop.

10. The method of claim 8 or 9, wherein, The virtual environment further comprises a third virtual object in a different camp from the first virtual object. The control of the first virtual shooting prop to release the bullet-like element into the virtual environment based on the adjusted attribute parameter of the bullet-like element further comprises: in a case where the bullet-like element hits a virtual obstacle in the virtual environment, if there is the third virtual object on a ray in a movement direction of the bullet-like element, and a distance between the third virtual object and the first virtual shooting prop is less than or equal to a first threshold value, controlling the bullet-like element to penetrate the virtual obstacle to attack the third virtual object.

11. The method according to any one of claims 1 to 10, wherein, The attribute parameter comprises a movement parameter, and the adjusted attribute parameter comprises an adjusted movement parameter. The control of the first virtual shooting prop to release the bullet-like element into the virtual environment based on the adjusted attribute parameter of the bullet-like element further comprises: controlling the released bullet-like element to move in the virtual environment based on the adjusted movement parameter.

12. The method of claim 11, wherein, The control of the released bullet-like element to move in the virtual environment based on the adjusted movement parameter comprises at least one of: in a case where the adjusted movement parameter comprises an adjusted movement direction, controlling the bullet-like element to move in the virtual environment along the adjusted movement direction; in a case where the adjusted movement parameter comprises an adjusted movement speed, controlling the bullet-like element to move in the virtual environment at the adjusted movement speed.

13. The method of claim 12, wherein, The adjusted movement direction comprises a straight-line direction of a release direction of the released bullet-like element in a case where the released bullet-like element is not affected by gravity in the virtual environment.

14. The method according to any one of claims 1 to 13, wherein, The first virtual accessory supports being assembled on different kinds of virtual shooting props, and adjustment amounts of the attribute parameters of the different kinds of virtual shooting props are different in cases where the different kinds of virtual shooting props are respectively assembled with the first virtual accessory.

15. The method according to any one of claims 1 to 14, wherein, The assembling, after the first virtual object picks up the first virtual accessory in the virtual environment, of the first virtual accessory for the first virtual shooting prop includes: in response to the picking operation for the first virtual accessory, assembling the first virtual accessory for the first virtual shooting prop in a case where the first virtual shooting prop is not assembled with a second virtual accessory; or, in response to the picking operation for the first virtual accessory, adding the first virtual accessory to an item storage column of the first virtual object or assembling the first virtual accessory on a second virtual shooting prop owned by the first virtual object in a case where the first virtual shooting prop is assembled with a second virtual accessory; and in response to an operation of replacing the second virtual accessory with the first virtual accessory, replacing the second virtual accessory assembled for the first virtual shooting prop with the first virtual accessory.

16. The method of any one of claims 1 to 15, wherein, The method further includes: in response to a disassembling operation for the first virtual accessory assembled on the first virtual shooting prop, disassembling the first virtual accessory for the first virtual shooting prop; after the first virtual shooting prop disassembles the first virtual accessory, in response to a use operation for the first virtual shooting prop, controlling the first virtual shooting prop to release the bullet-like element into the virtual environment based on the attribute parameter of the bullet-like element.

17. A control device of a virtual shooting prop, the device comprising: a display module configured to display a virtual environment, the virtual environment including a first virtual object holding a first virtual shooting prop; an assembling module configured to assemble, after the first virtual object picks up a first virtual accessory in the virtual environment, the first virtual accessory for the first virtual shooting prop, the first virtual accessory being used to adjust an attribute parameter of a bullet-like element of the first virtual shooting prop, the bullet-like element being a shooting unit released by a single use of the first virtual shooting prop; a shooting module configured to, in response to a use operation for the first virtual shooting prop, control the first virtual shooting prop to release the bullet-like element into the virtual environment based on the adjusted attribute parameter of the bullet-like element.

18. A terminal device comprising a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the control method of the virtual shooting prop according to any one of claims 1 to 16.

19. A computer-readable storage medium storing a computer program, the computer program being loaded and executed by a processor to implement the control method of the virtual shooting prop according to any one of claims 1 to 16.

20. A computer program product comprising a computer program which is loaded and executed by a processor to implement the control method of a virtual shooting prop according to any one of claims 1 to 16.

Citation Information

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