Interactive Processing Method, Device, Electronic Device and Storage Medium for Virtual Scenes

By attaching virtual props after hitting the target and releasing functions under specific conditions, the problem of single application of virtual props is solved, and the human-computer interaction efficiency in virtual scenes is improved.

CN114288678BActive Publication Date: 2025-07-25TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202111658630.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2021-11-29
Filing Date
2021-12-30
Publication Date
2025-07-25
Estimated Expiration
2041-12-30

AI Technical Summary

Technical Problem

The application method of virtual props in existing virtual scenes is relatively fixed, resulting in a cumbersome human-computer interaction process, especially the virtual grenade explodes immediately after landing, which makes it difficult to avoid damage, affecting interaction efficiency.

Method used

Virtual props are attached to the target object after hitting the target object, and release functions when the release conditions are met, including space, action or time conditions, enriching the application methods of virtual props.

Benefits of technology

The efficiency of human-computer interaction is improved, and through the combination of attachment and release functions, the application diversity and operation flexibility of virtual props are enhanced.

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Abstract

The present application provides an interactive processing method, device, electronic device, computer-readable storage medium and computer program product for a virtual scene; the method includes: displaying a virtual scene; in response to a launch trigger operation, controlling a first virtual character in the virtual scene to launch a virtual prop in a target direction; in response to the virtual prop hitting a target object in the virtual scene, controlling the virtual prop to attach to the target object, where the virtual prop includes at least a function of attenuating the state parameters of the target object; in response to meeting a release condition, controlling the virtual prop to release the function, where the release condition includes at least one of a spatial condition and an action condition. Through the present application, the application modes of virtual props can be enriched, thereby improving the efficiency of human-computer interaction.
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Description

[0001] Priority Statement

[0002] This application claims priority to an application with application number 202111429471.0, filing date November 29, 2021, and title: Interactive Processing Method, Device, Electronic Device, and Storage Medium for Virtual Scenes. Technical Field

[0003] This application relates to the field of computer human-computer interaction technology, and particularly relates to an interactive processing method, device, electronic device, and computer-readable storage medium for virtual scenes. Background Art

[0004] Display technologies based on graphics processing hardware have expanded the channels for perceiving the environment and obtaining information. In particular, virtual scene display technologies can achieve diverse interactions between virtual characters controlled by users or artificial intelligence according to actual application requirements, and have various typical application scenarios. For example, in the virtual scene of a game, it is possible to simulate the real battle process between virtual characters.

[0005] With the popularization of information technology, electronic devices can implement richer and more vivid virtual scenes, typically, for example, games. More and more users participate in the interaction of virtual scenes through electronic devices. For example, in a game, a user can control a virtual character to pick up virtual items in the virtual scene for use in combat, or can also use the virtual items equipped when entering the game for combat. For example, after picking up a virtual firearm, the user can attack other virtual characters with the virtual firearm, or after picking up a virtual grenade, the user can throw the virtual grenade to produce an explosion effect, etc.

[0006] However, in the above process of using virtual items, especially in the process of using virtual grenades, since the application method of virtual grenades is relatively fixed, for example, a virtual grenade explodes immediately when it lands, it is relatively easy to avoid the damage caused by the virtual grenade during the battle. Therefore, the user needs to attack multiple times to eliminate other virtual characters, resulting in a relatively cumbersome human-computer interaction process. Summary of the Invention

[0007] Embodiments of this application provide an interactive processing method, device, electronic device, computer-readable storage medium, and computer program product for virtual scenes, which can enrich the application methods of virtual items and thus improve the efficiency of human-computer interaction.

[0008] The technical solution of the embodiments of this application is implemented as follows:

[0009] Embodiments of this application provide an interactive processing method for virtual scenes, including:

[0010] Display a virtual scene;

[0011] In response to a launch trigger operation, control a first virtual character in the virtual scene to launch a virtual item in a target direction;

[0012] In response to the virtual item moving along the target direction and hitting a target object in the virtual scene, control the virtual item to attach to the target object, where the virtual item includes a function of at least attenuating the state parameters of the target object;

[0013] In response to meeting a release condition, control the virtual item to release the function, where the release condition includes at least one of a spatial condition and an action condition.

[0014] An embodiment of the present application provides an interactive processing device for a virtual scene, including:

[0015] A display module, configured to display a virtual scene;

[0016] A control module, configured to, in response to a launch trigger operation, control a first virtual character in the virtual scene to launch a virtual item in a target direction;

[0017] The control module is further configured to, in response to the virtual item moving along the target direction and hitting a target object in the virtual scene, control the virtual item to attach to the target object, where the virtual item includes a function of at least attenuating the state parameters of the target object;

[0018] The control module is further configured to, in response to meeting a release condition, control the virtual item to release the function, where the release condition includes at least one of a spatial condition and an action condition.

[0019] An embodiment of the present application provides an electronic device, including:

[0020] A memory, configured to store executable instructions;

[0021] A processor, configured to, when executing the executable instructions stored in the memory, implement the interactive processing method for a virtual scene provided by the embodiment of the present application.

[0022] An embodiment of the present application provides a computer-readable storage medium, storing executable instructions, which are used to cause a processor to implement the interactive processing method for a virtual scene provided by the embodiment of the present application when executed.

[0023] An embodiment of the present application provides a computer program product, including a computer program or instructions, which, when executed by a processor, implement the interactive processing method for a virtual scene provided by the embodiment of the present application.

[0024] The embodiments of the present application have the following beneficial effects:

[0025] When a virtual prop launched by a first virtual character in a virtual scene hits a target object in the virtual scene, control the virtual prop to attach to the target object, and only when the release condition is met, control the virtual prop to release the function of at least attenuating the state parameters of the target object. In this way, compared with the way that a virtual grenade immediately produces an explosion effect after landing in the solution provided by the related art, the embodiments of the present application enrich the application mode of the virtual prop, thereby improving the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS

[0026] Figure 1 is a schematic diagram of an application mode of the interactive processing method for a virtual scene provided by an embodiment of the present application;

[0027] Figure 2 is a schematic diagram of an application mode of the interactive processing method for a virtual scene provided by an embodiment of the present application;

[0028] Figure 3 is a schematic diagram of the structure of a terminal device 400 provided by an embodiment of the present application;

[0029] Figure 4 is a schematic flowchart of the interactive processing method for a virtual scene provided by an embodiment of the present application;

[0030] Figures 5A to 5C is a schematic diagram of an application scenario of the interactive processing method for a virtual scene provided by an embodiment of the present application;

[0031] Figure 6 is a schematic flowchart of the interactive processing method for a virtual scene provided by an embodiment of the present application;

[0032] Figure 7 is a schematic diagram of an application scenario of the interactive processing method for a virtual scene provided by an embodiment of the present application;

[0033] Figure 8 is a schematic diagram of an application scenario of the interactive processing method for a virtual scene provided by an embodiment of the present application

[0034] Figure 9 is a schematic diagram of an application scenario of the interactive processing method for a virtual scene provided by an embodiment of the present application;

[0035] Figure 10 is a schematic diagram of an application scenario of the interactive processing method for a virtual scene provided by an embodiment of the present application;

[0036] Figure 11 is a schematic diagram of an application scenario of the interactive processing method for a virtual scene provided by an embodiment of the present application;

[0037] Figure 12It is a schematic diagram of the application scenario of the interactive processing method for virtual scenarios provided by the embodiments of the present application;

[0038] Figure 13 It is a schematic flowchart of the interactive processing method for virtual scenarios provided by the embodiments of the present application;

[0039] Figure 14 It is a schematic diagram of the principle for generating a pre-throwing line provided by the embodiments of the present application;

[0040] Figure 15 It is a schematic diagram of the pasting principle of the space-time bomb provided by the embodiments of the present application. Detailed implementation manners

[0041] In order to make the objectives, technical solutions, and advantages of the present application clearer, the present application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be construed as limitations on the present application. All other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the scope of protection of the present application.

[0042] In the following description, reference is made to "some embodiments", which describe a subset of all possible embodiments. However, it can be understood that "some embodiments" can be the same subset or different subsets of all possible embodiments, and can be combined with each other without conflict.

[0043] In the following description, the terms "first / second" are only used to distinguish similar objects and do not represent a specific order for the objects. It can be understood that "first / second" can be interchanged with a specific order or sequence when allowed, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0044] In the following description, the term "a plurality" refers to at least two.

[0045] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those of ordinary skill in the technical field to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.

[0046] Before further elaborating on the embodiments of the present application, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are applicable to the following explanations.

[0047] 1) Responsive to: Used to represent the conditions or states upon which the executed operations depend. When the dependent conditions or states are met, one or more of the executed operations can be real-time or can have a set delay; without special specification, there is no restriction on the execution order of multiple executed operations.

[0048] 2) Virtual scene: The scene displayed (or provided) when an application runs on a terminal device. This scene can be a simulation environment of the real world, a semi-simulated and semi-fictional environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, or a three-dimensional virtual scene. The embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene can include the sky, land, ocean, etc. The land can include environmental elements such as deserts, cities, etc. Users can control virtual characters to move in this virtual scene.

[0049] 3) Virtual character: The images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual people, virtual animals, anime characters, etc., such as the people, animals, etc. displayed in a virtual scene. The virtual character can be a virtual image in a virtual scene used to represent the user. A virtual scene can include multiple virtual characters, and each virtual character has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.

[0050] 4) Virtual object: An element in a virtual scene that can be used as a target to be hit. In addition to virtual characters, it can also be virtual objects, such as movable objects in a virtual scene, such as vehicles, ships, airplanes and other vehicles, as well as fixed objects in a virtual scene, such as houses, bridges, etc.

[0051] 5) Virtual prop: Includes the projectiles of throwing props and shooting props. Among them, a throwing prop hits a target object in a virtual scene by being thrown by itself. Throwing props can be grenades, darts, etc. A shooting prop hits a target object in a virtual scene by firing at least one projectile. Shooting props can be virtual guns, bows, etc. When the shooting prop is a virtual gun, the corresponding projectile is a bullet. When the shooting prop is a bow, the corresponding projectile is an arrow.

[0052] 6) Scene data: Represents the characteristic data of a virtual scene. For example, it can be the area of the construction area in a virtual scene, the architectural style in which the virtual scene is currently located, etc.; it can also include the position of a virtual building in a virtual scene and the floor area of the virtual building, etc.

[0053] 7) Client: An application program running on a terminal device used to provide various services, such as a video playback client, a game client, etc.

[0054] The embodiments of the present application provide a method, an apparatus, an electronic device, a computer-readable storage medium, and a computer program product for interactive processing of a virtual scene, which can enrich the application modes of virtual props and thus improve the efficiency of human-computer interaction. To facilitate a better understanding of the method for interactive processing of the virtual scene provided by the embodiments of the present application, an exemplary implementation scenario of the method for interactive processing of the virtual scene provided by the embodiments of the present application is first described. The virtual scene in the method for interactive processing of the virtual scene provided by the embodiments of the present application can be completely output based on the terminal device, or output based on the cooperation of the terminal device and the server.

[0055] In some other embodiments, the virtual scene can also be an environment for virtual characters (such as game characters) to interact. For example, it can be an environment for game characters to fight in the virtual scene. By controlling the actions of the game characters, two-way interaction can be carried out in the virtual scene, enabling users to relieve the pressure of life during the game.

[0056] In one implementation scenario, refer to Figure 1 , Figure 1 which is a schematic diagram of the application mode of the method for interactive processing of the virtual scene provided by the embodiments of the present application, and is applicable to some application modes that can complete the relevant data calculation of the virtual scene 100 only relying on the graphic processing hardware computing power of the terminal device 400, such as stand-alone / offline mode games, and the virtual scene is output through various types of terminal devices 400 such as smart phones, tablets, and virtual reality / augmented reality devices.

[0057] As an example, the types of graphic processing hardware include a central processing unit (CPU) and a graphics processing unit (GPU).

[0058] When forming the visual perception of the virtual scene 100, the terminal device 400 calculates the data required for display through the graphic computing hardware, and completes the loading, parsing, and rendering of the display data. The graphic output hardware outputs a video frame that can form a visual perception of the virtual scene. For example, a two-dimensional video frame is presented on the display screen of a smart phone, or a video frame that realizes a three-dimensional display effect is projected on the lenses of augmented reality / virtual reality glasses; in addition, in order to enrich the perception effect, the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception, and taste perception.

[0059] As an example, a client 410 (such as a stand-alone game application) is running on a terminal device 400. During the operation of the client 410, a virtual scene including role-playing is output. The virtual scene can be an environment for game characters to interact, such as a plain, a street, a valley, etc. for game characters to fight; taking the virtual scene 100 displayed from the first-person perspective as an example, a first virtual character 101 is displayed in the virtual scene 100. Among them, the first virtual character 101 can be a game character controlled by the user, that is, the first virtual character 101 is controlled by the real user and will move in the virtual scene 100 in response to the operation of the real user on the controller (such as a touch screen, a voice control switch, a keyboard, a mouse, a joystick, etc.). For example, when the real user moves the joystick to the right, the first virtual character 101 will move to the right in the virtual scene 100, and can also stay still, jump, and control the first virtual character 101 to perform shooting operations, etc.

[0060] For example, taking the virtual prop as a throwing prop as an example, a first virtual character 101 and a throwing prop (such as a grenade 102) held by the first virtual character 101 are displayed in the virtual scene 100. Then, the client 410 responds to a throwing trigger operation (such as receiving a click operation of the user on the throwing button 103 displayed in the virtual scene 100), controls the first virtual character 101 to throw the grenade 102 in the target direction. Subsequently, the client 410 responds to the grenade 102 hitting a target object (such as a second virtual character 104) in the virtual scene 100. For example, the grenade 102 moves along the target direction and hits the second virtual character 104, or the grenade 102 bounces off an obstacle (such as a wall) during the movement along the target direction and then hits the second virtual character 104. After hitting the second virtual character 104, the grenade 102 can be controlled to attach to the second virtual character 104. Finally, the client 410 responds to meeting the release condition and controls the grenade 102 to release a function of at least attenuating the state parameters (such as health value, defense value, ammunition amount, etc.) of the second virtual character 104. In this way, compared with the way that the grenade immediately produces an explosion effect after landing in the solution provided by the related art, the application mode of the virtual prop is enriched and the efficiency of human-computer interaction is improved.

[0061] In another implementation scenario, refer to Figure 2 , Figure 2 is a schematic diagram of the application mode of the interactive processing method of the virtual scene provided by the embodiment of the present application, which is applied to the terminal device 400 and the server 200 and is applicable to the application mode that depends on the computing power of the server 200 to complete virtual scene calculation and output the virtual scene on the terminal device 400.

[0062] Taking the visual perception of the virtual scene 200 as an example, the server 200 calculates the display data related to the virtual scene (such as scene data) and sends it to the terminal device 400 through the network 300. The terminal device 400 depends on the graphics computing hardware to complete the loading, parsing, and rendering of the calculated display data, and depends on the graphics output hardware to output the virtual scene to form visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame with a three-dimensional display effect can be projected onto the lens of an augmented reality / virtual reality glasses; for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal device 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0063] As an example, a client 410 (such as an online game application) runs on the terminal device 400. The terminal device 400 interacts with other users by connecting to the server 200 (such as a game server). Taking the output of the virtual scene 200 of the client 410 and displaying the virtual scene 200 from the first-person perspective as an example, a first virtual character 201 is displayed in the virtual scene 200. Among them, the first virtual character 201 can be a game character controlled by the user, that is, the first virtual character 201 is controlled by the real user and will move in the virtual scene 200 in response to the operation of the real user on the controller (such as a touch screen, a voice control switch, a keyboard, a mouse, and a joystick, etc.). For example, when the real user moves the joystick to the right, the first virtual character 201 will move to the right in the virtual scene 200. It can also stay still in place, jump, and control the first virtual character 201 to perform shooting operations, etc.

[0064] For example, taking a projectile of a virtual prop as a shooting prop, in a virtual scene 200, a first virtual character 201 is displayed, and a shooting prop 202 (such as a virtual firearm) held by the first virtual character 201 through a holding part (such as a hand). Then, in response to a firing trigger operation on the shooting prop 202 held by the first virtual character 201 (such as receiving a click operation by the user on a shooting button 203 displayed in the virtual scene 200), the client 410 controls the shooting prop 202 to fire at least one projectile (such as a bullet) in the target direction. Subsequently, in response to the bullet fired from the shooting prop 202 moving in the target direction and hitting a target object in the virtual scene 200 (such as a second virtual character 204 in the virtual scene 200), the client 410 controls the bullet 205 to attach to the second virtual character 204 (for example, the bullet 205 can be attached to a bone node where the second virtual character 204 collides with a detection ray). Finally, in response to meeting the release condition, the client 410 controls the bullet 205 to release and attenuate the state parameters (such as health value, defense value, ammunition quantity, etc.) of the second virtual character 204. In this way, compared with the way in the solution provided by the related art where the bullet immediately produces a damage effect when hitting a virtual character, the application mode of the virtual prop is enriched, and the efficiency of human-computer interaction is improved.

[0065] In some embodiments, the terminal device 400 can implement the interactive processing method of the virtual scene provided in the embodiments of the present application by running a computer program. For example, the computer program can be a native program or software module in an operating system; it can be a local (Native) application (APP, APPlication), that is, a program that needs to be installed in the operating system to run, such as a shooting game APP (i.e., the above-mentioned client 410); it can also be a small program, that is, a program that only needs to be downloaded to a browser environment to run; it can also be a game small program that can be embedded into any APP. In short, the above computer program can be any form of application program, module, or plug-in.

[0066] Taking the computer program as an application program as an example, in actual implementation, the terminal device 400 installs and runs an application program that supports the virtual scene. The application program can be any one of a first-person shooting game (FPS, First-Person Shootinggame), a third-person shooting game, a virtual reality application program, a three-dimensional map program, or a multiplayer gunfight survival game. The user uses the terminal device 400 to operate a virtual character located in the virtual scene for activities, and the activities include but are not limited to: adjusting the body posture, crawling, walking, running, cycling, jumping, driving, picking up, shooting, attacking, throwing, and building a virtual building. Schematically, the virtual character can be a virtual person, such as a simulated human character or an anime character, etc.

[0067] In some other embodiments, the embodiments of the present application can also be implemented by means of cloud technology. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or a local area network to achieve data computing, storage, processing, and sharing.

[0068] Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the cloud computing business model. It can form a resource pool, be used on demand, and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources.

[0069] For example, Figure 2 the server 200 in can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The terminal device 400 can be a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, etc., but is not limited thereto. The terminal device 400 and the server 200 can be directly or indirectly connected through wired or wireless communication methods, and there is no limitation in the embodiments of the present application.

[0070] Next, Figure 1 the structure of the terminal device 400 shown in will be described. Refer to Figure 3 , Figure 3 is a schematic structural diagram of the terminal device 400 provided by the embodiments of the present application. Figure 3 The terminal device 400 shown in includes: at least one processor 420, a memory 460, at least one network interface 430, and a user interface 440. Each component in the terminal device 400 is coupled together through a bus system 450. It can be understood that the bus system 450 is used to realize the connection and communication between these components. In addition to the data bus, the bus system 450 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clear illustration, in Figure 3 all kinds of buses are labeled as the bus system 450.

[0071] The processor 420 may be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor may be a microprocessor or any conventional processor, etc.

[0072] The user interface 440 includes one or more output devices 441 that enable the presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 440 also includes one or more input devices 442, including user interface components that facilitate user input, such as a keyboard, a mouse, a microphone, a touch screen display, a camera, other input buttons, and controls.

[0073] The memory 460 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disc drives, etc. The memory 460 optionally includes one or more storage devices that are physically remote from the processor 420.

[0074] The memory 460 includes volatile memory or non-volatile memory, and may also include both volatile and non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 460 described in the embodiments of the present application is intended to include any suitable type of memory.

[0075] In some embodiments, the memory 460 is capable of storing data to support various operations. Examples of such data include programs, modules, and data structures, or subsets or supersets thereof, which are exemplarily described below.

[0076] The operating system 461 includes system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0077] The network communication module 462 is used to reach other computing devices via one or more (wired or wireless) network interfaces 430. Exemplary network interfaces 430 include: Bluetooth, Wi-Fi (Wireless Fidelity), and USB (Universal Serial Bus), etc.;

[0078] A presentation module 463 for enabling presentation of information (e.g., a user interface for operating a peripheral device and displaying content and information) via one or more output devices 441 associated with the user interface 440 (e.g., a display screen, a speaker, etc.);

[0079] An input processing module 464 for detecting and translating one or more user inputs or interactions from one of one or more input devices 442.

[0080] In some embodiments, the interactive processing device for a virtual scene provided in the embodiments of the present application may be implemented in software. Figure 3 Shown is an interactive processing device 465 for a virtual scene stored in the memory 460, which may be software in the form of a program and a plug-in, etc., including the following software modules: a display module 4651, a control module 4652, a determination module 4653, a selection module 4654, an acquisition module 4655, and a training module 4656. These modules are logical, and thus can be arbitrarily combined or further split according to the functions implemented. It should be noted that, for the sake of convenient expression, all the above modules are shown at once, but it should not be considered that the interactive processing device 465 for a virtual scene excludes embodiments that may only include the display module 4651 and the control module 4652. The functions of each module will be described below. Figure 2 In order to facilitate the expression, all the above modules are shown at once, but it should not be considered that the interactive processing device 465 for a virtual scene excludes embodiments that may only include the display module 4651 and the control module 4652. The functions of each module will be described below.

[0081] In other embodiments, the interactive processing device for a virtual scene provided in the embodiments of the present application may be implemented in hardware. As an example, the interactive processing device for a virtual scene provided in the embodiments of the present application may be a processor in the form of a hardware decoding processor, which is programmed to execute the interactive processing method for a virtual scene provided in the embodiments of the present application. For example, a processor in the form of a hardware decoding processor may employ one or more application specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field programmable gate arrays (FPGAs), or other electronic components.

[0082] The state processing method for a virtual scene provided in the embodiments of the present application will be specifically described below in conjunction with the accompanying drawings. The interactive processing method for a virtual scene provided in the embodiments of the present application may be executed independently by Figure 1 the terminal device 400 in Figure 2The terminal device 400 and the server 200 in cooperate to execute.

[0083] Next, taking the Figure 1 terminal device 400 in alone executing the interactive processing method of the virtual scene provided in the embodiments of the present application as an example for illustration. Refer to Figure 4 , Figure 4 which is a schematic flowchart of the interactive processing method of the virtual scene provided in the embodiments of the present application, and will be described in combination with Figure 4 the steps shown in .

[0084] It should be noted that Figure 4 the method shown in can be executed by various forms of computer programs running on the terminal device 400, not limited to the above-mentioned client 410, and can also be the operating system 461, software modules and scripts described above. Therefore, the client should not be regarded as a limitation to the embodiments of the present application.

[0085] In step 101, a virtual scene is displayed.

[0086] In some embodiments, in the virtual scene, a first virtual character (such as virtual character A controlled by user 1) and a shooting prop or a throwing prop held by the first virtual character are displayed. Among them, the shooting prop hits at least one target object in the virtual scene by emitting at least one projectile, such as a virtual firearm, bow and arrow, catapult, etc.; the throwing prop hits the target object in the virtual scene by being thrown by itself, such as a dart, grenade, bomb, etc.

[0087] In some embodiments, a client supporting the virtual scene is installed on the terminal device (for example, when the virtual scene is a game, the corresponding client can be a shooting game APP). When the user opens the client installed on the terminal device (for example, the user clicks on the icon corresponding to the shooting game APP presented on the user interface of the terminal device), and the terminal device runs the client, a first virtual character (such as virtual character A controlled by user 1) and a shooting prop or a throwing prop held by virtual character A through a holding part (such as the hand) can be displayed in the virtual scene presented on the human-computer interaction interface of the client.

[0088] In other embodiments, taking the throwing prop as an example, the above-mentioned display of the first virtual character and the throwing prop held by the first virtual character in the virtual scene can be achieved in the following manner: in response to a throwing prop selection operation (such as receiving a click operation of user 1 on the button corresponding to the throwing prop displayed in the virtual scene), a first virtual character (such as virtual character A) and a throwing prop held by virtual character A through a holding part are displayed in the virtual scene (for example, when virtual character A originally holds other props, an animation of switching from other props to the throwing prop is played).

[0089] Exemplarily, taking a virtual scenario as an example of a game, a variety of props are provided in the game for users to choose from. Among them, each prop corresponds to a button displayed on the game screen. When the user clicks the button corresponding to the throwing prop displayed on the game screen, a game screen in which the game character controlled by the user holds the throwing prop in the hand is displayed.

[0090] In some embodiments, in the human-computer interaction interface of the client, the virtual scenario can be displayed from the first-person perspective (for example, playing the virtual character in the game from the user's own perspective); it can also be displayed from the third-person perspective (for example, the user chasing the virtual character in the game to play); it can also be displayed from an aerial perspective with a large view; among them, any switching can be performed between the above different perspectives.

[0091] As an example, the first virtual character can be an object controlled by the current user in the game. Of course, the virtual scenario can also include other virtual characters, such as virtual characters that can be controlled by other users or by a robot program. The virtual characters can be divided into any one of multiple camps, and the camps can be in a hostile or cooperative relationship. The camps in the virtual scenario can include one or all of the above relationships.

[0092] Taking the display of the virtual scenario from the first-person perspective as an example, the display of the virtual scenario in the human-computer interaction interface can include: determining the field of view area of the first virtual character according to the viewing position and field of view angle of the first virtual character in the complete virtual scenario, and presenting the partial virtual scenario in the field of view area in the complete virtual scenario, that is, the displayed virtual scenario can be a partial virtual scenario relative to the panoramic virtual scenario. Because the first-person perspective is the viewing perspective that can most impact the user, in this way, an immersive perception of the user being on the scene during the operation can be achieved.

[0093] Taking the display of the virtual scenario from an aerial perspective with a large view as an example, the display of the virtual scenario in the human-computer interaction interface can include: in response to a zoom operation on the panoramic virtual scenario, presenting a partial virtual scenario corresponding to the zoom operation in the human-computer interaction interface, that is, the displayed virtual scenario can be a partial virtual scenario relative to the panoramic virtual scenario. In this way, the operability of the user during the operation can be improved, and thus the efficiency of human-computer interaction can be improved.

[0094] In step 102, in response to a launch trigger operation, control the first virtual character in the virtual scenario to launch a virtual prop in the target direction.

[0095] Here, the virtual prop can be any one of the projectiles of the throwing prop and the shooting prop.

[0096] In some embodiments, when the virtual prop is a throwing prop, step 102 can be implemented in the following manner: in response to a throwing trigger operation, control the first virtual character in the virtual scene to launch the throwing prop in a throwing manner towards the target direction. For example, taking the throwing prop as a grenade, when the client receives a click operation from the user on the grenade throwing button displayed in the virtual scene, control the first virtual character to throw the grenade towards the target direction.

[0097] In other embodiments, when the virtual prop is a projectile of a shooting prop, the above-mentioned step 102 can be implemented in the following manner: in response to a firing trigger operation on the shooting prop held by the first virtual character, control the shooting prop to fire at least one projectile towards the target direction. For example, taking the shooting prop as a virtual firearm, when the client receives a click operation from the user on the shooting button displayed in the virtual scene, control the virtual firearm held by the first virtual character to fire at least one bullet towards the target direction.

[0098] For example, when the virtual firearm is a shotgun, the bullets are fired explosively, so multiple bullets can be fired simultaneously each time, and thus multiple target objects in the virtual scene can be hit simultaneously each time. When the virtual firearm is an ordinary virtual firearm (i.e., a virtual firearm that can only fire one bullet per shot), multiple bullets can be fired by controlling the virtual firearm to shoot multiple times, so as to hit multiple target objects in the virtual scene. Of course, for throwing props, when the first virtual character is equipped with multiple throwing props, the user can also control the first virtual character to perform multiple throwing operations to hit multiple target objects in the virtual scene.

[0099] In step 103, in response to the virtual prop hitting a target object in the virtual scene, control the virtual prop to attach to the target object.

[0100] Here, the virtual prop can move along the target direction and hit a target object in the virtual scene, or can hit an obstacle (such as a wall) during the movement along the target direction and then hit a target object in the virtual scene after bouncing off the obstacle. The target object can be a second virtual character or a virtual object in the virtual scene (including movable objects such as cars, ships, airplanes, etc., or fixed objects such as bridges, houses, etc.). Among them, the second virtual character is a type of object, rather than being limited to a certain virtual character, that is, the number of second virtual characters can include multiple. For example, when multiple projectiles (such as bullets) fired by the shooting prop of the first virtual character in the first camp hit multiple virtual characters in the second camp, these hit virtual characters can all be used as second virtual characters, where the first camp and the second camp belong to opposing camps.

[0101] In some embodiments, when the target object is the second virtual character, the above-mentioned control of attaching the virtual prop to the target object can be achieved in the following ways: When the virtual prop is a throwing prop, taking the throwing prop as the starting point, a detection parabola extending along the target direction is generated, and the bone node among the multiple bone nodes included in the second virtual character that collides with the detection parabola is determined as the target bone node, and the throwing prop is controlled to attach to the target bone node of the second virtual character; When the virtual prop is the projectile of a shooting prop, taking the muzzle of the shooting prop as the starting point, a detection ray extending along the target direction is generated, and the bone node among the multiple bone nodes included in the second virtual character that collides with the detection ray is determined as the target bone node, and the projectile is controlled to attach to the target bone node of the second virtual character.

[0102] For example, referring to Figure 5A , Figure 5A is a schematic diagram of the application scenario of the interactive processing method for virtual scenarios provided by the embodiments of the present application. As Figure 5A shown, taking the throwing prop 500 as the starting point, a detection parabola 501 extending along the target direction is generated, and the bone node (such as the bone node 503) among the multiple bone nodes included in the second virtual character 502 that collides with the detection parabola 501 is determined as the target bone node, and the throwing prop 500 is controlled to attach to the target bone node of the second virtual character 502 (that is, the throwing prop 500 is attached to the bone node 503 of the second virtual character 502).

[0103] In other embodiments, when the target object is a virtual object, the above-mentioned control of attaching the virtual prop to the target object can be achieved in the following ways: When the virtual prop is a throwing prop, taking the throwing prop as the starting point, a detection parabola extending along the target direction is generated, and the position where the detection parabola collides with the virtual object is determined as the reference point, and the throwing prop is controlled to attach to the reference point of the virtual object; When the virtual prop is the projectile of a shooting prop, taking the firing point of the shooting prop as the starting point, a detection ray extending along the target direction is generated, and the position where the detection ray collides with the virtual object is determined as the reference point, and the projectile is controlled to attach to the reference point of the virtual object.

[0104] For example, referring to Figure 5B , Figure 5B is a schematic diagram of the application scenario of the interactive processing method for virtual scenarios provided by the embodiments of the present application. As Figure 5B shown, taking the throwing prop 504 as the starting point, a detection parabola 505 extending along the target direction is generated, and the position where the detection parabola 505 collides with the virtual object (such as the wall 506 of a building) is determined as the reference point 507, and the throwing prop 504 is controlled to attach to the position where the reference point 507 is located on the wall 506 of the building.

[0105] In step 104, in response to meeting the release condition, control the virtual item release function.

[0106] Here, the function of releasing the virtual item can at least attenuate the state parameters of the target object. Among them, the state parameters can be various quantifiable attribute parameters of the target object, such as health value, vision, movement speed, hearing, ammunition quantity, etc. For example, when the virtual item is a grenade or a bomb, etc., it can attenuate the health value of the target object; when the virtual item is a flashbang or a smoke grenade, it can reduce the vision of the target object. In addition, when the function of releasing the virtual item has a range effect, it can also attenuate the state parameters of any object (including the target object) within the set area. Among them, the set area can be a circular area with the virtual item as the center and the set length as the radius (i.e., non-directional effect); of course, it can also only attenuate the state parameters of the objects within the area pointed in a specific direction from the target object (i.e., directional effect). Among them, the specific direction can be the front of the line of sight of the target object (such as the second virtual character), or the ray direction starting from the position where the virtual item is attached to the target object.

[0107] In some embodiments, in addition to including at least one of the space condition and the action condition, the release condition can also include a time condition. Then, the above step 104 can be implemented in the following way: when the target object (including the second virtual character and the movable objects in the virtual scene, such as vehicles, ships, etc.) is in a moving state, in response to meeting at least one of the space condition and the action condition, control the virtual item release function; when the target object (including the second virtual character and the movable or immovable objects in the virtual scene) is in a stationary state, in response to meeting the time condition, control the virtual item release function.

[0108] For example, taking the target object as the second virtual character, when the second virtual character is in a moving state, it can respond to meeting at least one of the space condition (for example, the position where the virtual item attached to the second virtual character is in the set position in the virtual scene) and the action condition (for example, at least one action (such as shooting, jumping, squatting, etc.) or action combination (such as jumping + shooting, aiming + shooting, etc.) to be performed by the second virtual character), and control the virtual item release function; when the second virtual character is in a stationary state, it can respond to meeting the time condition (for example, the duration for which the virtual item is attached to the second virtual character reaches the set duration), and control the virtual item release function. In this way, for different states of the target object in the virtual scene, corresponding release conditions are respectively configured, which can adapt to the diverse states of the target object in the virtual scene to release the functions of the virtual item, realize the configuration of diverse release conditions according to different states of the target object, further enrich the application methods of the virtual item, and at the same time improve the user's gaming experience.

[0109] In some other embodiments, the above step 104 can also be implemented in the following manner: when the target object is a second virtual character, in response to satisfying at least one of the space condition and the action condition, control the virtual prop release function; when the target object is a virtual object (including movable objects and immovable objects), in response to satisfying the time condition, control the virtual prop release function. In this way, corresponding release conditions are respectively configured for different types of objects in the virtual scene, realizing diversified release condition configuration according to the different types of target objects, further enriching the application modes of virtual props, and at the same time improving the user's gaming experience.

[0110] Exemplarily, taking the first virtual character as virtual character A controlled by user 1 and the second virtual character as virtual character B controlled by user 2 as an example, in response to satisfying at least one of the space condition (for example, user 2 controls virtual character B to move to the position set by user 1 in the virtual scene) and the action condition (for example, user 2 controls virtual character B to perform at least one action (such as shooting) or action combination (such as jumping + shooting) set by user 1), control the virtual prop release function. For example, when the virtual prop is a grenade, control the grenade attached to virtual character B to explode, thereby attenuating the health value of virtual character B. For example, when the damage amount caused by the grenade explosion is greater than the current health value of virtual character B, virtual character B will be eliminated.

[0111] Exemplarily, taking the virtual object as a house as an example, in response to satisfying the time condition (for example, the duration for which the virtual prop is attached to the wall of the house reaches the set duration, such as 5 seconds), control the virtual prop release function. For example, when the virtual prop is a grenade, when the duration for which the grenade is attached to the wall of the house reaches 5 seconds, control the grenade to explode, causing damage to the wall, so that the user can control the virtual character to enter the house.

[0112] In some embodiments, the action condition may include at least one of the following: when the target object is a second virtual character, at least one action or action combination to be performed by the second virtual character; when the target object is a stationary virtual object (such as a stationary vehicle or a house, etc.), at least one action or action combination to be performed by a third virtual character, where the third virtual character is the virtual character closest to the virtual object; when the target object is a moving virtual object (such as a moving vehicle), at least one action or action combination to be performed by the virtual object, where the at least one action or action combination to be performed by the virtual object can be spontaneously performed by the virtual object or controlled to be performed, for example, the virtual object is controlled by the third virtual character to perform at least one action or action combination.

[0113] Exemplarily, taking the first virtual character as virtual character A controlled by user 1 and the target object as virtual character B controlled by user 2 as an example, in response to satisfying the action condition (for example, when user 2 controls virtual character B to execute at least one action or action combination set by user 1), control the release function of the virtual prop attached to virtual character B.

[0114] Exemplarily, taking the first virtual character as virtual character A controlled by user 1 and the target object as a house in the virtual scene as an example, when user 1's virtual character A launches a virtual prop (such as a grenade) and hits the house, control the grenade to attach to the house (such as sticking to the wall of the house), then determine the virtual character in the virtual scene that is closest to the house and belongs to the opposing camp with virtual character A (such as virtual character C controlled by user 3), and in response to satisfying the action condition (for example, user 3 controls virtual character C to execute at least one action or action combination set by user 1), control the grenade attached to the house to explode, thereby causing damage to virtual character C.

[0115] Exemplarily, taking the first virtual character as virtual character A controlled by user 1 and the target object as a virtual vehicle (such as a car) driven by virtual character C controlled by user 3 as an example, when user 1 controls virtual character A to launch a virtual prop (such as a grenade) and hits the car driven by virtual character C in the virtual scene, control the grenade to attach to the car, and then in response to satisfying the action condition (for example, user 3 controls the car through virtual character C to execute at least one action (such as turning left, turning right, parking, etc.) or action combination (such as drifting) set by user 1), control the grenade attached to the car to explode, thereby causing damage to virtual character C.

[0116] In some embodiments, before responding to the launch trigger operation, the following processing may also be performed: display an action selection control, where the action selection control includes multiple candidate actions (for example, when the target object is a virtual character, the corresponding multiple candidate actions may include shooting, jumping, crawling, squatting, standing, etc., and when the target object is a movable virtual object (such as a car) in the virtual scene, the corresponding multiple candidate actions may include turning left, turning right, accelerating, parking, etc.); in response to the action selection operation, determine at least one action or action combination selected from the multiple candidate actions or action combinations as the at least one action or action combination to be executed by the second virtual character, the third virtual character, or the virtual object.

[0117] Exemplarily, refer to Figure 5C , Figure 5C is a schematic diagram of the application scenario of the interactive processing method for the virtual scene provided by the embodiments of the present application. As Figure 5CAs shown, when the system receives a click operation from a user (such as user 1 who controls the first virtual character) on the action selection entry 509 displayed in the virtual scene 508, the action selection control 510 is displayed in a pop-up window in the virtual scene 508. Multiple candidate actions are displayed in the action selection control 510, such as shooting 511, jumping 512, aiming 513, reloading 514, and crouching 515. Assume that when the system receives a click operation from user 1 on the shooting 511 and reloading 514 displayed in the action selection control 510, the client determines the shooting and reloading as the actions to be executed. That is, when the target object (such as the second virtual character or the third virtual character) hit by the virtual prop launched by the first virtual character in the subsequent virtual scene performs shooting or reloading, the virtual prop attached to the target object will release its function. In this way, the user can customize at least one action or action combination to be executed corresponding to the action conditions, further improving the user's gaming experience.

[0118] In some other embodiments, before responding to the launch trigger operation, the following processing may also be performed: automatically and randomly select at least one candidate action or action combination from multiple candidate actions, and determine the at least one candidate action or action combination randomly selected as at least one action or action combination to be executed by the second virtual character, the third virtual character, or the virtual object; or, obtain the execution frequencies of multiple actions of the target object within the sampling time period, and determine at least one action or action combination with an execution frequency greater than the frequency threshold among the multiple actions as at least one action or action combination to be executed by the second virtual character, the third virtual character, or the virtual object.

[0119] For example, taking the target object as virtual character B, the at least one action or action combination to be executed by virtual character B can be determined in the following way: First, obtain the execution frequencies of multiple actions of virtual character B within the sampling time period (such as one week) (for example, obtain the actions performed by multiple users controlling virtual character B in the past week and count the execution frequency of each action), and determine at least one action or action combination with an execution frequency greater than the frequency threshold (such as 10 times) among the multiple actions as at least one action or action combination to be executed by virtual character B. Of course, the multiple actions can also be sorted in descending order according to the execution frequency, and the top N actions or action combinations (such as the action combination of the top 2 actions in the sorting) in the descending order result can be selected as at least one action or action combination to be executed by virtual character B, where N is a positive integer greater than or equal to 1.

[0120] In some embodiments, the spatial condition may use the position of the virtual prop in the virtual scene as the judgment criterion. The target object may be any one of the second virtual character and the virtual object. The first camp to which the first virtual character belongs and the second camp to which the second virtual character belongs are opposing camps. Among them, the spatial condition includes at least one of the following: The virtual prop is at the maximum attenuation position. When the virtual prop is released at the maximum attenuation position, the attenuation of the state parameters of the second camp (including at least one of the virtual character and the facility) is the greatest; The virtual prop is at the minimum mis-attenuation position. When the virtual prop is released at the minimum mis-attenuation position, the mis-attenuation of the state parameters of the first camp (including at least one of the virtual character and the facility) is the smallest; The virtual prop is at the minimum cost position. When the virtual prop is released at the minimum cost position, the ratio of the attenuation of the state parameters of the second camp to the mis-attenuation of the state parameters of the first camp is the largest; The virtual prop is at a set position or the distance from the set position is less than the distance threshold.

[0121] Exemplarily, the position with the minimum sum of distances to at least one of the virtual character and the facility of the second camp can be determined in the virtual scene and used as the maximum attenuation position; The position with the maximum sum of distances to at least one of the virtual character and the facility of the first camp can be determined in the virtual scene and used as the minimum mis-attenuation position; The position that minimizes the cost function can be determined in the virtual scene and used as the minimum cost position, where the cost function is the ratio of the first camp cost to the second camp cost. The first camp cost is the sum of the distances between the position of the virtual prop in the virtual scene and at least one of the virtual character and the facility in the second camp, and the second camp cost is the sum of the distances between the position of the virtual prop in the virtual scene and at least one of the virtual character and the facility in the first camp; In response to the position setting operation, the position selected in the virtual scene is used as the set position.

[0122] Exemplarily, the set position in the virtual scene can be determined in the following way: Display the map of the virtual scene. In response to the position selection operation on the map, at least one selected position is determined as the set position in the spatial condition. For example, assume that User 1 (the first virtual character is controlled by User 1) selects Position 1 on the map. Then, when User 2 controls the virtual character B (the virtual character B is the target object hit by the virtual prop launched by the first virtual character (such as virtual character A) controlled by User 1 in the virtual scene, and the virtual prop launched by virtual character A is attached to virtual character B) to move to Position 1 in the virtual scene or the distance from Position 1 is less than the distance threshold, control the release function of the virtual prop attached to virtual character B. In this way, the user can customize the set position corresponding to the spatial condition, further improving the user's gaming experience.

[0123] In some other embodiments, when the release condition includes a spatial condition and an action condition, the above-mentioned step 104 can be implemented in the following manner: in response to simultaneously satisfying the spatial condition and the action condition, control the virtual item release function, where the spatial condition is judged by the position of the virtual item in the virtual scene, and the action condition includes at least one action or combination of actions to be performed by the second virtual character, the third virtual character, or the virtual object.

[0124] For example, taking the target object as the virtual character B controlled by user 2 as an example, when user 2 controls the virtual character B to move to a set position in the virtual scene (such as the position set by user 1, where user 1 is the user who controls the first virtual character in the virtual scene), and controls the virtual character B to perform the action set by user 1 (such as shooting) at the set position, control the virtual item release function attached to the virtual character B. In this way, by using the combination of the spatial condition and the action condition as the release condition, the application method of the virtual item is further enriched, and at the same time, the user's gaming experience is also improved.

[0125] In some embodiments, the release condition may further include a time condition, and the above-mentioned step 104 can be implemented in the following manner: in response to satisfying the time condition and at least one of the spatial condition and the action condition, control the virtual item release function, where the time condition includes the set duration that the virtual item needs to wait before the release function, and the set duration can be set uniformly (for example, the set durations of the same type of virtual items are the same, or the set durations of all types of virtual items are the same), or set according to the state parameters of the target object (for example, the set duration is negatively correlated with the state parameter. Assuming that when the current health value of the target object is 100, the corresponding set duration is 3 seconds, and when the current health value of the target object is 50, the corresponding set duration is 5 seconds). In this way, by combining at least one of the spatial condition and the action condition with the time condition, the processing progress of the game can be accelerated, the resource consumption of the terminal device and the server can be reduced, and at the same time, the user's gaming experience can also be improved.

[0126] In some other embodiments, when the release condition is a spatial condition, an action condition, or a combination of a spatial condition and an action condition, and the release condition is not satisfied within the set duration, the following processing can also be performed: control the virtual item to detach from the target object and hide the virtual item in the virtual scene.

[0127] Exemplarily, taking the target object as the virtual character B controlled by user 2 as an example, assuming the release condition is an action condition, such as shooting, then when user 2 does not control the virtual character B to perform shooting within a set duration (e.g., 30 seconds) (for example, user 1 does not click the shooting button displayed in the virtual scene within 30 seconds), the controlled virtual item (e.g., a bomb) is detached from the virtual character B and the bomb is hidden in the virtual scene. That is to say, if user 1 does not click the shooting button within 30 seconds, then after 30 seconds, the bomb attached to the virtual character B will automatically disappear, so that user 1 can control the virtual character B to perform shooting without being harmed.

[0128] In some embodiments, before responding to the satisfaction of the release condition, the release condition can also be determined in the following manner: Based on the environmental information of the virtual scene (such as map type, size, etc.), the position of the target object in the virtual scene, the state parameters of the target object (such as health value, defense value, ammunition quantity, etc.), the number of objects included in the camp to which the target object belongs, and the number of objects included in the camp to which the first virtual character belongs, a machine learning model is called for prediction processing to obtain the release condition; wherein, the objectives of the prediction processing include at least one of the following: when the virtual item release function attenuates the state parameters of the objects included in the camp to which the target object belongs to the maximum extent (i.e., it can cause the greatest harm to the objects included in the camp to which the target object belongs), when the virtual item release function attenuates the state parameters of the objects included in the camp to which the first virtual character belongs to the minimum extent (i.e., it can avoid accidentally injuring the objects included in the camp to which the first virtual character belongs), when the virtual item release function attenuates the state parameters of the target object to the maximum extent (i.e., it can cause the greatest harm to the target object).

[0129] Exemplarily, the initialized machine learning model can be trained in the following manner: Based on the environmental information of the sample virtual scene (such as the map type, size, etc. of the sample virtual scene), the position of the sample target object in the sample virtual scene, the state parameters of the sample target object, the number of objects included in the camp to which the sample target object belongs, and the number of objects included in the sample opposing camp, the initialized machine learning model is called for prediction processing to obtain a prediction result; the difference between the prediction result and the labeled data is determined, and backpropagation is performed based on the difference, and the parameters of the machine learning model are updated layer by layer during backpropagation; wherein, the labeled data includes at least one of space (such as the position marked in the virtual scene), action (such as the marked action, i.e., the action that will trigger the virtual item release function), and time (such as the marked set duration).

[0130] It should be noted that in practical applications, the above-mentioned machine learning model can be a neural network model (such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network, etc.), a decision tree model, a gradient boosting tree, a multi-layer perceptron, and a support vector machine, etc. The embodiments of the present application do not specifically limit the type of the machine learning model.

[0131] In some other embodiments, refer to Figure 6 , Figure 6 which is a schematic flowchart of the interactive processing method for the virtual scene provided by the embodiments of the present application. As Figure 6 shown, before performing Figure 4 the step 104 shown, Figure 6 the step 105 shown can also be performed, which will be described in combination with Figure 6 the steps shown.

[0132] In step 105, the prompt information corresponding to the target object is displayed in a manner of following the target object.

[0133] Here, the prompt information is used to prompt that when the release condition is met, the virtual prop will release its function.

[0134] In some embodiments, when the virtual prop is attached to the target object and the release condition is determined, the prompt information corresponding to the target object can be displayed in a manner of following the target object. For example, the prompt information will change with the change of the perspective of the target object.

[0135] For example, taking the virtual character B controlled by user 2 as the target object, assuming the release condition is an action condition, such as jumping. After the virtual prop (such as the bomb thrown by the first virtual character) hits the virtual character B and attaches to the virtual character B, the prompt information corresponding to the virtual character B is displayed in a manner of following the virtual character B (for example, the prompt information is always in the due front of the perspective of the virtual character B, and when the perspective of the virtual character B controlled by user 2 changes, the position of the prompt information will also move accordingly), such as "Hit by a bomb, jumping triggers an explosion". In this way, by using the method of following the target object to prompt the information, the user can be effectively reminded, avoiding the user from triggering the explosion of the bomb by clicking the jump button and causing damage to the virtual character B, thus improving the user's game experience.

[0136] In some other embodiments, the following processing can also be performed: in response to the update of the perspective of the virtual scene and the display of other target objects (the target object before the update may or may not be displayed), the prompt information corresponding to the other target objects is displayed, where the virtual props attached to the other target objects can be attached before the perspective update or after the perspective update.

[0137] Exemplarily, taking the target object as the virtual character B controlled by user 2 as an example, in response to the perspective update of the virtual scene and the display of other target objects (such as the virtual character D controlled by user 4, and in the virtual scene after the perspective update, the virtual character B may or may not be displayed, depending on the degree of perspective update. For example, when the degree of perspective update is large, the virtual character B may be removed from the updated virtual scene), the prompt information corresponding to the virtual character D is displayed, such as "has been hit by a bomb, shooting triggers an explosion". Among them, the bomb attached to the virtual character D may be attached before the perspective update or after the perspective update.

[0138] It should be noted that in practical applications, the release conditions corresponding to different types of virtual props may be the same. For example, whether it is a grenade, a bomb, or a bullet, the corresponding release conditions can be the same action condition or spatial condition. Of course, the release conditions corresponding to different types of virtual props can also be partially different or completely different. For example, for grenades, bombs, and bullets, the corresponding release conditions can be different action conditions. For example, the action condition corresponding to a grenade is shooting, the action condition corresponding to a bomb is jumping, and the action condition corresponding to a bullet is aiming. In addition, for the same type of virtual prop, the release conditions corresponding to each virtual prop can be the same (for example, the release conditions corresponding to each virtual prop are the same action condition); of course, the release conditions corresponding to each virtual prop can also be completely different. For example, taking a grenade as an example, assuming that the virtual character A controlled by user 1 is equipped with 3 grenades, then user 1 can respectively configure the release conditions corresponding to each grenade. For example, the release condition corresponding to grenade 1 is shooting, the release condition corresponding to grenade 2 is reaching a set position in the virtual scene, and the release condition corresponding to grenade 3 is reaching a set duration.

[0139] In some other embodiments, taking the action condition as an example, the following processing can also be performed: in the virtual scene, different display methods are used to distinguish and display the buttons corresponding to at least one set action and the buttons corresponding to other actions, where other actions are the actions other than at least one set action among the multiple actions that the target object can perform, and the display method of the buttons corresponding to at least one set action is more prominent than the display method of the buttons corresponding to other actions. For example, the size of the buttons corresponding to at least one set action is larger than the size of the buttons corresponding to other actions, or the buttons corresponding to at least one set action are displayed in a highlighted manner to distinguish them from the display method of the buttons corresponding to other actions, so as to effectively remind the user (that is, when clicking this button, the release function of the virtual prop attached to the target object will be triggered). In this way, it can be avoided that the user controls the target object to perform the set action, which in turn causes the release function of the virtual prop to attenuate the state parameters of the target object.

[0140] Exemplarily, refer to Figure 7 , Figure 7 which is a schematic diagram of an application scenario of the interactive processing method for a virtual scenario provided by an embodiment of the present application. As Figure 7 shown, in the virtual scenario 700, buttons corresponding to various actions that a target object (such as the virtual character 701) can perform are displayed, for example, including a shooting button 702, a squatting button 703, a reloading button 704, a sighting button 705, and a jumping button 706. Assuming that the set action is shooting, for the shooting button 702, it can be distinguished from other buttons by highlighting to effectively remind the user, that is, to remind the user that if the shooting button 702 is clicked, the virtual prop (such as a grenade) attached to the virtual character 701 will explode, thereby causing damage to the virtual character 701. In this way, on the one hand, it will not cause interference to the user, and on the other hand, it can also effectively remind the user, improving the user's gaming experience.

[0141] For the interactive processing method for a virtual scenario provided by an embodiment of the present application, when a virtual prop launched by a first virtual character in the virtual scenario hits a target object in the virtual scenario, the virtual prop is controlled to attach to the target object, and when the release condition is met, the function of controlling the virtual prop to release at least to attenuate the state parameters of the target object is controlled. In this way, compared with the way in which the virtual grenade in the solution provided by the related art immediately produces an explosion effect after landing, the embodiment of the present application enriches the application mode of the virtual prop, thereby improving the efficiency of human-computer interaction.

[0142] Next, taking a shooting game as an example, the exemplary application of the embodiment of the present application in an actual application scenario will be described.

[0143] In a mobile shooting game, throwing props are popular and commonly used equipment among many users. Because of their advantages of long-distance attack and high damage, they are particularly favored by users. However, in the solutions provided by the related art, most throwing props explode when they land, and then cause damage effects to objects within a certain range. These conventional application methods have been mastered by users, so that they can easily avoid the damage caused by throwing props during battles.

[0144] In view of this, an embodiment of the present application provides an interactive processing method for a virtual scene, and introduces a new throwing prop in the game scene, called a time-space bomb (corresponding to the above-mentioned virtual prop). The time-space bomb will not explode immediately after being thrown out, but will explode after the target object meets certain conditions (i.e., the above-mentioned release conditions), and the conditions for triggering the explosion are not unique, and there may be many types. For example, only any one of the multiple conditions will be randomly selected each time. For example, it may be a firing trigger or a mirror trigger, and the triggered combat operation (corresponding to the above-mentioned at least one action to be performed) can be displayed in the game scene, so that the user corresponding to the target object hit by the time-space bomb will not perform the operation because of fear and in order to prevent being blown up, until the time-space bomb disappears. In this way, the user's operation to a certain extent can be prevented by using the time-space bomb.

[0145] The interactive processing method of the virtual scene provided in the embodiment of the present application is described in detail below.

[0146] The interactive processing method of the virtual scene provided in the embodiment of the present application introduces the equipment and use of time-space bombs into the game scene, and adds a pasting function of the time-space bomb. In addition, it also adds a conditional function for triggering the explosion of the time-space bomb.

[0147] For example, see Figure 8 , Figure 8 is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Figure 8 As shown, in shooting games, throwing props can generally be divided into damage grenades and tactical grenades, among which tactical grenades (such as flash bombs 801) are mainly used to interfere with the target object's line of sight, slow down the target object's movement speed, or affect the target object's interface operation, etc., while damage grenades are throwing props that will cause certain damage to the target object's health value. The time-space bomb 800 in the embodiment of the present application can be a type of damage grenade. Figure 8 When a user clicks on the equipment button 802 for the time-space bomb 800 displayed on the skill equipment interface, the time-space bomb is equipped for the virtual character 804 controlled by the user. In this way, in the game, a button 803 corresponding to the time-space bomb 800 can be displayed. When a user clicks on the button 803, the time-space bomb can be switched out, for example, the prop held by the virtual character 804 controlled by the user is switched to the time-space bomb 800. In addition, when the user selects the time-space bomb 800 in the skill equipment interface, the introduction information of the time-space bomb can also be displayed, such as the damage range, attack power, and application method (such as sticking to the target and waiting for the opportunity to trigger the explosion).

[0148] For example, see Figure 9 ,Figure 9 is a schematic diagram of an application scenario of the interactive processing method for a virtual scene provided by an embodiment of the present application. As Figure 9 shown, when a trigger operation on the throwing button 901 of the time-space bomb is received from a user (for example, the user presses the button 901), it enters the pre-throwing state. For example, the trajectory 902 corresponding to when the time-space bomb is thrown out and the final landing point 903 can be displayed in the virtual scene. When the user releases the button 901, the time-space bomb is controlled to be thrown out according to the trajectory 902.

[0149] The time-space bomb provided by an embodiment of the present application can be pasted on various objects in the virtual scene, for example, including virtual characters that can be controlled by the user to move (such as virtual characters or virtual vehicles driven by virtual characters, such as vehicles) and virtual objects that cannot be controlled by the user to move (such as the walls, ground, tabletop, balcony, countertop, etc. of a building). Among them, when the time-space bomb is pasted on a virtual object that cannot move, the function of triggering an explosion is not activated, but instead, it directly waits for a set duration (such as several seconds) and then explodes at the pasted position.

[0150] For example, referring to Figure 10 , Figure 10 is a schematic diagram of an application scenario of the interactive processing method for a virtual scene provided by an embodiment of the present application. As Figure 10 shown, when the time-space bomb 1001 is pasted on a virtual object that cannot move in the virtual scene (such as the wall 1002 of a house), the function of triggering an explosion is not activated, but instead, it directly waits for several seconds and then explodes at the pasted position. The explosion will cause damage to target objects within a set range. In addition, a prompt message 1003 can be displayed near the position where the time-space bomb 1001 is pasted to prompt the user that there is a time-space bomb here and to pay attention to avoiding it. The prompt message 1003 can also include a countdown to prompt the user of the time when the time-space bomb will explode.

[0151] For example, referring to Figure 11 , Figure 11 is a schematic diagram of an application scenario of the interactive processing method for a virtual scene provided by an embodiment of the present application. As Figure 11As shown, when user 1 controls the virtual character 1101 to throw a time-space bomb to hit a target object in a virtual scene (for example, a virtual character 1002 that is in an enemy camp with the virtual character 1101, wherein the virtual character 1002 is controlled by user 2), a time-space bomb 1003 is attached to the body of the virtual character 1002, and the time-space bomb 1003 will not explode automatically. At this time, the background server of the game will randomly select a combat operation. When user 2 controls the virtual character 1002 to perform the combat operation (for example, user 2 clicks the button corresponding to the combat operation displayed in the virtual scene), the time-space bomb 1003 will explode, thereby causing damage to the virtual character 1002.

[0152] The interactive processing method of the virtual scene provided in the embodiment of the present application is designed with a variety of different types of combat operations, for example, including seven types of combat operations such as shooting (also known as firing), aiming, changing bullets, jumping, crouching, lying down, and moving. When the time bomb is pasted on the target object, one combat operation will be randomly selected from these seven combat operations. For example, assuming that the randomly selected combat operation is firing, when the subsequent user controls the virtual character to fire, the time bomb will be triggered to explode.

[0153] For example, see Figure 12 , Figure 12 is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Figure 12 As shown, assuming that the randomly selected combat operation is firing, a prompt message 1201 may be displayed in the sight of the virtual character hit by the time-space bomb, such as "Prompt: The time-space bomb is hit, firing triggers the explosion", that is, as long as the user controls the virtual character to fire, the time-space bomb will be triggered to explode immediately, so in order to avoid being blown up, the user can only control the virtual character to perform other combat operations. Of course, in addition to waiting for the time-space bomb to disappear, the user can also adopt a method of dying together with the virtual characters controlled by other users, for example, the user can control the virtual character to move to the enemy camp, and then perform the firing operation to trigger the time-space bomb to explode, and this explosion will cause the virtual characters included in the enemy camp to be injured, that is, as long as the user's level is high enough, the time-space bomb can be used to kill the virtual characters in the hostile camp in the virtual scene.

[0154] For example, see Figure 13 , Figure 13 is a flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application, such as Figure 13As shown, when the virtual character controlled by the user is equipped with a space-time bomb, it is determined whether the user presses the throwing button of the space-time bomb. When it is determined that the user presses the throwing button, the current direction of the virtual character controlled by the user is obtained, and according to the configured acceleration and gravitational acceleration, a corresponding parabolic trajectory is calculated, so that a pre-throwing line (i.e., the calculated parabolic trajectory) can be displayed in the virtual scene. Then, it is determined whether the user releases the hand. When the user releases the hand, the space-time bomb is controlled to be thrown out according to the calculated parabolic trajectory. Subsequently, it can be determined whether the thrown space-time bomb hits the target object in the virtual scene. When the target object is hit, the space-time bomb is pasted on the surface of the target object, and it is determined whether the target object is a virtual character (i.e., an object that can be controlled by the user to move). When the target object is a virtual character, wait for the explosion to be triggered. When the target object is not a virtual character, such as the wall of a house in the virtual scene, it will automatically explode after a few seconds. In addition, for the case where the target object is a virtual character, it can be further determined whether the target is triggered (i.e., it is determined whether the user controls the virtual character to execute the selected combat operation). When the user controls the virtual character to execute the selected combat operation, such as controlling the virtual character to perform a firing operation, the space-time bomb is triggered to explode immediately and the damage is calculated.

[0155] The generation process of the pre-throwing line will be described below.

[0156] Exemplarily, refer to Figure 14 , Figure 14 which is a schematic diagram of the principle of generating the pre-throwing line provided by the embodiment of the present application. As Figure 14 shown, the pre-throwing line (i.e., the parabola) is the parabolic equation of the equation. A value can be obtained according to each period of time, so that a list of numerical values 1401 can be obtained. These numerical values are the points on the throwing line. Pass these values to the line of the special effect, and then the line of the special effect can generate the trajectory 1402 of the pre-throwing line according to these points. For example, in a game engine (such as unity), a component is provided, which can enable the special effect line made by the art to form a corresponding trajectory according to the calculated points.

[0157] The pasting principle of the space-time bomb will be described below.

[0158] Exemplarily, refer to Figure 15 , Figure 15 which is a schematic diagram of the pasting principle of the space-time bomb provided by the embodiment of the present application. As Figure 15As shown, when the time-space bomb is thrown, a detection ray 1501 is emitted for a short distance along the current flight direction of the time-space bomb. The detection ray 1501 is used to detect the type of target object that the time-space bomb is about to hit. If the target object is a virtual object in the virtual scene, the time-space bomb is directly pasted at the collision point. If the target object is a virtual character in the virtual scene, the bone node that collides with the detection ray 1501 among the multiple bone nodes included in the virtual character is obtained, and the time-space bomb is pasted on the bone node in the virtual character that collides with the detection ray.

[0159] The following is an explanation of the process of randomly selecting a combat operation from a plurality of combat operations.

[0160] In some embodiments, the random numbers generated by the computing device are all pseudo-random numbers, which can be obtained by the linear congruential method. The specific formula is as follows:

[0161]

[0162] Among them, a0 represents the random number generated for the first time, a n It represents the random number generated for the nth time, d represents the seed, m and b are mutually prime, b is usually taken as a prime number, and the larger the value of m, the better.

[0163] In practical applications, you can use the rand() function to generate random numbers. The rand() function returns a random number between 0 and 100. For example, when running the code, the output will be: 41 67 34 0 69 24 78 58 62 64.

[0164] However, when the code is run repeatedly, it can be found that the output result is this sequence each time. This is because the random sequence generated by the rand() function is a pseudo-random sequence. In view of this, the embodiment of the present application uses the current time as the random seed, such as srand((unsigned)time()). In this way, the current time is used as the seed, so that the sequence will not be the same each time, and the randomly selected number will also be different each time.

[0165] The interactive processing method of the virtual scene provided in the embodiment of the present application introduces a new time-space bomb in the game scene. The time-space bomb will not explode immediately after being thrown out, but will explode after the target object meets certain conditions. The conditions for triggering the explosion are not unique, and there can be many types. In this way, the user corresponding to the target object hit by the time-space bomb will not perform the operation out of fear and in order to prevent being blown up, until the time-space bomb disappears. In this way, by using the time-space bomb, the user's operation to a certain extent can be prevented, thereby improving the user's gaming experience.

[0166] Next, the exemplary structure of the software module implementation of the interactive processing device 465 for the virtual scene provided in the embodiments of the present application will be further described. In some embodiments, as Figure 3 shown, the software module in the interactive processing device 465 for the virtual scene stored in the memory 460 may include: a display module 4651 and a control module 4652.

[0167] The display module 4651 is used to display the virtual scene; the control module 4652 is used to control the first virtual character in the virtual scene to launch a virtual prop in the target direction in response to the launch trigger operation; the control module 4652 is further used to control the virtual prop to attach to the target object in response to the virtual prop moving along the target direction and hitting the target object in the virtual scene, where the virtual prop includes at least the function of attenuating the state parameters of the target object; the control module 4652 is further used to control the virtual prop to release the function in response to meeting the release condition, where the release condition includes at least one of a spatial condition and an action condition.

[0168] In some embodiments, the control module 4652 is further used to control the virtual prop to release the function in response to meeting at least one of the spatial condition and the action condition when the target object is in a moving state; and is used to control the virtual prop to release the function in response to meeting the time condition when the target object is in a stationary state.

[0169] In some embodiments, the control module 4652 is further used to control the virtual prop to release the function in response to meeting the time condition and at least one of the spatial condition and the action condition.

[0170] In some embodiments, the control module 4652 is further used to control the virtual prop to release the function in response to meeting at least one of the spatial condition and the action condition when the target object is the second virtual character; and is used to control the virtual prop to release the function in response to meeting the time condition when the target object is a virtual object.

[0171] In some embodiments, the time condition includes a set duration that needs to be waited before releasing the function, and the set duration is set uniformly or is set according to the state parameters of the target object.

[0172] In some embodiments, the action conditions include at least one of the following: when the target object is the second virtual character, at least one action or combination of actions to be performed by the second virtual character; when the target object is a virtual object in a stationary state, at least one action or combination of actions to be performed by the third virtual character, where the third virtual character is the virtual character closest to the virtual object; when the target object is a virtual object in a moving state, at least one action or combination of actions to be performed by the virtual object, where the virtual object is a dynamic object; wherein, the first camp to which the first virtual character belongs and the second camp to which the second virtual character and the third virtual character belong are enemy camps.

[0173] In some embodiments, the display module 4651 is further configured to display an action selection control, where the action selection control includes multiple candidate actions; the interactive processing device 465 of the virtual scene further includes a determination module 4653, configured to, in response to an action selection operation, determine at least one selected candidate action or combination of actions as at least one action or combination of actions to be performed by the second virtual character, the third virtual character, or the virtual object; the interactive processing device 465 of the virtual scene further includes a selection module 4654, configured to automatically and randomly select at least one candidate action or combination of actions from multiple candidate actions, and the determination module 4653 is further configured to determine the at least one randomly selected candidate action or combination of actions as at least one action or combination of actions to be performed by the second virtual character, the third virtual character, or the virtual object; the interactive processing device 465 of the virtual scene further includes an acquisition module 4655, configured to acquire the execution frequencies of multiple actions of the target object within a sampling time period, and the determination module 4653 is further configured to determine at least one action or combination of actions with an execution frequency greater than a frequency threshold among the multiple actions as at least one action or combination of actions to be performed by the second virtual character, the third virtual character, or the virtual object.

[0174] In some embodiments, the spatial condition uses the position of the virtual prop in the virtual scene as a judgment index, the target object is any one of the second virtual character and the virtual object, and the first camp to which the first virtual character belongs and the second camp to which the second virtual character belongs are enemy camps. The spatial condition includes at least one of the following: the virtual prop is at the maximum attenuation position, where when the virtual prop is released at the maximum attenuation position, the attenuation of the state parameters of the second camp is the greatest; the virtual prop is at the minimum mis-attenuation position, where when the virtual prop is released at the minimum mis-attenuation position, the mis-attenuation of the state parameters of the first camp is the smallest; the virtual prop is at the minimum cost position, where when the virtual prop is released at the minimum cost position, the ratio of the attenuation of the state parameters of the second camp to the mis-attenuation of the state parameters of the first camp is the largest; the virtual prop is at a set position or the distance from the set position is less than a distance threshold.

[0175] In some embodiments, the determination module 4653 is further configured to determine, in the virtual scene, the position with the minimum sum of distances from at least one of the virtual characters and facilities of the second camp as the maximum attenuation position; determine, in the virtual scene, the position with the maximum sum of distances from at least one of the virtual characters and facilities of the first camp as the minimum mis-attenuation position; determine, in the virtual scene, the position that minimizes a cost function as the minimum cost position, where the cost function is the ratio of the first camp cost to the second camp cost, the first camp cost is the sum of the distances between the position of the virtual item in the virtual scene and at least one of the virtual characters and facilities in the second camp, and the second camp cost is the sum of the distances between the position of the virtual item in the virtual scene and at least one of the virtual characters and facilities in the first camp; and in response to a position setting operation, use the selected position in the virtual scene as the set position.

[0176] In some embodiments, the control module 4652 is further configured to, when the virtual item is a throwing item, in response to a throwing trigger operation, control the first virtual character in the virtual scene to throw the throwing item in the target direction; and when the virtual item is a projectile, in response to a firing trigger operation on the shooting item held by the first virtual character, control the shooting item to fire at least one projectile in the target direction.

[0177] In some embodiments, the display module 4651 is further configured to display, in a manner of following a target object, the prompt information corresponding to the target object, where the prompt information is used to prompt that when the release condition is met, the virtual item will release its function.

[0178] In some embodiments, the display module 4651 is further configured to distinguish and display, in the virtual scene, the buttons corresponding to at least one set action and the buttons corresponding to other actions in different display manners, where the other actions are the actions other than at least one set action among the multiple actions that the target object can perform, and the display manner of the buttons corresponding to at least one set action is more prominent than the display manner of the buttons corresponding to the other actions.

[0179] In some embodiments, the control module 4652 is further configured to, when the release condition is a spatial condition, an action condition, or a combination of a spatial condition and an action condition, and the release condition is not met within a set duration, control the virtual item to detach from the target object, and the display module 4651 is further configured to hide the virtual item in the virtual scene.

[0180] In some embodiments, the determination module 4653 is further configured to, when the target object is the second virtual character, determine the bone node that collides with the detection ray among the multiple bone nodes included in the second virtual character as the target bone node; the control module 4652 is further configured to control the virtual prop to be attached to the target bone node; the determination module 4653 is further configured to, when the target object is a virtual object, determine the position where the detection ray collides with the virtual object as the reference point, and the control module 4652 is further configured to control the virtual prop to be attached to the reference point.

[0181] In some embodiments, the determination module 4653 is further configured to determine the release condition in the following manner: based on the environmental information of the virtual scene, the position of the target object in the virtual scene, the state parameters of the target object, the number of objects included in the camp to which the target object belongs, and the number of objects included in the camp to which the first virtual character belongs, call a machine learning model to perform prediction processing to obtain the release condition; wherein, the objectives of the prediction processing include at least one of the following: when the virtual prop release function attenuates the state parameters of the objects included in the camp to which the target object belongs to the maximum extent, when the virtual prop release function attenuates the state parameters of the objects included in the camp to which the first virtual character belongs to the minimum extent, and when the virtual prop release function attenuates the state parameters of the target object to the maximum extent.

[0182] In some embodiments, the interaction processing device 465 of the virtual scene further includes a training module 4656, which is configured to, based on the environmental information of the sample virtual scene, the position of the sample target object in the sample virtual scene, the state parameters of the sample target object, the number of objects included in the camp to which the sample target object belongs, and the number of objects included in the sample opposing camp, call the initialized machine learning model to perform prediction processing to obtain the prediction result; determine the difference between the prediction result and the labeled data, and perform backpropagation based on the difference, and layer by layer update the parameters of the machine learning model during the backpropagation; wherein, the labeled data includes at least one of space, action, and time.

[0183] It should be noted that the description of the device in the embodiments of the present application is similar to the implementation of the virtual scene interaction processing method in the above text and has similar beneficial effects, so it will not be elaborated here. For the technical details not described in the virtual scene interaction processing device provided in the embodiments of the present application, they can be understood according to Figure 4 、or Figure 6 the description of any one of the drawings.

[0184] An embodiment of the present application provides a computer program product or a computer program. The computer program product or the computer program includes computer instructions (i.e., executable instructions), and the computer instructions are stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the interactive processing method of the virtual scenario in the above embodiments of the present application.

[0185] An embodiment of the present application provides a computer-readable storage medium storing executable instructions, where the executable instructions are stored. When the executable instructions are executed by a processor, the processor will be caused to execute the interactive processing method of the virtual scenario provided by the embodiment of the present application. For example, as Figure 4 or Figure 6 shown in the interactive processing method of the virtual scenario.

[0186] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disc, or CD-ROM; or it may be various devices including one or any combination of the above memories.

[0187] In some embodiments, the executable instructions may be in the form of a program, software, software module, script, or code, and may be written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including being deployed as an independent program or being deployed as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0188] As an example, the executable instructions may or may not correspond to a file in the file system, and may be stored as part of a file that stores other programs or data. For example, they may be stored in one or more scripts in a HyperText Markup Language (HTML) document, stored in a single file dedicated to the program in question, or stored in multiple cooperating files (e.g., files that store one or more modules, subroutines, or code portions).

[0189] As an example, the executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed at multiple locations and interconnected by a communication network.

[0190] In summary, in the embodiment of the present application, when a virtual prop launched by a first virtual character in a virtual scene hits a target object in the virtual scene, the virtual prop is controlled to attach to the target object, and only when the release condition is met, the function of controlling the virtual prop to release at least to attenuate the state parameters of the target object is controlled. Thus, compared with the method in the solution provided by the related art in which a virtual grenade immediately produces an explosion effect after landing, the embodiment of the present application enriches the application mode of the virtual prop, thereby improving the efficiency of human-computer interaction.

[0191] The above is only the embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims

1. An interactive processing method for a virtual scenario, characterized in that The method includes: Displaying a virtual scene; In response to a launch trigger operation, controlling a first virtual character in the virtual scene to launch a virtual prop in a target direction; In response to the virtual prop hitting a target object in the virtual scene, controlling the virtual prop to attach to the target object, where the virtual prop includes a function of at least attenuating state parameters of the target object, and the target object is any one of a second virtual character and a virtual object; In response to the release condition satisfying an action condition, or the release condition satisfying a spatial condition and an action condition, controlling the virtual prop to release the function, where the action condition includes at least one of the following: when the target object is the second virtual character, at least one action or action combination to be performed by the second virtual character; when the target object is the virtual object in a stationary state, at least one action or action combination to be performed by a third virtual character, where the third virtual character is the virtual character closest to the virtual object; when the target object is the virtual object in a moving state, at least one action or action combination to be performed by the virtual object; the first camp to which the first virtual character belongs and the second camp to which the second virtual character and the third virtual character belong are opposing camps.

2. The method according to claim 1, characterized in that, The method further includes: When the target object is in a moving state, in response to the release condition satisfying an action condition, or the release condition satisfying a spatial condition and an action condition, controlling the virtual prop to release the function.

3. The method according to claim 1, characterized in that, The method further includes: When the target object is the second virtual character, in response to the release condition satisfying an action condition, or the release condition satisfying a spatial condition and an action condition, controlling the virtual prop to release the function.

4. The method according to claim 1, wherein Before responding to the launch trigger operation, the method further includes: Performing one of the following processes: Displaying an action selection control, where the action selection control includes multiple candidate actions; In response to an action selection operation, determining at least one selected candidate action or action combination as at least one action or action combination to be performed by the second virtual character, the third virtual character, or the virtual object; Automatically and randomly selecting at least one candidate action or action combination from multiple candidate actions, and determining the randomly selected at least one candidate action or action combination as at least one action or action combination to be performed by the second virtual character, the third virtual character, or the virtual object; Obtaining execution frequencies of multiple actions of the target object within a sampling time period, and determining at least one action or action combination with an execution frequency greater than a frequency threshold among the multiple actions as at least one action or action combination to be performed by the second virtual character, the third virtual character, or the virtual object.

5. The method according to any one of claims 1 to 3, wherein The spatial condition uses the position of the virtual prop in the virtual scene as the judgment index, the target object is any one of the second virtual character and the virtual object, the first camp to which the first virtual character belongs and the second camp to which the second virtual character belongs are enemy camps, and the spatial condition includes at least one of the following: The virtual prop is in the maximum attenuation position. When the virtual prop is released at the maximum attenuation position, the attenuation of the state parameters of the second camp is the largest; The virtual prop is in the minimum mis-attenuation position. When the virtual prop is released at the minimum mis-attenuation position, the mis-attenuation of the state parameters of the first camp is the smallest; The virtual prop is in the minimum cost position. When the virtual prop is released at the minimum cost position, the ratio of the attenuation of the state parameters of the second camp to the mis-attenuation of the state parameters of the first camp is the largest; The virtual prop is in a set position or the distance from the set position is less than the distance threshold.

6. The method according to claim 5, wherein The method further includes: Determine the position in the virtual scene where the sum of the distances to at least one of the virtual characters and facilities of the second camp is the smallest, and use it as the maximum attenuation position; Determine the position in the virtual scene where the sum of the distances to at least one of the virtual characters and facilities of the first camp is the largest, and use it as the minimum mis-attenuation position; Determine the position in the virtual scene that minimizes the cost function, and use it as the minimum cost position, where the cost function is the ratio of the first camp cost to the second camp cost, the first camp cost is the sum of the distances between the position of the virtual prop in the virtual scene and at least one of the virtual characters and facilities in the second camp, and the second camp cost is the sum of the distances between the position of the virtual prop in the virtual scene and at least one of the virtual characters and facilities of the first camp; In response to the position setting operation, use the selected position in the virtual scene as the set position.

7. The method according to claim 1, wherein The virtual prop is any one of the projectiles of the throwing prop and the shooting prop; The controlling the first virtual character in the virtual scene to launch the virtual prop in the target direction in response to the launch trigger operation includes: When the virtual prop is the throwing prop, in response to the throwing trigger operation, controlling the first virtual character in the virtual scene to throw the throwing prop in the target direction; When the virtual prop is the projectile, in response to the launch trigger operation for the shooting prop held by the first virtual character, controlling the shooting prop to launch at least one of the projectiles in the target direction.

8. The method according to claim 1, characterized in that, Before controlling the virtual prop to release the function, the method further includes: Adopting a way of following the target object to display the prompt information corresponding to the target object, where the prompt information is used to prompt that when the release condition is met, the virtual prop will release the function.

9. The method according to claim 8, wherein The method further includes: In the virtual scene, buttons corresponding to at least one set action and buttons corresponding to other actions are displayed in different display manners. Among them, the other actions are actions other than the at least one set action among the multiple actions that the target object can perform, and the display manner of the buttons corresponding to the at least one set action is more prominent than the display manner of the buttons corresponding to the other actions.

10. The method according to claim 1, wherein When the release condition is the spatial condition, the action condition, or a combination of the spatial condition and the action condition, and the release condition is not satisfied within a set duration, the method further includes: Controlling the virtual prop to detach from the target object and hiding the virtual prop in the virtual scene.

11. The method according to claim 1, wherein: The controlling the virtual prop to attach to the target object includes: When the target object is the second virtual character, determining the bone node that collides with the detection ray among the multiple bone nodes included in the second virtual character as the target bone node, and controlling the virtual prop to attach to the target bone node; When the target object is the virtual object, determining the position where the detection ray collides with the virtual object as the reference point, and controlling the virtual prop to attach to the reference point.

12. The method according to claim 1, wherein Before responding to the satisfaction of the release condition, the method further includes: Determining the release condition in the following manner: Based on the environmental information of the virtual scene, the position of the target object in the virtual scene, the state parameters of the target object, the number of objects included in the camp to which the target object belongs, and the number of objects included in the camp to which the first virtual character belongs, calling a machine learning model to perform prediction processing to obtain the release condition; Among them, the objectives of the prediction processing include at least one of the following: when the virtual prop releases the function, the state parameters of the objects included in the camp to which the target object belongs are attenuated the most; when the virtual prop releases the function, the state parameters of the objects included in the camp to which the first virtual character belongs are attenuated the least; when the virtual prop releases the function, the state parameters of the target object are attenuated the most.

13. The method according to claim 12, wherein Before calling the machine learning model to perform prediction processing, the method further includes: Based on the environmental information of the sample virtual scene, the position of the sample target object in the sample virtual scene, the state parameters of the sample target object, the number of objects included in the camp to which the sample target object belongs, and the number of objects included in the sample opposing camp, calling the initialized machine learning model to perform prediction processing to obtain a prediction result; Determining the difference between the prediction result and the labeled data, and performing backpropagation based on the difference, and layer by layer updating the parameters of the machine learning model during backpropagation; Among them, the labeled data includes at least one of space, action, and time.

14. An interactive processing device for a virtual scene, characterized in that, The device includes: A display module for displaying a virtual scene; A control module for controlling the first virtual character in the virtual scene to launch a virtual prop in the target direction in response to a launch trigger operation; The control module is further configured to control the virtual prop to attach to the target object in response to the virtual prop hitting the target object in the virtual scene, where the virtual prop includes a function of at least attenuating the state parameters of the target object, and the target object is any one of a second virtual character and a virtual object; The control module is further configured to control the virtual prop to release the function in response to the release condition satisfying the action condition, or the release condition satisfying the spatial condition and the action condition, where the action condition includes at least one of the following: when the target object is the second virtual character, at least one action or action combination to be executed by the second virtual character; when the target object is the virtual object in a stationary state, at least one action or action combination to be executed by a third virtual character, and the third virtual character is the virtual character closest to the virtual object; when the target object is the virtual object in a moving state, at least one action or action combination to be executed by the virtual object; the first camp to which the first virtual character belongs and the second camp to which the second virtual character and the third virtual character belong are enemy camps.

15. An electronic device, characterized in that, The electronic device includes: a memory for storing executable instructions; a processor for implementing the interactive processing method of the virtual scene according to any one of claims 1 to 13 when executing the executable instructions stored in the memory.

16. A computer-readable storage medium, characterized in that, storing executable instructions for implementing the interactive processing method of the virtual scene according to any one of claims 1 to 13 when being executed by a processor.

17. A computer program product, comprising a computer program or instructions, characterized in that, When the computer program or instruction is executed by a processor, the interactive processing method of the virtual scene according to any one of claims 1 to 13 is implemented.

Citation Information

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