Information acquisition method, device, storage medium and electronic device
In virtual games, when a virtual character is hit, the auxiliary observation subprops are automatically fired to obtain virtual object information in the target area, which solves the problem of poor timeliness of information acquisition and realizes automatic information acquisition.
Patent Information
- Application Number
- CN202210006239.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-01-04
- Publication Date
- 2025-02-18
- Estimated Expiration
- 2042-01-04
AI Technical Summary
In existing virtual games, information acquisition is poor in time, especially when players cannot release it in time or virtual characters are prohibited from being released, and relevant information from enemies/friends cannot be obtained in time.
When a virtual character is hit by a target virtual object, it automatically launches auxiliary observation subprops to the target area to obtain target observation information of the virtual object located in that area.
It realizes automatic acquisition of target observation information without relying on players' active operations, improving the timeliness of information acquisition.
Smart Images

Figure CN114404956B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computers, and in particular to an information acquisition method, device, storage medium and electronic device. Background Art
[0002] In existing virtual games, there are many ways to obtain relevant information about enemies / friends as a basis for judging one's own operations, such as using drones to scan virtual scenes, inserting virtual props with observation functions in virtual scenes, etc. However, the commonality of the above methods is that they all require players to complete them through active release. This results in the inability to complete the above active release in some situations where players do not have time to release or the virtual characters controlled by the players are set to a prohibited release state, and thus cannot obtain information in a timely manner. Therefore, there is a problem of poor timeliness in obtaining information.
[0003] To address the above-mentioned problems, no effective solution has been proposed yet. Summary of the invention
[0004] The embodiments of the present application provide an information acquisition method, device, storage medium and electronic device to at least solve the technical problem of poor timeliness of information acquisition.
[0005] According to one aspect of an embodiment of the present application, there is provided an information acquisition method, comprising: displaying a target virtual scene where a first virtual character is located; in a case where the first virtual character is hit by a target virtual object in the target virtual scene, at least one auxiliary observation sub-prop associated with the first virtual character is launched to a target area; and displaying target observation information of virtual objects located in the target area, wherein the target observation information is information acquired by the at least one auxiliary observation sub-prop.
[0006] According to another aspect of an embodiment of the present application, an information acquisition device is also provided, including: a first display unit, used to display a target virtual scene where a first virtual character is located; an observation unit, used to, when the first virtual character is hit by a target virtual object in the target virtual scene, emit at least one auxiliary observation sub-prop associated with the first virtual character to a target area; and a second display unit, used to display target observation information of virtual objects located in the target area, wherein the target observation information is information acquired by the at least one auxiliary observation sub-prop.
[0007] As an optional solution, the above-mentioned observation unit includes: an observation module, which is used for the above-mentioned at least one auxiliary observation sub-prop generated by the association with the above-mentioned first virtual character to be launched to a target area matching the target position, wherein the above-mentioned target position is the position where the above-mentioned first virtual character is hit by the above-mentioned target operation in the above-mentioned target virtual scene.
[0008] As an optional solution, the first observation module includes: a first display sub-unit, which is used to display the explosion picture of the target prop at the detonation position where the target prop is located when the target prop reaches the detonation condition, and display the at least one auxiliary observation sub-prop starting from the detonation position and being launched to various positions in the target area, wherein the trigger condition includes the detonation condition.
[0009] As an optional solution, the above-mentioned observation module includes: a generation submodule, used to generate a target prop at the above-mentioned target position; and a display submodule, used to display the at least one auxiliary observation sub-prop generated by the above-mentioned target prop being launched to various positions in the above-mentioned target area.
[0010] As an optional solution, the display submodule includes: a first display subunit, which is used to display the explosion picture of the target prop at the detonation position where the target prop is located when the target prop reaches the detonation condition, and to display the at least one auxiliary observation sub-prop starting from the detonation position and being launched to various positions in the target area.
[0011] As an optional solution, the display submodule includes: a second display subunit, which is used to display that the at least one auxiliary observation sub-prop is launched by the target prop to various positions in the target area when the target prop reaches the launch condition.
[0012] As an optional solution, the above-mentioned device includes: a first adjustment unit, which is used to adjust the state of the above-mentioned target observation sub-prop from a display state to a hidden state after the at least one auxiliary observation sub-prop generated by the above-mentioned first virtual character is launched to the target area and when the target observation sub-prop in the above-mentioned at least one auxiliary observation sub-prop is stationary.
[0013] As an optional solution, the above-mentioned device includes at least one of the following: a second adjustment unit for adjusting the state of the target observation sub-prop from the hidden state to the displayed state in response to the first control instruction to the target observation sub-prop after the target observation sub-prop is hidden, and controlling the target observation sub-prop to move; a third adjustment unit for adjusting the state of the target observation sub-prop from the hidden state to the displayed state in response to the second control instruction to the target observation sub-prop after the target observation sub-prop is hidden, and controlling the area range of the observation area corresponding to the target observation sub-prop to adjust.
[0014] As an optional scheme, the above-mentioned device includes at least one of the following: a fourth adjustment unit, which is used to adjust the state of the above-mentioned target observation sub-prop from the above-mentioned hidden state to the above-mentioned display state after the state of the above-mentioned target observation sub-prop is adjusted from the display state to the hidden state, when the observation time of the above-mentioned target observation sub-prop reaches a first threshold; a fifth adjustment unit, which is used to adjust the state of the above-mentioned target observation sub-prop from the valid state to the invalid state after the state of the above-mentioned target observation sub-prop is adjusted from the display state to the hidden state, when the observation time of the above-mentioned target observation sub-prop reaches a second threshold, wherein the above-mentioned target observation sub-prop in the above-mentioned valid state is allowed to obtain the above-mentioned target observation information of the virtual object in the observation area corresponding to the above-mentioned target observation sub-prop, and the above-mentioned target observation sub-prop in the above-mentioned invalid state is prohibited from obtaining the above-mentioned target observation information of the virtual object in the observation area corresponding to the above-mentioned target observation sub-prop.
[0015] As an optional solution, the above-mentioned device includes: an acquisition unit, used to acquire the first attribute value of the above-mentioned first virtual character before the at least one auxiliary observation sub-prop generated by the above-mentioned first virtual character is launched to the target area; a determination unit, used to determine the above-mentioned candidate operation as the above-mentioned target operation when the above-mentioned first virtual character is hit by the candidate operation performed by the above-mentioned target virtual object and the above-mentioned candidate operation causes the above-mentioned first attribute value to be adjusted to the second attribute value before the above-mentioned at least one auxiliary observation sub-prop generated by the above-mentioned first virtual character is launched to the target area.
[0016] As an optional scheme, the above-mentioned acquisition unit includes: a first acquisition module, used to obtain the elimination attribute value of the above-mentioned first virtual character, wherein the above-mentioned elimination attribute value is used to indicate whether the above-mentioned first virtual character is eliminated in the above-mentioned target virtual scene; the above-mentioned determination unit includes: a first determination module, used to display that the above-mentioned first virtual character is eliminated in the above-mentioned target virtual scene and determine the above-mentioned attack operation as the above-mentioned target operation when the above-mentioned first virtual character is hit by the attack operation performed by the above-mentioned target virtual object and the above-mentioned attack operation causes the above-mentioned elimination attribute value to be adjusted to 0.
[0017] As an optional solution, the acquisition unit includes: a second acquisition module, used to acquire the negative attribute value of the first virtual character, wherein the negative attribute value is used to indicate the degree of interference of the negative state on the first virtual character; the determination unit includes: a second determination module, used to display that the first virtual character is in the negative state in the target virtual scene and determine the control operation as the target operation when the first virtual character is hit by the control operation performed by the target virtual object and the control operation causes the negative attribute value to increase.
[0018] As an optional scheme, the above-mentioned second display unit includes at least one of the following: a first display module, used to display position attribute information of the virtual object located in the above-mentioned target area in the above-mentioned target virtual scene, wherein the above-mentioned position attribute information is used to indicate the position of the virtual object located in the above-mentioned target area in the above-mentioned target virtual scene; a second display module, used to display state attribute information of the virtual object located in the above-mentioned target area in the above-mentioned target virtual scene, wherein the above-mentioned state attribute information is used to prompt that the state attribute value of the virtual object located in the above-mentioned target area in the above-mentioned target virtual scene has reached the target state threshold.
[0019] As an optional solution, the above-mentioned device includes: a third display unit, used to display a virtual configuration interface before displaying the target virtual scene where the first virtual character is located, wherein the above-mentioned virtual configuration interface is used to obtain the assembly information of the above-mentioned first virtual character in the above-mentioned target virtual scene; a second acquisition unit, used to obtain the assembly information of the above-mentioned auxiliary observation sub-props by the above-mentioned first virtual character in the above-mentioned target virtual scene in response to the assembly operation triggered on the above-mentioned virtual configuration interface before displaying the above-mentioned target virtual scene where the first virtual character is located.
[0020] As an optional scheme, the above-mentioned first display module includes: a marking sub-module, used to display a first mark and a second mark on the scene mapping map corresponding to the above-mentioned target virtual scene, wherein the above-mentioned first mark is used to indicate the mapping position of the above-mentioned first virtual character on the above-mentioned scene mapping map, and the above-mentioned second mark is used to indicate the mapping position of the virtual object located in the above-mentioned target area on the above-mentioned scene mapping map.
[0021] As an optional solution, the above-mentioned device includes: a selection unit, which is used to select N reference points in the above-mentioned target virtual scene before displaying the first mark and the second mark on the scene mapping map corresponding to the above-mentioned target virtual scene, wherein N is a natural number greater than 1; select each of the above-mentioned N reference points in the above-mentioned scene mapping map to obtain N mapping points; the above-mentioned marking submodule includes: an acquisition subunit, which is used to obtain the first distance information of the above-mentioned first virtual character in the above-mentioned target virtual scene relative to each of the above-mentioned reference points, and obtain the first distance information of the virtual object located in the above-mentioned target area in the above-mentioned target virtual scene relative to each of the above-mentioned reference points. The second distance information for each of the reference points; a first mapping subunit, used to obtain the first mapping distance information of the first virtual character on the scene mapping map relative to each of the N mapping points based on the first distance information, and to obtain the second mapping distance information of the virtual object located in the target area on the scene mapping map relative to each of the mapping points based on the second distance information; a second mapping subunit, used to determine the mark position of the first mark on the scene mapping map based on the first mapping distance information, and to determine the mark position of the second mark on the scene mapping map based on the second mapping distance information.
[0022] As an optional scheme, the above-mentioned observation unit includes: a first transmitting module, which is used to launch the above-mentioned at least one auxiliary observation sub-prop to the above-mentioned target area when the above-mentioned first virtual character is hit by the above-mentioned target operation performed by the second virtual character in the above-mentioned target virtual scene, wherein the above-mentioned first virtual character and the above-mentioned second virtual character are located in different camps; or, a second transmitting module, which is used to launch the above-mentioned at least one auxiliary observation sub-prop to the above-mentioned target area when the above-mentioned first virtual character is hit by the above-mentioned target operation performed by the third virtual character in the above-mentioned target virtual scene, wherein the above-mentioned first virtual character and the above-mentioned third virtual character are located in different camps, and the above-mentioned observation camp sub-prop is used to obtain the above-mentioned target observation information of the virtual character located in the above-mentioned observation area and in the same camp as the above-mentioned third virtual character in the above-mentioned target virtual scene.
[0023] According to another aspect of the embodiments of the present application, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the above information acquisition method.
[0024] According to another aspect of an embodiment of the present application, there is also provided an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the information acquisition method through the computer program.
[0025] In an embodiment of the present application, a target virtual scene where a first virtual character is located is displayed; when the first virtual character is hit by a target virtual object in the target virtual scene, at least one auxiliary observation sub-prop associated with the first virtual character is launched to a target area; target observation information of virtual objects located in the target area is displayed, wherein the target observation information is information acquired by the at least one auxiliary observation sub-prop, and by setting the launch condition of at least one auxiliary observation sub-prop that can play a role in acquiring the target observation information to a mode in which the first virtual character controlled by the user is hit, the purpose of passively triggering the acquisition of the target observation information is achieved, thereby realizing the technical effect of improving the timeliness of information acquisition, and further solving the technical problem of poor timeliness of information acquisition. BRIEF DESCRIPTION OF THE DRAWINGS
[0026] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:
[0027] Figure 1 is a schematic diagram of an application environment of an optional information acquisition method according to an embodiment of the present application;
[0028] Figure 2 is a schematic diagram of a process of an optional information acquisition method according to an embodiment of the present application;
[0029] Figure 3 is a schematic diagram of an optional information acquisition method according to an embodiment of the present application;
[0030] Figure 4 is a schematic diagram of another optional information acquisition method according to an embodiment of the present application;
[0031] Figure 5 is a schematic diagram of another optional information acquisition method according to an embodiment of the present application;
[0032] Figure 6 is a schematic diagram of another optional information acquisition method according to an embodiment of the present application;
[0033] Figure 7 is a schematic diagram of another optional information acquisition method according to an embodiment of the present application;
[0034] Figure 8 is a schematic diagram of another optional information acquisition method according to an embodiment of the present application;
[0035] Fig. 9 is a schematic diagram of another optional information acquisition method according to an embodiment of the present application;
[0036] Fig.10 is a schematic diagram of another optional information acquisition method according to an embodiment of the present application;
[0037] Fig.11 is a schematic diagram of an optional information acquisition device according to an embodiment of the present application;
[0038] Fig.12 It is a schematic diagram of the structure of an optional electronic device according to an embodiment of the present application. DETAILED DESCRIPTION
[0039] In order to enable those skilled in the art to better understand the solution of the present application, the technical solution in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of the present application.
[0040] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0041] According to one aspect of the embodiments of the present application, a method for obtaining information is provided. Optionally, as an optional implementation, the above information obtaining method can be but is not limited to being applied to: Figure 1 In the environment shown, it may include but is not limited to a user device 102, a network 110 and a server 112, wherein the user device 102 may include but is not limited to a display 108, a processor 106 and a memory 104.
[0042] The specific process can be as follows:
[0043] Step S102, the user device 102 obtains an observation instruction triggered on the first virtual character 1002, wherein the triggering of the observation instruction may be, but is not limited to, caused by the target operation performed by the target virtual object 1004 hitting the first virtual character 1002, and the observation instruction is used to trigger the generation of an auxiliary observation sub-prop, and the auxiliary observation sub-prop is used to obtain attribute information of virtual objects within the observation range;
[0044] Steps S104-S106, the user device 102 sends the observation instruction to the server 112 via the network 110;
[0045] Step S108, the server 112 generates a response result of the observation instruction through the processing engine 116, wherein the response result is used to indicate the generation of at least one auxiliary observation sub-prop;
[0046] In steps S110-S112, the server 112 sends the response result to the user device 102 via the network 110, and the processor 106 in the user device 102 displays at least one auxiliary observation sub-prop on the display 108 according to the response result, and stores the above response result in the memory 104.
[0047] remove Figure 1 In addition to the examples shown, the above steps can be completed independently by the user device 102, that is, the user device 102 performs the steps of processing the observation instruction and generating the response result, thereby reducing the processing pressure of the server. The user device 102 includes but is not limited to a handheld device (such as a mobile phone), a laptop computer, a desktop computer, a vehicle-mounted device, etc., and the present application does not limit the specific implementation of the user device 102.
[0048] Optionally, as an optional implementation, as Figure 2 As shown, the information acquisition method includes:
[0049] S202, displaying a target virtual scene where the first virtual character is located;
[0050] S204, when the first virtual character is hit by the target virtual object in the target virtual scene, at least one auxiliary observation sub-prop generated in association with the first virtual character is launched to the target area;
[0051] S206, displaying target observation information of the virtual object located in the target area, wherein the target observation information is information acquired by at least one auxiliary observation sub-prop.
[0052] Optionally, in this embodiment, the above information acquisition method can be, but is not limited to, applied in target game applications of the shooting type. Different from the related art in which the acquisition of target observation information depends on the actively launched auxiliary observation sub-props (i.e., the active method), the method adopted in this embodiment is to use the passively launched auxiliary observation sub-props to acquire the target observation information (i.e., the passive method). The advantage of the passive method is that even if the user controlling the first virtual character does not have time to execute the operation of launching the auxiliary observation sub-props, the passive method can still be used to automatically trigger the execution of launching the auxiliary observation sub-props, so as to achieve the effect of timely acquisition of target observation information.
[0053] Optionally, in this embodiment, the target game application may include but is not limited to first-person shooter games, third-person shooter games, and other games that use hot weapons for long-range attacks, including but not limited to these. Among them, the above-mentioned target shooting application can be a multiplayer online tactical competitive game (Multiplayer Online Battle Arena, referred to as MOBA) or a single-player game (Single-Player Game, referred to as SPG). It should be noted that the types of the above-mentioned game applications may include but are not limited to at least one of the following: two-dimensional (Two Dimension, referred to as 2D) game applications, three-dimensional (Three Dimension, referred to as 3D) game applications, virtual reality (Virtual Reality, referred to as VR) game applications, augmented reality (Augmented Reality, referred to as AR) game applications, mixed reality (Mixed Reality, referred to as MR) game applications. The above is just an example, and this embodiment does not impose any limitation on this.
[0054] Optionally, in this embodiment, the target game application may be, but is not limited to, a target shooting application running in a game client logged in by a target account, and the first virtual character is controlled by the target account. That is, the player logs in to the target shooting application running in the game client through an account and controls the first virtual character. The game screen of the target shooting game is displayed on the display screen of the mobile terminal where the client running the target shooting application is located, and at least one auxiliary observation sub-prop is displayed in the game screen.
[0055] Optionally, in this embodiment, the target virtual object can be but is not limited to any type of virtual object in the target virtual scene, such as a non-player-controlled character in the target virtual scene (virtual defense buildings, neutral virtual creatures, etc.) or a virtual character in a different camp from the first virtual character.
[0056] Optionally, in this embodiment, the target operation may be but is not limited to an attack operation and / or a control operation, and the attack operation may be but is not limited to being divided into an elimination attack operation and a non-elimination attack operation according to the amount of damage caused to the first virtual character, wherein the elimination attack operation may be but is not limited to an attack operation in which the amount of damage caused to the first virtual character reaches an amount of damage that eliminates the first virtual character, and the non-elimination attack operation may be but is not limited to an attack operation in which the amount of damage caused to the first virtual character does not reach an amount of damage that eliminates the first virtual character.
[0057] Optionally, in this embodiment, the auxiliary observation sub-prop can be but is not limited to being an observation prop of any appearance, and its role at least includes acquiring target observation information of the target virtual object in the observation area; in addition, the auxiliary observation sub-prop can also be but is not limited to playing more diverse roles, such as granting the auxiliary observation sub-prop the execution authority of the attack operation, and then when it is detected that a target virtual object enters the attack area of the auxiliary observation sub-prop, the auxiliary observation sub-prop is controlled to perform the attack operation on the target virtual object.
[0058] Optionally, in this embodiment, the target area that matches the target position may be, but is not limited to, understood as an area that is at a fixed or random distance from the target position; each position in the target area may also be, but is not limited to, understood as a fixed or randomly assigned position in the target area. For example, when the first virtual character is hit by a target operation performed by a target virtual object in the target virtual scene, at least one auxiliary observation sub-prop generated by the first virtual character will be launched to each random position in the target area that randomly matches the target position.
[0059] Optionally, in this embodiment, the target observation information of the virtual object located in the target area can be understood as displaying the target observation information of the virtual object located in the observation area of the target area, wherein the observation area can be understood as but not limited to the area to be observed corresponding to each auxiliary observation sub-prop, such as auxiliary observation sub-prop A corresponds to observation area A, auxiliary observation sub-prop B corresponds to observation area B, etc., wherein the area area of the observation area corresponding to each auxiliary observation sub-prop can be but not limited to the same or different.
[0060] Optionally, in this embodiment, the target observation information may be, but is not limited to, the attribute information of the virtual object in the target virtual scene, such as object attribute information (object level, object occupation, object camp, etc.), position attribute information (current position in the target virtual scene), state attribute information (current health value, current energy value, current number of virtual resources held), etc.; the target observation information may also be, but is not limited to, the picture information of the virtual object in the target virtual scene, such as the action picture of the virtual object located in the target area in the target virtual scene. In addition, the target observation information may also be, but is not limited to, the observation information of the target virtual object in the target virtual scene, and may also be, but is not limited to, the observation information of other virtual objects in the target virtual scene. Among them, the object occupation may include, but is not limited to, the category to which the object belongs, such as a mage, a warrior, etc.
[0061] Optionally, in this embodiment, the launch trajectory of the observation sub-props launched to various positions in the target area matching the target position may be, but is not limited to, related to the gravity factor to which the observation sub-props are subjected in the target virtual scene. To further illustrate, in the case where the first virtual character is hit by the target operation performed by the target virtual object in the target virtual scene, a certain number of auxiliary observation sub-props will be randomly generated, and each auxiliary observation sub-prop will be given a current center starting position, a different direction and a different flight speed. The auxiliary observation sub-props will be affected by gravity during flight, so each auxiliary observation sub-prop will fly in a parabolic path. When the auxiliary observation sub-prop lands, a stationary auxiliary observation sub-prop will be formed, or in other words, only stationary auxiliary observation sub-props can play the observation function.
[0062] Optionally, in this embodiment, the auxiliary observation sub-prop can also be but not limited to observing using a more flexible observation method. For example, after the auxiliary observation sub-prop is launched and in a flying state, it can also play an observation role, and the observation range will change dynamically with the flight movement of the auxiliary observation sub-prop, and the information that can be observed will be richer; in addition, the auxiliary observation sub-prop can also be but not limited to being attached to a virtual object. For example, assuming that the auxiliary observation sub-prop is launched to the location of the virtual object, and then the auxiliary observation sub-prop is attached to the virtual object, the observation range of the auxiliary observation sub-prop will move with the movement of the virtual object, and the information that can be obtained will also be richer.
[0063] It should be noted that the target virtual scene where the first virtual character is located is displayed; when the first virtual character is hit by the target virtual object in the target virtual scene, at least one auxiliary observation sub-prop associated with the first virtual character is launched to the target area; and target observation information of the virtual object located in the target area is displayed, wherein the target observation information is information acquired by at least one auxiliary observation sub-prop.
[0064] To further illustrate, the optional Figure 3 As shown, the target virtual scene where the first virtual character 302 and the virtual object 304 are located is displayed; assuming that Figure 3 As shown in (a) of FIG. 1 , the first virtual character 302 is hit by a target operation (shooting operation) performed by a virtual object 304 in the target virtual scene; Figure 3 As shown in (b), at least one auxiliary observation sub-prop (such as auxiliary observation sub-prop 306-1, auxiliary observation sub-prop 306-2) generated by the first virtual character 302 will be launched to various positions in the target area matching the target position, wherein the target position is the position where the first virtual character 302 is hit by the target operation in the target virtual scene; further displaying the target observation information of the virtual object located in the observation area (such as observation area 308-1, observation area 308-2) obtained by each of the at least one auxiliary observation sub-props, such as Figure 3 As shown in (c) in .
[0065] Through the embodiments provided by the present application, a target virtual scene where a first virtual character is located is displayed; when the first virtual character is hit by a target virtual object in the target virtual scene, at least one auxiliary observation sub-prop associated with the first virtual character is launched to a target area; target observation information of virtual objects located in the target area is displayed, wherein the target observation information is information acquired by at least one auxiliary observation sub-prop, and by setting the launch condition of at least one auxiliary observation sub-prop that can play a role in acquiring the target observation information to the mode in which the first virtual character controlled by the user is hit, the purpose of passively triggering the acquisition of the target observation information is achieved, thereby realizing the technical effect of improving the timeliness of information acquisition.
[0066] As an optional solution, at least one auxiliary observation sub-prop generated by the first virtual character association will be launched to the target area, including:
[0067] At least one auxiliary observation sub-prop generated by the association with the first virtual character will be launched to a target area matching the target position, wherein the target position is the position in the target virtual scene where the first virtual character is hit by the target operation.
[0068] As an optional solution, at least one auxiliary observation sub-prop generated by the first virtual character association will be launched to a target area matching the target position, including:
[0069] S1, generate target props at the target position;
[0070] S2, at least one auxiliary observation sub-prop generated by the display target prop is launched to various positions in the target area.
[0071] Optionally, in this embodiment, in order to reduce the abruptness of the auxiliary observation sub-props, the target props are first generated, and then the auxiliary observation sub-props are launched using the target props; or, in order to improve the intuitiveness of the auxiliary observation sub-props, the target props can also serve to remind the user that the auxiliary observation sub-props have been generated.
[0072] Optionally, in this embodiment, it is possible but not limited to displaying the trigger condition of at least one auxiliary observation sub-prop generated by the target prop being launched to various positions in the target area. For example, when the target prop reaches the trigger condition, at least one auxiliary observation sub-prop generated by the target prop will be launched to various positions in the target area.
[0073] As an optional solution, at least one auxiliary observation sub-prop generated by the display target prop is launched to various positions within the target area, including:
[0074] When the target prop reaches the detonation condition, the explosion picture of the target prop is displayed at the detonation position where the target prop is located, and at least one auxiliary observation sub-prop is displayed starting from the detonation position and launched to various positions in the target area.
[0075] Optionally, in this embodiment, the appearance of the target prop can be but is not limited to a flash bomb, a bomb, a smoke bomb, a stun bomb, etc., and when the target prop is detonated, in addition to displaying the corresponding explosion picture, it can also be but is not limited to displaying more diverse additional special effects and additional functions according to the prop type; to further illustrate, if the target prop is a bomb prop, then when the bomb prop explodes, it will also cause damage to the target virtual object within the detonation range; for another example, if the target prop is a smoke prop, then when the smoke prop explodes, it will also produce virtual gas covering the range, etc.
[0076] Optionally, in this embodiment, the detonation conditions may include, but are not limited to, actively triggered detonation conditions and passively triggered detonation conditions, wherein the actively triggered detonation conditions may include, but are not limited to, obtaining a detonation operation triggered on a virtual detonation button; and the passively triggered detonation conditions may include, but are not limited to, generating a target prop at a target position.
[0077] It should be noted that when the target prop reaches the detonation condition, the explosion screen of the target prop is displayed at the detonation position where the target prop is located, and at least one auxiliary observation sub-prop is displayed starting from the detonation position and launched to various positions in the target area, wherein the trigger condition includes the detonation condition.
[0078] To further illustrate, the optional Figure 3 The scenario shown, continuing with e.g. Figure 4As shown, the target virtual scene where the first virtual character 302 and the virtual object 304 are located is displayed; assuming that Figure 4 As shown in (a) of FIG. 1 , the first virtual character 302 is hit by a target operation (shooting operation) performed by a virtual object 304 in the target virtual scene; Figure 4 As shown in (b) of FIG. 1 , a target prop 402 is generated; further, when the target prop 402 reaches the detonation condition, an explosion screen 404 of the target prop 402 is displayed at the detonation position where the target prop 402 is located, and at least one auxiliary observation sub-prop (such as auxiliary observation sub-prop 406-1 and auxiliary observation sub-prop 406-2) is displayed starting from the detonation position and launched to various positions in the target area, such as Figure 4 As shown in (c) in .
[0079] As an optional solution, at least one auxiliary observation sub-prop generated by the display target prop is launched to various positions within the target area, including:
[0080] When the target prop reaches the launch condition, at least one auxiliary observation sub-prop is displayed to be launched by the target prop to various positions in the target area.
[0081] Optionally, in this embodiment, the appearance of the target prop can be but is not limited to a launching device such as a turret or a bubble machine, and the parameters (shooting rate, firing frequency, number of launches, etc.) of at least one auxiliary observation sub-prop being launched by the target prop are determined by the type of the target prop.
[0082] Optionally, in this embodiment, the launch conditions may include, but are not limited to, actively triggered launch conditions and passively triggered launch conditions, wherein the actively triggered detonation condition may include, but is not limited to, obtaining a launch operation triggered on a virtual launch button; and the passively triggered launch condition may include, but is not limited to, generating a target prop at a target position.
[0083] It should be noted that, when the target prop reaches the launch condition, at least one auxiliary observation sub-prop is displayed to be launched by the target prop to various positions in the target area, wherein the trigger condition includes the launch condition.
[0084] To further illustrate, the optional Figure 3 The scenario shown, continuing with e.g. Figure 5 As shown, the target virtual scene where the first virtual character 302 and the virtual object 304 are located is displayed; assuming that Figure 5 As shown in (a) of FIG. 1 , the first virtual character 302 is hit by a target operation (shooting operation) performed by a virtual object 304 in the target virtual scene; Figure 5As shown in (b) of FIG. 5 , a target prop 502 is generated; further, when the target prop 502 reaches the launch condition, at least one auxiliary observation sub-prop (such as auxiliary observation sub-prop 504-1 and auxiliary observation sub-prop 504-2) is displayed to be launched by the target prop 502 to various positions in the target area, such as Figure 5 As shown in (c) in .
[0085] As an optional solution, after at least one auxiliary observation sub-prop generated by the first virtual character is launched to the target area, the method includes:
[0086] When a target observation sub-prop in at least one auxiliary observation sub-prop is stationary, the state of the target observation sub-prop is adjusted from a display state to a hidden state.
[0087] Optionally, in order to prevent the auxiliary observation sub-prop from being discovered by the target virtual object, thereby reducing the observation function that the auxiliary observation sub-prop can perform, in this embodiment, the state of the stationary auxiliary observation sub-prop is adjusted from a display state to a hidden state, and the auxiliary observation sub-prop in a hidden state can effectively reduce the probability of being discovered by the target virtual object, thereby greatly improving the observation function that the observation sub-prop can perform.
[0088] As an optional solution, after hiding the target observation sub-prop, the method includes at least one of the following:
[0089] S1, in response to a first manipulation instruction to the target observation sub-prop, adjusting the state of the target observation sub-prop from a hidden state to a displayed state, and controlling the target observation sub-prop to move;
[0090] S2, in response to a second manipulation instruction to the target observation sub-prop, adjusting the state of the target observation sub-prop from a hidden state to a displayed state, and controlling the area range of the observation area corresponding to the target observation sub-prop to be adjusted.
[0091] Optionally, considering that if the auxiliary observation sub-prop is always in a hidden state, it means that the user can always obtain the target observation information of the target virtual object through the auxiliary observation sub-prop. To a certain extent, such a game setting is at risk of loss of balance. In this case, if the auxiliary observation sub-prop is directly allowed to be controlled to move or the area range is adjusted in a hidden state, then the above-mentioned risk of loss of balance will undoubtedly increase. Further in this embodiment, in order to overcome the above-mentioned risk of loss of balance, when the first control instruction / second control instruction for the target observation sub-prop is obtained, the state of the target observation sub-prop is first adjusted from the hidden state to the displayed state, and then the above-mentioned first control instruction / second control instruction is responded to.
[0092] As an optional solution, after adjusting the state of the target observation sub-prop from the display state to the hidden state, the method includes at least one of the following:
[0093] S1, when the observation time of the target observation sub-prop reaches a first threshold, adjusting the state of the target observation sub-prop from a hidden state to a displayed state;
[0094] S2, when the observation time of the target observation sub-prop reaches the second threshold, the state of the target observation sub-prop is adjusted from a valid state to an invalid state, wherein the target observation sub-prop in a valid state is allowed to obtain the target attribute information of the virtual objects in the observation area corresponding to the target observation sub-prop, and the target observation sub-prop in an invalid state is prohibited from obtaining the target attribute information of the virtual objects in the observation area corresponding to the target observation sub-prop.
[0095] Optionally, in this embodiment, in order to maintain the balance of the game, the hidden state of the auxiliary observation sub-prop is time-limited; and the effective state of the auxiliary observation sub-prop is also time-limited.
[0096] Optionally, in this embodiment, the hidden state of the auxiliary observation sub-prop may be, but is not limited to, prohibited from being invalidated by the target virtual object (such as performing a disassembly operation on the auxiliary observation sub-prop), and then when the hidden state of the auxiliary observation sub-prop is adjusted to the display state, it is allowed to be invalidated by the target virtual object. Even if the auxiliary observation sub-prop is not invalidated by the target virtual object, when the observation time of the target observation sub-prop (auxiliary observation sub-prop) reaches the second threshold, the state of the target observation sub-prop will be automatically adjusted from the valid state to the invalid state (invalidation).
[0097] It should be noted that, when the observation time of the target observation sub-prop reaches a first threshold, the state of the target observation sub-prop is adjusted from a hidden state to a displayed state; when the observation time of the target observation sub-prop reaches a second threshold, the state of the target observation sub-prop is adjusted from a valid state to an invalid state, wherein a target observation sub-prop in a valid state is allowed to obtain target observation information of a target virtual object within the observation area corresponding to the target observation sub-prop, and a target observation sub-prop in an invalid state is prohibited from obtaining target observation information of a target virtual object within the observation area corresponding to the target observation sub-prop.
[0098] To further illustrate, the optional Figure 6 As shown, the target observation sub-prop 602 in the hidden state is displayed, such as Figure 6 (a) in ; further Figure 6As shown in (b), when the observation time of the target observation sub-prop 602 reaches the first threshold, the state of the target observation sub-prop 602 is adjusted from the hidden state to the displayed state; further, Figure 6 As shown in (c), when the observation time of the target observation sub-prop 602 reaches the second threshold, the state of the target observation sub-prop 602 is adjusted from a valid state to an invalid state, wherein the target observation sub-prop 602 in a valid state is allowed to obtain the target observation information of the target virtual object in the observation area corresponding to the target observation sub-prop 602, and the target observation sub-prop 602 in an invalid state is prohibited from obtaining the target observation information of the target virtual object in the observation area corresponding to the target observation sub-prop 602.
[0099] Through the embodiments provided by the present application, when the observation time of the target observation sub-prop reaches a first threshold, the state of the target observation sub-prop is adjusted from a hidden state to a displayed state; when the observation time of the target observation sub-prop reaches a second threshold, the state of the target observation sub-prop is adjusted from a valid state to an invalid state, wherein a target observation sub-prop in a valid state is allowed to obtain target observation information of a target virtual object within an observation area corresponding to the target observation sub-prop, and a target observation sub-prop in an invalid state is prohibited from obtaining target observation information of a target virtual object within an observation area corresponding to the target observation sub-prop, thereby achieving the effect of improving the balance of the target virtual scene.
[0100] As an optional solution, before at least one auxiliary observation sub-prop generated by the first virtual character is launched to the target area, the method includes:
[0101] S1, obtaining a first attribute value of a first virtual character;
[0102] S2: When the first virtual character is hit by the candidate operation performed by the target virtual object and the candidate operation causes the first attribute value to be adjusted to the second attribute value, determine the candidate operation as the target operation.
[0103] As an optional solution, obtaining the first attribute value of the first virtual character includes: obtaining an elimination attribute value of the first virtual character, wherein the elimination attribute value is used to indicate whether the first virtual character is eliminated in the target virtual scene;
[0104] As an optional scheme, determining a candidate operation as a target operation includes: when the first virtual character is hit by an attack operation performed by a target virtual object and the attack operation causes the elimination attribute value to be adjusted to 0, displaying that the first virtual character is eliminated in the target virtual scene, and determining the attack operation as the target operation.
[0105] Optionally, in this embodiment, the elimination attribute value may be, but is not limited to, an attribute value that can determine game victory or game failure in the target virtual scene, and when the elimination attribute value is adjusted to 0, the game is determined to have failed, or the game is temporarily determined to have failed.
[0106] Optionally, in this embodiment, the elimination attribute value may also be but is not limited to the life value of the first virtual character in the target virtual scene. When the life value is reset to zero, it indicates that the first virtual character is eliminated. In addition, after the first virtual character is eliminated, it may be but is not limited to continue to enter the game after the "resurrection" time ends.
[0107] It should be noted that, when the first virtual character is hit by an attack operation performed by the target virtual object and the attack operation causes the elimination attribute value to be adjusted to 0, the first virtual character is displayed as being eliminated in the target virtual scene, and the attack operation is determined as the target operation.
[0108] To further illustrate, the optional Figure 3 As shown, the target virtual scene where the first virtual character 302 and the virtual object 304 are located is displayed; assuming that Figure 3 As shown in (a) of FIG. 1 , the first virtual character 302 is hit by a target operation (shooting operation) performed by a virtual object 304 in the target virtual scene; Figure 3 As shown in (b), when the first virtual character 302 is hit by the attack operation performed by the virtual object 304, and the attack operation causes the elimination attribute value to be adjusted to 0, it is displayed that the first virtual character 302 is eliminated in the target virtual scene, and the attack operation is determined as the target operation. At least one auxiliary observation sub-prop (such as auxiliary observation sub-prop 306-1, auxiliary observation sub-prop 306-2) generated in association with the first virtual character 302 will be launched to various positions in the target area matching the target position, wherein the target position is the position where the first virtual character 302 is hit by the target operation in the target virtual scene; further, target observation information of virtual objects located in the observation area (such as observation area 308-1, observation area 308-2) obtained by each of the at least one auxiliary observation sub-props is displayed, such as Figure 3 As shown in (c) in .
[0109] As an optional solution, obtaining the first attribute value of the first virtual character includes: obtaining a negative attribute value of the first virtual character, wherein the negative attribute value is used to indicate the degree of interference of the negative state on the first virtual character;
[0110] As an optional scheme, determining a candidate operation as a target operation includes: when the first virtual character is hit by a control operation performed by a target virtual object and the control operation causes a negative attribute value to increase, displaying the first virtual character as being in a negative state in the target virtual scene and determining the control operation as the target operation.
[0111] Optionally, in this embodiment, the control operation may be, but is not limited to, an operation that may interfere with the first virtual character.
[0112] Optionally, in this embodiment, the negative state may include, but is not limited to, a deceleration state, a continuous damage state, a dizziness state, and the like.
[0113] As an optional solution, displaying the target observation information obtained by at least one auxiliary observation sub-prop includes at least one of the following:
[0114] S1, displaying position attribute information of a virtual object located in a target area in a target virtual scene, wherein the position attribute information is used to indicate the position of the virtual object located in the target area in the target virtual scene;
[0115] S2, displaying state attribute information of the virtual object located in the target area in the target virtual scene, wherein the state attribute information is used to prompt that the state attribute value of the virtual object located in the target area in the target virtual scene has reached a target state threshold.
[0116] Optionally, in this embodiment, the state attribute information 708 (such as level) of the target virtual object 706 in the observation area 704 is obtained by using the auxiliary observation sub-prop 702, and the obtained state attribute information 708 of the target virtual object 706 in the target virtual scene is further displayed. In addition, in order to improve the intuitiveness of the display of the state attribute information, when the state attribute value 708 of the target virtual object 706 in the target virtual scene has reached the target state threshold, the state attribute information 708 is highlighted. In an optional solution, assuming that the state attribute information is a blood value, when the blood value of the target virtual object located in the observation area is lower than the target threshold, the blood value is highlighted.
[0117] As an optional solution, the position attribute information of the target virtual object in the target virtual scene is displayed, including:
[0118] A first mark and a second mark are displayed on the scene mapping map corresponding to the target virtual scene, wherein the first mark is used to indicate the mapping position of the first virtual character on the scene mapping map, and the second mark is used to indicate the mapping position of the second virtual character on the scene mapping map.
[0119] To further illustrate, the optional Figure 8 As shown, a first marker 810 and a second marker 812 are displayed on the scene mapping map 802 corresponding to the target virtual scene 804, wherein the first marker 810 is used to indicate the mapping position of the first virtual character 806 on the scene mapping map 802, and the second marker 812 is used to indicate the mapping position of the second virtual character 808 on the scene mapping map 802.
[0120] As an optional solution, before displaying the first mark and the second mark on the scene mapping map corresponding to the target virtual scene, the method includes: selecting N reference points in the target virtual scene, where N is a natural number greater than 1; selecting a mapping point of each reference point in the scene mapping map from the N reference points in the scene mapping map to obtain N mapping points;
[0121] As an optional solution, displaying the first mark and the second mark on the scene mapping map corresponding to the target virtual scene includes:
[0122] S1, obtaining first distance information of a first virtual character relative to each reference point in a target virtual scene, and obtaining second distance information of a target virtual object located in any target observation range relative to each reference point in the target virtual scene;
[0123] S2, obtaining first mapping distance information of the first virtual character relative to each of the N mapping points on the scene mapping map based on the first distance information, and obtaining second mapping distance information of the target virtual object located in any target observation range relative to each mapping point on the scene mapping map based on the second distance information;
[0124] S3, determining a mark position of the first mark on the scene mapping map based on the first mapping distance information, and determining a mark position of the second mark on the scene mapping map based on the second mapping distance information.
[0125] Optionally, in this embodiment, it is first necessary to establish a mapping relationship between the position of the player on the large map (target virtual scene) and the position of the small map (scene mapping map). The principle of its implementation is to select multiple points in the large map, such as Fig. 9 As shown in (a) in FIG. 9 , three points A, B, and C are selected on the large map 902. Fig. 9 As shown in (b), similarly, three points are selected on the small map 904 as mapping points A1, B1, and C1; the distance and direction between each target P and A, B, and C in the large map 902 are further calculated, so that AP, BP, and CP can be obtained, and then A1P1, A2P2, and A3P3 can be calculated, and then an average value P0 is taken for the three points P1, P2, and P3, and this value is the position to be displayed in the small map 904.
[0126] As an optional solution, before displaying the target virtual scene where the first virtual character is located, the method includes:
[0127] S1, displaying a virtual configuration interface, wherein the virtual configuration interface is used to obtain assembly information of a first virtual character in a target virtual scene;
[0128] S2, in response to an assembly operation triggered on the virtual configuration interface, obtaining assembly information of the auxiliary observation sub-prop by the first virtual character in the target virtual scene.
[0129] As an optional solution, when the first virtual character is hit by the target operation performed by the target virtual object in the target virtual scene, at least one auxiliary observation sub-prop generated by the first virtual character will be launched to various positions in the target area matching the target position, including:
[0130] S1, when a first virtual character is hit by a target operation performed by a second virtual character in a target virtual scene, at least one auxiliary observation sub-prop will be launched to various positions in the target area, wherein the first virtual character and the second virtual character are in different camps; or
[0131] S2, when the first virtual character is hit by the target operation performed by the third virtual character in the target virtual scene, multiple observation camp sub-props associated with the first virtual character will be launched to various positions in the target area, wherein the first virtual character and the third virtual character are in different camps, and the observation camp sub-props are used to obtain target observation information of the virtual character in the target virtual scene that is in the observation area and in the same camp as the third virtual character.
[0132] Optionally, in this embodiment, when the target virtual scene includes at least two camps and the first virtual character is hit by the target operation performed by the second virtual character in the target virtual scene, at least one auxiliary observation sub-prop will be launched to various positions in the target area, wherein the first virtual character and the second virtual character are in different camps.
[0133] Optionally, in this embodiment, when the target virtual scene includes at least three camps and the first virtual character is hit by the target operation performed by the third virtual character in the target virtual scene, multiple observation camp sub-props generated by the association of the first virtual character will be launched to various positions in the target area, wherein the first virtual character and the third virtual character are in different camps, and the observation camp sub-props are used to obtain target observation information of virtual characters located in the observation area and in the same camp as the third virtual character in the target virtual scene.
[0134] As an optional solution, for ease of understanding, the above information acquisition method is applied to a mobile shooting game scenario as an example:
[0135] In existing mobile shooting games, there are many ways to expose the enemy's position, such as using a drone to scan the map, which can temporarily expose the enemy's position, and reveal the target's position by displaying a small red dot on the small map. In shooting games, the success or failure of the game depends on who can get the initiative, because victory or defeat is just a moment. If the enemy's position can be obtained in advance, the winning rate will be greatly improved. In this embodiment, a new design scheme for obtaining the enemy's position will be proposed;
[0136] The product performance of this embodiment can be but is not limited to being equipped with a skill chip. When a player equipped with the skill chip is killed, the player will explode on the spot, but the explosion will not cause damage. After the explosion, multiple observation units (auxiliary observation sub-props) will be generated. These units will be randomly scattered near the location where the virtual character controlled by the player is killed. Whenever the enemy enters the range of a certain observation unit, its position will be displayed on the small map in the form of a small red dot. Since multiple observation units will be generated, if the virtual character controlled by the player carrying the function chip is killed in the enemy camp, the observation effect generated after the death of the virtual character controlled by the player will have a great effect on other teammates.
[0137] Optionally, in this embodiment, the skill of this embodiment is a passive skill, which can be triggered only after being killed by the enemy, and the player only needs to equip the observation chip, for example, the player can select one of the equipment in the above chip list.
[0138] Optionally, in this embodiment, when the player carrying the observation chip is killed, a mine will drop at the location where the player is killed, and then the mine will explode. After the explosion, multiple fragments will be generated and fly randomly to various places. The number of units generated by each explosion is not fixed, and the direction of flight is also random. Then when it stops, it will hide, and the enemy cannot know or destroy it, but the player and his teammates can see the position and observation range of each observation unit. As long as the enemy enters the range, it will be observed; when the enemy enters the observation range of the observation unit, the observation function will be triggered, and the observation function is to display the current position of the target on the map.
[0139] Optionally, in this embodiment, after the first explosion, a certain number of fragments will be randomly generated, and each fragment will be given a current center starting position, different directions and different flight speeds. The fragments will be affected by gravity during the flight, so each fragment will eventually fly along a parabolic path; many red lines are generated at the center point, and these red lines are the flight paths of each fragment. When the fragments fall to the ground, they will form a static observation unit.
[0140] To further illustrate, the optional Fig.10 As shown, the specific steps are as follows:
[0141] S1002, the virtual character controlled by the player is equipped with an observation chip;
[0142] S1004, determining whether the virtual character controlled by the player is killed, if so, executing step S1006, if not, executing step S1002;
[0143] S1006, the virtual character controlled by the player drops an observation bomb after being killed;
[0144] S1008, determine whether the observed bomb explodes, if so, execute step S1010, if not, execute step S1006;
[0145] S1010, the explosion will randomly generate multiple observation units and fly around randomly;
[0146] S1012, determine whether the observation unit has landed, if so, execute step S1014, if not, execute step S1010;
[0147] S1014, the observation unit begins to observe the enemy;
[0148] S1016, determine whether the enemy target has entered, if so, execute step S1018, if not, execute step S1014;
[0149] S1018, the enemy target that has entered the observation range of the observation unit is displayed on the map in the form of a small red dot, and the displayed content will also be displayed on the map of the friendly player in the same camp as the player, so that the friendly player can use the observation information displayed on the map to operate the virtual corner to complete the raid on the enemy target, thereby improving the game winning rate of the friendly player;
[0150] S1020, determining whether the effective duration of the observation unit has ended, if so, executing step S1022, if not, executing step S1018;
[0151] S1022, the life time of the observation unit ends and it disappears.
[0152] It is understandable that in the specific implementation of this application, related data such as user information is involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.
[0153] It should be noted that, for the aforementioned method embodiments, for the sake of simplicity, they are all expressed as a series of action combinations, but those skilled in the art should be aware that the present application is not limited by the described order of actions, because according to the present application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present application.
[0154] According to another aspect of the embodiments of the present application, an information acquisition device for implementing the above-mentioned information acquisition method is also provided. Fig.11 As shown, the device comprises:
[0155] The first display unit 1102 is used to display the target virtual scene where the first virtual character is located;
[0156] An observation unit 1104 is used for, when the first virtual character is hit by a target virtual object in a target virtual scene, launching at least one auxiliary observation sub-prop associated with the first virtual character to a target area;
[0157] The second display unit 1106 is used to display target observation information of the virtual object located in the target area, wherein the target observation information is information obtained by at least one auxiliary observation sub-prop.
[0158] Optionally, in this embodiment, the above information acquisition method can be, but is not limited to, applied in target game applications of the shooting type. Different from the related art in which the acquisition of target observation information depends on the actively launched auxiliary observation sub-props (i.e., the active method), the method adopted in this embodiment is to use the passively launched auxiliary observation sub-props to acquire the target observation information (i.e., the passive method). The advantage of the passive method is that even if the user controlling the first virtual character does not have time to execute the operation of launching the auxiliary observation sub-props, the passive method can still be used to automatically trigger the execution of launching the auxiliary observation sub-props, so as to achieve the effect of timely acquisition of target observation information.
[0159] Optionally, in this embodiment, the target game application may include but is not limited to first-person shooter games, third-person shooter games, and other games that use hot weapons for long-range attacks, including but not limited to these. Among them, the above-mentioned target shooting application can be a multiplayer online tactical competitive game (Multiplayer Online Battle Arena, referred to as MOBA) or a single-player game (Single-Player Game, referred to as SPG). It should be noted that the types of the above-mentioned game applications may include but are not limited to at least one of the following: two-dimensional (Two Dimension, referred to as 2D) game applications, three-dimensional (Three Dimension, referred to as 3D) game applications, virtual reality (Virtual Reality, referred to as VR) game applications, augmented reality (Augmented Reality, referred to as AR) game applications, mixed reality (Mixed Reality, referred to as MR) game applications. The above is just an example, and this embodiment does not impose any limitation on this.
[0160] Optionally, in this embodiment, the target game application may be, but is not limited to, a target shooting application running in a game client logged in by a target account, and the first virtual character is controlled by the target account. That is, the player logs in to the target shooting application running in the game client through an account and controls the first virtual character. The game screen of the target shooting game is displayed on the display screen of the mobile terminal where the client running the target shooting application is located, and at least one auxiliary observation sub-prop is displayed in the game screen.
[0161] Optionally, in this embodiment, the target virtual object can be but is not limited to any type of virtual object in the target virtual scene, such as a non-player-controlled character in the target virtual scene (virtual defense buildings, neutral virtual creatures, etc.) or a virtual character in a different camp from the first virtual character.
[0162] Optionally, in this embodiment, the target operation may be but is not limited to an attack operation and / or a control operation, and the attack operation may be but is not limited to being divided into an elimination attack operation and a non-elimination attack operation according to the amount of damage caused to the first virtual character, wherein the elimination attack operation may be but is not limited to an attack operation in which the amount of damage caused to the first virtual character reaches an amount of damage that eliminates the first virtual character, and the non-elimination attack operation may be but is not limited to an attack operation in which the amount of damage caused to the first virtual character does not reach an amount of damage that eliminates the first virtual character.
[0163] Optionally, in this embodiment, the auxiliary observation sub-prop can be but is not limited to being an observation prop of any appearance, and its role at least includes acquiring target observation information of the target virtual object in the observation area; in addition, the auxiliary observation sub-prop can also be but is not limited to playing more diverse roles, such as granting the auxiliary observation sub-prop the execution authority of the attack operation, and then when it is detected that a target virtual object enters the attack area of the auxiliary observation sub-prop, the auxiliary observation sub-prop is controlled to perform the attack operation on the target virtual object.
[0164] Optionally, in this embodiment, the target area that matches the target position may be, but is not limited to, understood as an area that is at a fixed or random distance from the target position; each position in the target area may also be, but is not limited to, understood as a fixed or randomly assigned position in the target area. For example, when the first virtual character is hit by a target operation performed by a target virtual object in the target virtual scene, at least one auxiliary observation sub-prop generated by the first virtual character will be launched to each random position in the target area that randomly matches the target position.
[0165] Optionally, in this embodiment, the target observation information of the virtual object located in the target area can be understood as displaying the target observation information of the virtual object located in the observation area of the target area, wherein the observation area can be understood as but not limited to the area to be observed corresponding to each auxiliary observation sub-prop, such as auxiliary observation sub-prop A corresponds to observation area A, auxiliary observation sub-prop B corresponds to observation area B, etc., wherein the area area of the observation area corresponding to each auxiliary observation sub-prop can be but not limited to the same or different.
[0166] Optionally, in this embodiment, the target observation information may be, but is not limited to, the attribute information of the virtual object in the target virtual scene, such as object attribute information (object level, object occupation, object camp, etc.), position attribute information (current position in the target virtual scene), state attribute information (current health value, current energy value, current number of virtual resources held), etc.; the target observation information may also be, but is not limited to, the picture information of the virtual object in the target virtual scene, such as the action picture of the virtual object located in the target area in the target virtual scene. In addition, the target observation information may also be, but is not limited to, the observation information of the target virtual object in the target virtual scene, and may also be, but is not limited to, the observation information of other virtual objects in the target virtual scene; wherein, the object occupation may include, but is not limited to, the category to which the object belongs, such as a mage, a warrior, etc.
[0167] Optionally, in this embodiment, the launch trajectory of the observation sub-props launched to various positions in the target area matching the target position may be, but is not limited to, related to the gravity factor to which the observation sub-props are subjected in the target virtual scene. To further illustrate, in the case where the first virtual character is hit by the target operation performed by the target virtual object in the target virtual scene, a certain number of auxiliary observation sub-props will be randomly generated, and each auxiliary observation sub-prop will be given a current center starting position, different directions and different flight speeds. The auxiliary observation sub-props will be affected by gravity during flight, so each auxiliary observation sub-prop will eventually fly along a parabolic path. When the auxiliary observation sub-props land, they will form a stationary auxiliary observation sub-prop, or in other words, only stationary auxiliary observation sub-props can play the observation function.
[0168] Optionally, in this embodiment, the auxiliary observation sub-prop can also be but not limited to observing using a more flexible observation method. For example, after the auxiliary observation sub-prop is launched and in a flying state, it can also play an observation role, and the observation range will change dynamically with the flight movement of the auxiliary observation sub-prop, and the information that can be observed will be richer; in addition, the auxiliary observation sub-prop can also be but not limited to being attached to a virtual object. For example, assuming that the auxiliary observation sub-prop is launched to the location of the virtual object, and then the auxiliary observation sub-prop is attached to the virtual object, the observation range of the auxiliary observation sub-prop will move with the movement of the virtual object, and the information that can be obtained will also be richer.
[0169] It should be noted that the target virtual scene where the first virtual character is located is displayed; when the first virtual character is hit by the target virtual object in the target virtual scene, at least one auxiliary observation sub-prop associated with the first virtual character is launched to the target area; and target observation information of the virtual object located in the target area is displayed, wherein the target observation information is information acquired by at least one auxiliary observation sub-prop.
[0170] For specific embodiments, reference may be made to the examples shown in the above information acquisition method, which will not be described in detail in this example.
[0171] Through the embodiments provided by the present application, a target virtual scene where a first virtual character is located is displayed; when the first virtual character is hit by a target virtual object in the target virtual scene, at least one auxiliary observation sub-prop associated with the first virtual character is launched to a target area; target observation information of virtual objects located in the target area is displayed, wherein the target observation information is information acquired by at least one auxiliary observation sub-prop, and by setting the launch condition of at least one auxiliary observation sub-prop that can play a role in acquiring the target observation information to the mode in which the first virtual character controlled by the user is hit, the purpose of passively triggering the acquisition of the target observation information is achieved, thereby realizing the technical effect of improving the timeliness of information acquisition.
[0172] As an optional solution, the observation unit 1104 includes:
[0173] The observation module is used to launch at least one auxiliary observation sub-prop generated by the first virtual character association to a target area matching a target position, wherein the target position is a position in the target virtual scene where the first virtual character is hit by the target operation.
[0174] For specific embodiments, reference may be made to the examples shown in the above information acquisition method, which will not be described in detail in this example.
[0175] As an optional solution, the observation module includes:
[0176] A generation submodule, used to generate target props at a target position;
[0177] The display submodule is used to display at least one auxiliary observation sub-prop generated by the target prop being launched to various positions in the target area.
[0178] For specific embodiments, reference may be made to the examples shown in the above information acquisition method, which will not be described in detail in this example.
[0179] As an optional solution, the submodules are displayed, including:
[0180] The first display sub-unit is used to display an explosion picture of the target prop at the detonation position of the target prop when the target prop reaches the detonation condition, and to display at least one auxiliary observation sub-prop being launched to various positions in the target area starting from the detonation position.
[0181] For specific embodiments, reference may be made to the examples shown in the above information acquisition method, which will not be described in detail in this example.
[0182] As an optional solution, the submodules are displayed, including:
[0183] The second display sub-unit is used to display at least one auxiliary observation sub-prop being launched by the target prop to various positions in the target area when the target prop reaches the launch condition.
[0184] For specific embodiments, reference may be made to the examples shown in the above information acquisition method, which will not be described in detail in this example.
[0185] As an optional solution, the device includes:
[0186] The first adjustment unit is used to adjust the state of the target observation sub-prop from the display state to the hidden state after at least one auxiliary observation sub-prop generated by the first virtual character is launched to the target area and when the target observation sub-prop in the at least one auxiliary observation sub-prop is stationary.
[0187] For specific embodiments, reference may be made to the examples shown in the above information acquisition method, which will not be described in detail in this example.
[0188] As an optional solution, the device includes at least one of the following:
[0189] a second adjustment unit, configured to adjust the state of the target observation sub-prop from a hidden state to a displayed state in response to a first manipulation instruction to the target observation sub-prop after the target observation sub-prop is hidden, and control the target observation sub-prop to move;
[0190] The third adjustment unit is used to adjust the state of the target observation sub-prop from the hidden state to the displayed state in response to the second control instruction to the target observation sub-prop after hiding the target observation sub-prop, and control the area range of the observation area corresponding to the target observation sub-prop to adjust.
[0191] For specific embodiments, reference may be made to the examples shown in the above information acquisition method, which will not be described in detail in this example.
[0192] As an optional solution, the device includes at least one of the following:
[0193] a fourth adjustment unit, configured to adjust the state of the target observation sub-prop from the hidden state to the displayed state after the state of the target observation sub-prop is adjusted from the displayed state to the hidden state, if the observation time of the target observation sub-prop reaches a first threshold;
[0194] The fifth adjustment unit is used to adjust the state of the target observation sub-prop from a valid state to an invalid state after adjusting the state of the target observation sub-prop from a display state to a hidden state, when the observation time of the target observation sub-prop reaches a second threshold, wherein the target observation sub-prop in the valid state is allowed to obtain the target attribute information of the virtual object in the observation area corresponding to the target observation sub-prop, and the target observation sub-prop in the invalid state is prohibited from obtaining the target attribute information of the virtual object in the observation area corresponding to the target observation sub-prop.
[0195] For specific embodiments, reference may be made to the examples shown in the above information acquisition method, which will not be described in detail in this example.
[0196] As an optional solution, the device includes:
[0197] an acquisition unit, configured to acquire a first attribute value of the first virtual character before at least one auxiliary observation sub-prop generated in association with the first virtual character is launched to a target area;
[0198] A determination unit is used to determine a candidate operation as a target operation when the first virtual character is hit by a candidate operation performed by a target virtual object and the candidate operation causes the first attribute value to be adjusted to the second attribute value before at least one auxiliary observation sub-prop generated by the first virtual character is launched to the target area.
[0199] For specific embodiments, reference may be made to the examples shown in the above information acquisition method, which will not be described in detail in this example.
[0200] As an optional solution, the acquisition unit includes: a first acquisition module, used to acquire an elimination attribute value of the first virtual character, wherein the elimination attribute value is used to indicate whether the first virtual character is eliminated in the target virtual scene;
[0201] The determination unit includes: a first determination module, which is used to display that the first virtual character is eliminated in the target virtual scene and determine the attack operation as the target operation when the first virtual character is hit by the attack operation performed by the target virtual object and the attack operation causes the elimination attribute value to be adjusted to 0.
[0202] For specific embodiments, reference may be made to the examples shown in the above information acquisition method, which will not be described in detail in this example.
[0203] As an optional solution, the acquisition unit includes: a second acquisition module, used to acquire a negative attribute value of the first virtual character, wherein the negative attribute value is used to indicate the degree of interference of the negative state on the first virtual character;
[0204] The determination unit includes: a second determination module, which is used to display that the first virtual character is in a negative state in the target virtual scene and determine the control operation as the target operation when the first virtual character is hit by the control operation performed by the target virtual object and the control operation causes the negative attribute value to increase.
[0205] For specific embodiments, reference may be made to the examples shown in the above information acquisition method, which will not be described in detail in this example.
[0206] As an optional solution, the second display unit 1106 includes at least one of the following:
[0207] A first display module, used to display position attribute information of a virtual object located in a target area in a target virtual scene, wherein the position attribute information is used to indicate the position of the virtual object located in the target area in the target virtual scene;
[0208] The second display module is used to display state attribute information of the virtual object located in the target area in the target virtual scene, wherein the state attribute information is used to prompt that the state attribute value of the virtual object located in the target area in the target virtual scene has reached the target state threshold.
[0209] For specific embodiments, reference may be made to the examples shown in the above information acquisition method, which will not be described in detail in this example.
[0210] As an optional solution, the first display module includes:
[0211] The marking submodule is used to display a first mark and a second mark on the scene mapping map corresponding to the target virtual scene, wherein the first mark is used to indicate the mapping position of the first virtual character on the scene mapping map, and the second mark is used to indicate the mapping position of the virtual object located in the target area on the scene mapping map.
[0212] For specific embodiments, reference may be made to the examples shown in the above information acquisition method, which will not be described in detail in this example.
[0213] As an optional solution, the device includes: a selection unit, which is used to select N reference points in the target virtual scene before displaying the first mark and the second mark on the scene mapping map corresponding to the target virtual scene, where N is a natural number greater than 1; select a mapping point of each reference point in the scene mapping map among the N reference points in the scene mapping map to obtain N mapping points;
[0214] Mark submodules, including:
[0215] An acquisition subunit, configured to acquire first distance information of the first virtual character relative to each reference point in the target virtual scene, and to acquire second distance information of the virtual object located in the target area relative to each reference point in the target virtual scene;
[0216] A first mapping subunit is configured to obtain first mapping distance information of the first virtual character on the scene mapping map relative to each of the N mapping points based on the first distance information, and to obtain second mapping distance information of the virtual object located in the target area on the scene mapping map relative to each mapping point based on the second distance information;
[0217] The second mapping subunit is used to determine a mark position of the first mark on the scene mapping map based on the first mapping distance information, and to determine a mark position of the second mark on the scene mapping map based on the second mapping distance information.
[0218] For specific embodiments, reference may be made to the examples shown in the above information acquisition method, which will not be described in detail in this example.
[0219] As an optional solution, the observation unit 1104 includes:
[0220] A first transmitting module is used to transmit at least one auxiliary observation sub-prop to a target area when a first virtual character is hit by a target operation performed by a second virtual character in a target virtual scene, wherein the first virtual character and the second virtual character are in different camps; or
[0221] The second transmitting module is used to transmit at least one auxiliary observation sub-prop to the target area when the first virtual character is hit by the target operation performed by the third virtual character in the target virtual scene, wherein the first virtual character and the third virtual character are in different camps, and the observation camp sub-prop is used to obtain the target attribute information of the virtual character in the target virtual scene that is in the same camp as the third virtual character and is located in the observation area.
[0222] For specific embodiments, reference may be made to the examples shown in the above information acquisition method, which will not be described in detail in this example.
[0223] According to another aspect of the embodiments of the present application, an electronic device for implementing the above-mentioned information acquisition method is also provided. Fig.12 As shown, the electronic device includes a memory 1202 and a processor 1204. The memory 1202 stores a computer program, and the processor 1204 is configured to execute the steps in any of the above method embodiments through the computer program.
[0224] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.
[0225] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program:
[0226] S1, displaying a target virtual scene where a first virtual character is located;
[0227] S2, when the first virtual character is hit by a target virtual object in the target virtual scene, at least one auxiliary observation sub-prop generated by the first virtual character is launched to the target area;
[0228] S3, displaying target observation information of the virtual object located in the target area, wherein the target observation information is information acquired by at least one auxiliary observation sub-prop.
[0229] Alternatively, a person skilled in the art may understand that: Fig.12 The structure shown is for illustration only, and the electronic device may also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (Mobile Internet Devices, MID), a PAD, or other terminal devices. Fig.12 The structure of the electronic device is not limited. Fig.12 More or fewer components (such as network interfaces, etc.) as shown in, or with Fig.12 Different configurations are shown.
[0230] Among them, the memory 1202 can be used to store software programs and modules, such as program instructions / modules corresponding to the information acquisition method and device in the embodiments of the present application. The processor 1204 executes various functional applications and data processing by running the software programs and modules stored in the memory 1202, that is, to implement the above-mentioned information acquisition method. The memory 1202 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 1202 may further include a memory remotely located relative to the processor 1204, and these remote memories may be connected to the terminal via a network. Examples of the above-mentioned networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof. Among them, the memory 1202 may be specifically, but not limited to, used to store information such as the first virtual character, the target virtual object, and the target observation information. As an example, such as Fig.12 As shown, the memory 1202 may include but is not limited to the first display unit 1102, the observation unit 1104 and the second display unit 1106 in the information acquisition device. In addition, other module units in the information acquisition device may also be included but are not limited to, which will not be repeated in this example.
[0231] Optionally, the transmission device 1206 is used to receive or send data via a network. Specific examples of the network may include a wired network and a wireless network. In one example, the transmission device 1206 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers via a network cable so as to communicate with the Internet or a local area network. In one example, the transmission device 1206 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.
[0232] In addition, the electronic device further includes: a display 1208 for displaying information such as the first virtual character, the target virtual object, and target observation information; and a connection bus 1210 for connecting various module components in the electronic device.
[0233] In other embodiments, the terminal device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the multiple nodes through network communication. Among them, the nodes may form a peer-to-peer (P2P) network, and any form of computing device, such as a server, terminal or other electronic device, may become a node in the blockchain system by joining the peer-to-peer network.
[0234] According to one aspect of the present application, a computer program product is provided, the computer program product comprising a computer program / instruction, the computer program / instruction comprising a program code for executing the method shown in the flow chart. In such an embodiment, the computer program can be downloaded and installed from a network through a communication part, and / or installed from a removable medium. When the computer program is executed by a central processing unit, various functions provided by the embodiments of the present application are executed.
[0235] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0236] It should be noted that the computer system of the electronic device is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present application.
[0237] The computer system includes a central processing unit (CPU), which can perform various appropriate actions and processes according to the program stored in the read-only memory (ROM) or the program loaded from the storage part to the random access memory (RAM). In the random access memory, various programs and data required for system operation are also stored. The central processing unit, the read-only memory and the random access memory are connected to each other through a bus. The input / output interface (I / O interface) is also connected to the bus.
[0238] The following components are connected to the input / output interface: an input part including a keyboard, a mouse, etc.; an output part including a cathode ray tube (CRT), a liquid crystal display (LCD), etc., and a speaker; a storage part including a hard disk, etc.; and a communication part including a network interface card such as a local area network card, a modem, etc. The communication part performs communication processing via a network such as the Internet. A drive is also connected to the input / output interface as needed. Removable media, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., are installed on the drive as needed so that the computer program read therefrom is installed into the storage part as needed.
[0239] In particular, according to an embodiment of the present application, the process described in each method flow chart can be implemented as a computer software program. For example, an embodiment of the present application includes a computer program product, which includes a computer program carried on a computer readable medium, and the computer program contains a program code for executing the method shown in the flow chart. In such an embodiment, the computer program can be downloaded and installed from a network through a communication part, and / or installed from a removable medium. When the computer program is executed by a central processing unit, various functions defined in the system of the present application are executed.
[0240] According to one aspect of the present application, a computer-readable storage medium is provided, and a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the methods provided in the above-mentioned various optional implementations.
[0241] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:
[0242] S1, displaying a target virtual scene where a first virtual character is located;
[0243] S2, when the first virtual character is hit by a target virtual object in the target virtual scene, at least one auxiliary observation sub-prop generated by the first virtual character is launched to the target area;
[0244] S3, displaying target observation information of the virtual object located in the target area, wherein the target observation information is information acquired by at least one auxiliary observation sub-prop.
[0245] Optionally, in this embodiment, a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing hardware related to the terminal device through a program, and the program may be stored in a computer-readable storage medium, and the storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a disk or an optical disk, etc.
[0246] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0247] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which may be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present application.
[0248] In the above embodiments of the present application, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.
[0249] In the several embodiments provided in the present application, it should be understood that the disclosed client can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.
[0250] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0251] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.
[0252] The above is only a preferred implementation of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.
Claims
1. A method for obtaining information, characterized in that: include: Displaying the target virtual scene where the first virtual character is located; In the case where the first virtual character is hit by a target virtual object in the target virtual scene, at least one auxiliary observation sub-prop generated in association with the first virtual character is launched to a target area; When the at least one auxiliary observation sub-prop lands in the target area and forms a stationary auxiliary observation sub-prop, target observation information of the virtual object located in the target area is displayed, wherein the target observation information is information obtained through the observation function of the stationary auxiliary observation sub-prop, and the at least one auxiliary observation sub-prop takes the target position as the starting position and flies in different directions. When the auxiliary observation sub-prop lands, the stationary auxiliary observation sub-prop is formed, and the target position is the position where the first virtual character is hit by the target operation in the target virtual scene.
2. The method according to claim 1, characterized in that In the case where the first virtual character is hit by the target operation performed by the target virtual object, at least one auxiliary observation sub-prop generated by the first virtual character is launched to the target area, including: The at least one auxiliary observation sub-prop generated in association with the first virtual character will be launched to a target area matching the target position.
3. The method according to claim 2, characterized in that The at least one auxiliary observation sub-prop generated by the first virtual character association is launched to a target area matching the target position, including: generating a target prop at the target location; The at least one auxiliary observation sub-prop generated by the target prop is displayed to be emitted to various positions within the target area.
4. The method according to claim 3, characterized in that The display of at least one auxiliary observation sub-prop generated by the target prop being emitted to various positions within the target area includes: When the target item reaches the detonation condition, an explosion picture of the target item is displayed at the detonation position where the target item is located, and at least one auxiliary observation sub-prop is displayed starting from the detonation position and launched to various positions in the target area.
5. The method according to claim 3, characterized in that: The display of at least one auxiliary observation sub-prop generated by the target prop being emitted to various positions within the target area includes: When the target prop reaches the launch condition, the at least one auxiliary observation sub-prop is displayed to be launched by the target prop to various positions in the target area.
6. The method according to claim 1, characterized in that After the at least one auxiliary observation sub-prop generated by the first virtual character association is launched to a target area, the method includes: When the target observation sub-prop in the at least one auxiliary observation sub-prop is stationary, the state of the target observation sub-prop is adjusted from a display state to a hidden state.
7. The method according to claim 6, characterized in that After adjusting the state of the target observation sub-prop from the display state to the hidden state, the method includes at least one of the following: In response to a first manipulation instruction to the target observation sub-prop, adjusting the state of the target observation sub-prop from the hidden state to the displayed state, and controlling the target observation sub-prop to move; In response to a second manipulation instruction to the target observation sub-prop, the state of the target observation sub-prop is adjusted from the hidden state to the displayed state, and the area range of the observation area corresponding to the target observation sub-prop is controlled to be adjusted.
8. The method according to claim 6, characterized in that After adjusting the state of the target observation sub-prop from the display state to the hidden state, the method includes at least one of the following: When the observation time of the target observation sub-prop reaches a first threshold, adjusting the state of the target observation sub-prop from the hidden state to the displayed state; When the observation time of the target observation sub-prop reaches a second threshold, the state of the target observation sub-prop is adjusted from a valid state to an invalid state, wherein the target observation sub-prop in the valid state is allowed to obtain the target observation information of the virtual objects in the observation area corresponding to the target observation sub-prop, and the target observation sub-prop in the invalid state is prohibited from obtaining the target observation information of the virtual objects in the observation area corresponding to the target observation sub-prop.
9. The method according to claim 1, characterized in that: In the case where the first virtual character is hit by the target operation performed by the target virtual object, before the at least one auxiliary observation sub-prop generated by the first virtual character is launched to the target area, the method includes: Obtaining a first attribute value of the first virtual character; In a case where the first virtual character is hit by a candidate operation performed by the target virtual object, and the candidate operation causes the first attribute value to be adjusted to a second attribute value, the candidate operation is determined as the target operation.
10. The method according to claim 9, characterized in that The obtaining of the first attribute value of the first virtual character comprises: obtaining an elimination attribute value of the first virtual character, wherein the elimination attribute value is used to indicate whether the first virtual character is eliminated in the target virtual scene; Determining the candidate operation as the target operation includes: when the first virtual character is hit by the attack operation performed by the target virtual object and the attack operation causes the elimination attribute value to be adjusted to 0, displaying that the first virtual character is eliminated in the target virtual scene, and determining the attack operation as the target operation.
11. The method according to claim 9, characterized in that The obtaining of the first attribute value of the first virtual character includes: obtaining a negative attribute value of the first virtual character, wherein the negative attribute value is used to indicate the degree of interference of a negative state on the first virtual character; Determining the candidate operation as the target operation includes: when the first virtual character is hit by the control operation performed by the target virtual object and the control operation causes the negative attribute value to increase, displaying the first virtual character in the negative state in the target virtual scene, and determining the control operation as the target operation.
12. The method according to claim 1, characterized in that The displaying of target observation information of the virtual object located in the target area includes at least one of the following: Displaying position attribute information of the virtual object located in the target area in the target virtual scene, wherein the position attribute information is used to indicate the position of the virtual object located in the target area in the target virtual scene; The state attribute information of the virtual object located in the target area in the target virtual scene is displayed, wherein the state attribute information is used to prompt that the state attribute value of the virtual object located in the target area in the target virtual scene has reached a target state threshold.
13. The method according to claim 12, characterized in that The displaying of the position attribute information of the virtual object located in the target area in the target virtual scene includes: A first mark and a second mark are displayed on a scene mapping map corresponding to the target virtual scene, wherein the first mark is used to indicate a mapping position of the first virtual character on the scene mapping map, and the second mark is used to indicate a mapping position of a virtual object located in the target area on the scene mapping map.
14. The method according to claim 13, characterized in that Before displaying the first mark and the second mark on the scene mapping map corresponding to the target virtual scene, the method includes: selecting N reference points in the target virtual scene, where N is a natural number greater than 1; selecting a mapping point of each reference point in the scene mapping map in the N reference points in the scene mapping map to obtain N mapping points; The displaying of the first mark and the second mark on the scene mapping map corresponding to the target virtual scene includes: Acquire first distance information of the first virtual character in the target virtual scene relative to each reference point, and acquire second distance information of a virtual object located in the target area relative to each reference point in the target virtual scene; Acquire first mapping distance information of the first virtual character on the scene mapping map relative to each of the N mapping points based on the first distance information, and acquire second mapping distance information of the virtual object located in the target area on the scene mapping map relative to each of the mapping points based on the second distance information; A marker position of the first marker on the scene mapping map is determined based on the first mapping distance information, and a marker position of the second marker on the scene mapping map is determined based on the second mapping distance information.
15. The method according to any one of claims 1 to 14, characterized in that In the case where the first virtual character is hit by the target operation performed by the target virtual object in the target virtual scene, the at least one auxiliary observation sub-prop generated by the first virtual character is launched to the target area, including: In the case where the first virtual character is hit by the target operation performed by the second virtual character in the target virtual scene, the at least one auxiliary observation sub-prop will be launched to the target area, wherein the first virtual character and the second virtual character are in different camps.
16. An information acquisition device, characterized in that: include: A first display unit, used for displaying a target virtual scene where the first virtual character is located; an observation unit, for when the first virtual character is hit by a target operation performed by a target virtual object in the target virtual scene, at least one auxiliary observation sub-prop associated with the first virtual character will be launched to a target area; a second display unit, for displaying target observation information of a virtual object within the target area when the at least one auxiliary observation sub-prop lands on the target area and forms a stationary auxiliary observation sub-prop, wherein the target observation information is information acquired through the observation function of the stationary auxiliary observation sub-prop, the at least one auxiliary observation sub-prop takes the target position as the starting position and flies in different directions, and forms the stationary auxiliary observation sub-prop after the auxiliary observation sub-prop lands on the target area, and the target position is the position in the target virtual scene where the first virtual character is hit by the target operation.
17. A computer-readable storage medium, characterized in that: The computer-readable storage medium includes a stored program, wherein the program executes the method described in any one of claims 1 to 15 when executed.
18. A computer program product comprising a computer program / instructions, characterized in that When the computer program / instructions are executed by a processor, the steps of the method described in any one of claims 1 to 15 are implemented.
19. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to execute the method according to any one of claims 1 to 15 through the computer program.