Virtual object interaction method and device, equipment and storage medium
By displaying the status identifier of virtual objects in the game and responding to selection operations, the interactive operation process is unified, and the problem of untimely response in the game is solved, improving interaction efficiency and user experience.
Patent Information
- Application Number
- CN202310686150.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-06-09
- Publication Date
- 2024-12-10
AI Technical Summary
In the special mode of the game, the player's operation response is not timely, resulting in poor interaction operation and ineffective implementation of specified interaction operation.
By displaying the status identifier of the virtual object and responding to the selection operation, the display area display status information is provided, and the corresponding interaction behavior is triggered, the triggering process of role interaction operations is unified, and the operation is avoided.
It improves the interaction response speed and efficiency of virtual objects, reduces the computing resource consumption of hardware devices, provides richer interaction methods, and enhances user experience and retention.
Smart Images

Figure CN119097910A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game interaction technology, and in particular to a virtual object interaction method, device, equipment and storage medium. Background Art
[0002] In the normal mode of the game process, when the player controls his own object and approaches the non-player character (NPC), the interaction operation will be automatically triggered. In the special mode, an additional floating layer can be triggered to view more NPC information. If viewing NPC information and interactive operations cross-trigger each other, when one of the triggering paths is realized, the other triggering path will not be realized, making the two cross-triggering paths unable to be effectively realized as required.
[0003] In special mode, if the player approaches the NPC to perform designated interactive operations in normal mode, a floating layer containing NPC information will easily be displayed, resulting in a conflict in the triggering process and an inability to perform designated interactive operations, resulting in an inability to respond to player operations in a timely manner and a poor connection. Summary of the invention
[0004] The main purpose of the present invention is to solve the technical problem that the existing virtual object interaction method cannot respond to the player's operation in time in a special mode.
[0005] A first aspect of an embodiment of the present invention provides a virtual object interaction method, comprising: displaying an object state identifier corresponding to at least one virtual object, wherein the object state identifier is used to indicate an object state attribute of the at least one virtual object; providing a first display area in response to a first selection operation on the at least one virtual object; displaying state information of a target virtual object selected by the first selection operation in the first display area, wherein the state information corresponds to the object state identifier; and triggering an interaction behavior corresponding to the state information to be performed with the target virtual object in response to a character interaction operation.
[0006] A second aspect of an embodiment of the present invention provides a virtual object interaction device, comprising: a first display module, used to display an object state identifier corresponding to at least one virtual object, wherein the object state identifier is used to indicate the object state attribute of the at least one virtual object; a first response module, used to respond to a first selection operation on the at least one virtual object and provide a first display area; a second display module, used to display state information of the target virtual object selected by the first selection operation in the first display area, wherein the state information corresponds to the object state identifier; and a second response module, used to respond to a character interaction operation and trigger an interaction behavior corresponding to the state information with the target virtual object.
[0007] A third aspect of an embodiment of the present invention provides an electronic device, comprising: a memory and at least one processor, wherein instructions are stored in the memory; the at least one processor calls the instructions in the memory so that the electronic device executes the above-mentioned virtual object interaction method.
[0008] A fourth aspect of the present invention provides a computer-readable storage medium, wherein the computer-readable storage medium stores instructions, which, when executed on a computer, enable the computer to execute the above-mentioned virtual object interaction method.
[0009] In the technical solution provided by the embodiment of the present invention, an object state identifier corresponding to at least one virtual object is displayed, and the object state identifier is used to indicate the object state attribute of at least one virtual object; in response to a first selection operation for at least one virtual object, a first display area is provided; in the first display area, the state information of the target virtual object selected by the first selection operation is displayed, wherein the state information corresponds to the object state identifier; in response to a character interaction operation, an interaction behavior corresponding to the execution state information of the target virtual object is triggered. The embodiment of the present invention, by unifying the triggering process of various character interaction operations, avoids the intersection of different gameplay operations, improves the interaction response speed of virtual objects, and improves the interaction efficiency; reduces the response frequency of hardware devices, and helps save the computing resources of hardware devices. BRIEF DESCRIPTION OF THE DRAWINGS
[0010] Figure 1 is a schematic diagram of a virtual object interaction method according to an embodiment of the present invention;
[0011] Figure 2 A schematic diagram of different object status identifiers in an embodiment of the present invention;
[0012] Figure 3 A schematic diagram of a game scene screen after aiming at a target virtual object in one embodiment of the present invention;
[0013] Figure 4 It is a schematic diagram showing a plurality of object status identifiers displayed on a first display area in an embodiment of the present invention;
[0014] Figure 5 It is a schematic diagram showing a single object status mark displayed on the first display area in one embodiment of the present invention;
[0015] Figure 6 It is a schematic diagram showing a package prop displayed on the first display area in one embodiment of the present invention;
[0016] Figure 7 A schematic diagram showing combat characteristics on the first display area in one embodiment of the present invention;
[0017] Figure 8is another schematic diagram of a virtual object interaction method according to an embodiment of the present invention;
[0018] Fig. 9 It is a schematic diagram of displaying a disease mark around a target virtual object in one embodiment of the present invention;
[0019] Fig.10 A schematic diagram of specifically marking disease indicators in one embodiment of the present invention;
[0020] Fig.11 It is a schematic diagram of specifically marking the disease identification and the target virtual object in one embodiment of the present invention;
[0021] Fig.12 is a schematic diagram of a treatment interface in one embodiment of the present invention;
[0022] Fig.13 is another schematic diagram of a virtual object interaction method according to an embodiment of the present invention;
[0023] Fig.14 A schematic diagram showing package information in one embodiment of the present invention;
[0024] Fig.15 A schematic diagram of package information in one embodiment of the present invention;
[0025] Fig.16 A schematic diagram showing a fourth display area after selecting a prop in one embodiment of the present invention;
[0026] Fig.17 It is a schematic diagram after selecting a communication acquisition method in one embodiment of the present invention;
[0027] Fig.18 A schematic diagram of displaying a chat box after selecting a communication method in one embodiment of the present invention;
[0028] Fig.19 is another schematic diagram of a virtual object interaction method according to an embodiment of the present invention;
[0029] Fig. 20 A schematic diagram of an interface for obtaining objects through thaumaturgy in an embodiment of the present invention;
[0030] Fig.21 Another schematic diagram of the interface for obtaining objects through thaumaturgy in one embodiment of the present invention;
[0031] Fig. 22 is another schematic diagram of a virtual object interaction method according to an embodiment of the present invention;
[0032] Fig.23 is another schematic diagram of a virtual object interaction method according to an embodiment of the present invention;
[0033] Fig.24 is a schematic diagram of a virtual object interaction device according to an embodiment of the present invention;
[0034] Fig.25 FIG. 4 is a schematic diagram of an electronic device according to an embodiment of the present invention. DETAILED DESCRIPTION
[0035] The present invention provides a virtual object interaction method, device, equipment and storage medium, which are used to unify the triggering process of various role interaction operations and improve the response speed.
[0036] It is understandable that the present invention can be applied to an electronic device. As an example but not a limitation, the electronic device can be a server or a terminal. This application is described using a terminal as an example.
[0037] The terms "first", "second", "third", "fourth", etc. (if any) in the specification and claims of the present invention 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 interchanged where appropriate, so that the embodiments of the present invention described herein, for example, can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0038] Based on this, an embodiment of the present invention provides a virtual object interaction method, device and electronic device. This technology can be applied to devices with touch screen functions such as mobile phones and tablet computers, and can also be applied to PCs.
[0039] The virtual object interaction method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the object switching method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0040] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running body of the game program and the game screen presentation body are separated, the storage and operation of the object switching method are completed on the cloud game server, and the role of the client device is used for data reception, transmission and presentation of the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0041] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0042] In a possible implementation, an embodiment of the present invention provides a virtual object interaction method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above. A graphical user interface is provided through a terminal device, and the graphical user interface displays a scene screen and an object status identifier of a game scene; at least one virtual object is located in the game scene; the object status identifier is used to indicate the interactive operation type of at least one virtual object, see Figure 1 , a schematic diagram of a virtual object interaction method provided by an embodiment of the present invention, wherein the specific steps include:
[0043] 101. Display an object state identifier corresponding to at least one virtual object, where the object state identifier is used to indicate an object state attribute of the at least one virtual object.
[0044] The game scene includes multiple virtual objects. In a special mode, an object status identifier will be displayed around each virtual object. The object status identifier is not displayed or displays a different identification style in the normal mode. It can be understood that each virtual object can correspond to one or more object status identifiers; the object status identifier corresponding to each virtual object is displayed independently, that is, the object status identifiers corresponding to different virtual objects can be the same or different. When the object status identifier is a package identifier, it means that the object status attribute of the virtual object is carrying props, and the corresponding status information is the package information; when the object status identifier is a bounty identifier, it means that the object status attribute of the virtual object is playable, and the corresponding status information is characteristic information; when the object status identifier is a disease identifier, it means that the object status attribute of the virtual object is treatable, and the corresponding status information is disease information.
[0045] It should be noted that in normal mode, the game interface displays a normal game screen. When entering the special mode through a specific operation, the game scene range displayed in the game interface remains unchanged, but the display effect / display content changes. For example, in normal mode, the screen is normal color, and in special mode, the display method of some objects or display content can be adjusted, for example, adjusting the color to gray, or performing stroke display, or performing highlight display, the specifics of which are not limited here.
[0046] like Figure 2 As shown, different virtual objects display object status indicators in the limited area around them. The object status indicators can include reward indicators, disease indicators, and package indicators. The reward indicators can be divided into reward evildoers indicators and reward ordinary indicators. The displayed icons have the same style, but the displayed icon colors are different. For example, rewarding evildoers can display a red reward indicator, and rewarding ordinary can display a white reward indicator. It should be noted that the object status indicator can be set on the outside of the virtual object, such as the top of the head, or it can be set on the inside of the virtual object, such as the abdomen.
[0047] Optionally, when the status information includes at least two of characteristic information, disease information and package information, an object status identifier corresponding to at least one virtual object is displayed, including: determining a display order according to the priorities of the characteristic information, disease information and package information in the status information; and arranging and displaying the corresponding object status identifiers in the preset area of each virtual object according to the display order.
[0048] 102. In response to a first selection operation on at least one virtual object, provide a first display area.
[0049] When the player performs the first selection operation on the target virtual object, Figure 3As shown, when the aiming control (aiming icon) is within the triggering range of the target virtual object, a first display area is provided on the right side of the game interface.
[0050] It is understandable that the trigger range is generally set to coincide with the outline of the target virtual object itself, which can reduce the probability of invalid triggering. That is, when the aiming control controlled by the player touches the target virtual object, it can be triggered; the trigger range can also be set to be larger than the outline of the target virtual object itself, but it cannot exceed the outline too much to avoid the probability of false triggering. Among them, the first display area can adjust the area to be displayed according to actual conditions. Figure 3 In the example, the first display area is set at the upper right corner of the game scene.
[0051] It should be noted that when the first display area is displayed, the head up display (HUD) information in normal mode can be set to a hidden state or a shielded state. The HUD information may include the player's control panel and the status icon in normal mode. When the HUD information is in a hidden state or a shielded state, the corresponding function is disabled. Among them, the control panel is a function control provided on the game interface, which is used to place skills or shortcut keys, etc.
[0052] 103. Displaying state information of the target virtual object selected by the first selection operation in the first display area, wherein the state information corresponds to the object state identifier.
[0053] According to the number of object state identifiers corresponding to the target virtual objects, the object state identifiers are arranged in order according to their priorities, such as Figure 3 The first display area includes a number of abbreviated identifiers of object status identifiers, with the bounty identifier set as the first priority, the disease identifier set as the second priority, the characteristic identifier set as the third priority, and the package identifier set as the fourth priority. The first priority has the highest priority. When there are two or more abbreviated identifiers, switching shortcut keys can be displayed on both sides of the display area of the abbreviated identifiers. For example, Figure 4 When there is only one abbreviated identifier, the icon can be displayed after the abbreviated identifier, for example, Figure 5 There is only a thumbnail corresponding to the package logo, so the text "package" is displayed after the thumbnail.
[0054] It should be noted that different display modes can also be set according to priority. For example, when the target virtual object is an enemy, the status information display logic is to only display characteristic information and / or package information; when the target virtual object is an ordinary person, the status information display logic is to display disease information and / or package information.
[0055] 104. Respond to the character interaction operation and trigger an interactive behavior corresponding to the target virtual object execution state information.
[0056] Different character interaction operations trigger different display area contents. For example, when the target virtual object has a disease mark, after the player selects the disease mark in the first display area, Figure 4 As shown, a treatment icon will be displayed on the first display area (the selection icon may also be attached with a shortcut key mark), and the player may click (either a mouse click or a touch click) the treatment icon or implement the treatment operation by pressing a shortcut key.
[0057] When the target virtual object has a package mark, the player selects the package mark in the first display area, such as Figure 6 As shown, a selection icon (a shortcut key identifier may also be attached to the selection icon) will be displayed on the first display area, and the player can click (either by mouse click or touch click) the selection icon or press the shortcut key to implement the selection operation. Among them, when there is at least one prop in the package of the target virtual object, the prop arranged in the first row and first column of the package grid is selected by default. The player can adjust it according to actual needs, for example, by adjusting the props to be selected by the up and down adjustment keys on the keyboard, or by directly determining the props to be selected by mouse click or touch click. The specifics are not limited here. Figure 6 The prop pattern in the figure is only a schematic diagram and can also be other graphics, which is not a limiting feature.
[0058] When the target virtual object has a bounty mark, the player selects the bounty mark in the first display area. Figure 7 As shown, a battle icon (the battle icon can also be attached with a shortcut key logo) will be displayed on the first display area, and the player can click (can be a mouse click or a touch click) the battle icon or press the shortcut key to perform the battle operation. Among them, when there are two combat characteristics in the combat characteristics of the target virtual object, the combat characteristic arranged in the first row and the first column is selected by default. The player can adjust it according to actual needs, for example, adjust the combat characteristic to be understood by the up and down adjustment keys on the keyboard, or directly determine the combat characteristic to be understood by clicking the mouse or touching, and then click (can be a mouse click or a touch click) the characteristic details icon to understand the detailed description of the corresponding combat characteristic, which is not limited here.
[0059] In an embodiment of the present invention, an object state identifier corresponding to at least one virtual object is displayed, and the object state identifier is used to indicate the object state attribute of at least one virtual object; in response to a first selection operation for at least one virtual object, a first display area is provided; in the first display area, state information of the target virtual object selected by the first selection operation is displayed, wherein the state information corresponds to the object state identifier; in response to a character interaction operation, an interaction behavior corresponding to the state information of the target virtual object is triggered. By unifying the triggering process of treatment operations, selection operations, and combat operations, the intersection of different gameplay operations is avoided, the interactive response speed of virtual objects is improved, the interaction efficiency is improved, the response frequency of hardware devices is reduced, and the computing resources of hardware devices are saved. At the same time, by displaying the hidden state information of virtual objects, invalid operations caused by information asymmetry are reduced, the operation efficiency is improved, more interaction methods are provided for users, the user retention rate is improved, and server idleness is reduced.
[0060] See also Figure 8 , another flow chart of the virtual object interaction method provided by an embodiment of the present invention, when the object state identifier is a disease identifier, specifically includes:
[0061] 801. Display a first disease indicator in a first preset area corresponding to at least one virtual object, where the first preset area is outside the stroke of the at least one virtual object, and the first disease indicator is used to indicate that the at least one virtual object is in a diseased state.
[0062] When the status information includes disease information, if there is only one disease indicator, namely, the first disease indicator, the first disease indicator is set in a first preset area outside the stroke (or outline) of the target virtual object, and the target virtual object is any one of the at least one virtual object, such as Fig. 9 As shown, the first disease mark is set outside the virtual object, for example, on the top of the head.
[0063] It should be noted that the first disease mark can also be a human body style mark, and different diseased parts are displayed differently, that is, specific marks are made, which can be color filling, outline stroke or mark mark. For example, it can be marked with different colors or highlighted icons, such as Fig.10 As shown, if the disease of the target virtual object is headache, it is marked and displayed on the head of the human body style logo. If the disease affects other parts of the body, the parts are displayed separately. The specific details are not limited here.
[0064] 802. Display at least one second disease indicator in a second preset area corresponding to at least one virtual object, where the second preset area is within the stroke of the at least one virtual object.
[0065] When there are multiple disease identifiers, for example, including a first disease identifier and a second disease identifier, the first disease identifier is set in a first preset area outside the stroke (or outline) of the target virtual object, and the second disease identifier is set in a second preset area within the stroke (or outline) of the target virtual object, such as Fig.11 As shown, the first disease mark is set on the outside of the virtual object, for example, the top of the head; the second disease mark is set on the inside of the virtual object, for example, the abdomen and the hands.
[0066] It should be noted that the number of the second disease identification can be zero, one, two, or more than two, and different diseased parts can be displayed differently. The second disease identification can be marked with different colors or highlighted icons, such as Fig.11 As shown, no specific limitation is made here.
[0067] 803. In response to a first selection operation on at least one virtual object, provide a first display area.
[0068] Step 803 is similar to step 102 and will not be described in detail here.
[0069] 804. The information display area in the first display area displays at least one disease information of the target virtual object.
[0070] like Figure 4 As shown, the information display area in the first display area displays disease information of the target virtual object, including typhoid fever and obsession, and the information display area also displays a question mark, wherein the question mark indicates an unknown disease, which is also a display method of disease information.
[0071] Optionally, when any target disease information is a known disease, the information display area in the first display area displays the disease name of the target disease and the treatment conditions corresponding to the target disease; when any target disease information is an unknown disease, the information display area in the first display area displays preset display information and corresponding disease name display conditions.
[0072] For example, Figure 4 As shown, the disease name is typhoid fever, and the corresponding treatment condition is a Xuanhu attainment value of 2000. The disease name is obsession, and the corresponding treatment condition is a Xuanhu attainment value of 5000. If the attributes of the character controlled by the player meet the treatment conditions, it will be displayed in white font. If the attributes of the character controlled by the player do not meet the treatment conditions, the treatment conditions will be displayed in red font. If the disease name is replaced by the preset display information (question mark), then the disease name display condition displayed at the treatment condition is: the diagnosis value required is 130.
[0073] Optionally, after step 804, the following steps may also be included:
[0074] In response to a click operation or a shortcut key pressing operation on at least one disease information, a third display area is provided and displayed, and the third display area includes the disease name, treatment conditions and treatment rewards.
[0075] like Figure 4 As shown, the third display area is the disease details interface displayed after clicking the disease information.
[0076] 805. Display a treatment icon in the operation prompt area of the first display area, where the treatment icon is used to indicate a treatment operation control.
[0077] like Figure 4 As shown, treatment icons are displayed in the operation prompt area of the first display area (the treatment icon includes the word "treatment" and the shortcut key letter "F"), including typhoid fever, obsession and question mark icons, among which the question mark icon indicates an unknown disease, which is also a way of displaying disease information.
[0078] It can be understood that different players can display disease information differently according to their own different attribute information, such as different diagnosis values. For example, Figure 4 For the diseases shown, if the player meets the diagnostic value requirements, both typhoid fever and obsession can be displayed. For another unknown disease, only a question mark can be displayed.
[0079] Optionally, when at least one disease information is an unknown disease, the treatment operation control indicated by the treatment icon is adjusted to a disabled state. For example, the treatment icon is adjusted to a grayscale image, and the icon in the grayscale state cannot realize the corresponding function.
[0080] 806. In response to the treatment operation, trigger the execution of treatment behavior on the target virtual object.
[0081] Specifically, in response to a first trigger operation on a treatment icon, a second display area is provided and displayed, the second display area including at least one candidate disease option and at least one treatment method control; in response to a selection operation on a candidate disease option, a target disease is selected; in response to a second trigger operation on a target treatment method control, a treatment action is triggered to be performed on the target disease of the target virtual object using the treatment method corresponding to the target treatment method control.
[0082] It should be noted that in response to the first trigger operation on the treatment icon, a treatment behavior is triggered to be performed on all target diseases of the target virtual object in a one-key treatment manner, wherein the target disease is a disease that meets the treatment conditions, for example, Figure 4 Typhoid fever and obsession can be treated with just one click.
[0083] For example, Fig.12 As shown, when the player clicks or touches the treatment icon with the mouse or presses the shortcut key F, a treatment interface (i.e., the second display area) is provided and displayed. The treatment interface includes candidate disease options such as plague, typhoid, obsession, tendon disorder, vertigo, etc., and also includes two treatment mode controls: treatment and quick treatment.
[0084] It should be noted that, in addition to displaying disease options, the treatment interface can also display a simulated image of the target virtual object. When different disease options are selected, the position of the diseased symbol in the simulated image will be adjusted accordingly. For example, Fig.12 As shown, when the dizziness option is selected, because dizziness is mainly a head problem, the head position in the simulated image is specially marked, for example, it can be displayed in different colors, or with a highlight effect, or with other special patterns, or it can be other special marking methods that can serve as a distinction, which are not limited here.
[0085] The embodiments of the present invention clarify the triggering process of performing treatment operations on a target virtual object with disease information, avoid the intersection of treatment gameplay operations and other gameplay operations, improve the treatment interaction response speed of the virtual object, improve the interaction efficiency, reduce invalid operations caused by information asymmetry problems based on the displayed disease identification, provide users with an interactive method for treatment gameplay, improve user retention rate, and reduce server idling and waste of server performance.
[0086] See also Fig.13 , another flow chart of the virtual object interaction method provided by an embodiment of the present invention, when the state information includes package information, specifically includes:
[0087] 1301. Display a package logo in a first preset area corresponding to at least one virtual object, where the first preset area is outside the stroke of the at least one virtual object.
[0088] When the state information includes package information, the package identifier is set in a first preset area outside the stroke (or outline) of the target virtual object, and the target virtual object is any one of the at least one virtual object, such as Fig.14 As shown, the package mark is set on the outside of the virtual object, for example, on the top of the head.
[0089] It should be noted that the package logo can also be displayed on different parts of the target virtual object to indicate the location of the package on the target virtual object (i.e., NPC), such as hanging around the neck, pinned on the waist, cuffs, etc. For example, the location of the package will affect the success rate of the object retrieval operation.
[0090] 1302. In response to a first selection operation on at least one virtual object, provide a first display area.
[0091] Step 1302 is similar to step 102 and will not be described in detail here.
[0092] 1303. Determine that the package information of the target virtual object is not empty.
[0093] When the package information of the target virtual object is not empty, it is determined that the target virtual object carries at least one prop.
[0094] Optionally, when it is determined that the package information of the target virtual object is empty, an empty package status icon is displayed in the information display area in the first display area. The empty package status icon can be a blank prop grid or a rendering indicating a blank state, such as Fig.15 shown.
[0095] 1304. The information display area in the first display area displays at least one prop carried by the target virtual object selected by the first selection operation.
[0096] Among them, when there is at least one prop in the package of the target virtual object, the prop arranged in the first row and first column of the package grid is selected by default. The player can adjust it according to actual needs, for example, by adjusting the up and down adjustment keys on the keyboard to adjust the props to be selected, or by directly determining the props to be selected by clicking the mouse or touching the button. The specific details are not limited here.
[0097] 1305. A selection icon is displayed in the operation prompt area in the first display area, where the selection icon is used to indicate selection of an operation control.
[0098] like Figure 6 As shown, a selection icon (the selection icon may also be attached with a shortcut key identifier) will be displayed on the first display area, and the player may click (either by mouse click or touch click) the selection icon or implement the selection operation by pressing a shortcut key.
[0099] It should be noted that after step 1305, the following may also be included: in response to a selection operation for any of the at least one unobtainable props, displaying a first prompt message, the first prompt message including the unobtainable reason and / or restriction. For example, the prompt message may be: unobtainable after defeating the enemy, or unobtainable after defeating, asking for, or taking the item.
[0100] 1306. In response to a selection operation on any one of the at least one obtainable prop, provide and display a fourth display area, where the fourth display area includes obtainable prop information and at least one acquisition method control.
[0101] Specifically, the package may include obtainable props and unobtainable props, wherein unobtainable props are important mission props, or feature props bound to the target virtual object, which players cannot obtain through relevant interactive operations. For example, mission props may be mission rewards for a certain mission. If they are obtained, the target virtual object cannot reward players who complete the corresponding mission, affecting the mission process. For another example, if the feature prop is a weapon, the target virtual object is the weapon's teaching instructor, and the weapon is the teaching weapon for the target virtual mission, if it is obtained, the target virtual object cannot teach the player the skills of the corresponding weapon, affecting the teaching process. Obtainable props can also be divided into valuable items, unique items, and ordinary items, and can be automatically arranged in order of priority, with the priority order being: valuable items> unique items> ordinary items.
[0102] It should be noted that at least one acquisition mode control includes a communication acquisition mode control and a non-communication acquisition mode control, and selecting different controls will trigger different processes. Fig.16 As shown, the acquisition method control with communication is Request (F), and the acquisition method control without communication is Thaumaturgy Retrieval (R).
[0103] 1307. In response to a click operation or a shortcut key pressing operation on a communication acquisition method control, provide and display a fifth display area, where the fifth display area includes multiple communication method options and an acquisition success rate corresponding to each communication method option.
[0104] like Fig.17 As shown, in response to the player Fig.16 In the fifth display area of the game scene, the options of communication methods such as gentle request, forced request, and speech theory are displayed, and the corresponding acquisition success rates are: 10%, 5%, and 30%, respectively. The fifth display area also displays the chess competition and the prompts available after 30 minutes. For example, if you choose to obtain the golden wound medicine by gentle request, the sentence that can appear is "Hello, can you sell your golden wound medicine to me?" If you choose to obtain the silver bill by forced request, the sentence that can appear is "Hand over the silver bill in your hand quickly." If you choose to obtain the key by speech theory, the sentence that can appear is "Zhang San, I heard from the government that someone wants to arrest you, you should go out and hide quickly. In order to avoid being seen, you give me the key to your house, and I will go to get you some dry food." Among them, the speech theory method achieves the ultimate goal through indirect means, and does not directly ask for it, so as to avoid the target virtual object from being vigilant.
[0105] It should be noted that the location of the package in different parts of the target virtual object will affect the success rate of asking for it and taking it by thaumaturgy. For example, if the silver bill carried by the target virtual object is hidden in the shoe, it means that the target virtual object attaches great importance to the silver bill, then the success rate of asking for it is very low, and the success rate of taking it by thaumaturgy will be higher, but compared with the case where the package is hung on the belt, the success rate will also be lower. Players can decide on the acquisition strategy (communication / non-communication method) based on this information.
[0106] 1308. In response to a trigger operation for multiple communication options, a chat box with the target virtual object is displayed.
[0107] like Fig.18 As shown, when a communication method option is selected, a chat box is displayed in a preset area.
[0108] 1309. In response to the text information input into the chat box, display the chat information of the target virtual object.
[0109] It can be understood that language models such as chatGPT can be used to automatically generate reply content based on the input text information to complete the interaction with the players.
[0110] 1310. In response to a trigger operation for multiple communication method options, display a chat option with the target virtual object.
[0111] It is understandable that the communication content may be pre-set statement options, for example, including statement option 1, statement option 2 and statement option 3.
[0112] 1311. In response to the selection operation for the sentence option, a target sentence is selected, and the response content of the target virtual object for the target sentence is displayed.
[0113] According to the target sentence selected by the player, the content text corresponding to the target sentence is fed back to complete the interaction with the player.
[0114] The embodiments of the present invention clarify the triggering process of communicating and picking up the target virtual object with package information, avoid the intersection of the picking up gameplay operation and other gameplay operations, improve the interactive response speed of picking up the virtual object, and improve the interaction efficiency; based on the displayed package identification, it reduces invalid operations caused by information asymmetry problems, provides users with an interactive method for picking up gameplay, improves user retention rate, and reduces server idling and waste of server performance.
[0115] See also Fig.19 , another flow chart of the virtual object interaction method provided by an embodiment of the present invention, when the state information includes package information, specifically includes:
[0116] 1901. Display a package logo in a first preset area corresponding to at least one virtual object, where the first preset area is outside the stroke of the at least one virtual object.
[0117] 1902. In response to a first selection operation on at least one virtual object, provide a first display area.
[0118] 1903. Determine that the package information of the target virtual object is not empty.
[0119] 1904. The information display area in the first display area displays at least one prop carried by the target virtual object selected by the first selection operation.
[0120] 1905. A selection icon is displayed in the operation prompt area in the first display area, where the selection icon is used to indicate selection of an operation control.
[0121] 1906. In response to a selection operation on any one of the at least one obtainable prop, provide and display a fourth display area, the fourth display area including obtainable prop information and at least one acquisition method control.
[0122] Steps 1901-1906 are similar to steps 1301-1306, and will not be described in detail here.
[0123] 1907. In response to a click operation or a shortcut key pressing operation on a control of an uncommunicated acquisition method, a sixth display area is provided and displayed, wherein the sixth display area includes at least one obtainable item and an acquisition success rate corresponding to each obtainable item.
[0124] For example, in Fig.16 Based on the trigger, the control of the different acquisition methods (thaumaturge) is jumped to Fig. 20 ,exist Fig. 20 After selecting the target virtual object, jump to Fig.21 , the interface for obtaining items by thaumaturgy (the sixth display area) is displayed, which includes at least one obtainable item and the corresponding success rate of obtaining each obtainable item. For example, a fire seed has a success rate of 50%.
[0125] It should be noted that since the target virtual object is taken by thaumaturgy, the object to be taken is clear, and it can also be taken from Fig.16 Jump directly to Fig.21 .
[0126] The embodiments of the present invention clarify the triggering process of picking up the target virtual object with package information without communication, avoid the intersection of the picking up gameplay operation and other gameplay operations, improve the interactive response speed of picking up the virtual object, improve the interaction efficiency, reduce invalid operations caused by information asymmetry problems based on the displayed package identification, provide users with an interactive method for picking up gameplay, improve user retention rate, and reduce server idling and waste of server performance.
[0127] See also Fig. 22 , another flow chart of the virtual object interaction method provided by an embodiment of the present invention, when the state information includes characteristic information, specifically includes:
[0128] 2201. Display a bounty mark in a first preset area corresponding to at least one virtual object, where the first preset area is outside the stroke of the at least one virtual object.
[0129] When the object state identifier is a bounty identifier, the bounty identifier is set in a first preset area outside the stroke (or outline) of the target virtual object, and the target virtual object is any one of the at least one virtual object, such as Figure 7 As shown, the bounty mark is set on the outside of the virtual object, for example, on the top of the head. The bounty mark can be divided into a bounty mark for villains and a bounty mark for ordinary people. The icon styles displayed are the same, but the icon colors displayed are different. For example, a bounty mark for villains can be displayed in red, and a bounty mark for ordinary people can be displayed in white.
[0130] 2202. In response to a first selection operation on at least one virtual object, provide a first display area.
[0131] Step 2202 is similar to step 102 and will not be described in detail here.
[0132] 2203. The information display area in the first display area displays at least one combat characteristic, and the at least one combat characteristic corresponds to the target virtual object selected by the first selection operation.
[0133] Specifically, the information display area in the first display area displays at least one strong combat characteristic and at least one weak combat characteristic; the information display area in the first display area displays a characteristic detail icon, the characteristic detail icon is used to indicate a characteristic detail control, and the characteristic detail control is used to introduce the details of the corresponding combat characteristic.
[0134] Among them, strong combat characteristics and weak combat characteristics are relative. If the attributes of the target virtual object are compared with the attributes of the object controlled by the player (referred to as the player attributes), then the combat characteristics of the target virtual object whose attribute values are higher than the player attributes are strong combat characteristics, and the combat characteristics of the target virtual object whose attribute values are lower than the player attributes are weak combat characteristics. For example, if the flame resistance value of the target virtual object is higher than the flame resistance of the player, then flame resistance is the strong combat characteristic of the target virtual object. For another example, if the cold resistance value of the target virtual object is lower than the cold resistance of the player, then cold resistance is the weak combat characteristic of the target virtual object.
[0135] It can be understood that the player attributes can be the same attributes as the target combat characteristics. For example, if the target combat characteristic is the flame resistance value, the player attributes compared at this time are also the flame resistance value; the player attributes can also be attributes relative to the target. For example, if the target combat characteristic is the flame resistance value, the player attributes compared at this time are the flame attack value.
[0136] 2204. A battle icon is displayed in the operation prompt area in the first display area, and the battle icon is used to indicate a battle operation control.
[0137] like Figure 7 As shown, a battle icon (the battle icon may also be attached with a shortcut key logo) will be displayed on the first display area, and the player can click (either by mouse click or touch click) the battle icon or perform battle operations by pressing shortcut keys.
[0138] 2205. Respond to the combat operation and trigger the execution of combat behavior on the target virtual object.
[0139] For example, there are many ways to trigger a battle. For example, a separate game battle environment (i.e., a battle instance) can be provided / constructed, and the player can enter the battle environment to fight against the target virtual object. The battle environment only contains the player-controlled object and the target virtual object. The player can also fight directly in the current game scene, but the surrounding players are not affected by the battle. Compared with a separate game battle environment, the player can directly enter the battle in the current game scene, which gives a stronger sense of immersion.
[0140] The embodiments of the present invention clarify the triggering process of performing combat operations on target virtual objects with characteristic information, avoid the intersection of combat gameplay operations with other gameplay operations, improve the combat interaction response speed of virtual objects, improve the interaction efficiency, and reduce invalid operations caused by information asymmetry based on the displayed bounty logo, thereby improving user retention rate and reducing server idling and waste of server performance.
[0141] See also Fig.23 , another flow chart of the virtual object interaction method provided by an embodiment of the present invention, specifically includes:
[0142] 2301. Display basic attribute information of at least one virtual object, where the basic attribute information includes a name.
[0143] It should be noted that, before step 2301, the following steps may also be included:
[0144] In response to a conversation operation directed to at least one virtual object, menu options for at least one virtual object are displayed, wherein the menu options include at least one optional dialogue item; or, in response to a greeting operation directed to at least one virtual object, a special effect animation of at least one virtual object is displayed, wherein the special effect animation is used to respond to the greeting operation; or, in response to an attack operation directed to at least one virtual object, an attack animation of at least one virtual object is displayed, wherein the attack animation is used to respond to the attack operation.
[0145] Among them, basic attribute information can also include information about the forces to which one belongs, such as a sect, gang, etc., information about one's profession, such as a mage, warrior, etc., and can also include information about other objects commonly used in the game, which will not be elaborated here.
[0146] It can be understood that by adjusting the viewing angle, the current game scene screen is changed, so that the status identifiers of virtual objects in different scene areas around the player-controlled object (player-controlled character) can be viewed.
[0147] 2302. In response to a skill operation of observing a game scene, a plurality of interactive virtual objects are determined.
[0148] Specifically, virtual objects include visible objects and hidden objects. In response to skill operations for observing game scenes, visible virtual objects within the field of view are highlighted in a first preset manner; invisible objects within the field of view are highlighted in a second preset manner; and all highlighted virtual objects are determined as interactive virtual objects.
[0149] 2303. Mark each virtual object according to its interaction type to obtain an object state identifier of each virtual object.
[0150] It should be noted that the interaction types here are the operation gameplay types corresponding to the bounty logo, disease logo, and package logo in the above embodiments, which are respectively combat gameplay, treatment gameplay, and item collection gameplay.
[0151] 2304. In response to an aiming operation of a preset aiming control directed at any target virtual object among the at least one virtual object, adjust the sensitivity of the aiming control.
[0152] The specific adjustment rules are: when the aiming control is within the range of the character, the movement sensitivity of the aiming control is reduced to 1 / 2 of the original; when the aiming control is extended to the periphery within the range of 1-5 pixels, the movement sensitivity of the aiming control is reduced to 2 / 3 of the original; when the aiming control is extended to the periphery within the range of 6-10 pixels, the movement sensitivity of the aiming control is reduced to 3 / 4 of the original; when the aiming control is extended to the periphery within the range of more than 11 pixels, the movement sensitivity of the aiming control returns to normal.
[0153] 2305. In response to a locking operation on the target virtual object, the aiming control is locked with the target virtual object, and a first display area is provided.
[0154] After the aiming control is locked with the target virtual object, the color or shape of the aiming control can be changed to an area and an unlocked state.
[0155] 2306. Respond to the moving operation of the target virtual object, and control the game scene screen to move following the moving operation.
[0156] It should be noted that when the aiming control is locked with the target virtual object, the game scene screen will move with the movement of the target virtual object. Generally, if the player does not perform other operations, such as actively adjusting the aiming control or actively contact locking, the player's controlled character's field of vision will always follow the target virtual object.
[0157] It can be understood that the game scene image is obtained through a virtual camera. When the virtual camera is bound to a target virtual object, the viewing direction of the virtual camera is always toward the target virtual object. The virtual camera, the player (player-controlled object) and the target virtual object are always in a straight line. As the target virtual object moves, the virtual camera moves with the player as the center point.
[0158] Optionally, after step 2305 or step 2306, the following steps may also be included:
[0159] Determine the lock display distance between the aiming control and the target virtual object;
[0160] When the locked display distance exceeds a preset distance threshold, the aiming control is unlocked from the target virtual object.
[0161] Optionally, after step 2305 or step 2306, the following steps may also be included:
[0162] In response to a release operation on the aiming control, the aiming control is released from the target virtual object.
[0163] The embodiment of the present invention displays the operation process in the normal mode. After the special mode is performed through the field of view observation operation, the triggering process of the treatment operation, the selection operation, and the combat operation is unified, the intersection between different gameplay operations is avoided, the interactive response speed of the virtual object is improved, and the interaction efficiency is improved. Based on the displayed disease mark, package mark and bounty mark, the user is provided with a richer interaction method, the user retention rate is improved, and the server idling and the waste of server performance are reduced.
[0164] The above describes the virtual object interaction method in the embodiment of the present invention. The following describes the virtual object interaction device in the embodiment of the present invention. Fig.24 , an embodiment of the virtual object interaction device in the embodiment of the present invention includes:
[0165] A first display module 2401, configured to display an object state identifier corresponding to at least one virtual object, wherein the object state identifier is configured to indicate an object state attribute of the at least one virtual object;
[0166] A first response module 2402, configured to provide a first display area in response to a first selection operation on the at least one virtual object;
[0167] A second display module 2403 is used to display the state information of the target virtual object selected by the first selection operation in the first display area, wherein the state information corresponds to the object state identifier;
[0168] The second response module 2404 is used to respond to the character interaction operation and trigger the target virtual object to perform an interaction behavior corresponding to the state information.
[0169] In a feasible implementation manner, the state information includes disease information, and the disease information includes at least one disease information corresponding to the target virtual character, and the second display module 2403 includes:
[0170] A first display unit 24031 is used to display at least one disease information of the target virtual object in the information display area of the first display area;
[0171] The second display unit 24032 is used to display a treatment icon in the operation prompt area of the first display area, and the treatment icon is used to indicate a treatment operation control.
[0172] In a feasible implementation manner, the second response module 2404 is specifically configured to:
[0173] In response to the treatment operation, a treatment behavior is triggered to be performed on the target virtual object.
[0174] In a feasible implementation manner, the second response module 2404 is further configured to
[0175] In response to a first trigger operation on a treatment icon, providing and displaying a second display area, wherein the second display area includes at least one candidate disease option and at least one treatment mode control;
[0176] In response to a selection operation on the candidate disease options, a target disease is selected;
[0177] In response to a second trigger operation on the target treatment method control, a treatment behavior is triggered to be performed on the target disease of the target virtual object using the treatment method corresponding to the target treatment method control.
[0178] In a feasible implementation manner, the virtual object interaction device further includes:
[0179] The adjustment module 2405 is used to adjust the treatment operation control indicated by the treatment icon to a disabled state when the at least one disease information is an unknown disease.
[0180] In a feasible implementation manner, the first display unit 24031 is specifically used for:
[0181] When any target disease information is a known disease, the disease name of the target disease and the treatment conditions corresponding to the target disease are displayed in the information display area of the first display area;
[0182] When any target disease information is an unknown disease, the preset display information and the corresponding disease name display conditions are displayed in the information display area of the first display area.
[0183] In a feasible implementation manner, the second response module 2404 is specifically configured to:
[0184] In response to a click operation or a shortcut key pressing operation on the at least one disease information, a third display area is provided and displayed, wherein the third display area includes the disease name, treatment conditions and treatment rewards.
[0185] In a feasible implementation manner, the status information includes disease information, and the first display module 2401 is specifically used for:
[0186] A first disease indicator is displayed in a first preset area corresponding to the at least one virtual object, the first preset area is outside the stroke of the at least one virtual object, and the first disease indicator is used to indicate that the at least one virtual object is in a diseased state.
[0187] In a feasible implementation manner, the first disease identifier is a human body style identifier, and the human body style identifier displays a specific mark on the diseased part corresponding to at least one virtual object.
[0188] In a feasible implementation manner, the first display module 2401 is further specifically used for:
[0189] At least one second disease indicator is displayed in a second preset area corresponding to the at least one virtual object, and the second preset area is within the stroke of the at least one virtual object.
[0190] In a feasible implementation manner, the second disease indicator is displayed on the diseased part corresponding to the at least one virtual object.
[0191] In a feasible implementation manner, the status information includes package information and / or characteristic information, and the first display module 2401 is specifically used to:
[0192] The package mark and / or the reward mark is displayed in a first preset area corresponding to the at least one virtual object, and the first preset area is outside the stroke of the at least one virtual object.
[0193] In a feasible implementation manner, the status information includes package information, and the second display module 2403 is specifically used to:
[0194] Determine that the package information of the target virtual object is not empty;
[0195] Displaying at least one prop carried by the target virtual object selected by the first selection operation in the information display area of the first display area;
[0196] A selection icon is displayed in the operation prompt area in the first display area, and the selection icon is used to indicate the selection of an operation control.
[0197] In a feasible implementation manner, the status information includes package information, and the second display module 2403 is further used to:
[0198] Determining that the package information of the target virtual object is empty;
[0199] An empty package status icon is displayed in the information display area in the first display area.
[0200] In a feasible implementation manner, the at least one prop includes at least one obtainable prop, and the second response module 2404 is specifically configured to:
[0201] In response to a selection operation on any one of the at least one obtainable prop, a fourth display area is provided and displayed, wherein the fourth display area includes obtainable prop information and at least one acquisition mode control.
[0202] In a feasible implementation manner, the second response module 2404 is further configured to:
[0203] In response to a click operation or a shortcut key pressing operation on the communication acquisition mode control, a fifth display area is provided and displayed, wherein the fifth display area includes multiple communication mode options and an acquisition success rate corresponding to each communication mode option.
[0204] In a feasible implementation manner, the second response module 2404 is further configured to:
[0205] In response to a trigger operation for the plurality of communication mode options, displaying a chat box with the target virtual object;
[0206] In response to the text information input in the chat box, the chat information of the target virtual object is displayed.
[0207] In a feasible implementation manner, the second response module 2404 is further configured to:
[0208] In response to a trigger operation on the plurality of communication mode options, displaying a chat option with the target virtual object;
[0209] In response to a selection operation on the sentence option, a target sentence is selected, and the response content of the target virtual object to the target sentence is displayed.
[0210] In a feasible implementation manner, the second response module 2404 is further configured to:
[0211] In response to a click operation or a shortcut key pressing operation on the non-communication acquisition mode control, a sixth display area is provided and displayed, wherein the sixth display area includes at least one obtainable item and the acquisition success rate corresponding to each obtainable item.
[0212] In a feasible implementation manner, the at least one prop includes at least one unobtainable prop, and the second response module 2404 is further configured to:
[0213] In response to a selection operation on any one of the at least one unobtainable prop, first prompt information is displayed, wherein the first prompt information includes an unobtainable reason and / or a restriction condition.
[0214] In a feasible implementation manner, the state information includes characteristic information, and the characteristic information includes at least one combat characteristic corresponding to the target virtual object, and the second display module 2403 is specifically used to:
[0215] Displaying at least one combat characteristic in the information display area of the first display area, the at least one combat characteristic corresponding to the target virtual object selected by the first selection operation;
[0216] A battle icon is displayed in the operation prompt area in the first display area, and the battle icon is used to indicate a battle operation control.
[0217] In a feasible implementation manner, the second display module 2403 is further specifically used for:
[0218] The information display area in the first display area displays at least one strong combat characteristic and at least one weak combat characteristic;
[0219] The information display area in the first display area displays a characteristic detail icon, wherein the characteristic detail icon is used to indicate a characteristic detail control, and the characteristic detail control is used to introduce the details of the corresponding combat characteristic.
[0220] In a feasible implementation manner, the role interaction operation is a battle operation, and the second response module 2404 is specifically used to:
[0221] In response to the combat operation, a combat action is triggered to be performed on the target virtual object.
[0222] In a feasible implementation manner, the virtual object interaction device further includes:
[0223] The third response module 2406 is used to respond to the skill operation of observing the game scene and load a corresponding object state identifier for at least one virtual object.
[0224] In a feasible implementation manner, the third response module 2406 is specifically used to:
[0225] The first response unit 24061 is used to respond to the skill operation of observing the game scene and determine a plurality of interactive virtual objects;
[0226] The first marking unit 24062 is used to mark each virtual object according to its interaction type to obtain an object state identifier of each virtual object.
[0227] In a feasible implementation manner, the virtual object includes a visible object and a hidden object, and the first response unit 24061 is specifically used to:
[0228] In response to the skill operation of observing the game scene, a virtual object visible within a visual field observation range is highlighted in a first preset manner;
[0229] Highlighting invisible objects within the visual field observation range according to a second preset manner;
[0230] All highlighted virtual objects are determined to be interactable virtual objects.
[0231] In a feasible implementation manner, when the status information includes at least two of characteristic information, disease information, and package information, the first display module 2401 is specifically used to:
[0232] Determine a display order according to the priorities of the characteristic information, the disease information, and the package information in the status information;
[0233] The corresponding object status identifiers are arranged and displayed in the preset area of each virtual object according to the display order.
[0234] In a feasible implementation manner, the first response module 2402 is specifically configured to:
[0235] In response to an aiming operation of a preset aiming control directed to any target virtual object among the at least one virtual object, adjusting the sensitivity of the aiming control;
[0236] In response to a locking operation on the target virtual object, the aiming control is locked with the target virtual object, and a first display area is provided.
[0237] In a feasible implementation manner, the first response module 2402 is further configured to:
[0238] In response to the moving operation of the target virtual object, the game scene screen is controlled to move following the moving operation.
[0239] In a feasible implementation manner, the first response module 2402 is further configured to:
[0240] Determining a locked display distance between the aiming control and the target virtual object;
[0241] When the locked display distance exceeds a preset distance threshold, the aiming control and the target virtual object are unlocked.
[0242] In a feasible implementation manner, the first response module 2402 is further configured to:
[0243] In response to a release operation on the aiming control, the aiming control is released from the target virtual object.
[0244] In a feasible implementation manner, the virtual object interaction device further includes:
[0245] The third display module 2407 is used to display basic attribute information of the at least one virtual object, where the basic attribute information includes a name.
[0246] In a feasible implementation manner, the attribute information also includes name, power information and occupation information.
[0247] In a feasible implementation manner, the third response module 2406 is further configured to:
[0248] In response to a conversation operation on the at least one virtual object, displaying a menu option of the at least one virtual object, the menu option including at least one selectable dialogue item; or,
[0249] In response to a greeting operation directed to the at least one virtual object, displaying a special effect animation of the at least one virtual object, wherein the special effect animation is used to respond to the greeting operation; or,
[0250] In response to an attack operation on the at least one virtual object, an attack animation of the at least one virtual object is displayed, where the attack animation is used to respond to the attack operation.
[0251] The embodiment of the present invention displays the operation process in the normal mode. After the special mode is performed through the field of view observation operation, the triggering process of the treatment operation, the selection operation, and the battle operation is unified, the intersection between different gameplay operations is avoided, the interactive response speed of the virtual object is improved, and the interaction efficiency is improved; based on the displayed disease mark, package mark and bounty mark, a richer interaction method is provided to the user, the user retention rate is improved, and the idling of the server and the waste of server performance are reduced.
[0252] Fig.2525 is a schematic diagram of the structure of an electronic device provided by an embodiment of the present invention. The electronic device 2500 may have relatively large differences due to different configurations or performances, and may include one or more processors (central processing units, CPU) 2510 (for example, one or more processors) and a memory 2520, and one or more storage media 2530 (for example, one or more mass storage devices) storing application programs 2533 or data 2532. Among them, the memory 2520 and the storage medium 2530 can be short-term storage or permanent storage. The program stored in the storage medium 2530 may include one or more modules (not shown in the figure), and each module may include a series of instruction operations in the electronic device 2500. Furthermore, the processor 2510 can be configured to communicate with the storage medium 2530 to execute a series of instruction operations in the storage medium 2530 on the electronic device 2500.
[0253] The electronic device 2500 may also include one or more power supplies 2540, one or more wired or wireless network interfaces 2550, one or more input and output interfaces 2560, and / or one or more operating devices 2531, such as Windows Server, Mac OS X, Unix, Linux, FreeBSD, etc. It will be appreciated by those skilled in the art that Fig.25 The structure of the electronic device shown does not constitute a limitation of the electronic device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.
[0254] By way of example and not limitation, electronic device 2500 may be a server or a terminal.
[0255] An embodiment of the present invention provides an electronic device, comprising: a memory and at least one processor, wherein the memory stores instructions; the at least one processor calls the instructions in the memory so that the electronic device executes the above-mentioned virtual object interaction method, and the specific method steps include:
[0256] Display an object state identifier corresponding to at least one virtual object, the object state identifier is used to indicate the object state attribute of at least one virtual object; respond to a first selection operation for at least one virtual object, provide a first display area; display the state information of the target virtual object selected by the first selection operation in the first display area, wherein the state information corresponds to the object state identifier; respond to a role interaction operation, trigger an interactive behavior corresponding to the state information of the target virtual object. This method, by unifying the triggering process of treatment operations, selection operations, and combat operations, avoids the intersection of different gameplay operations, improves the interactive response speed of virtual objects, and improves the interaction efficiency.
[0257] The above-mentioned status information includes disease information, and the disease information includes at least one disease information corresponding to the target virtual character. Displaying the status information of the target virtual object selected by the first selection operation in the first display area includes: displaying at least one disease information of the target virtual object in the information display area in the first display area; displaying a treatment icon in the operation prompt area in the first display area, and the treatment icon is used to indicate the treatment operation control. This method determines that when the target virtual object has disease information, the treatment gameplay is realized, and enriches the interaction method with the target virtual object.
[0258] The above-mentioned character interaction operation is a treatment operation. Responding to the character interaction operation triggers an interaction behavior corresponding to the execution state information of the target virtual object, including: responding to the treatment operation triggers the execution of the treatment behavior on the target virtual object. This method clarifies that the character interaction operation is a treatment operation, unifies the process of the treatment gameplay, and improves the response rate of the treatment gameplay.
[0259] The above-mentioned response to the treatment operation triggers the execution of the treatment behavior on the target virtual object, including: responding to the first trigger operation on the treatment icon, providing and displaying the second display area, the second display area including at least one candidate disease option and at least one treatment method control; responding to the selection operation on the candidate disease option, selecting the target disease; responding to the second trigger operation on the target treatment method control, triggering the execution of the treatment behavior on the target disease of the target virtual object with the treatment method corresponding to the target treatment method control. This method standardizes and unifies the response process of specific treatment operations, and improves the interaction efficiency.
[0260] After the treatment icon is displayed in the operation prompt area of the first display area, the method further includes: when at least one disease information is an unknown disease, the treatment operation control indicated by the treatment icon is adjusted to a disabled state. This method sets clear conditions for the application of the treatment gameplay, improves the interaction efficiency, and displays the prompt information more intuitively, so as to reduce unnecessary treatment operations and waste computing resources.
[0261] The information display area in the first display area displays at least one disease information, including: when any target disease information is a known disease, the information display area in the first display area displays the disease name of the target disease and the treatment conditions corresponding to the target disease; when any target disease information is an unknown disease, the information display area in the first display area displays preset display information and the corresponding disease name display conditions. This method standardizes the disease information in the treatment gameplay, facilitates players to timely understand the conditions required for the treatment gameplay, and improves the interaction efficiency.
[0262] The above-mentioned status information includes disease information, and the disease information includes at least one disease information corresponding to the target virtual character. In response to the character interaction operation, the interactive behavior corresponding to the state information of the target virtual object is triggered, including: in response to a click operation or a shortcut key pressing operation for at least one disease information, a third display area is provided and displayed, and the third display area includes the disease name, treatment conditions and treatment rewards. This method provides a detailed understanding of the disease information, which is convenient for players to timely understand the content of the corresponding disease and the conditions and rewards required to complete the treatment, and enriches the information content that can be displayed.
[0263] The above-mentioned state information includes disease information, and displaying the object state identifier corresponding to at least one virtual object includes: displaying a first disease identifier in a first preset area corresponding to the at least one virtual object, the first preset area is outside the stroke of the at least one virtual object, and the first disease identifier is used to indicate that the at least one virtual object is in a disease state. This method provides a method for displaying the object state identifier, enriches the implementation method, and increases the fun of the game.
[0264] The first disease mark is a human body style mark, and the human body style mark displays a specific mark on the diseased part corresponding to at least one virtual object. This method provides a more intuitive disease display method, enriches the implementation method, and adds relevant information to assist in disease diagnosis.
[0265] After the first disease indicator is displayed in the first preset area corresponding to the target virtual object, the method further includes: displaying at least one second disease indicator in a second preset area corresponding to at least one virtual object, wherein the second preset area is within the stroke of the at least one virtual object. This method provides another method for displaying object status indicators, enriches the implementation method, and increases the fun of the game.
[0266] The second disease mark is displayed on the diseased part corresponding to at least one virtual object. This method provides a more intuitive disease mark method, simplifies the disease identification process, and speeds up the advancement of the treatment gameplay.
[0267] The above-mentioned status information includes package information and / or characteristic information, and displaying the object status identifier corresponding to at least one virtual object includes: displaying the package identifier and / or the bounty identifier in a first preset area corresponding to the at least one virtual object, and the first preset area is outside the stroke of the at least one virtual object. This method provides a method for displaying the object status identifier, enriches the implementation method, and increases the fun of the game.
[0268] The above-mentioned status information includes package information, and displaying the status information of the target virtual object selected by the first selection operation in the first display area includes: determining that the package information of the target virtual object is not empty; displaying at least one prop carried by the target virtual object selected by the first selection operation in the information display area of the first display area; and displaying a selection icon in the operation prompt area of the first display area, where the selection icon is used to indicate the selection operation control. This method clarifies the display rules of props in the package and provides a more intuitive display method.
[0269] The above-mentioned status information includes package information, and displaying the status information of the target virtual object selected by the first selection operation in the first display area includes: determining that the package information of the target virtual object is empty; and displaying an empty package status icon in the information display area in the first display area. This method clarifies the display method when there are no props in the package, provides a more intuitive display method, and increases the fun of the game.
[0270] The at least one item includes at least one obtainable item, and in response to the character interaction operation, triggering the interactive behavior corresponding to the target virtual object execution state information includes: in response to the selection operation of any obtainable item in the at least one obtainable item, providing and displaying a fourth display area, the fourth display area including obtainable item information and at least one acquisition method control. This method provides an acquisition method for obtainable items, facilitates players to timely understand the acquisition conditions of corresponding items, and enriches the information content that can be displayed.
[0271] The at least one acquisition method control includes a communication acquisition method control. After providing and displaying the fourth display area in response to a selection operation for any of the at least one obtainable props, the control further includes: providing and displaying a fifth display area in response to a click operation or a shortcut key pressing operation for the communication acquisition method control, wherein the fifth display area includes multiple communication method options and the acquisition success rate corresponding to each communication method option. This method provides multiple communication acquisition method options for obtaining props, which facilitates players to timely understand the success rates of different communication methods and enriches the game selection experience.
[0272] After providing and displaying the fifth display area in response to a click operation or a shortcut key pressing operation on the communication acquisition method control, the method further includes: displaying a chat box with the target virtual object in response to a trigger operation on multiple communication method options; and displaying the chat information of the target virtual object in response to text information entered in the chat box. This method provides a chat box for communication, which is convenient for players to enter relevant content and get feedback in time.
[0273] After providing and displaying the fifth display area in response to a click operation or a shortcut key pressing operation on the communication acquisition method control, the method further includes: responding to a trigger operation on multiple communication method options to display a chat option with the target virtual object; responding to a selection operation on a sentence option, selecting a target sentence, and displaying the target virtual object's response content to the target sentence. This method provides a chat box for communication, which is convenient for players to input relevant content and get feedback in a timely manner.
[0274] The at least one acquisition method control includes a non-communication acquisition method control. After providing and displaying the fourth display area in response to a selection operation for any of the at least one obtainable prop, the control also includes: providing and displaying a sixth display area in response to a click operation or a shortcut key pressing operation for the non-communication acquisition method control, wherein the sixth display area includes at least one obtainable prop and the acquisition success rate corresponding to each obtainable prop. This method provides non-communication acquisition method options for obtainable props, making it easier for players to select non-communication methods to obtain items, and enriching the diversity of the game's item-collecting gameplay.
[0275] The at least one item includes at least one unobtainable item, and in response to the character interaction operation, triggering the interactive behavior corresponding to the target virtual object execution state information includes: in response to the selection operation of any unobtainable item among the at least one unobtainable item, displaying the first prompt information, the first prompt information including the unobtainable reason and / or restriction condition. This method provides the response content when the unobtainable item is interactively operated, avoids too many invalid operations in the process of the player experiencing the object-obtaining gameplay, improves the interactive experience, and improves the operation efficiency.
[0276] The above-mentioned state information includes characteristic information, and the characteristic information includes at least one combat characteristic corresponding to the target virtual object. Displaying the state information of the target virtual object selected by the first selection operation in the first display area includes: displaying at least one combat characteristic in the information display area in the first display area, and the at least one combat characteristic corresponds to the target virtual object selected by the first selection operation; and displaying a battle icon in the operation prompt area in the first display area, and the battle icon is used to indicate a combat operation control. This method determines that when the target virtual object has characteristic information, the battle gameplay is realized, and enriches the interaction method with the target virtual object.
[0277] The information display area in the first display area displays at least one combat characteristic, including: the information display area in the first display area displays at least one strong combat characteristic and at least one weak combat characteristic; the information display area in the first display area displays a characteristic detail icon, the characteristic detail icon is used to indicate a characteristic detail control, and the characteristic detail control is used to introduce the details of the corresponding combat characteristic. This method provides different combat characteristics, provides more favorable information, and improves the player's experience in the battle gameplay.
[0278] The above-mentioned character interaction operation is a combat operation, and responding to the character interaction operation triggers an interactive behavior corresponding to the execution state information of the target virtual object, including: responding to the combat operation, triggering the execution of a combat behavior on the target virtual object. This method clarifies that the character interaction operation is a combat operation, unifies the process of the combat gameplay, and improves the response rate of the combat gameplay.
[0279] Before displaying the object state identifier corresponding to the virtual object, the method further includes: responding to the skill operation of observing the game scene, loading the corresponding object state identifier for at least one virtual object. In this method, a way to switch from the normal mode to the special mode is provided, which increases the interactive operations that can be realized, and improves the interactive efficiency and interactive diversity.
[0280] The above-mentioned response to the skill operation of observing the game scene, loading the corresponding object state identifier for at least one virtual object, includes: responding to the skill operation of observing the game scene, determining multiple interactive virtual objects; marking each virtual object according to the interaction type, and obtaining the object state identifier of each virtual object. This method describes the switching process of the special mode and adds an implementation method.
[0281] The virtual objects include visible objects and hidden objects. In response to the skill operation of observing the game scene, multiple interactive virtual objects are determined, including: in response to the skill operation of observing the game scene, the visible virtual objects within the visual observation range are highlighted in a first preset manner; the invisible objects within the visual observation range are highlighted in a second preset manner; and all the highlighted virtual objects are determined as interactive virtual objects. In this manner, different display processing is performed on the visual attributes of the virtual objects, which increases the distinction between virtual objects and facilitates the identification of virtual objects.
[0282] When the state information includes at least two of the characteristic information, the disease information and the package information, displaying the object state identifier corresponding to at least one virtual object includes: determining the display order according to the priorities of the characteristic information, the disease information and the package information in the state information; and arranging and displaying the corresponding object state identifiers in the preset area of each virtual object according to the display order. This method provides a method for displaying multiple state information and improves display efficiency.
[0283] The above-mentioned providing the first display area in response to the first selection operation on at least one virtual object includes: in response to the aiming operation of the preset aiming control on any target virtual object among the at least one virtual object, adjusting the sensitivity of the aiming control; in response to the locking operation on the target virtual object, locking the aiming control with the target virtual object and providing the first display area. This method provides a process for locking the player's sight with the target virtual object, which improves the sense of immersion in the game.
[0284] After the above method responds to the locking operation on the target virtual object, locks the aiming control with the target virtual object, and provides the first display area, the method further includes: responding to the moving operation of the target virtual object, controlling the game scene screen to move following the moving operation. This method provides a scene in which the game scene moves following the target virtual object, which increases the sense of immersion in the game.
[0285] The method further includes: determining a locked display distance between the aiming control and the target virtual object; and when the locked display distance exceeds a preset distance threshold, unlocking the aiming control and the target virtual object. This method provides a method for unlocking the field of view, enriching the implementation method.
[0286] The method further includes: in response to a release operation on the aiming control, releasing the lock between the aiming control and the target virtual object. This method provides a method for releasing the field of view lock, enriching the implementation method.
[0287] In response to the skill operation of observing the game scene, before loading the corresponding object state identifier for at least one virtual object, the method further includes: displaying basic attribute information of at least one virtual object, the basic attribute information including a name. This method provides information display content in the normal mode, which is different from the display content in the special mode.
[0288] The above attribute information also includes name, power information and occupation information.
[0289] In response to the skill operation of observing the game scene, before loading the corresponding object state identifier for at least one virtual object, the method further includes: in response to the chat operation for at least one virtual object, displaying the menu options of at least one virtual object, the menu options including at least one optional dialogue item; or, in response to the greeting operation for at least one virtual object, displaying the special effect animation of at least one virtual object, the special effect animation is used to respond to the greeting operation; or, in response to the attack operation for at least one virtual object, displaying the attack animation of at least one virtual object, the attack animation is used to respond to the attack operation. This method provides interactive content in normal mode, which is different from interactive content in special mode.
[0290] The present invention also provides a computer-readable storage medium, which may be a non-volatile computer-readable storage medium or a volatile computer-readable storage medium, wherein instructions are stored in the computer-readable storage medium. When the instructions are executed on a computer, the computer executes the steps of the virtual object interaction method, which specifically include:
[0291] Display an object state identifier corresponding to at least one virtual object, the object state identifier is used to indicate the object state attribute of at least one virtual object; respond to a first selection operation for at least one virtual object, provide a first display area; display the state information of the target virtual object selected by the first selection operation in the first display area, wherein the state information corresponds to the object state identifier; respond to a role interaction operation, trigger an interactive behavior corresponding to the state information of the target virtual object. This method, by unifying the triggering process of treatment operations, selection operations, and combat operations, avoids the intersection of different gameplay operations, improves the interactive response speed of virtual objects, and improves the interaction efficiency.
[0292] The above-mentioned status information includes disease information, and the disease information includes at least one disease information corresponding to the target virtual character. Displaying the status information of the target virtual object selected by the first selection operation in the first display area includes: displaying at least one disease information of the target virtual object in the information display area in the first display area; displaying a treatment icon in the operation prompt area in the first display area, and the treatment icon is used to indicate the treatment operation control. This method determines that when the target virtual object has disease information, the treatment gameplay is realized, and enriches the interaction method with the target virtual object.
[0293] The above-mentioned character interaction operation is a treatment operation. Responding to the character interaction operation triggers an interaction behavior corresponding to the execution state information of the target virtual object, including: responding to the treatment operation triggers the execution of the treatment behavior on the target virtual object. This method clarifies that the character interaction operation is a treatment operation, unifies the process of the treatment gameplay, and improves the response rate of the treatment gameplay.
[0294] The above-mentioned response to the treatment operation triggers the execution of the treatment behavior on the target virtual object, including: responding to the first trigger operation on the treatment icon, providing and displaying the second display area, the second display area including at least one candidate disease option and at least one treatment method control; responding to the selection operation on the candidate disease option, selecting the target disease; responding to the second trigger operation on the target treatment method control, triggering the execution of the treatment behavior on the target disease of the target virtual object with the treatment method corresponding to the target treatment method control. This method standardizes and unifies the response process of specific treatment operations, and improves the interaction efficiency.
[0295] After the treatment icon is displayed in the operation prompt area of the first display area, the method further includes: when at least one disease information is an unknown disease, the treatment operation control indicated by the treatment icon is adjusted to a disabled state. This method sets clear conditions for the application of the treatment gameplay, improves the interaction efficiency, and displays the prompt information more intuitively, so as to reduce unnecessary treatment operations and waste computing resources.
[0296] The information display area in the first display area displays at least one disease information, including: when any target disease information is a known disease, the information display area in the first display area displays the disease name of the target disease and the treatment conditions corresponding to the target disease; when any target disease information is an unknown disease, the information display area in the first display area displays preset display information and the corresponding disease name display conditions. This method standardizes the disease information in the treatment gameplay, facilitates players to timely understand the conditions required for the treatment gameplay, and improves the interaction efficiency.
[0297] The above-mentioned status information includes disease information, and the disease information includes at least one disease information corresponding to the target virtual character. In response to the character interaction operation, the interactive behavior corresponding to the state information of the target virtual object is triggered, including: in response to a click operation or a shortcut key pressing operation for at least one disease information, a third display area is provided and displayed, and the third display area includes the disease name, treatment conditions and treatment rewards. This method provides a detailed understanding of the disease information, which is convenient for players to timely understand the content of the corresponding disease and the conditions and rewards required to complete the treatment, and enriches the information content that can be displayed.
[0298] The above-mentioned state information includes disease information, and displaying the object state identifier corresponding to at least one virtual object includes: displaying a first disease identifier in a first preset area corresponding to the at least one virtual object, the first preset area is outside the stroke of the at least one virtual object, and the first disease identifier is used to indicate that the at least one virtual object is in a disease state. This method provides a method for displaying the object state identifier, enriches the implementation method, and increases the fun of the game.
[0299] The first disease mark is a human body style mark, and the human body style mark displays a specific mark on the diseased part corresponding to at least one virtual object. This method provides a more intuitive disease display method, enriches the implementation method, and adds relevant information to assist in disease diagnosis.
[0300] After the first disease indicator is displayed in the first preset area corresponding to the target virtual object, the method further includes: displaying at least one second disease indicator in a second preset area corresponding to at least one virtual object, wherein the second preset area is within the stroke of the at least one virtual object. This method provides another method for displaying object status indicators, enriches the implementation method, and increases the fun of the game.
[0301] The second disease mark is displayed on the diseased part corresponding to at least one virtual object. This method provides a more intuitive disease mark method, simplifies the disease identification process, and speeds up the advancement of the treatment gameplay.
[0302] The above-mentioned status information includes package information and / or characteristic information, and displaying the object status identifier corresponding to at least one virtual object includes: displaying the package identifier and / or the bounty identifier in a first preset area corresponding to the at least one virtual object, and the first preset area is outside the stroke of the at least one virtual object. This method provides a method for displaying the object status identifier, enriches the implementation method, and increases the fun of the game.
[0303] The above-mentioned status information includes package information, and displaying the status information of the target virtual object selected by the first selection operation in the first display area includes: determining that the package information of the target virtual object is not empty; displaying at least one prop carried by the target virtual object selected by the first selection operation in the information display area of the first display area; and displaying a selection icon in the operation prompt area of the first display area, where the selection icon is used to indicate the selection operation control. This method clarifies the display rules of props in the package and provides a more intuitive display method.
[0304] The above-mentioned status information includes package information, and displaying the status information of the target virtual object selected by the first selection operation in the first display area includes: determining that the package information of the target virtual object is empty; and displaying an empty package status icon in the information display area in the first display area. This method clarifies the display method when there are no props in the package, provides a more intuitive display method, and increases the fun of the game.
[0305] The at least one item includes at least one obtainable item, and in response to the character interaction operation, triggering the interactive behavior corresponding to the target virtual object execution state information includes: in response to the selection operation of any obtainable item in the at least one obtainable item, providing and displaying a fourth display area, the fourth display area including obtainable item information and at least one acquisition method control. This method provides an acquisition method for obtainable items, facilitates players to timely understand the acquisition conditions of corresponding items, and enriches the information content that can be displayed.
[0306] The at least one acquisition method control includes a communication acquisition method control. After providing and displaying the fourth display area in response to a selection operation for any of the at least one obtainable props, the control further includes: providing and displaying a fifth display area in response to a click operation or a shortcut key pressing operation for the communication acquisition method control, wherein the fifth display area includes multiple communication method options and the acquisition success rate corresponding to each communication method option. This method provides multiple communication acquisition method options for obtaining props, which facilitates players to timely understand the success rates of different communication methods and enriches the game selection experience.
[0307] After providing and displaying the fifth display area in response to a click operation or a shortcut key pressing operation on the communication acquisition method control, the method further includes: displaying a chat box with the target virtual object in response to a trigger operation on multiple communication method options; and displaying the chat information of the target virtual object in response to text information entered in the chat box. This method provides a chat box for communication, which is convenient for players to enter relevant content and get feedback in time.
[0308] After providing and displaying the fifth display area in response to a click operation or a shortcut key pressing operation on the communication acquisition method control, the method further includes: responding to a trigger operation on multiple communication method options to display a chat option with the target virtual object; responding to a selection operation on a sentence option, selecting a target sentence, and displaying the target virtual object's response content to the target sentence. This method provides a chat box for communication, which is convenient for players to input relevant content and get feedback in a timely manner.
[0309] The at least one acquisition method control includes a non-communication acquisition method control. After providing and displaying the fourth display area in response to a selection operation for any of the at least one obtainable prop, the control also includes: providing and displaying a sixth display area in response to a click operation or a shortcut key pressing operation for the non-communication acquisition method control, wherein the sixth display area includes at least one obtainable prop and the acquisition success rate corresponding to each obtainable prop. This method provides non-communication acquisition method options for obtainable props, making it easier for players to select non-communication methods to obtain items, and enriching the diversity of the game's item-collecting gameplay.
[0310] The at least one item includes at least one unobtainable item, and in response to the character interaction operation, triggering the interactive behavior corresponding to the target virtual object execution state information includes: in response to the selection operation of any unobtainable item among the at least one unobtainable item, displaying the first prompt information, the first prompt information including the unobtainable reason and / or restriction condition. This method provides the response content when the unobtainable item is interactively operated, avoiding too many invalid operations in the process of the player experiencing the object-obtaining gameplay, and improving the interactive experience.
[0311] The above-mentioned state information includes characteristic information, and the characteristic information includes at least one combat characteristic corresponding to the target virtual object. Displaying the state information of the target virtual object selected by the first selection operation in the first display area includes: displaying at least one combat characteristic in the information display area in the first display area, and the at least one combat characteristic corresponds to the target virtual object selected by the first selection operation; and displaying a battle icon in the operation prompt area in the first display area, and the battle icon is used to indicate a combat operation control. This method determines that when the target virtual object has characteristic information, the battle gameplay is realized, and enriches the interaction method with the target virtual object.
[0312] The information display area in the first display area displays at least one combat characteristic, including: the information display area in the first display area displays at least one strong combat characteristic and at least one weak combat characteristic; the information display area in the first display area displays a characteristic detail icon, the characteristic detail icon is used to indicate a characteristic detail control, and the characteristic detail control is used to introduce the details of the corresponding combat characteristic. This method provides different combat characteristics, provides more favorable information, and improves the player's experience in the battle gameplay.
[0313] The above-mentioned character interaction operation is a combat operation, and responding to the character interaction operation triggers an interactive behavior corresponding to the execution state information of the target virtual object, including: responding to the combat operation, triggering the execution of a combat behavior on the target virtual object. This method clarifies that the character interaction operation is a combat operation, unifies the process of the combat gameplay, and improves the response rate of the combat gameplay.
[0314] Before displaying the object state identifier corresponding to the virtual object, the method further includes: responding to the skill operation of observing the game scene, loading the corresponding object state identifier for at least one virtual object. In this method, a way to switch from the normal mode to the special mode is provided, which increases the interactive operations that can be realized, and improves the interactive efficiency and interactive diversity.
[0315] The above-mentioned response to the skill operation of observing the game scene, loading the corresponding object state identifier for at least one virtual object, includes: responding to the skill operation of observing the game scene, determining multiple interactive virtual objects; marking each virtual object according to the interaction type, and obtaining the object state identifier of each virtual object. This method describes the switching process of the special mode and adds an implementation method.
[0316] The virtual objects include visible objects and hidden objects. In response to the skill operation of observing the game scene, multiple interactive virtual objects are determined, including: in response to the skill operation of observing the game scene, the visible virtual objects within the visual observation range are highlighted in a first preset manner; the invisible objects within the visual observation range are highlighted in a second preset manner; and all the highlighted virtual objects are determined as interactive virtual objects. In this manner, different display processing is performed on the visual attributes of the virtual objects, which increases the distinction between virtual objects and facilitates the identification of virtual objects.
[0317] When the state information includes at least two of the characteristic information, the disease information and the package information, displaying the object state identifier corresponding to at least one virtual object includes: determining the display order according to the priorities of the characteristic information, the disease information and the package information in the state information; and arranging and displaying the corresponding object state identifiers in the preset area of each virtual object according to the display order. This method provides a method for displaying multiple state information and improves display efficiency.
[0318] The above-mentioned providing the first display area in response to the first selection operation on at least one virtual object includes: in response to the aiming operation of the preset aiming control on any target virtual object among the at least one virtual object, adjusting the sensitivity of the aiming control; in response to the locking operation on the target virtual object, locking the aiming control with the target virtual object and providing the first display area. This method provides a process for locking the player's sight with the target virtual object, which improves the sense of immersion in the game.
[0319] After the above method responds to the locking operation on the target virtual object, locks the aiming control with the target virtual object, and provides the first display area, the method further includes: responding to the moving operation of the target virtual object, controlling the game scene screen to move following the moving operation. This method provides a scene in which the game scene screen moves following the target virtual object, which increases the sense of immersion in the game.
[0320] The method further includes: determining a locked display distance between the aiming control and the target virtual object; and when the locked display distance exceeds a preset distance threshold, unlocking the aiming control and the target virtual object. This method provides a method for unlocking the field of view, enriching the implementation method.
[0321] The method further includes: in response to a release operation on the aiming control, releasing the lock between the aiming control and the target virtual object. This method provides a method for releasing the field of view lock, enriching the implementation method.
[0322] In response to the skill operation of observing the game scene, before loading the corresponding object state identifier for at least one virtual object, the method further includes: displaying basic attribute information of at least one virtual object, the basic attribute information including a name. This method provides information display content in the normal mode, which is different from the display content in the special mode.
[0323] The above attribute information also includes name, power information and occupation information.
[0324] In response to the skill operation of observing the game scene, before loading the corresponding object state identifier for at least one virtual object, the method further includes: in response to the chat operation for at least one virtual object, displaying the menu options of at least one virtual object, the menu options including at least one optional dialogue item; or, in response to the greeting operation for at least one virtual object, displaying the special effect animation of at least one virtual object, the special effect animation is used to respond to the greeting operation; or, in response to the attack operation for at least one virtual object, displaying the attack animation of at least one virtual object, the attack animation is used to respond to the attack operation. This method provides interactive content in normal mode, which is different from interactive content in special mode.
[0325] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0326] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.
[0327] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, etc., which can store program codes.
[0328] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0329] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.
Claims
1. A virtual object interaction method, characterized in that: The virtual object interaction method comprises: Displaying an object state identifier corresponding to at least one virtual object, wherein the object state identifier is used to indicate an object state attribute of the at least one virtual object; In response to a first selection operation on the at least one virtual object, providing a first display area; Displaying, in the first display area, state information of the target virtual object selected by the first selection operation, wherein the state information corresponds to the object state identifier; In response to the character interaction operation, trigger the target virtual object to perform an interaction behavior corresponding to the state information.
2. The virtual object interaction method according to claim 1, characterized in that: The state information includes disease information, and the disease information includes at least one disease information corresponding to the target virtual character. The displaying the state information of the target virtual object selected by the first selection operation in the first display area includes: Displaying at least one disease information of the target virtual object in the information display area of the first display area; A treatment icon is displayed in the operation prompt area of the first display area, and the treatment icon is used to indicate a treatment operation control.
3. The virtual object interaction method according to claim 2, characterized in that: The character interaction operation is a treatment operation, and the response character interaction operation triggers the target virtual object to perform an interaction behavior corresponding to the state information, including: In response to the treatment operation, a treatment behavior is triggered to be performed on the target virtual object.
4. The virtual object interaction method according to claim 3, characterized in that: The step of responding to the treatment operation and triggering the execution of a treatment behavior on the target virtual object includes: In response to a first trigger operation on a treatment icon, providing and displaying a second display area, wherein the second display area includes at least one candidate disease option and at least one treatment mode control; In response to a selection operation on the candidate disease options, a target disease is selected; In response to a second trigger operation on the target treatment method control, a treatment behavior is triggered to be performed on the target disease of the target virtual object using the treatment method corresponding to the target treatment method control.
5. The virtual object interaction method according to claim 2, characterized in that: After the treatment icon is displayed in the operation prompt area of the first display area, the method further includes: When the at least one disease information is an unknown disease, the treatment operation control indicated by the treatment icon is adjusted to a disabled state.
6. The virtual object interaction method according to claim 2, characterized in that: The information display area in the first display area displays at least one disease information, including: When any target disease information is a known disease, the disease name of the target disease and the treatment conditions corresponding to the target disease are displayed in the information display area of the first display area; When any target disease information is an unknown disease, the preset display information and the corresponding disease name display conditions are displayed in the information display area of the first display area.
7. The virtual object interaction method according to claim 2, characterized in that: The method further comprises: In response to a click operation or a shortcut key pressing operation on the at least one disease information, a third display area is provided and displayed, wherein the third display area includes the disease name, treatment conditions and treatment rewards.
8. The virtual object interaction method according to claim 1, characterized in that: The state information includes disease information, and the displaying of an object state identifier corresponding to at least one virtual object includes: A first disease indicator is displayed in a first preset area corresponding to the at least one virtual object, the first preset area is outside the stroke of the at least one virtual object, and the first disease indicator is used to indicate that the at least one virtual object is in a diseased state.
9. The virtual object interaction method according to claim 8, characterized in that: The first disease identifier is a human body style identifier, and the human body style identifier displays a specific mark on a diseased part corresponding to at least one virtual object.
10. The virtual object interaction method according to claim 8, characterized in that: After the first preset area corresponding to the target virtual object displays the first disease mark, the method further includes: At least one second disease indicator is displayed in a second preset area corresponding to the at least one virtual object, and the second preset area is within the stroke of the at least one virtual object.
11. The virtual object interaction method according to claim 9, characterized in that: The second disease indicator is displayed on the diseased part corresponding to the at least one virtual object.
12. The virtual object interaction method according to claim 1, characterized in that: The state information includes package information and / or characteristic information, and the displaying of the object state identifier corresponding to at least one virtual object includes: The package mark and / or the reward mark is displayed in a first preset area corresponding to the at least one virtual object, and the first preset area is outside the stroke of the at least one virtual object.
13. The virtual object interaction method according to claim 1, characterized in that: The state information includes package information, and the displaying of the state information of the target virtual object selected by the first selection operation in the first display area includes: Determine that the package information of the target virtual object is not empty; Displaying at least one prop carried by the target virtual object selected by the first selection operation in the information display area of the first display area; A selection icon is displayed in the operation prompt area in the first display area, and the selection icon is used to indicate the selection of an operation control.
14. The virtual object interaction method according to claim 1, characterized in that: The state information includes package information, and the displaying of the state information of the target virtual object selected by the first selection operation in the first display area includes: Determining that the package information of the target virtual object is empty; An empty package status icon is displayed in the information display area in the first display area.
15. The virtual object interaction method according to claim 13, characterized in that: The at least one prop includes at least one obtainable prop, and the responding character interaction operation triggers the target virtual object to perform an interaction behavior corresponding to the state information, including: In response to a selection operation on any one of the at least one obtainable prop, a fourth display area is provided and displayed, wherein the fourth display area includes obtainable prop information and at least one acquisition mode control.
16. The virtual object interaction method according to claim 15, characterized in that: The at least one acquisition mode control includes a communication acquisition mode control, and after providing and displaying the fourth display area in response to the selection operation of any of the at least one obtainable prop, further includes: In response to a click operation or a shortcut key pressing operation on the communication acquisition mode control, a fifth display area is provided and displayed, wherein the fifth display area includes multiple communication mode options and an acquisition success rate corresponding to each communication mode option.
17. The virtual object interaction method according to claim 16, characterized in that: After providing and displaying the fifth display area in response to a click operation or a shortcut key pressing operation on the communication acquisition mode control, the method further includes: In response to a trigger operation for the plurality of communication mode options, displaying a chat box with the target virtual object; In response to the text information input in the chat box, the chat information of the target virtual object is displayed.
18. The virtual object interaction method according to claim 16, characterized in that: After providing and displaying the fifth display area in response to a click operation or a shortcut key pressing operation on the communication acquisition mode control, the method further includes: In response to a trigger operation on the plurality of communication mode options, displaying a chat option with the target virtual object; In response to a selection operation on the sentence option, a target sentence is selected, and the response content of the target virtual object to the target sentence is displayed.
19. The virtual object interaction method according to claim 15, characterized in that: The at least one acquisition mode control includes an uncommunicated acquisition mode control, and after providing and displaying the fourth display area in response to the selection operation for any of the at least one obtainable prop, further includes: In response to a click operation or a shortcut key pressing operation on the non-communication acquisition mode control, a sixth display area is provided and displayed, wherein the sixth display area includes at least one obtainable item and an acquisition success rate corresponding to each obtainable item.
20. The virtual object interaction method according to claim 13, characterized in that: The at least one prop includes at least one unobtainable prop, and the responding character interaction operation triggers the target virtual object to perform an interaction behavior corresponding to the state information, including: In response to a selection operation on any one of the at least one unobtainable prop, first prompt information is displayed, wherein the first prompt information includes an unobtainable reason and / or a restriction condition.
21. The virtual object interaction method according to claim 1, characterized in that: The state information includes characteristic information, and the characteristic information includes at least one combat characteristic corresponding to the target virtual object. The displaying the state information of the target virtual object selected by the first selection operation in the first display area includes: Displaying at least one combat characteristic in the information display area of the first display area, the at least one combat characteristic corresponding to the target virtual object selected by the first selection operation; A battle icon is displayed in the operation prompt area in the first display area, and the battle icon is used to indicate a battle operation control.
22. The virtual object interaction method according to claim 21, characterized in that: The information display area in the first display area displays at least one combat characteristic, including: The information display area in the first display area displays at least one strong combat characteristic and at least one weak combat characteristic; The information display area in the first display area displays a characteristic detail icon, wherein the characteristic detail icon is used to indicate a characteristic detail control, and the characteristic detail control is used to introduce the details of the corresponding combat characteristic.
23. The virtual object interaction method according to claim 22, characterized in that: The character interaction operation is a combat operation, and the response character interaction operation triggers the target virtual object to perform an interaction behavior corresponding to the state information, including: In response to the combat operation, a combat action is triggered to be performed on the target virtual object.
24. The virtual object interaction method according to any one of claims 1 to 23, characterized in that: Before displaying the object state identifier corresponding to the virtual object, the method further includes: In response to a skill operation of observing a game scene, a corresponding object state identifier is loaded for at least one virtual object.
25. The virtual object interaction method according to claim 24, characterized in that: The step of responding to the skill operation of observing the game scene and loading a corresponding object state identifier for at least one virtual object includes: In response to the skill operation of observing the game scene, determining a plurality of interactive virtual objects; Each virtual object is marked according to its interaction type to obtain an object state identifier of each virtual object.
26. The virtual object interaction method according to claim 25, characterized in that: The virtual objects include visible objects and hidden objects, and the responding skill operation of observing the game scene to determine a plurality of interactive virtual objects includes: In response to the skill operation of observing the game scene, a virtual object visible within a visual field observation range is highlighted in a first preset manner; Highlighting invisible objects within the visual field observation range according to a second preset manner; All highlighted virtual objects are determined to be interactable virtual objects.
27. The virtual object interaction method according to claim 1, characterized in that: When the state information includes at least two of characteristic information, disease information and package information, the displaying of the object state identifier corresponding to the at least one virtual object includes: Determine a display order according to the priorities of the characteristic information, the disease information, and the package information in the status information; The corresponding object status identifiers are arranged and displayed in the preset area of each virtual object according to the display order.
28. The virtual object interaction method according to claim 1, characterized in that: The step of providing a first display area in response to a first selection operation on the at least one virtual object includes: In response to an aiming operation of a preset aiming control directed to any target virtual object among the at least one virtual object, adjusting the sensitivity of the aiming control; In response to a locking operation on the target virtual object, the aiming control is locked with the target virtual object, and a first display area is provided.
29. The virtual object interaction method according to claim 28, characterized in that: After the aiming control is locked with the target virtual object in response to the locking operation on the target virtual object and a first display area is provided, the method further includes: In response to the moving operation of the target virtual object, the game scene screen is controlled to move following the moving operation.
30. The virtual object interaction method according to claim 28, characterized in that: The method further comprises: Determining a locked display distance between the aiming control and the target virtual object; When the locked display distance exceeds a preset distance threshold, the aiming control and the target virtual object are unlocked.
31. The virtual object interaction method according to claim 28, characterized in that: The method further comprises: In response to a release operation on the aiming control, the aiming control is released from the target virtual object.
32. The virtual object interaction method according to claim 24, characterized in that: Before the step of responding to the skill operation of observing the game scene and loading a corresponding object state identifier for at least one virtual object, the step further includes: Basic attribute information of the at least one virtual object is displayed, where the basic attribute information includes a name.
33. According to the virtual object interaction method of claim 32, the attribute information also includes name power information and occupation information.
34. The virtual object interaction method according to claim 24, before the step of responding to the skill operation of observing the game scene and loading the corresponding object state identifier for at least one virtual object, further comprising: In response to a conversation operation directed to the at least one virtual object, displaying menu options for the at least one virtual object, the menu options including at least one selectable dialogue item; or, In response to a greeting operation directed to the at least one virtual object, displaying a special effect animation of the at least one virtual object, wherein the special effect animation is used to respond to the greeting operation; or, In response to an attack operation on the at least one virtual object, an attack animation of the at least one virtual object is displayed, where the attack animation is used to respond to the attack operation.
35. A virtual object interaction device, characterized in that: The virtual object interaction device comprises: A first display module, configured to display an object state identifier corresponding to at least one virtual object, wherein the object state identifier is used to indicate an object state attribute of the at least one virtual object; A first response module, configured to provide a first display area in response to a first selection operation on the at least one virtual object; A second display module, configured to display, in the first display area, state information of the target virtual object selected by the first selection operation, wherein the state information corresponds to the object state identifier; The second response module is used to respond to the character interaction operation and trigger the target virtual object to perform an interaction behavior corresponding to the state information.
36. An electronic device, characterized in that: The electronic device includes: a memory and at least one processor, wherein instructions are stored in the memory; The at least one processor calls the instructions in the memory so that the electronic device executes the steps of the virtual object interaction method as described in any one of claims 1-34.
37. A computer-readable storage medium having instructions stored thereon, characterized in that: When the instructions are executed by the processor, the steps of the virtual object interaction method as described in any one of claims 1-34 are implemented.
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