Attack processing method and device in virtual scene, equipment, storage medium and program product
By obtaining the impact parameters of virtual props hitting the virtual object and determining the attack indicator value, the problem of fixed attack results in the virtual scene is solved, achieving a more reasonable attack effect and a stronger sense of immersion.
Patent Information
- Application Number
- CN202411136036.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-08-15
- Publication Date
- 2024-12-13
AI Technical Summary
When virtual props attack virtual objects in existing virtual scenes, the attack results are fixed, lack rationality, and affect the experience.
By obtaining the impact parameters when the virtual prop hits the virtual object, determining the attack indicator value, and then determining the attack result, achieving different attack effects corresponding to different impact parameters.
It improves the attack processing effect in virtual scenes, makes the attack results more reasonable, and enhances the immersion and experience.
Smart Images

Figure CN119113507A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of virtualization technology, and in particular to an attack processing method, device, electronic device, computer-readable storage medium and computer program product in a virtual scene. Background Art
[0002] With the development of computer technology, electronic devices can realize richer and more vivid virtual scenes. Virtual scenes refer to digital scenes drawn by computers through digital communication technology. Users can get a completely virtualized experience of vision, hearing, etc. (such as virtual reality) or a partially virtualized experience (such as augmented reality) in virtual scenes. At the same time, they can interact with various objects in the virtual scene through virtual props, or control the interaction between various objects in the virtual scene to obtain feedback.
[0003] In the related art, when controlling a virtual prop to attack a virtual object, the attack result for the virtual object is fixed, that is, the attack result of using a virtual prop to hit the virtual object from a long distance is the same as the attack result of using a virtual prop to hit the virtual object from a close distance, which makes the virtual scene unreasonable and affects the experience of the virtual scene. Summary of the invention
[0004] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for processing attacks in a virtual scene, which can improve the effect of processing attacks in a virtual scene.
[0005] The technical solution of the embodiment of the present application is implemented as follows:
[0006] The present application provides an attack processing method in a virtual scene, including:
[0007] In response to a virtual prop in a virtual scene hitting a virtual object, obtaining an impact parameter of the virtual prop on the virtual object, wherein different impact parameters correspond to different attack effects;
[0008] Based on the impact parameter, determining a value of an attack index of the virtual item against the virtual object;
[0009] Based on the value of the attack index, an attack result of the virtual item on the virtual object is determined.
[0010] The present application provides an attack processing method in a virtual scene, including:
[0011] In response to an attack instruction for a virtual object in a virtual scene, controlling a virtual prop to attack the virtual object;
[0012] In response to the virtual item hitting the virtual object, determining a value of an attack index of the virtual item with respect to the virtual object based on an influence parameter of the virtual item with respect to the virtual object, wherein different influence parameters correspond to different attack effects;
[0013] When the value of the attack index reaches the attack index threshold, the virtual prop is controlled to successfully defeat the virtual object.
[0014] The embodiment of the present application also provides an attack processing device in a virtual scene, including:
[0015] An acquisition module, configured to acquire, in response to a virtual prop in a virtual scene hitting a virtual object, an impact parameter of the virtual prop on the virtual object, wherein different impact parameters correspond to different attack effects;
[0016] A first determination module, configured to determine a value of an attack index of the virtual item against the virtual object based on the impact parameter;
[0017] The second determination module is used to determine the attack result of the virtual prop on the virtual object based on the value of the attack indicator.
[0018] In the above scheme, the acquisition module is also used to physically simulate the attack process of controlling the virtual prop to attack the virtual object; obtain at least one physical quantity in the physical simulation attack process; and determine the influence parameter of the virtual prop on the virtual object based on the at least one physical quantity.
[0019] In the above scheme, the influencing parameters include the impact force of the virtual object, and the acquisition module is also used to obtain the prop characteristic physical quantity of the virtual prop and the object characteristic physical quantity of the virtual object; obtain the attack physical quantity when the virtual prop hits the virtual object during the physical simulation attack process; wherein the at least one physical quantity includes the prop characteristic physical quantity, the object characteristic physical quantity and the attack physical quantity.
[0020] In the above scheme, the acquisition module is also used to obtain a first mapping relationship between the prop characteristic physical quantity, the object characteristic physical quantity, the attack physical quantity and the impact force; based on the prop characteristic physical quantity, the object characteristic physical quantity and the attack physical quantity, combined with the first mapping relationship, the impact force of the virtual object is determined.
[0021] In the above scheme, the influencing parameters include the hit part of the virtual object, and the acquisition module is further used to obtain the initial motion physical quantity of the virtual prop, and obtain the scene physical quantity of the virtual prop during the physical simulation attack process, and the at least one physical quantity includes the initial motion physical quantity and the scene physical quantity; the first determination module is further used to determine the motion trajectory of the virtual prop during the physical simulation attack process based on the initial motion physical quantity and the scene physical quantity; determine the physically simulated hitting position of the virtual prop hitting the virtual object from the motion trajectory; and determine the hit part of the virtual object based on the physically simulated hitting position.
[0022] In the above scheme, the initial motion physical quantity includes the initial force magnitude of the virtual prop, and the acquisition module is further used to accumulate the force magnitude of the virtual prop during the process of executing the prop use operation of the virtual prop; in response to the prop use operation being released, determine the target force magnitude accumulated when the prop use operation is released, and use the target force magnitude as the initial force magnitude.
[0023] In the above scheme, the acquisition module is also used to display the cumulative prompt information of the force size during the process of accumulating the force size of the virtual prop; in response to the cumulative prompt information indicating that the force size reaches the force size threshold, it is determined that the prop use operation is released.
[0024] In the above scheme, the at least one physical quantity includes a control physical quantity for the virtual prop; the second determination module is also used to receive an adjustment operation for the control physical quantity after determining the attack result of the virtual prop on the virtual object based on the value of the attack indicator, when the attack result indicates that the attack of the virtual prop on the virtual object fails; in response to the adjustment operation, obtain a target control physical quantity obtained by adjusting the control physical quantity; based on the target control physical quantity, control the virtual prop to attack the virtual object again.
[0025] In the above scheme, the virtual prop is synthesized from a first prop material, and the at least one physical quantity includes a material physical quantity for the first prop material; the second determination module is further used to adjust the first prop material to obtain a second prop material after determining the attack result of the virtual prop on the virtual object based on the value of the attack indicator, when the attack result indicates that the attack of the virtual prop on the virtual object fails; wherein the attack effect corresponding to the influencing parameter determined based on the material physical quantity of the second prop material is higher than the attack effect corresponding to the influencing parameter determined based on the material physical quantity of the first prop material; the second prop material is synthesized to obtain a target virtual prop, and the target virtual prop is controlled to attack the virtual object.
[0026] In the above scheme, the at least one physical quantity includes a control physical quantity for the virtual prop; the second determination module is further used to record the control physical quantity after determining the attack result of the virtual prop on the virtual object based on the value of the attack indicator, when the attack result indicates that the attack of the virtual prop on the virtual object is successful; the second determination module is also used to automatically control the virtual prop to attack the virtual object based on the recorded control physical quantity in response to an automatic attack operation on the virtual object.
[0027] In the above scheme, the influencing parameters include the attribute correlation between the attributes of the virtual props and the attributes of the virtual object, and the acquisition module is also used to obtain the attributes of the virtual props and the attributes of the virtual object; obtain the attribute mapping relationship between the attributes of the virtual props and the attributes of the virtual object; and determine the attribute correlation between the attributes of the virtual props and the attributes of the virtual object based on the attribute mapping relationship.
[0028] In the above scheme, the virtual prop is synthesized from a third prop material with a first attribute; the second determination module is further used to, after determining the attack result of the virtual prop on the virtual object based on the value of the attack indicator, when the attack result indicates that the attack of the virtual prop on the virtual object fails, adjust the third prop material with the first attribute to obtain a fourth prop material with a second attribute; wherein the attack effect corresponding to the attribute correlation determined based on the second attribute and the attribute of the virtual object is higher than the attack effect corresponding to the attribute correlation determined based on the first attribute and the attribute of the virtual object; synthesize the fourth prop material to obtain a target virtual prop, and control the target virtual prop to attack the virtual object.
[0029] In the above scheme, the first determination module is also used to obtain the value of the basic attack index of the virtual prop and the value of the basic attack difficulty of the virtual object; obtain the second mapping relationship between the influencing parameter, the value of the basic attack index, the value of the basic attack difficulty and the value of the attack index; based on the influencing parameter, the value of the basic attack index and the value of the basic attack difficulty, combined with the second mapping relationship, determine the value of the attack index of the virtual prop for the virtual object.
[0030] In the above scheme, the acquisition module is further used to, in response to the virtual prop not hitting the virtual object and the virtual prop hitting the virtual scene, acquire the value of the impact parameter when the virtual prop hits the virtual scene; in response to the value of the impact parameter reaching the impact parameter threshold, destroy the virtual prop; in response to the value of the impact parameter not reaching the impact parameter threshold, retain the virtual prop in the virtual scene; the acquisition module is also used to pick up the virtual prop in response to a pick-up operation for the virtual prop in the virtual scene.
[0031] In the above scheme, the acquisition module is further used to split the virtual prop into multiple prop materials; the acquisition module is further used to synthesize the prop materials to obtain the virtual prop in response to the synthesis conditions of the multiple prop materials being met.
[0032] In the above scheme, the virtual prop belongs to the target virtual object, and the second determination module is further used to control the virtual object to belong to the target virtual object when the attack result represents that the virtual prop defeats the virtual object; determine the target prop feature from the prop features of the virtual prop, and add object features associated with the target prop feature to the virtual object.
[0033] In the above scheme, the acquisition module is also used to determine multiple target prop materials for synthesizing the virtual props; obtain at least one material feature of each of the target prop materials, and obtain the material synthesis method corresponding to each of the material features; combine at least one material feature of each of the target prop materials and the material synthesis method corresponding to each of the material features to synthesize the multiple target prop materials to obtain the virtual props.
[0034] In the above scheme, the acquisition module is also used to combine the feature synthesis method of each material feature to perform material synthesis on each material feature of the multiple target prop materials to obtain an intermediate virtual prop; wherein the intermediate virtual prop has each material feature, and each material feature of the intermediate virtual prop includes at least one sub-material feature; in combination with the feature retention method of each material feature, based on at least one sub-material feature of each material feature, determine the sub-material feature to be retained for each material feature; remove the sub-material features of the intermediate virtual prop that are different from the sub-material features to be retained to obtain the virtual prop.
[0035] The embodiment of the present application provides an attack processing device in a virtual scene, including:
[0036] A first control module, configured to control a virtual prop to attack a virtual object in a virtual scene in response to an attack instruction directed to the virtual object;
[0037] A third determination module is used to determine, in response to the virtual prop hitting the virtual object, a value of an attack index of the virtual prop on the virtual object based on an influence parameter of the virtual prop on the virtual object, wherein different influence parameters correspond to different attack effects;
[0038] The second control module is used to control the virtual prop to successfully defeat the virtual object when the value of the attack index reaches the attack index threshold.
[0039] The present application also provides an electronic device, including:
[0040] A memory for storing computer executable instructions;
[0041] The processor is used to implement the attack processing method in the virtual scene provided in the embodiment of the present application when executing the computer executable instructions stored in the memory.
[0042] The embodiment of the present application also provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the attack processing method in the virtual scene provided by the embodiment of the present application is implemented.
[0043] The embodiment of the present application also provides a computer program product, including computer executable instructions or a computer program. When the computer executable instructions or the computer program are executed by a processor, the attack processing method in the virtual scene provided by the embodiment of the present application is implemented.
[0044] The embodiments of the present application have the following beneficial effects:
[0045] Using the above embodiment of the present application, in response to a virtual prop in a virtual scene hitting a virtual object, the influence parameter of the virtual prop on the virtual object is first obtained, and then based on the influence parameter, the value of the attack index of the virtual prop on the virtual object is determined, and then based on the value of the attack index, the attack result of the virtual prop on the virtual object is determined. Here, different influence parameters correspond to different attack effects, so the influence parameters obtained when the virtual prop hits the virtual object are different, and the resulting attack results are also different, rather than fixed attack results, which makes the attack processing in the virtual scene more reasonable, improves the attack processing effect in the virtual scene, and improves the immersion and experience of the virtual scene. BRIEF DESCRIPTION OF THE DRAWINGS
[0046] Figure 1A It is a schematic diagram of a first application mode of the attack processing method in a virtual scene provided in an embodiment of the present application;
[0047] Figure 1B It is a schematic diagram of a second application mode of the attack processing method in a virtual scene provided in an embodiment of the present application;
[0048] Figure 2 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application;
[0049] Figure 3A It is a first flow chart of the attack processing method in a virtual scene provided by an embodiment of the present application;
[0050] Figure 3B It is a second flow chart of the attack processing method in a virtual scene provided in an embodiment of the present application;
[0051] Figure 3C 3 is a schematic diagram of a third flow chart of an attack processing method in a virtual scene provided in an embodiment of the present application;
[0052] Figure 4 This is a first usage diagram of the virtual props provided in the embodiment of the present application;
[0053] Figure 5 is a second usage diagram of the virtual props provided in the embodiment of the present application;
[0054] Figure 6 is a display schematic diagram of a virtual prop hitting a virtual scene provided by an embodiment of the present application;
[0055] Figure 7 This is a fourth flow chart of the attack processing method in a virtual scenario provided in an embodiment of the present application.
[0056] It should be noted that the above-mentioned “first” and “second” are only used to distinguish different solutions, and do not represent the degree of superiority or inferiority of the solutions or the priority in the implementation process. DETAILED DESCRIPTION
[0057] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.
[0058] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0059] In the following description, the terms "first\second\third" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\third" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described here can be implemented in an order other than that illustrated or described here.
[0060] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program with a predetermined function, and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the functions of the module or unit.
[0061] Unless otherwise defined, all technical and scientific terms used in the embodiments of the present application have the same meanings as those commonly understood by those skilled in the art. The terms used in the embodiments of the present application are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.
[0062] The relevant data collection and processing in the embodiments of this application should be strictly in accordance with the requirements of relevant laws and regulations when applied in examples, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of authorization of laws and regulations and the personal information subject.
[0063] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.
[0064] 1) Client: An application running in an electronic device to provide various services, such as a client that supports virtual scenes (such as game scenes).
[0065] 2) In response to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed are executed.
[0066] 3) Virtual scene, which is a virtual scene displayed (or provided) when the application is running on the terminal. The virtual scene can be a simulation environment of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user can control the virtual object to carry out activities in the virtual scene, and the activities include but are not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. The virtual scene can be displayed from a first-person perspective (for example, the user plays the virtual object in the game from his own perspective); it can also be displayed from a third-person perspective (for example, the user chases the virtual object in the game to play the game); it can also be displayed from a bird's-eye view. The above perspectives can be switched arbitrarily.
[0067] 4) Scene data, which represents the characteristic data of the virtual scene, for example, the position of the virtual object in the virtual scene, the position of the virtual building in the virtual scene, and the area occupied by the virtual building, etc. Of course, different types of characteristic data may be included according to the type of virtual scene; for example, in the virtual scene of the game, the scene data may include the waiting time required for various functions configured in the game (depending on the number of times the same function can be used within a specific time), and may also represent the attribute values of various states of the game character, for example, health value (also called red volume), magic value (also called blue volume), status value, blood volume, etc.
[0068] 5) Virtual objects, images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, stones, etc. displayed in a virtual scene. The virtual object can be a virtual image in the virtual scene that represents the user. A virtual scene can include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
[0069] 6) Virtual props, for users to control their virtual objects in virtual scenes to interact with other virtual objects through virtual props. For example, the virtual props can be throwing virtual props such as grenades, cluster mines, sticky grenades, physical balls, synthetic balls, etc., or shooting virtual props such as bows and arrows, machine guns, pistols, rifles, etc., or swords, knives, sticks, etc.
[0070] 7) Physics engine: It is a computer software tool set used to simulate physical phenomena. It is widely used in video games, animated films, virtual reality and engineering simulation. Physics engine can simulate the physical properties of objects such as movement, collision, gravity, friction, etc., making the behavior of objects in the virtual environment more realistic.
[0071] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for processing attacks in a virtual scene, which can improve the effect of processing attacks in a virtual scene. Next, based on the above description of the nouns and terms involved in the embodiments of the present application, the embodiments of the present application are described in detail.
[0072] To facilitate easier understanding of the attack processing method in the virtual scene provided in the embodiment of the present application, an exemplary implementation scenario of the attack processing method in the virtual scene provided in the embodiment of the present application is described below. The virtual scene in the attack processing method in the virtual scene provided in the embodiment of the present application can be completely based on the output of the terminal device, or based on the collaborative output of the terminal device and the server.
[0073] In one implementation scenario, see Figure 1A , Figure 1A It is a schematic diagram of the first application mode of the attack processing method in the virtual scene provided by the embodiment of the present application, which is applicable to some application modes that completely rely on the computing power of the terminal 400 to complete the relevant data calculation of the virtual scene 100, such as stand-alone / offline mode games, and the output of the virtual scene is completed through the terminal 400 such as a smart phone, a tablet computer and a virtual reality / augmented reality device. When forming the visual perception of the virtual scene 100, the terminal 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and the graphics output hardware outputs a video frame that can form a visual perception of the virtual scene, for example, a two-dimensional video frame is presented on the display screen of a smart phone, or a video frame that realizes a three-dimensional display effect is projected on the lenses of augmented reality / virtual reality glasses; in addition, in order to enrich the perception effect, the device can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.
[0074] As an example, terminal 400 runs a client (e.g., a stand-alone game client), and during the operation of the client, a virtual scene is output based on scene data of the virtual scene, where the virtual scene may be an environment for game characters to interact; after outputting the virtual scene, in response to controlling a virtual prop in the virtual scene to attack a virtual object and the virtual prop hitting the virtual object, an influence parameter of the virtual prop on the virtual object is obtained, where different influence parameters correspond to different attack effects; based on the influence parameter, a value of an attack index of the virtual prop on the virtual object is determined; based on the value of the attack index, an attack result of the virtual prop on the virtual object is determined.
[0075] In another implementation scenario, see Figure 1B , Figure 1B 1 is a schematic diagram of a second application mode of the attack processing method in a virtual scene provided by an embodiment of the present application, which is applied to a terminal 400 and a server 200. Generally, it is applicable to an application mode that relies on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene at the terminal 400. Taking the visual perception of the virtual scene 100 as an example, the server 200 calculates the display data related to the virtual scene and sends it to the terminal 400. The terminal 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the display data, and relies on the graphics output hardware to output the virtual scene to form visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smart phone, or a video frame that realizes a three-dimensional display effect can be projected on the lenses of augmented reality / virtual reality glasses; for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal can be used, such as using a microphone output to form an auditory perception, using a vibrator output to form a tactile perception, and so on.
[0076] As an example, the terminal 400 runs a client (e.g., a network version of a game client), obtains scene data of a virtual scene by connecting to a game server (i.e., server 200), and outputs a virtual scene based on the obtained scene data. The virtual scene may be an environment for game characters to interact. After outputting the virtual scene, the terminal 400 controls a virtual prop in the virtual scene to attack a virtual object, and the virtual prop hits the virtual object, and obtains an influence parameter of the virtual prop on the virtual object, wherein different influence parameters correspond to different attack effects; based on the influence parameter, determines the value of the attack index of the virtual prop on the virtual object; based on the value of the attack index, determines the attack result of the virtual prop on the virtual object.
[0077] In some embodiments, the electronic device for implementing the attack processing method in the virtual scene provided in the embodiment of the present application can be various types of terminals or servers. Among them, the server (such as server 200) can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (Content Delivery Network, CDN), and big data and artificial intelligence platforms. The terminal (such as terminal 400) can be a laptop, a tablet computer, a desktop computer, a smart phone, an intelligent voice interaction device (such as an intelligent speaker), a smart home appliance (such as a smart TV), a smart watch, a vehicle-mounted terminal, a wearable device, a virtual reality (Virtual Reality, VR) device, an aircraft, etc., but is not limited to this. The terminal and the server can be directly or indirectly connected by wired or wireless communication, and the embodiment of the present application does not limit this.
[0078] In some embodiments, the terminal or server can implement the attack processing method in the virtual scene provided by the embodiment of the present application by running various computer executable instructions or computer programs. For example, computer executable instructions can be commands, machine instructions or software instructions at the microprogram level. The computer program can be a native program or software module in the operating system; it can be a local (Native) application (Application, APP), that is, a program that needs to be installed in the operating system to run, such as an APP that supports virtual scenes; it can also be a small program that can be embedded in any APP, that is, a program that can be run only by downloading it to a browser environment. In short, the above-mentioned computer executable instructions can be instructions in any form, and the above-mentioned computer program can be an application, module or plug-in in any form.
[0079] The following describes an electronic device for implementing an attack processing method in a virtual scene provided by an embodiment of the present application. Figure 2 , Figure 2 Schematic diagram of the structure of the electronic device provided in the embodiment of the present application. The electronic device 500 provided in the embodiment of the present application can be a terminal or a server. Figure 2 As shown, the electronic device 500 includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together through a bus system 540. It can be understood that the bus system 540 is used to realize the connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 540 is not used in the following examples. Figure 2 Various buses are labeled as bus system 540 .
[0080] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0081] The user interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0082] The memory 550 may be removable, non-removable, or a combination thereof. The memory 550 may include one or more storage devices physically located away from the processor 510. The memory 550 includes a volatile memory or a non-volatile memory, and may also include both a volatile memory and a non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.
[0083] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.
[0084] Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;
[0085] A network communication module 552, used to reach other electronic devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 include: Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB), etc.;
[0086] a presentation module 553 for enabling presentation of information via one or more output devices 531 (e.g., display screen, speaker, etc.) associated with the user interface 530 (e.g., a user interface for operating peripherals and displaying content and information);
[0087] The input processing module 554 is used to detect one or more user inputs or interactions from one of the one or more input devices 532 and translate the detected inputs or interactions.
[0088] In some embodiments, the attack processing device in the virtual scene provided in the embodiments of the present application can be implemented in software. Figure 2 An attack processing device 555 in a virtual scene stored in a memory 550 is shown, which may be software in the form of a program and a plug-in, etc., and includes the following software modules: an acquisition module 5551, a first determination module 5552, and a second determination module 5553. These modules are logical, and therefore may be arbitrarily combined or further split according to the functions implemented. The functions of each module will be described below.
[0089] The following describes the attack processing method in the virtual scene provided by the embodiment of the present application. As mentioned above, the attack processing method in the virtual scene provided by the embodiment of the present application is implemented by an electronic device, for example, it can be implemented by a server or a terminal alone, or by a server and a terminal in collaboration. Therefore, the execution subject of each step will not be repeatedly described below. Figure 3A , Figure 3A : is a flowchart of an attack processing method in a virtual scene provided in an embodiment of the present application. The attack processing method in a virtual scene provided in an embodiment of the present application includes:
[0090] Step 101: In response to a virtual prop in a virtual scene hitting a virtual object, an influence parameter of the virtual prop on the virtual object is obtained.
[0091] Among them, different influencing parameters correspond to different attack effects.
[0092] Here, in the virtual scene, the user can control the first virtual object corresponding to the individual to use virtual props to interact with the second virtual object (i.e., the virtual object in step 101). The second virtual object can be a virtual object controlled by other users, or a virtual object controlled by artificial intelligence (AI) (such as a virtual robot), or a non-user character (NPC) set in the virtual scene, such as virtual animals, virtual plants, virtual monsters and other virtual creatures. The virtual props include but are not limited to virtual spherical props (such as physical balls, synthetic balls, etc.), virtual mesh props (such as virtual fishing nets, etc.), virtual shooting props (such as virtual firearms, virtual bows and arrows, etc.), virtual throwing props (such as virtual grenades, virtual bombs, etc.), virtual swords, etc., which are not limited in the embodiments of the present application. When the virtual props are controlled to attack the virtual object, a collision detection is performed on whether the virtual props collide with the virtual object. When it is detected that the virtual props collide with the virtual object, it is determined that the virtual props hit the virtual object; when it is detected that the virtual props do not collide with the virtual object, it is determined that the virtual props do not hit the virtual object. It should be noted that when controlling virtual props to attack virtual objects, you can attack (e.g., capture) virtual objects by throwing virtual props (e.g., virtual spherical props (e.g., capture balls), virtual mesh props (e.g., capture nets), virtual bombs, etc.), you can also attack (e.g., shoot) virtual objects by firing virtual bullets or virtual arrows through virtual shooting props (e.g., virtual firearms, virtual bows and arrows), you can also use virtual swords and other props to attack virtual objects at close range, and so on, there are no restrictions here.
[0093] When controlling the virtual props to attack the virtual object, if the virtual props hit the virtual object, in response to the virtual props hitting the virtual object, the influence parameters of the virtual props on the virtual object are obtained. In some embodiments, the influence parameters include the impact strength of the virtual object, the impact part of the virtual object (such as the head, face, chest, abdomen, legs, etc.), the correlation between the attributes of the virtual props and the attributes of the virtual object. It should be noted that the prop attributes of the virtual props and the object attributes of the virtual object can be pre-set. The preset object attributes and the preset prop attributes are consistent, that is, the preset object attributes include which attributes, and the preset prop attributes can also include which attributes. The attributes (object attributes and prop attributes) include but are not limited to electric attributes, water attributes, fire attributes, metal attributes, ice attributes, grass attributes, etc. There are corresponding attribute mapping relationships between different attributes, and the attribute mapping relationship can also be pre-set. The attribute mapping relationship includes mutual restraint, mutual resistance, mutual addition, mutual offset or balance, etc. For example, water attributes and fire attributes restrain each other, and water attributes and ice attributes add to each other. It should be noted that the attribute mapping relationship may refer to the attribute mapping relationship between at least one prop attribute and at least one object attribute, such as the attribute mapping relationship between attribute A and attribute B, the attribute mapping relationship between attribute A+B and attribute C+D, the attribute mapping relationship between attribute A+C and attribute B, and so on.
[0094] It should be noted that different influencing parameters correspond to different attack effects. The influencing parameters here can also be understood as the values of influencing parameters. For example, the attack strength of the virtual object is different, and the attack effect on the virtual object is also different; the attack part of the virtual object is different, and the attack effect on the virtual object is different; the correlation between the attributes of the virtual props and the attributes of the virtual object is different, and the attack effect on the virtual object is different; and so on. The attack effect can be characterized by the value of the attack damage index, which includes but is not limited to the health value of the virtual object, the movement speed of the virtual object, the blue volume, blood volume, status value, attack power, etc. of the virtual object.
[0095] In some embodiments, see Figure 3B , Figure 3A The "obtaining the influence parameters of the virtual props on the virtual object" shown can be achieved through the following steps: Step 1011, physically simulating the attack process of controlling the virtual props to attack the virtual object; Step 1012, obtaining at least one physical quantity in the physical simulation attack process; Step 1013, determining the influence parameters of the virtual props on the virtual object based on the at least one physical quantity.
[0096] For step 1011, a physics engine may be used to perform physical simulation on the attack process of controlling the virtual props to attack the virtual objects. The physical simulation includes simulating the movement, collision, gravity, friction and other physical characteristics of the virtual props and virtual objects during the attack process, so that the behavior of the virtual props and virtual objects in the virtual scene is more realistic, thereby improving the user experience and immersion of the virtual scene.
[0097] For step 1012, at least one physical quantity in the physical simulation attack process is obtained, and the at least one physical quantity includes the physical quantity of movement of virtual props and virtual objects (such as moving speed and moving direction) during the physical simulation attack process, the control physical quantity of virtual props and virtual objects (such as the initial force magnitude of virtual props), the attack physical quantity when virtual props hit virtual objects (such as the impact speed, impact duration, impact angle, etc. when virtual props hit virtual objects), the physical quantity of virtual props and virtual objects themselves (such as material, hardness, elasticity, weight, etc.), and the scene physical quantity of the simulated virtual scene (such as gravity, air resistance, etc.). The at least one physical quantity includes but is not limited to the initial moving speed, initial moving direction, initial force magnitude, etc. of virtual objects and / or virtual props; the moving speed, moving direction, etc. of virtual objects and / or virtual props; the impact speed, impact duration, impact angle, etc. when virtual props hit virtual objects; the weight, material, hardness, elasticity, etc. of virtual objects and / or virtual props; air resistance and gravity in the virtual scene; and so on.
[0098] For step 1013, based on the at least one physical quantity obtained, the influence parameter of the virtual prop on the virtual object is determined. In this way, by physically simulating the attack process of the virtual prop attacking the virtual object, and then based on at least one physical quantity in the physically simulated attack process, the influence parameter for calculating the value of the attack index of the virtual prop on the virtual object is determined, so that the attack of the virtual prop on the virtual object is more consistent with the physical scene, thereby improving the sense of substitution and immersion of the virtual scene.
[0099] In some embodiments, the influencing parameters include the force with which the virtual object is struck, and at least one physical quantity in the physical simulation attack process can be obtained by the following steps: obtaining the prop characteristic physical quantity of the virtual prop and the object characteristic physical quantity of the virtual object; obtaining the attack physical quantity when the virtual prop hits the virtual object during the physical simulation attack process; wherein, at least one physical quantity includes the prop characteristic physical quantity, the object characteristic physical quantity and the attack physical quantity.
[0100] Here, the influencing parameter includes the impact strength of the virtual object, so when determining the impact strength of the virtual object, the at least one physical quantity obtained includes the prop characteristic physical quantity, the object characteristic physical quantity and the attack physical quantity. Among them, the prop characteristic physical quantity belongs to the virtual prop, such as the material characteristics (material), hardness, elasticity, weight and other physical quantities of the virtual prop; the object characteristic physical quantity belongs to the virtual object, such as the material characteristics (material), hardness, elasticity, weight and other physical quantities of the virtual object; the attack physical quantity is generated when the virtual prop hits the virtual object, such as the impact speed, impact duration, impact angle, etc. when the virtual prop hits the virtual object.
[0101] In some embodiments, the influencing parameters include the impact force of the virtual object. Based on at least one physical quantity, the influencing parameters of the virtual prop on the virtual object can be determined by the following steps: obtaining a first mapping relationship between the prop characteristic physical quantity, the object characteristic physical quantity, the attack physical quantity and the impact force; based on the prop characteristic physical quantity, the object characteristic physical quantity and the attack physical quantity, combined with the first mapping relationship, determining the impact force of the virtual object.
[0102] Here, after obtaining the physical quantity of the prop characteristic, the physical quantity of the object characteristic, and the physical quantity of the attack, the first mapping relationship between the physical quantity of the prop characteristic, the physical quantity of the object characteristic, the physical quantity of the attack, and the strength of the impact can be obtained. The first mapping relationship can be set in advance according to the needs, and is not limited in the embodiment of the present application. For example, the first mapping relationship can be expressed as: F = f (m, v, t, k1, k2, θ); wherein F is the strength of the impact, m is the weight of the virtual prop, t is the impact duration (the shorter the collision duration, the greater the impact strength), k1 is the material property of the virtual prop (i.e., the physical quantity of the prop characteristic), k2 is the material property of the virtual object (i.e., the physical quantity of the object characteristic), and θ is the impact angle. In this way, by physically simulating the attack process of the virtual prop attacking the virtual object, and then based on at least one physical quantity in the physically simulated attack process, the strength of the virtual object is determined, so that the attack of the virtual prop against the virtual object is more in line with the physical scene, thereby improving the sense of substitution and immersion of the virtual scene.
[0103] In some embodiments, the impact parameter includes the impact location of the virtual object, see Figure 3C At least one physical quantity in the physical simulation attack process can be obtained by the following steps: Step 201, obtaining the initial motion physical quantity of the virtual prop, and obtaining the scene physical quantity of the virtual prop in the physical simulation attack process, at least one physical quantity includes the initial motion physical quantity and the scene physical quantity; Based on this, continue to refer to Figure 3CBased on at least one physical quantity, the influence parameters of the virtual props on the virtual object can be determined through the following steps: Step 202, based on the initial motion physical quantity and the scene physical quantity, determine the motion trajectory of the virtual props during the physical simulation attack process; Step 203, determine the physical simulation hitting position of the virtual props hitting the virtual object from the motion trajectory; Step 204, determine the hit part of the virtual object based on the physical simulation hitting position.
[0104] Here, the influencing parameters include the hit part of the virtual object. Therefore, when obtaining at least one physical quantity, for step 201, the initial motion physical quantity of the virtual prop is obtained, and the initial motion physical quantity includes but is not limited to the initial speed, the initial force magnitude, the initial motion direction, etc.; at the same time, the scene physical quantity of the virtual prop in the physical simulation attack process is also obtained, for example, the scene physical quantity may include gravity, air resistance, etc. For step 202, based on the initial motion physical quantity and the scene physical quantity, the motion trajectory of the virtual prop is simulated by the physical engine, so as to obtain the motion trajectory of the virtual prop in the physical simulation attack process. For step 203, the physical simulation hitting position of the virtual prop hitting the virtual object is determined from the motion trajectory. The physical simulation hitting position is: the position in the motion trajectory that coincides with the spatial position occupied by the virtual object. For step 204, based on the physical simulation hitting position, the hit part of the virtual object is determined. For example, a virtual object has multiple pre-set object parts, such as the head, face, chest, abdomen, legs, etc. Each object part has a corresponding object part area in the virtual scene, and the object part area includes multiple position points in the object part area. Therefore, it can be determined which position point of the multiple position points coincides with the physical simulation hitting position. The position point of the multiple position points that coincides with the physical simulation hitting position can be recorded as the target position point, and then the target object part area where the target position point is located is determined. The object part corresponding to the target object part area is the hit part of the virtual object. In this way, the attack process of the virtual prop attacking the virtual object is physically simulated, and then the hit part of the virtual object is determined based on at least one physical quantity in the physically simulated attack process, so that the attack of the virtual prop on the virtual object is more consistent with the physical scene, thereby improving the sense of substitution and immersion of the virtual scene.
[0105] In some embodiments, the initial motion physical quantity includes the initial force magnitude of the virtual prop, and the initial force magnitude can be determined by the following steps: in the process of executing the prop use operation of the virtual prop, the force magnitude of the virtual prop is accumulated; in response to the prop use operation being released, the target force magnitude accumulated when the prop use operation is released is determined, and the target force magnitude is used as the initial force magnitude.
[0106] Here, the initial force magnitude is determined based on the trigger operation of the user when using the virtual prop. In the process of executing the prop use operation of the virtual prop, the force magnitude of the virtual prop is accumulated, and when the prop use operation is released, the target force magnitude accumulated when the prop use operation is released is used as the initial force magnitude.
[0107] For example, a corresponding prop use control can be provided for a virtual prop, and the user can use the virtual prop based on the prop use control. Specifically, in response to the first trigger operation (such as a press operation, a click operation, a double-click operation, etc.) of the prop use control for the virtual prop, the prop use operation is received, and at this time, the force magnitude of the virtual prop is accumulated. The accumulation of the force magnitude can be accumulated according to a preset accumulation method, such as accumulating the unit force magnitude per second; in response to the second trigger operation (such as a release operation corresponding to the press operation, a click operation, a double-click operation, etc.) for the prop use control, it is determined that the prop use operation is released, and the target force magnitude accumulated when the second trigger operation is triggered is determined, and the target force magnitude is used as the initial force magnitude. In this way, the user can attack the virtual object by autonomously determining the initial force magnitude when using the virtual prop according to the virtual object to be attacked, thereby increasing the fun and challenge of the user's participation in the virtual scene, thereby increasing the user's experience and immersion in the virtual scene.
[0108] See also Figure 4 , Figure 4 is a first schematic diagram of the use of virtual props provided in the embodiment of the present application. Figure 4 As shown, a corresponding prop use control is provided for the virtual prop, and in response to a pressing operation on the prop use control, the force magnitude of the virtual prop is accumulated; in response to a release operation on the pressing operation, the target force magnitude accumulated when the release operation is triggered is determined as the initial force magnitude.
[0109] For example, the prop usage operation can also be triggered by physical buttons in various game scenarios such as game handheld / console (controller), computer (mouse + keyboard), etc., such as controller-based triggering, mouse-based triggering, keyboard-based triggering, etc.
[0110] In some embodiments, during the process of accumulating the force magnitude of the virtual prop, cumulative prompt information of the force magnitude is displayed; in response to the cumulative prompt information indicating that the force magnitude reaches a force magnitude threshold, it is determined that the prop use operation is released.
[0111] Here, in the process of accumulating the force of the virtual prop, corresponding cumulative prompt information can be displayed, and the cumulative prompt information is used to prompt the cumulative progress of the force, such as a force accumulation progress bar, a force accumulation percentage, etc. When the cumulative prompt information indicates that the force reaches the force threshold, it is determined that the prop use operation is released, and at this time the virtual prop is controlled to attack the virtual object, and the initial force of the virtual prop is the force threshold. As an example, see Figure 5 , Figure 5 is a second schematic diagram of using the virtual props provided in the embodiment of the present application. Figure 5 As shown in (1), a corresponding prop use control is provided for the virtual prop. In response to the pressing operation of the prop use control, the force magnitude of the virtual prop is accumulated, and during the accumulation process, the accumulated prompt information of the force magnitude is displayed, that is, the accumulation progress bar and the progress percentage 48%; as shown in Figure 5 As shown in (2), in response to the accumulated prompt information indicating that the force magnitude reaches the force magnitude threshold, that is, the progress bar of the charging progress bar becomes full, the progress becomes 100%, and it is determined that the prop use operation is received and released. In this way, through the accumulated prompt information and the force magnitude threshold, a prompt and reference can be provided to the user to assist the user in using the virtual props and improve the user experience of the virtual scene.
[0112] In some embodiments, the influencing parameters include the attribute correlation between the attributes of the virtual props and the attributes of the virtual object. Based on this, the influencing parameters of the virtual props on the virtual object can be obtained through the following steps: obtaining the attributes of the virtual props and obtaining the attributes of the virtual object; obtaining the attribute mapping relationship between the attributes of the virtual props and the attributes of the virtual object; based on the attribute mapping relationship, determining the attribute correlation between the attributes of the virtual props and the attributes of the virtual object.
[0113] Here, the props attributes of the virtual props and the object attributes of the virtual object can be pre-set. The preset object attributes are consistent with the preset prop attributes, that is, the preset object attributes include which attributes, and the preset prop attributes can also include which attributes. The attributes (object attributes and prop attributes) include but are not limited to electric attributes, water attributes, fire attributes, metal attributes, ice attributes, grass attributes, etc. There are corresponding attribute mapping relationships between different attributes, and the attribute mapping relationship can also be pre-set. The attribute mapping relationship includes mutual restraint, mutual resistance, mutual addition, mutual offset or balance, etc. For example, water attributes and fire attributes restrain each other, and water attributes and ice attributes add each other. It should be noted that the attribute mapping relationship can refer to the attribute mapping relationship between at least one prop attribute and at least one object attribute, such as the attribute mapping relationship between attribute A and attribute B, the attribute mapping relationship between attribute A+B and attribute C+D, the attribute mapping relationship between attribute A+C and attribute B, and so on.
[0114] Based on this, firstly, the attributes of the virtual props and the attributes of the virtual object are obtained, and then the attribute mapping relationship between the attributes of the virtual props and the attributes of the virtual object is determined, and then the attribute correlation between the attributes of the virtual props and the attributes of the virtual object is determined based on the attribute mapping relationship. In some embodiments, there may be a preset correlation mapping relationship between the attribute mapping relationship and the attribute correlation. For example, when the attribute mapping relationship is mutually restrained, the attribute correlation has a gain effect on the value of the attack index, such as the attribute correlation is 2, when the attribute mapping relationship is mutually resisted, the attribute correlation has a gain effect on the value of the attack index, such as the attribute correlation is 1.5, when the attribute mapping relationship is mutually added, the attribute correlation has a debuff effect on the value of the attack index, such as the attribute correlation is 0.8; when the attribute mapping relationship is mutually offset or balanced, the attribute correlation has no effect on the value of the attack index, such as the attribute correlation is 1.
[0115] In this way, the attribute correlation between the attributes of the virtual props and the attributes of the virtual objects is determined through the attributes of the virtual props and the attributes of the virtual objects, so as to determine the value of the attack indicator based on the attribute correlation, so that the attack of the virtual props against the virtual objects is more diverse, which can stimulate the user's exploration of the virtual scene, improve the sense of substitution and immersion of the virtual scene, and thus improve the user stickiness of the virtual scene.
[0116] Step 102: Based on the impact parameter, determine the value of the attack index of the virtual prop to the virtual object.
[0117] Here, after the influence parameter is obtained, the value of the attack index of the virtual prop against the virtual object is determined based on the influence parameter, and the value of the attack index is used to indicate the probability of success of the attack when the virtual prop attacks the virtual object (such as attack success rate, capture success rate, defeat success rate, etc.). Different influence parameters correspond to different values of the attack index.
[0118] In some embodiments, based on the influencing parameters, the value of the attack index of the virtual prop for the virtual object can be determined by executing the following steps: obtaining the value of the basic attack index of the virtual prop, and obtaining the value of the basic attack difficulty of the virtual object; obtaining a second mapping relationship between the influencing parameters, the value of the basic attack index, the value of the basic attack difficulty and the value of the attack index; based on the influencing parameters, the value of the basic attack index and the value of the basic attack difficulty, combined with the second mapping relationship, determining the value of the attack index of the virtual prop for the virtual object.
[0119] Here, the value of the basic attack index of the virtual prop can be obtained, and the value of the basic attack index of the virtual prop can be pre-set. In some embodiments, the virtual prop is obtained by combining multiple prop materials, so the value of the basic attack index of the virtual prop can be obtained based on the material characteristics of multiple prop materials. Specifically, the first attack parameter, the second attack parameter and the third attack parameter are obtained; wherein the first attack parameter is determined based on the correlation between the attribute of the virtual prop and the attribute of the virtual object, the second attack parameter is determined based on the environmental material characteristics of the virtual prop and the scene characteristics of the use of the virtual prop, and the third attack parameter is determined based on the first material characteristics of the virtual prop (which can be pre-set) and the scene characteristics of the use of the virtual prop; the accumulation result of the basic material characteristics of multiple prop materials (which can be a pre-set fixed value) is obtained, and the third mapping relationship between the accumulation result, the first attack parameter, the second attack parameter and the third attack parameter is obtained; based on the accumulation result, the first attack parameter, the second attack parameter and the third attack parameter, combined with the third mapping relationship, the value of the basic attack index when the virtual prop hits the virtual object is determined. It should be noted that the first attack parameter is determined based on the attribute mapping relationship between the attribute of the virtual prop and the attribute of the virtual object. When the attribute mapping relationship is restraint or confrontation, the first attack parameter plays a role of gain, and when the attribute mapping relationship is addition, the first attack parameter plays a role of reduction; the second attack parameter is determined based on the environmental material characteristics of the virtual prop and the scene characteristics of the use of the virtual prop. When the environmental material characteristics and the scene characteristics are consistent, the second attack parameter plays a role of gain, and when the environmental material characteristics and the scene characteristics are inconsistent, the second attack parameter plays a role of reduction; the third attack parameter is determined based on the first material characteristics of the virtual prop and the scene characteristics of the use of the virtual prop. When the first material characteristics match the scene characteristics, the third attack parameter plays a role of gain, and when the first material characteristics do not match the scene characteristics, the third attack parameter plays a role of reduction. The third mapping relationship can be pre-set according to demand, and is not limited in the embodiment of the present application.
[0120] Continuing, the value of the basic attack difficulty of the virtual object is also obtained, and the value of the basic attack difficulty can also be pre-set. Based on this, the second mapping relationship between the influencing parameter, the value of the basic attack index, the value of the basic attack difficulty and the value of the attack index is obtained, so as to determine the value of the attack index of the virtual prop for the virtual object based on the influencing parameter, the value of the basic attack index and the value of the basic attack difficulty, combined with the second mapping relationship. For example, the second mapping relationship can be expressed as P=g(P0, D, M); wherein P is the value of the attack index, P0 is the value of the basic attack index, D is the value of the basic attack difficulty, and M is the influencing parameter. The second mapping relationship can be pre-set according to demand, and is not limited in the embodiments of the present application.
[0121] It should be noted that when the influencing parameter includes the hit part of the virtual object, when determining the value of the attack index based on the second mapping relationship, the part coefficient of the hit part of the virtual object can be first determined. Specifically, a corresponding part coefficient can be set for each hit part to determine the part coefficient of the hit part of the virtual object, and then the part coefficient of the hit part is used to replace the hit part, and the value of the attack index is calculated in combination with the second mapping relationship. For example, the second mapping relationship can be expressed as P = g (P0, D, hit strength, part coefficient of the hit part, attribute correlation); it can also be expressed as P = g (P0, D, hit strength, part coefficient of the hit part); it can also be expressed as P = g (P0, D, hit strength, attribute correlation); it can also be expressed as P = g (P0, D, part coefficient of the hit part, attribute correlation); it can also be expressed as P = g (P0, D, part coefficient of the hit part); it can also be expressed as P = g (P0, D, hit strength); and it can also be expressed as P = g (P0, D, attribute correlation). Wherein, P is the value of the attack index, P0 is the value of the basic attack index, and D is the value of the basic attack difficulty. The second mapping relationship can be preset according to the requirements, and is not limited in the embodiment of the present application.
[0122] Step 103: Based on the value of the attack index, determine the attack result of the virtual prop on the virtual object.
[0123] Here, based on the value of the attack index, the attack result of the virtual prop on the virtual object is determined. For example, when the value of the attack index reaches the attack index threshold, the attack result is determined to be a successful attack of the virtual prop on the virtual object, such as successfully capturing the virtual object, successfully defeating the virtual object, etc.; when the value of the attack index does not reach the attack index threshold, the attack result is determined to be a failed attack of the virtual prop on the virtual object, such as not capturing the virtual object, not defeating the virtual object, etc. Here, a successful attack indicates that the damage value of the virtual prop on the virtual object reaches the damage value threshold; and an attack identification indicates that the damage value of the virtual prop on the virtual object does not reach the damage value threshold.
[0124] In some embodiments, at least one physical quantity includes a control physical quantity for a virtual prop; after determining the attack result of the virtual prop on the virtual object based on the value of the attack index, the following steps may also be performed: when the attack result indicates that the attack of the virtual prop on the virtual object has failed, an adjustment operation for the control physical quantity is received; in response to the adjustment operation, a target control physical quantity obtained by adjusting the control physical quantity is obtained; based on the target control physical quantity, the virtual prop is controlled to attack the virtual object again.
[0125] Here, the at least one physical quantity used to determine the influencing parameter includes a control physical quantity for the virtual prop, such as the initial force magnitude (such as the initial throwing force), initial height (such as the initial throwing height), initial position (such as the initial launching position) of the virtual prop, etc. Therefore, after determining the attack result of the virtual prop on the virtual object, if the attack result indicates that the attack of the virtual prop on the virtual object fails, the user can also adjust the control physical quantity, that is, the user can adjust the control physical quantity of the virtual prop according to his own understanding and ideas (such as adjusting the initial throwing height of the virtual prop, adjusting the initial throwing force of the virtual prop, etc.), so as to adjust the influencing parameter by adjusting the control physical quantity, and then adjust the value of the attack index, thereby affecting the final attack result. When an adjustment operation for the control physical quantity is received, in response to the adjustment operation, a target control physical quantity obtained by adjusting the control physical quantity is obtained, so as to control the virtual prop to attack the virtual object again based on the target control physical quantity. In this way, users can try to adjust the way of controlling physical quantities to improve the value of attack indicators and thus obtain better attack results, thereby stimulating users' exploration of virtual scenes, improving their sense of involvement and immersion in virtual scenes, and thus improving user stickiness of virtual scenes.
[0126] In some embodiments, the virtual prop is synthesized from a first prop material, and at least one physical quantity includes a material physical quantity for the first prop material; after determining the attack result of the virtual prop on the virtual object based on the value of the attack indicator, the following steps may also be performed: when the attack result indicates that the virtual prop's attack on the virtual object has failed, the first prop material is adjusted to obtain a second prop material; wherein the attack effect corresponding to the influencing parameter determined based on the material physical quantity of the second prop material is higher than the attack effect corresponding to the influencing parameter determined based on the material physical quantity of the first prop material; the second prop material is synthesized to obtain a target virtual prop, and the target virtual prop is controlled to attack the virtual object.
[0127] Here, the virtual prop is synthesized from the first prop material, and the at least one physical quantity used to determine the influencing parameter includes the material physical quantity for the first prop material. For example, the material physical quantity may include material material, hardness, elasticity, mass, etc. Therefore, after determining the attack result of the virtual prop on the virtual object, if the attack result indicates that the attack of the virtual prop on the virtual object fails, the user can also adjust the first prop material, that is, the user can adjust the first prop material according to his own understanding and ideas (including adding prop materials, replacing prop materials, etc.) to obtain the second prop material, and the attack effect corresponding to the influencing parameter determined based on the material physical quantity of the second prop material is higher than the attack effect corresponding to the influencing parameter determined based on the material physical quantity of the first prop material. When adjusting the first prop material, the user can adjust it according to the virtual object and his own needs. For example, the first prop material can be replaced with a second prop material with a heavier weight to increase the material physical quantity "weight"; the first prop material can be replaced with a second prop material with a greater hardness to increase the material physical quantity "hardness"; the second prop material with elasticity can be added to increase the material physical quantity "elasticity"; and so on. Based on this, the second prop material is synthesized to obtain the target virtual prop, and the target virtual prop is controlled to attack the virtual object again. In this way, the influencing parameters are adjusted by adjusting the physical quantity of the material, and then the value of the attack index is adjusted, thereby affecting the final attack result. In this way, the user can try to adjust the physical quantity of the material to increase the value of the attack index, thereby obtaining a better attack result, thereby stimulating the user's exploration of the virtual scene, improving the sense of substitution and immersion of the virtual scene, and thus improving the user stickiness of the virtual scene.
[0128] In some embodiments, at least one physical quantity includes a controlled physical quantity for a virtual prop; after determining the attack result of the virtual prop on the virtual object based on the value of the attack indicator, the following steps may also be performed: when the attack result indicates that the attack of the virtual prop on the virtual object is successful, the controlled physical quantity is recorded; based on this, the following steps may also be performed: in response to an automatic attack operation on the virtual object, the virtual prop is automatically controlled to attack the virtual object based on the recorded controlled physical quantity.
[0129] Here, the at least one physical quantity used to determine the influencing parameter includes a control physical quantity for the virtual prop, such as the initial force magnitude (such as the initial throwing force), initial height (such as the initial throwing height), initial position (such as the initial launch position) of the virtual prop, etc. Therefore, after determining the attack result of the virtual prop on the virtual object, if the attack result indicates that the virtual prop's attack on the virtual object is successful, the control physical quantity at this time can also be recorded. Based on this, the virtual prop can be automatically controlled to attack the virtual object based on the recorded control physical quantity by providing an automatic attack operation for the virtual object. For example, an automatic attack control for the virtual object can be provided to the user, and the user can control the virtual prop to automatically attack the virtual object based on the automatic attack control; when a trigger operation for the automatic attack control is received, the virtual prop is automatically controlled to attack the virtual object based on the recorded control physical quantity in response to the trigger operation for the automatic attack control. For example, the automatic attack operation can also be triggered by physical buttons in various game scenarios such as game handheld / host (handle), computer (mouse + keyboard), such as handle-based triggering, mouse-based triggering, keyboard-based triggering, etc. In this way, the efficiency of human-computer interaction can be improved, convenience can be provided for users' operations in virtual scenes, the user experience of virtual scenes can be improved, and the user stickiness of virtual scenes can be increased.
[0130] In some embodiments, the virtual prop is synthesized from a third prop material having a first attribute; after determining the attack result of the virtual prop on the virtual object based on the value of the attack indicator, the following steps may be performed: when the attack result indicates that the virtual prop's attack on the virtual object has failed, the third prop material having the first attribute is adjusted to obtain a fourth prop material having a second attribute; wherein the attack effect corresponding to the attribute correlation determined based on the second attribute and the attribute of the virtual object is higher than the attack effect corresponding to the attribute correlation determined based on the first attribute and the attribute of the virtual object; the fourth prop material is synthesized to obtain a target virtual prop, and the target virtual prop is controlled to attack the virtual object.
[0131] Here, the virtual props are synthesized from the third prop material with the first attribute (such as water, light, electricity, etc.). Therefore, after determining the attack result of the virtual props against the virtual object, if the attack result indicates that the virtual props failed to attack the virtual object, the user can also adjust the third prop material, that is, the user can adjust the second prop material according to his own understanding and ideas (including adding prop materials, replacing prop materials, etc.), and obtain the fourth prop material with the second attribute, and the attack effect corresponding to the influence parameter determined based on the material physical quantity of the second prop material is higher than the attack effect corresponding to the influence parameter determined based on the material physical quantity of the first prop material. When adjusting the third prop material, the user can adjust it according to the object attributes, attribute mapping relationship, etc. of the virtual object. For example, the object attributes of the virtual object include fire attributes, and the fire attributes, water attributes, and earth attributes restrain each other. Then the third prop material with fire attributes can be replaced with the fourth prop material with water attributes, and the fourth prop material with earth attributes can be added at the same time. In this way, the influence parameters are adjusted by adjusting the attributes of the prop material, and then the value of the attack index is adjusted, thereby affecting the final attack result. In this way, users can try to adjust the properties of prop materials to increase the value of attack indicators and achieve better attack results, thereby stimulating users' exploration of virtual scenes, improving their sense of involvement and immersion in virtual scenes, and thus improving user stickiness of virtual scenes.
[0132] In some embodiments, the virtual props belong to the target virtual object, and the following steps may also be performed: when the attack result indicates that the virtual props defeat the virtual object, the virtual object is controlled to belong to the target virtual object; the target prop features are determined from the prop features of the virtual props, and the object features associated with the target prop features are added to the virtual object. Here, if the virtual props are controlled to successfully defeat the virtual object, the object features corresponding to the target prop features of the virtual props may be added to the virtual object. For example, after successfully capturing a virtual object based on a virtual prop, the target prop features of the virtual props may be assigned to the captured virtual object. For example, if the virtual props have ice and snow attributes, the ice and snow attributes may be added to the virtual object captured based on the virtual props. In this way, the interactive diversity of the virtual scene can be increased, the immersion and experience of the virtual scene can be improved, and the user stickiness of the virtual scene can be increased.
[0133] In some embodiments, the following steps may also be performed: in response to the virtual prop not hitting the virtual object and the virtual prop hitting the virtual scene, obtaining the value of the impact parameter when the virtual prop hits the virtual scene; in response to the value of the impact parameter reaching the impact parameter threshold, destroying the virtual prop; in response to the value of the impact parameter not reaching the impact parameter threshold, retaining the virtual prop in the virtual scene; based on this, the following steps may also be performed: in response to a pick-up operation for the virtual prop in the virtual scene, picking up the virtual prop.
[0134] Here, in response to the virtual prop not hitting the virtual object and the virtual prop hitting the virtual scene, the value of the impact parameter when the virtual prop hits the virtual scene is obtained, such as the scene impact strength of the virtual prop hitting the virtual scene, and then it is determined whether the value of the impact parameter reaches the impact parameter threshold. If the value of the impact parameter reaches the impact parameter threshold, the virtual prop is destroyed. If the value of the impact parameter does not reach the impact parameter threshold, the virtual prop is retained in the virtual scene. Based on this, for the virtual props retained in the virtual scene, it is also possible to have the virtual prop again through a pick-up operation (for example, it can be triggered by a pick-up control provided in the virtual scene). In this way, the interactive diversity of the virtual scene can be increased, the immersion and experience of the virtual scene can be improved, and the user stickiness of the virtual scene can be increased.
[0135] In some embodiments, the following steps may be performed to destroy virtual props: split the virtual props into multiple prop materials; based on this, the following steps may also be performed: in response to the synthesis conditions of multiple prop materials being met, the prop materials are synthesized to obtain virtual props. Here, when destroying virtual props, the virtual props may be split into multiple prop materials. For the multiple prop materials obtained by splitting, the prop materials may also be synthesized, and when the synthesis conditions of multiple prop materials are met, the multiple prop materials are synthesized to obtain virtual props. Here, the synthesis conditions may be pre-set, such as paying a set amount of virtual resources, the prohibited synthesis time of the prop materials being reset to zero, and so on. In this way, the interactive diversity of the virtual scene can be increased, the immersion and experience of the virtual scene can be improved, and the user stickiness of the virtual scene can be increased.
[0136] In some other embodiments, the obtained multiple prop materials can also be used to perform prop synthesis with other prop materials to obtain other virtual props different from the virtual props.
[0137] As an example, see Figure 6 , Figure 6 is a schematic diagram showing a virtual prop hitting a virtual scene provided by an embodiment of the present application. Figure 6 As shown in (1), when the virtual prop hits the virtual scene and the value of the impact parameter reaches the impact parameter threshold, the virtual prop is destroyed, and multiple prop materials are obtained. At the same time, a prop synthesis control is displayed; in response to the trigger operation of the prop synthesis control, a virtual resource consumption interface is displayed, and the payment of virtual resources can be realized in the virtual resource consumption interface, such as Figure 6 In response to the successful payment of virtual resources, multiple prop materials are synthesized to obtain virtual props, such as Figure 6 As shown in (3).
[0138] In some embodiments, the following steps may also be performed: determining multiple target prop materials for synthesizing virtual props; obtaining at least one material feature of each target prop material, and obtaining a material synthesis method corresponding to each material feature; combining at least one material feature of each target prop material and a material synthesis method corresponding to each material feature, synthesizing multiple target prop materials to obtain virtual props.
[0139] Here, when the user has a need to synthesize virtual props, a synthesis instruction for virtual props can be triggered. For example, a virtual prop synthesis control can be provided, and in response to the user's triggering operation on the virtual prop synthesis control, a synthesis instruction for virtual props is received. At this time, in response to the synthesis instruction, multiple target prop materials for synthesizing virtual props are determined. Here, the developer of the virtual scene can pre-set multiple candidate prop materials in the virtual scene, and the user can obtain the candidate prop materials during the interaction in the virtual scene. The acquisition amount of the candidate prop materials can be related to the user's interaction situation in the virtual scene, for example, the interaction situation includes but is not limited to the user's level in the virtual scene, the user's interactive performance in the virtual scene (such as the winning rate and score of the game confrontation competition), the interaction result (such as whether the game confrontation competition is won, etc.), the number of the second virtual objects defeated, etc. The target prop material can be any prop material among multiple candidate prop materials, and the target prop material can be manually selected by the user from multiple candidate prop materials, or it can be automatically determined from multiple prop materials according to target data (such as the scene interaction data of the user in the virtual scene). Each of the multiple target prop materials can be different, for example, the multiple target prop materials are prop materials A, B and C, and prop materials A, B and C are different; each of the multiple target prop materials can be the same, for example, the multiple target prop materials are 3 prop materials A; some of the multiple target prop materials can be the same, and some can be different, for example, the multiple target prop materials are 2 prop materials A and 3 prop materials B. In this way, the user can select any candidate prop material from the multiple candidate prop materials as the target prop material according to the needs, so as to be used for the synthesis of virtual props, without a fixed synthesis formula, which improves the synthesis diversity of virtual props, that is, by selecting any multiple target prop materials for synthesis, the combination of the target prop materials used for synthesis is diverse, so the synthesized virtual props are also diverse.
[0140] Continuing, at least one material feature of each target prop material is obtained, and the at least one material feature may include but is not limited to basic material features (such as preset fixed base values), physical material features (such as weight, hardness, elasticity, etc.), attribute material features (such as electrical properties, water properties, fire properties, metal properties, ice properties, grass properties, etc.), environmental material features (such as dark environment, humid environment, dry environment, hot environment, cold environment, bright environment, etc.), hidden material features (such as crystal material, candy material, etc. given by developers), etc. The material feature can be pre-set by the developer of the virtual scene, and can be set according to needs. Basic material features, physical material features, attribute material features, environmental material features, and hidden material features are each a material feature. Each target prop material can be pre-set with at least one corresponding material feature. At the same time, the material synthesis method corresponding to each material feature is also obtained. The material synthesis method can be set for the corresponding type of material features, and the material synthesis methods of different types of material features can be the same or different. The material synthesis method includes a feature synthesis method and a feature retention method. For example, the feature synthesis method of the attribute material feature can be to superimpose the attribute material features of multiple target prop materials, and the feature retention method of the attribute material feature can be to retain the attribute material features of each target prop material, etc. After obtaining at least one material feature of each target prop material and the material synthesis method corresponding to each material feature, multiple target prop materials are synthesized in combination with at least one material feature of each target prop material and the material synthesis method corresponding to each material feature to obtain a virtual prop.
[0141] In some embodiments, in combination with at least one material feature of each target prop material and a material synthesis method corresponding to each material feature, multiple target prop materials can be synthesized by executing the following steps to obtain a virtual prop: in combination with a feature synthesis method for each material feature, each material feature of multiple target prop materials is synthesized to obtain an intermediate virtual prop; wherein the intermediate virtual prop has each material feature, and each material feature of the intermediate virtual prop includes at least one sub-material feature; in combination with a feature retention method for each material feature, based on at least one sub-material feature of each material feature, a sub-material feature to be retained for each material feature is determined; and sub-material features of the intermediate virtual prop that are different from the sub-material features to be retained are removed to obtain a virtual prop.
[0142] Here, the following processing is performed for each material feature: Combine the feature synthesis method of the material feature, and synthesize the material features of multiple target prop materials. In this way, an intermediate virtual prop with each material feature is obtained. For example, the material features of the target prop material 1 include basic material feature A, physical material feature A and attribute material feature A; the material features of the target prop material 1 include basic material feature B and attribute material feature B, then the material features of the intermediate virtual prop synthesized by the target prop material 1 and the target prop material 2 include: basic material feature A+B, physical material feature A, and attribute material feature A+B. It should be noted that each material feature of the intermediate virtual prop includes at least one sub-material feature, for example, the physical material feature of the intermediate virtual prop may include sub-material features such as weight, elasticity, hardness, etc.; for example, the attribute material feature of the intermediate virtual prop may include sub-material features such as water, ice, snow, etc.
[0143] It should be noted that when the feature synthesis mode of the material feature is the feature superposition mode, the material features of multiple target prop materials are superimposed; when the feature synthesis mode of the material feature is the feature offset mode, the material features of multiple target prop materials are offset; when the feature synthesis mode of the material feature includes the feature superposition mode and the feature offset mode, the first material feature corresponding to the feature superposition mode in the material feature and the second material feature corresponding to the feature offset mode in the material feature are determined; the first material features of multiple target prop materials are superimposed, and the second material features of multiple target prop materials are offset; when the feature synthesis mode of the material feature is the feature value accumulation mode, the feature values of the material features of multiple target prop materials are accumulated. Among them, the feature superposition mode is to superimpose the material features of multiple target prop materials; the feature offset mode is to offset the material features of multiple target prop materials; the feature value accumulation mode is to accumulate the feature values of the material features of multiple target prop materials.
[0144] Continuing, the following processing is performed for each material feature: in combination with the feature retention mode of the material feature, based on at least one sub-material feature of the material feature, the sub-material feature to be retained of the material feature is determined. In some embodiments, in combination with the feature retention mode of each material feature, based on at least one sub-material feature of each material feature, the sub-material feature to be retained of each material feature can be determined by performing the following steps: the following processing is performed for each material feature: when the material feature is a basic material feature, based on at least one sub-material feature of the material feature, the value of the basic attack index when the virtual prop hits the virtual object is determined, and the value of the basic attack index is used as the sub-material feature to be retained; when the material feature is a physical material feature, at least one sub-material feature of the material feature is determined as the sub-material feature to be retained of the material feature; when the material feature is a target material feature, a target sub-material feature is selected from at least one sub-material feature of the material feature as the sub-material feature to be retained of the material feature, and the target material feature is one of an attribute material feature, an environment material feature, and a hidden material feature. Finally, the sub-material features of the intermediate virtual prop that are different from the sub-material features to be retained are removed to obtain the virtual prop.
[0145] An embodiment of the present application also provides an attack processing method in a virtual scene, including: in response to an attack instruction for a virtual object in a virtual scene, controlling a virtual prop to attack the virtual object; in response to the virtual prop hitting the virtual object, determining the value of an attack index of the virtual prop for the virtual object based on an influence parameter of the virtual prop for the virtual object, wherein different influence parameters correspond to different attack effects; when the value of the attack index reaches an attack index threshold, controlling the virtual prop to successfully defeat the virtual object.
[0146] Here, the user can control the virtual props to attack the virtual objects in the virtual scene, for example, the user can trigger an attack instruction for the virtual object in the virtual scene. In response to the attack instruction for the virtual object, the virtual props are controlled to attack the virtual object. In response to the virtual props hitting the virtual object, the influence parameter of the virtual props on the virtual object is obtained, so as to determine the value of the attack index of the virtual props on the virtual object based on the influence parameter of the virtual props on the virtual object. It should be noted that the implementation method of "obtaining the influence parameter of the virtual props on the virtual object" here and the implementation method of the above step 101 can be the same; the implementation method of "determining the value of the attack index of the virtual props on the virtual object based on the influence parameter of the virtual props on the virtual object" here and the implementation method of the above step 102 can also be the same, which will not be repeated here. When the value of the attack index reaches the attack index threshold, the virtual props are controlled to successfully defeat the virtual object; when the value of the attack index does not reach the attack index threshold, it is determined that the attack of the virtual props on the virtual object fails.
[0147] Take capturing a virtual object based on a virtual prop (such as a synthetic ball prop) as an example. The user can trigger a capture command for a virtual object, for example, through a capture control, or through physical buttons in various game scenarios such as a game console / host (handle), a computer (mouse + keyboard), etc. In response to the capture command for the virtual object, the virtual prop is controlled to throw the virtual object; in response to the virtual prop hitting the virtual object, the influence parameter of the virtual prop on the virtual object is obtained, and then based on the influence parameter of the virtual prop on the virtual object, the value of the attack index of the virtual prop on the virtual object is determined, and the value of the attack index can be the capture success rate. When the capture success probability reaches the capture success probability threshold, the virtual prop is controlled to successfully capture the virtual object; when the capture success probability does not reach the capture success probability threshold, the virtual prop is controlled to fail to capture the virtual object.
[0148] It should be noted that the embodiments of the present application can be applied to various scenarios such as mobile games (touch screen), game handhelds / consoles (handles), computers (mouse + keyboard), etc. The above-mentioned triggered instructions, operations, etc. can be triggered by controls displayed on the device (such as smart phones, tablets, etc.), or can be triggered based on physical buttons such as game handhelds / consoles (handles), computers (mouse + keyboard), etc.
[0149] Using the above embodiment of the present application, in response to a virtual prop in a virtual scene hitting a virtual object, the influence parameter of the virtual prop on the virtual object is first obtained, and then based on the influence parameter, the value of the attack index of the virtual prop on the virtual object is determined, and then based on the value of the attack index, the attack result of the virtual prop on the virtual object is determined. Here, different influence parameters correspond to different attack effects, so the influence parameters obtained when the virtual prop hits the virtual object are different, and the resulting attack results are also different, rather than fixed attack results, which makes the attack processing in the virtual scene more reasonable, improves the attack processing effect in the virtual scene, and improves the immersion and experience of the virtual scene.
[0150] The following takes a virtual scene as a game scene (such as an open world game) as an example to illustrate an exemplary application of an embodiment of the present application in an actual application scenario.
[0151] First, let's explain the terms involved, including: 1) Interaction: generally refers to the interaction between players and mobile devices, as well as the interaction between players and the game world through throwing in the game. 2) Open world game: a game scenario, also known as a roaming game, a type of game level design, in which players can freely roam in a virtual world and freely choose the time and method to complete the game tasks.
[0152] Next, we will take the attack index value as the probability of a virtual item capturing a virtual object (i.e., a target) as an example. In related technologies, the impact on the probability of a successful capture still comes from rigid pre-settings. For example, the probability of a successful capture determined by hitting a target with a gravity ball at a very close distance is the same as the probability of a successful capture determined by hitting a target with a gravity ball at a very long distance. This does not change with changes in the physical scenario, which is not intuitive in the context of an open world game and lacks a sense of immersion.
[0153] Based on this, the embodiment of the present application provides an attack processing method in a virtual scene to at least solve the above-mentioned problems. The embodiment of the present application provides a realistic and strategic throwing and capturing mechanism suitable for open world games by combining the simulation of the physics engine, that is, "the probability of successful capture is determined by the impact force and the impact part when the virtual prop is thrown to hit the target". The key points include three parts: 1) Using the impact force of the target as the key parameter for calculating the capture success rate; 2) The impact force comprehensively considers the influence of six factors such as the mass, speed, collision time, physical properties (hardness and elasticity) of the virtual prop, the physical properties of the target, and the collision angle; 3) Using the physics engine to calculate the impact force; 4) In addition to the impact force, the impact part of the target on the probability of successful capture is also considered.
[0154] That is to say, the embodiment of the present application uses a more intuitive (and thus more immersive) capture success probability determination design, that is, the impact force is used as the key input, and the real physics engine in the game engine is used to calculate the impact force, thereby bringing a sense of immersion while having a significant and valuable impact on the player's game strategy. In the embodiment of the present application, the player can select (or make) appropriate capture props (i.e., virtual props) based on the characteristics and position of the capture target, and comprehensively utilize the terrain and topography in the game scene to consider the throwing force and parabola, thereby achieving the optimal capture success probability, which greatly increases the fun and challenge of the game. The following is a detailed description.
[0155] (1) Throwing mechanism: The player controls the throwing force of the virtual prop by pressing and releasing the throwing button: Pressing the throwing button (such as the left mouse button or screen touch) starts to charge, and the force bar gradually increases according to the length of the pressing operation. The charging bar is displayed near the throwing button. The longer the charging bar is pressed, the darker the color becomes, indicating the current charging status. When the force bar is full, the maximum throwing force is reached, and the button is pressed again or released to throw. The throwing direction can be the direction pointed to by the center of the virtual observation screen by default, or it can also be the direction pointed to by the crosshairs indicating the throwing direction.
[0156] (2) Physical calculation of the virtual props during their flight after being thrown: Set the initial velocity coefficient, gravity, air resistance and other parameters, and perform physical simulation considering the above factors. The initial velocity of the thrown virtual props is determined by the player's accumulated force, and a physics engine (such as UnityPhysics; CryEnginePhysics, etc., which does not rely on a specific physics engine) is used to process the flight trajectory of the thrown object.
[0157] (3) Impact detection: Use the collision detection system to identify the collision between the virtual prop and the target. The impact force is calculated when the collision occurs. The impact force can be displayed in a specific form or not. When calculating the impact force, the influence of six factors, including the mass, speed, collision duration, physical properties (hardness and elasticity) of the virtual prop, physical properties of the target, and collision angle, can be comprehensively considered; the formula for determining the impact force can be expressed as: F = f(m, v, t, k1, k2, θ). Among them, F is the impact force; m is the weight of the virtual prop; v is the collision speed; t is the collision duration. The shorter the collision time, the greater the force; k1 is the material property of the virtual prop, which can be determined by the prop material used by the player when making the virtual prop; k2 is the material property of the target, which can be set in advance; θ is the collision angle. The collision angle will affect the component of the impact force. For a frontal collision (θ = 0°), the impact force is the largest.
[0158] (4) Determination of capture success probability: After the capture item hits the target, the capture success probability determination begins. When the capture is successful, special effects and text prompts are displayed. The capture success probability formula can be expressed as: P = g (P0, D, S, F). Among them, P0 is the basic probability coefficient of the capture item, which is a constant and is related to the type of capture item made by the player (it can be related to the rarity of the item material and the player's game depth); D is the basic capture difficulty coefficient of the target, which is a constant and is related to the rarity of the target in the game (it can be related to the player's game depth and probability factors). The basic capture difficulty coefficients of different creatures are set in advance; S is the capture bonus coefficient of the hit part, which is a variable and is related to the specific part of the target hit by the capture item. The capture bonus coefficients of different parts are different (gain or loss). The "weak parts" and "resistance parts" of different creatures can be set in advance; F is the hit strength, which is a variable and is the decisive factor affecting whether the capture is successful; g is the calculation function of the capture success probability and can be set in advance.
[0159] See also Figure 7 , the embodiment of the present application includes the following steps:
[0160] 1. Make and carry the capture prop; 2. Find the target; 3. Choose the timing, angle and strength to throw the capture prop; 4. The physics engine simulates the flight trajectory of the capture prop; 5. Collision detection to determine whether the capture prop hits the target. If it does not hit the target (the capture prop hits the virtual scene), execute 6; if it hits the target, execute 9; 6. Calculate the scene impact force F1 (i.e. the above-mentioned scene impact force) to determine whether it exceeds the crushing threshold (i.e. the above-mentioned collision parameter threshold). If it exceeds the crushing threshold, execute 7; if it does not exceed the crushing threshold, execute 8; 7. The capture prop is broken and turns to 13; 8. The capture prop falls to the ground and rolls until it stops and can be picked up, turning to 13; 9. Calculate the target's impact force F2 and the probability of successful capture P; 10. Use the probability of successful capture P to make a random judgment to determine whether the target is successfully captured. If so, execute 11; if not, execute 12; 11. Change the target ownership, the capture prop is consumed, and turn to 13; 12. The capture prop is consumed and turn to 13; 13. The process ends.
[0161] The above-mentioned factors affecting the probability of successful capture may also include the correlation between the "attributes of capture props" and the "attributes of target organisms". Under this scheme, 1) when manufacturing capture props, a series of special materials that can affect the attributes of capture props are used (may be materials with special concepts such as herbs / water / flame / light source / battery), and specific attributes are given to capture props; when designing capture targets, corresponding conceptual attributes are given to capture (such as grass / water / fire / light / electricity, etc.); 2) a set of "attribute mapping relationships" is set up and taught to players. The attribute mapping relationship can be based on the common "mutual promotion and mutual restraint" relationship in the game, or a direct equivalent mapping relationship (light to light, electricity to electricity, etc.); 3) Partial strategy can be achieved without using a physical engine (that is, allowing players to consciously perform strategic actions to synthesize props based on capture targets during the process of "completing a round of throwing and capturing").
[0162] By applying the above-mentioned embodiments of the present application, a realistic and strategic throwing and capturing mechanism suitable for open world games is provided by combining the simulation of the physics engine. It not only simplifies the difficulty of understanding for players (no need to carefully read the instructions of each capture prop), but also increases the possibility of players exploring the gameplay space to achieve emergent gameplay. Players need to select (or make) appropriate throwing props based on the characteristics and position of the capture target, and at the same time comprehensively utilize the terrain to consider the throwing force and parabola, so as to achieve the optimal probability of successful capture, which increases the fun and challenge of the game.
[0163] The following lists some of the possibilities of achieving game goals by utilizing this mechanism to make it easier to understand the design advantages brought by this mechanism. It should be emphasized that the physics engine, like the real world, itself means infinite possibilities. These possibilities are used in countless combinations of "increasing the impact force to increase the probability of capture", including but not limited to the following examples: 1) Using the weight of the virtual prop (m) to increase the target's impact force: When synthesizing the capture prop, the player can consciously add a large amount of virtual heavy metal, so that the capture prop is difficult to be thrown from a long distance, but once it hits the target, it will have a very high impact force; 2) Using the flying speed of the virtual prop (v) to increase the target's impact force: The player climbs to a high ground and throws the capture prop from a high place to the target, so as to use the acceleration of gravity to increase the target's impact force when it hits; 3) Using the reduction of the collision time (t) to increase the target's impact force: When synthesizing the capture prop, the player can add some prop material that increases the elasticity of the capture prop (k1) (for example, some polyurethane material), so that the capture prop will be immediately bounced off after hitting the target, thereby increasing the target's impact force when it hits. An example of comprehensive utilization of the above mechanisms: In order to capture a very difficult target, the player uses a large amount of virtual heavy metals and polyurethane prop materials to synthesize a very heavy but highly elastic capture prop in advance, climbs to a very high place, and throws the capture prop down after very precise calculations. After several bounces, the capture prop accurately hits the target's head (the preset weak point), thus completing a successful capture.
[0164] The following is a description of an exemplary structure of the attack processing device 555 in the virtual scene provided by the present application as a software module. In some embodiments, Figure 2 As shown, the software modules in the attack processing device 555 in the virtual scene stored in the memory 550 may include: an acquisition module 5551, which is used to obtain the influence parameters of the virtual props on the virtual object in response to the virtual props in the virtual scene hitting the virtual object, and different influence parameters correspond to different attack effects; a first determination module 5552, which is used to determine the value of the attack index of the virtual props on the virtual object based on the influence parameters; and a second determination module 5553, which is used to determine the attack result of the virtual props on the virtual object based on the value of the attack index.
[0165] In some embodiments, the acquisition module 5551 is further used to physically simulate the attack process of controlling the virtual prop to attack the virtual object; obtain at least one physical quantity in the physical simulation attack process; and determine the influence parameter of the virtual prop on the virtual object based on the at least one physical quantity.
[0166] In some embodiments, the influencing parameters include the force of the virtual object being hit, and the acquisition module 5551 is further used to obtain the prop characteristic physical quantity of the virtual prop and the object characteristic physical quantity of the virtual object; obtain the attack physical quantity when the virtual prop hits the virtual object during the physical simulation attack process; wherein the at least one physical quantity includes the prop characteristic physical quantity, the object characteristic physical quantity and the attack physical quantity.
[0167] In some embodiments, the acquisition module 5551 is also used to obtain a first mapping relationship between the prop characteristic physical quantity, the object characteristic physical quantity, the attack physical quantity and the impact force; based on the prop characteristic physical quantity, the object characteristic physical quantity and the attack physical quantity, combined with the first mapping relationship, the impact force of the virtual object is determined.
[0168] In some embodiments, the influencing parameters include the hit part of the virtual object, and the acquisition module 5551 is further used to obtain the initial motion physical quantity of the virtual prop, and obtain the scene physical quantity of the virtual prop during the physical simulation attack process, and the at least one physical quantity includes the initial motion physical quantity and the scene physical quantity; the first determination module 5552 is further used to determine the motion trajectory of the virtual prop during the physical simulation attack process based on the initial motion physical quantity and the scene physical quantity; determine the physically simulated hitting position of the virtual prop hitting the virtual object from the motion trajectory; and determine the hit part of the virtual object based on the physically simulated hitting position.
[0169] In some embodiments, the initial motion physical quantity includes the initial force magnitude of the virtual prop, and the acquisition module 5551 is further used to accumulate the force magnitude of the virtual prop during the process of executing the prop use operation of the virtual prop; in response to the prop use operation being released, determine the target force magnitude accumulated when the prop use operation is released, and use the target force magnitude as the initial force magnitude.
[0170] In some embodiments, the acquisition module 5551 is also used to display cumulative prompt information of the force magnitude during the process of accumulating the force magnitude of the virtual prop; in response to the cumulative prompt information indicating that the force magnitude reaches a force magnitude threshold, it is determined that the prop use operation is released.
[0171] In some embodiments, the at least one physical quantity includes a control physical quantity for the virtual prop; the second determination module 5553 is also used to receive an adjustment operation for the control physical quantity after determining the attack result of the virtual prop on the virtual object based on the value of the attack indicator, when the attack result indicates that the attack of the virtual prop on the virtual object has failed; in response to the adjustment operation, obtain a target control physical quantity obtained by adjusting the control physical quantity; based on the target control physical quantity, control the virtual prop to attack the virtual object again.
[0172] In some embodiments, the virtual prop is synthesized from a first prop material, and the at least one physical quantity includes a material physical quantity for the first prop material; the second determination module 5553 is also used to adjust the first prop material to obtain a second prop material after determining the attack result of the virtual prop on the virtual object based on the value of the attack indicator, when the attack result indicates that the virtual prop's attack on the virtual object has failed; wherein the attack effect corresponding to the influencing parameter determined based on the material physical quantity of the second prop material is higher than the attack effect corresponding to the influencing parameter determined based on the material physical quantity of the first prop material; the second prop material is synthesized to obtain a target virtual prop, and the target virtual prop is controlled to attack the virtual object.
[0173] In some embodiments, the at least one physical quantity includes a control physical quantity for the virtual prop; the second determination module 5553 is further used to record the control physical quantity after determining the attack result of the virtual prop on the virtual object based on the value of the attack indicator, when the attack result indicates that the attack of the virtual prop on the virtual object is successful; the second determination module 5553 is also used to automatically control the virtual prop to attack the virtual object based on the recorded control physical quantity in response to an automatic attack operation on the virtual object.
[0174] In some embodiments, the influencing parameters include the attribute correlation between the attributes of the virtual prop and the attributes of the virtual object. The acquisition module 5551 is also used to obtain the attributes of the virtual prop and the attributes of the virtual object; obtain the attribute mapping relationship between the attributes of the virtual prop and the attributes of the virtual object; and determine the attribute correlation between the attributes of the virtual prop and the attributes of the virtual object based on the attribute mapping relationship.
[0175] In some embodiments, the virtual prop is synthesized from a third prop material having a first attribute; the second determination module 5553 is further used to, after determining the attack result of the virtual prop on the virtual object based on the value of the attack indicator, when the attack result indicates that the attack of the virtual prop on the virtual object has failed, adjust the third prop material having the first attribute to obtain a fourth prop material having a second attribute; wherein the attack effect corresponding to the attribute correlation determined based on the second attribute and the attribute of the virtual object is higher than the attack effect corresponding to the attribute correlation determined based on the first attribute and the attribute of the virtual object; synthesize the fourth prop material to obtain a target virtual prop, and control the target virtual prop to attack the virtual object.
[0176] In some embodiments, the first determination module 5552 is further used to obtain the value of the basic attack index of the virtual item and the value of the basic attack difficulty of the virtual object; obtain a second mapping relationship between the influencing parameter, the value of the basic attack index, the value of the basic attack difficulty and the value of the attack index; based on the influencing parameter, the value of the basic attack index and the value of the basic attack difficulty, combined with the second mapping relationship, determine the value of the attack index of the virtual item for the virtual object.
[0177] In some embodiments, the acquisition module 5551 is further used to, in response to the virtual prop not hitting the virtual object and the virtual prop hitting the virtual scene, acquire the value of the impact parameter when the virtual prop hits the virtual scene; in response to the value of the impact parameter reaching the impact parameter threshold, destroy the virtual prop; in response to the value of the impact parameter not reaching the impact parameter threshold, retain the virtual prop in the virtual scene; the acquisition module 5551 is also used to pick up the virtual prop in response to a pick-up operation for the virtual prop in the virtual scene.
[0178] In some embodiments, the acquisition module 5551 is further used to split the virtual prop into multiple prop materials; the acquisition module 5551 is further used to synthesize the prop materials to obtain the virtual prop in response to the synthesis conditions of the multiple prop materials being met.
[0179] In some embodiments, the virtual prop belongs to a target virtual object, and the second determination module 5553 is further used to control the virtual object to belong to the target virtual object when the attack result represents that the virtual prop defeats the virtual object; determine the target prop feature from the prop features of the virtual prop, and add object features associated with the target prop feature to the virtual object.
[0180] In the above scheme, the acquisition module is also used to determine multiple target prop materials for synthesizing the virtual props; obtain at least one material feature of each of the target prop materials, and obtain the material synthesis method corresponding to each of the material features; combine at least one material feature of each of the target prop materials and the material synthesis method corresponding to each of the material features to synthesize the multiple target prop materials to obtain the virtual props.
[0181] In the above scheme, the acquisition module is also used to combine the feature synthesis method of each material feature to perform material synthesis on each material feature of the multiple target prop materials to obtain an intermediate virtual prop; wherein the intermediate virtual prop has each material feature, and each material feature of the intermediate virtual prop includes at least one sub-material feature; in combination with the feature retention method of each material feature, based on at least one sub-material feature of each material feature, determine the sub-material feature to be retained for each material feature; remove the sub-material features of the intermediate virtual prop that are different from the sub-material features to be retained to obtain the virtual prop.
[0182] An embodiment of the present application provides an attack processing device in a virtual scene, including: a first control module, used to control a virtual prop to attack a virtual object in a virtual scene in response to an attack instruction for the virtual object; a third determination module, used to determine the value of an attack index of the virtual prop for the virtual object based on an influence parameter of the virtual prop for the virtual object in response to the virtual prop hitting the virtual object, wherein different influence parameters correspond to different attack effects; and a second control module, used to control the virtual prop to successfully defeat the virtual object when the value of the attack index reaches an attack index threshold.
[0183] It should be noted that the description of the device embodiment in this application is similar to the description of the above method embodiment, and has similar beneficial effects as the method embodiment, which will not be described in detail here. The unfinished technical details of the attack processing device in the virtual scene provided in the embodiment of this application can be understood based on the description of the technical details in the above method embodiment.
[0184] The embodiment of the present application also provides a computer program product, which includes computer executable instructions or computer programs, and the computer executable instructions or computer programs are stored in a computer-readable storage medium. The processor of the electronic device reads the computer executable instructions or computer program from the computer-readable storage medium, and the processor executes the computer executable instructions or computer program, so that the electronic device executes the attack processing method in the virtual scene provided in the embodiment of the present application.
[0185] An embodiment of the present application also provides a computer-readable storage medium, in which computer-executable instructions or a computer program are stored. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the attack processing method in the virtual scene provided in the embodiment of the present application.
[0186] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or may be various devices including one or any combination of the above memories.
[0187] In some embodiments, computer executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.
[0188] As an example, computer-executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file that stores other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files storing one or more modules, subroutines, or code portions).
[0189] As an example, computer executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed at multiple sites and interconnected by a communication network.
[0190] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.
Claims
1. A method for processing attacks in a virtual scene, characterized in that: The method comprises: In response to a virtual prop in a virtual scene hitting a virtual object, obtaining an impact parameter of the virtual prop on the virtual object, wherein different impact parameters correspond to different attack effects; Based on the impact parameter, determining a value of an attack index of the virtual item against the virtual object; Based on the value of the attack index, an attack result of the virtual item on the virtual object is determined.
2. The method according to claim 1, characterized in that The obtaining of the influence parameter of the virtual prop on the virtual object includes: Performing physical simulation on the attack process of controlling the virtual prop to attack the virtual object; Acquiring at least one physical quantity in the attack process of the physical simulation; Based on the at least one physical quantity, an influence parameter of the virtual prop on the virtual object is determined.
3. The method according to claim 2, characterized in that The influencing parameter includes the impact strength of the virtual object, and the obtaining of at least one physical quantity in the physical simulation attack process includes: Acquiring a physical quantity of a prop characteristic of the virtual prop and a physical quantity of an object characteristic of the virtual object; Acquire the attack physical quantity when the virtual prop hits the virtual object during the physical simulation attack process; Among them, the at least one physical quantity includes the item characteristic physical quantity, the object characteristic physical quantity and the attack physical quantity.
4. The method according to claim 3, characterized in that The determining, based on the at least one physical quantity, an influence parameter of the virtual prop on the virtual object comprises: Acquire a first mapping relationship between the item characteristic physical quantity, the object characteristic physical quantity, the attack physical quantity and the strike force; Based on the item characteristic physical quantity, the object characteristic physical quantity and the attack physical quantity, combined with the first mapping relationship, the attack strength of the virtual object is determined.
5. The method according to claim 2, characterized in that The influencing parameter includes the hit part of the virtual object, and the obtaining of at least one physical quantity in the physical simulation attack process includes: Acquire the initial motion physical quantity of the virtual prop, and acquire the scene physical quantity of the virtual prop during the physical simulation attack process, wherein the at least one physical quantity includes the initial motion physical quantity and the scene physical quantity; The determining, based on the at least one physical quantity, an influence parameter of the virtual prop on the virtual object comprises: Determining the motion trajectory of the virtual prop during the physical simulation attack process based on the initial motion physical quantity and the scene physical quantity; Determining a physical simulation hitting position of the virtual prop hitting the virtual object from the motion trajectory; Based on the physically simulated hitting position, a hit part of the virtual object is determined.
6. The method according to claim 5, characterized in that The initial motion physical quantity includes the initial force magnitude of the virtual prop, and the method further includes: In the process of executing the prop use operation of the virtual prop, accumulating the force magnitude of the virtual prop; In response to the item use operation being released, a target force magnitude accumulated when the item use operation is released is determined, and the target force magnitude is used as the initial force magnitude.
7. The method according to claim 6, characterized in that The method further comprises: In the process of accumulating the magnitude of the force applied to the virtual item, displaying cumulative prompt information of the magnitude of the force applied; In response to the accumulated prompt information indicating that the force magnitude reaches a force magnitude threshold, it is determined that the item use operation is released.
8. The method according to claim 2, characterized in that The at least one physical quantity comprises a control physical quantity for the virtual prop; After determining the attack result of the virtual item on the virtual object based on the value of the attack index, the method further includes: When the attack result indicates that the attack of the virtual item on the virtual object fails, an adjustment operation on the controlled physical quantity is received; In response to the adjustment operation, obtaining a target controlled physical quantity obtained by adjusting the controlled physical quantity; Based on the target controlled physical quantity, the virtual prop is controlled to attack the virtual object again.
9. The method according to claim 2, characterized in that The virtual prop is synthesized from a first prop material, and the at least one physical quantity includes a material physical quantity for the first prop material; After determining the attack result of the virtual item on the virtual object based on the value of the attack indicator, the method further includes: When the attack result indicates that the attack of the virtual prop on the virtual object fails, adjusting the first prop material to obtain a second prop material; The attack effect corresponding to the influencing parameter determined based on the material physical quantity of the second item material is higher than the attack effect corresponding to the influencing parameter determined based on the material physical quantity of the first item material; The second prop material is synthesized to obtain a target virtual prop, and the target virtual prop is controlled to attack the virtual object.
10. The method according to claim 2, characterized in that The at least one physical quantity comprises a control physical quantity for the virtual prop; After determining the attack result of the virtual item on the virtual object based on the value of the attack indicator, the method further includes: When the attack result indicates that the attack of the virtual item on the virtual object is successful, recording the controlled physical quantity; The method further comprises: In response to the automatic attack operation directed to the virtual object, the virtual prop is automatically controlled to attack the virtual object based on the recorded controlled physical quantity.
11. The method according to claim 1, characterized in that The influence parameter includes the attribute correlation between the attribute of the virtual prop and the attribute of the virtual object, and obtaining the influence parameter of the virtual prop on the virtual object includes: Obtaining the properties of the virtual props and obtaining the properties of the virtual object; Acquire the attribute mapping relationship between the attribute of the virtual prop and the attribute of the virtual object; Based on the attribute mapping relationship, the attribute correlation between the attribute of the virtual prop and the attribute of the virtual object is determined.
12. The method according to claim 11, characterized in that The virtual prop is synthesized from a third prop material having a first attribute; After determining the attack result of the virtual item on the virtual object based on the value of the attack indicator, the method further includes: When the attack result indicates that the attack of the virtual prop on the virtual object fails, adjusting the third prop material with the first attribute to obtain a fourth prop material with the second attribute; wherein an attack effect corresponding to an attribute correlation determined based on the second attribute and the attribute of the virtual object is higher than an attack effect corresponding to an attribute correlation determined based on the first attribute and the attribute of the virtual object; The fourth prop material is synthesized to obtain a target virtual prop, and the target virtual prop is controlled to attack the virtual object.
13. The method according to claim 1, characterized in that The step of determining the value of the attack index of the virtual item against the virtual object based on the impact parameter includes: Obtaining the value of the basic attack index of the virtual item, and obtaining the value of the basic attack difficulty of the virtual object; Acquire a second mapping relationship between the influencing parameter, the value of the basic attack index, the value of the basic attack difficulty, and the value of the attack index; Based on the influencing parameter, the value of the basic attack index and the value of the basic attack difficulty, in combination with the second mapping relationship, the value of the attack index of the virtual item for the virtual object is determined.
14. The method according to claim 1, wherein: The method further comprises: In response to the virtual prop not hitting the virtual object and the virtual prop hitting the virtual scene, obtaining a value of an impact parameter when the virtual prop hits the virtual scene; In response to the value of the collision parameter reaching a collision parameter threshold, destroying the virtual prop; In response to the value of the impact parameter not reaching the impact parameter threshold, retaining the virtual prop in the virtual scene; The method further comprises: In response to a picking operation on the virtual prop in the virtual scene, the virtual prop is picked up.
15. The method according to claim 14, characterized in that The destroying of the virtual props includes: splitting the virtual props into a plurality of prop materials; The method further comprises: In response to the synthesis conditions of the plurality of prop materials being met, the prop materials are synthesized to obtain the virtual prop.
16. The method according to claim 1, wherein: The virtual prop belongs to the target virtual object, and the method includes: When the attack result indicates that the virtual item defeats the virtual object, controlling the virtual object to belong to the target virtual object; A target prop feature is determined from the prop features of the virtual prop, and an object feature associated with the target prop feature is added to the virtual object.
17. The method according to claim 1, wherein: The method further comprises: Determining a plurality of target prop materials for synthesizing the virtual prop; Obtain at least one material feature of each of the target prop materials, and obtain a material synthesis method corresponding to each of the material features; Combining at least one material feature of each of the target prop materials and a material synthesis method corresponding to each of the material features, the multiple target prop materials are synthesized to obtain the virtual prop.
18. The method according to claim 17, characterized in that The step of combining at least one material feature of each of the target prop materials and a material synthesis method corresponding to each of the material features to synthesize the multiple target prop materials to obtain the virtual props includes: Combining the feature synthesis method of each material feature, respectively synthesizing the material features of each of the plurality of target prop materials to obtain an intermediate virtual prop; Wherein, the intermediate virtual prop has each of the material features, and each of the material features of the intermediate virtual prop includes at least one sub-material feature; In combination with the feature retention mode of each of the material features, based on at least one sub-material feature of each of the material features, determining a sub-material feature to be retained for each of the material features; The sub-material features of the intermediate virtual prop that are different from the sub-material features to be retained are removed to obtain the virtual prop.
19. A method for handling attacks in a virtual scene, characterized in that: The method comprises: In response to an attack instruction for a virtual object in a virtual scene, controlling a virtual prop to attack the virtual object; In response to the virtual item hitting the virtual object, determining a value of an attack index of the virtual item with respect to the virtual object based on an influence parameter of the virtual item with respect to the virtual object, wherein different influence parameters correspond to different attack effects; When the value of the attack index reaches the attack index threshold, the virtual prop is controlled to successfully defeat the virtual object.
20. An attack processing device in a virtual scene, characterized in that: The device comprises: An acquisition module, configured to acquire, in response to a virtual prop in a virtual scene hitting a virtual object, an impact parameter of the virtual prop on the virtual object, wherein different impact parameters correspond to different attack effects; A first determination module, configured to determine a value of an attack index of the virtual item against the virtual object based on the impact parameter; The second determination module is used to determine the attack result of the virtual prop on the virtual object based on the value of the attack indicator.
21. An electronic device, characterized in that: The electronic device comprises: A memory for storing computer executable instructions; A processor is used to implement the attack processing method in a virtual scene as described in any one of claims 1 to 19 when executing the computer executable instructions stored in the memory.
22. A computer-readable storage medium storing computer-executable instructions or a computer program, characterized in that: When the computer executable instructions or computer program are executed by a processor, the attack processing method in a virtual scene described in any one of claims 1 to 19 is implemented.
23. A computer program product comprising computer executable instructions or a computer program, characterized in that When the computer executable instructions or computer program are executed by a processor, the attack processing method in a virtual scene described in any one of claims 1 to 19 is implemented.
