Interaction method, device and equipment based on virtual item, medium and program product

The transfer of attribute influence to other virtual objects through virtual parasitic props solves the problem of single interaction methods in virtual scenes, improves human-computer interaction efficiency and virtual game progress, and reduces computer overhead.

CN119258532APending Publication Date: 2025-01-07TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202310835226.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-07-07
Publication Date
2025-01-07

AI Technical Summary

Technical Problem

The interaction methods of virtual props in existing virtual scenes are relatively single and lack diversity, resulting in low human-computer interaction efficiency and high computer computing overhead.

Method used

Virtual parasitic props are introduced, and the attribute influence is transferred to other virtual objects through virtual parasitic props, increasing the diversity of interaction methods, and dynamic transfer is achieved through animation performance, allowing players to implement different functions through the same prop.

Benefits of technology

It improves the interaction diversity and human-computer interaction efficiency in virtual scenes, reduces the computer's computing overhead, and speeds up the process of virtual games.

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Abstract

The invention discloses an interaction method, device and equipment based on virtual props, a medium and a program product, and relates to the field of human-computer interaction. The method comprises the following steps: in response to a received release operation on a virtual parasitic prop, displaying a parasitic animation that the virtual parasitic prop parasitizes on a second virtual object; and under the condition that the first virtual object is in the attribute influence range of the attribute influence operation, displaying the first attribute influence animation. On one hand, the diversity of using the virtual props for interaction in the virtual scene is increased, and a player can indirectly generate attribute influence on other virtual objects through the virtual parasitic props, so that the man-machine interaction efficiency is improved; and on the other hand, the virtual parasitic prop is released to parasitize the second virtual object, so that the first virtual object generates attribute influence on the second virtual object while avoiding the attribute influence, a player can realize different functions through the same prop, the game playing process of virtual game playing is accelerated, and the computing overhead of a computer is reduced.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of human-computer interaction, and in particular to an interactive method, device, equipment, medium and program product based on virtual props. Background Art

[0002] In applications that support virtual scenes (eg, shooting games), players can control virtual objects and use virtual props to participate in virtual battles.

[0003] In the related art, after the player triggers a virtual prop, if other virtual objects are hit by the virtual prop, the health of the other virtual objects will be reduced; similarly, when the virtual object controlled by the player is attacked by the props of other virtual objects, the health of the virtual object controlled by the player will also be reduced.

[0004] However, in the above-mentioned related technologies, the method of using virtual props to hit a designated virtual object to cause damage to the designated virtual object is relatively simple. Summary of the invention

[0005] The embodiments of the present application provide a method, device, equipment, medium and program product for interaction based on virtual props, which can improve the diversity of interaction using virtual props. The technical solution is as follows:

[0006] In one aspect, a virtual prop-based interactive method is provided, the method comprising:

[0007] Displaying a virtual scene, wherein the virtual scene includes a first virtual object controlled by the first terminal, wherein the first virtual object is equipped with a virtual parasitic prop, and wherein the virtual parasitic prop is used to transfer the attribute influence generated by the attribute influence operation on the first virtual object to other virtual objects;

[0008] In response to receiving a release operation on the virtual parasitic prop, displaying a parasitic animation of the virtual parasitic prop parasitizing the second virtual object;

[0009] When the first virtual object is within the attribute influence range of the attribute influence operation, a first attribute influence animation is displayed, wherein the first attribute influence animation is an animation of the first virtual object being affected by the attribute influence operation, and the attribute influence generated by the attribute influence operation is transferred to the second virtual object.

[0010] On the other hand, there is provided an interactive device based on a virtual prop, the device comprising:

[0011] A first display module, configured to display a virtual scene, wherein the virtual scene includes a first virtual object controlled by a first terminal, wherein the first virtual object is equipped with a virtual parasitic prop, and wherein the virtual parasitic prop is configured to transfer an attribute influence generated by an attribute influence operation on the first virtual object to other virtual objects;

[0012] A second display module, configured to display a parasitic animation of the virtual parasitic prop parasitizing the second virtual object in response to receiving a release operation on the virtual parasitic prop;

[0013] The second display module is also used to display a first attribute influence animation when the first virtual object is in the attribute influence range of the attribute influence operation, wherein the first attribute influence animation is an animation of the first virtual object being affected by the attribute influence operation, and the attribute influence generated by the attribute influence operation is transferred to the second virtual object.

[0014] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement an interactive method based on virtual props as described in any of the above embodiments.

[0015] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, a code set or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the virtual prop-based interactive method as described in any of the above embodiments.

[0016] On the other hand, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes any of the virtual props-based interactive methods described in the above embodiments.

[0017] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:

[0018] In a virtual scene, the first virtual object is equipped with a virtual parasitic prop. When receiving a release operation for the virtual parasitic prop, an animation of the virtual parasitic prop parasitizing the second virtual object is displayed; at this time, if the first virtual object is subjected to an attribute influence operation, the attribute influence generated by the attribute influence operation will be transferred to the second virtual object. On the one hand, the diversity of using virtual props for interaction in virtual scenes is increased, and players can indirectly affect the attributes of other virtual objects through virtual parasitic props, thereby improving the efficiency of human-computer interaction; on the other hand, releasing the virtual parasitic prop to parasitize the second virtual object allows the first virtual object to avoid the attribute influence while affecting the attribute of the second virtual object, allowing players to achieve different functions through the same prop, speeding up the virtual game process and reducing the computer's computing overhead. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0020] Figure 1 It is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application;

[0021] Figure 2 is a flow chart of an interactive method based on virtual props provided by an exemplary embodiment of the present application;

[0022] Figure 3 is a flow chart of an interactive method based on virtual props provided by another exemplary embodiment of the present application;

[0023] Figure 4 It is a schematic diagram of the interface display of a prop release control provided by an exemplary embodiment of the present application;

[0024] Figure 5 is a display schematic diagram of a control interface provided by an exemplary embodiment of the present application;

[0025] Figure 6 is a schematic diagram showing a parasitic scenario provided by an exemplary embodiment of the present application;

[0026] Figure 7 is a flowchart of an interactive method based on virtual props provided by another exemplary embodiment of the present application;

[0027] Figure 8 is a flowchart of an interactive method based on virtual props provided by another exemplary embodiment of the present application;

[0028] Fig. 9 is a display schematic diagram of a parasitic interface provided by an exemplary embodiment of the present application;

[0029] Fig.10 is a schematic diagram of displaying an animation affected by a second attribute provided by an exemplary embodiment of the present application;

[0030] Fig.11 is a complete flow chart of an interactive method based on virtual props provided by an exemplary embodiment of the present application;

[0031] Fig.12 is an interactive sequence diagram of an interactive method based on virtual props provided by an exemplary embodiment of the present application;

[0032] Fig.13 is a structural block diagram of an interactive device based on virtual props provided by an exemplary embodiment of the present application;

[0033] Fig.14 is a structural block diagram of an interactive device based on virtual props provided by another exemplary embodiment of the present application;

[0034] Fig.15 It is a structural block diagram of a computer device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION

[0035] In order to make the purpose, technical solution and advantages of the present application clearer, the implementation mode of the present application will be further described in detail below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present application.

[0036] In this application, the terms "first", "second", etc. are used to distinguish identical or similar items with substantially the same effects and functions. It should be understood that there is no logical or temporal dependency between "first" and "second", nor is there any limitation on quantity and execution order.

[0037] First, a brief introduction is given to the terms involved in the embodiments of the present application.

[0038] Virtual scene: a virtual scene displayed (or provided) when an application is running on a terminal. The virtual scene can be a simulation of a real scene, a semi-simulation and semi-fictitious scene, or a purely fictitious scene. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene, and this application does not limit this. The following embodiments are illustrated by taking a three-dimensional virtual scene as an example.

[0039] Virtual object: refers to an active object in a virtual scene. The active object can be a virtual object, a virtual animal, an animated character, etc., such as a person, an animal, a plant, an oil drum, a wall, a stone, etc. displayed in a three-dimensional virtual scene. Optionally, the virtual object is a three-dimensional stereo model created based on animation skeleton technology. Each virtual object has its own shape and volume in a three-dimensional virtual scene and occupies a part of the space in the three-dimensional virtual scene.

[0040] In shooting games, in addition to shooting, many auxiliary props are added to increase the interactivity of the game. Players can control virtual objects and use auxiliary virtual props to participate in virtual battles. In the related art, after the player triggers the virtual prop, if other virtual objects are hit by the virtual prop, the health of other virtual objects will be reduced; similarly, when the virtual object controlled by the player is attacked by the props of other virtual objects, the health of the virtual object controlled by the player will also be reduced. However, in the above-mentioned related art, the designated virtual object is hit by the virtual prop to cause damage to the designated virtual object, that is, the damage to the designated virtual object is direct damage, for example: being hit by a virtual bullet or being blown up by a virtual grenade will directly deduct the health of the designated virtual object. This interactive method of causing direct damage to virtual objects through virtual props is relatively simple.

[0041] In the embodiment of the present application, an interactive method based on virtual props is provided. On the one hand, the diversity of using virtual props for interaction in virtual scenes is increased, and players can indirectly affect the properties of other virtual objects through virtual parasitic props, thereby improving the efficiency of human-computer interaction; on the other hand, the virtual parasitic props are released to parasitize the second virtual object, so that the first virtual object can avoid the property influence while affecting the property of the second virtual object, so that players can achieve different functions through the same props, speed up the game process of the virtual game, and reduce the computing overhead of the computer. The interactive method based on virtual props provided in the present application includes at least one of a variety of virtual scenes such as virtual battle scenes and virtual shooting scenes when applied. It is worth noting that the above application scenarios are only illustrative examples. The interactive method based on virtual props provided in this embodiment can also be applied to other scenarios, and the embodiment of the present application does not limit this.

[0042] Secondly, the implementation environment of this application is introduced. Figure 1 A schematic diagram of an implementation environment provided by an exemplary embodiment of the present application is given. The implementation environment includes: a terminal 110 and a server 120, wherein the terminal 110 and the server 120 are connected via a communication network. Optionally, the communication network is a wireless network or a wired network.

[0043] The terminal 110 has a target application installed and running, wherein the target application is an application that supports a two-dimensional virtual environment or a three-dimensional virtual environment. The target application may be any one of a virtual reality application, a three-dimensional map program, an auto chess game, a strategy game, a third-person shooting game (TPS), a first-person shooting game (FPS), a multiplayer online tactical competitive game (MOBA), and a multiplayer gunfight survival game. In an achievable manner, the target application may be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.

[0044] Optionally, when the target application is implemented as a network-connected application, the current target application is implemented as a competitive game (such as a TPS game, an FPS game), and the terminal 110 displays a first virtual object in a virtual scene during the operation of the target application, and the virtual scene also includes a second virtual object. The terminal 110 is a terminal used by a first user, and the first user uses the terminal 110 to control the first virtual object in the virtual scene to perform an activity, which includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first virtual object is a first virtual character, such as a simulated character virtual object or an anime character virtual object.

[0045] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for target applications supporting the virtual environment. Optionally, the server 120 undertakes the main computing work and the terminal 110 undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work and the terminal 110 undertakes the main computing work; or, the server 120 and the terminal 110 adopt a distributed computing architecture for collaborative computing.

[0046] Illustratively, in the case where the first virtual object is equipped with a virtual parasitic prop, when the terminal 110 receives a release operation for the virtual parasitic prop, the terminal 110 sends a prop release request to the server 120, and the prop release request is used to request the release of the virtual parasitic prop. After receiving the prop release request, the server 120 determines that the parasitic object of the virtual parasitic prop is the second virtual object, that is, generates parasitic animation rendering information corresponding to the second virtual object, and then feeds the parasitic animation rendering information back to the terminal 110. After receiving the parasitic animation rendering information, the terminal 110 renders the virtual scene screen according to the parasitic animation rendering information, thereby displaying the parasitic animation of the virtual parasitic prop parasitizing the second virtual object.

[0047] Subsequently, when the first virtual object is subjected to an attribute influence operation, the terminal 110 sends an attribute influence transfer request to the server 120, and the attribute influence transfer request is used to transfer the attribute influence of the attribute influence operation from the first virtual object to the second virtual object. After receiving the attribute influence transfer request, the server 120 generates first attribute influence animation rendering information corresponding to the first virtual object, and then feeds back the first attribute influence animation rendering information to the terminal 110. After receiving the first attribute influence animation rendering information, the terminal 110 renders the virtual scene screen according to the first attribute influence animation rendering information, thereby displaying the first attribute influence animation, which is an animation of the first virtual object being subjected to an attribute influence operation, but the attribute influence generated by the attribute influence operation is transferred to the second virtual object.

[0048] The above-mentioned terminal can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, a smart TV, a smart car-mounted device and other forms of terminal devices, which are not limited to the embodiments of the present application.

[0049] It is worth noting that server 120 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network) and big data and artificial intelligence platforms.

[0050] Among them, cloud technology refers to a hosting technology that unifies hardware, software, network and other resources in a wide area network or local area network to realize data computing, storage, processing and sharing. Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the cloud computing business model. It can form a resource pool, which is used on demand and flexible and convenient. Cloud computing technology will become an important support. The background services of technical network systems require a large amount of computing and storage resources, such as video websites, picture websites and more portal websites. With the high development and application of the Internet industry, in the future, each item may have its own identification mark, which needs to be transmitted to the background system for logical processing. Data of different levels will be processed separately. All kinds of industry data need strong system backing support, which can only be achieved through cloud computing.

[0051] Optionally, the interactive method based on virtual props provided in the embodiment of the present application can be applied to cloud game scenarios, so that the calculation of data logic during the game is completed by the cloud server, and the terminal is responsible for the display of the game interface. Optionally, the server 120 can also be implemented as a node in the blockchain system.

[0052] It should be noted that before collecting relevant data of users and during the process of collecting relevant data of users, this application can display a prompt interface, pop-up window or output voice prompt information, and the prompt interface, pop-up window or voice prompt information is used to prompt the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining relevant data of users after obtaining the confirmation operation issued by the user to the prompt interface or pop-up window, otherwise (that is, when the confirmation operation issued by the user to the prompt interface or pop-up window is not obtained), the relevant steps of obtaining relevant data of users are terminated, that is, the relevant data of users are not obtained. In other words, all user data collected by this application are collected with the consent and authorization of the user, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of relevant countries and regions.

[0053] In combination with the above description, the interactive method based on virtual props provided by the present application is described. The method can be executed by a server or a terminal, or can be executed by a server and a terminal together. In the embodiment of the present application, the method is executed by the first terminal as an example. Figure 2 As shown, the method includes the following steps.

[0054] Step 210: display the virtual scene.

[0055] The virtual scene includes a first virtual object controlled by the first terminal.

[0056] In some embodiments, the first terminal runs a target application, and the target application can be implemented as any one of a virtual reality application, a three-dimensional map program, an auto chess game, a strategy game, a third-person shooter game, a first-person shooter game, a multiplayer online tactical competitive game, and a multiplayer gunfight survival game.

[0057] Optionally, the virtual scene is a display scene in a running interface corresponding to a target application running in the first terminal. A first account is logged into the target application, and the first virtual object is a virtual object corresponding to the first account. Schematically, after the target application running in the first terminal logs in to the first account, the first virtual object is displayed in a virtual scene provided by the target application, and the player controls the first virtual object to act in the virtual scene through the first terminal.

[0058] Optionally, the number of the first virtual objects controlled by the first terminal is one or more.

[0059] Among them, the first virtual object is equipped with a virtual parasitic prop.

[0060] Optionally, the manifestation forms of the virtual parasitic props include virtual animals (such as virtual insects), virtual animals, virtual fungi, etc. The embodiment of the present application does not limit the specific manifestation forms of the virtual parasitic props.

[0061] Optionally, the virtual parasitic item is an in-game item that is acquired and equipped by the first virtual object in the virtual game; or, the virtual parasitic item is an out-of-game item that is acquired and equipped by the first virtual object outside the virtual game.

[0062] The virtual parasitic prop is used to transfer the attribute influence generated by the attribute influence operation on the first virtual object to other virtual objects.

[0063] Optionally, the other virtual objects are virtual objects controlled by other terminals; or, the other virtual objects are virtual objects controlled by the system (eg, non-player virtual objects in the game, artificial intelligence virtual objects, etc.).

[0064] Optionally, the first virtual object has an association relationship with other virtual objects. Illustratively, when the first virtual object participates in a virtual game, the association relationship may be a teammate relationship, that is, the first virtual object and other virtual objects are in the same team, or the association relationship may be a hostile relationship.

[0065] Optionally, the above association relationship may also be a friend relationship, that is, in the target application, there is a friend relationship between the first account corresponding to the first virtual object and the accounts corresponding to other virtual objects.

[0066] In some embodiments, when a virtual parasitic prop is parasitic on other virtual objects, the attribute influence generated by the attribute influence operation on the first virtual object is transferred to the other virtual objects.

[0067] Optionally, the attribute influencing operation includes an attribute influencing operation that triggers a virtual skill, an attribute influencing operation that triggers a virtual item, etc.

[0068] In some embodiments, the attribute influence generated by the attribute influence operation is an operation that can reduce the attribute value of the first virtual object. For example, the attribute influence operation can be implemented as an attack operation using a virtual attack item or an attack operation using a virtual attack skill.

[0069] In other embodiments, the attribute influence generated by the attribute influence operation is an operation that can increase the attribute value of the first virtual object. For example, the attribute influence operation can be implemented as a treatment operation using a virtual treatment prop or a treatment operation using a virtual treatment skill.

[0070] Optionally, the above attribute value can be realized as at least one of health value, physical strength value, speed value, mana value, etc., which is not limited in the embodiment of the present application.

[0071] Optionally, the virtual parasitic prop can be parasitic on a single virtual object, or the virtual parasitic prop can be parasitic on multiple virtual objects. Optionally, when the virtual parasitic prop is parasitic on multiple virtual objects, when the first virtual object is subjected to an attribute influence operation, the attribute influence generated by the attribute influence operation is transferred to a single virtual object among the multiple virtual objects; or, the attribute influence generated by the attribute influence operation is transferred to at least two virtual objects among the multiple virtual objects.

[0072] In an illustrative example, the first virtual object releases a virtual parasitic item and parasitizes virtual object a, virtual object b, and virtual object c. When the first virtual object is attacked, the health damage generated by the attack is transferred to virtual object a that is closest to the first virtual object; or, the health damage generated by the attack is transferred to virtual object a, virtual object b, and virtual object c, and virtual object a, virtual object b, and virtual object c share the health damage.

[0073] Step 220 : In response to receiving a release operation on the virtual parasitic prop, display a parasitic animation of the virtual parasitic prop parasitizing the second virtual object.

[0074] The release operation refers to an operation of releasing the virtual parasitic prop into the virtual scene. The second virtual object is any object among other virtual objects in the virtual scene.

[0075] In some embodiments, the release operation is an operation actively triggered by a control.

[0076] Optionally, a prop release control is displayed, the prop release control being used to release the virtual parasitic prop; and when a trigger operation on the prop release control is received, a parasitic animation of the virtual parasitic prop parasitizing the second virtual object is displayed.

[0077] In other embodiments, the release operation is a passively triggered operation.

[0078] Optionally, when the first virtual object meets the passive triggering condition of the release operation, a parasitic animation of the virtual parasitic prop parasitizing the second virtual object is displayed.

[0079] Among them, the passive trigger conditions for the release operation include: the first virtual object completes the preset task, the distance between the first virtual object and the second virtual object meets the distance condition, the attribute value of the first virtual object meets the attribute value condition, etc. The embodiment of the present application does not limit the specific content of the passive trigger conditions.

[0080] Illustratively, when the object distance between the first virtual object and the second virtual object is less than or equal to a preset distance threshold, a parasitic animation of the virtual parasitic prop parasitizing the second virtual object is displayed.

[0081] Optionally, for the parasitic animation, the animation content of the parasitic animation is associated with the expression form of the virtual parasitic prop. Schematically, when the virtual parasitic prop is in the form of a virtual insect, an animation of the virtual insect flying around the second virtual object and staying on the second virtual object is displayed.

[0082] Optionally, the virtual parasitic prop is parasitic on any object part of the second virtual object; or, the virtual parasitic prop is parasitic around the second virtual object and moves with the second virtual object.

[0083] Among them, the target parts include the head, hands, legs, waist, etc., which are not limited in the embodiments of the present application.

[0084] Step 230: When the first virtual object is within the attribute influence range of the attribute influence operation, display the first attribute influence animation.

[0085] The first attribute influence animation is an animation in which the first virtual object is subjected to an attribute influence operation, and the attribute influence generated by the attribute influence operation is transferred to the second virtual object.

[0086] Optionally, if the attribute affecting operation is an operation that triggers the generation of a virtual skill, then the attribute affecting range is the skill effective range corresponding to the virtual skill; if the attribute affecting operation is an operation that triggers the generation of a virtual prop, then the attribute affecting range is the prop effective range corresponding to the virtual prop, for example: the range affected by the explosion when a virtual grenade explodes.

[0087] In some embodiments, an example is given in which the attribute influence generated by the attribute influence operation is an attack operation that can reduce the attribute value of the first virtual object.

[0088] Optionally, the first attribute affecting animation is an animation of the first virtual object being subjected to an attack operation, and the attribute value deduction effect caused by the attack operation is transferred to the second virtual object.

[0089] Indicatively, virtual object a releases a virtual parasitic item, which parasitizes virtual object b. When virtual object a is attacked, if virtual object a is within the attack range of the attack operation, the attribute value deduction effect (i.e., attribute value damage, such as reduced health) generated by the attack operation will be transferred to virtual object b, i.e., the health value of virtual object a remains unchanged, while the health value of virtual object b is reduced.

[0090] In other embodiments, an example is given in which the attribute influence produced by the attribute influence operation is a treatment operation that can increase the attribute value of the first virtual object.

[0091] Optionally, the first attribute influence animation is an animation of the first virtual object being subjected to a therapeutic operation, and the attribute value gain influence generated by the therapeutic operation is transferred to the second virtual object.

[0092] Schematically, virtual object a releases a virtual parasitic item, and the virtual parasitic item parasitizes virtual object b. When virtual object a is subjected to a treatment operation, if virtual object a is within the treatment range of the treatment operation, the attribute value gain effect (i.e., attribute value recovery, such as: health increase) generated by the treatment operation will be transferred to virtual object b, that is, the health value of virtual object a remains unchanged, and the health value of virtual object b increases.

[0093] In some embodiments, when a second virtual object is parasitized by a virtual parasitic prop released by a first virtual object, the attribute influence generated by the attribute influence operation on the first virtual object is completely transferred to the second virtual object; or, the attribute influence generated by the attribute influence operation on the first virtual object is partially transferred to the second virtual object.

[0094] Indicatively, when virtual object a is attacked, if virtual object a is within the attack range of the attack, the attack will cause 30 points of health damage to virtual object a if virtual object a does not use virtual parasitic props. When virtual object a uses virtual parasitic props to parasitize virtual object b, the 30 points of health damage are all transferred to virtual object b, that is, the health of virtual object a remains unchanged, and the health of virtual object b is reduced by 30 points. Alternatively, 15 points of health damage out of the 30 points of health damage are partially transferred to virtual object b, that is, the health of virtual object a is reduced by 15 points, and the health of virtual object b is reduced by 15 points.

[0095] Optionally, the number of the second virtual objects may be one or more.

[0096] Optionally, in the case where there are multiple second virtual objects, the attribute influence caused by the attribute influence operation on the first virtual object is fully transferred to the multiple second virtual objects; or, the attribute influence caused by the attribute influence operation on the first virtual object is partially transferred to the multiple second virtual objects, that is, the multiple second virtual objects jointly bear the attribute influence caused by the attribute influence operation on the first virtual object.

[0097] Indicatively, when virtual object a uses a virtual parasitic item to parasitize virtual object b and virtual object c, 30 points of health damage are evenly transferred to virtual object b and virtual object c, that is, the health of virtual object a remains unchanged, the health of virtual object b decreases by 15 points, and the health of virtual object c decreases by 15 points. Alternatively, 20 points of health damage out of the 30 points of health damage are evenly transferred to virtual object b and virtual object c, that is, the health of virtual object a decreases by 10 points, the health of virtual object b decreases by 10 points, and the health of virtual object c decreases by 10 points.

[0098] Optionally, when the attribute influence generated by the attribute influence operation on the first virtual object is partially transferred to the second virtual object (or multiple second virtual objects), it is necessary to determine the attribute influence value generated by the attribute influence operation partially transferred to the second virtual object. Optionally, the determination condition includes at least one of the following conditions:

[0099] 1. Based on a first distance between the first virtual object and the second virtual object, determine an attribute influence value generated by the attribute influence operation partially transferred to the second virtual object, wherein the first distance is negatively correlated with the attribute influence value.

[0100] Illustratively, the closer the distance between the first virtual object and the second virtual object is, the more the health of the second virtual object is reduced when the first virtual object is attacked; or, the closer the distance between the first virtual object and the second virtual object is, the more the health of the second virtual object is restored when the first virtual object is treated.

[0101] 2. Based on the part priority of the object part of the second virtual object parasitized by the virtual parasitic item, determine the attribute influence value generated by the attribute influence operation partially transferred to the second virtual object, and the part priority is positively correlated with the attribute influence value.

[0102] The object parts include the head, hands, legs, waist, etc. Illustratively, assuming that the head priority is greater than the waist priority, which is greater than the hand priority, which is greater than the leg priority, then when the virtual parasitic prop is parasitic on the head of the second virtual object, when the first virtual object is attacked, the more the life value of the second virtual object is reduced; or when the first virtual object is treated, the more the life value of the second virtual object is restored.

[0103] 3. Based on the released object of the attribute influencing operation, determine the attribute influencing value generated by the attribute influencing operation that is partially transferred to the second virtual object.

[0104] Optionally, the release object of the attribute influence operation is divided into two cases: the first is the second virtual object parasitized by the virtual parasitic prop, and the second is other virtual objects that are not parasitized by the virtual parasitic prop.

[0105] Illustratively, when the release object of the attribute influence operation is the parasitized second virtual object, the attribute influence value generated by the attribute influence operation that is partially transferred to the second virtual object is the first attribute influence value; when the release object of the attribute influence operation is other virtual objects that are not parasitized, the attribute influence value generated by the attribute influence operation that is partially transferred to the second virtual object is the second attribute influence value.

[0106] Among them, the influence value of the first attribute is greater than the influence value of the second attribute.

[0107] 4. Based on the effective duration of the virtual parasitic item, determine the attribute influence value generated by the attribute influence operation that is partially transferred to the second virtual object, and the effective duration is negatively correlated with the attribute influence value.

[0108] Optionally, the virtual parasitic prop has a preset effective time corresponding to it, with the moment when the virtual parasitic prop begins to parasitize the second virtual object as the initial moment. The virtual parasitic prop is effective within the preset effective time after the initial moment; the virtual parasitic prop is invalid beyond the preset effective time after the initial moment.

[0109] Illustratively, it is assumed that the virtual parasitic prop begins to take effect at time t, and the preset effective duration is 10 seconds; at time t+1, if the first virtual object is subject to an attribute influence operation, the attribute influence value generated by the attribute influence operation that is partially transferred to the second virtual object is the third attribute influence value; at time t+5, if the first virtual object is subject to an attribute influence operation, the attribute influence value generated by the attribute influence operation that is partially transferred to the second virtual object is the fourth attribute influence value.

[0110] Among them, the influence value of the third attribute is greater than the influence value of the fourth attribute.

[0111] It should be noted that the above description of the determination conditions is only for illustrative purposes and does not limit the application embodiments.

[0112] In summary, the interactive method based on virtual props provided by the embodiment of the present application is that in a virtual scene, the first virtual object is equipped with a virtual parasitic prop. When a release operation of the virtual parasitic prop is received, an animation of the virtual parasitic prop parasitizing the second virtual object is displayed; at this time, if the first virtual object is subjected to an attribute influence operation, the attribute influence generated by the attribute influence operation will be transferred to the second virtual object. On the one hand, the diversity of using virtual props for interaction in virtual scenes is increased, and players can indirectly generate attribute influences on other virtual objects through virtual parasitic props, thereby improving the efficiency of human-computer interaction; on the other hand, releasing the virtual parasitic prop to parasitize the second virtual object allows the first virtual object to generate attribute influences on the second virtual object while avoiding attribute influences, allowing players to achieve different functions through the same prop, speeding up the game process of the virtual game, and reducing the computing overhead of the computer.

[0113] According to the method provided in the embodiment of the present application, when the second virtual object is parasitized, the second virtual object can bear the damage transfer of the first virtual object, so that the first virtual object can cause damage to the enemy while avoiding damage, thereby limiting the damage operation of the second virtual object on the first virtual object, which is conducive to the player to quickly win the virtual game and speed up the progress of the game; the second virtual object can also receive the treatment transfer of the first virtual object, so that the first virtual object assists the second virtual object in recovery through indirect operation, thereby improving the utilization rate of virtual props in the virtual scene.

[0114] According to the method provided in the embodiment of the present application, the closer the distance between the first virtual object and the second virtual object is, the more attribute influence values ​​are generated by the attribute influence operation partially transferred to the second virtual object, thereby improving the rationality of using virtual parasitic props and enriching the use effect of virtual parasitic props.

[0115] According to the method provided in the embodiment of the present application, the higher the priority of the part of the second virtual object parasitized by the virtual parasitic item, the more attribute influence values ​​generated by the attribute influence operation partially transferred to the second virtual object, thereby refining the use effect of the virtual parasitic item.

[0116] In some optional embodiments, the virtual parasitic prop is released to trigger a scanning function, and the parasitic object is parasitized after it is scanned. Figure 3 As shown above Figure 2 The embodiment shown can also be implemented as the following steps 310 to 330. Figure 2 The illustrated step 220 may also be implemented as the following steps 321 to 322 .

[0117] Step 310: display the virtual scene.

[0118] The virtual scene includes a first virtual object controlled by a first terminal. The first virtual object is equipped with a virtual parasitic prop. The virtual parasitic prop is used to transfer the attribute influence generated by the attribute influence operation on the first virtual object to other virtual objects.

[0119] In some embodiments, the virtual scene also includes a prop release control, and the prop release control is used to trigger a release operation on the virtual parasitic prop.

[0120] Optionally, the prop release control is a control displayed on the scene screen of the virtual scene.

[0121] For illustration, please refer to Figure 4 , which shows a schematic diagram of the interface display of a prop release control. In the virtual scene 400, if the first virtual object 401 is equipped with a virtual parasitic prop (for example, a virtual parasitic prop in the form of a virtual insect), a prop release control 402 is displayed on the scene screen of the virtual scene 400. The prop release control 402 is used to release the virtual parasitic prop equipped by the first virtual object 401 to enter the virtual scene for parasitism.

[0122] Alternatively, the prop release control is a scene element in the virtual scene.

[0123] Illustratively, in a virtual scene, if a first virtual object is equipped with a virtual parasitic prop (for example, a virtual parasitic prop in the form of a virtual insect), a virtual insect element is displayed around the first virtual object, and the virtual insect element is a prop release control that triggers the release of the virtual parasitic prop.

[0124] Optionally, the number of virtual parasitic props equipped by the first virtual object may be one or more. Optionally, the number of virtual objects that a single virtual parasitic prop can parasitize may be one or more, which is not limited in the embodiment of the present application.

[0125] In some embodiments, the attribute influence generated by the attribute influence operation is an operation that reduces the attribute value of the first virtual object. For example, the attribute influence operation can be implemented as an attack operation using a virtual attack item or an attack operation using a virtual attack skill.

[0126] In other embodiments, the attribute influence generated by the attribute influence operation is an operation that can increase the attribute value of the first virtual object. For example, the attribute influence operation can be implemented as a treatment operation using a virtual treatment prop or a treatment operation using a virtual treatment skill.

[0127] Step 321, in response to receiving a trigger operation on a prop release control, displaying a control interface corresponding to the virtual parasitic prop.

[0128] Among them, the control interface is used to control the virtual parasitic props to parasitize.

[0129] Optionally, the trigger operation can be implemented as at least one of a single-click operation, a double-click operation, a long press operation, a sliding operation, a voice command operation, a gesture command operation, etc., which is not limited in the embodiments of the present application.

[0130] In some embodiments, the virtual parasitic props are implemented as props that appear in the form of virtual creatures; optionally, the control interface is a control interface corresponding to the perspective of the virtual creature.

[0131] Among them, the control interface includes a field of view display area and control controls. The field of view display area is a virtual scene displayed from the perspective of a virtual creature. The control controls are used to control the movement of the virtual creature in the virtual scene. As the virtual creature moves in the virtual scene, the virtual scene displayed in the field of view display area will change accordingly.

[0132] Optionally, the virtual creature perspective may be a first-person perspective or a third-person perspective. Optionally, the control interface further includes a perspective switching control, which is used to switch the virtual creature perspective corresponding to the current control interface.

[0133] For illustration, please refer to Figure 5 , which shows a display schematic diagram of a control interface, when triggering Figure 4When the prop release control 402 is released, the control interface 500 is displayed, and the control interface 500 is a control interface corresponding to the third-person perspective of the virtual insect 501. The control interface 500 includes a field of view display area 510, an upward movement control 502, and a downward movement control 503.

[0134] The player can control the virtual insect 501 to move in the virtual scene by triggering the upward movement control 502 and the downward movement control 503. During the movement, the scene picture of the virtual scene displayed in the field of view display area 510 will change. The player can control the virtual insect 501 to find a parasitic object through the scene displayed in the field of view display area 510.

[0135] In some embodiments, in response to receiving a trigger operation on a prop release control, a prop release animation is displayed, where the prop release animation is an animation of the first virtual object releasing a virtual parasitic prop; after the prop release animation is played, a control interface corresponding to the virtual parasitic prop is displayed.

[0136] Illustratively, after the prop release control is triggered, an animation of the first virtual object taking out a prop creation device is displayed in the virtual scene, and the device releases the virtual parasitic prop into the virtual scene after creating the virtual parasitic prop; after the animation is played, the display perspective of the scene screen of the virtual scene is switched, that is, the display perspective of the first virtual object is switched to the display perspective corresponding to the virtual parasitic prop, and the control controls for the virtual parasitic prop are displayed at the same time.

[0137] In some embodiments, in response to receiving a trigger operation on a prop release control, a prop selection interface is displayed, the prop selection interface including multiple candidate parasitic props; in response to receiving a selection operation on a virtual parasitic prop from multiple candidate parasitic props, a control interface is displayed.

[0138] Alternatively, in response to receiving a trigger operation on a prop release control, an object selection interface is displayed, the object selection interface including a plurality of candidate parasitic objects; in response to receiving a selection operation on a second virtual object among the plurality of candidate parasitic objects, a control interface is displayed.

[0139] Alternatively, in response to receiving a trigger operation on a prop release control, a selection interface is displayed, the selection interface including multiple candidate parasitic props and multiple candidate parasitic objects; a first selection operation on a virtual parasitic prop among the multiple candidate parasitic props is received; a second selection operation on a second virtual object among the multiple candidate parasitic objects is received; and based on the first selection operation and the second selection operation, a control interface is displayed.

[0140] Optionally, when a parasitic object of a virtual parasitic prop is specified, the field of view display area included in the control interface corresponding to the virtual parasitic prop will display a movement animation of the virtual parasitic object moving to the location of a second virtual object in the virtual scene; or, display a manifestation animation of the virtual parasitic object appearing at the location of the second virtual object.

[0141] Step 322 , in response to receiving a parasitic operation on the control interface, displaying a parasitic animation of the virtual parasitic prop parasitizing the second virtual object.

[0142] The parasitic operation is used to control the virtual parasitic prop to parasitize the second virtual object.

[0143] Indicatively, after the virtual parasitic prop is controlled to find the second virtual object through the control interface, the parasitic control displayed on the control interface is clicked; after the parasitic control is successfully triggered, the parasitic animation of the virtual parasitic prop parasitizing the second virtual object is displayed.

[0144] Optionally, the method for displaying the parasitic animation includes at least one of the following methods:

[0145] 1. Receive a scanning operation on the control interface, the scanning operation being used to scan virtual objects that meet preset parasitic conditions in the current virtual scene; when the virtual objects that meet the preset parasitic conditions include a second virtual object, in response to receiving a parasitic operation on a virtual parasitic prop, display a parasitic animation.

[0146] Optionally, when the virtual objects meeting the preset parasitic condition include a second virtual object and the scanning crosshairs corresponding to the scanning operation are aimed at the second virtual object, a parasitic animation is displayed in response to receiving a parasitic operation on the virtual parasitic prop.

[0147] For illustration, please refer to Figure 5 The control interface 500 includes a scanning control 504; after the scanning control 504 is triggered, the virtual objects that meet the preset parasitic conditions in the field of view display area 510 are scanned.

[0148] After scanning, the display is as follows Figure 6 The schematic diagram of the parasitic scenario shown is as follows: Figure 6 As shown, in the field of view display area 610 of the control interface 600, the virtual object 601 is scanned as a virtual object that meets the preset parasitic conditions, and a picture of the scanning crosshairs aiming at the virtual object 601 is displayed; at this time, if the control interface 600 is triggered to include a parasitic control 602, a parasitic animation of the virtual parasitic prop parasitizing the second virtual object is displayed.

[0149] Optionally, the control interface 600 also includes a scanning control 603. If the player needs to change the parasitic object, before triggering the parasitic control 602, the scanning control 603 can be triggered to rescan the field of view display area 610 to find other virtual objects that meet the preset parasitic conditions.

[0150] Optionally, the number of virtual objects that meet the preset parasitic conditions can be one or more; when the virtual objects that meet the preset parasitic conditions include multiple candidate virtual objects, an aiming operation of a scanning crosshair corresponding to the scanning operation is received, and when the scanning crosshair aims at a second virtual object among the multiple candidate virtual objects, in response to receiving the parasitic operation on the control interface, a parasitic animation of the virtual parasitic prop parasitizing the second virtual object is displayed.

[0151] Optionally, for a virtual object in the current virtual scene that meets a preset parasitic condition, the preset parasitic condition includes at least one of the following conditions:

[0152] (1) The virtual parasitic prop has a corresponding prop effective range. When the second virtual object is within the prop effective range of the virtual parasitic prop, it is determined that the second virtual object meets the preset parasitic condition.

[0153] Optionally, the prop effective range refers to the range centered on the position of the virtual parasitic prop after the virtual parasitic prop is released into the virtual scene; or, the prop effective range refers to the display range of the scene image of the virtual scene in the field of view display area in the control interface.

[0154] (2) If the second virtual object is a parasitic object specified in the object selection interface or the selection interface, determining that the second virtual object meets a preset parasitic condition.

[0155] (3) When the distance between the first virtual object and the second virtual object meets the distance requirement, it is determined that the second virtual object meets the preset parasitic condition.

[0156] Optionally, if the distance between the second virtual object and the first virtual object is less than or equal to a first preset distance, it is determined that the second virtual object meets the preset parasitic condition; or, if the distance between the second virtual object and the first virtual object is greater than or equal to the second preset distance, it is determined that the second virtual object meets the preset parasitic condition.

[0157] (4) When the attribute value corresponding to the second virtual object meets the attribute value requirement, it is determined that the second virtual object meets the preset parasitic condition.

[0158] Optionally, in response to the attribute value of the second virtual object being less than or equal to the first preset attribute value, it is determined that the second virtual object meets the preset parasitic condition.

[0159] Illustratively, if the health value of the teammate virtual object of the first virtual object is less than or equal to the first preset health value, and the teammate virtual object has no health recovery item, the virtual parasitic item can be parasitized on the teammate virtual object, and the first virtual object uses its own health recovery item to increase the health value of the teammate virtual object.

[0160] Alternatively, in response to the attribute value of the second virtual object being greater than or equal to the second preset attribute value, it is determined that the second virtual object meets the preset parasitic condition.

[0161] Illustratively, when the health value of the hostile virtual object is greater than or equal to the second preset health value, the virtual parasitic prop can be parasitized on the hostile virtual object. When the first virtual object is damaged by health value, the health value damage will be transferred to the hostile virtual object, thereby speeding up the elimination of the hostile virtual object.

[0162] It should be noted that the above-mentioned preset parasitic conditions are only for illustrative purposes, and the embodiments of the present application do not limit the preset parasitic conditions.

[0163] 2. Receive a moving parasitic operation on a virtual parasitic prop in a control interface, where the moving parasitic operation is used to control the virtual parasitic prop to move in a virtual scene and search for a parasitic object; when the virtual parasitic prop stops moving, the virtual object at the end of the movement is determined as a second virtual object, and a parasitic animation is displayed.

[0164] Illustratively, the player controls the virtual parasitic prop to move in the virtual scene on the control interface. When it moves to the second virtual object and stays on the second virtual object, it means that the second virtual object is parasitized by the virtual parasitic prop. The process of the player controlling the virtual parasitic prop to move and parasitize the second virtual object is the display content of the parasitic animation.

[0165] Optionally, after displaying the parasitic animation, the method further includes: after the parasitic animation is played, displaying a virtual scene corresponding to the object perspective of the first virtual object. The object perspective can be a first-person perspective or a second-person perspective, which is not limited in the embodiment of the present application.

[0166] Step 330 : When the first virtual object is within the attribute influence range of the attribute influence operation, display the first attribute influence animation.

[0167] The first attribute influence animation is an animation in which the first virtual object is subjected to an attribute influence operation, and the attribute influence generated by the attribute influence operation is transferred to the second virtual object.

[0168] In some embodiments, the first attribute affecting animation is an animation of the first virtual object being attacked, and the attribute value loss effect caused by the attack operation is transferred to the second virtual object. In other embodiments, the first attribute affecting animation is an animation of the first virtual object being treated, and the attribute value gain effect caused by the treatment operation is transferred to the second virtual object.

[0169] Optionally, the above attribute value can be realized as at least one of health value, physical strength value, speed value, mana value, etc., which is not limited in the embodiment of the present application.

[0170] In some embodiments, when a second virtual object is parasitized by a virtual parasitic prop released by a first virtual object, the attribute influence generated by the attribute influence operation on the first virtual object is completely transferred to the second virtual object; or, the attribute influence generated by the attribute influence operation on the first virtual object is partially transferred to the second virtual object.

[0171] In summary, the interactive method based on virtual props provided by the embodiment of the present application is that in a virtual scene, the first virtual object is equipped with a virtual parasitic prop. When a release operation of the virtual parasitic prop is received, an animation of the virtual parasitic prop parasitizing the second virtual object is displayed; at this time, if the first virtual object is subjected to an attribute influence operation, the attribute influence generated by the attribute influence operation will be transferred to the second virtual object. On the one hand, the diversity of using virtual props for interaction in virtual scenes is increased, and players can indirectly generate attribute influences on other virtual objects through virtual parasitic props, thereby improving the efficiency of human-computer interaction; on the other hand, releasing the virtual parasitic prop to parasitize the second virtual object allows the first virtual object to generate attribute influences on the second virtual object while avoiding attribute influences, allowing players to achieve different functions through the same prop, speeding up the game process of the virtual game, and reducing the computing overhead of the computer.

[0172] The method provided in the embodiment of the present application displays a control interface after triggering the prop release control, and the player can control the virtual parasitic prop to parasitize through the control interface, thereby improving the control efficiency of the virtual parasitic prop.

[0173] The method provided in the embodiment of the present application, when the prop release control is triggered, will display the prop release animation of the first virtual object releasing the virtual parasitic prop. After the animation is played, the control interface is displayed, thereby enhancing the realism of the picture when releasing the virtual parasitic prop.

[0174] The method provided in the embodiment of the present application displays a selection interface after triggering the prop release control. The player can specify the virtual parasitic prop that needs to be triggered in the selection interface, and specify the parasitic object of the virtual parasitic prop, thereby improving the purposefulness when using the virtual parasitic prop and improving the efficiency of using the virtual parasitic prop.

[0175] The method provided in the embodiment of the present application can scan virtual objects that meet preset parasitic conditions in a virtual scene through a scanning operation, and specify parasitic objects of virtual parasitic props from virtual objects that meet preset parasitic conditions through a parasitic operation, thereby improving the efficiency of selecting virtual objects that can be parasitized.

[0176] The method provided in the embodiment of the present application can move in the virtual scene to find the parasitic object through the moving parasitic operation. When the virtual parasitic prop stops moving, the virtual object at the end of the movement is determined as the parasitic object of the virtual parasitic prop, thereby maximizing the selection range of the virtual objects that can be parasitized.

[0177] In some optional embodiments, the virtual parasitic props need to meet the prop release conditions before they can be released for parasitism. Figure 7 As shown above Figure 2 The embodiment shown can also be implemented as the following steps 710 to 730. Figure 2 The step 220 shown can also be implemented as the following steps 721 to 722; or, Figure 3 The illustrated embodiment may also be implemented as the following steps 710 to 730 .

[0178] Step 710, display the virtual scene.

[0179] The virtual scene includes a first virtual object controlled by a first terminal. The first virtual object is equipped with a virtual parasitic prop. The virtual parasitic prop is used to transfer the attribute influence generated by the attribute influence operation on the first virtual object to other virtual objects.

[0180] Step 721: When the virtual parasitic item meets the item release condition, a release operation of the virtual parasitic item is received.

[0181] Optionally, the above-mentioned prop release condition includes at least one of the following situations:

[0182] 1. In response to the current progress of the energy progress bar corresponding to the virtual parasitic prop reaching a preset energy threshold, receiving a release operation of the virtual parasitic prop.

[0183] For illustration, please refer to Figure 4 The prop release control displayed on the scene screen of the virtual scene 400 is surrounded by a circular energy progress bar 403. When the progress of the energy progress bar 403 reaches the preset energy threshold, the circular energy progress bar 403 is gradually filled from white to green, indicating that the virtual parasitic prop meets the prop release conditions and the virtual parasitic prop can be released.

[0184] 2. When the current state of the first virtual object is outside the preset state range, receiving a release operation of the virtual parasitic prop.

[0185] The preset state range includes at least one of the following states:

[0186] (1) Knockdown state: The knockdown state refers to a state in which the attribute value of the first virtual object is less than a preset attribute value.

[0187] Optionally, the above attribute value can be realized as at least one of health value, physical strength value, speed value, mana value, etc., which is not limited in the embodiment of the present application.

[0188] (2) Vehicle loading state: The vehicle loading state refers to the state in which the first virtual object is loaded with a virtual vehicle.

[0189] Wherein, carrying the virtual vehicle includes driving the virtual vehicle or riding the virtual vehicle. Schematically, when the first virtual object drives the virtual vehicle, the virtual parasitic prop cannot be released.

[0190] (3) Swimming state: The swimming state refers to the state in which the first virtual object swims in the virtual water area.

[0191] Illustratively, when the first virtual object is swimming, the virtual parasitic prop cannot be released.

[0192] (4) Equipment switching state: The equipment switching state refers to the state in which the first virtual object switches equipment.

[0193] For example: switching shooting props, changing bullets, etc. Indicatively, when the first virtual object changes bullets, the virtual parasitic props cannot be released.

[0194] (5) Wing suit state: the wing suit state refers to the state where the first virtual object is in wing suit flying.

[0195] Illustratively, when the first virtual object is flying in a wing suit, the virtual parasitic prop cannot be released.

[0196] (6) Climbing state: The climbing state refers to the state where the first virtual object is in a climbing state.

[0197] Illustratively, when the first virtual object is climbing and moving, the virtual parasitic prop cannot be released.

[0198] It should be noted that the above examples of prop release conditions and preset state ranges are only illustrative, and the embodiments of the present application do not limit this.

[0199] Step 722: Based on the release operation, display a parasitic animation of the virtual parasitic prop parasitizing the second virtual object.

[0200] In some embodiments, the virtual scene also includes a prop release control, which is used to release the virtual parasitic prop.

[0201] Optionally, in response to receiving a trigger operation on a prop release control, a control interface corresponding to the virtual parasitic prop is displayed; in response to receiving a parasitic operation on the control interface, a parasitic animation of the virtual parasitic prop parasitizing the second virtual object is displayed.

[0202] The parasitic operation is used to control the virtual parasitic prop to parasitize on the second virtual object.

[0203] The specific method of displaying the parasitic animation has been specifically described in steps 321 and 322 and will not be repeated here.

[0204] Step 730: When the first virtual object is within the attribute influence range of the attribute influence operation, display the first attribute influence animation.

[0205] The first attribute influence animation is an animation in which the first virtual object is subjected to an attribute influence operation, and the attribute influence generated by the attribute influence operation is transferred to the second virtual object.

[0206] In some embodiments, in response to the current moment being within the effective time range of the virtual parasitic prop, when the first virtual object is within the attribute influence range of the attribute influence operation (i.e., the first virtual object is within the attribute influence range of the attribute influence operation), the first attribute influence animation is displayed.

[0207] Optionally, when the virtual parasitic prop is released or parasitized, a timer is triggered to start timing, and when the timing duration reaches a preset duration, the virtual parasitic prop can be released again.

[0208] Optionally, when the first virtual object initially enters the virtual scene or virtual game, the virtual parasitic prop is in a releasable state; or, when the first virtual object initially enters the virtual scene or virtual game, a timer is triggered to start timing, and when the timing reaches a preset duration, the virtual parasitic prop can be released.

[0209] Indicatively, after the virtual parasitic prop is parasitized or released, a countdown begins. Before the countdown ends, if the first virtual object is subject to an attribute-affecting operation, the attribute influence generated by the attribute-affecting operation will be transferred to the second virtual object. After the countdown ends, the virtual parasitic prop becomes invalid, that is, if the first virtual object is subject to an attribute-affecting operation at this time, the attribute influence generated by the attribute-affecting operation will not be transferred.

[0210] In some embodiments, in response to the current moment being outside the effective time range of the virtual parasitic prop, it is determined that the virtual parasitic prop released by the first virtual object is invalid. That is, at this time, if the first virtual object is subjected to an attribute influence operation, the attribute influence generated by the attribute influence operation will not be transferred to the second virtual object.

[0211] In summary, the interactive method based on virtual props provided by the embodiment of the present application is that in a virtual scene, the first virtual object is equipped with a virtual parasitic prop. When a release operation of the virtual parasitic prop is received, an animation of the virtual parasitic prop parasitizing the second virtual object is displayed; at this time, if the first virtual object is subjected to an attribute influence operation, the attribute influence generated by the attribute influence operation will be transferred to the second virtual object. On the one hand, the diversity of using virtual props for interaction in virtual scenes is increased, and players can indirectly generate attribute influences on other virtual objects through virtual parasitic props, thereby improving the efficiency of human-computer interaction; on the other hand, releasing the virtual parasitic prop to parasitize the second virtual object allows the first virtual object to generate attribute influences on the second virtual object while avoiding attribute influences, allowing players to achieve different functions through the same prop, speeding up the game process of the virtual game, and reducing the computing overhead of the computer.

[0212] The method provided in the embodiment of the present application limits the number of times virtual parasitic props are released through prop release conditions (for example, the current progress of the energy progress bar reaches a preset energy threshold, and the current state of the first virtual object is outside a preset state range), thereby avoiding the waste of computer resources caused by players' uncontrolled release of virtual parasitic props.

[0213] The method provided in the embodiment of the present application will only take effect when the current moment is within the effective time range of the virtual parasitic item and the first virtual object is within the attribute influence range of the attribute influence operation, thereby improving the rationality of the use of the virtual parasitic item and improving the fairness of the virtual game to a certain extent.

[0214] In some optional embodiments, when the virtual parasitic prop parasitizes the second virtual object, the virtual scene interface of the second terminal controlling the second virtual object will display a corresponding animation. In the embodiment of the present application, the method is described by taking the execution of the second terminal as an example. Figure 8 As shown, the method includes the following steps.

[0215] Step 810, display the virtual scene.

[0216] The virtual scene includes a second virtual object controlled by the second terminal.

[0217] In some embodiments, the second terminal runs a target application, and the target application can be implemented as any one of a virtual reality application, a three-dimensional map program, an auto chess game, a strategy game, a third-person shooter game, a first-person shooter game, a multiplayer online tactical competitive game, and a multiplayer gunfight survival game.

[0218] Optionally, the virtual scene is a display scene in the running interface corresponding to the target application running in the second terminal. The target application has a second account logged in, and the second virtual object is a virtual object corresponding to the second account. Schematically, after the target application running in the second terminal logs in the second account, the second virtual object is displayed in the virtual scene provided by the target application, and the player controls the second virtual object to act in the virtual scene through the second terminal.

[0219] Optionally, the virtual scene where the second virtual object is located is the same virtual scene as the virtual scene where the first virtual object is located.

[0220] Optionally, the number of the second virtual objects controlled by the second terminal is one or more.

[0221] Step 820: When the virtual parasitic item released by the first virtual object is parasitized, a parasitic interface corresponding to the second virtual object is displayed.

[0222] Illustratively, the player uses the first terminal to control the first virtual object to release virtual parasitic props into the virtual scene, and selects to parasitize the second virtual object. After the second virtual object is parasitized, the parasitic interface corresponding to the second virtual object will be displayed on the second terminal.

[0223] Optionally, the parasitic interface displays a parasitic identification element and an object parasitic animation.

[0224] The parasitic identification element is used to indicate that the second virtual object is parasitized, and the object parasitism animation refers to a special effect animation displayed around the second virtual object, and is also used to indicate that the second virtual object is parasitized.

[0225] For illustration, please refer to Fig. 9 , which shows a display schematic diagram of a parasitic interface, such as Fig. 9 As shown, when the second virtual object 901 is parasitized by the virtual parasitic prop, the parasitic identification element 902 will be displayed on the scene screen of the virtual scene 900 displayed by the second terminal, and a black smoke special effect animation 903 will be displayed on the second virtual object 901, which is used to remind the player that the second virtual object 901 is in a parasitic state at this time.

[0226] Step 830: When the first virtual object is subjected to an attribute-affecting operation, display a second attribute-affecting animation.

[0227] The second attribute influence animation is used to indicate that the attribute influence generated by the attribute influence operation on the first virtual object is transferred to the second virtual object.

[0228] Optionally, the second attribute affecting animation includes at least one of a screen special effect animation superimposed on the scene screen of the virtual scene, an animation of reducing the attribute value of the second virtual object, an animation of increasing the attribute value of the second virtual object, etc., which is not limited to the embodiments of the present application.

[0229] For illustration, please refer to Fig.10 , which shows a schematic diagram of the display of a second attribute affecting animation, such as Fig.10 As shown, when the second virtual object 1001 is parasitized by the virtual parasitic prop released by the first virtual object, and when the first virtual object is attacked and hit, the screen special effect animation 1002 will be displayed on the scene screen of the virtual scene 1000 displayed by the second terminal, and at the same time, the animation of the second virtual object's life value decreasing will be displayed.

[0230] To sum up, the interactive method based on virtual props provided in the embodiment of the present application will display corresponding parasitic animation effects in the second terminal corresponding to the parasitic second virtual object, including: when in a parasitic state, displaying a parasitic interface; when affected by a transfer, displaying a corresponding hit special effect animation, thereby enriching the richness of the interface display of the parasitic object in the process of using virtual parasitic props, and being able to create a parasitic process with a strong sense of reality for the parasitic object.

[0231] For illustration, please refer to Fig.11 , which shows a flowchart of an interactive method based on virtual props provided by an exemplary embodiment of the present application, taking the prop release control in the embodiment of the present application as a "big move button" and the attribute influence operation as a damage operation (i.e., an operation that reduces the attribute value of the virtual object) as an example for explanation. Fig.11 As shown, the method includes the following steps.

[0232] Step 1110, start.

[0233] That is, the process of triggering the ultimate button to release the parasitic prop (i.e., the "insect" in the following steps) to seek out the enemy and parasitize begins. Schematically, this process belongs to the process carried out in the first terminal, and the first terminal controlled by the player runs a target application that provides a virtual scene, and the virtual scene includes a first virtual object controlled by the first terminal.

[0234] Among them, when the first virtual object is equipped with a parasitic item, a big move button is displayed.

[0235] Step 1120, wait for the energy bar of the ultimate button to be full.

[0236] Indicatively, the ultimate move button corresponds to an energy bar, which takes a certain amount of time to be filled. When the ultimate move button energy bar is full, the ultimate move button can be triggered, that is, the first terminal can release the parasitic props through the ultimate move button.

[0237] Optionally, the time required for the energy bar to be fully filled is configured by the planner, and the server updates the value and sends it to the client, which is reflected by the ultimate button energy bar slowly becoming full.

[0238] It should be noted that the parasite can only be released when the player's action is in a normal state that can trigger a big move. It cannot be released when the player's action is in a state of climbing, wing suit, knockdown, or in a vehicle. For example: if the virtual object is in a knockdown state, it cannot be released; if the virtual object is on a vehicle, it cannot be released; if the virtual object is in a swimming state, it cannot be released; if the virtual object is changing bullets, it cannot be released; if the virtual object is in a wing suit state, it cannot be released; if the virtual object is in a climbing state, it cannot be released. The above are only illustrative examples. The state in which the parasite cannot be released is pre-set by the planner, and the embodiments of the present application do not limit this.

[0239] Step 1130, click the ultimate skill button to release the damage-conducting ultimate skill.

[0240] Indicatively, when the energy bar of the ultimate skill button is full, you can click the ultimate skill button to release the parasitic item, thereby releasing the damage conduction skill (that is, transferring the received damage to the parasitic object).

[0241] In step 1140 , the virtual object takes out a device at the location.

[0242] Optionally, after clicking the ultimate button, an animation of the virtual object taking out a tablet device is displayed.

[0243] Schematically, the animation is as follows: a tablet device is loaded, then hung on the hand of a virtual object, and then the action of the virtual object operating the device is played.

[0244] Step 1150, release an insect.

[0245] Indicatively, after the above animation display ends, the parasitic prop release animation is displayed. The parasitic prop release animation is performed as: an insect is created above the virtual object.

[0246] Optionally, after the insect is released, the control of the insect is handed over to the player, that is, a control interface is displayed, and the player controls the movement and flight of the insect on the control interface.

[0247] Step 1160 , the insect searches for an enemy virtual object to parasitize.

[0248] In schematic form, the player controls the insect, and after discovering a virtual enemy object (as indicated by the presence of a virtual enemy object in the virtual scene image corresponding to the insect's perspective), the player clicks the scan button on the control interface. After the target is identified through the crosshairs corresponding to the scan button, the player clicks the parasitism button on the control interface to parasitize.

[0249] After the parasitism button is triggered, the parasitism animation is displayed, and the parasitism animation is represented as: the insect flies to the enemy virtual object, and then its several legs will firmly grasp the skin of the enemy virtual object.

[0250] Step 1170, transfer all damage to the parasitized enemy virtual object.

[0251] Indicatively, after the insect successfully parasitizes the enemy virtual object, if the player's corresponding virtual object is hit, blown up, etc., all the damage caused by being hit, blown up, etc. will be transferred to the enemy virtual object.

[0252] Optionally, the performance of the enemy virtual object after being parasitized has the following aspects: first, the interface on the scene screen of the virtual scene of the control terminal corresponding to the enemy virtual object displays an insect parasitism logo; second, when the damage is transferred, the interface will display the hit effect animation; third, a black smoke special effect is displayed on the parasitized enemy virtual object.

[0253] Step 1180, end.

[0254] Indicatively, after the ultimate skill button is triggered or the enemy virtual object is parasitized, a countdown begins. After the ultimate skill countdown ends, the above damage transfer effect disappears.

[0255] For illustration, please refer to Fig.12 , which shows an interactive timing diagram of an interactive method based on virtual props provided by an exemplary embodiment of the present application, taking the attribute influence operation in the method as a damage operation as an example for explanation. Fig.12 As shown, the method includes the following steps.

[0256] Step 1201, release the damage conduction skill.

[0257] When the first terminal on which the client is installed receives a release request for a damage-conducting ultimate move, the first terminal sends the release request to the server. Schematically, after the first terminal receives an event in which the player presses the ultimate move button, it sends a network request packet to the server. The network request packet includes player information, virtual object information, ultimate move information, etc.

[0258] Step 1202, release successful.

[0259] After receiving the above network request packet, the server verifies it through range judgment, player information, etc. If it is legal, it sends a network packet indicating the successful release of the ultimate move to the first terminal. After receiving it, the first terminal notifies the client that the ultimate move has been successfully released.

[0260] Step 1203, the virtual object takes out a device at the location.

[0261] After the above big move is successfully released, the server will continue to send network packets to the first terminal. The network packets contain player information, virtual object information, virtual attack prop information (including virtual attack prop ID), etc. After receiving the packets, the first terminal notifies the client to take out the tablet device.

[0262] Step 1204, take out the model.

[0263] After receiving the notification and network packet, the client loads the device virtual attack prop model and the action file according to the virtual attack prop ID in the network packet. After successful loading, the first terminal displays an animation of taking out the device virtual attack prop model.

[0264] Step 1205, release an insect.

[0265] The server will continue to send network packets, which contain releaser information, insect ID, location information, etc. After receiving the packets, the first terminal will notify the client to create an insect above the virtual object.

[0266] Step 1206, create the insect.

[0267] After receiving the notification and the network packet, the client creates an insect at the designated location. After the insect is created successfully, the first terminal displays the control interface of the insect.

[0268] Step 1207, controlling the insects to seek out enemies and parasitize.

[0269] The player controls the insect to search for enemies and parasitize on the control interface through the first terminal. When the first terminal receives the operation of the player clicking the scan button, the first terminal will send a scan network packet to the server; when the first terminal receives the operation of the player clicking the parasite button, the first terminal will send a parasitic network packet to the server, and the display interface of the first terminal will perform corresponding interface display.

[0270] Step 1208: Parasitizing the enemy virtual object successfully.

[0271] When the server receives the network packet sent, it will perform location verification, virtual object ID verification, etc. If the verification passes, it will send a notification of successful enemy parasitism to the first terminal, and the first terminal will forward the notification to the client.

[0272] Step 1209: other virtual objects cause damage to the virtual object.

[0273] After the parasitism is successful, if the virtual object is hit by other virtual objects, blown up by other virtual objects' grenades, etc., the first terminal will send the event to the server, and the server will calculate the damage.

[0274] Step 1210: Transfer the damage received to the parasitized enemy virtual object.

[0275] The server sends all the damage network packets of the virtual object, including the player ID, enemy ID, damage value, etc., to the second terminal corresponding to the client of the parasitized enemy virtual object.

[0276] Step 1211, the interface of the parasitized enemy virtual object displays the effect of being hit.

[0277] After the second terminal corresponding to the client of the enemy virtual object receives the damage network packet sent by the server, the interface of the second terminal displays the effect of being hit.

[0278] Step 1212, parasitic countdown.

[0279] After the enemy virtual object is parasitized, the server starts the timer, and the parasitism countdown begins.

[0280] Step 1213, the countdown ends and the ultimate move effect disappears.

[0281] When the timer reaches a preset time, the server sends a countdown end notification to the first terminal. After receiving the notification, the first terminal notifies the client to end the ultimate move effect.

[0282] In summary, the interactive method based on virtual props provided in the embodiment of the present application relates to a solution for transferring damage by parasitizing the enemy. When the virtual object releases a big move, an insect is released. The insect parasitizes the enemy virtual object, and all damage suffered by the virtual object is transferred to the parasitized enemy virtual object, so as to avoid the attack of the enemy virtual object, enriching the diversity of the interactive methods of virtual props in virtual games and increasing the playability of virtual props.

[0283] Fig.13 is a structural block diagram of an interactive device based on virtual props provided by an exemplary embodiment of the present application, such as Fig.13 As shown, the device includes the following parts:

[0284] A first display module 1300 is used to display a virtual scene, wherein the virtual scene includes a first virtual object controlled by a first terminal, wherein the first virtual object is equipped with a virtual parasitic prop, and wherein the virtual parasitic prop is used to transfer the property influence generated by the property influence operation on the first virtual object to other virtual objects;

[0285] The second display module 1310 is used for displaying a parasitic animation of the virtual parasitic prop parasitizing the second virtual object in response to receiving a release operation of the virtual parasitic prop;

[0286] The second display module 1310 is also used to display a first attribute influence animation when the first virtual object is in the attribute influence range of the attribute influence operation, wherein the first attribute influence animation is an animation of the first virtual object being affected by the attribute influence operation, and the attribute influence generated by the attribute influence operation is transferred to the second virtual object.

[0287] In some embodiments, please refer to Fig.14 , the virtual scene includes a prop release control, and the prop release control is used to trigger the release operation of the virtual parasitic prop; the second display module 1310 is also used to:

[0288] In response to receiving a trigger operation on the prop release control, displaying a control interface corresponding to the virtual parasitic prop, wherein the control interface is used to control the virtual parasitic prop to parasitize;

[0289] In response to receiving a parasitic operation on the virtual parasitic prop on the control interface, the parasitic animation is displayed, wherein the parasitic operation is used to control the virtual parasitic prop to parasitize the second virtual object.

[0290] In some embodiments, the second display module 1310 is further used for:

[0291] In response to receiving a trigger operation on the prop release control, displaying a prop release animation, wherein the prop release animation is an animation of the first virtual object releasing the virtual parasitic prop;

[0292] After the prop release animation is finished playing, the control interface is displayed.

[0293] In some embodiments, the second display module 1310 is further used to display a selection interface in response to receiving a trigger operation on the item release control, wherein the selection interface includes a plurality of candidate parasitic items and a plurality of candidate parasitic objects; the second display module 1310 includes:

[0294] The receiving unit 1311 is configured to receive a first selection operation of the virtual parasitic prop from among the plurality of candidate parasitic props;

[0295] The receiving unit 1311 is further configured to receive a second selection operation on the second virtual object among the multiple candidate parasitic objects;

[0296] The second display module 1310 is further configured to display the control interface based on the first selection operation and the second selection operation.

[0297] In some embodiments, the receiving unit 1311 is also used to receive a scanning operation on the control interface, and the scanning operation is used to scan virtual objects in the virtual scene that meet preset parasitic conditions; the second display module 1310 is also used to display the parasitic animation in response to receiving a parasitic operation on the virtual parasitic prop when the virtual objects that meet the preset parasitic conditions include the second virtual object.

[0298] In some embodiments, the second display module 1310 is further used to display the parasitic animation in response to receiving a parasitic operation on the virtual parasitic prop, when the second virtual object is included in the virtual objects that meet the preset parasitic condition and the scanning crosshairs corresponding to the scanning operation are aimed at the second virtual object.

[0299] In some embodiments, the second display module 1310 includes:

[0300] A determining unit 1312 is configured to determine that the second virtual object meets the preset parasitic condition when the second virtual object is within the effective range of the virtual parasitic prop;

[0301] or,

[0302] The determining unit 1312 is further configured to determine that the second virtual object meets the preset parasitic condition when the distance between the first virtual object and the second virtual object meets the distance requirement;

[0303] or,

[0304] The determining unit 1312 is further configured to determine that the second virtual object meets the preset parasitic condition when the attribute value corresponding to the second virtual object meets the attribute value requirement.

[0305] In some embodiments, the receiving unit 1311 is further used to receive a moving parasitic operation on the virtual parasitic prop in the control interface, and the moving parasitic operation is used to control the virtual parasitic prop to move in the virtual scene and find a parasitic object; the second display module 1310 is also used to determine the virtual object at the end point of the movement as the second virtual object and display the parasitic animation when the virtual parasitic prop stops moving.

[0306] In some embodiments, the receiving unit 1311 is further used to receive a release operation on the virtual parasitic prop in response to the current progress of the energy progress bar corresponding to the virtual parasitic prop reaching a preset energy threshold; the second display module 1310 is further used to display the parasitic animation based on the release operation.

[0307] In some embodiments, the receiving unit 1311 is also used to receive a release operation on the virtual parasitic prop when the current state of the first virtual object is outside a preset state range, and the preset state range includes at least one of a vehicle mounting state, an equipment switching state, and a knockdown state, wherein the knockdown state refers to a state in which the attribute value of the first virtual object is less than a preset attribute value; the second display module 1310 is also used to display the parasitic animation based on the release operation.

[0308] In some embodiments, the second display module 1310 is further used to display the first attribute influence animation in response to the current moment being within the effective time range of the virtual parasitic prop and when the first virtual object is within the attribute influence range of the attribute influence operation.

[0309] In some embodiments, the first attribute influence animation is an animation of the first virtual object being attacked, and the attribute value deduction effect generated by the attack operation is transferred to the second virtual object;

[0310] or,

[0311] The first attribute influence animation is an animation in which the first virtual object is subjected to a treatment operation, and an attribute value gain influence generated by the treatment operation is transferred to the second virtual object.

[0312] In some embodiments, the attribute influence generated by the attribute influence operation is partially transferred to the second virtual object; the determination unit 1312 is also used to determine the attribute influence value generated by the attribute influence operation that is partially transferred to the second virtual object based on a first distance between the first virtual object and the second virtual object, and the first distance is negatively correlated with the attribute influence value.

[0313] In some embodiments, the attribute influence generated by the attribute influence operation is partially transferred to the second virtual object; the determination unit 1312 is also used to determine the attribute influence value generated by the attribute influence operation that is partially transferred to the second virtual object based on the part priority of the object part of the second virtual object parasitized by the virtual parasitic prop, and the part priority is positively correlated with the attribute influence value.

[0314] In summary, the interactive device based on virtual props provided by the embodiment of the present application, in a virtual scene, the first virtual object is equipped with a virtual parasitic prop. When a release operation of the virtual parasitic prop is received, an animation of the virtual parasitic prop parasitizing the second virtual object is displayed; at this time, if the first virtual object is subjected to an attribute influence operation, the attribute influence generated by the attribute influence operation will be transferred to the second virtual object. On the one hand, the diversity of using virtual props for interaction in virtual scenes is increased, and players can indirectly generate attribute influences on other virtual objects through virtual parasitic props, thereby improving the efficiency of human-computer interaction; on the other hand, releasing the virtual parasitic prop to parasitize the second virtual object allows the first virtual object to generate attribute influences on the second virtual object while avoiding attribute influences, allowing players to achieve different functions through the same prop, speeding up the game process of the virtual game, and reducing the computing overhead of the computer.

[0315] It should be noted that the interactive device based on virtual props provided in the above embodiment is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the interactive device based on virtual props provided in the above embodiment and the interactive method embodiment based on virtual props belong to the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.

[0316] Fig.15 The block diagram of the structure of an electronic device 1500 provided by an exemplary embodiment of the present application is shown. The electronic device 1500 may be a portable mobile terminal, such as a smart phone, a vehicle-mounted terminal, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer or a desktop computer. The electronic device 1500 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.

[0317] Typically, the electronic device 1500 includes a processor 1501 and a memory 1502 .

[0318] The processor 1501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1501 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1501 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1501 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1501 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0319] The memory 1502 may include one or more computer-readable storage media, which may be non-transitory. The memory 1502 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1502 is used to store at least one instruction, which is used to be executed by the processor 1501 to implement the interactive method based on virtual props provided in the method embodiment of the present application.

[0320] In some embodiments, the electronic device 1500 further includes one or more sensors, including but not limited to: a proximity sensor, a gyroscope sensor, and a pressure sensor.

[0321] The proximity sensor, also called a distance sensor, is usually disposed on the front panel of the electronic device 1500. The proximity sensor is used to collect the distance between the user and the front of the electronic device 1500.

[0322] The gyroscope sensor can detect the body direction and rotation angle of the electronic device 1500, and the gyroscope sensor can cooperate with the acceleration sensor to collect the user's 3D actions on the electronic device 1500. The processor 1501 can implement the following functions based on the data collected by the gyroscope sensor: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0323] The pressure sensor can be set on the side frame of the electronic device 1500 and / or the lower layer of the display screen. When the pressure sensor is set on the side frame of the electronic device 1500, it can detect the user's holding signal of the electronic device 1500, and the processor 1501 performs left and right hand recognition or quick operation according to the holding signal collected by the pressure sensor. When the pressure sensor is set on the lower layer of the display screen, the processor 1501 controls the operability controls on the UI interface according to the user's pressure operation on the display screen. The operability controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0324] In some embodiments, the electronic device 1500 also includes other components, which can be understood by those skilled in the art. Fig.15 The structure shown in the figure does not constitute a limitation on the electronic device 1500, and may include more or less components than those shown in the figure, or combine certain components, or adopt a different component arrangement.

[0325] The embodiment of the present application also provides a computer device, which can be implemented as follows: Figure 2 The computer device includes a processor and a memory, wherein at least one instruction, at least one program, code set or instruction set is stored in the memory, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by the processor to implement the interactive method based on virtual props provided by the above-mentioned method embodiments.

[0326] An embodiment of the present application also provides a computer-readable storage medium, on which is stored at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the virtual props-based interactive method provided in the above-mentioned method embodiments.

[0327] The embodiment of the present application also provides a computer program product or a computer program, which includes a computer instruction stored in a computer-readable storage medium. The processor of the computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes any of the virtual props-based interactive methods described in the above embodiments.

[0328] Optionally, the computer readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid state drive (SSD), or an optical disk. Among them, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.

[0329] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.

[0330] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.

Claims

1. An interactive method based on virtual props, characterized in that: The method comprises: Displaying a virtual scene, wherein the virtual scene includes a first virtual object controlled by the first terminal, wherein the first virtual object is equipped with a virtual parasitic prop, and wherein the virtual parasitic prop is used to transfer the attribute influence generated by the attribute influence operation on the first virtual object to other virtual objects; In response to receiving a release operation on the virtual parasitic prop, displaying a parasitic animation of the virtual parasitic prop parasitizing the second virtual object; When the first virtual object is within the attribute influence range of the attribute influence operation, a first attribute influence animation is displayed, wherein the first attribute influence animation is an animation of the first virtual object being affected by the attribute influence operation, and the attribute influence generated by the attribute influence operation is transferred to the second virtual object.

2. The method according to claim 1, characterized in that The virtual scene includes a prop release control, and the prop release control is used to trigger a release operation of the virtual parasitic prop; In response to receiving a release operation on the virtual parasitic prop, displaying a parasitic animation of the virtual parasitic prop parasitizing the second virtual object includes: In response to receiving a trigger operation on the prop release control, displaying a control interface corresponding to the virtual parasitic prop, wherein the control interface is used to control the virtual parasitic prop to parasitize; In response to receiving a parasitic operation on the virtual parasitic prop on the control interface, the parasitic animation is displayed, wherein the parasitic operation is used to control the virtual parasitic prop to parasitize the second virtual object.

3. The method according to claim 2, characterized in that The step of displaying a control interface corresponding to the virtual parasitic prop in response to receiving a trigger operation of releasing the prop, comprises: In response to receiving a trigger operation on the prop release control, displaying a prop release animation, wherein the prop release animation is an animation of the first virtual object releasing the virtual parasitic prop; After the prop release animation is finished playing, the control interface is displayed.

4. The method according to claim 2, characterized in that: The step of displaying a control interface corresponding to the virtual parasitic prop in response to receiving a trigger operation of releasing the prop, comprises: In response to receiving a trigger operation on the item release control, displaying a selection interface, the selection interface including a plurality of candidate parasitic items and a plurality of candidate parasitic objects; receiving a first selection operation of the virtual parasitic prop from among the plurality of candidate parasitic props; receiving a second selection operation on the second virtual object among the plurality of candidate parasitic objects; Based on the first selection operation and the second selection operation, the control interface is displayed.

5. The method according to claim 2, characterized in that: In response to receiving a parasitic operation on the virtual parasitic prop on the control interface, displaying the parasitic animation comprises: receiving a scanning operation on the control interface, the scanning operation being used to scan virtual objects in the virtual scene that meet a preset parasitic condition; In a case where the second virtual object is included in the virtual objects meeting the preset parasitic condition, the parasitic animation is displayed in response to receiving a parasitic operation on the virtual parasitic prop.

6. The method according to claim 5, characterized in that In a case where the virtual objects meeting the preset parasitic condition include the second virtual object, in response to receiving a parasitic operation on the virtual parasitic prop, displaying the parasitic animation comprises: When the virtual objects meeting the preset parasitic condition include the second virtual object and the scanning crosshair corresponding to the scanning operation is aimed at the second virtual object, the parasitic animation is displayed in response to receiving the parasitic operation on the virtual parasitic prop.

7. The method according to claim 5 or 6, characterized in that: The method further comprises: When the second virtual object is within the effective range of the virtual parasitic prop, determining that the second virtual object meets the preset parasitic condition; or, When the distance between the first virtual object and the second virtual object meets the distance requirement, determining that the second virtual object meets the preset parasitic condition; or, When the attribute value corresponding to the second virtual object meets the attribute value requirement, it is determined that the second virtual object meets the preset parasitic condition.

8. The method according to claim 2, characterized in that: In response to receiving a parasitic operation on the virtual parasitic prop on the control interface, displaying the parasitic animation comprises: receiving a moving parasitic operation on the virtual parasitic prop on the control interface, wherein the moving parasitic operation is used to control the virtual parasitic prop to move in the virtual scene and search for a parasitic object; When the virtual parasitic prop stops moving, the virtual object at the moving end point is determined as the second virtual object, and the parasitic animation is displayed.

9. The method according to any one of claims 1 to 6, characterized in that: In response to receiving a release operation on the virtual parasitic prop, displaying a parasitic animation of the virtual parasitic prop parasitizing the second virtual object includes: In response to a current progress of the energy progress bar corresponding to the virtual parasitic prop reaching a preset energy threshold, receiving a release operation of the virtual parasitic prop; Based on the release operation, the parasitic animation is displayed.

10. The method according to any one of claims 1 to 6, characterized in that: In response to receiving a release operation on the virtual parasitic prop, displaying a parasitic animation of the virtual parasitic prop parasitizing the second virtual object includes: When the current state of the first virtual object is outside a preset state range, receiving a release operation of the virtual parasitic prop, the preset state range including at least one of a vehicle mounted state, an equipment switching state, and a knocked-down state, wherein the knocked-down state refers to a state in which the attribute value of the first virtual object is less than a preset attribute value; Based on the release operation, the parasitic animation is displayed.

11. The method according to any one of claims 1 to 6, characterized in that: The step of displaying a first attribute influence animation when the first virtual object is within the attribute influence range of the attribute influence operation comprises: In response to the current moment being within the effective time range of the virtual parasitic item, and in the case where the first virtual object is within the attribute influence range of the attribute influence operation, the first attribute influence animation is displayed.

12. The method according to any one of claims 1 to 6, characterized in that: The first attribute influence animation is an animation of the first virtual object being attacked, and the attribute value deduction effect generated by the attack operation is transferred to the second virtual object; or, The first attribute influence animation is an animation in which the first virtual object is subjected to a treatment operation, and an attribute value gain influence generated by the treatment operation is transferred to the second virtual object.

13. The method according to any one of claims 1 to 6, characterized in that: The attribute influence generated by the attribute influence operation is partially transferred to the second virtual object; The method further comprises: An attribute influence value generated by the attribute influence operation partially transferred to the second virtual object is determined based on a first distance between the first virtual object and the second virtual object, wherein the first distance is negatively correlated with the attribute influence value.

14. The method according to any one of claims 1 to 6, characterized in that: The attribute influence generated by the attribute influence operation is partially transferred to the second virtual object; The method further comprises: Based on the part priority of the object part of the second virtual object parasitized by the virtual parasitic item, an attribute influence value generated by the attribute influence operation partially transferred to the second virtual object is determined, and the part priority is positively correlated with the attribute influence value.

15. An interactive device based on virtual props, characterized in that: The device comprises: A first display module, configured to display a virtual scene, wherein the virtual scene includes a first virtual object controlled by a first terminal, wherein the first virtual object is equipped with a virtual parasitic prop, and wherein the virtual parasitic prop is configured to transfer an attribute influence generated by an attribute influence operation on the first virtual object to other virtual objects; A second display module, configured to display a parasitic animation of the virtual parasitic prop parasitizing the second virtual object in response to receiving a release operation on the virtual parasitic prop; The second display module is also used to display a first attribute influence animation when the first virtual object is in the attribute influence range of the attribute influence operation, wherein the first attribute influence animation is an animation of the first virtual object being affected by the attribute influence operation, and the attribute influence generated by the attribute influence operation is transferred to the second virtual object.

16. A computer device, characterized in that: The computer device includes a processor and a memory, wherein at least one program is stored in the memory, and the at least one program is loaded and executed by the processor to implement the virtual prop-based interactive method as described in any one of claims 1 to 14.

17. A computer-readable storage medium, characterized in that: The storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the virtual props-based interactive method according to any one of claims 1 to 14.

18. A computer program product, characterized in that It comprises a computer program, which, when executed by a processor, implements the virtual prop-based interactive method as claimed in any one of claims 1 to 14.