Virtual shooting prop control method, device and equipment and storage medium

By picking and assembling virtual accessories, adjusting the attribute parameters of virtual shooting props is solved, the problem of single control method of virtual shooting props is improved, the hit rate and user experience are improved, and the diversity and universality of virtual shooting props are achieved.

CN119258538APending Publication Date: 2025-01-07SAROS NETWORK TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202411288976.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-13
Publication Date
2025-01-07

AI Technical Summary

Technical Problem

The existing virtual shooting props have a single control method, which is difficult to effectively improve the hit rate. The ability of virtual shooting props is similar, resulting in similar and repetitive experiences and loss of novice users.

Method used

By picking and assembling virtual accessories, adjusting the attribute parameters of bullet-like elements of virtual shooting props, supporting the use of multiple virtual shooting props, providing a variety of attack types, attack duration and motion parameters, enhancing the flexibility and universality of virtual shooting props sex.

Benefits of technology

It enriches the control methods of virtual shooting props, improves hit rate and user experience, reduces the loss of novice users, saves adjustment costs, and supports the adaptation of a variety of virtual shooting props.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a virtual shooting prop control method and device, equipment and a storage medium, and relates to the technical field of computers. The method comprises the following steps: displaying a three-dimensional virtual environment, wherein the three-dimensional virtual environment comprises a first virtual object holding a first virtual shooting prop; after a first virtual object picks up a first virtual accessory in a three-dimensional virtual environment, the first virtual accessory is assembled for a first virtual shooting prop, the first virtual accessory is used for adjusting attribute parameters of bullet elements of the first virtual shooting prop, and the bullet elements are minimum shooting units released by single use of the first virtual shooting prop; the first virtual accessory supports and is assembled on a plurality of different types of virtual shooting props; and in response to a use operation for the first virtual shooting prop, controlling the first virtual shooting prop to release the bullet elements to the three-dimensional virtual environment based on the adjusted attribute parameters of the bullet elements. According to the mode, the control mode of the virtual shooting prop is enriched.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a control method, device, equipment and storage medium for a virtual shooting prop. Background Art

[0002] In the game, virtual shooting props are usually used to attack virtual characters of other camps to win the game.

[0003] In the related art, in order to improve the hit rate of virtual shooting props, the virtual shooting props are generally improved directly, such as directly providing virtual shooting props with lower operating difficulty, such as adding a virtual sight to the virtual shooting props to realize auxiliary aiming.

[0004] Therefore, the method of directly improving the virtual shooting props in the related art is relatively simple in the control method of the virtual shooting props. Summary of the invention

[0005] The embodiments of the present application provide a control, device, equipment and storage medium for a virtual shooting prop. The technical solution provided by the present application includes the following aspects.

[0006] According to one aspect of an embodiment of the present application, a control method for a virtual shooting prop is provided, and the method includes the following steps.

[0007] Displaying a three-dimensional virtual environment, wherein the three-dimensional virtual environment includes a first virtual object holding a first virtual shooting prop;

[0008] After the first virtual object picks up a first virtual accessory in the three-dimensional virtual environment, equipping the first virtual accessory for the first virtual shooting prop, wherein the first virtual accessory is used to adjust attribute parameters of a bullet element of the first virtual shooting prop, wherein the bullet element is the smallest ejection unit released by a single use of the first virtual shooting prop, and the first virtual accessory supports being assembled on multiple virtual shooting props of different types;

[0009] In response to a use operation on the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attribute parameters of the bullet-like element.

[0010] According to one aspect of an embodiment of the present application, a control device for a virtual shooting prop is provided, and the device includes the following modules.

[0011] A display module, configured to display a three-dimensional virtual environment, wherein the three-dimensional virtual environment includes a first virtual object holding a first virtual shooting prop;

[0012] an assembly module, configured to assemble the first virtual accessory for the first virtual shooting prop after the first virtual object picks up the first virtual accessory in the three-dimensional virtual environment, wherein the first virtual accessory is used to adjust the attribute parameters of the bullet element of the first virtual shooting prop, the bullet element being the smallest ejection unit released by a single use of the first virtual shooting prop, and the first virtual accessory supports assembly on multiple virtual shooting props of different types;

[0013] The shooting module is used for controlling the first virtual shooting prop to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attribute parameters of the bullet-like element in response to the use operation of the first virtual shooting prop.

[0014] According to one aspect of an embodiment of the present application, a terminal device is provided, the terminal device comprising a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above-mentioned virtual shooting prop control method.

[0015] According to one aspect of an embodiment of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the above-mentioned control method of the virtual shooting prop.

[0016] According to one aspect of an embodiment of the present application, a computer program product is provided, the computer program product comprising a computer program, the computer program being loaded and executed by a processor to implement the above-mentioned control method of a virtual shooting prop.

[0017] The technical solution provided in the embodiments of the present application can bring the following beneficial effects.

[0018] The first virtual accessory picked up by the first virtual object in the three-dimensional virtual environment can be used to adjust the attribute parameters of the bullet-like elements. When the first virtual shooting prop held by the first virtual object is equipped with the picked-up first virtual accessory, the attribute parameters of the bullet-like elements of the first virtual shooting prop are adjusted. Further, the first virtual shooting prop is used to control the first virtual shooting prop based on the adjusted attribute parameters of the bullet-like elements to release the bullet-like elements. Compared with the direct adjustment of the virtual shooting props in the related art, the adjustable range and amplitude are relatively limited. In the present application, the first virtual accessory is used to adjust the attribute parameters of the bullet-like elements. Since the attribute parameters of the bullet-like elements are relatively large, the adjustable space is larger. Therefore, the method of adjusting the attribute parameters of the bullet-like elements with the first virtual accessory is more flexible and diverse, and also enriches the control method of the virtual shooting props.

[0019] Furthermore, the first virtual accessory supports being assembled on multiple different types of virtual shooting props, and there is no need to design different types of virtual shooting props separately. This not only reflects the universality of the first virtual accessory, but also helps to save adjustment costs. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] Figure 1 is a schematic diagram of a computer system provided by an embodiment of the present application;

[0021] Figure 2 is a schematic diagram of a control method for a virtual shooting prop provided by an embodiment of the present application;

[0022] Figure 3 is a flow chart of a control method of a virtual shooting prop provided by an embodiment of the present application;

[0023] Figure 4 is a flow chart of a control method of a virtual shooting prop provided by another embodiment of the present application;

[0024] Figure 5 is a flow chart of a control method of a virtual shooting prop provided by another embodiment of the present application;

[0025] Figure 6 is a flow chart of a control method of a virtual shooting prop provided by another embodiment of the present application;

[0026] Figure 7 is a flow chart of a control method of a virtual shooting prop provided by another embodiment of the present application;

[0027] Figure 8 is a schematic diagram of a prop mouth of a virtual shooting prop provided by an embodiment of the present application;

[0028] Fig. 9 is a schematic diagram of the flight process of a bullet-like element provided by an embodiment of the present application;

[0029] Fig.10 is a schematic diagram of a hit bounding box of an enemy virtual object provided by an embodiment of the present application;

[0030] Fig.11 is a schematic diagram of an attack bounding box of a bullet-like element provided by an embodiment of the present application;

[0031] Fig.12 is a schematic diagram of different parts of a target object provided by an embodiment of the present application;

[0032] Fig.13 is a schematic diagram of a two-dimensional coordinate system provided by an embodiment of the present application;

[0033] Fig.14is a schematic diagram showing that a second virtual object is located within a first area according to an embodiment of the present application;

[0034] Fig.15 is a schematic diagram of the display effect of a bullet-like element provided by an embodiment of the present application;

[0035] Fig.16 This is a schematic diagram of an interface for parameter settings provided by an embodiment of the present application;

[0036] Fig.17 is a schematic diagram of an estimated falling position of a bullet-like element provided by an embodiment of the present application;

[0037] Fig.18 is a block diagram of a control method for a virtual shooting prop provided by an embodiment of the present application;

[0038] Fig.19 is a block diagram of a control device for a virtual shooting prop provided by an embodiment of the present application;

[0039] Fig. 20 This is a structural block diagram of a terminal device provided by an embodiment of the present application. DETAILED DESCRIPTION

[0040] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.

[0041] First, the nouns involved in the embodiments of the present application are briefly introduced:

[0042] Virtual environment: is a virtual environment displayed (or provided) when an application is running on a terminal. The virtual environment can be a simulation of the real world, a semi-simulated and semi-fictitious three-dimensional world, or a purely fictitious three-dimensional world. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. Optionally, the virtual environment is also used for a virtual environment battle between at least two virtual objects, and the virtual environment has virtual resources that can be used by at least two virtual objects.

[0043] Virtual object: refers to a virtual character, virtual vehicle, virtual item, etc. controlled by a user account in a target application, and this application does not limit this. Taking the target application as a game application as an example, a virtual object refers to a virtual character controlled by a user account in a game application. A virtual object can be in the form of a person, an animal, a cartoon or other forms, and this embodiment of the application does not limit this. A virtual object can be displayed in a three-dimensional form or in a two-dimensional form, and this embodiment of the application does not limit this. Optionally, when the virtual environment is a three-dimensional virtual environment, 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 environment and occupies a part of the space in the three-dimensional virtual environment. The activities of the virtual object include, but are not limited to: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the virtual object is a virtual character, such as a simulated character or an animated character. In some implementations, the virtual object can also be implemented using a 2.5-dimensional or 2-dimensional model, and this embodiment of the application does not limit this. Exemplarily, according to different ways of controlling virtual objects, virtual objects can be divided into user-controlled virtual objects and server-controlled virtual objects, wherein user-controlled virtual objects are objects that are movable in a virtual environment and are controlled by a client. Server-controlled virtual objects are virtual objects controlled by an automatic control algorithm or an artificial intelligence program on a client or server. Server-controlled virtual objects include movable objects and inactive objects in a virtual environment. Exemplarily, inactive objects can respond to or affect the activities of movable objects, for example, movable objects can destroy inactive objects, or, when movable objects enter inactive objects, the movable objects enter a stealth state. Exemplarily, the first virtual object in the present application is a virtual object controlled by a client. Exemplarily, the second virtual object and the third virtual object in the present application can be virtual objects controlled by other clients or servers.

[0044] User Interface (UI) Control: Any visual control or element that can be seen on the user interface of an application, such as pictures, input boxes, text boxes, buttons, labels and other controls, some of which respond to user operations, such as adjustment controls for adjusting the radius of a spherical area. The user triggers the adjustment control to adjust the radius of the spherical area. The UI controls involved in the embodiments of the present application include, but are not limited to, adjustment controls, pickup controls, and attack controls.

[0045] Attack collision box: In game applications, it usually refers to the collision size of flying objects such as bullets released by virtual shooting props. If the attack collision box of the bullet-like element hits the "hit collision box" of the virtual object in the three-dimensional virtual environment, it is judged to have hit the virtual object.

[0046] Hit collision box: In game applications, it usually refers to the size of the collision box used by a virtual object to determine whether it is attacked. For example, each virtual object in a three-dimensional virtual environment corresponds to a hit collision box.

[0047] Recoil: When the virtual shooting props continuously release bullet-like elements, a certain reaction force is generated due to the attack effect of the virtual shooting props, that is, the recoil force when the virtual shooting props release bullet-like elements.

[0048] Dispersion: Under the effect of recoil, the virtual shooting prop will become unstable. In this state, there will be a certain random deviation between the actual landing of the bullet-like elements of the virtual shooting prop and the indication of the virtual shooting prop. This random deviation is called dispersion.

[0049] Please refer to Figure 1 , which shows a schematic diagram of a computer system provided by an embodiment of the present application. The computer system may include: a terminal device 10 and a server 20.

[0050] The terminal device 10 includes, but is not limited to, mobile phones, tablet computers, intelligent voice interaction devices, game consoles, wearable devices, multimedia playback devices, PCs (Personal Computers), vehicle-mounted terminals, smart home appliances and other electronic devices. The client of the target application can be installed in the terminal device 10. Optionally, the target application can be an application that needs to be downloaded and installed, or it can be a click-to-use application, which is not limited in the embodiments of the present application.

[0051] In an embodiment of the present application, the target application is an application that provides virtual shooting props, such as the target application can be a simulation program, a shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooter game (FPS), a multiplayer gun battle survival game, a third-person shooter game (TPS), a multiplayer online tactical competitive game (MOBA), a strategy game (Simulation Game SLG), a social application, and an interactive entertainment application. In some embodiments, the target application displays a three-dimensional virtual environment, which includes a first virtual object holding a first virtual shooting prop; after the first virtual object picks up the first virtual accessory in the three-dimensional virtual environment, the first virtual shooting prop is equipped with the first virtual accessory, which is used to adjust the attribute parameters of the bullet element of the first virtual shooting prop, and the bullet element is the smallest ejection unit released by a single use of the first virtual shooting prop. The first virtual accessory supports being assembled on multiple different types of virtual shooting props; in response to the use operation of the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet element into the three-dimensional virtual environment based on the adjusted attribute parameters of the bullet element. In addition, for different applications, the virtual shooting props and virtual accessories provided are different, and the embodiments of the present application are not limited to this. In this embodiment, the target application is an example of a game application. Optionally, a client of the above-mentioned target application is running in the terminal device 10.

[0052] Among them, the above-mentioned virtual environment is the scene displayed (or provided) when the client of the target application (such as a game application) is running on the terminal device. The virtual environment refers to the scene created for virtual objects to carry out activities (such as game competitions), such as virtual houses, virtual islands, virtual maps, etc. The virtual environment can be a simulation environment of the real world, or a semi-simulated and semi-fictitious environment, or a purely fictitious environment. The virtual environment can be a two-dimensional virtual environment, or a 2.5-dimensional virtual environment, or a three-dimensional virtual environment, which is not limited in the embodiments of the present application. The virtual environment includes at least one of the first virtual object, the second virtual object, and the third virtual object. Of course, other virtual objects may also be included in the virtual environment, which is not limited in the present application.

[0053] The above-mentioned virtual objects refer to virtual characters, virtual vehicles, virtual items, etc. controlled by the user account in the target application, and this application does not limit this. Taking the target application as a game application as an example, a virtual object refers to a game object controlled by the user account in the game application. The virtual object can be in the form of a character, an animal, a cartoon or other form, and this embodiment of the application does not limit this. Exemplarily, the first virtual object, the second virtual object and the third virtual object in this application are all virtual objects controlled by the client. Exemplarily, the first virtual object in this application is a virtual object controlled by the client, and the second virtual object can also be a virtual object controlled by the server, and the third virtual object is also a virtual object controlled by the client.

[0054] The server 20 is used to provide background services for the client of the target application in the terminal device 10. For example, the server 20 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, but is not limited to these.

[0055] The relationship between the second virtual object and the first virtual object is explained below, and the relationship between the third virtual object and the first virtual object is explained with reference to the explanation of the relationship between the second virtual object and the first virtual object, which will not be repeated here. The third virtual object and the second virtual object can be the same or different virtual objects.

[0056] In some embodiments, the terminal device 10 includes a first terminal device and a second terminal device, wherein a first client of a target application is installed on the first terminal device, a second client of a target application is installed on the second terminal device, a first virtual object (also referred to as a master virtual object) controlled by the first user account of the first user in the first client of the target application, and a second virtual object controlled by the second user account of the second user in the second client of the target application. Of course, in addition to the virtual object controlled by the above-mentioned user, the second virtual object in the embodiment of the present application can also belong to a virtual object controlled by the server (artificial intelligence virtual object). Optionally, the first virtual object and the second virtual object are in the same virtual environment. Optionally, the first virtual object and the second virtual object may belong to the same camp, the same team, the same organization, have a friend relationship or have temporary communication rights, in which case the second virtual object is considered to be a friendly virtual object of the first virtual object. Optionally, the first virtual object and the second virtual object may belong to different camps, different teams, different organizations or have a hostile relationship, in which case the second virtual object is considered to be an enemy virtual object of the first virtual object. Optionally, the clients installed on the first terminal device and the second terminal device are the same, or the clients installed on the two terminals are the same type of clients on different operating system platforms (Android or IOS). The first terminal device may generally refer to one of a plurality of terminal devices, and the second terminal device may generally refer to another one of the plurality of terminal devices. This embodiment only takes the first terminal device and the second terminal device as examples.

[0057] The terminal device 10 and the server 20 can communicate with each other via a network, which can be a wired network or a wireless network.

[0058] In response to the problem of a single control method for virtual shooting props in related technologies, the technical solution proposed in this application enriches the control method for virtual shooting props by picking up and assembling a first virtual accessory to adjust the attribute parameters of the bullet element of the first virtual shooting prop.

[0059] In the related art, the methods for lowering the threshold for virtual shooting props to hit the target object are generally: adding auxiliary aiming, equipping virtual shooting props with accessories, reducing the difficulty of controlling virtual shooting props, and making virtual shooting props with lower recoil and dispersion effects.

[0060] On the one hand, the assisted aiming in the relevant technology is equivalent to directly changing the aiming direction of the virtual shooting prop to "forcefully" move the crosshairs of the virtual shooting prop to the target. This practice will make many users feel that they "cannot control freely", especially among high-level users with strong skills, and will receive a lot of complaints and mixed reviews.

[0061] On the other hand, the equipment accessories in the related art have a very limited effect on lowering the threshold for virtual shooting props to hit the target object (about 20% lower control difficulty), and most users find it difficult to feel the intuitive difference and the lower threshold. At the same time, virtual shooting props often only have one way to grow and collect equipment accessories, which has a single growth method and a small difference before and after growth, making it difficult to obtain a strong sense of satisfaction, collection pleasure, and sense of purpose.

[0062] Finally, making virtual shooting props with very low control difficulty is not universal (that is, it is impossible for all virtual shooting props to be very easy).

[0063] The relevant technology will lead to the following problems: the virtual shooting props in the game application have similar capabilities and similar attack methods, resulting in relatively identical and repetitive experiences; for many users, following the target, hitting from a distance, and hitting the target object all have certain thresholds, which require a long period of familiarity and practice. In these processes, a large number of novice users will be lost.

[0064] In view of the problems in the above-mentioned related technologies, the technical solution of the embodiment of the present application realizes the upgrade of the virtual shooting props by assembling virtual accessories on the virtual shooting props, and the virtual accessories are adapted to different types of virtual shooting props.

[0065] like Figure 2 As shown, when the virtual accessory 230 is mounted on the virtual shooting prop 210, the virtual accessory can adjust the attribute parameters of the bullet element 220 released by the virtual shooting prop 210. Exemplarily, the attribute parameters of the bullet element include at least one of the following: attack type, attack duration, and motion parameter.

[0066] Taking the attack type as an example of the attribute parameter of the bullet element, the adjusted attack type of the bullet element is a range attack, thus giving the user an upgraded experience of "high explosive ammunition". Taking the attack duration as an example of the attribute parameter of the bullet element, the bullet element maintains a continuous attack state with the adjusted attack duration, thus giving the user an upgraded experience of "energy bolt". Taking the movement parameter as an example of the attribute parameter of the bullet element, the adjusted movement direction of the bullet element is a straight line movement direction along the aiming direction that is not affected by gravity, thus giving the user an upgraded experience of "zero-gravity modification". That is, the upgraded experiences of "high explosive ammunition", "energy bolt" and "zero-gravity modification" are obtained by adjusting the different attribute parameters of the bullet element through different virtual accessories.

[0067] By upgrading and transforming bullet elements through virtual accessories, users can have powerful upgrade experiences such as "high-explosive ammunition", "energy bolt", and "zero-gravity modification" on the basic shooting experience of virtual shooting props. These experiences are quite different from the shooting experience of basic virtual shooting props and are highly expressive. While increasing the growth and collection methods of virtual shooting props, they will bring users a strong sense of satisfaction, collection pleasure, and sense of purpose.

[0068] These upgraded experiences lower the threshold for hitting the target object through "bullets produce area damage", "bullets turn into rays and produce damage instantly when they arrive", and "bullets eliminate gravity and increase flight speed". They do not affect the user's aiming direction or the difficulty of controlling the virtual shooting props themselves. Instead, they affect the hit results of the virtual shooting props by modifying the attribute parameters of the bullet elements, and will not affect the user's operating habits.

[0069] The virtual accessories are compatible with multiple different types of virtual shooting props and have high universality. At the same time, after the virtual shooting props are equipped with the first virtual accessories, they can also be replaced with other virtual accessories, or the first virtual accessories can be removed to restore to the original basic virtual shooting prop state, with a high degree of freedom.

[0070] The technical solution provided by the embodiment of the present application, after solving the above problems, allows users to have a variety of different attack methods in addition to the basic virtual shooting props gameplay, which increases the playability. At the same time, for novice users, these new experiences greatly reduce the threshold for following the target and hitting the target object by smoothly upgrading the bullet elements. This greatly alleviates the problem of novice user loss caused by the high threshold.

[0071] Please refer to Figure 3 , which shows a flow chart of a control method of a virtual shooting prop provided by an embodiment of the present application. The execution subject of each step of the method may be Figure 1 The terminal device 10 in the implementation environment of the scheme shown, for example, the execution subject of each step can be the client of the above-mentioned target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as the "client". The method can include at least one of the following steps (310-330):

[0072] Step 310: displaying a three-dimensional virtual environment, wherein the three-dimensional virtual environment includes a first virtual object holding a first virtual shooting prop.

[0073] When displaying a three-dimensional virtual environment on a terminal device in the embodiment of the present application, there are at least three ways to display it. The first is the first-person perspective, that is, a virtual camera is installed on the head of the first virtual object, and the picture obtained by observing the three-dimensional virtual environment with the virtual camera is used as the display picture of the three-dimensional virtual environment. At this time, the picture of the three-dimensional virtual environment displayed does not include the first virtual object. The second is the third-person perspective, that is, a virtual camera is installed behind the first virtual object, and the picture obtained by observing the three-dimensional virtual environment with the virtual camera is used as the picture of the three-dimensional virtual environment displayed. At this time, the picture of the three-dimensional virtual environment displayed can include part or all of the first virtual object. The direction of the first-person perspective and the third-person perspective changes with the direction of the first virtual object. The third is other perspectives with a specific direction, and the direction of the perspective does not change, that is, the picture obtained by observing the entire three-dimensional virtual environment with the virtual camera in a specific direction is used as the display picture of the three-dimensional virtual environment. At this time, the first virtual object can be displayed in the middle of the picture of the three-dimensional virtual environment, or it can be displayed at other positions of the picture of the three-dimensional virtual environment, or it can not be displayed in the display picture of the three-dimensional virtual environment, and this application does not limit this.

[0074] The virtual environment in the embodiments of the present application is considered to be a three-dimensional virtual environment. Of course, the control method of the virtual shooting props provided in the embodiments of the present application is also applicable to a two-dimensional virtual environment or a 2.5-dimensional virtual environment, and the present application does not limit this.

[0075] In some embodiments, the virtual environment includes a first virtual object holding a first virtual shooting prop. In some embodiments, the virtual environment includes a plurality of different types of virtual shooting props. In some embodiments, in response to controlling the first virtual object to pick up the first virtual shooting prop in the three-dimensional virtual environment, the first virtual shooting prop is acquired.

[0076] Exemplarily, when the first virtual object does not hold the virtual shooting prop, in response to the operation of controlling the first virtual object to pick up the first virtual shooting prop in the three-dimensional virtual environment, the first virtual object is controlled to hold the first virtual shooting prop.

[0077] Exemplarily, in the case where the first virtual object already holds the second virtual shooting prop, in response to the operation of controlling the first virtual object to pick up the first virtual shooting prop in the three-dimensional virtual environment, the first virtual shooting prop is added to the item storage column of the first virtual object. Exemplarily, in response to the operation of replacing the held virtual shooting prop, the second virtual shooting prop held by the first virtual object is replaced with the first virtual shooting prop. Exemplarily, the first virtual shooting prop and the second virtual shooting prop are different virtual shooting props.

[0078] In some embodiments, the virtual shooting props, as a kind of virtual props, have the function of releasing the ejected object. The present application does not limit the type of virtual shooting props, and the virtual shooting props include but are not limited to virtual firearms, virtual trebuchets, virtual crossbows, virtual slingshots, etc. In some embodiments, the ejected object can also be considered as the bullet-like element mentioned in the present application.

[0079] In some embodiments, the bullet-like element is considered to be a virtual object belonging to the virtual shooting prop. Exemplarily, the bullet-like element needs to be used in combination with the virtual shooting prop and cannot be used alone. Exemplarily, if the virtual shooting prop is a virtual firearm, the bullet-like element is a virtual bullet in the virtual firearm. Exemplarily, if the virtual shooting prop is a virtual trebuchet, the bullet-like element is a virtual stone on the virtual trebuchet. Exemplarily, if the virtual shooting prop is a virtual crossbow, the bullet-like element is a virtual arrow on the virtual crossbow. Exemplarily, if the virtual shooting prop is a virtual slingshot, the bullet-like element is a virtual marble on the virtual slingshot. When the types of virtual shooting props are different, the bullet-like elements of the virtual shooting props are also different. The embodiment of the present application does not limit the specific shape of the bullet-like element.

[0080] In some embodiments, the first virtual shooting prop is a virtual prop held by the first virtual object. In some embodiments, the first virtual shooting prop needs to be held by the first virtual object before the first virtual shooting prop can be used. In other embodiments, the first virtual shooting prop can also be used without the first virtual object holding the virtual shooting prop.

[0081] Step 320, after the first virtual object picks up the first virtual accessory in the three-dimensional virtual environment, assemble the first virtual accessory for the first virtual shooting prop, the first virtual accessory is used to adjust the attribute parameters of the bullet element of the first virtual shooting prop, the bullet element is the smallest ejection unit released by a single use of the first virtual shooting prop, and the first virtual accessory supports being assembled on multiple different types of virtual shooting props.

[0082] In some embodiments, the three-dimensional virtual environment also includes virtual accessories. Exemplarily, the virtual accessories are virtual props for adjusting the attribute parameters of the bullet-like elements of the virtual shooting props. In some embodiments, the attribute parameters adjusted by different types of virtual accessories are different. In some embodiments, a virtual accessory can support being assembled on multiple different types of virtual shooting props. Exemplarily, when the virtual accessory is assembled on the first virtual shooting prop, the virtual accessory is used to adjust the attribute parameters of the bullet-like elements of the first virtual shooting prop. When the virtual accessory is assembled on the second virtual shooting prop, the virtual accessory is used to adjust the attribute parameters of the bullet-like elements of the second virtual shooting prop. Exemplarily, when the virtual accessories are respectively assembled on the first virtual shooting prop and the second virtual shooting prop, the adjustment amount for the attribute parameters is different. Exemplarily, the virtual accessories can also be referred to as at least one of a virtual chip, a virtual component, a virtual part, etc.

[0083] Exemplarily, in response to an operation of controlling the first virtual object to pick up the first virtual accessory, it is considered that the first virtual object has picked up the first virtual accessory. Exemplarily, in response to controlling the distance between the first virtual object and the first virtual accessory in the three-dimensional virtual environment to be less than a threshold, the first virtual object is controlled to automatically pick up the first virtual accessory. Exemplarily, in the case where the distance between the first virtual object and the first virtual accessory in the three-dimensional virtual environment is less than a threshold, in response to an operation on a pick-up control, the first virtual object is controlled to pick up the first virtual accessory.

[0084] In some embodiments, after the first virtual accessory is picked up, the first virtual accessory is assembled for the first virtual shooting prop. Exemplarily, after the first virtual accessory is picked up, the first virtual accessory is automatically assembled for the first virtual shooting prop. Exemplarily, after the first virtual accessory is picked up, in response to the replacement operation, the second virtual accessory assembled on the first virtual shooting prop is replaced with the first virtual accessory. For details, please refer to the explanation of the following embodiment, which will not be repeated here.

[0085] In other embodiments, the virtual accessories are not directly included in the virtual environment, but are exchanged by picking up virtual resources in the virtual environment. Exemplarily, in response to the operation of picking up virtual resources in the virtual environment, the virtual resources are acquired. Exemplarily, the virtual resources can also be acquired by the first virtual object completing a specified task, meeting specified conditions, etc. Exemplarily, the virtual resources include at least one of the following: virtual gold coins, virtual diamonds, virtual flowers. Exemplarily, there is an exchange relationship between virtual resources and virtual accessories. Exemplarily, virtual accessories can be acquired by consuming a certain amount of virtual resources. Exemplarily, different virtual accessories consume different amounts of virtual resources. In some embodiments, the amount of consumed virtual resources is determined based on the attribute parameters adjusted by the virtual accessories.

[0086] The technical solution provided by the embodiment of the present application provides two ways to obtain virtual accessories. One is to directly pick up virtual accessories from the virtual environment, which improves the efficiency of obtaining virtual accessories and is relatively simple. The other is to obtain them through virtual resource exchange. This method avoids conflicts with other virtual objects. As long as the virtual resources obtained reach the exchange quantity, the virtual accessories can be exchanged, which has high security and certainty.

[0087] In some embodiments, the attribute parameters of the bullet element are parameters related to the attributes of the bullet element. Exemplarily, the attribute parameters of the bullet element include but are not limited to at least one of the following: the attack type of the bullet element, the attack duration of the bullet element, and the motion parameter of the bullet element. For details, please refer to the explanation of the following embodiment, which will not be repeated here.

[0088] In some embodiments, the bullet-like element is the smallest ejection unit released by a single use of the first virtual shooting prop. Exemplarily, in response to a use operation for the first virtual shooting prop, the first virtual shooting prop is controlled to release a bullet-like element. Exemplarily, for a single use operation of the first virtual shooting prop, the first virtual shooting prop is controlled to release at least one bullet-like element. When the first virtual shooting prop is a single-shot virtual shooting prop, that is, one bullet-like element is released each time it is used. When the first virtual shooting prop is a virtual shooting prop for M shots, M is an integer greater than 1, that is, M bullet-like elements are released each time it is used. Exemplarily, the bullet-like element in the present application is an indivisible smallest ejection unit, such as M bullet-like elements are released each time they are used, and the bullet-like element in the present application is one of the M bullet-like elements. For example, a bullet-like element is a virtual bullet.

[0089] It should be noted that the virtual accessories in the embodiments of the present application are used to adjust the attribute parameters of the bullet-like elements, and what is adjusted is the attribute parameters of the smallest ejection unit. Taking the bullet-like element as a virtual bullet as an example, the virtual accessories can adjust the attribute parameters of each virtual bullet released by the virtual shooting prop. When the virtual shooting prop is used each time and multiple virtual bullets are released, the attribute parameters of each virtual bullet in the multiple virtual bullets can also be adjusted.

[0090] In some embodiments, a prompt message is displayed, and the prompt message is used to prompt that the first virtual shooting prop is equipped with a first virtual accessory. When the equipped first virtual accessories are different, the prompt message is also different. Exemplarily, different virtual accessories correspond to different identification information. Exemplarily, when the first virtual shooting prop is equipped with the first virtual accessory, the identification information of the first virtual accessory is displayed.

[0091] In some embodiments, after the first virtual accessory is assembled to the first virtual shooting prop, the appearance of the first virtual shooting prop changes to prompt the user that the first virtual shooting prop is assembled with the virtual accessory. In other embodiments, after the first virtual accessory is assembled to the first virtual shooting prop, the appearance of the first virtual shooting prop does not change. Exemplarily, after the first virtual accessory is assembled on the first virtual shooting prop, no specific entity exists. Exemplarily, after the first virtual accessory is assembled on the first virtual shooting prop, a specific entity exists, but is located inside the first virtual shooting prop and does not affect the appearance of the first virtual shooting prop.

[0092] Step 330 , in response to the use operation on the first virtual shooting prop, controlling the first virtual shooting prop to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attribute parameters of the bullet-like element.

[0093] In some embodiments, the use operation of the first virtual shooting prop is considered to be the operation of using the first virtual shooting prop. Exemplarily, the use operation of the first virtual shooting prop is considered to be the operation of using the control. Exemplarily, the operation type of the operation of using the control includes but is not limited to a click operation, a long press operation, a double-click operation, and the like.

[0094] In some embodiments, in one use operation for the first virtual shooting prop, the number of bullet-like elements released by the first virtual shooting prop into the three-dimensional virtual environment corresponding to control is K, where K is a positive integer. Exemplarily, the number of bullet-like elements released by the first virtual shooting prop is different depending on the type of operation for the use operation of the first virtual shooting prop. Exemplarily, in response to one use operation for the first virtual shooting prop, the first virtual shooting prop is controlled to release one bullet-like element. Exemplarily, in response to one use operation for the first virtual shooting prop, the first virtual shooting prop is controlled to release multiple bullet-like elements. This application is not limited to this.

[0095] In some embodiments, after the first virtual shooting prop is equipped with the first virtual accessory, the first virtual accessory is used to adjust the attribute parameters of the bullet element of the first virtual shooting prop to obtain the adjusted attribute parameters of the bullet element.

[0096] Exemplarily, the attribute parameter of the bullet element includes the attack type of the bullet element. Exemplarily, in response to the use operation of the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet element into the three-dimensional virtual environment based on the adjusted attack type of the bullet element. For details, please refer to the explanation of the following embodiment.

[0097] Exemplarily, the attribute parameters of the bullet-like element include the attack duration of the bullet-like element. Exemplarily, in response to the use operation of the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attack duration of the bullet-like element. For details, please refer to the explanation of the following embodiment.

[0098] Exemplarily, the attribute parameters of the bullet-like element include motion parameters of the bullet-like element. Exemplarily, in response to the use operation of the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element into the three-dimensional virtual environment based on the adjusted motion parameters of the bullet-like element. For details, please refer to the explanation of the following embodiment.

[0099] In some embodiments, the number of virtual accessories that can be assembled on a virtual shooting prop is L, where L is a positive integer. For example, a virtual shooting prop is only allowed to be assembled with one virtual accessory. For example, a virtual shooting prop can be assembled with multiple virtual accessories at the same time, and the multiple virtual accessories can be the same or different virtual accessories.

[0100] Exemplarily, when the multiple virtual accessories are different virtual accessories, the different virtual accessories have different adjusted attribute parameters, and multiple adjusted attribute parameters are obtained. In response to the use operation of the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet element into the three-dimensional virtual environment based on the multiple adjusted attribute parameters of the bullet element.

[0101] Exemplarily, the same virtual accessories are not allowed to appear in the multiple virtual accessories equipped with the first virtual shooting prop.

[0102] Exemplarily, the same virtual accessories are allowed to appear in the multiple virtual accessories equipped by the first virtual shooting prop. When the multiple virtual accessories include the same virtual accessories, the adjustment amount of the attribute parameter of the same virtual accessories is superimposed. Exemplarily, the attribute parameter adjusted by the first virtual accessory is the movement speed. If the movement speed increases by x%, when the first virtual shooting prop is equipped with two first virtual accessories, it is considered that the two first virtual accessories can increase the movement speed of the bullet element by 2x%.

[0103] The technical solution provided by the embodiment of the present application is that the first virtual accessory picked up by the first virtual object in the three-dimensional virtual environment can be used to adjust the attribute parameters of the bullet-like element. When the first virtual shooting prop held by the first virtual object is equipped with the picked up first virtual accessory, the attribute parameters of the bullet-like element of the first virtual shooting prop are adjusted. Further, the first virtual shooting prop is used to control the first virtual shooting prop based on the adjusted attribute parameters of the bullet-like element to release the bullet-like element. Compared with the direct adjustment of the virtual shooting prop in the related art, the adjustable range and amplitude are relatively limited. In the present application, the first virtual accessory is used to adjust the attribute parameters of the bullet-like element. Since there are many attribute parameters of the bullet-like element, the adjustable space is large. Therefore, the method of adjusting the attribute parameters of the bullet-like element with the first virtual accessory is more flexible and diverse, and also enriches the control method of the virtual shooting prop. Further, the first virtual accessory supports being assembled on multiple different types of virtual shooting props, and there is no need to make separate designs for different types of virtual shooting props. On the one hand, it reflects the universality of the first virtual accessory, and on the other hand, it is also conducive to saving adjustment costs.

[0104] Before introducing the following embodiments, Figure 8 to Figure 12 The basic principles of virtual shooting props and bullet elements in the embodiments of the present application are explained.

[0105] 1. The flight principle of bullet-like elements.

[0106] In response to the use operation of the virtual shooting prop, when the user presses the firing button, a ray detection will be emitted from the prop mouth of the virtual shooting prop, and the distance of the ray detection is the shooting range of the virtual shooting prop.

[0107] In some embodiments, the bullet element of the virtual shooting prop is a projectile bullet element, that is, the bullet element is a projectile with an initial velocity, affected by gravity, and having a flight trajectory.

[0108] In some embodiments, when shooting occurs, a bullet-like element is created from [BulletSocket] and flies to [BulletAimTarget] point, where [BulletSocket] is the location where the bullet-like element is created, that is, the location of the prop port of the virtual shooting prop.

[0109] In some embodiments, when shooting occurs, a bullet-like element is created from a [BulletSocket]. For example, [BulletSocket] is configured on the three-dimensional model of the virtual shooting prop, and is a three-dimensional coordinate relative to the center of the virtual shooting prop, generally the muzzle position, that is, the position of the prop mouth of the virtual shooting prop. Figure 8As shown, the position of the prop port 820 of the virtual shooting prop 810 is considered to be [BulletSocket], that is, the creation position of the bullet element.

[0110] In some embodiments, the bullet-like element is released from the prop mouth toward [BulletAimTarget]. For example, after the bullet-like element is created, it flies toward the [BulletAimTarget] point (flying in this application is also considered as movement).

[0111] In some embodiments, [BulletAimTarget] means that each time a shot is fired, the virtual camera will emit a ray in the virtual environment, and a target point coordinate will be obtained through the target direction detection of the ray. The bullet element will be fired at this point, and the ray has its own collision channel, which can be configured to collide with which collision body materials, that is, which objects will block the flight of the bullet element.

[0112] In some embodiments, when a ray shot in the ray target direction collides with a collision body in the virtual environment, the position of the collision point is recorded, and this point is the target point of the bullet element, that is, [BulletAimTarget]. Of course, this point can also be called the aiming position of the virtual shooting prop.

[0113] In some embodiments, the initial flight speed of the bullet element just after leaving the virtual shooting prop is a configurable value, which is different for each virtual shooting prop. In some embodiments, the definition of the flight speed BulletInitialSpeed ​​is shown in Table 1.

[0114] Table 1 Parameter definition of flight speed

[0115] BulletInitialSpeed int Distance unit, meaning how much distance is moved per second

[0116] In some embodiments, the bullet-like element is affected by gravity. During the flight of the bullet-like element, it is affected by gravity G, that is, there is a downward acceleration. In some embodiments, the parameter definition of gravity is shown in Table 2.

[0117] Table 2 Definition of parameters related to gravity

[0118]

[0119]

[0120] In some embodiments, GravityModify determines the coefficient of influence of gravity on bullet-like elements. BulletGravityDistance refers to the distance range in which bullet-like elements are not affected by gravity after being released. For example, after being released, bullet-like elements are not affected by gravity within the distance range of BulletGravityDistanc, but when the distance range exceeds BulletGravityDistanc, they begin to be affected by gravity, and the influence coefficient is GravityModify.

[0121] In some embodiments, based on the above description, the flight process of the bullet-like element can be as follows: Fig. 9 As shown. The prop port 910 of the virtual shooting prop 900 is used as [BulletSocket], and a bullet-like element is created, with the ray target direction 940 and the collision point 920 of the virtual environment as [BulletAimTarget]. For example, after leaving the virtual shooting prop, the bullet-like element is not affected by gravity within the BulletGravityDistanc distance range, but when the distance range exceeds BulletGravityDistanc, it begins to be affected by gravity, and the influence coefficient is GravityModify. The bullet-like element begins to fall during the flight until it hits the actual hit position 930.

[0122] 2. The principle of hitting the target object.

[0123] In some embodiments, whether the bullet element of the virtual shooting prop hits the target object is determined by judging whether the attack collision box generated by the bullet element after experiencing the above-mentioned flight principle and colliding with the hit collision box of the target object. The target object can be understood as the object that the first virtual object wants to attack in the virtual environment.

[0124] In some embodiments, taking the target object as an enemy virtual object as an example, Fig.10 and Fig.11 As shown, when the attacking bounding box 1100 of the bullet-like element collides with the hit bounding box 1000 of the enemy virtual object, it is considered that the bullet-like element hits the enemy virtual object.

[0125] 3. Damage calculation principle (calculation principle of attack value).

[0126] After determining that the bullet-like element hits the target object, a predetermined damage will be caused according to the part of the target object that hits. Fig.12 As shown, three parts of the target object are distinguished, which respectively represent the head 1210, the upper body 1220, and the lower body 1230. In some embodiments, when different parts of the target object are hit, different damages are generated, that is, different attack values.

[0127] The following is an explanation of the control method of the virtual shooting props in combination with three specific attribute parameters.

[0128] First, the attribute parameters include the attack type.

[0129] Please refer to Figure 4 , which shows a flow chart of a control method for a virtual shooting prop provided by another embodiment of the present application. The execution subject of the method may be the terminal device 10 described above, such as the execution subject of each step is the client of the target application mentioned in the above embodiment. In the following method embodiment, for the sake of convenience of description, only the execution subject of each step is introduced as the "client". The method may include at least one of the following steps (410-440):

[0130] Step 410: displaying a three-dimensional virtual environment, wherein the three-dimensional virtual environment includes a first virtual object holding a first virtual shooting prop.

[0131] Step 420, after the first virtual object picks up the first virtual accessory in the three-dimensional virtual environment, assemble the first virtual accessory for the first virtual shooting prop, the first virtual accessory is used to adjust the attribute parameters of the bullet element of the first virtual shooting prop, the bullet element is the smallest ejection unit released by a single use of the first virtual shooting prop, and the first virtual accessory supports being assembled on multiple different types of virtual shooting props.

[0132] Step 430 , in response to the use operation on the first virtual shooting prop, controlling the first virtual shooting prop to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attribute parameters of the bullet-like element.

[0133] In some embodiments, the attribute parameter includes an attack type, and the adjusted attribute parameter includes an adjusted attack type.

[0134] Exemplarily, the attack type refers to the attack type of the bullet-like element that attacks the virtual environment after being released. Exemplarily, the attack type includes at least one of a single-point attack and a range attack. Exemplarily, a single-point attack refers to an attack on a certain point, while a range attack refers to an attack on an area.

[0135] Exemplarily, the attack type of the bullet-like element before adjustment is single-point attack, and the attack type after adjustment is range attack.

[0136] Step 440: When the bullet-like element hits the first position in the three-dimensional virtual environment, control the bullet-like element to generate an attack effect on the first area in the three-dimensional virtual environment.

[0137] In some embodiments, when the attack bounding box of the bullet-like element collides with the hit bounding box of the virtual object in the three-dimensional virtual environment, it is considered that the bullet-like element hits the virtual object. Exemplarily, the position where the collision occurs is considered as the first position.

[0138] In some embodiments, the first position can also be considered as the location of the first collision point between the bullet-like element and the virtual environment after release. The first position can be any position in the virtual environment that can be collided. Of course, the embodiment of the present application considers the position where the bullet-like element collides with the virtual item as the first position, and the position of the collision is also referred to as the collision point. In some embodiments, the collision point can be any position on the surface of the virtual item. That is, the bullet-like element can collide with any position on the surface of the virtual item. The virtual item is a virtual object in the virtual environment, and the specific category is not limited in this application. It can be virtual land, virtual wall, virtual table, etc.

[0139] In some embodiments, the first area is an area determined based on the first position and the adjusted attack type. In some embodiments, the adjusted attack type is used to determine the attack range. For example, the adjusted attack type is to generate a range attack, then the range of the attack here is also the attack range. Exemplarily, the first area is an area centered on the first position and with the attack range as its volume. Exemplarily, the first area is an area centered on the first position as a relative position point and with the attack range as its volume. For example, the first area is an area centered on a position 1 meter away from the first direction starting from the first position and with the attack range as its volume. For example, the first area is an area centered on a position 2 meters away from the second direction starting from the first position and with the attack range as its volume. This application does not limit the specific position of the first area.

[0140] The technical solution provided in the embodiment of the present application adjusts the attack type of the bullet-like element through the first virtual accessory, such as adjusting the single-point attack in the related art to a range attack. This method embodies the flexible change of the attribute parameters of the bullet-like element of the virtual shooting prop, enriches the attack types of the bullet-like element of the virtual shooting prop, and thus brings a different user experience to the user.

[0141] In some embodiments, the adjusted attack type is a range attack on a spherical area with a first value as a radius, and the first area is a spherical area with the first position as the center and the first value as the radius.

[0142] In some embodiments, the attack value of the bullet-like element on the second position in the first area is negatively correlated with the first distance, and the first distance is the distance between the second position and the first position.

[0143] Exemplarily, when a bullet-like element hits a first position in the three-dimensional virtual environment, the bullet-like element is controlled to produce an attack effect on a spherical area in the three-dimensional virtual environment with the first position as the center and the first value as the radius.

[0144] Exemplarily, in the spherical region, different positions receive different attack values ​​from the bullet-like element. Exemplarily, the spherical region, that is, the first position, receives the largest attack value from the bullet-like element. In the spherical region, the farther the distance from the first position, the smaller the attack value from the bullet-like element.

[0145] Exemplarily, the second position is any position in the spherical region. Exemplarily, the first distance is the distance between the second position and the first position. Exemplarily, the attack value of the bullet-like element on the second position in the first region is negatively correlated with the first distance. Specifically, when the distance between the second position and the first position is larger, the attack value of the bullet-like element on the second position is smaller, and when the distance between the second position and the first position is smaller, the attack value of the bullet-like element on the second position is larger. Exemplarily, when the second position is the first position, the attack value of the bullet-like element on the second position is the maximum attack value of the bullet-like element. Exemplarily, when the second position is the boundary position of the spherical region, the attack value of the bullet-like element on the second position is the minimum attack value of the bullet-like element.

[0146] The technical solution provided by the embodiment of the present application, when the attack type is a range attack, considers the attack range to be the attack range of the spherical area, so that the attack effect of the bullet-like element on the first position is no longer limited to a single-point attack on the first position, but is adjusted to a range attack on the spherical area with the first position as the center of the sphere. Moreover, the attack values ​​of different positions in the spherical area decrease with the distance to the center of the sphere. In this way, as long as the enemy virtual object is located in the spherical area, the enemy virtual object can be attacked, which is conducive to improving the hit rate of the enemy virtual object.

[0147] The following is an explanation of the process of determining the attack value, which includes at least one of the following steps S1 to S3 (not shown in the figure).

[0148] Step S1, when a second virtual object in a three-dimensional virtual environment is located in a first area, obtaining a distance between the second virtual object and the first position as a second distance, and the second virtual object and the first virtual object are different virtual objects.

[0149] For explanations of the second virtual object, please refer to other embodiments in the context, which will not be repeated here.

[0150] In some embodiments, the distance between the second virtual object and the first position is considered to be the minimum distance between the second virtual object and the first position. Exemplarily, the distance between the hit bounding box of the second virtual object and the first position is considered to be the distance between the second virtual object and the first position. Exemplarily, the minimum distance between the hit bounding box of the second virtual object and the first position is considered to be the distance between the second virtual object and the first position.

[0151] Exemplarily, the position on the second virtual object that is closest to the first position is considered to be the fourth position. That is, the distance from the fourth position to the first position is the second distance.

[0152] Exemplarily, the hit bounding boxes of different virtual objects are preset in advance, and the volumes of the hit bounding boxes are also preset in advance.

[0153] Step S2, determining the attenuation coefficient corresponding to the second distance according to the first functional relationship, the first functional relationship is used to characterize the functional relationship between the distance and the attenuation coefficient, the attenuation coefficient is used to characterize the attenuation degree of the attack value of the bullet-like element compared to the first attack value, and the first attack value is the attack value of the bullet-like element to the first position.

[0154] In some embodiments, the first functional relationship is used to characterize the functional relationship between the distance and the attenuation coefficient. Exemplarily, the first functional relationship is used to characterize the negative correlation between the distance and the attenuation coefficient. Exemplarily, the first functional relationship characterizes that as the distance increases, the attenuation degree increases and the attenuation coefficient decreases. It should be understood that the distance here refers to the distance to the center of the ball, that is, the distance to the first position.

[0155] For example, the first functional relationship is a functional relationship with distance as an independent variable and attenuation coefficient as a dependent variable. Then, by substituting the second distance into the first functional relationship, the attenuation coefficient corresponding to the second distance can be obtained.

[0156] In some embodiments, when the first distance is 0, that is, when the second position is located at the first position, the attenuation coefficient is b. In some embodiments, when the first distance is a first value, that is, when the second position falls at the boundary position of the spherical area, the attenuation coefficient is a. b is greater than a, and both b and a are non-negative numbers. In some embodiments, the attenuation coefficient has a value interval of {a, b}. In some embodiments, a is 0 and b is 1.

[0157] In some embodiments, the attenuation coefficient is used to characterize the attenuation degree of the attack value of the bullet-like element compared to the first attack value. Exemplarily, the greater the attenuation degree of the attack value of the bullet-like element compared to the first attack value, the smaller the attenuation coefficient. Exemplarily, the smaller the attenuation degree of the attack value of the bullet-like element compared to the first attack value, the larger the attenuation coefficient.

[0158] In some embodiments, the first attack value is the attack value of the bullet-like element to the first position, that is, the maximum attack value of the bullet-like element.

[0159] Step S3, determining the attack value of the bullet-like element on the second virtual object based on the first attack value and the attenuation coefficient corresponding to the second distance.

[0160] In some embodiments, the attack value of the bullet-like element on the second virtual object is determined by multiplying the first attack value by the attenuation coefficient corresponding to the second distance.

[0161] In some embodiments, the difference between the first attack value and the attenuation coefficient corresponding to the second distance is used to determine the attack value of the bullet-like element on the second virtual object.

[0162] In some embodiments, the attack value of the bullet-like element on the second virtual object is determined by taking the first attack value as the base and the attenuation coefficient corresponding to the second distance as the exponent, and obtaining an exponential operation result.

[0163] In some embodiments, based on the attenuation coefficient corresponding to the first attack value and the second distance, the determined attack value is the attack value of the fourth position on the second virtual object (or its hit bounding box), and the fourth position is the position closest to the first position. Exemplarily, the attack value of the fourth position is considered to be the attack value of the bullet-like element on other positions on the second virtual object. Exemplarily, the attack value of the fourth position is different from the attack value of the bullet-like element on other positions on the second virtual object. Exemplarily, the attack value of the bullet-like element on other positions on the second virtual object except the fourth position is less than the attack value of the bullet-like element on the fourth position on the second virtual object.

[0164] The technical solution provided in the embodiment of the present application provides a quick calculation method for the attack value through the first functional relationship, which is conducive to improving the efficiency of determining the attack value. Furthermore, as long as the first virtual object is located in the spherical area, the attack effect can be generated on the first virtual object. Compared with the related art that the first virtual object must be hit, the present application improves the hit rate for the first virtual object and also improves the shooting error tolerance rate.

[0165] In some embodiments, after being assembled, each virtual accessory will use program logic to replace some of the logic or values ​​in the above-mentioned "flight principle of bullet-like elements", "principle of hitting target objects", and "principle of damage calculation", or add some logic to these three principles, and finally achieve the final required value of the virtual accessory.

[0166] In some embodiments, Fig.18As shown in 1810, when the first virtual accessory is a first type of virtual accessory, that is, the first virtual accessory is a virtual accessory for giving the user an upgraded experience of "high explosive ammunition", the virtual accessory is also called a "high explosive ammunition chip".

[0167] Exemplarily, the first virtual accessory is used to adjust the attack type. Exemplarily, the first virtual accessory is used to adjust the attack type to a range attack when shooting. After the bullet element hits the target object, it will cause range damage. The attack collision box of the bullet element in the "hit target object principle" adds some logic, and the "damage calculation principle" adds some logic.

[0168] Exemplarily, if the attack collision box of the bullet element determines that it hits the target object, the damage is determined according to the original logic. If the attack collision box of the bullet element determines that it does not hit the target object, a new attack collision box is generated at the actual hit point of the bullet, that is, the first position. Exemplarily, the new attack collision box is a sphere with a radius of 2 meters, that is, a spherical area with the first position as the center and the first value as the radius.

[0169] In some embodiments, the collision box is used to determine whether contact is made with the hit collision box of the target object. If no contact is made, no damage is caused. If contact is made, a "new damage calculation principle" is added according to the following logic.

[0170] In some embodiments, the point (fourth position) closest to the hit point (first position) in the contact portion between the new attack collision box and the hit collision box is determined. The distance from the point to the center of the new attack collision box is used as the damage distance, that is, the second distance. In some embodiments, the damage distance is used to search for a predetermined value.

[0171] For example, the search format is a two-dimensional coordinate system format, such as Fig.13 As shown in 1300, the horizontal axis in the two-dimensional coordinate system represents the distance to the first position, in centimeters. The vertical axis represents the damage ratio (i.e., the attenuation coefficient). For example, the first functional relationship between the distance and the attenuation coefficient is shown in the two-dimensional coordinate system. Fig.13 For example, the selected point 1310 means that the distance to the first position is 96cm, and the damage ratio at this time is 0.75, which is 75% of the maximum attack value of the bullet element of the virtual shooting prop. For example, if the attack value of the virtual shooting prop to the first position is 110, the damage caused by the bullet element this time is 110*0.75=82.5.

[0172] For example, Fig.14As shown, the bullet-like element hits the first position 1400, and attacks the spherical area with the first position 1400 as the center. When the second virtual object 1420 is located in the spherical area, that is, when the hit bounding box of the second virtual object 1420 collides with the spherical area, the point 1410 on the second virtual object 1420 that is closest to the first position 1400 is determined. Exemplarily, the third distance from the point 1410 to the first position 1400 is obtained. The attenuation coefficient corresponding to the third distance is determined through the first functional relationship in the above two-dimensional coordinate system. The product of the maximum attack value for the first position and the attenuation coefficient corresponding to the third distance is used as the attack value for the second virtual object.

[0173] In some embodiments, the first attack value is the attack value of the bullet element to the first position. In some embodiments, the first attack value is determined by the first virtual shooting prop. Different virtual shooting props have different attack values ​​for the first position.

[0174] In some embodiments, after the first virtual shooting prop is equipped with the first virtual accessory, the magnitude of the first attack value is not changed. In some embodiments, after the first virtual shooting prop is equipped with the first virtual accessory, the first attack value can be increased.

[0175] In some embodiments, when different types of virtual shooting props are equipped with the first virtual accessory, the adjustment amounts of the attribute parameters are different.

[0176] In some embodiments, when the first virtual accessory is mounted on different virtual shooting props, the corresponding first attack value, first value and the first functional relationship are all different.

[0177] The technical solution provided by the embodiment of the present application takes into account the diversity of virtual shooting props. When the first virtual accessory is mounted on different virtual shooting props, different first attack values, first values ​​and the above-mentioned first functional relationship need to be pre-configured according to the characteristics of different types of virtual shooting props, so as to produce different attack effects in the game. This reflects the diversity and flexibility of virtual shooting prop control.

[0178] Of course, the first value (radius of the spherical area) mentioned in the embodiment of the present application can be preset and can also be manually adjusted by the user (method 1) or adjusted by the terminal device or server itself (method 2).

[0179] Mode 1: displaying an adjustment control for adjusting the radius of the spherical area; in response to an operation on the adjustment control, adjusting the radius of the spherical area to a second value.

[0180] Exemplarily, after the first virtual accessory is assembled for the first virtual shooting prop, an adjustment control is displayed. Exemplarily, the adjustment control is a UI control. For example, the adjustment control is a draggable progress bar for the user to adjust the radius of the spherical area. Exemplarily, the radius of the spherical area defaults to a first value, but the user can reduce the first value, that is, adjust the radius of the spherical area to a second value, and the second value is smaller than the first value.

[0181] Considering that the adjusted attack type is a range attack, the range attack special effect will be displayed. However, when there are many hidden enemy virtual objects in the virtual environment, displaying a range attack special effect with a large range is likely to expose the location of the first virtual object. Therefore, the user can adjust the radius of the spherical area by himself to reduce the possibility of exposure of the first virtual object. Therefore, the present application gives the user the opportunity to adjust the radius of the spherical area, which is conducive to enriching the human-computer interaction form, thereby bringing a better game experience to the user.

[0182] Method 2: determining the radius of the spherical area based on the number of third virtual objects contained in the field of view of the first virtual object; wherein the radius of the spherical area is positively correlated with the number of third virtual objects.

[0183] In some embodiments, the three-dimensional virtual environment further includes: at least one third virtual object that is in a different camp from the first virtual object.

[0184] Exemplarily, the radius of the spherical area is positively correlated with the number of the third virtual objects, that is, the more the number of the third virtual objects is, the larger the radius of the spherical area is, and the fewer the number of the third virtual objects is, the smaller the radius of the spherical area is.

[0185] Exemplarily, the terminal device obtains the number of third virtual objects contained in the field of view of the first virtual object, and sends the number to the server, and the server determines the radius of the spherical area according to the number. Exemplarily, the server sends the determined radius of the spherical area to the terminal device. Exemplarily, a second functional relationship between the radius of the spherical area and the number of the third virtual objects is configured in advance in the server. The second functional relationship is used to indicate that the radius of the spherical area is positively correlated with the number of the third virtual objects.

[0186] The technical solution provided in the embodiment of the present application automatically determines the radius of the spherical area based on the number of third virtual objects (i.e., enemy virtual objects) within the field of view. The more third virtual objects there are, the larger the spherical area is. A spherical area with a larger radius can cause more third virtual objects to be attacked. While automatically adjusting the radius to save the processing cost of the attack effect, the hit rate of the virtual object can also be guaranteed.

[0187] In some embodiments, pre-marking information is displayed, and the pre-marking information is used to indicate the boundary of a second area, where the second area is an area determined based on a third position and an adjusted attack type, and the third position is the position of the first collision point between the ray along the release direction of the bullet-like element and the three-dimensional virtual environment before the bullet-like element is released.

[0188] Exemplarily, when the first virtual object is controlled to aim but no operation for the first virtual object is performed, the pre-marking information is displayed. As the aiming direction of the first virtual object is different, the third position is also different, and the second area indicated by the pre-marking information is also different.

[0189] Exemplarily, the second area is a spherical area with the third position as the center and the first value as the radius.

[0190] Exemplarily, the pre-marking information is used to indicate a boundary of the second region. Exemplarily, the pre-marking information is used to highlight a boundary of the second region.

[0191] When the pre-marking information is displayed, the user can be informed in advance of the attack range of the range attack achieved under the current aiming direction before the user performs the use operation for the first virtual shooting prop to release the bullet-like element. After seeing the pre-marking information, when the second area indicated by the pre-marking information is the user's desired attack range, the user can directly perform the use operation for the first virtual shooting prop to release the bullet-like element to produce an attack effect on the second area. When the second area indicated by the pre-marking information is not the user's desired attack range, the aiming direction of the virtual shooting prop can be continuously adjusted until the user's desired attack range is found.

[0192] In some embodiments, the first virtual object holds a first virtual shooting prop and moves in a three-dimensional virtual environment. Exemplarily, the first virtual object is controlled to hold the first virtual shooting prop and release bullet-like elements in the three-dimensional virtual environment. Exemplarily, after the first virtual object is controlled to pick up the first virtual accessory, the first virtual accessory is assembled on the first virtual shooting prop. Exemplarily, when the attribute parameter adjusted by the first virtual accessory is an attack type, the original single-point attack is modified to a range attack, and a range attack is generated on the hit position (i.e., the first position). Exemplarily, an attack effect is generated on a spherical area with the first position as a sphere, such as an explosion effect. Exemplarily, when the second virtual object is hit, an attack effect is directly generated on a spherical area with the second virtual object as the center of the ball, such as an explosion effect. Exemplarily, when the second virtual object is not directly hit, but the second virtual object is located in a spherical area with the hit position as the center of the ball, the second virtual object is still attacked.

[0193] The technical solution provided by the embodiment of the present application not only enriches the display elements of the screen by displaying the pre-marked information, but also helps the user to hit the enemy virtual object through the boundary of the second area prompted by the pre-marked information, improves the hit rate of the enemy virtual object, and enriches the human-computer interaction form.

[0194] The second type, attribute parameters include attack duration.

[0195] Please refer to Figure 5 , which shows a flow chart of a control method for a virtual shooting prop provided by another embodiment of the present application. The execution subject of the method may be the terminal device 10 described above, such as the execution subject of each step is the client of the target application mentioned in the above embodiment. In the following method embodiment, for the sake of convenience, only the execution subject of each step is described as the "client". The method may include at least one of the following steps (510-530):

[0196] Step 510: displaying a three-dimensional virtual environment, wherein the three-dimensional virtual environment includes a first virtual object holding a first virtual shooting prop.

[0197] Step 520, after the first virtual object picks up the first virtual accessory in the three-dimensional virtual environment, assemble the first virtual accessory for the first virtual shooting prop, the first virtual accessory is used to adjust the attribute parameters of the bullet element of the first virtual shooting prop, the bullet element is the smallest ejection unit released by a single use of the first virtual shooting prop, and the first virtual accessory supports being assembled on multiple different types of virtual shooting props.

[0198] In some embodiments, the attribute parameter includes attack duration, and the adjusted attribute parameter includes adjusted attack duration.

[0199] Exemplarily, the attack duration refers to the duration of a bullet-like element attacking the virtual environment after it is released. Exemplarily, instantaneous attack and continuous attack correspond to different attack durations. Exemplarily, instantaneous attack refers to an attack on a certain point in an instant, while continuous attack refers to an attack on a certain point over a period of time.

[0200] Exemplarily, the bullet-like element before adjustment is an instantaneous attack, and the bullet-like element after adjustment is a continuous attack.

[0201] Exemplarily, the adjusted attack duration is greater than or equal to a third threshold. Exemplarily, the third threshold is 1.6 seconds.

[0202] Step 530, in response to the use operation of the first virtual shooting prop, control the first virtual shooting prop along the aiming direction of the first virtual shooting prop to release bullet-like elements with a continuous attack state into the three-dimensional virtual environment, where the continuous attack state refers to the attack duration of the attack state of the bullet-like elements after continuous adjustment.

[0203] In some embodiments, the display effect of the bullet-like element is a line-shaped special effect emitted along the aiming direction of the first virtual shooting prop. In some embodiments, when the bullet-like element with a continuous attack state hits the first position, the bullet-like element instantly arrives at the first position after leaving the first virtual shooting prop. Exemplarily, when the bullet-like element is released from leaving the first virtual shooting prop toward the first position, a line-shaped special effect is emitted toward the first position along the aiming direction of the first virtual shooting prop, and the line-shaped special effect instantly arrives at the first position. Exemplarily, the time interval between the bullet-like element leaving the first virtual shooting prop and hitting the first position is less than the second threshold. Exemplarily, the line-shaped special effect can also be considered as an energy ray released from the aiming direction of the bullet-like element of the virtual shooting prop.

[0204] In some embodiments, after the adjusted attack duration, damage is continuously caused to the hit position. In some embodiments, the bullet-like element with a continuous attack state generates N attacks on the first position when the first position is hit, and N is an integer greater than 1. Exemplarily, within the adjusted attack duration, if the first position is always hit, N attacks are generated on the first position. Exemplarily, after the adjusted attack duration, the aiming direction is allowed to be adjusted to change the hit position. Exemplarily, within the adjusted attack duration, the aiming direction of the first virtual shooting prop is adjusted so that when the fifth position in the virtual environment is changed from hitting the first position, P attacks are generated on the first position, and Q attacks are generated on the fifth position, and the sum of P and Q is N, and P and Q are positive integers less than N.

[0205] Exemplarily, within the adjusted attack duration, the attack on the hit position is continuously generated. Exemplarily, there is a first time interval between two adjacent attacks, such as the first time interval is 0.04 seconds. Exemplarily, when the adjusted attack duration is 1.6 seconds, an attack is generated every 0.04 seconds, and a total of 40 attacks are generated. In some embodiments, in the N attacks, the attack value generated by each attack is different.

[0206] In some embodiments, in response to the use operation of the first virtual shooting prop, the first virtual shooting prop is controlled to release a bullet-like element with a continuous attack state into the three-dimensional virtual environment along the aiming direction of the first virtual shooting prop. Exemplarily, the state of the bullet-like element with a continuous attack state will not be interrupted.

[0207] In some embodiments, after the first virtual accessory is equipped, the number of bullet-like elements consumed by a use operation of the first virtual shooting prop increases. For example, in the related art, one shooting consumes one virtual bullet, but after the first virtual accessory is equipped, one shooting consumes multiple virtual bullets and releases an energy ray into the three-dimensional virtual environment.

[0208] In some embodiments, when the first virtual accessory is not equipped, the time interval between two adjacent use operations for the first virtual shooting prop is t1. In some embodiments, after the first virtual accessory is equipped, the second time interval between two adjacent use operations for the first virtual shooting prop is t2. Exemplarily, t1 is less than t2, and both t1 and t2 are positive numbers.

[0209] In some embodiments, when different types of virtual shooting props are equipped with the first virtual accessory, the adjustment amounts of the attribute parameters are different.

[0210] In some embodiments, the adjusted attack duration is the duration that the bullet-like element is in a continuous attack state. In some embodiments, the adjusted attack duration of the first virtual accessory mounted on different virtual shooting props is different. In some embodiments, the first time interval is different when the first virtual accessory is mounted on different virtual shooting props. In some embodiments, the second time interval is different when the first virtual accessory is mounted on different virtual shooting props. In some embodiments, the attack value of each attack in a continuous attack state is different when the first virtual accessory is mounted on different virtual shooting props.

[0211] The technical solution provided by the embodiment of the present application takes into account the diversity of virtual shooting props. When the first virtual accessory is mounted on different virtual shooting props, it is necessary to pre-configure different adjusted attack durations, first time intervals, second time intervals, and attack values ​​of each attack in the continuous attack state according to the characteristics of different types of virtual shooting props, so as to produce different attack effects in the game. This reflects the diversity and flexibility of virtual shooting prop control.

[0212] The technical solution provided by the embodiment of the present application is that under the adjusted attack duration, the bullet-like element is always in a continuous attack state. Compared with the instantaneous attack in the related art, the present application increases the attack duration, and if the first position is hit under the adjusted attack duration, a continuous N attacks are generated. Furthermore, due to the lengthened attack duration, if the enemy virtual object is not hit in time, the enemy virtual object can also be re-hit by adjusting the aiming direction. Therefore, the present application enriches the control method of the virtual object and improves the hit rate of the enemy virtual object.

[0213] In addition, the display effect of the bullet-like elements in a continuous attack state is a line-like special effect emitted along the aiming direction of the first virtual shooting prop. On the one hand, it can enrich the display effect of the picture. On the other hand, the line-like special effect can simply and clearly indicate the attack direction and attack position, which is conducive to the user to adjust the aiming direction in time to improve the hit rate and enrich the human-computer interaction form.

[0214] In some embodiments, Fig.18 As shown in 1820, when the first virtual accessory is a second type of virtual accessory, that is, the first virtual accessory is a virtual accessory for giving the user an upgraded experience of an "energy gun", the virtual accessory is also called an "energy gun chip".

[0215] Exemplarily, the first virtual accessory is used to adjust the attack duration. Exemplarily, the first virtual accessory is used to turn the bullet into an energy ray when shooting. Exemplarily, the flight speed of the bullet-like element in the "flight principle of the bullet-like element" modifies some logic, and the "damage calculation principle" adds some logic.

[0216] Exemplarily, one bullet (a bullet-like element) is modified to shoot a ray lasting 1.6s per shot. Exemplarily, the bullet flight speed BulletInitialSpeed ​​is set to infinity, that is, the ray will arrive instantly. Exemplarily, in the "Damage Calculation Principle", the number of damages caused when the bullet hits is set to 40 times, and the damage interval (that is, the first time interval) is increased to 0.04s. Exemplarily, the interval for shooting again after the ray stops (that is, the second time interval) is increased to 0.75s.

[0217] By way of example, the above modification will produce the following results: By way of example, the energy ray is generated at the moment when the virtual shooting prop releases the bullet-like element, and reaches the aiming point instantly. The ray will exist for 1.6 seconds, and during the existence time, it will continue to cause damage to the hit position: 3, 4, or 6 points of damage every 0.04 seconds, for a total of 40 times of damage. A single shot cannot be stopped after it starts, and it can be shot again after stopping for 0.75 seconds.

[0218] In some embodiments, Fig.15 As shown, when the first virtual shooting prop is controlled to release a bullet-like element with a continuous attack state into the three-dimensional virtual environment along the aiming direction of the first virtual shooting prop, a duration prompt information 1520 is displayed, and the duration prompt information 1520 is used to prompt the remaining duration of the adjusted attack duration. Exemplarily, the display effect of the bullet-like element is a line-shaped special effect 1510 emitted along the aiming direction of the first virtual shooting prop.

[0219] In some embodiments, when a bullet-like element hits a virtual obstacle in a three-dimensional virtual environment, if there is a third virtual object on the ray in the direction of movement of the bullet-like element, and the distance between the third virtual object and the first virtual shooting prop is less than or equal to a first threshold, the bullet-like element is controlled to penetrate the virtual obstacle and attack the third virtual object.

[0220] In some embodiments, the three-dimensional virtual environment further includes: a third virtual object that is in a different camp from the first virtual object.

[0221] Exemplarily, a virtual obstacle can be understood as a non-attackable object in a virtual environment. The virtual obstacle does not have a life value, such as the virtual obstacle is at least one of a virtual wall, a virtual house, and a virtual tree. Exemplarily, in the related art, when a bullet-like element hits the virtual obstacle, it cannot penetrate the virtual obstacle. Different from the related art, in the present application, a bullet-like element in a continuous attack state can penetrate the virtual obstacle to hit a third virtual object behind the virtual obstacle.

[0222] For example, there is no third virtual object between the line connecting the first virtual shooting prop and the virtual obstacle, and the third virtual object exists only after the first virtual shooting prop passes the virtual obstacle in the aiming direction, that is, the third virtual object is located behind the virtual obstacle.

[0223] Exemplarily, the farthest attack distance of the bullet-like element in the continuous attack state is the first threshold value, and the attack on the third virtual object can only be controlled when the distance between the third virtual object and the first virtual shooting prop is less than or equal to the first threshold value. Exemplarily, the farthest attack distance of the bullet-like element in the continuous attack state is the first threshold value, and the attack on the third virtual object cannot be generated when the distance between the third virtual object and the first virtual shooting prop is greater than the first threshold value.

[0224] Exemplarily, when a bullet-like element in a continuous attack state penetrates a virtual obstacle, it will not attack the virtual obstacle, but will only attack a third virtual object behind the virtual obstacle. Exemplarily, when penetrating a virtual obstacle, the virtual obstacle will not cause attack loss to the bullet-like element in a continuous attack state. Exemplarily, when penetrating a virtual obstacle, the virtual obstacle will not be destroyed.

[0225] Considering that the related art cannot penetrate virtual obstacles to hit the enemy virtual object behind, the human-computer interaction form is relatively simple. In the present application, when the first virtual accessory is equipped and the display effect of the bullet-like element is a line-shaped special effect, the bullet-like element in a continuous attack state can penetrate the virtual obstacle and hit the enemy virtual object behind without energy loss. Therefore, the present application enriches the attack methods of the bullet-like elements. When the first virtual object perceives the existence of an enemy virtual object behind the virtual obstacle, the bullet-like element in a continuous attack state is used to penetrate the virtual obstacle to hit the enemy virtual object, thereby achieving an unexpected attack and improving the hit rate of the virtual shooting props.

[0226] In some embodiments, the first virtual object holds a first virtual shooting prop and moves in a three-dimensional virtual environment. Exemplarily, the first virtual object is controlled to hold the first virtual shooting prop and release bullet-like elements in the three-dimensional virtual environment. Exemplarily, after the first virtual object is controlled to pick up the first virtual accessory, the first virtual accessory is assembled on the first virtual shooting prop. Exemplarily, when the attribute parameter adjusted by the first virtual accessory is the attack duration, an energy ray is instantly emitted toward the aiming position. In the case where there is a second virtual object at the aiming position, multiple consecutive attacks are generated on the second virtual object. In the case where there is no second virtual object at the aiming position, multiple consecutive attacks are not generated, and the energy ray is kept displayed. During the duration of the continuous attack, the aiming direction is adjusted, and when the energy ray is controlled to hit the second virtual object, multiple attacks continue to be generated on the second virtual object.

[0227] The third type of attribute parameters includes motion parameters.

[0228] Please refer to Figure 6 , which shows a flow chart of a control method for a virtual shooting prop provided by another embodiment of the present application. The execution subject of the method may be the terminal device 10 described above, such as the execution subject of each step is the client of the target application mentioned in the above embodiment. In the following method embodiment, for the sake of convenience, only the execution subject of each step is described as the "client". The method may include at least one of the following steps (610-640):

[0229] Step 610: displaying a three-dimensional virtual environment, wherein the three-dimensional virtual environment includes a first virtual object holding a first virtual shooting prop.

[0230] Step 620, after the first virtual object picks up the first virtual accessory in the three-dimensional virtual environment, assemble the first virtual accessory for the first virtual shooting prop, the first virtual accessory is used to adjust the attribute parameters of the bullet element of the first virtual shooting prop, the bullet element is the smallest ejection unit released by a single use of the first virtual shooting prop, and the first virtual accessory supports being assembled on multiple different types of virtual shooting props.

[0231] Step 630: In response to the use operation on the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attribute parameters of the bullet-like element.

[0232] In some embodiments, the attribute parameter comprises a motion parameter, and the adjusted attribute parameter comprises an adjusted motion parameter.

[0233] Exemplarily, the motion parameter is a parameter of the bullet-like element when it moves in the virtual environment after being released. Exemplarily, the motion parameter includes at least one of a motion direction and a motion speed.

[0234] Step 640: Based on the adjusted motion parameters, control the movement of the released bullet-like element in the three-dimensional virtual environment.

[0235] In some embodiments, the first virtual accessory is used to adjust at least one of the movement direction, movement speed, and movement distance of the bullet-like element.

[0236] Considering that in the related art, when a bullet-like element is released in a three-dimensional virtual environment, the bullet-like element is generally affected by gravity, so that the direction of movement is the parabola direction affected by gravity, which also causes the actual hit position to be different from the aiming position of the first virtual shooting prop. For example, since the direction of movement is the parabola direction affected by gravity, the actual hit position is located in the direction of the aiming position of the first virtual shooting prop. Based on this, the first virtual accessory is used to adjust the direction of movement so that the actual hit position and the aiming position of the first virtual shooting prop are the same position.

[0237] In some embodiments, when the adjusted motion parameters include the adjusted motion direction, the bullet-like element is controlled to move along the adjusted motion direction in the three-dimensional virtual environment. Exemplarily, the bullet-like element is controlled to move in the three-dimensional virtual environment according to the adjusted motion direction. Exemplarily, the adjusted motion direction is a linear direction, and the motion direction before adjustment is a non-linear direction.

[0238] The technical solution provided in the embodiment of the present application adjusts the motion parameters of the bullet-like element through the first virtual accessory, thereby realizing flexible control of the motion of the bullet-like element after release, which is beneficial to improving the hit rate of the virtual shooting prop while reflecting the diversity of the control methods of the virtual shooting prop.

[0239] In some embodiments, when the adjusted motion parameter includes the adjusted motion speed, the bullet-like element is controlled to move at the adjusted motion speed in the three-dimensional virtual environment. Exemplarily, the bullet-like element is controlled to move in the three-dimensional virtual environment according to the adjusted motion speed. Exemplarily, the adjusted motion speed is greater than the motion speed before adjustment. Exemplarily, the first virtual accessory adjusts the value of the motion speed of the bullet-like element to ensure that the bullet-like element moves at the adjusted motion speed in the virtual environment after being released.

[0240] In some embodiments, when the adjusted motion parameters include an adjusted motion direction and an adjusted motion speed, the bullet-like element is controlled to move along the adjusted motion direction and at the adjusted motion speed in the three-dimensional virtual environment.

[0241] In some embodiments, the adjusted movement direction includes the straight line direction of the release direction of the bullet-like element when the bullet-like element is not affected by gravity in the three-dimensional virtual environment after being released.

[0242] Exemplarily, the first virtual accessory adjusts the gravity of the bullet-like element and sets the bullet-like element to be unaffected by gravity, so as to ensure that the movement direction of the bullet-like element after release is the adjusted movement direction.

[0243] In other embodiments, the adjusted movement direction includes the straight line direction above the release direction of the bullet-like element when the released bullet-like element is affected by gravity in the three-dimensional virtual environment.

[0244] Exemplarily, the first virtual accessory does not adjust the gravity of the bullet-like element, but directly sets the movement direction of the bullet-like element to ensure that the bullet-like element, under the action of gravity, hits the aiming position of the first virtual shooting prop along the adjusted movement direction.

[0245] The technical solution provided by the embodiment of the present application can adjust not only the direction of movement but also the speed of movement through the first virtual accessory. When adjusting the direction of movement, the aiming position of the virtual shooting prop and the actual hitting position of the bullet-like element can be made to coincide, so as to improve the user's shooting experience and the hit rate. When adjusting the speed of movement, the time from the release to the hitting of the bullet-like element can be shortened, so as to improve the user's shooting efficiency.

[0246] Furthermore, when the bullet-like elements are not affected by gravity in the three-dimensional virtual environment after being released, the straight line direction of the release direction of the bullet-like elements is used as the adjusted movement direction, which can ensure to the greatest extent that the aiming position of the virtual shooting prop and the hit position of the bullet-like elements coincide with each other, thereby improving the adjustment efficiency of the movement direction.

[0247] In some embodiments, Fig.18 As shown in 1830, when the first virtual accessory is a virtual accessory of the third type, that is, the first virtual accessory is a virtual accessory for giving the user an upgraded experience of "zero-gravity modification", the virtual accessory is also called a "zero-gravity modification chip".

[0248] Exemplarily, the first virtual accessory is used to adjust the motion parameters. Exemplarily, the first virtual accessory is used to eliminate the effect of gravity when shooting, and change the direction and speed of motion. Exemplarily, the flight speed of bullet-like elements and the part where the bullet is affected by gravity in the "flight principle of bullet-like elements" are modified. Exemplarily, the flight speed of the bullet-like elements BulletInitialSpeed ​​is set to a new value (different for different virtual shooting props). Exemplarily, such as Fig.16 As shown in 1610, that is, the running speed BulletInitialSpeed, Fig.16 In the interface shown, the adjusted flight speed (ie, the adjusted movement speed) can be set.

[0249] For example, the gravity-affected coefficient GravityModify is changed from the original value (such as Fig.16 1620) is set to 0 (such as Fig.16 1630). Fig.16 In the interface shown, the gravity influence coefficient can be adjusted to determine whether bullet-like elements are affected by gravity after being released, and the degree of the influence.

[0250] In some embodiments, Fig.17 As shown in sub-figure (a), it is a schematic diagram of the estimated falling position of bullet-like elements when the "zero-gravity modification chip" is not installed. Among them, point 1710 represents the aiming position, point 1720 represents the estimated actual hit position when the distance between the virtual shooting prop and the aiming position is 200 meters, and point 1730 represents the estimated actual hit position when the distance between the virtual shooting prop and the aiming position is 400 meters. It is not difficult to find that the farther the distance from the aiming position, the greater the deviation between the actual hit position and the aiming position. It is not difficult to find that bullet-like elements have produced a certain degree of falling. And, as the distance from the aiming position increases, the degree of falling increases.

[0251] In some embodiments, Fig.17As shown in the sub-figure (b) of , when the "zero-gravity modification chip" is installed, the estimated falling position of the bullet-like element is shown. Point 1740 represents the aiming position. At the same time, except for the aiming position 1740, there is no point of the estimated falling position, which means that the bullet-like element does not fall. Even if the distance from the aiming position is far, it will not fall.

[0252] In some embodiments, Fig.18 As shown, after the virtual accessory a is assembled, it is necessary to determine the type of virtual accessory a, so as to determine the attribute parameters adjusted by the virtual accessory. Exemplarily, after entering the game, first pick up the virtual shooting prop A. Then obtain virtual accessory a in two ways. Exemplarily, pick up virtual accessory a directly from the virtual environment, and the other is to collect virtual resources and then redeem virtual accessory a. Exemplarily, when the virtual accessory a is assembled on the virtual shooting prop A, the virtual accessory a is used to modify the attribute parameters of the bullet (bullet-like element) of the virtual shooting prop A. Exemplarily, when the virtual accessory a on the virtual shooting prop A is replaced by other virtual accessories, the virtual accessory a is removed and the adjustment effect disappears.

[0253] In some embodiments, when different types of virtual shooting props are equipped with the first virtual accessory, the adjustment amounts of the attribute parameters are different.

[0254] In some embodiments, when the first virtual accessory is mounted on different virtual shooting props, the corresponding adjusted movement direction, adjusted movement speed, and attack value for the hit position are all different.

[0255] In some embodiments, the first virtual object holds a first virtual shooting prop and moves in a three-dimensional virtual environment. Exemplarily, the first virtual object is controlled to hold the first virtual shooting prop and release a bullet-like element in the three-dimensional virtual environment. Exemplarily, after the first virtual object is controlled to pick up the first virtual accessory, the first virtual accessory is assembled on the first virtual shooting prop. Exemplarily, the attribute parameters adjusted by the first virtual accessory are motion parameters, such as adjusting the motion speed and motion direction. Exemplarily, the adjusted motion direction of the bullet-like element is a straight line direction along the aiming direction, that is, the bullet-like element is not affected by gravity during flight. Exemplarily, the adjusted motion speed is faster than the motion speed before adjustment.

[0256] The technical solution provided by the embodiment of the present application takes into account the diversity of virtual shooting props. When the first virtual accessory is mounted on different virtual shooting props, it is necessary to pre-configure different adjusted movement directions, adjusted movement speeds, and attack values ​​for the hit positions according to the characteristics of different types of virtual shooting props, thereby producing different attack effects in the game. This reflects the diversity and flexibility of virtual shooting prop control.

[0257] The following is an explanation of the assembly and removal of virtual accessories.

[0258] Please refer to Figure 7 , which shows a flow chart of a control method for a virtual shooting prop provided by another embodiment of the present application. The execution subject of the method may be the terminal device 10 described above, such as the execution subject of each step is the client of the target application mentioned in the above embodiment. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as the "client". The method may include at least one of the following steps (710-760):

[0259] Step 710: display a three-dimensional virtual environment, wherein the three-dimensional virtual environment includes a first virtual object holding a first virtual shooting prop.

[0260] In some embodiments, the method of assembling the first virtual accessory for the first virtual shooting prop includes at least one of step 720 and step 730 .

[0261] Step 720: In response to the picking operation for the first virtual accessory, if the first virtual shooting prop is not equipped with the second virtual accessory, equip the first virtual shooting prop with the first virtual accessory.

[0262] In some embodiments, the second virtual accessory is another virtual accessory different from the first virtual accessory, and the second virtual accessory and the first virtual accessory have different adjusted attribute parameters.

[0263] In some embodiments, in response to a picking operation on the first virtual accessory, if the first virtual shooting prop is not equipped with the second virtual accessory, the first virtual shooting prop is directly equipped with the first virtual accessory.

[0264] In other embodiments, in response to a pick-up operation for the first virtual accessory, when the number of virtual accessories already assembled on the first virtual shooting prop is less than the maximum assembly number (L mentioned above), the first virtual accessory is directly assembled on the first virtual shooting prop.

[0265] In other embodiments, in response to a pick-up operation for the first virtual accessory, when the number of virtual accessories already assembled on the first virtual shooting prop reaches the maximum assembly number, it is impossible to directly assemble the first virtual accessory for the first virtual shooting prop, add the first virtual accessory to the item storage column of the first virtual object, or assemble the first virtual accessory to the second virtual shooting prop owned by the first virtual object.

[0266] Exemplarily, the item storage column is a virtual storage space such as a virtual warehouse or a virtual backpack for storing virtual items acquired by the first virtual object. The virtual items can be obtained directly from the virtual environment or through exchange of virtual resources.

[0267] Step 730, in response to a picking operation for the first virtual accessory, if the first virtual shooting prop has been equipped with a second virtual accessory, the first virtual accessory is added to the item storage column of the first virtual object, or the first virtual accessory is equipped to the second virtual shooting prop owned by the first virtual object; in response to an operation of replacing the second virtual accessory with the first virtual accessory, the second virtual accessory equipped with the first virtual shooting prop is replaced with the first virtual accessory.

[0268] In some embodiments, in response to a pick-up operation on the first virtual accessory, if the first virtual shooting prop is equipped with the second virtual accessory, the first virtual accessory is added to the item storage column of the first virtual object. In response to an operation of replacing the second virtual accessory with the first virtual accessory, the second virtual accessory equipped with the first virtual shooting prop is replaced with the first virtual accessory.

[0269] Exemplarily, in response to controlling the distance between the first virtual object and the first virtual accessory in the three-dimensional virtual environment to be less than a threshold, the first virtual object is controlled to automatically pick up the first virtual accessory. Exemplarily, in the case where the distance between the first virtual object and the first virtual accessory in the three-dimensional virtual environment is less than a threshold, in response to an operation on a pickup control, the first virtual object is controlled to pick up the first virtual accessory. Exemplarily, the pickup operation on the first virtual accessory is an operation in which the distance between the first virtual object and the first virtual accessory is less than a threshold, or an operation in which the distance between the first virtual object and the first virtual accessory is less than a threshold and a pickup control is performed.

[0270] Exemplarily, in response to a pick-up operation on the first virtual accessory, when the first virtual shooting prop has been equipped with the second virtual accessory and cannot be equipped with other virtual accessories, the first virtual accessory is added to the item storage column of the first virtual object.

[0271] Exemplarily, in response to a pick-up operation for the first virtual accessory, when the number of virtual accessories assembled on the first virtual shooting prop reaches the maximum number of assembly and no other virtual accessories can be assembled, the first virtual accessory is added to the item storage column of the first virtual object.

[0272] Exemplarily, the operation of replacing the second virtual accessory with the first virtual accessory can be considered as the operation of dragging the first virtual accessory from the item storage bar to the second virtual accessory that has been configured on the first virtual shooting prop. Exemplarily, the operation of replacing the second virtual accessory with the first virtual accessory can be considered as the operation of clicking the first virtual accessory in the item storage bar and then clicking the second virtual accessory that has been configured on the first virtual shooting prop. Exemplarily, the operation of replacing the second virtual accessory with the first virtual accessory can be considered as the operation of clicking the second virtual accessory that has been configured on the first virtual shooting prop and then clicking the first virtual accessory in the item storage bar.

[0273] In some embodiments, in response to a pick-up operation on the first virtual accessory, if the first virtual shooting prop is already equipped with the second virtual accessory, the first virtual accessory is equipped on the second virtual shooting prop owned by the first virtual object. In response to an operation of replacing the second virtual accessory with the first virtual accessory, the second virtual accessory equipped on the first virtual shooting prop is replaced with the first virtual accessory.

[0274] Exemplarily, in response to a pick-up operation on the first virtual accessory, when the first virtual shooting prop has been equipped with the second virtual accessory and no other virtual accessories can be equipped, the first virtual accessory is equipped to the second virtual shooting prop owned by the first virtual object.

[0275] It should be noted here that the second virtual shooting prop is another virtual shooting prop owned by the first virtual object, and the second virtual shooting prop and the first virtual shooting prop may be different virtual shooting props. In some embodiments, multiple virtual shooting props held by the first virtual object are displayed on the user interface, including the first virtual shooting prop currently held by the first virtual object, and the second virtual shooting prop that the first virtual object does not hold but owns.

[0276] Exemplarily, in response to a pick-up operation for a first virtual accessory, when the number of virtual accessories already assembled on the first virtual shooting prop reaches the maximum assembly number and no other virtual accessories can be assembled, the first virtual accessory is assembled on a second virtual shooting prop owned by the first virtual object. Before assembling the first virtual accessory, no virtual accessories are assembled on the second virtual shooting prop, or the number of virtual accessories already assembled on the second virtual shooting prop is less than the maximum assembly number.

[0277] Exemplarily, the operation of replacing the second virtual accessory with the first virtual accessory can be considered as the operation of dragging the first virtual accessory from the assembled first virtual accessory marked on the second virtual shooting prop displayed on the user interface to the first virtual shooting prop displayed on the user interface. Exemplarily, the operation of replacing the second virtual accessory with the first virtual accessory can be considered as the operation of clicking the assembled first virtual accessory marked on the second virtual shooting prop displayed on the user interface, and then clicking the first virtual shooting prop displayed on the user interface. Exemplarily, the operation of replacing the second virtual accessory with the first virtual accessory can be considered as the operation of clicking the assembled second virtual accessory marked on the first virtual shooting prop displayed on the user interface, and then clicking the assembled first virtual accessory marked on the displayed second virtual shooting prop.

[0278] The technical solution provided in the embodiment of the present application provides a variety of ways to assemble the first virtual accessory for the first virtual shooting prop, reflecting the diversity and flexibility of the virtual accessory assembly methods. Furthermore, in the case where the first virtual shooting prop is not equipped with the second virtual accessory, the first virtual accessory is directly assembled for the first virtual shooting prop, which is conducive to reducing the assembly steps and improving the assembly efficiency. In addition, in the case where the first virtual shooting prop is already equipped with the second virtual accessory, the first virtual accessory can also be reassembled for the first virtual shooting prop through a replacement operation, thereby achieving assembly flexibility.

[0279] Step 740: In response to the use operation on the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attribute parameters of the bullet-like element.

[0280] Step 750: In response to a removal operation on a first virtual accessory mounted on a first virtual shooting prop, remove the first virtual accessory from the first virtual shooting prop.

[0281] In some embodiments, the first virtual accessory mounted on the first virtual shooting prop is allowed to be removed. Exemplarily, when multiple virtual accessories are mounted on the first virtual shooting prop, in response to a removal operation for multiple virtual accessories mounted on the first virtual shooting prop, multiple virtual accessories are removed for the first virtual shooting prop, and one-click removal is achieved. Exemplarily, when multiple virtual accessories are mounted on the first virtual shooting prop, in response to a removal operation for a virtual accessory mounted on the first virtual shooting prop, at least one virtual accessory is removed for the first virtual shooting prop.

[0282] In some embodiments, when the first virtual accessory is removed from the first virtual shooting prop, the adjustment amount of the first virtual accessory on the attribute parameter of the bullet element of the first virtual shooting prop also disappears accordingly.

[0283] In some embodiments, the removal operation for the first virtual accessory mounted on the first virtual shooting prop may be an operation directly on the removal control, or an operation on the first virtual accessory marked on the first virtual shooting prop displayed on the user interface. For example, directly double-clicking the first virtual accessory marked on the first virtual shooting prop is considered to be the execution of the removal operation for the first virtual accessory. For example, sliding from the first virtual accessory marked on the first virtual shooting prop to the removal control is considered to be the execution of the removal operation for the first virtual accessory.

[0284] Step 760, after the first virtual shooting prop removes the first virtual accessory, in response to a use operation on the first virtual shooting prop, the first virtual shooting prop is controlled to release bullet elements into the three-dimensional virtual environment based on the attribute parameters of the bullet elements.

[0285] For example, when only the first virtual accessory is mounted on the first virtual shooting prop, if the first virtual accessory mounted on the first virtual shooting prop is removed, the attribute parameters of the bullet element of the first virtual shooting prop are restored to the attribute parameters before adjustment, that is, the original attribute parameters. The original attribute parameters here are the attribute parameters of the bullet element in step 760.

[0286] Exemplarily, when the first virtual shooting prop is equipped with the first virtual accessory and the second virtual accessory, in response to the use operation of the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element into the three-dimensional virtual environment based on the attribute parameters of the bullet-like element adjusted by the first virtual accessory and the attribute parameters adjusted by the third virtual accessory, wherein the third virtual accessory is another virtual accessory different from the first virtual accessory.

[0287] Exemplarily, after a first virtual accessory mounted on a first virtual shooting prop is removed, if a third virtual accessory is also mounted on the first virtual shooting prop, in response to a use operation on the first virtual shooting prop, the first virtual shooting prop is controlled to release bullet-like elements into the three-dimensional virtual environment based on the attribute parameters of the bullet-like elements adjusted by the third virtual accessory.

[0288] The technical solution provided by the embodiment of the present application supports the removal and replacement of virtual accessories. Virtual accessories are allowed to be assembled on multiple different types of virtual shooting props, which reflects the high adaptability of virtual accessories and the flexibility of adjusting the attribute parameters of bullet elements of different virtual shooting props. At the same time, the removal of virtual accessories does not affect the original attribute parameters of the bullet elements of the virtual shooting props, ensuring the stability of the virtual shooting props.

[0289] The following is an embodiment of the device of the present application, which can be used to execute the embodiment of the method of the present application. For details not disclosed in the embodiment of the device of the present application, please refer to the embodiment of the method of the present application.

[0290] Please refer to Fig.19 , which shows a block diagram of a control device for a virtual shooting prop provided by an embodiment of the present application. The device has the function of implementing the above method example, and the function can be implemented by hardware, or by hardware executing corresponding software. The device can be the terminal device described above, or it can be set in the terminal device. Fig.19 As shown, the device 1900 may include: a display module 1910 , an assembly module 1920 and a shooting module 1930 .

[0291] The display module 1910 is used to display a three-dimensional virtual environment, wherein the three-dimensional virtual environment includes a first virtual object holding a first virtual shooting prop.

[0292] The assembly module 1920 is used to assemble the first virtual accessory for the first virtual shooting prop after the first virtual object picks up the first virtual accessory in the three-dimensional virtual environment. The first virtual accessory is used to adjust the attribute parameters of the bullet element of the first virtual shooting prop. The bullet element is the smallest ejection unit released by a single use of the first virtual shooting prop. The first virtual accessory supports assembly on multiple different types of virtual shooting props.

[0293] The shooting module 1930 is used to control the first virtual shooting prop to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attribute parameters of the bullet-like element in response to the use operation of the first virtual shooting prop.

[0294] In some embodiments, the attribute parameter includes an attack type, and the adjusted attribute parameter includes an adjusted attack type.

[0295] In some embodiments, the shooting module 1930 is also used to control the bullet-like element to produce an attack effect on a first area in the three-dimensional virtual environment when the bullet-like element hits the first position in the three-dimensional virtual environment; wherein the first area is an area determined based on the first position and the adjusted attack type.

[0296] In some embodiments, the adjusted attack type is a range attack on a spherical area with a first value as a radius, wherein the first area is a spherical area with the first position as the center and the first value as the radius; the attack value of the bullet-like element on the second position within the first area is negatively correlated with the first distance, and the first distance is the distance between the second position and the first position.

[0297] In some embodiments, the shooting module 1930 is also used to obtain the distance between the second virtual object and the first position as the second distance when the second virtual object in the three-dimensional virtual environment is located in the first area, and the second virtual object and the first virtual object are different virtual objects; determine the attenuation coefficient corresponding to the second distance according to a first functional relationship, the first functional relationship is used to characterize the functional relationship between the distance and the attenuation coefficient, and the attenuation coefficient is used to characterize the attenuation degree of the attack value of the bullet-like element compared to the first attack value, and the first attack value is the attack value of the bullet-like element on the first position; based on the first attack value and the attenuation coefficient corresponding to the second distance, determine the attack value of the bullet-like element on the second virtual object.

[0298] In some embodiments, the display module 1910 is further used to display an adjustment control, where the adjustment control is used to adjust the radius of the spherical area.

[0299] In some embodiments, the shooting module 1930 is further used to adjust the radius of the spherical area to a second value in response to an operation on the adjustment control.

[0300] In some embodiments, the three-dimensional virtual environment further includes: at least one third virtual object that is in a different camp from the first virtual object.

[0301] In some embodiments, the shooting module 1930 is further used to determine the radius of the spherical area based on the number of the third virtual objects contained in the field of view of the first virtual object; wherein the radius of the spherical area is positively correlated with the number of the third virtual objects.

[0302] In some embodiments, the display module 1910 is also used to display pre-marking information, wherein the pre-marking information is used to indicate the boundary of a second area, wherein the second area is an area determined based on a third position and the adjusted attack type, and the third position is the position of the first collision point between the ray along the release direction of the bullet-like element and the three-dimensional virtual environment before the bullet-like element is released.

[0303] In some embodiments, the attribute parameter includes attack duration, and the adjusted attribute parameter includes adjusted attack duration.

[0304] In some embodiments, the shooting module 1930 is also used to control the first virtual shooting prop to release the bullet-like element with a continuous attack state into the three-dimensional virtual environment along the aiming direction of the first virtual shooting prop, and the continuous attack state means that the attack state of the bullet-like element continues for the adjusted attack duration.

[0305] In some embodiments, the display effect of the bullet-like element is a line-shaped special effect emitted along the aiming direction of the first virtual shooting prop.

[0306] In some embodiments, the three-dimensional virtual environment further includes: a third virtual object that is in a different camp from the first virtual object.

[0307] In some embodiments, the shooting module 1930 is also used to control the bullet-like element to penetrate the virtual obstacle to attack the third virtual object if there is a third virtual object on the ray where the bullet-like element is moving, and the distance between the third virtual object and the first virtual shooting prop is less than or equal to a first threshold when the bullet-like element hits the virtual obstacle in the three-dimensional virtual environment.

[0308] In some embodiments, the attribute parameters include motion parameters, and the adjusted attribute parameters include adjusted motion parameters.

[0309] In some embodiments, the shooting module 1930 is further used to control the movement of the bullet-like element in the three-dimensional virtual environment after being released based on the adjusted movement parameters.

[0310] In some embodiments, the shooting module 1930 is further used to control the bullet-like element to move along the adjusted movement direction in the three-dimensional virtual environment when the adjusted movement parameters include the adjusted movement direction.

[0311] In some embodiments, the shooting module 1930 is further used to control the bullet-like element to move at the adjusted movement speed in the three-dimensional virtual environment when the adjusted movement parameters include the adjusted movement speed.

[0312] In some embodiments, the adjusted movement direction includes a straight line direction where the release direction of the bullet-like element is located when the bullet-like element is not affected by gravity in the three-dimensional virtual environment after being released.

[0313] In some embodiments, when different types of virtual shooting props are equipped with the first virtual accessory, the adjustment amounts of the attribute parameters are different.

[0314] In some embodiments, the assembly module 1920 is used to, in response to a picking operation on the first virtual accessory, equip the first virtual shooting prop with the first virtual accessory if the first virtual shooting prop is not equipped with the second virtual accessory; or, in response to a picking operation on the first virtual accessory, if the first virtual shooting prop is already equipped with the second virtual accessory, add the first virtual accessory to the item storage column of the first virtual object, or equip the first virtual accessory to the second virtual shooting prop owned by the first virtual object; in response to an operation to replace the second virtual accessory with the first virtual accessory, replace the second virtual accessory equipped on the first virtual shooting prop with the first virtual accessory.

[0315] In some embodiments, the assembly module 1920 is further used to respond to a removal operation of the first virtual accessory assembled on the first virtual shooting prop and to remove the first virtual accessory for the first virtual shooting prop; after the first virtual shooting prop removes the first virtual accessory, in response to a use operation of the first virtual shooting prop, control the first virtual shooting prop to release the bullet-like element into the three-dimensional virtual environment based on the attribute parameters of the bullet-like element.

[0316] The technical solution provided by the embodiment of the present application is that the first virtual accessory picked up by the first virtual object in the three-dimensional virtual environment can be used to adjust the attribute parameters of the bullet-like element. When the first virtual shooting prop held by the first virtual object is equipped with the picked up first virtual accessory, the attribute parameters of the bullet-like element of the first virtual shooting prop are adjusted. Further, the first virtual shooting prop is used to control the first virtual shooting prop based on the adjusted attribute parameters of the bullet-like element to release the bullet-like element. Compared with the direct adjustment of the virtual shooting prop in the related art, the adjustable range and amplitude are relatively limited. In the present application, the first virtual accessory is used to adjust the attribute parameters of the bullet-like element. Since there are many attribute parameters of the bullet-like element, the adjustable space is large. Therefore, the method of adjusting the attribute parameters of the bullet-like element with the first virtual accessory is more flexible and diverse, and also enriches the control method of the virtual shooting prop. Further, the first virtual accessory supports being assembled on multiple different types of virtual shooting props, and there is no need to make separate designs for different types of virtual shooting props. On the one hand, it reflects the universality of the first virtual accessory, and on the other hand, it is also conducive to saving adjustment costs.

[0317] It should be noted that the device provided in the above embodiment, when implementing its functions, 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 content structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiment belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.

[0318] Please refer to Fig. 20 , which shows a block diagram of a terminal device 2000 provided in one embodiment of the present application. The terminal device 2000 may be Figure 1 The terminal device 10 in the implementation environment shown is used to implement the control method of the virtual shooting props provided in the above embodiment. Specifically:

[0319] Typically, the terminal device 2000 includes: a processor 2001 and a memory 2002 .

[0320] The processor 2001 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2001 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 2001 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 2001 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 2001 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0321] The memory 2002 may include one or more computer-readable storage media, which may be non-transitory. The memory 2002 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 2002 is used to store a computer program, which is configured to be executed by one or more processors to implement the control method of the virtual shooting props described above.

[0322] In some embodiments, the terminal device 2000 may further optionally include: a peripheral device interface 2003 and at least one peripheral device. The processor 2001, the memory 2002 and the peripheral device interface 2003 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 2003 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 2004, a display screen 2005, an audio circuit 2007 and a power supply 2008.

[0323] Those skilled in the art will understand that Fig. 20 The structure shown in the figure does not constitute a limitation on the terminal device 2000, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0324] In an exemplary embodiment, a computer-readable storage medium is also provided, in which a computer program is stored, and when the computer program is executed by a processor, the control method of the virtual shooting props described above is implemented. Optionally, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives) or an optical disk, etc. Among them, the random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0325] In an exemplary embodiment, a computer program product is also provided, the computer program product comprising a computer program, the computer program being stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the terminal device executes the control method of the virtual shooting prop.

[0326] It should be noted that the collection and processing of relevant data (including virtual shooting props, virtual accessories, bullet elements, etc.) in this application should be strictly in accordance with the requirements of relevant national laws and regulations when applied in instances, and the informed consent or separate consent of the personal information subject should be obtained. Subsequent data use and processing should be carried out within the scope of authorization of laws and regulations and the personal information subject.

[0327] It should be understood that the "multiple" mentioned in this article refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the objects associated before and after are in an "or" relationship. In addition, the step numbers described in this article only illustrate a possible execution sequence between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers, such as two steps with different numbers are executed at the same time, or two steps with different numbers are executed in the opposite order to the diagram. The embodiments of the present application are not limited to this.

[0328] The above description is only an exemplary 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. A method for controlling a virtual shooting prop, characterized in that: The method comprises: Displaying a three-dimensional virtual environment, wherein the three-dimensional virtual environment includes a first virtual object holding a first virtual shooting prop; After the first virtual object picks up a first virtual accessory in the three-dimensional virtual environment, equipping the first virtual accessory for the first virtual shooting prop, wherein the first virtual accessory is used to adjust attribute parameters of a bullet element of the first virtual shooting prop, wherein the bullet element is the smallest ejection unit released by a single use of the first virtual shooting prop, and the first virtual accessory supports being assembled on multiple virtual shooting props of different types; In response to a use operation on the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attribute parameters of the bullet-like element.

2. The method according to claim 1, characterized in that: The attribute parameter includes an attack type, and the adjusted attribute parameter includes an adjusted attack type; After the controlling the first virtual shooting prop to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attribute parameters of the bullet-like element, the method further includes: When the bullet-like element hits a first position in the three-dimensional virtual environment, controlling the bullet-like element to generate an attack effect on a first area in the three-dimensional virtual environment; The first area is an area determined based on the first position and the adjusted attack type.

3. The method according to claim 2, characterized in that The adjusted attack type is to generate a range attack on a spherical area with a first value as a radius, wherein the first area is a spherical area with the first position as the center and the first value as the radius; The attack value of the bullet element on the second position in the first area is negatively correlated with the first distance, and the first distance is the distance between the second position and the first position.

4. The method according to claim 3, characterized in that The method further comprises: When a second virtual object in the three-dimensional virtual environment is located in the first area, obtaining a distance between the second virtual object and the first position as a second distance, wherein the second virtual object and the first virtual object are different virtual objects; determining, according to a first functional relationship, an attenuation coefficient corresponding to the second distance, wherein the first functional relationship is used to characterize a functional relationship between a distance and an attenuation coefficient, wherein the attenuation coefficient is used to characterize an attenuation degree of an attack value of the bullet-like element compared to a first attack value, wherein the first attack value is an attack value of the bullet-like element on the first position; Based on the first attack value and the attenuation coefficient corresponding to the second distance, an attack value of the bullet-like element on the second virtual object is determined.

5. The method according to claim 3 or 4, characterized in that: The method further comprises: Displaying an adjustment control, wherein the adjustment control is used to adjust the radius of the spherical area; In response to an operation on the adjustment control, the radius of the spherical area is adjusted to a second value.

6. The method according to any one of claims 3 to 5, characterized in that: The three-dimensional virtual environment also includes: at least one third virtual object that is in a different camp from the first virtual object; the method also includes: determining a radius of the spherical area based on the number of the third virtual objects contained in the field of view of the first virtual object; The radius of the spherical area is positively correlated with the number of the third virtual objects.

7. The method according to any one of claims 2 to 6, characterized in that: The method further comprises: Pre-marking information is displayed, wherein the pre-marking information is used to indicate the boundary of a second area, wherein the second area is an area determined based on a third position and the adjusted attack type, wherein the third position is a position where a first collision point between a ray along a release direction of the bullet-like element and the three-dimensional virtual environment is located before the bullet-like element is released.

8. The method according to any one of claims 1 to 7, characterized in that: The attribute parameter includes attack duration, and the adjusted attribute parameter includes adjusted attack duration; The controlling the first virtual shooting prop to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attribute parameters of the bullet-like element comprises: The first virtual shooting prop is controlled to release the bullet-like element with a continuous attack state into the three-dimensional virtual environment along the aiming direction of the first virtual shooting prop, wherein the continuous attack state refers to that the attack state of the bullet-like element continues for the adjusted attack duration.

9. The method according to claim 8, characterized in that The display effect of the bullet element is a line-shaped special effect emitted along the aiming direction of the first virtual shooting prop.

10. The method according to claim 8 or 9, characterized in that: The three-dimensional virtual environment also includes: a third virtual object that is in a different camp from the first virtual object; After the controlling the first virtual shooting prop to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attribute parameters of the bullet-like element, the method further includes: When the bullet-like element hits a virtual obstacle in the three-dimensional virtual environment, if the third virtual object exists on the ray in the direction of movement of the bullet-like element, and the distance between the third virtual object and the first virtual shooting prop is less than or equal to a first threshold, the bullet-like element is controlled to penetrate the virtual obstacle to attack the third virtual object.

11. The method according to any one of claims 1 to 10, characterized in that: The attribute parameters include motion parameters, and the adjusted attribute parameters include adjusted motion parameters; After the controlling the first virtual shooting prop to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attribute parameters of the bullet-like element, the method includes: Based on the adjusted motion parameters, the released bullet-like element is controlled to move in the three-dimensional virtual environment.

12. The method according to claim 11, characterized in that The controlling the movement of the released bullet-like element in the three-dimensional virtual environment based on the adjusted movement parameters comprises at least one of the following: In a case where the adjusted motion parameters include an adjusted motion direction, controlling the bullet-like element to move along the adjusted motion direction in the three-dimensional virtual environment; In a case where the adjusted motion parameters include an adjusted motion speed, the bullet-like element is controlled to move at the adjusted motion speed in the three-dimensional virtual environment.

13. The method according to claim 12, characterized in that The adjusted movement direction includes the straight line direction where the release direction of the bullet-like element is located when the bullet-like element is not affected by gravity in the three-dimensional virtual environment after being released.

14. The method according to any one of claims 1 to 13, characterized in that: When the different types of virtual shooting props are equipped with the first virtual accessory, the adjustment amounts of the attribute parameters are different.

15. The method according to any one of claims 1 to 14, characterized in that After the first virtual object picks up the first virtual accessory in the three-dimensional virtual environment, assembling the first virtual accessory for the first virtual shooting prop includes: In response to a picking operation on the first virtual accessory, if the first virtual shooting prop is not equipped with a second virtual accessory, equipping the first virtual shooting prop with the first virtual accessory; or, In response to a picking operation for the first virtual accessory, if the first virtual shooting prop has been equipped with a second virtual accessory, the first virtual accessory is added to the item storage column of the first virtual object, or the first virtual accessory is equipped to the second virtual shooting prop owned by the first virtual object; in response to an operation to replace the second virtual accessory with the first virtual accessory, the second virtual accessory equipped on the first virtual shooting prop is replaced with the first virtual accessory.

16. The method according to any one of claims 1 to 15, characterized in that The method further comprises: In response to a removal operation of the first virtual accessory mounted on the first virtual shooting prop, removing the first virtual accessory from the first virtual shooting prop; After the first virtual shooting prop removes the first virtual accessory, in response to a use operation on the first virtual shooting prop, the first virtual shooting prop is controlled to release the bullet-like element into the three-dimensional virtual environment based on the attribute parameters of the bullet-like element.

17. A control device for a virtual shooting prop, characterized in that: The device comprises: A display module, configured to display a three-dimensional virtual environment, wherein the three-dimensional virtual environment includes a first virtual object holding a first virtual shooting prop; an assembly module, configured to assemble the first virtual accessory for the first virtual shooting prop after the first virtual object picks up the first virtual accessory in the three-dimensional virtual environment, wherein the first virtual accessory is used to adjust the attribute parameters of the bullet element of the first virtual shooting prop, the bullet element being the smallest ejection unit released by a single use of the first virtual shooting prop, and the first virtual accessory supports assembly on multiple virtual shooting props of different types; The shooting module is used for controlling the first virtual shooting prop to release the bullet-like element into the three-dimensional virtual environment based on the adjusted attribute parameters of the bullet-like element in response to the use operation of the first virtual shooting prop.

18. A terminal device, characterized in that: The terminal device includes a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the control method of the virtual shooting prop according to any one of claims 1 to 16.

19. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the control method of the virtual shooting prop according to any one of claims 1 to 16.

20. A computer program product, characterized in that The computer program product comprises a computer program, and the computer program is loaded and executed by a processor to implement the control method of the virtual shooting prop according to any one of claims 1 to 16.

Citation Information

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