Shooting method and device based on virtual scene, equipment, storage medium and product
By introducing exemption conditions in virtual shooting games, controlling virtual objects to reduce the consumption of bullet-like elements in virtual scenes, solving the problem of shooting operation discontinuity caused by limited magazine capacity, and improving human-computer interaction efficiency and tactical flexibility.
Patent Information
- Application Number
- CN202411292247.5
- 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
In virtual shooting games, due to the limited capacity of magazine bullets, players need to frequently replace magazines during shooting, resulting in low shooting operation continuity and human-computer interaction efficiency.
By introducing exemption conditions in the virtual scene, the main control virtual object reduces the consumption of bullet-like elements when it meets the conditions, allowing the continued firing of bullet-like elements after the shooting prop is consumed, and even replaces bullet-like elements by consuming attribute values or prop elements. Element consumption.
It improves the flexibility and continuity of shooting operations, reduces the cumbersome operation process caused by magazine capacity limitation, improves human-computer interaction efficiency, and provides more flexible tactical and strategic choices.
Smart Images

Figure CN119258539A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of virtual environment technology, and in particular to a shooting method, device, equipment, storage medium and product based on a virtual scene. Background Art
[0002] Among various virtual games, shooting games, with their fast-paced action and challenges of precise shooting, allow players to experience heart-pounding combat adventures on electronic screens.
[0003] In the related art, the player needs to properly manage the ammunition resources. Since the bullet capacity of the magazine is limited, when the bullets in the magazine are used up during the shooting process, the player needs to replace the magazine to obtain a new round of shooting opportunities.
[0004] However, since changing magazines can easily limit the continuity of the player's shooting, the player needs to continue aiming at the shooting target during the magazine change process and wait to shoot after the change is completed, or re-aim and shoot after changing the magazine. The user operation is cumbersome and the human-computer interaction efficiency is low. Summary of the invention
[0005] The embodiments of the present application provide a shooting method, device, equipment, storage medium and product based on a virtual scene, which can improve the efficiency of human-computer interaction. The technical solution is as follows.
[0006] On the one hand, a shooting method based on a virtual scene is provided, the method comprising:
[0007] Controlling a master virtual object in a virtual scene, wherein the master virtual object is equipped with a shooting prop, and the shooting prop is equipped with a bullet element;
[0008] receiving a shooting operation using the shooting prop, wherein the shooting operation is used to instruct to fire the bullet-like element in the virtual scene;
[0009] When the exemption conditions are met, the master virtual object is controlled to use the shooting prop to fire a first number of bullet elements and consume a second number of bullet elements that have been equipped;
[0010] Among them, the first quantity is greater than the second quantity, and the exemption condition is used to determine the exemption consumption method of the bullet element.
[0011] On the other hand, a shooting device based on a virtual scene is provided, the device comprising:
[0012] A control module, used to control a master virtual object in a virtual scene, wherein the master virtual object is equipped with a shooting prop, and the shooting prop is equipped with a bullet element;
[0013] A receiving module, used for receiving a shooting operation using the shooting prop, wherein the shooting operation is used for instructing to fire the bullet-like element in the virtual scene;
[0014] The control module is further used to control the master virtual object to use the shooting prop to fire a first number of bullet elements and consume a second number of bullet elements that have been equipped, if the exemption conditions are met;
[0015] Among them, the first quantity is greater than the second quantity, and the exemption condition is used to determine the exemption consumption method of the bullet element.
[0016] In some embodiments, the control module includes:
[0017] A first control unit is used to control the master virtual object to use the shooting prop to fire the first number of bullet elements and consume the equipped second number of bullet elements when the first exemption condition is met;
[0018] The second control unit is used to control the master virtual object to fire the first number of bullet-like elements and consume attribute values or prop elements when the second exemption condition is met, and the attribute value is the object attribute data of the master virtual object.
[0019] In some embodiments, the first control unit is further used to control the master virtual object to use the shooting prop to fire the first number of bullet-like elements and consume zero number of bullet-like elements.
[0020] In some embodiments, the first control unit is also used to control the master virtual object to use the shooting prop to fire the first number of bullet-like elements, and consume the equipped second number of bullet-like elements according to a preset reduction ratio, and the first number and the second number have a proportional relationship that conforms to the preset reduction ratio.
[0021] In some embodiments, the first control unit is also used to control the master virtual object to use the shooting prop to fire the first number of bullet-like elements, and consume the equipped second number of bullet-like elements according to a dynamic reduction frequency, and the dynamic reduction frequency is used to dynamically determine the number of bullet-like elements fired when one bullet-like element is consumed.
[0022] In some embodiments, the second control unit is further used to control the master virtual object to fire the first number of bullet-like elements, and consume the attribute value according to a first conversion ratio between the bullet-like elements and the attribute value.
[0023] In some embodiments, there is a corresponding relationship between the first conversion ratio and the remaining attribute value of the master virtual object; or,
[0024] There is a corresponding relationship between the first conversion ratio and the hit rate of the fired bullet-like element; or,
[0025] There is a corresponding relationship between the first conversion ratio and the hit position of the fired bullet-like element.
[0026] In some embodiments, the second control unit is further configured to:
[0027] When the remaining attribute value of the master virtual object decreases to a preset attribute value threshold, locking the attribute value of the master virtual object;
[0028] The master virtual object is controlled to continue firing the bullet-like elements, and the attribute value consumed is zero.
[0029] In some embodiments, the second control unit is further used to control the master virtual object to fire the first number of bullet-like elements, and consume the prop elements according to a second conversion ratio between the bullet-like elements and the prop elements.
[0030] In some embodiments, there is a corresponding relationship between the second conversion ratio and the element type of the prop element; or,
[0031] The second conversion ratio corresponds to the hit rate of the fired bullet-like element; or,
[0032] The second conversion ratio corresponds to the hit position of the fired bullet-like element.
[0033] In some embodiments, the exemption condition is related to at least one of the shooting operation, the shooting prop, and the master virtual object.
[0034] In some embodiments, the first exemption condition includes at least one of the following:
[0035] There is no first virtual object hit by the shooting operation in the virtual scene;
[0036] The shooting operation is within a preset time period;
[0037] within a preset time after the shooting operation hits the second virtual object;
[0038] The attribute value of the master virtual object is less than a preset first attribute value threshold.
[0039] In some embodiments, the control module is also used to control the master virtual object to use shooting props to fire the first number of bullet-like elements and consume the equipped third number of bullet-like elements after the first exemption condition is met, and the third number is greater than or equal to the first number.
[0040] In some embodiments, the difference between the second number and the first number is positively correlated with the preset multiple.
[0041] In some embodiments, the second exemption condition includes at least one of the following:
[0042] The number of bullet elements equipped in the shooting prop is zero;
[0043] The attribute value of the master virtual object is greater than a preset second attribute value threshold;
[0044] The number of the prop elements is greater than a preset number threshold;
[0045] The attribute value of the master virtual object is less than the second attribute value threshold, and an activation operation of the prop element is received;
[0046] The shooting operation is within a preset time period.
[0047] In some embodiments, the apparatus further comprises:
[0048] A display module is used to display the attribute value of the master virtual object restored according to the attribute recovery rate when the bullet-like element is fired and the attribute value is consumed.
[0049] In some embodiments, the attribute recovery rate is positively correlated with the damage value generated by the first number of bullet-like elements; or,
[0050] The attribute recovery rate is negatively correlated with the moving speed of the master virtual object; or,
[0051] The attribute recovery rate is positively correlated with the duration of the recovery process.
[0052] In some embodiments, the control module is further used to control the master virtual object to obtain prop accessories in the virtual scene, and the prop accessories are used to provide the master virtual object with a consumption reduction method for the bullet element;
[0053] The receiving module is further used to receive a configuration operation for the prop accessory, wherein the configuration operation is used to equip the shooting prop with the prop accessory;
[0054] The control module is also used to control the main control virtual object to use the shooting prop to fire a first number of bullet elements and consume a second number of equipped bullet elements when the exemption conditions corresponding to the prop accessories are met.
[0055] In some embodiments, the control module further includes an acquisition unit, configured to:
[0056] In response to receiving a pick-up operation for the prop accessory in the virtual scene, controlling the master virtual object to obtain the prop accessory in the virtual scene; or,
[0057] In response to receiving an exchange operation for the prop accessory, controlling the master virtual object to consume the first virtual resource to exchange for the prop accessory; or,
[0058] In response to the master virtual object meeting a preset unlocking condition, the master virtual object is controlled to unlock to obtain the prop accessory.
[0059] In some embodiments, the display module is further used to display an element consumption mark when the exemption conditions are met, and the element consumption mark is used to instruct the master virtual object to use the shooting prop to fire the bullet-like element in the consumption reduction manner.
[0060] In some embodiments, the display module includes:
[0061] A first display unit, configured to display a first consumption mark when the first exemption condition is met, wherein the first consumption mark is configured to indicate the second quantity corresponding to the current shooting operation;
[0062] The second display unit is used to display a second consumption mark when the second exemption condition is met, and the second consumption mark is used to indicate the consumption of the prop element or attribute value that replaces the bullet element.
[0063] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement a shooting method based on a virtual scene as described in any of the above-mentioned embodiments of the present application.
[0064] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, a code set or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement a shooting method based on a virtual scene as described in any of the above-mentioned embodiments of the present application.
[0065] On the other hand, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes any of the shooting methods based on virtual scenes described in the above embodiments.
[0066] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:
[0067] Based on the exemption conditions, players can reduce the consumption of bullet elements when firing bullet elements if the exemption conditions are met, so as to reduce the restrictions on shooting operations caused by the capacity of shooting props, provide players with operating space for continuous shooting, improve the flexibility of shooting operations, and enable players to adopt various tactical strategies more flexibly based on the feasibility of continuous shooting, reduce the more cumbersome operating procedures such as frequent magazine replacement due to magazine capacity limitations, improve the continuity of shooting operations, and improve the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS
[0068] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0069] Figure 1 is a schematic diagram of a computer system provided by an exemplary embodiment of the present application;
[0070] Figure 2 is a flow chart of a shooting method based on a virtual scene provided by an exemplary embodiment of the present application;
[0071] Figure 3 is a shooting schematic diagram based on a virtual scene provided by an exemplary embodiment of the present application;
[0072] Figure 4 is a flow chart of a consumption reduction method based on reduction or exemption conditions provided by an exemplary embodiment of the present application;
[0073] Figure 5 It is a schematic diagram of a first consumption reduction provided by an exemplary embodiment of the present application;
[0074] Figure 6 is a schematic diagram of a second consumption reduction provided by an exemplary embodiment of the present application;
[0075] Figure 7 It is a flow chart of a method for reducing consumption based on prop accessories provided by an exemplary embodiment of the present application;
[0076] Figure 8 is a shooting schematic diagram based on a first chip provided by an exemplary embodiment of the present application;
[0077] Fig. 9 is a shooting schematic diagram based on a second chip provided by an exemplary embodiment of the present application;
[0078] Fig.10 is a schematic diagram of a prop mouth of a virtual shooting prop provided by an embodiment of the present application;
[0079] Fig.11 is a schematic diagram of the flight process of a bullet-like element provided by an embodiment of the present application;
[0080] Fig.12 is a schematic diagram of a hit bounding box of an enemy virtual object provided by an embodiment of the present application;
[0081] Fig.13 is a schematic diagram of an attack bounding box of a bullet-like element provided by an embodiment of the present application;
[0082] Fig.14 is a schematic diagram of different parts of a target object provided by an embodiment of the present application;
[0083] Fig.15 is a logic flow chart of a consumption reduction method provided by an exemplary embodiment of the present application;
[0084] Fig.16 is a schematic diagram of shooting prop parameter settings provided by an exemplary embodiment of the present application;
[0085] Fig.17 is a structural block diagram of a shooting device based on a virtual scene provided by an exemplary embodiment of the present application;
[0086] Fig.18 is a structural block diagram of a shooting device module based on a virtual scene provided by an exemplary embodiment of the present application;
[0087] Fig.19 It is a structural block diagram of a terminal provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0088] 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.
[0089] It should be understood that although the terms first, second, etc. may be used in the present disclosure to describe various information, such information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of the present disclosure, the first parameter may also be referred to as the second parameter, and similarly, the second parameter may also be referred to as the first parameter. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".
[0090] First, the nouns involved in the embodiments of the present application are briefly introduced:
[0091] Virtual scene: is a virtual environment displayed (or provided) when an application is running on a terminal. The virtual scene can be a simulation of the real world, a semi-simulation and semi-fictitious three-dimensional world, or a purely fictitious three-dimensional world. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. Optionally, the virtual scene is also used for a virtual scene battle between at least two virtual objects, and the virtual scene has virtual resources that can be used by at least two virtual objects.
[0092] 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 scene is a three-dimensional virtual scene, 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 the three-dimensional virtual scene and occupies a part of the space in the three-dimensional virtual scene. 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 scene 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 scene. 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 master virtual object in the present application is a virtual object controlled by a client. Exemplarily, the first virtual object and the second virtual object in the present application can be virtual objects controlled by other clients or servers.
[0093] 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.
[0094] Attack collision box: In game applications, it usually refers to the collision size of flying objects such as bullet elements released by virtual shooting props. If the attack collision box of the bullet element hits the "hit collision box" of the virtual object in the three-dimensional virtual scene, it is judged to have hit the virtual object.
[0095] 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 scene corresponds to a hit collision box.
[0096] Please refer to Figure 1 , which shows a schematic diagram of a computer system provided by an exemplary embodiment of the present application, wherein the computer system includes: a terminal device 10 and a server 20.
[0097] 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.
[0098] In the embodiment of the present application, the target application is an application that provides a virtual scene, 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), an open world game program, a turn-based game program, a role-playing game (RPG) program, a social application, an interactive entertainment application, and any other application that can provide a virtual open world, and the embodiment of the present application is not limited to this.
[0099] A virtual scene is a scene displayed (or provided) when the client of an application (such as a game application) is running on a terminal device. The virtual scene refers to an environment created for virtual objects to carry out activities (such as game competitions), such as a virtual house, a virtual island, a virtual map, a virtual open world, etc. The virtual scene 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 scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The virtual scene also includes virtual objects, such as at least one of a master virtual object, a first virtual object, and a second virtual object. Optionally, the virtual scene may also include other virtual objects, which is not limited in the embodiments of the present application.
[0100] 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 person, an animal, a cartoon or other form, and this embodiment of the application does not limit this. Exemplarily, the master virtual object, the first virtual object and the second virtual object in this application are all virtual objects controlled by the client. Exemplarily, the master virtual object in this application is a virtual object controlled by the client, and the first virtual object can also be a virtual object controlled by the server, and the second virtual object is also a virtual object controlled by the client.
[0101] The virtual scene also includes virtual elements, which are various elements that appear in the virtual scene and are used to constitute the entire virtual world. Virtual elements include land, lakes, the sky, various virtual animals, various virtual plants, various virtual buildings, various virtual props, etc. Virtual objects controlled by users are also a type of virtual elements.
[0102] Illustratively, the terminal 10 includes a client running the above-mentioned target application, which controls a main virtual object in a virtual scene, the main virtual object is equipped with a shooting prop, and the shooting prop is equipped (loaded) with bullet-like elements; receives a shooting operation using the shooting prop, and the shooting operation is used to instruct the firing of bullet-like elements in the virtual scene; when the exemption conditions are met, controls the main virtual object to use the shooting prop to fire a first number of bullet-like elements and consume a second number of equipped bullet-like elements, wherein the first number is greater than the second number, and the exemption conditions are used to determine the reduction consumption method of the bullet-like elements.
[0103] The server 20 is used to provide background services for the client of the target application in the terminal 10, for example, responding to client requests, controlling screen rendering in the target application, performing shooting hit determination, determining the consumption reduction method based on the reduction conditions, etc.
[0104] It is worth noting that the background service content of the above-mentioned server 20 is only an example and is not limited to this in this application.
[0105] It is worth noting that the above-mentioned servers can be independent physical servers, or they can be server clusters or distributed systems composed of multiple physical servers. They can also be cloud servers that provide basic cloud computing services such as cloud services, cloud security, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDN), as well as big data and artificial intelligence platforms.
[0106] In some embodiments, the above server can also be implemented as a node in a blockchain system.
[0107] 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.
[0108] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of the relevant regions. For example, the operation data and account information involved in this application are all obtained with full authorization.
[0109] To further explain, before collecting relevant data of users (for example, account information, historical operation data, and real-time operation data involved in this application) and during the process of collecting relevant data of users, this application can display a prompt interface, pop-up window, or output voice prompt information. The prompt interface, pop-up window, or voice prompt information is used to prompt the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining relevant data of users after obtaining the confirmation operation issued by the user to the prompt interface or pop-up window, otherwise (that is, when the confirmation operation issued by the user to the prompt interface or pop-up window is not obtained), the relevant steps of obtaining relevant data of users are terminated, that is, the relevant data of users are not obtained. In other words, all user data collected by this application are collected with the consent and authorization of the user, and the collection, use, and processing of relevant user data need to comply with the relevant laws, regulations, and standards of the relevant regions.
[0110] Among various virtual games, shooting games, with their fast-paced action and precise shooting challenges, allow players to experience heart-pounding combat adventures on electronic screens. In related technologies, players need to manage ammunition resources reasonably. Due to the limited capacity of bullets in the magazine, when the bullets in the magazine are used up during the shooting process, the player needs to replace the magazine to get a new round of shooting opportunities. However, since replacing the magazine easily limits the continuity of the player's shooting, the player needs to continue to aim at the shooting target during the magazine replacement process and wait to shoot after the replacement is completed, or re-aim and shoot after replacing the magazine. The user operation is relatively cumbersome and the human-computer interaction efficiency is low.
[0111] The shooting method based on the virtual scene provided in the embodiment of the present application is based on the exemption conditions, so that the player can be exempted from the bullet elements consumed by firing the bullet elements when the exemption conditions are met, so as to reduce the restrictions on the shooting operation caused by the capacity of the shooting props, provide the player with an operating space for continuous shooting, improve the flexibility of the shooting operation, and enable the player to adopt various tactical strategies more flexibly based on the feasibility of continuous shooting, reduce the more cumbersome operating procedures such as frequent magazine replacement due to magazine capacity limitations, improve the continuity of the shooting operation, and improve the efficiency of human-computer interaction.
[0112] For illustration, please refer to Figure 2 , which shows a flowchart of a shooting method based on a virtual scene provided by an exemplary embodiment of the present application. The method can be executed by a terminal, or by a server, or by both the terminal and the server. The present application embodiment takes the method executed by a terminal as an example for explanation. Figure 2 As shown, the method comprises the following steps:
[0113] Step 210: Control the master virtual object in the virtual scene.
[0114] The master virtual object is equipped with shooting props, and the shooting props are equipped with bullet elements.
[0115] The terminal is installed with an application for providing a virtual scene, and the virtual scene is displayed by running the application.
[0116] The master virtual object is a virtual object controlled by the end user. The user can control the master virtual object to move in the virtual scene through various control operations.
[0117] Optionally, the control operation includes but is not limited to at least one of a moving operation, an aiming operation, a shooting operation, a picking operation, a redemption operation, and an unlocking operation.
[0118] The shooting props are virtual props used by the virtual object when shooting in the virtual scene.
[0119] Optionally, the shooting props may be preset for the master virtual object by a user or an application program, or may be acquired by the master virtual object in a virtual scene.
[0120] Taking the example of the master virtual object obtaining shooting props in a virtual scene, the shooting props can be virtual props provided in the virtual scene, and the master virtual object can obtain shooting props by picking them up in the virtual scene, including picking up shooting props automatically provided in the virtual scene, or picking up shooting props dropped by other virtual objects in the virtual scene; the master virtual object can also obtain virtual reward content including shooting props by participating in a virtual game in the virtual scene; the master virtual object can also obtain shooting props by using designated virtual resources in the virtual scene to exchange them.
[0121] The bullet-like elements are virtual elements used to be launched by shooting props in the virtual scene. The main control virtual object can use the shooting props to launch the bullet-like elements by consuming the bullet-like elements equipped in the shooting props.
[0122] The master virtual object can equip the bullet-like elements it holds into the shooting props.
[0123] The master virtual object can obtain bullet elements by picking up bullet elements provided by the system or dropped by other virtual objects in the virtual scene, or by participating in virtual games in the virtual scene to obtain virtual reward content including bullet elements, or by exchanging designated virtual resources in the virtual scene for bullet elements.
[0124] It is worth noting that the above-mentioned method of obtaining shooting props and bullet elements is only an illustrative example and is not limited to this in the embodiments of the present application.
[0125] Optionally, the bullet-like element may be any virtual element that can be fired by a shooting prop, such as a virtual bullet, an energy ray, a virtual archery, a virtual liquid, a virtual fishing net, a virtual harpoon, etc., and this embodiment of the present application does not limit this.
[0126] Different bullet elements correspond to different hit effects.
[0127] Hit effect refers to the effect produced by bullet-like elements hitting virtual objects or virtual objects (including venues, buildings, etc.) in the virtual scene, including but not limited to damage effect, treatment effect, control effect, etc.
[0128] Taking hitting a virtual object as an example, the hit effect includes but is not limited to deducting the attribute values of the hit virtual object, such as health points, defense points, etc.; producing a control effect on the virtual object, which is used to limit the action of the virtual object, for example, stunning the virtual object for 3 seconds, freezing the virtual object, etc.; producing a debuff effect (debuff) on the virtual object, for example, a slowing debuff, a burning debuff, etc.
[0129] It is worth noting that the above-mentioned hit effect is only an illustrative example and is not limited to this in the embodiments of the present application.
[0130] Step 220, receiving a shooting operation using a shooting prop.
[0131] The shooting operation is used to indicate the firing of bullet-like elements in the virtual scene.
[0132] The shooting operation is a control operation for controlling a virtual object to use a shooting prop to shoot bullet-like elements.
[0133] Optionally, the shooting operation can be a touch operation of the program interface control of the application (such as touch screen operation, mouse operation, joystick operation and other triggering operations), or it can be triggered by a pre-associated button on an external input device connected to the terminal (such as a handle, keyboard, shooting simulator, etc.), or it can be based on a control trigger for voice commands or gesture commands, etc., which is not limited to the embodiments of the present application.
[0134] In an illustrative manner, a shooting operation is triggered by clicking a shooting control in a program interface, or by pressing a simulated trigger of a shooting simulator, or by inputting a voice command such as "fire", or by moving the crosshairs to a virtual object or a virtual object to automatically trigger a shooting operation, etc., wherein the crosshairs are virtual elements used to assist the main virtual object in aiming at the shooting target.
[0135] The shooting props correspond to a launch port and a launch ray. The launch ray is a ray emitted from the launch port toward the launch port. Based on the shooting operation, bullet-like elements are fired from the launch port of the shooting prop along the direction of the launch ray.
[0136] When external forces are simulated in the virtual scene, bullet-like elements will be deflected by the external forces during the process of being launched along the direction of the launching ray. For example, they will be deflected downward by gravity, deflected along the wind direction by wind force, deflected in the force direction by suction, etc. The flight path of the bullet-like elements after launch is a curved path determined by the external forces on the launching ray, such as a parabolic trajectory.
[0137] Optionally, different types of bullet-like elements are affected by external forces to different degrees under the same degree of external force. For example, the trajectory deviation of light bullet-like elements affected by wind is higher than that of heavy bullet-like elements, and the trajectory deviation of heavy bullet-like elements affected by wind is higher than that of light bullet-like elements, and so on.
[0138] In some embodiments, when the external force reduction conditions are met, a shooting prop can be used to launch bullet-like elements based on a shooting operation, and the influence of external forces can be reduced, including ignoring the influence of external forces, or weakening the influence of external forces.
[0139] Among them, the external force reduction condition is used to determine the external force reduction method for external force influence when launching bullet-like elements.
[0140] Indicatively, taking ignoring the influence of external forces as an example, when a bullet-like element is launched, the influence of external forces is ignored, that is, the flight path of the bullet-like element remains consistent with the launched ray.
[0141] Optionally, the external force reduction condition includes at least one of the following: the shooting prop is equipped with an external force reduction component, or the main control virtual object unlocks the external force reduction talent, or the bullet element is empowered with an external force reduction function.
[0142] The virtual scene includes preset collision elements, which refer to virtual objects or virtual subjects that can block the flight of bullet elements.
[0143] The master virtual object can aim at the collision element to determine that the collision element is on the flight path of the bullet element. After launching the bullet element, if the bullet element collides with the collision element along the flight path, the bullet element hits the collision element.
[0144] It is worth noting that the above-mentioned flight paths, external force reduction conditions, hit determination methods, etc. are merely illustrative examples and are not limited to the embodiments of the present application.
[0145] Step 230: When the exemption conditions are met, the master virtual object is controlled to use the shooting prop to fire a first number of bullet elements and consume the equipped second number of bullet elements.
[0146] Among them, the first quantity is greater than the second quantity, and the exemption condition is used to determine the exemption consumption method of bullet elements.
[0147] In some embodiments, a certain number of equipped bullet-like elements are consumed to launch the same number of bullet-like elements, that is, one bullet-like element is consumed when one bullet-like element is launched.
[0148] For example, the master virtual object is controlled to use a shooting prop to fire a first number of bullet-like elements and consume the first number of bullet-like elements that have been equipped.
[0149] The bullet elements of shooting props have an equipment capacity threshold. After the bullet elements in the shooting props are consumed, the shooting props need to be re-equipped with bullet elements, such as replacing virtual magazines. This is limited by the capacity of the shooting props, which limits the continuity of the shooting operation. Firing bullet elements based on the exemption conditions in a corresponding reduced consumption method can break through the limitation of the shooting prop capacity and improve the continuity of the shooting operation.
[0150] Optionally, the consumption reduction methods include at least the following two:
[0151] The first one is to reduce the number of bullet elements consumed when firing a unit number of bullet elements.
[0152] In some embodiments, based on the first consumption reduction method, when the reduction conditions are met, the main virtual object is controlled to use shooting props to fire a first number of bullet-like elements and consume a second number of bullet-like elements that have been equipped, and the second number is less than the first number.
[0153] By consuming the bullet-like elements according to the consumption quantity (second quantity) which is less than the firing quantity (first quantity), the limitation of the shooting prop capacity on the continuity of the shooting operation can be reduced.
[0154] Optionally, the second number may be zero, or the first number and the second number may have a proportional relationship that complies with a preset exemption ratio, or the second number may be dynamically determined based on a dynamic exemption frequency.
[0155] Among them, the second quantity being zero means that the equipped bullet elements are not consumed when the bullet elements are fired.
[0156] The preset reduction ratio is used to determine a second quantity that is smaller than the first quantity, for example, for every 2 bullet-like elements fired, 1 bullet-like element is consumed.
[0157] The dynamic reduction frequency is used to dynamically determine the number of bullet-like elements fired when a bullet-like element is consumed.
[0158] The dynamic reduction frequency includes at least one frequency determined in a progressive, decreasing, or random manner, and the dynamic reduction frequency is the frequency of changing the number of bullet-like elements fired when consuming a unit of bullet-like elements.
[0159] For example, the reduction ratio is gradually increased in a progressive manner, and the consumed bullet-like elements are consumed according to the order: firing 1 bullet-like element consumes 1 bullet-like element, firing 2 bullet-like elements consumes 1 bullet-like element, firing 3 bullet-like elements consumes 1 bullet-like element, and so on, so as to progressively reduce the consumed bullet-like elements.
[0160] It is worth noting that the above-mentioned first exemption method is only an illustrative example and is not limited to this in the embodiments of the present application.
[0161] In some embodiments, component parameters can be set for the first prop accessory corresponding to the first exemption method. When the shooting prop is bound to the first prop accessory, the consumption logic of the shooting prop is modified based on the component parameters. The component parameters include the first exemption condition corresponding to the first prop accessory, the second quantity, etc.
[0162] The above component parameters are merely illustrative examples and are not limited to the embodiments of the present application.
[0163] The second method is to launch bullet-like elements by consuming elements other than bullet-like elements.
[0164] In some embodiments, based on the second consumption reduction method, when the reduction conditions are met, the master virtual object is controlled to use a shooting prop to fire a first number of bullet-like elements and consume attribute values or prop elements.
[0165] The attribute value is the object attribute data of the master virtual object.
[0166] Optionally, the attribute value includes but is not limited to at least one of the life value, physical strength value, and mana value of the master virtual object.
[0167] By consuming other elements instead of consuming bullet elements to launch bullet elements, it is possible to break through the limitation of the shooting prop capacity on the number of bullet elements that can be launched, reduce the impact of operations such as changing virtual magazines on continuous shooting, and improve the efficiency of human-computer interaction.
[0168] Optionally, the attribute value is consumed according to a first conversion ratio between the bullet-like element and the attribute value, or the prop element is consumed according to a second conversion ratio between the bullet-like element and the prop element.
[0169] Illustratively, firing one bullet-like element consumes 4 health points, or firing 10 bullet-like elements consumes one bottle of virtual drink, etc. Among them, in the process of firing 10 bullet-like elements and consuming one bottle of virtual drink, no virtual drink is consumed if the number of fired bullet-like elements does not reach 10.
[0170] In some embodiments, taking the consumption of attribute values as an example, when the remaining attribute value of the master virtual object is less than the preset attribute value, the master virtual object is controlled to fire a first number of bullet-like elements and consume an attribute value of zero.
[0171] Optionally, other elements may also include scene elements.
[0172] Scene elements are consumable virtual elements within a preset range of the main virtual object in the virtual scene, such as virtual soil, virtual river water, virtual leaves, etc.
[0173] In some embodiments, the master virtual object is controlled to use an attacking prop to fire a first number of bullet-like elements, and the scene elements are consumed according to a third conversion ratio between the bullet-like elements and the scene elements.
[0174] Illustratively, there is a consumable virtual fruit tree within the preset range of the master virtual object, and bullet-like elements can be launched by consuming virtual fruits on the virtual fruit tree. The master virtual object is controlled to use attack props to launch a first number of bullet-like elements, and the virtual fruits are consumed according to a third conversion ratio between bullet-like elements and virtual fruits.
[0175] It is worth noting that the above-mentioned second method of reducing consumption is only an illustrative example and is not limited to this in the embodiments of the present application.
[0176] In some embodiments, component parameters can be set for the second prop accessory corresponding to the second exemption method. When the shooting prop is bound to the second prop accessory, the consumption logic of the shooting prop is modified based on the component parameters. The component parameters include the second exemption condition corresponding to the second prop accessory, as well as the attribute value type of consumption, prop element type, first conversion ratio, second conversion ratio, etc.
[0177] The above component parameters are merely illustrative examples and are not limited to the embodiments of the present application.
[0178] In some embodiments, the above exemption conditions are related to at least one of shooting operations, shooting props, and master virtual objects.
[0179] Optionally, the exemption conditions include but are not limited to at least one of the shooting operation meeting the hit condition, the shooting prop meeting the first state condition, and the master virtual object meeting the second state condition.
[0180] Among them, the hit condition is used to determine the hit situation of the bullet-type element, the first state condition is used to determine the prop state of the shooting prop, and the second state condition is used to determine the object state of the master virtual object.
[0181] Taking the hit condition including that there is no first virtual object hit by the shooting operation in the virtual scene as an example, illustratively, when there is no first virtual object hit by the shooting operation in the virtual scene, the main virtual object is controlled to use the shooting prop to fire a first number of bullet-like elements and consume a second number of bullet-like elements.
[0182] Taking the first state condition including the consumption of the bullet-like elements equipped in the shooting prop as an example, schematically, when the bullet-like elements equipped in the shooting prop are consumed, the main virtual object is controlled to use the shooting prop to fire a first number of bullet-like elements, and consume attribute values or prop elements.
[0183] Taking the second state condition including the attribute value of the master virtual object being greater than the preset attribute value threshold as an example, schematically, when the attribute value of the master virtual object is greater than the preset attribute value threshold, the master virtual object is controlled to use a shooting prop to fire a first number of bullet-like elements and consume the attribute value.
[0184] In some embodiments, the exemption condition may also be related to a target object, where the target object is a virtual object that the master virtual object aims at using a shooting prop, or a pre-locked virtual object, or a virtual object specified in a virtual game.
[0185] The exemption condition also includes that the target object meets a third status condition, and the third status condition is used to determine the object status of the target object.
[0186] Taking the third state condition including the attribute value of the target object being less than the attribute value of the master virtual object as an example, when the attribute value of the target object is less than the attribute value of the master virtual object, the master virtual object is controlled to use a shooting prop to fire a first number of bullet-like elements and consume the attribute value.
[0187] The method provided in the embodiment of the present application provides a variety of exemption conditions, which may be related to at least one of the shooting operation, shooting props, main control virtual objects, and target objects, enriching the applicable scenarios of the consumption reduction method, and increasing the probability of using the consumption reduction method, thereby further breaking through the capacity limit of the shooting props, thereby improving the continuity of the shooting operation.
[0188] In some embodiments, it is necessary to obtain a method for reducing consumption of bullet-like elements.
[0189] Optionally, the consumption reduction mechanism can be obtained by specifying prop accessories for shooting prop equipment, or by unlocking specified talent skills of the main control virtual object, or by empowering the bullet elements of the equipment with specified virtual resources, etc. The embodiments of the present application are not limited to this.
[0190] It is worth noting that the above-mentioned exemption conditions and consumption exemption methods are only illustrative examples and are not limited to this application.
[0191] For example, using the specified item accessories to enable the above consumption reduction mechanism, please refer to Figure 3 , Figure 3is a shooting schematic diagram based on a virtual scene provided by an exemplary embodiment of the present application, such as Figure 3 As shown, by equipping the shooting prop 310 with prop accessories 320 to enable the consumption reduction mechanism, when the reduction conditions are met, the main virtual object is controlled to use the shooting prop 310 to fire a first number of bullet elements 330 and consume a second number of bullet elements, the first number is greater than the second number, and the bullet element consumption mark 340 is used to indicate the consumption of the bullet elements, including the total number of bullet elements equipped by the shooting prop 310, and the remaining number of equipped bullet elements.
[0192] To sum up, the method provided in the embodiment of the present application is based on the exemption conditions, so that the player can be exempted from the bullet elements consumed by firing bullet elements when the exemption conditions are met, so as to reduce the restrictions on the shooting operation caused by the capacity of the shooting props, provide the player with an operating space for continuous shooting, improve the flexibility of the shooting operation, and enable the player to adopt various tactical strategies more flexibly based on the feasibility of continuous shooting, reduce the more cumbersome operating procedures such as frequent magazine replacement due to magazine capacity limitations, improve the continuity of the shooting operation, and improve the efficiency of human-computer interaction.
[0193] In some embodiments, when different conditions are met, the virtual object is controlled to use the shooting props to shoot in different ways of reducing consumption. Figure 4 , which shows a flowchart of a consumption reduction method based on reduction conditions provided by an exemplary embodiment of the present application. The method can be executed by a terminal, or by a server, or by both a terminal and a server. The present application embodiment takes the method executed by a terminal as an example for explanation. Figure 4 As shown, the above step 230 includes the following steps:
[0194] Step 231, when the first exemption condition is met, control the master virtual object to use the shooting prop to fire a first number of bullet elements and consume the equipped second number of bullet elements.
[0195] The first exemption condition is used to instruct to launch the bullet-like elements in a manner of reducing the number of bullet-like elements consumed when launching a unit number of bullet-like elements.
[0196] By consuming the bullet-like elements according to the consumption quantity (second quantity) which is less than the firing quantity (first quantity), the limitation of the shooting prop capacity on the continuity of the shooting operation can be reduced.
[0197] Optionally, the second number may be zero, or the first number and the second number may have a proportional relationship that complies with a preset exemption ratio, or the second number may be dynamically determined based on a dynamic exemption frequency.
[0198] When the first exemption condition is met, at least the following three situations are included:
[0199] The first one is to control the main virtual object to use the shooting prop to fire a first number of bullet-like elements and consume zero number of bullet-like elements.
[0200] That is, when firing a bullet-type element, the equipped bullet-type element is not consumed.
[0201] Schematically, the shooting prop is equipped with a fault-tolerant component, which is used to provide the main virtual object with a method of reducing the consumption of bullet-like elements. When there is no first virtual object hit by the shooting operation in the virtual scene, the main virtual object is controlled to use the shooting prop to fire a first number of bullet-like elements and consume zero bullet-like elements.
[0202] The method provided in the embodiment of the present application, through a consumption reduction method based on a fault-tolerant component, does not consume bullet-like elements before the shooting operation fails to hit the first virtual object, provides a fault-tolerant mechanism for the main control virtual object, improves the effectiveness of consuming bullet-like elements, and provides users with fault-tolerant space for shooting operations.
[0203] The second method is to control the main virtual object to use the shooting props to fire a first number of bullet-like elements, and consume the equipped second number of bullet-like elements according to a preset reduction ratio.
[0204] The ratio between the first quantity and the second quantity complies with the preset reduction or exemption ratio.
[0205] The preset reduction ratio is used to determine a second amount that is smaller than the first amount.
[0206] Optionally, the preset reduction ratio is related to at least one of the shooting prop type, the bullet element type of the equipment, the talent skill type of the master virtual object, and the prop accessory type of the shooting prop equipment.
[0207] Indicatively, the main virtual object is controlled to use the shooting prop to shoot 3 bullet-like elements for every time, consuming 1 equipped bullet-like element according to the preset reduction ratio.
[0208] The method provided in the embodiment of the present application can reduce the consumption of bullet-like elements when firing a unit number of bullet-like elements by consuming bullet-like elements according to a preset reduction ratio. Without using prop accessories such as extended magazines, it breaks through the capacity limitation of shooting props, provides a longer continuous operation time for shooting operations, and improves the efficiency of human-computer interaction.
[0209] The third method is to control the main virtual object to use the shooting props to fire a first number of bullet-like elements, and consume the equipped second number of bullet-like elements according to the dynamic reduction frequency.
[0210] The dynamic reduction frequency is used to dynamically determine the number of bullet-like elements fired when a bullet-like element is consumed.
[0211] Optionally, the dynamic reduction frequency is related to at least one of the number of shooting operations, the number of hits, and the remaining number of equipped bullet-like elements.
[0212] Indicatively, taking the example of dynamically determining the number of bullet-like elements fired when consuming one bullet-like element in a progressive manner, the consumed bullet-like elements are reduced progressively in the following order: firing one bullet-like element consumes one bullet-like element, firing two bullet-like elements consumes one bullet-like element, firing three bullet-like elements consumes one bullet-like element, and so on.
[0213] Assuming that the dynamic reduction frequency is related to the shooting operation, a single shooting operation fires a bullet-like element, and the degree of reduction consumption is determined according to the cumulative number of shooting operations.
[0214] Among them, the degree of consumption reduction is positively correlated with the cumulative number of operations, and the degree of consumption reduction is used to indicate the number of bullet-like elements consumed by firing a bullet-like element.
[0215] For example, from the first shooting operation within the preset time period, 1 bullet-like element is fired and 1 bullet-like element is consumed. When the cumulative number of operations reaches 5 times, 2 bullet-like elements are fired and 1 bullet-like element is consumed. When the cumulative number of operations reaches 10 times, 3 bullet-like elements are fired and 1 bullet-like element is consumed. Alternatively, the first shooting operation within the preset time period fires 1 bullet-like element and consumes 1 bullet-like element, the 2nd to 3rd shooting operations fire 2 bullet-like elements and consume 1 bullet-like element, the 4th to 6th shooting operations fire 3 bullet-like elements and consume 1 bullet-like element, and so on.
[0216] By determining the degree of consumption reduction according to the cumulative number of operations, the more the cumulative number of shooting operations is, the higher the degree of consumption reduction is, which can motivate users to continue to perform shooting operations and improve the efficiency of human-computer interaction.
[0217] Assuming that the dynamic reduction frequency is related to the number of hits, the reduction consumption level is determined according to the number of hits.
[0218] Among them, the degree of consumption reduction is positively correlated with the number of hits.
[0219] For example, when there is no first virtual object hit by the shooting operation in the virtual scene, one bullet-like element is consumed for every two bullet-like elements fired; after hitting the first virtual object once, one bullet-like element is consumed for every three bullet-like elements fired; after hitting the first virtual object twice, one bullet-like element is consumed for every four bullet-like elements fired, and so on.
[0220] By determining the degree of consumption reduction according to the number of hits, the more hits there are, the higher the degree of consumption reduction will be. This can motivate users to improve the hit rate of shooting operations, thereby improving the effectiveness of shooting operations, reducing invalid shooting operations, and improving the efficiency of human-computer interaction.
[0221] Assuming that the dynamic reduction frequency is related to the remaining number of bullet elements in the equipment, the degree of reduction consumption is determined according to the remaining number.
[0222] Among them, the degree of consumption reduction is negatively correlated with the remaining quantity.
[0223] For example, shooting props have an equipment capacity threshold corresponding to them. Assuming that the shooting props can be equipped with a maximum of 100 bullet elements, when the remaining number of equipped bullet elements is greater than or equal to 50 bullet elements, one bullet element is consumed for every 2 bullet elements fired; when the remaining number of equipped bullet elements is between 20 and 50, one bullet element is consumed for every 4 bullet elements fired; when the remaining number of equipped bullet elements is between 1 and 20, one bullet element is consumed for every 10 bullet elements fired; when the remaining number of equipped bullet elements is 0, bullet elements are fired without consuming the equipped bullet elements.
[0224] By determining the degree of consumption reduction according to the remaining number of bullet elements in the equipment, the smaller the remaining number, the higher the degree of consumption reduction. This can encourage users to continue to perform shooting operations, reduce the number of users performing operations such as changing magazines due to too few remaining numbers, improve the continuity of shooting operations, and thus improve the efficiency of human-computer interaction.
[0225] The method provided in the embodiment of the present application can dynamically adjust the degree of consumption reduction by consuming the second number of bullet-like elements according to the dynamic reduction frequency when firing the bullet-like elements, thereby improving the flexibility of the consumption reduction method.
[0226] The first exemption condition is related to at least one of a shooting operation, a shooting prop, and a master virtual object.
[0227] In some embodiments, the first exemption condition includes but is not limited to at least one of the shooting operation meeting the hit condition, the shooting operation meeting the time condition, the shooting prop meeting the prop state condition, and the master virtual object meeting the object state condition.
[0228] Among them, the hit condition is used to determine the hit situation of the shooting operation, the time condition is used to determine the operation time of the shooting operation, the prop state condition is used to determine the prop state of the shooting prop, and the object state condition is used to determine the object state of the master virtual object.
[0229] Optionally, the first exemption condition includes at least one of the following:
[0230] There is no first virtual object hit by the shooting operation in the virtual scene;
[0231] The shooting operation is within the preset time period;
[0232] within a preset time after the shooting operation hits the second virtual object;
[0233] The attribute value of the master virtual object is less than a preset first attribute value threshold;
[0234] The number of bullet-type elements equipped in the shooting prop is zero.
[0235] Optionally, the above-mentioned multiple consumption reduction methods can be arbitrarily combined with at least one of the above-mentioned multiple first reduction conditions, which is not limited in the embodiment of the present application.
[0236] Through a variety of first reduction conditions, users are provided with a variety of situations that can reduce the consumption of bullet-like elements when firing a unit number of bullet-like elements, enriching the scenarios for using the reduction consumption method and improving the flexibility of using the reduction consumption method, thereby further reducing the restrictions on shooting operations caused by the capacity of shooting props, providing players with operating space for continuous shooting, improving the flexibility and continuity of shooting operations, and improving the efficiency of human-computer interaction.
[0237] In some embodiments, when the shooting operation meets the hit condition, the master virtual object is controlled to use the shooting prop to fire a first number of bullet-like elements and consume the equipped second number of bullet-like elements.
[0238] Taking the hit condition including the absence of the first virtual object hit by the shooting operation in the virtual scene as an example, when there is no first virtual object hit by the shooting operation in the virtual scene, the main virtual object is controlled to use the shooting prop to fire a first number of bullet-like elements and consume zero equipped bullet-like elements; from the time the shooting operation hits the first virtual object, the main virtual object is controlled to fire the first number of bullet-like elements and consume the first number of equipped bullet-like elements.
[0239] Optionally, after the bullet-like elements equipped in the shooting props are consumed, the shooting props are re-equipped with bullet-like elements by replacing the virtual magazine, and the hit condition judgment is updated, that is, the hit condition is automatically met after the virtual magazine is replaced, and it is determined that there is no first virtual object hit by the shooting operation in the virtual scene until the first virtual object is hit again based on the replaced virtual magazine.
[0240] By reducing the consumption of bullet elements of the equipment before hitting the virtual object, a tolerance space for shooting operations is provided for the main control virtual object, ensuring the effective consumption of bullet elements and improving the efficiency of human-computer interaction.
[0241] Taking the hit condition including the shooting operation hitting the second virtual object as an example, when the shooting operation hits the second virtual object, the main virtual object is controlled to use the shooting prop to fire a first number of bullet-like elements within a preset number of shots (or a preset duration) to hit the second virtual object and consume zero number of equipped bullet-like elements.
[0242] By reducing the consumption of bullet elements of equipment within a preset number of shots or a preset time after hitting a virtual object, users are encouraged to improve the accuracy of their shooting operations, thereby helping to improve the effectiveness of shooting operations and improving the efficiency of human-computer interaction.
[0243] In some embodiments, when the shooting operation meets the time condition, the master virtual object is controlled to use the shooting prop to fire a first number of bullet-like elements and consume the equipped second number of bullet-like elements.
[0244] Taking the example that the time condition includes a shooting operation within a preset time period, when the shooting operation is within the preset time period, the virtual object is controlled to use the shooting prop to fire a first number of bullet-like elements and consume the equipped second number of bullet-like elements.
[0245] By reducing the consumption of bullet elements within a preset time period, it plays a role in delaying the consumption of bullet elements and increasing the duration of shooting operations. During continuous concentrated shooting, it can significantly break through the capacity limit of shooting props, improve the continuity of shooting operations, reduce operations such as magazine replacement, and improve human-computer interaction efficiency.
[0246] In some embodiments, when the shooting prop meets the prop state condition, the master virtual object is controlled to use the shooting prop to fire a first number of bullet-like elements and consume a second number of bullet-like elements that have been equipped.
[0247] Taking the prop status condition including the number of bullet-like elements equipped in the shooting prop being zero as an example, when the number of bullet-like elements equipped in the shooting prop is zero, the main control virtual object is controlled to use the shooting prop to fire the first number of bullet-like elements and consume the equipped number of bullet-like elements of zero.
[0248] Optionally, no bullet elements will be consumed within a preset time or a preset number of shootings after the bullet elements of the equipment are consumed.
[0249] By equipping shooting props with bullet elements that are consumed, bullet elements can be fired without consuming them, thus breaking through the capacity limit of shooting props and avoiding missing the opportunity to kill the enemy due to the need to replace the magazine when the enemy's health is low, thereby improving the user experience.
[0250] In some embodiments, when the master virtual object meets the object state condition, the master virtual object is controlled to use a shooting prop to fire a first number of bullet-like elements and consume a second number of bullet-like elements that have been equipped.
[0251] Taking the object status condition including the attribute value of the master virtual object being less than the preset first attribute value threshold as an example, when the attribute value of the master virtual object is less than the preset first attribute value threshold, the master virtual object is controlled to use a shooting prop to fire a first number of bullet-like elements and consume zero number of equipped bullet-like elements.
[0252] By reducing the consumption of bullet elements in the specific object state of the main control virtual object, the user's probability of counter-killing when the main control virtual object is in a state of low health can be increased, the user's desire to operate can be stimulated, and the user experience can be improved.
[0253] It is worth noting that the combination type of the above-mentioned first exemption condition and the consumption exemption method is only an illustrative example and is not limited to this in this application.
[0254] In some embodiments, after the first exemption condition is finally satisfied, the master virtual object is controlled to use a shooting prop to fire a first number of bullet-like elements and consume a third number of bullet-like elements that have been equipped, and the third number is greater than or equal to the first number.
[0255] In an illustrative manner, when the first exemption condition is met, the main virtual object is controlled to use a shooting prop to fire 2 bullet-like elements and consume 1 bullet-like element; after the first exemption condition is finally met, the main virtual object is controlled to use a shooting prop to fire 2 bullet-like elements and consume 4 bullet-like elements.
[0256] In some embodiments, by consuming the equipped third number of bullet-like elements fired, the hit effect is enhanced based on the third number.
[0257] Optionally, the third number is a preset multiple of the first number, and the difference between the second number and the first number is positively correlated with the preset multiple.
[0258] That is, the consumption of bullet elements is delayed, and the consumption of bullet elements is reduced when the first exemption condition is met. After the first exemption condition is finally met, the bullet elements accumulated when the consumption of bullet elements is reduced are consumed exponentially.
[0259] Indicatively, the consumption of bullet elements is reduced within a preset time period, and after the preset time period ends, the bullet elements accumulated during the reduction in consumption of bullet elements will be consumed exponentially.
[0260] The method provided in the embodiment of the present application can not only encourage the user to continuously perform shooting operations within a preset time period, but also enhance the hit effect by doubling the consumption of bullet-like elements to maintain firepower output after the preset time period, thereby improving the continuity and effectiveness of the shooting operation and improving the efficiency of human-computer operation.
[0261] For illustration, please refer to Figure 5 , Figure 5 is a schematic diagram of a first consumption reduction provided by an exemplary embodiment of the present application, such as Figure 5 As shown, when the first exemption condition is met, the first exemption consumption method is adopted to control the main control virtual object to use the shooting prop to fire a first number of bullet elements and consume the equipped second number of bullet elements.
[0262] Specifically, the first exemption condition includes but is not limited to at least one of conditions 511 to 515, condition 511 includes that there is no first virtual object hit by the shooting operation in the virtual scene, condition 512 includes that the shooting operation is within a preset time period, condition 513 includes that it is within a preset time length after the shooting operation hits the second virtual object, condition 514 includes that the attribute value of the main control virtual object is less than a preset first attribute value threshold, and condition 515 includes that the number of bullet-like elements equipped in the shooting prop is zero.
[0263] The first consumption reduction method includes but is not limited to methods 521 to 523. Method 521 includes controlling the main control virtual object to use a shooting prop to fire a first number of bullet-like elements and consume zero bullet-like elements; method 522 includes controlling the main control virtual object to use a shooting prop to fire a first number of bullet-like elements, and consuming the equipped second number of bullet-like elements according to a preset reduction ratio; method 523 includes controlling the main control virtual object to use a shooting prop to fire a first number of bullet-like elements, and consuming the equipped second number of bullet-like elements according to a dynamic reduction frequency.
[0264] Step 232: When the second exemption condition is met, the master virtual object is controlled to fire a first number of bullet-like elements and consume attribute values or prop elements.
[0265] The attribute value is the object attribute data of the master virtual object.
[0266] Optionally, the attribute value includes but is not limited to at least one of the life value, physical strength value, and mana value of the master virtual object.
[0267] The second exemption condition is used to indicate that the bullet-like elements are fired in a manner that consumes elements other than the bullet-like elements.
[0268] By consuming other elements to launch bullet-like elements and reducing the consumption of bullet-like elements of equipment, it is possible to break through the limitation of the capacity of shooting props on continuous shooting, improve the continuity of shooting operations, and improve the efficiency of human-computer interaction.
[0269] Optionally, other elements include attribute values or prop elements, which is not limited in the embodiments of the present application.
[0270] Assuming that the bullet elements equipped with the shooting props belong to the first type of bullet elements, when the second exemption condition is met, the main control virtual object is controlled to fire a first number of bullet elements and consume the second type of bullet elements. The second type of bullet elements are bullet elements held by the main control virtual object that are different from the first type of bullet elements. If the second exemption condition is not met, the second type of bullet elements are not available for the shooting props.
[0271] In the case of meeting the second exemption conditions, at least the following three situations are included:
[0272] The first one is to control the master virtual object to fire a first number of bullet-like elements, and consume the attribute values according to a first conversion ratio between the bullet-like elements and the attribute values.
[0273] The first conversion ratio is used to indicate the amount of attribute value consumed by firing a unit number of bullet-like elements.
[0274] Optionally, the first conversion ratio may be preset by a user, or may be preset by an application based on a shooting prop type or a bullet element type, or may be dynamically determined by the application.
[0275] Illustratively, the main control virtual object is controlled to fire one bullet-like element, and consume 4 health points according to a first conversion ratio between the bullet-like element and health points.
[0276] The method provided in the embodiment of the present application, by consuming the attribute value according to the first conversion ratio to launch a first number of bullet-like elements, can continue to launch bullet-like elements when the bullet-like elements are consumed, etc., breaking through the capacity limit of the shooting props, and providing the player with operating space for continuous shooting, so that the player can adopt various tactical strategies more flexibly, increase the positive feedback of the game, and thus improve the player experience.
[0277] In the case where the first conversion ratio is determined dynamically, optionally, there is a corresponding relationship between the first conversion ratio and the remaining attribute value of the master virtual object; or, there is a corresponding relationship between the first conversion ratio and the hit rate of the fired bullet-like elements; or, there is a corresponding relationship between the first conversion ratio and the hit position of the fired bullet-like elements; or, there is a corresponding relationship between the first conversion ratio and the number of operations of the shooting operation.
[0278] Taking the corresponding relationship between the first conversion ratio and the remaining attribute value of the master virtual object as an example, schematically, there is a positive correlation between the first conversion ratio and the remaining attribute value. The higher the remaining attribute value, the higher the first conversion ratio, and the higher the attribute value consumed by firing a unit number of bullet-like elements.
[0279] There is a corresponding relationship between the first conversion ratio and the hit rate (or hit situation) of the fired bullet-like elements. Schematically, the first conversion ratio is negatively correlated with the hit rate. The higher the hit rate, the higher the first conversion ratio, and the less the attribute value consumed by firing a unit number of bullet-like elements; or, the first conversion ratio when the fired bullet-like elements hit the first virtual object in the virtual scene is higher than the first conversion ratio when they miss.
[0280] Taking the correspondence between the first conversion ratio and the hit part of the fired bullet-like element as an example, schematically, the first conversion ratio is related to the hit part type, and the first conversion ratio when hitting the head of the virtual object is higher than the first conversion ratio when hitting the body part of the virtual object.
[0281] Taking the corresponding relationship between the first conversion ratio and the number of shooting operations as an example, schematically, in the process of consuming attribute values to launch bullet-like elements, the first conversion ratio is positively correlated with the number of shooting operations. The more shooting operations are performed, the higher the first conversion ratio is, and the higher the attribute value consumed by launching a unit number of bullet-like elements is. For example, after the equipped bullet-like elements are consumed, the first shooting operation launches a bullet-like element and consumes 1 health point, the second shooting operation launches a bullet-like element and consumes 2 health points, the third shooting operation launches a bullet-like element and consumes 3 health points, and so on.
[0282] It is worth noting that the above-mentioned first conversion ratio is only an illustrative example and is not limited to this embodiment of the present application.
[0283] The method provided in the embodiment of the present application dynamically determines the first conversion ratio based on multiple corresponding relationships, enriches the method for determining the first conversion ratio, improves the flexibility of the first conversion ratio, indirectly increases the probability of launching bullet-like elements by consuming attribute values, and improves the efficiency of human-computer interaction.
[0284] The second method is to lock the attribute value of the master virtual object when the remaining attribute value of the master virtual object is reduced to a preset attribute value threshold; control the master virtual object to continue firing bullet-like elements, and consume zero attribute value.
[0285] In some embodiments, in order to prevent the attribute value of the master virtual object from being too low due to the consumption of attribute values to launch bullet-like elements, the lower limit of the attribute value of the master virtual object can be locked based on a preset attribute value threshold, that is, when the attribute value is consumed to launch bullet-like elements, the remaining attribute value is locked to be no lower than the preset attribute value threshold.
[0286] For example, taking health points as an example, the preset health value threshold is 40 points. When the remaining health points are greater than or equal to 44 points, firing a bullet-like element consumes 4 points of health points. When the remaining health points are between 41 and 43 points, firing a bullet-like element consumes health points until the remaining health points are 40 points. When the remaining health points are less than or equal to 40 points, firing a bullet-like element does not consume health points.
[0287] In some embodiments, when the remaining attribute value of the master virtual object is reduced to a preset proportion of the total attribute value, the master virtual object is controlled to continue firing bullet-like elements and consume zero attribute values.
[0288] Indicatively, when the health value is reduced to 40% of the total health value, the master virtual object is controlled to continue firing bullet-like elements without consuming health value.
[0289] Optionally, when the total attribute value changes, the remaining attribute value locked based on the preset ratio also changes. For example, when the total attribute value is 100 points, based on the preset ratio of 40%, the remaining attribute value is locked when the attribute value decreases to 40 points; when the total attribute value increases to 120 points as the master virtual object is upgraded, based on the preset ratio of 40%, the remaining attribute value is locked when the attribute value decreases to 48 points.
[0290] In some embodiments, a preset algorithm can be bound to a prop chip, and prop chip parameters can be set in the configuration control of the prop chip based on the preset algorithm, such as a preset attribute value threshold, or a preset ratio, to indicate the remaining attribute value that needs to be locked when the attribute value is consumed based on the prop chip.
[0291] The method provided in the embodiment of the present application not only breaks through the capacity limitation of shooting props, but also helps users control the remaining attribute values of the main virtual object, avoids the attribute values being too low due to continuous shooting, and improves the controllability of the attribute values consumed by continuous shooting, thereby improving the human-computer interaction efficiency and user experience.
[0292] The third method is to control the main virtual object to fire a first number of bullet-like elements, and consume the prop elements according to a second conversion ratio between the bullet-like elements and the prop elements.
[0293] The second conversion ratio is used to indicate the number of prop elements consumed by firing a unit number of bullet-type elements.
[0294] Optionally, the second conversion ratio may be preset by the user, or may be preset by the application based on the shooting prop type, bullet element type, prop element type, etc., or may be dynamically determined by the application.
[0295] Illustratively, the main control virtual object is controlled to fire two bullet-like elements, and one prop element is consumed according to a second conversion ratio between the bullet-like elements and the prop elements.
[0296] The method provided in the embodiment of the present application consumes prop elements according to a second conversion ratio to launch a first number of bullet-like elements, and can continue to launch bullet-like elements when the bullet-like elements are consumed, thereby breaking through the capacity limit of shooting props and providing players with operating space for continuous shooting, allowing players to adopt various tactical strategies more flexibly, increasing positive feedback of the game, and thus improving player experience.
[0297] Taking the example that the second conversion ratio is dynamically determined by the application, optionally, there is a corresponding relationship between the second conversion ratio and the element type of the prop element; or, there is a corresponding relationship between the second conversion ratio and the hit rate of the fired bullet-like element; or, there is a corresponding relationship between the second conversion ratio and the hit position of the fired bullet-like element.
[0298] Taking the corresponding relationship between the second conversion ratio and the element type of the prop element as an example, schematically, prop element A is a virtual prop used to restore the health of the main virtual object, and prop element B is a virtual prop used to increase the attack power of the main virtual object. The second conversion ratio corresponding to prop element A is lower than that of prop element B, that is, the number of prop elements A consumed by firing a unit number of bullet elements is less than that of prop elements B. For example, controlling the main virtual object to fire 4 bullet elements consumes 1 prop element A, or controlling the main virtual object to fire 1 bullet element consumes 1 prop element B.
[0299] Optionally, there is a corresponding relationship between the second conversion ratio and the element level of the prop element (or the prop strength, etc.). For example, the second conversion ratio and the element level are negatively correlated. That is, the higher the element level of the prop element, the lower the second conversion ratio, and the fewer prop elements are consumed to launch a unit number of bullet-like elements.
[0300] There is a corresponding relationship between the second conversion ratio and the hit rate (or hit situation) of the fired bullet element. Schematically, the second conversion ratio is negatively correlated with the hit rate. The higher the hit rate, the higher the second conversion ratio, and the fewer prop elements are consumed by firing a unit number of bullet elements; or, the second conversion ratio when the fired bullet element hits the first virtual object in the virtual scene is higher than the second conversion ratio when it misses.
[0301] Taking the correspondence between the second conversion ratio and the hit part of the fired bullet-like element as an example, schematically, the second conversion ratio is related to the hit part type, and the second conversion ratio when hitting the head of the virtual object is higher than the second conversion ratio when hitting the body part of the virtual object.
[0302] Taking the corresponding relationship between the second conversion ratio and the number of shooting operations as an example, schematically, in the process of consuming prop elements to launch bullet-like elements, the second conversion ratio is positively correlated with the number of shooting operations. The more shooting operations are performed, the higher the second conversion ratio is, and the more prop elements are consumed to launch a unit number of bullet-like elements. For example, after the equipped bullet-like elements are consumed, the first shooting operation launches one bullet-like element and consumes one prop element, the second shooting operation launches one bullet-like element and consumes two prop elements, the third shooting operation launches one bullet-like element and consumes three prop elements, and so on.
[0303] It is worth noting that the above second conversion ratio is only an illustrative example and is not limited to this embodiment of the present application.
[0304] The method provided in the embodiment of the present application dynamically determines the second conversion ratio based on multiple corresponding relationships, enriches the method for determining the second conversion ratio, improves the flexibility of the second conversion ratio, indirectly increases the probability of launching bullet-like elements by consuming prop elements, and improves the efficiency of human-computer interaction.
[0305] The second exemption condition is related to at least two of the shooting operation, the shooting props, and the master virtual object.
[0306] In some embodiments, the second exemption condition includes but is not limited to at least one of the shooting operation meeting the time condition, the shooting props meeting the prop state condition, the master virtual object meeting the object state condition, and the prop element meeting the element state condition.
[0307] Among them, the time condition is used to determine the operation time of the shooting operation, the prop state condition is used to determine the prop state of the shooting prop, the object state condition is used to determine the object state of the master virtual object, and the element state condition is used to determine the master virtual object's holding of the prop element.
[0308] Optionally, the second exemption condition includes at least one of the following:
[0309] The number of bullet elements equipped in the shooting prop is zero;
[0310] The attribute value of the master virtual object is greater than a preset second attribute value threshold;
[0311] The number of prop elements is greater than the preset threshold;
[0312] The attribute value of the master virtual object is less than the second attribute value threshold, and an activation operation of the prop element is received;
[0313] The shooting operation is within the preset time period.
[0314] Optionally, the above-mentioned multiple consumption reduction methods can be arbitrarily combined with at least one of the above-mentioned multiple second reduction conditions, which is not limited in the embodiment of the present application.
[0315] The method provided in the embodiment of the present application provides users with a variety of consumption reduction methods for firing bullet-like elements by consuming attribute values or prop elements through a variety of second exemption conditions, enriches the scenarios for using the consumption reduction methods, and improves the flexibility of using the consumption reduction methods, thereby further reducing the restrictions on shooting operations caused by the capacity of shooting props, providing players with operating space for continuous shooting, improving the flexibility and continuity of shooting operations, and improving human-computer interaction efficiency.
[0316] In some embodiments, when the shooting operation meets the time condition, the master virtual object is controlled to fire a first number of bullet-like elements and consume attribute values or prop elements.
[0317] Taking the time condition including the shooting operation within a preset time period as an example, when the shooting operation is within the preset time period, the master virtual object is controlled to fire a first number of bullet-like elements and consume attribute values or prop elements.
[0318] By reducing the consumption of bullet elements within a preset time period, it plays a role in delaying the consumption of bullet elements and increasing the duration of shooting operations. During continuous concentrated shooting, it can significantly break through the capacity limit of shooting props, improve the continuity of shooting operations, reduce operations such as magazine replacement, and improve human-computer interaction efficiency.
[0319] In some embodiments, when the shooting props meet the prop state conditions, the master virtual object is controlled to fire a first number of bullet-like elements and consume attribute values or prop elements.
[0320] Taking the prop status condition including the number of bullet-like elements equipped in the shooting prop as zero as an example, when the number of bullet-like elements equipped in the shooting prop is zero, the master virtual object is controlled to fire a first number of bullet-like elements and consume attribute values or prop elements.
[0321] Optionally, attribute values or item elements are consumed within a preset time or a preset number of shots after the equipped bullet elements are consumed.
[0322] By equipping the shooting props with bullet elements and consuming attribute values or prop elements when the bullet elements are consumed, the capacity limit of the shooting props can be broken, avoiding missing the killing opportunity due to the need to replace the magazine when the enemy is low on health, etc., thereby improving the user experience.
[0323] In some embodiments, when the master virtual object meets the object state condition, the master virtual object is controlled to fire a first number of bullet-like elements and consume attribute values or prop elements.
[0324] Taking the object state condition including the attribute value of the master virtual object being greater than a preset second attribute value threshold as an example, when the attribute value of the master virtual object is greater than the preset second attribute value threshold, the master virtual object is controlled to fire a first number of bullet-like elements and consume the attribute value.
[0325] By consuming attribute values to launch bullet-like elements when the attribute values of the main control virtual object are in good condition, a method for converting attribute values into bullet-like elements is provided, which improves the utilization rate of attribute values. The attribute values can be effectively utilized to launch bullet-like elements, improve the continuity of shooting operations, expand tactical strategy options in shooting battles, and improve user experience.
[0326] In some embodiments, when the prop element meets the element state condition, the master virtual object is controlled to fire a first number of bullet-type elements and consume the prop element.
[0327] Taking the example of the element state condition including the number of prop elements being greater than a preset number threshold, when the number of prop elements is greater than the preset number threshold, the master virtual object is controlled to fire a first number of bullet-type elements and consume the prop elements.
[0328] By consuming prop elements to launch bullet elements when there are sufficient prop elements, a conversion method between prop elements and bullet elements is provided, which improves the utilization rate of prop elements. Prop elements can be effectively used to launch bullet elements, while reducing the occupation of virtual storage space by too many prop elements, improving the continuity of shooting operations, expanding tactical strategy options in shooting battles, and improving user experience.
[0329] In some embodiments, when the master virtual object meets the object state condition and the prop element meets the element state condition, the master virtual object is controlled to fire a first number of bullet-type elements and consume the prop element.
[0330] Taking the example where the object state condition includes that the attribute value of the master virtual object is less than the second attribute value threshold, and the element state condition includes receiving an activation operation for a prop element, when the attribute value of the master virtual object is less than the second attribute value threshold and an activation operation for the prop element is received, the master virtual object is controlled to fire a first number of bullet-type elements and consume the prop elements.
[0331] By consuming prop elements to launch bullet-like elements based on object state conditions and element state conditions at the same time, it is possible to avoid the main control virtual object consuming too many attribute values while still consuming prop elements to launch bullet-like elements, thereby ensuring the continuity of the launch operation and improving the efficiency of human-computer interaction.
[0332] It is worth noting that the combination type of the above-mentioned second exemption condition and the consumption exemption method is only an illustrative example and is not limited to this in this application.
[0333] For illustration, please refer to Figure 6 , Figure 6 is a schematic diagram of a second consumption reduction provided by an exemplary embodiment of the present application, such as Figure 6 As shown, when the second exemption condition is met, the second exemption consumption method is adopted to control the main control virtual object to fire a first number of bullet-like elements and consume attribute values or prop elements.
[0334] Specifically, the second exemption condition includes but is not limited to at least one of conditions 611 to 615, condition 611 includes that the number of bullet-type elements equipped in the shooting prop is zero, condition 612 includes that the attribute value of the master virtual object is greater than a preset second attribute value threshold, condition 613 includes that the number of prop elements is greater than a preset number threshold, condition 614 includes that the attribute value of the master virtual object is less than the second attribute value threshold, and an activation operation for the prop element is received, and condition 615 includes that the shooting operation is within a preset time period.
[0335] The second consumption reduction method includes but is not limited to methods 621 to 623. Method 621 includes controlling the main control virtual object to fire a first number of bullet-like elements, and consuming attribute values according to a first conversion ratio between bullet-like elements and attribute values; method 622 includes locking the attribute value of the main control virtual object when the remaining attribute value of the main control virtual object is reduced to a preset attribute value threshold; controlling the main control virtual object to continue firing bullet-like elements, and consuming zero attribute values; method 623 includes controlling the main control virtual object to fire a first number of bullet-like elements, and consuming prop elements according to a second conversion ratio between bullet-like elements and prop elements.
[0336] To sum up, the method provided in the embodiment of the present application provides a variety of consumption reduction methods. When different reduction conditions are met, the bullet-like elements consumed when firing bullet-like elements can be reduced based on different consumption reduction methods, thereby reducing the impact of the shooting prop capacity on continuous shooting operations, improving the continuity of shooting operations, and improving human-computer interaction efficiency.
[0337] In some embodiments, it is necessary to obtain a method for reducing consumption of bullet-like elements.
[0338] Optionally, the consumption reduction mechanism can be obtained by specifying prop accessories for shooting prop equipment, or by unlocking specified talent skills of the main control virtual object, or by empowering the bullet elements of the equipment with specified virtual resources, etc. The embodiments of the present application are not limited to this.
[0339] Taking the consumption reduction mechanism obtained through prop accessories as an example, please refer to Figure 7 , which shows a flowchart of a method for reducing consumption of prop accessories provided by an exemplary embodiment of the present application. The method can be executed by a terminal, or by a server, or by both a terminal and a server. The present application embodiment takes the method executed by a terminal as an example for explanation. Figure 7 As shown, the method comprises the following steps:
[0340] Step 710: Control the main virtual object to obtain prop accessories in the virtual scene.
[0341] Prop accessories are used to provide the main control virtual object with a way to reduce the consumption of bullet-like elements.
[0342] Optionally, the ways to obtain prop accessories include but are not limited to at least one of the following:
[0343] The first one is, in response to receiving a pick-up operation for a prop accessory in a virtual scene, controlling the master virtual object to obtain the prop accessory in the virtual scene.
[0344] Optionally, prop accessories in the virtual scene may be automatically refreshed in the virtual scene, may be dropped by other virtual objects, or may be preset by the master virtual object, which is not limited in the embodiments of the present application.
[0345] The second method is to control the master virtual object to consume the first virtual resource to exchange for the prop accessory in response to receiving the exchange operation for the prop accessory.
[0346] Illustratively, prop accessory A needs to consume a preset amount of the first virtual resource to be exchanged. When the amount of the first virtual resource held by the master virtual object reaches the preset amount, the master virtual object can be controlled to consume the first virtual resource to exchange for prop accessory A through an exchange operation on prop accessory A.
[0347] The third method is to control the master virtual object to unlock and obtain the prop accessories in response to the master virtual object meeting the preset unlocking condition.
[0348] Optionally, the preset unlocking conditions include but are not limited to at least one of the following: the attribute value of the master virtual object reaches a preset unlocking threshold, the master virtual object completes a preset unlocking task, the master virtual object moves to a preset range in the virtual scene, etc., and the embodiments of the present application are not limited to this.
[0349] Illustratively, in response to the master virtual object winning a designated virtual game, the master virtual object is controlled to unlock and obtain a prop accessory.
[0350] It is worth noting that the above-mentioned method of obtaining prop accessories is only an illustrative example and is not limited to this in the embodiments of the present application.
[0351] The method provided in the embodiment of the present application enriches the situations of obtaining the consumption reduction methods by providing multiple ways to obtain prop accessories, increases the probability of using the consumption reduction methods, reduces the waste of development resources for prop accessories, and improves resource utilization.
[0352] Step 720, receiving a configuration operation for a prop accessory.
[0353] The Configure operation is used to equip a shooting gadget with gadget accessories.
[0354] Optionally, the configuration operation may be automatically triggered when a prop accessory is acquired, or may be a selection operation for a first prop accessory among at least one candidate prop accessory, etc., which is not limited in this embodiment of the present application.
[0355] In some embodiments, a shooting prop may be equipped with at least one prop accessory.
[0356] The shooting props correspond to an equipment quantity threshold of prop accessories, and the equipment quantity threshold is used to indicate the maximum number of prop accessories that can be equipped with the shooting props.
[0357] Optionally, the equipment quantity threshold may be preset by the user, or may be determined based on the attribute value of the master virtual object (such as the object level), or may be determined based on the shooting prop type, or may be determined based on the prop accessory type, which is not limited in the embodiments of the present application.
[0358] Step 730, when the exemption conditions corresponding to the prop accessories are met, control the main virtual object to use the shooting props to fire a first number of bullet elements and consume the equipped second number of bullet elements.
[0359] In some embodiments, different prop accessories correspond to different exemption conditions and consumption exemption methods.
[0360] Optionally, step 730 includes at least one of the following two situations:
[0361] The first prop accessory corresponds to the first exemption condition. When the shooting prop is equipped with the first prop accessory, if the first exemption condition is met, the main virtual object is controlled to use the shooting prop to fire a first number of bullet-like elements and consume the equipped second number of bullet-like elements.
[0362] Illustratively, taking the example of the first prop accessory including the first chip, the first chip is used to enable the shooting prop to acquire fault tolerance. After the shooting prop is equipped with the first chip, based on the fault tolerance, when there is no first virtual object hit by the shooting operation in the virtual scene, the main virtual object is controlled to use the shooting prop to fire a first number of bullet-like elements and consume zero bullet-like elements; from the time the shooting operation hits the first virtual object, the main virtual object is controlled to use the shooting prop to fire a first number of bullet-like elements and consume the first number of bullet-like elements, that is, from the time the shooting operation hits the first virtual object, the fault tolerance becomes invalid.
[0363] After the fault tolerance capability fails, bullet elements are consumed according to the number of bullet elements fired. When the bullet elements equipped in the shooting prop are consumed, it is necessary to replace the virtual magazine and re-equip the shooting prop with bullet elements. If the shooting prop has not unequipped the first chip, after the shooting prop replaces the virtual magazine, the shooting prop regains the fault tolerance capability based on the first chip.
[0364] The second prop accessory corresponds to the second exemption condition. When the shooting prop is equipped with the second prop accessory, when the second exemption condition is met, the main virtual object is controlled to fire a first number of bullet-like elements and consume attribute values or prop elements.
[0365] Illustratively, taking the example of the second prop accessory including the second chip, the second chip is used to enable the shooting prop to acquire a second ability (such as blood soaking ability), and the blood soaking ability is used to enable the shooting prop to continue to fire bullet-like elements by consuming the health of the main control virtual object when the bullet-like elements are consumed.
[0366] After the shooting prop is equipped with the second chip, when the number of bullet elements equipped in the shooting prop is zero, the main virtual object is controlled to fire a first number of bullet elements and consume health points, wherein each firing of a bullet element consumes 4 health points, and the remaining health points based on the consumption of health points by the blood soaking function are not less than 40 points. When the remaining health points are less than 44 points, firing a bullet element consumes 1 to 3 health points to make the remaining health points reach 40 points. When the remaining health points are reduced to 40 points, firing bullet elements does not consume health points.
[0367] In some embodiments, when a bullet-like element is fired and the attribute value is consumed, the attribute value of the display master virtual object is restored according to the attribute restoration rate.
[0368] Optionally, the attribute recovery rate may be a preset fixed recovery rate or a dynamically determined recovery rate.
[0369] For example, after the second chip is equipped on the shooting prop to obtain the blood soaking function, when the bullet-like elements consume health points, the health points are restored at a recovery rate of 5 points per second 3 seconds after the main virtual object stops shooting.
[0370] Among them, the threshold of the automatic recovery quantity is consistent with the amount of health points consumed by the blood soaking function.
[0371] Specifically, when the shooting operation ends, the timer is started. If the timer reaches 3 seconds, the health value is automatically restored at a recovery rate of 5 points per second. If a shooting operation is received during the recovery process, the automatic recovery is interrupted and the timer is restarted when the shooting operation ends. If no shooting operation is received during the recovery process, the health value is restored according to the recovery quantity threshold. If the timer does not reach 3 seconds, the timer continues to count. If a shooting operation is received before the timer reaches 3 seconds, the current timer is interrupted and the timer is restarted when the shooting operation ends.
[0372] The method provided in the embodiment of the present application can make the consumption reduction method based on the consumption of attribute values more continuously executed by restoring the attribute values of the master virtual object according to the attribute recovery rate after the attribute values are consumed, so that the attribute values can be used as a sustainable consumable resource to replace bullet-like elements, reduce the consumption of bullet-like elements, continuously break through the limitation of the capacity of shooting props, improve the sustainable space of shooting operations, improve the flexibility of user operations, and improve the human-computer interaction rate.
[0373] Taking the example of a dynamically determined attribute recovery rate, optionally, the attribute recovery rate is positively correlated with the damage value generated by the first number of bullet-like elements; or, the attribute recovery rate is negatively correlated with the movement speed of the master virtual object; or, the attribute recovery rate is positively correlated with the duration of the recovery process.
[0374] Illustratively, taking the example of a positive correlation between the attribute recovery rate and the damage value generated by the first number of bullet-like elements, the damage value is related to the hit situation, wherein the damage value generated by hitting the first virtual object is higher than the damage value generated by not hitting the first virtual object. For example, the damage value generated when the first virtual object is not hit is zero, or the bullet-like elements generate area damage within a preset range of the first virtual object, and the damage value corresponding to the area damage is usually smaller than the damage value generated by hitting the first virtual object; the damage value of hitting a specified part of the first virtual object (such as the head) is higher than the damage value of hitting other parts.
[0375] By determining the recovery rate based on the damage value generated by the first number of bullet-like elements, the user can be encouraged to increase the damage value of the shooting operation in order to strive for a higher recovery rate, thereby improving the effectiveness of the shooting operation and improving the efficiency of human-computer interaction.
[0376] Schematically, taking the negative correlation between the attribute recovery rate and the moving speed of the master virtual object as an example, the faster the moving speed of the master virtual object, the slower the recovery rate.
[0377] By determining the recovery rate based on the moving speed of the master virtual object, the actions of the master virtual object during the attribute value recovery process can be limited, avoiding the user's unlimited consumption and recovery of attribute values, and improving the confrontation.
[0378] Indicatively, the attribute recovery rate is positively correlated with the duration of the recovery process. When the main control virtual object shoots, the recovery process will be interrupted. The longer the duration of each recovery process, the faster the attribute recovery rate. For example, when the recovery process lasts less than 3 seconds, the attribute value is restored according to the first recovery rate. When the recovery process lasts from 3 to 5 seconds, the attribute value is restored according to the second recovery rate. When the recovery process reaches more than 5 seconds, the attribute value is restored according to the third recovery rate. Among them, the first recovery rate, the second recovery rate, and the third recovery rate are arranged from small to large.
[0379] By determining the recovery rate based on the duration of the recovery process, users can adopt different recovery strategies more flexibly. When there are more attribute values remaining, a short recovery process can be maintained and shooting operations can be continued in time. When there are fewer attribute values remaining, a longer recovery process can be used to recover as much attribute value as possible. The more attribute values are recovered, the faster the recovery speed is, which improves the flexibility of recovering attribute values.
[0380] It is worth noting that the above-mentioned method of dynamically determining the attribute recovery rate is only an illustrative example and is not limited to this in the embodiments of the present application.
[0381] The method provided in the embodiment of the present application provides a variety of dynamic determination methods for recovery rates, improves the flexibility of attribute value recovery, expands the user's policy decision space based on attribute value recovery, and improves the user experience.
[0382] In some embodiments, the virtual scene-based shooting method provided in the embodiments of the present application also includes a process of displaying element consumption identification.
[0383] If the exemption conditions are met, the element consumption indicator is displayed.
[0384] The element consumption flag is used to instruct the master virtual object to use shooting props to fire bullet-type elements in a consumption-reducing manner.
[0385] Optionally, different element consumption indicators are displayed based on different exemption conditions.
[0386] In some embodiments, based on the above first exemption condition and the second exemption condition, at least the following two situations are included:
[0387] The first one is to display the first consumption mark when the first exemption condition is met.
[0388] The first consumption indicator is used to indicate the second quantity corresponding to the current shooting operation.
[0389] Indicatively, according to the first item accessory corresponding to the first exemption condition, taking the first chip as an example, Figure 8 As shown, the virtual scene 800 includes a main virtual object 801 and a first virtual object 802. The main virtual object 801 is equipped with a shooting prop. The shooting prop is equipped with 25 bullet-like elements. In response to the shooting prop being equipped with a first chip, a first consumption mark 810 is displayed. The first consumption mark 810 is used to indicate that the shooting prop currently has a first capability (such as fault tolerance) based on the first chip.
[0390] When the main virtual object 801 is controlled based on the shooting operation to use the shooting props to fire a bullet-like element, it is determined based on the flight direction of the bullet-like element that the bullet-like element misses the first virtual object 802, and the first consumption mark 810 remains displayed. The first consumption mark 810 is used to indicate that the number of bullet-like elements currently consumed is zero.
[0391] When the main virtual object 801 is controlled based on the shooting operation to use the shooting prop to fire a bullet-like element, it is determined based on the flight direction of the bullet-like element that the bullet-like element hits the first virtual object 802, and the fault-tolerance effect fails, the first consumption mark 810 is canceled, and one bullet-like element is consumed, and the remaining 24 bullet-like elements are displayed. After the fault-tolerance effect fails, the normal consumption mode is maintained until the virtual magazine is replaced and the fault-tolerance effect is regained. In the process of canceling the display of the first consumption mark 810, the fragmentation effect of the first consumption mark 810 can be played and gradually disappears.
[0392] The second type is to display the second consumption mark when the second exemption conditions are met.
[0393] The second consumption identifier is used to indicate the consumption of the prop element or attribute value that replaces the bullet-type element.
[0394] In an illustrative manner, according to the second prop corresponding to the second exemption condition, taking the second chip as an example, Fig. 9 As shown, the virtual scene 900 includes a master virtual object 901 and a first virtual object 902. The master virtual object 901 is equipped with a shooting prop, and the shooting prop is equipped with 25 bullet-like elements, and the shooting prop is equipped with a second chip. When the bullet-like elements equipped in the shooting prop are not consumed, the master virtual object 901 is controlled based on the shooting operation to use the shooting prop to launch a first number of bullet-like elements, and consume the first number of bullet-like elements. When the bullet-like elements equipped in the shooting prop are consumed, a second consumption mark 910 is displayed based on the second chip, and the second consumption mark 910 is used to indicate the blood-soaking ability corresponding to the current second chip, and the consumption of life value. When the bullet-like elements are launched based on the shooting operation to consume the life value, the consumption of the life value is displayed based on the second consumption mark 910, and the blood-soaked prompt element 920 is displayed in the virtual scene 900. The blood-soaked prompt element 920 is a virtual decorative element superimposed on the virtual scene, which is used to prompt the current consumption attribute value of the launched bullet-like elements. After the master virtual object 901 stops shooting for 3 seconds, the health recovery status is displayed based on the second consumption indicator 910.
[0395] To sum up, the method provided in the embodiment of the present application, by acquiring prop accessories and equipping shooting props with prop accessories, enables the main control virtual object to use the reduced consumption method based on the shooting props equipped with prop accessories when the exemption conditions are met, thereby reducing the impact of the shooting prop capacity limitation on continuous shooting, improving the continuity of shooting operations, and improving the efficiency of human-computer interaction.
[0396] The method provided in the embodiment of the present application displays an element consumption mark to instruct the main control virtual object to use shooting props to fire bullet-like elements in a consumption reduction manner, and explicitly prompts the user of the current consumption reduction method to help the user analyze tactical strategies and improve user experience.
[0397] The method provided in the embodiment of the present application, by explicitly indicating different element consumption identifiers for different exemption conditions, is used to indicate different consumption exemption methods, thereby improving the flexibility of indicating consumption exemption methods, explicitly helping users to distinguish different consumption exemption methods, and improving human-computer interaction efficiency.
[0398] Next, combine Figure 10 to Figure 14 The basic principles of the shooting props and bullet elements in the embodiments of the present application are explained.
[0399] 1. The flight principle of bullet-like elements.
[0400] 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.
[0401] 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.
[0402] Pre-build the launch position [BulletSocket] and shooting target position [BulletAimTarget] of bullet-like elements.
[0403] [BulletSocket] and [BulletAimTarget] can be three-dimensional position coordinate data represented by a floating-point array, which is not limited in this embodiment of the present application.
[0404] 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.
[0405] 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. Fig.10As shown, the position of the prop port 1020 of the virtual shooting prop 1010 is considered to be [BulletSocket], that is, the position where the bullet element is created.
[0406] 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).
[0407] 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.
[0408] 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.
[0409] In some embodiments, the initial flying speed of the bullet-like element just after leaving the virtual shooting prop is a configurable value, which is different for each virtual shooting prop.
[0410] In some embodiments, the definition of the flying speed BulletInitialSpeed is shown in Table 1.
[0411] Table 1 Parameter definition of flight speed
[0412] BulletInitialSpeed int Distance unit, meaning how much distance is moved per second
[0413] 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.
[0414] In some embodiments, the parameters related to gravity are defined as shown in Table 2.
[0415] Table 2 Definition of parameters related to gravity
[0416]
[0417] 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.
[0418] In some embodiments, based on the above description, the flight process of the bullet-like element can be as follows: Fig.11 As shown. The prop port 1110 of the virtual shooting prop 1100 is used as [BulletSocket], and a bullet-like element is created, with the collision point 1120 between the ray target direction 1140 and the virtual environment as [BulletAimTarget]. Exemplarily, after leaving the virtual shooting prop, the bullet-like element is not affected by gravity within the distance range of BulletGravityDistanc, 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, and the collision point 1130 between the falling flight path and the virtual environment is used as the actual hit point of the bullet-like element.
[0419] 2. The principle of hitting the target object.
[0420] 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.
[0421] In some embodiments, taking the target object as an enemy virtual object as an example, Fig.12 and Fig.13 As shown, when the attacking bounding box 1300 of the bullet-like element collides with the hit bounding box 1200 of the enemy virtual object, it is considered that the bullet-like element hits the enemy virtual object.
[0422] 3. Damage calculation principle (calculation principle of attack value).
[0423] 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.14As shown, three parts of the target object are distinguished, which respectively represent the head 1410, the upper body 1420, and the lower body 1430. In some embodiments, when different parts of the target object are hit, different damages are generated, that is, different attack values.
[0424] In an illustrative manner, the execution logic of the shooting method based on a virtual scene provided in the embodiment of the present application is introduced in combination with the above basic principles. Fig.15 , Fig.15 is a logic flow chart of a consumption reduction method provided by an exemplary embodiment of the present application, such as Fig.15 As shown, the method includes a consumption reduction method acquisition process 1510 and a consumption process. The embodiment of the present application takes the acquisition of a consumption reduction method by equipping an item accessory (such as a functional chip) as an example, and specifically takes the first chip and the second chip as examples for explanation. The consumption reduction process includes a first consumption process 1521 and a second consumption process 1522 based on the first chip and the second chip.
[0425] In the process 1510 of obtaining the consumption reduction method, the player enters the game and obtains shooting prop A, directly obtains the function chip by exploring and picking up in the virtual scene, or redeems the function chip by collecting virtual resources; equips the function chip to shooting prop A, and shooting prop A obtains the modification of the bullet quantity logic by the function chip. If the player replaces other function chips to shooting prop A, the original function chip is removed and the effect is invalid. If the player uses the equipped shooting prop A to perform shooting, the consumption process is entered.
[0426] During the consumption process, the type of the functional chip is first determined. If the functional chip is the second chip, the second consumption process 1522 is entered; if the functional chip is the first chip, the first consumption process 1521 is entered.
[0427] In the second consumption process 1522, it is determined whether the number of bullet-type elements in the current magazine is greater than zero.
[0428] If so, the normal number of bullet elements will be deducted according to the default bullet replacement principle of the shooting prop, and the normal shooting of the bullet will be carried out according to the basic bullet flight principle and the target hitting principle.
[0429] If not, the automatic reloading state will not be entered, and the bullet will be fired normally according to the principle of bullet flight and hitting the target, and the bullet elements equipped in the shooting props will not be deducted. Determine whether the health value is greater than or equal to 44. If so, deduct 4 health points. If not, control the health value to 40 points. Start timing at the end of the shooting operation, and determine whether the timing reaches 3 seconds. If the timing reaches 3 seconds, the health value is restored at a rate of 5 points per second; if the timing does not reach 3 seconds, determine whether to perform the shooting operation. If the shooting operation is not performed, the timing continues. If the shooting operation is performed, the timing is interrupted and restarted at the end of the shooting operation.
[0430] When restoring health points, determine whether to perform a shooting operation. If no shooting operation is performed, the health points will continue to be restored at a rate of 5 points per second, and the total amount restored will be the same as the health points consumed based on the second chip. If a shooting operation is performed, the automatic health point recovery will be interrupted and the timer will be reset when the shooting operation ends.
[0431] In the first consumption process 1521, the normal shooting of the bullet element is executed according to the basic bullet flight principle and the target hitting principle to determine whether the attack collision box of the bullet element hits the target.
[0432] If the attack box of the bullet element hits the target, it is determined whether the number of bullet elements in the current magazine is greater than zero. If it is greater than zero, the fault tolerance effect is invalid and the normal bullet element consumption logic is executed (each time a bullet element is fired, 1 bullet element is consumed); if it is not greater than zero, the virtual magazine is replaced according to the default reloading principle, and the fault tolerance effect is restored after the reloading is successful.
[0433] If the attack box of a bullet element does not hit the target, the fault tolerance effect takes effect, and the bullet element is not consumed when firing this shooting operation.
[0434] Among them, the shooting prop parameter settings for the second chip are as follows: Fig.16 As shown, in the parameter configuration control 1600, the life value deducted by firing a unit number of bullet-like elements, the minimum life value based on the second chip, the interval for automatically restoring the life value after stopping shooting, the recovery rate of automatically restoring the life value, etc. can be pre-set.
[0435] In summary, the method provided by the embodiment of the present application can adapt to the consumption mode of various shooting props by providing prop accessories upgrades. For example, when using the second chip, the bullets can be used up and then the health points can be consumed to perform shooting, so that the user can make a game strategy based on the recovery and consumption of their own health points, the enemy's health points and other information, and choose the shooting time; using the first chip, you can shoot and test at will when the bullets do not hit the target, taking into account the role of information collection during the battle, which can help determine the game strategy.
[0436] In some embodiments, due to the limitation of the capacity of shooting props, the player cannot shoot for a long time and must obtain the next round of shooting opportunities by changing bullets. Based on this limitation, the player who has used up all the bullets can only change bullets and watch the other party defeat him. This leads to serious negative feedback, lack of game space between users, and poor user experience. The method provided in the embodiments of the present application breaks through the limitation of the capacity of shooting props, increases the game space between users, and improves the user experience.
[0437] In some embodiments, making shooting props with large magazine ammunition capacity is not universal (i.e., it is impossible for all shooting props to have large magazine ammunition capacity). At the same time, shooting props with large magazine capacity often have balance problems. The method provided in the embodiment of the present application provides prop accessories suitable for various shooting props, and the consumption mode of upgrading shooting props by equipping prop accessories has high universality. After the shooting props are equipped with prop accessories, other prop accessories can also be replaced, with high degree of freedom and high flexibility in switching between various consumption modes.
[0438] Fig.17 is a structural block diagram of a shooting device based on a virtual scene provided by an exemplary embodiment of the present application. Fig.17 As shown, the device includes the following parts:
[0439] The control module 1710 is used to control a master virtual object in a virtual scene, wherein the master virtual object is equipped with a shooting prop, and the shooting prop is equipped with a bullet element;
[0440] The receiving module 1720 is used to receive a shooting operation using the shooting prop, wherein the shooting operation is used to instruct to fire the bullet-like element in the virtual scene;
[0441] The control module 1710 is further used to control the master virtual object to use the shooting prop to fire a first number of bullet elements and consume a second number of bullet elements that have been equipped, if the exemption conditions are met;
[0442] Among them, the first quantity is greater than the second quantity, and the exemption condition is used to determine the exemption consumption method of the bullet element.
[0443] Please refer to Fig.18 , Fig.18 is a structural block diagram of a shooting device module based on a virtual scene provided by an exemplary embodiment of the present application. Fig.18 As shown, in some embodiments, the control module 1710 includes:
[0444] The first control unit 1711 is used to control the master virtual object to use the shooting prop to fire the first number of bullet elements and consume the equipped second number of bullet elements when the first exemption condition is met;
[0445] The second control unit 1712 is used to control the master virtual object to fire the first number of bullet-like elements and consume attribute values or prop elements when the second exemption condition is met, and the attribute value is the object attribute data of the master virtual object.
[0446] In some embodiments, the first control unit 1711 is further used to control the master virtual object to use the shooting prop to fire the first number of bullet-like elements and consume zero number of bullet-like elements.
[0447] In some embodiments, the first control unit 1711 is also used to control the master virtual object to use the shooting prop to fire the first number of bullet-like elements, and consume the equipped second number of bullet-like elements according to a preset reduction ratio, and the first number and the second number have a proportional relationship that conforms to the preset reduction ratio.
[0448] In some embodiments, the first control unit 1711 is also used to control the master virtual object to use the shooting prop to fire the first number of bullet-like elements, and consume the equipped second number of bullet-like elements according to a dynamic reduction frequency, and the dynamic reduction frequency is used to dynamically determine the number of bullet-like elements fired when one bullet-like element is consumed.
[0449] In some embodiments, the second control unit 1712 is further used to control the master virtual object to fire the first number of bullet-like elements, and consume the attribute value according to a first conversion ratio between the bullet-like elements and the attribute value.
[0450] In some embodiments, there is a corresponding relationship between the first conversion ratio and the remaining attribute value of the master virtual object; or,
[0451] There is a corresponding relationship between the first conversion ratio and the hit rate of the fired bullet-like element; or,
[0452] There is a corresponding relationship between the first conversion ratio and the hit position of the fired bullet-like element.
[0453] In some embodiments, the second control unit 1712 is further configured to:
[0454] When the remaining attribute value of the master virtual object decreases to a preset attribute value threshold, locking the attribute value of the master virtual object;
[0455] The master virtual object is controlled to continue firing the bullet-like elements, and the attribute value consumed is zero.
[0456] In some embodiments, the second control unit 1712 is further used to control the master virtual object to fire the first number of bullet-like elements, and consume the prop elements according to a second conversion ratio between the bullet-like elements and the prop elements.
[0457] In some embodiments, there is a corresponding relationship between the second conversion ratio and the element type of the prop element; or,
[0458] The second conversion ratio corresponds to the hit rate of the fired bullet-like element; or,
[0459] The second conversion ratio corresponds to the hit position of the fired bullet-like element.
[0460] In some embodiments, the exemption condition is related to at least one of the shooting operation, the shooting prop, and the master virtual object.
[0461] In some embodiments, the first exemption condition includes at least one of the following:
[0462] There is no first virtual object hit by the shooting operation in the virtual scene;
[0463] The shooting operation is within a preset time period;
[0464] within a preset time after the shooting operation hits the second virtual object;
[0465] The attribute value of the master virtual object is less than a preset first attribute value threshold.
[0466] In some embodiments, the control module 1710 is also used to control the master virtual object to use shooting props to fire the first number of bullet-like elements and consume the equipped third number of bullet-like elements after the first exemption condition is satisfied, and the third number is greater than or equal to the first number.
[0467] In some embodiments, the difference between the second number and the first number is positively correlated with the preset multiple.
[0468] In some embodiments, the second exemption condition includes at least one of the following:
[0469] The number of bullet elements equipped in the shooting prop is zero;
[0470] The attribute value of the master virtual object is greater than a preset second attribute value threshold;
[0471] The number of the prop elements is greater than a preset number threshold;
[0472] The attribute value of the master virtual object is less than the second attribute value threshold, and an activation operation of the prop element is received;
[0473] The shooting operation is within a preset time period.
[0474] In some embodiments, the apparatus further comprises:
[0475] The display module 1730 is used to display the attribute value of the master virtual object restored according to the attribute recovery rate when the bullet-like element is fired and the attribute value is consumed.
[0476] In some embodiments, the attribute recovery rate is positively correlated with the damage value generated by the first number of bullet-like elements; or,
[0477] The attribute recovery rate is negatively correlated with the moving speed of the master virtual object; or,
[0478] The attribute recovery rate is positively correlated with the duration of the recovery process.
[0479] In some embodiments, the control module 1710 is further used to control the master virtual object to obtain prop accessories in the virtual scene, and the prop accessories are used to provide the master virtual object with a consumption reduction method for the bullet element;
[0480] The receiving module 1720 is further used to receive a configuration operation for the prop accessory, wherein the configuration operation is used to equip the shooting prop with the prop accessory;
[0481] The control module 1710 is also used to control the master virtual object to use the shooting prop to fire a first number of bullet elements and consume a second number of bullet elements that have been equipped when the exemption conditions corresponding to the prop accessories are met.
[0482] In some embodiments, the control module 1710 further includes an acquisition unit 1713, which is used to:
[0483] In response to receiving a pick-up operation for the prop accessory in the virtual scene, controlling the master virtual object to obtain the prop accessory in the virtual scene; or,
[0484] In response to receiving an exchange operation for the prop accessory, controlling the master virtual object to consume the first virtual resource to exchange for the prop accessory; or,
[0485] In response to the master virtual object meeting a preset unlocking condition, the master virtual object is controlled to unlock to obtain the prop accessory.
[0486] In some embodiments, the display module 1730 is further used to display an element consumption mark when the exemption conditions are met, and the element consumption mark is used to instruct the master virtual object to use the shooting prop to fire the bullet-type element in the consumption reduction manner.
[0487] In some embodiments, the display module 1730 includes:
[0488] A first display unit 1731 is used to display a first consumption mark when the first exemption condition is met, where the first consumption mark is used to indicate the second quantity corresponding to the current shooting operation;
[0489] The second display unit 1732 is used to display a second consumption mark when the second exemption condition is met, and the second consumption mark is used to indicate the consumption of the prop element or attribute value that replaces the bullet element.
[0490] To sum up, the device provided in the embodiment of the present application, based on the exemption conditions, allows players to reduce the bullet elements consumed by firing bullet elements when the exemption conditions are met, so as to reduce the restrictions on shooting operations caused by the capacity of shooting props, provide players with operating space for continuous shooting, improve the flexibility of shooting operations, and enable players to more flexibly adopt various tactical strategies based on the feasibility of continuous shooting, reduce the more cumbersome operating procedures such as frequent magazine replacement due to magazine capacity limitations, improve the continuity of shooting operations, and improve human-computer interaction efficiency.
[0491] It should be noted that the virtual scene-based shooting device provided in the above embodiment is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above.
[0492] Fig.19 The structure block diagram of a terminal 1900 provided by an exemplary embodiment of the present application is shown. The terminal 1900 may be: a smart phone, a tablet computer, an MP3 player, an MP4 player, a notebook computer or a desktop computer. The terminal 1900 may also be called a user equipment, a portable terminal, a laptop terminal, a desktop terminal or other names.
[0493] Typically, the terminal 1900 includes: a processor 1901 and a memory 1902 .
[0494] The processor 1901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1901 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), and programmable logic array (PLA). The processor 1901 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 central processing unit (CPU); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1901 may be integrated with a graphics processing unit (GPU), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1901 may also include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.
[0495] The memory 1902 may include one or more computer-readable storage media, which may be non-transitory. The memory 1902 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 1902 is used to store at least one instruction, which is used to be executed by the processor 1901 to implement the shooting method based on the virtual scene provided in the method embodiment of the present application.
[0496] In some embodiments, the terminal 1900 further includes some other components 1903, and the type and quantity of the other components 1903 can be selected based on the functional requirements of the terminal 1900. Those skilled in the art will appreciate that Fig.19 The structure shown in the figure does not constitute a limitation on the terminal 1900, and the terminal 1900 may include more or less components than those shown in the figure, or combine some components, or adopt a different component arrangement.
[0497] The embodiment of the present application also provides a computer device, which can be implemented as follows: Figure 1The computer device includes a processor and a memory, wherein at least one instruction, at least one program, code set or instruction set is stored in the memory, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by the processor to implement the shooting method based on the virtual scene provided by the above-mentioned method embodiments.
[0498] An embodiment of the present application also provides a computer-readable storage medium, on which is stored at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the virtual scene-based shooting method provided in the above-mentioned method embodiments.
[0499] The embodiments of the present application also provide a computer program product or a computer program, which includes a computer instruction stored in a computer-readable storage medium. The processor of the computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the shooting method based on the virtual scene provided by the above-mentioned method embodiments.
[0500] Optionally, the computer readable storage medium may include: Read Only Memory (ROM), Random Access Memory (RAM), Solid State Drives (SSD) or optical disks, etc. Among them, the random access memory may include resistance random access memory (ReRAM) and dynamic random access memory (DRAM). The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.
[0501] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.
[0502] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A shooting method based on a virtual scene, characterized in that: The method comprises: Controlling a master virtual object in a virtual scene, wherein the master virtual object is equipped with a shooting prop, and the shooting prop is equipped with a bullet element; receiving a shooting operation using the shooting prop, wherein the shooting operation is used to instruct to fire the bullet-like element in the virtual scene; When the exemption conditions are met, controlling the master virtual object to use the shooting prop to fire a first number of bullet elements and consume a second number of bullet elements that have been equipped; Among them, the first quantity is greater than the second quantity, and the exemption condition is used to determine the exemption consumption method of the bullet element.
2. The method according to claim 1, characterized in that When the exemption condition is met, controlling the master virtual object to use the shooting prop to fire a first number of bullet elements and consume the equipped second number of bullet elements includes at least one of the following: When the first exemption condition is met, controlling the master virtual object to use the shooting prop to fire the first number of bullet elements and consume the equipped second number of bullet elements; When the second exemption condition is met, the master virtual object is controlled to fire the first number of bullet-like elements and consume attribute values or prop elements, where the attribute values are object attribute data of the master virtual object.
3. The method according to claim 2, characterized in that The controlling the master virtual object to use the shooting prop to fire the first number of bullet-like elements and consume the second number of bullet-like elements that have been equipped includes: The master virtual object is controlled to use the shooting prop to fire the first number of bullet-like elements and consume zero number of bullet-like elements.
4. The method according to claim 2, characterized in that: The controlling the master virtual object to use the shooting prop to fire the first number of bullet-like elements and consume the second number of bullet-like elements that have been equipped includes: The master virtual object is controlled to use the shooting prop to fire the first number of bullet-like elements, and consume the second number of bullet-like elements that have been equipped according to a preset reduction ratio, and the first number and the second number have a proportional relationship that conforms to the preset reduction ratio.
5. The method according to claim 2, characterized in that: The controlling the master virtual object to use the shooting prop to fire the first number of bullet-like elements and consume the second number of bullet-like elements that have been equipped includes: Control the master virtual object to use the shooting prop to fire the first number of bullet-like elements, and consume the equipped second number of bullet-like elements according to a dynamic reduction frequency, wherein the dynamic reduction frequency is used to dynamically determine the number of bullet-like elements fired when one bullet-like element is consumed.
6. The method according to claim 2, characterized in that The controlling the master virtual object to fire the first number of bullet-like elements and consuming attribute values or prop elements includes: The master virtual object is controlled to launch the first number of bullet-like elements, and the attribute value is consumed according to a first conversion ratio between the bullet-like elements and the attribute value.
7. The method according to claim 6, characterized in that There is a corresponding relationship between the first conversion ratio and the remaining attribute value of the master virtual object; or, There is a corresponding relationship between the first conversion ratio and the hit rate of the fired bullet-like element; or, There is a corresponding relationship between the first conversion ratio and the hit position of the fired bullet-like element.
8. The method according to claim 6, characterized in that The method further comprises: When the remaining attribute value of the master virtual object decreases to a preset attribute value threshold, locking the attribute value of the master virtual object; The master virtual object is controlled to continue firing the bullet-like elements, and the attribute value consumed is zero.
9. The method according to claim 2, characterized in that: The controlling the master virtual object to fire the first number of bullet-like elements and consuming attribute values or prop elements includes: The master virtual object is controlled to fire the first number of bullet-like elements, and the prop elements are consumed according to a second conversion ratio between the bullet-like elements and the prop elements.
10. The method according to claim 9, characterized in that There is a corresponding relationship between the second conversion ratio and the element type of the prop element; or, The second conversion ratio corresponds to the hit rate of the fired bullet-like element; or, The second conversion ratio corresponds to the hit position of the fired bullet-like element.
11. The method according to any one of claims 1 to 10, characterized in that: The exemption condition is related to at least one of the shooting operation, the shooting prop, and the master virtual object.
12. The method according to any one of claims 2 to 5, characterized in that: The first exemption condition includes at least one of the following: There is no first virtual object hit by the shooting operation in the virtual scene; The shooting operation is within a preset time period; within a preset time after the shooting operation hits the second virtual object; The attribute value of the master virtual object is less than a preset first attribute value threshold.
13. The method according to any one of claims 2 to 5, characterized in that: After the master virtual object is controlled to use the shooting prop to fire the first number of bullet elements and consume the equipped second number of bullet elements when the first exemption condition is met, the method further includes: After the first exemption condition is finally satisfied, the master virtual object is controlled to use a shooting prop to fire the first number of bullet-like elements and consume a third number of bullet-like elements that have been equipped, and the third number is greater than or equal to the first number.
14. The method according to claim 13, characterized in that The third number is a preset multiple of the first number; The difference between the second number and the first number is positively correlated with the preset multiple.
15. The method according to any one of claims 2, 6-10, characterized in that: The second exemption condition includes at least one of the following: The number of bullet elements equipped in the shooting prop is zero; The attribute value of the master virtual object is greater than a preset second attribute value threshold; The number of the prop elements is greater than a preset number threshold; The attribute value of the master virtual object is less than the second attribute value threshold, and an activation operation of the prop element is received; The shooting operation is within a preset time period.
16. The method according to any one of claims 2, 6-10, characterized in that: After controlling the master virtual object to fire the first number of bullet elements and consume attribute values or prop elements when the second exemption condition is met, the method further includes: When the bullet-like element is fired and the attribute value is consumed, the attribute value of the master virtual object is displayed and restored according to the attribute recovery rate.
17. The method according to claim 16, characterized in that The attribute recovery rate is positively correlated with the damage value generated by the first number of bullet-like elements; or, The attribute recovery rate is negatively correlated with the moving speed of the master virtual object; or, The attribute recovery rate is positively correlated with the duration of the recovery process.
18. The method according to any one of claims 1 to 10, characterized in that: The method further comprises: Controlling the master virtual object to obtain prop accessories in the virtual scene, wherein the prop accessories are used to provide the master virtual object with a consumption reduction method for the bullet element; receiving a configuration operation for the prop accessory, wherein the configuration operation is used to equip the shooting prop with the prop accessory; When the exemption condition is met, controlling the master virtual object to use the shooting prop to fire a first number of bullet elements and consume a second number of bullet elements that have been equipped includes: When the exemption conditions corresponding to the prop accessories are met, the master virtual object is controlled to use the shooting prop to fire a first number of bullet elements and consume a second number of bullet elements that have been equipped.
19. The method according to claim 18, characterized in that The controlling the master virtual object to obtain prop accessories in the virtual scene includes: In response to receiving a pick-up operation for the prop accessory in the virtual scene, controlling the master virtual object to obtain the prop accessory in the virtual scene; or, In response to receiving an exchange operation for the prop accessory, controlling the master virtual object to consume the first virtual resource to exchange for the prop accessory; or, In response to the master virtual object meeting a preset unlocking condition, the master virtual object is controlled to unlock to obtain the prop accessory.
20. The method according to any one of claims 1 to 10, characterized in that: The method further comprises: When the exemption conditions are met, an element consumption mark is displayed, and the element consumption mark is used to instruct the master virtual object to use the shooting prop to launch the bullet-type element in the consumption reduction manner.
21. The method according to claim 20, characterized in that When the shooting operation meets the element consumption condition, displaying the element consumption mark includes: When the first exemption condition is met, a first consumption indicator is displayed, where the first consumption indicator is used to indicate the second quantity corresponding to the current shooting operation; When the second exemption condition is met, a second consumption mark is displayed, and the second consumption mark is used to indicate the consumption of the prop element or attribute value that replaces the bullet element.
22. A shooting device based on a virtual scene, characterized in that: The device comprises: A control module, used to control a master virtual object in a virtual scene, wherein the master virtual object is equipped with a shooting prop, and the shooting prop is equipped with a bullet element; A receiving module, used for receiving a shooting operation using the shooting prop, wherein the shooting operation is used for instructing to fire the bullet-like element in the virtual scene; The control module is further used to control the master virtual object to use the shooting prop to fire a first number of bullet elements and consume a second number of bullet elements that have been equipped, if the exemption conditions are met; Among them, the first quantity is greater than the second quantity, and the exemption condition is used to determine the exemption consumption method of the bullet element.
23. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the virtual scene-based shooting method as described in any one of claims 1-21.
24. A computer-readable storage medium, characterized in that: The storage medium stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the virtual scene-based shooting method as described in any one of claims 1-21.
25. A computer program product, characterized in that It comprises a computer program, which, when executed by a processor, implements a shooting method based on a virtual scene as described in any one of claims 1-21.
Citation Information
Cited By
Virtual scene-based shooting method and apparatus, device, storage medium, and product
WO2026056560A1