Object interaction method and device in virtual scene, equipment, medium and product
Lock the first active part of the first active object in the virtual scene through the part lock operation, and display the part with highlighted features, solving the problem of the limitation of the automatic locking method of virtual objects in the prior art, improving interaction efficiency and accuracy sex.
Patent Information
- Application Number
- CN202411464519.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-18
- Publication Date
- 2025-02-14
AI Technical Summary
In the prior art, the method of automatically locking virtual objects is relatively limited, which makes it difficult for players to flexibly adjust their combat strategies, which can easily lead to invalid attacks or incorrect attacks, and reduces the efficiency of human-computer interaction.
Quickly lock the first active part of the first active object in the virtual scene through the part lock operation, and display the part with highlighted features, allowing players to efficiently control the main control virtual object and the first active part based on the highlighted features, and use the highlighted features to efficiently control the main control virtual object and the first active part. interactive process.
It improves the interaction efficiency and interaction accuracy in virtual scenes, helps players to control virtual objects more effectively, avoid invalid or incorrect interactions, and reduces operational complexity.
Smart Images

Figure CN119425081A_ABST
Abstract
Description
Technical Field
[0001] Embodiments of the present application relate to the field of virtual environments, and in particular, to a method, device, equipment, medium, and product for object interaction in a virtual scene. Background Art
[0002] In current game applications, players can control the main virtual object to move and attack other virtual objects in a virtual game.
[0003] In the related art, when a player controls a main virtual object to participate in a virtual game, an object locking function is sometimes provided to the player to automatically lock the virtual object. If the player triggers the object locking function, the terminal will automatically lock the nearest virtual object according to the location of the main virtual object, so that the virtual object can be attacked in a targeted manner.
[0004] The above-mentioned method of automatically locking virtual objects is rather limited, which is not conducive to players to flexibly adjust combat strategies and is prone to problems such as invalid attacks or erroneous attacks, thus reducing the efficiency of human-computer interaction to a certain extent. Summary of the invention
[0005] The embodiment of the present application provides an object interaction method, device, equipment, medium and program product in a virtual scene, which uses a part locking operation to quickly lock a first active part of a first active object, so that the player can efficiently control the interaction process between the main virtual object and the first active part based on the highlighted display feature, thereby improving the interaction efficiency and interaction accuracy. The technical solution is as follows.
[0006] In one aspect, a method for object interaction in a virtual scene is provided, the method comprising:
[0007] Display at least one virtual active object in the virtual scene, wherein the virtual scene also includes a master virtual object;
[0008] receiving a part locking operation, wherein the part locking operation is used to lock an interaction part when a first active object among the at least one virtual active object interacts with the master virtual object;
[0009] In response to the part locking operation, based on the part distribution of multiple object active parts included in the first active object, the first active part among the multiple object active parts is automatically locked and the first active part is displayed with a highlighted feature, and the first active part is the interaction target part when the main control virtual object interacts with the first active object.
[0010] In another aspect, a device for object interaction in a virtual scene is provided, the device comprising:
[0011] A display module, used to display at least one virtual active object in the virtual scene, wherein the virtual scene also includes a master virtual object;
[0012] A receiving module, used for receiving a part locking operation, wherein the part locking operation is used for locking an interaction part when a first active object among the at least one virtual active object interacts with the master virtual object;
[0013] The display module is also used to respond to the part locking operation, based on the part distribution of multiple object active parts included in the first active object, automatically lock the first active part among the multiple object active parts and display the first active part with a highlighted display feature, wherein the first active part is the interaction target part when the main control virtual object interacts with the first active object.
[0014] In an optional embodiment, the display module is also used to respond to the part locking operation, take a default object active part among the multiple object active parts included in the first active object as the first active part, automatically lock the first active part and display the first active part with the highlight display feature; the default object active part is the object active part that is locked by default after the first active object is selected.
[0015] In an optional embodiment, the display module is also used to respond to the part locking operation, take at least one object active part among the multiple object active parts included in the first active object that is closest to the main control virtual object as the first active part, automatically lock the first active part, and display the first active part with the highlight display feature.
[0016] In an optional embodiment, the display module is also used to display the first active part on the first active object with the highlighted display effect, and to display other active parts on the first active object with a default display effect; or, to display the first active part on the first active object with a size magnification effect, and to display the other active parts on the first active object with a default size effect.
[0017] In an optional embodiment, the display module is also used to respond to receiving a part change operation, lock a second active part among the multiple object active parts based on the part change operation, and display the second active part with a highlighted feature, wherein the second active part is the interactive target part when the main control virtual object interacts with the first active object after the change.
[0018] In an optional embodiment, the display module is also used to display multiple part identifications when the part locking operation is received, and the multiple part identifications correspond one-to-one to the multiple object active parts on the first active object; in response to receiving a selection operation for a first part identification among the multiple part identifications as the part change operation, lock the second active part among the multiple object active parts, and display the second active part on the first active object with the highlight display feature, the second active part corresponding to the first part identification.
[0019] In an optional embodiment, the display module is also used to, in response to receiving a first selection operation for the first part identifier among the multiple part identifiers as the part change operation, cancel the lock on the first active part and lock the second active part; display the first active part with a default display feature on the first active object, and display the second active part with the highlight feature, the first selection operation being used to switch the locked first active part to the second active part; or, in response to receiving a second selection operation for the first part identifier among the multiple part identifiers as the part change operation, additionally lock the second active part; display the first active part and the second active part with the highlight feature on the first active object, the second selection operation being used to additionally lock the second active part while locking the first active part.
[0020] In an optional embodiment, the display module is also used to display an identification wheel when the part locking operation is received, the identification wheel including the multiple part identifications, and the regional distribution of the multiple part identifications on the identification wheel is determined based on the part distribution of the multiple object active parts relative to the virtual active object; or, when the part locking operation is received, expand and display an identification list, the identification list including the multiple part identifications.
[0021] In an optional embodiment, the display module is also used to display the multiple part identifications based on the interaction status of the multiple object active parts when the part locking operation is received, the interaction status is used to indicate the state in which the object active part establishes a locking association relationship with the master virtual object, and the locking association relationship is used to characterize the situation in which the master virtual object locks the object active part; wherein, the part identification corresponding to the object active part in a first interaction state is displayed in a first style, and the part identification corresponding to the object active part in a second interaction state is displayed in a second style, the first interaction state is used to characterize that the master virtual object can establish the locking association relationship with the object active part, and the second interaction state is used to characterize that the master virtual object cannot establish the locking association relationship with the object active part, and the first style and the second style are different.
[0022] In an optional embodiment, the display module is further used to display the first part identifier corresponding to the second active part in a third style when the master virtual object locks the second active part, and the third style is different from the first style and the second style.
[0023] In an optional embodiment, the display module is also used to display a third active part on the second active object with the highlighted display feature in response to receiving a first part locking operation when there are multiple virtual active objects within a preset interaction range corresponding to the master virtual object; the first part locking operation is used to switch the locked virtual active object, the third active part is the interaction target part when the master virtual object interacts with the second active object, the multiple virtual active objects include the second active object and the first active object, and a first relative distance between the first active object and the master virtual object is less than a second relative distance between the second active object and the master virtual object.
[0024] In an optional embodiment, the display module is further used to display the first active part with the default display feature on the first active object in response to receiving the first part locking operation, and to display the third active part with the highlight display feature on the second active object.
[0025] In an optional embodiment, the display module is also used to cancel the display of the highlight feature in response to receiving the n+1th first part locking operation when there are n virtual active objects within the preset interaction range corresponding to the main virtual object, the first part locking operation being used to switch the locked virtual active object, and n is a positive integer.
[0026] In an optional embodiment, the display module is further used to display the first active part with a default display feature in response to receiving a lock cancellation operation, and the lock cancellation operation is used to cancel the lock association relationship between the master virtual object and the object active part.
[0027] In an optional embodiment, the display module is also used to display the first active part with the default display feature in response to receiving a sliding operation to a lock cancellation area on the identification wheel as the lock cancellation operation when displaying the identification wheel based on the part locking operation; the lock cancellation area is an area on the identification wheel used to cancel the lock of the active part of the object.
[0028] In an optional embodiment, the display module is also used to receive a control trigger operation for a part locking control as the part locking operation; wherein, when the master virtual object does not lock the active part of the object, the part locking control is displayed in a first control display style.
[0029] In an optional embodiment, the display module is also used to display the part locking control in a second control display style when the master virtual object locks the active part of the object, and the first control display style and the second control display style are different; wherein, when the master virtual object locks the first active part, the second control display style includes a second part identifier corresponding to the first active part.
[0030] In an optional embodiment, the display module is also used to, in response to receiving a second part locking operation, automatically lock a first active part among the multiple object active parts and display the first active part with a first highlight display feature based on the part distribution of the multiple object active parts included in the first active object; indicate the first active part in response to the end moment of the second part locking operation, and display the first active part with a second highlight display feature; or, indicate a fourth active part in response to the end moment of the second part locking operation, and display the fourth active part with a second highlight display feature.
[0031] In an optional embodiment, the multiple active parts of the object include at least one of a virtual torso part, a virtual head part, a virtual tail part, a virtual left arm part, a virtual right arm part, a virtual left leg part, a virtual right leg part, a virtual left wing part, and a virtual right wing part.
[0032] In an optional embodiment, the display module is also used to respond to receiving a symmetrical part switching operation for the first active part, and when there is a fifth active part with a part symmetrical relationship with the first active part, display the fifth active part with the highlighted display feature; the part symmetrical relationship includes at least one of the following: the symmetrical relationship between the virtual head part and the virtual tail part, the symmetrical relationship between the virtual left arm part and the virtual right arm part, the symmetrical relationship between the virtual left leg part and the virtual right leg part, and the symmetrical relationship between the virtual left wing part and the virtual right wing part.
[0033] In an optional embodiment, the receiving module is also used to receive interactive operations for controlling the master virtual object to perform interactions in the virtual game, wherein the interactive operations include at least one of attack operations, defense operations, treatment operations, and movement accompanying operations, and the interactive operations are used to adjust the part attributes of the first active part; in response to the interactive operations, the master virtual object is controlled to perform interactions with the first active part according to a locking association relationship, and the locking association relationship is used to characterize the situation in which the master virtual object locks the first active part.
[0034] 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 the object interaction method in a virtual scene as described in any of the above-mentioned embodiments of the present application.
[0035] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, a code set or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the object interaction method in a virtual scene as described in any of the above-mentioned embodiments of the present application.
[0036] 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 the object interaction method in a virtual scene described in any of the above embodiments.
[0037] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:
[0038] In the case where there are virtual active objects in the virtual scene, if a part locking operation is received, the part distribution of multiple object active parts of the first active object interacting with the main control virtual object is analyzed, so as to lock the first active part of the first active object and display it with a highlighted feature. With the help of the part locking operation, not only can the first active object be quickly determined from at least one virtual active object, but also the first active part of the first active object can be quickly locked based on the part distribution, so that the player can efficiently control the interaction process between the main control virtual object and the first active part based on the highlighted feature, improve the interaction efficiency and interaction accuracy, help improve the interaction targeting of the main control virtual object for the first active part, avoid invalid interaction or erroneous interaction, and reduce the player's operation complexity, while improving the efficiency of human-computer interaction, avoiding invalid data processing problems, and improving data processing efficiency and processing accuracy. BRIEF DESCRIPTION OF THE DRAWINGS
[0039] 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.
[0040] Figure 1 is a structural block diagram of an electronic device provided by an exemplary embodiment of the present application;
[0041] Figure 2 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;
[0042] Figure 3 is a flow chart of a method for object interaction in a virtual scene provided by an exemplary embodiment of the present application;
[0043] Figure 4 is a flow chart of a method for object interaction in a virtual scene provided by another exemplary embodiment of the present application;
[0044] Figure 5 is a schematic diagram of an interface of a virtual scene provided by an exemplary embodiment of the present application;
[0045] Figure 6 is a schematic diagram of a part locking control provided by an exemplary embodiment of the present application with different control display styles;
[0046] Figure 7 is a schematic diagram of an interface of a part-locking control showing a second control display style provided by an exemplary embodiment of the present application;
[0047] Figure 8is a flow chart of switching and locking the third active part provided by an exemplary embodiment of the present application;
[0048] Fig. 9 is a schematic diagram of an interface for switching and locking a second object part provided by an exemplary embodiment of the present application;
[0049] Fig.10 is a flow chart of locking a third object part based on a part identifier provided by an exemplary embodiment of the present application;
[0050] Fig.11 is a schematic diagram of multiple part identifications provided by an exemplary embodiment of the present application;
[0051] Fig.12 is a schematic diagram of an interface displaying a logo wheel provided by an exemplary embodiment of the present application;
[0052] Fig.13 is a schematic diagram of performing a selection operation based on a logo wheel provided by an exemplary embodiment of the present application;
[0053] Fig.14 is a schematic diagram of multiple part identifications provided by an exemplary embodiment of the present application;
[0054] Fig.15 is a schematic diagram of an interface for selecting an object part based on a part identifier provided by an exemplary embodiment of the present application;
[0055] Fig.16 is a schematic diagram of locking a first object portion provided by yet another exemplary embodiment of the present application;
[0056] Fig.17 is a flow chart of a method for object interaction in a virtual scene provided by another exemplary embodiment of the present application;
[0057] Fig.18 is a schematic diagram of a lock canceling operation provided by an exemplary embodiment of the present application;
[0058] Fig.19 is a schematic diagram of an invalid operation provided by an exemplary embodiment of the present application;
[0059] Fig. 20 is a schematic diagram of an interface for locking a virtual head part provided by an exemplary embodiment of the present application;
[0060] Fig.21 is a flow chart of an interaction between a master virtual object and a first object part provided by an exemplary embodiment of the present application;
[0061] Fig. 22 is a schematic flow chart of locking an object part provided by an exemplary embodiment of the present application;
[0062] Fig.23 are three schematic representations of the process of locking an object part provided by an exemplary embodiment of the present application;
[0063] Fig.24 is a structural block diagram of an object interaction device in a virtual scene provided by an exemplary embodiment of the present application;
[0064] Fig.25 It is a structural block diagram of a terminal provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0065] 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.
[0066] First, a brief introduction is given to the terms involved in the embodiments of the present application.
[0067] Virtual scene: a virtual scene displayed (or provided) when an application is running on a terminal. The virtual scene can be a simulation of a real scene, a semi-simulation and semi-fictitious scene, or a purely fictitious scene. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene, and this application does not limit this. The following embodiments are illustrated by taking a three-dimensional virtual scene as an example.
[0068] Virtual model: a model used to simulate a real scene in a virtual scene. Exemplarily, a virtual model occupies a certain volume in a virtual scene. Exemplarily, virtual models include: terrain models, building models, animal and plant models, virtual prop models, virtual vehicle models, and virtual object models. For example, terrain models include: ground, mountains, water, stones, steps, etc.; building models include: houses, walls, containers, and fixed facilities inside buildings: tables, chairs, cabinets, beds, etc.; animal and plant models include: trees, flowers, birds, etc.; virtual prop models include: virtual attack props, medicine boxes, airdrops, etc.; virtual vehicle models include: cars, ships, helicopters, etc.; virtual object models include: people, animals, cartoon characters, etc.
[0069] Virtual character / virtual object / virtual active object: refers to an active object in a virtual scene. The active object can be a virtual object, a virtual animal, an animated character, etc., such as a person, an animal, a plant, an oil drum, a wall, a stone, etc. displayed in a three-dimensional virtual scene. Optionally, the virtual object is a three-dimensional stereo model created based on animation skeleton technology. Each virtual object has its own shape and volume in a three-dimensional virtual scene and occupies a part of the space in the three-dimensional virtual scene.
[0070] In the related art, when the player controls the main virtual object to participate in the virtual game, the player is sometimes provided with an object locking function that automatically locks the virtual object. If the player triggers the object locking function, the terminal will automatically lock the nearest virtual object according to the location of the main virtual object, so that the virtual object can be attacked in a targeted manner. The above-mentioned method of automatically locking virtual objects is relatively limited, which is not conducive to the player's flexible adjustment of combat strategies, and is prone to problems such as invalid attacks or erroneous attacks, which reduces the efficiency of human-computer interaction to a certain extent.
[0071] In an embodiment of the present application, a method for object interaction in a virtual scene is introduced, which uses a part locking operation to quickly lock a first active part of a first active object, so that the player can efficiently control the interaction process between the main virtual object and the first active part based on the highlight display feature, thereby improving the interaction efficiency and interaction accuracy. The method for object interaction in a virtual scene provided in an embodiment of the present application can be applied to a variety of object interaction scenarios such as fighting game scenarios, competitive game scenarios, strategy card game scenarios, virtual reality scenarios, augmented reality scenarios, etc., which are not limited here.
[0072] It should be noted that before collecting relevant data of users and during the process of collecting relevant data of users, this application can display a prompt interface, pop-up window or output voice prompt information, and the prompt interface, pop-up window or voice prompt information is used to prompt the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining relevant data of users after obtaining the confirmation operation issued by the user to the prompt interface or pop-up window, otherwise (that is, when the confirmation operation issued by the user to the prompt interface or pop-up window is not obtained), the relevant steps of obtaining relevant data of users are terminated, that is, the relevant data of users are not obtained. In other words, all user data collected by this application are collected with the consent and authorization of the user, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of the relevant regions.
[0073] The terminal in the present application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Group Audio Layer 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, etc. The terminal has installed and runs an application that supports a virtual environment, such as an application that supports a three-dimensional virtual environment. The application can be any one of a virtual reality application, a three-dimensional map program, a third-person shooter game (TPS), a first-person shooter game (FPS), and a multiplayer online tactical competitive game (MOBA). Optionally, the application can be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.
[0074] Figure 1 The electronic device 100 includes an operating system 120 and an application 122 .
[0075] The operating system 120 is the underlying software that provides application programs 122 with secure access to the computer's hardware.
[0076] The application 122 is an application that supports a virtual environment. Optionally, the application 122 is an application that supports a three-dimensional virtual environment. The application 122 may be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, a MOBA game, and a multiplayer gunfight survival game. The application 122 may be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.
[0077] Figure 2 The computer system 200 includes a first device 220 , a server 240 , and a second device 260 .
[0078] The first device 220 is installed and runs an application that supports a virtual environment. The application may be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, a MOBA game, and a multiplayer shooter survival game. The first device 220 is a device used by a first user, who uses the first device 220 to control a first active object in a virtual environment to perform an activity, the activity including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first active object is a first virtual character, such as a simulated character or an anime character.
[0079] The first device 220 is connected to the server 240 via a wireless network or a wired network.
[0080] The server 240 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 240 is used to provide background services for applications that support a three-dimensional virtual environment. Optionally, the server 240 undertakes the main computing work, and the first device 220 and the second device 260 undertake the secondary computing work; or, the server 240 undertakes the secondary computing work, and the first device 220 and the second device 260 undertake the main computing work; or, the server 240, the first device 220, and the second device 260 adopt a distributed computing architecture to perform collaborative computing.
[0081] The second device 260 is installed and runs an application that supports a virtual environment. The application can be any one of a virtual reality application, a three-dimensional map program, an FPS game, a MOBA game, and a multiplayer shooter survival game. The second device 260 is a device used by a second user, and the second user uses the second device 260 to control a second virtual object in the virtual environment to perform an activity, and the activity includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the second virtual object is a second virtual character, such as a simulated character or an anime character.
[0082] Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character may belong to the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character may also belong to different teams, different organizations, or two hostile groups.
[0083] Optionally, the applications installed on the first device 220 and the second device 260 are the same, or the applications installed on the two devices are the same type of applications on different control system platforms. The first device 220 may generally refer to one of a plurality of devices, and the second device 260 may generally refer to one of a plurality of devices. This embodiment is only illustrated by the first device 220 and the second device 260. The device types of the first device 220 and the second device 260 are the same or different, and the device types include: at least one of a game console, a desktop computer, a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, and a laptop computer. The following embodiments are illustrated by the device being a desktop computer.
[0084] Those skilled in the art will appreciate that the number of the above devices may be more or less. For example, the above device may be only one, or the above devices may be dozens or hundreds, or more. The embodiment of the present application does not limit the number and type of devices.
[0085] It is worth noting that the server 240 can be implemented as a physical server or a cloud server in the cloud. Optionally, the method provided in the embodiment of the present application can be applied to a cloud gaming scenario, so that the calculation of data logic during the game is completed by the cloud server, and the terminal is responsible for the display of the game interface.
[0086] In combination with the above-mentioned noun introduction and application scenarios, the object interaction method in the virtual scene provided by the present application is described, and the method is applied to a terminal as an example. Figure 3 As shown, the method includes the following steps 310 to 330.
[0087] Step 310: display at least one virtual active object in the virtual scene.
[0088] Optionally, the virtual scene is a simulated scene displayed in a terminal game. Schematically, a game application is installed on the terminal, and a game screen during the running of the game application is displayed on the terminal screen, and the game screen is the virtual scene in the game.
[0089] Optionally, the virtual scene is a virtual reality scene presented by a device supporting virtual reality technology (VR), such as a head-mounted display (HMD), a handle, a sensor, etc. Schematically, under VR technology, a virtual world generated by a computer or a picture displayed on a terminal can be projected into a three-dimensional space through a head-mounted display (such as a VR helmet, VR glasses) and other devices to display a virtual scene.
[0090] Optionally, the virtual scene is an augmented reality scene projected and displayed by augmented reality technology (AR). Schematically, under AR technology, the virtual scene can be displayed with the help of a terminal (such as a smart phone, a tablet computer or dedicated AR glasses). For example, when the user starts the camera in an AR application installed on the terminal, the terminal captures the video image of the real world and superimposes the virtual content therein, thereby displaying the virtual scene, etc.
[0091] Optionally, the displayed virtual scene includes at least one virtual active object, wherein the virtual scene also includes a master virtual object.
[0092] Schematically, the master virtual object is used to represent the object controlled by the player, and the virtual active object is an object that can interact with the master virtual object in the virtual scene. The interaction method includes at least one of multiple interaction methods such as virtual attack, virtual defense, virtual treatment, etc.
[0093] For example: a game application is currently installed in the terminal, in which a first account is logged in. The player selects at least one game object based on the first account as the main virtual object participating in the virtual game; during the game, the player controls the main virtual object to move in the virtual scene, perform tasks, attack other virtual active objects, etc., to achieve game processes such as participating in the virtual game and interacting with the virtual active objects.
[0094] Optionally, the virtual active object is an object controlled by other players; or, the virtual active object is a non-player character (NPC) configured by default in the game, such as a virtual monster or a virtual person in a virtual scene.
[0095] For example: at least one virtual active object in the virtual scene includes a virtual monster, and the player can control the main virtual object to attack the virtual monster to complete game tasks, obtain game rewards, etc., that is, the interaction method between the virtual active object and the main virtual object includes virtual attack; or, at least one virtual active object in the virtual scene includes objects controlled by other players, and the player can control the main virtual object to heal the teammate virtual active object in the virtual active object, that is, the interaction method between the virtual active object and the main virtual object includes virtual treatment, and the player can also control the main virtual object to defend against virtual attacks of local virtual active objects in the virtual active object, that is, the interaction method between the virtual active object and the main virtual object also includes virtual defense, virtual attack, etc., which are not limited here.
[0096] In some embodiments, the virtual scene is displayed from the first-person perspective of the master virtual object, and at least one virtual active object is displayed in the virtual scene; or, the virtual scene is displayed from the third-person perspective, and the virtual scene displays the master virtual object and at least one virtual active object, etc.
[0097] In some embodiments, the master virtual object can be equipped with virtual props to achieve diversified interaction methods (such as more diverse virtual attacks, higher-intensity virtual defense, etc.) with the help of virtual props.
[0098] In some embodiments, the main control virtual object corresponds to multiple operating skills, and different operating effects are achieved through different operating skills, such as performing the ultimate move A through operating skill 1; achieving a flash effect through operating skill 2, etc.
[0099] Step 320, receiving a part locking operation.
[0100] Illustratively, the part locking operation includes at least one of a plurality of operation forms such as a click operation (such as a single-click operation, a double-click operation, etc.), a long press operation, a sliding operation, a drag operation, and a voice trigger operation.
[0101] Optionally, taking the implementation of the part locking operation through the part locking control as an example, a click operation on the part locking control is used as the part locking operation; or, a long press operation on the part locking control is used as the part locking operation, etc.
[0102] Optionally, taking the implementation of part locking operation by voice triggering as an example, the terminal is deployed with a microphone array. During the process of the terminal displaying a virtual scene, if the terminal collects a voice triggering instruction for locking the active part of the object, it is deemed to have received the part locking operation, such as the voice triggering instruction for locking the active part of the object is "attack by locking the part", etc.
[0103] Optionally, taking the automatic triggering of a part locking operation as an example of the form of interaction with the virtual active object meeting the preset conditions, if the master virtual object is controlled to perform a virtual attack on the virtual active object for a preset period of time (a type of preset condition), it is regarded as an automatic triggering of a part locking operation; or, if the master virtual object is controlled to move within a preset distance range (a type of preset condition) of the virtual active object, it is regarded as an automatic triggering of a part locking operation, etc.
[0104] The part locking operation is used to lock the interaction part when the first active object among the at least one virtual active object interacts with the master virtual object.
[0105] In some embodiments, the first moving object is a virtual moving object automatically determined from at least one virtual moving object based on a part locking operation.
[0106] Illustratively, after receiving a part locking operation, the virtual active object closest to the main control virtual object among at least one virtual active object is taken as the first active object; or, after receiving a part locking operation, the virtual active object with the least virtual health among at least one virtual active object is taken as the first active object; or, after receiving a part locking operation, the virtual active object within the object orientation range of the main control virtual object among at least one virtual active object is taken as the first active object; or, the virtual active object that has an attribute suppression relationship with the main control virtual object among at least one virtual active object is taken as the first active object, such as: if the main control virtual object is a water-based object, and there is a fire-based virtual active object A among at least one virtual active object, then virtual active object A is taken as the first active object, etc.
[0107] In some embodiments, the first active object is a virtual active object selected by the player when receiving the position lock operation.
[0108] Illustratively, the player performs a part locking operation on a certain virtual active object among at least one virtual active object, such as performing a click operation on virtual active object B among at least one virtual active object as a part locking operation, and uses virtual active object B as the first active object selected by the player on his own initiative; or, the player drags the part locking control to a certain virtual active object among at least one virtual active object to implement the part locking operation of selecting the first active object, such as dragging the part locking control to virtual active object B among at least one virtual active object, thereby using virtual active object B as the first active object selected by the player on his own initiative, etc.; or, the player performs a selection operation on the object identifier of at least one virtual active object displayed under the part locking control as a part locking operation, thereby using the virtual active object corresponding to the selected object identifier as the first active object, such as after the player clicks the part locking control and multiple object identifiers are displayed, if a selection operation is performed on object identifier b, it is deemed that the virtual active object B represented by object identifier b is selected as the first active object, etc.
[0109] In some embodiments, the first active object is at least one virtual active object among multiple virtual active objects, that is, if there are multiple virtual active objects, the first active object can be either one of the virtual active objects or multiple virtual active objects.
[0110] Optionally, taking the automatic selection of the first active object as an example, after receiving the part locking operation, at least one virtual active object within the preset interaction range corresponding to the main virtual object is taken as the first active object; or, at least one virtual active object currently attacking the main virtual object is taken as the first active object, etc.
[0111] Optionally, taking manual selection of the first active object as an example, in the process of receiving the part locking operation, at least one virtual active object passed by during the dragging of the part locking control is taken as the first active object; or, at least one virtual active object corresponding to the selected object identifier among the multiple object identifiers displayed for the part locking control is taken as the first active object (for example, there are multiple first active objects when performing multiple selections on the object identifier), etc., which is not limited here.
[0112] In an optional embodiment, the interactive part during interaction is determined from a plurality of object active parts included in the first active object based on the part locking operation.
[0113] Schematically, each virtual active object includes multiple object active parts; the object active parts are the body parts that constitute the virtual active object, such as a virtual head part, a virtual torso part, a virtual arm part, a virtual leg part, etc., and can be further refined into a virtual head part, a virtual torso part, a virtual left arm part, a virtual right arm part, a virtual left leg part, a virtual right leg part, etc.
[0114] Optionally, different virtual moving objects may include different moving parts of the object. For example, a virtual land monster includes a virtual head part, a virtual torso part, a virtual left arm part, a virtual right arm part, a virtual left leg part, a virtual right leg part, and other moving parts of the object; a virtual flying monster includes a virtual head part, a virtual torso part, a virtual left arm part, a virtual right arm part, a virtual left leg part, a virtual right leg part, and other moving parts of the object, as well as a virtual left wing part, a virtual right wing part, and the like.
[0115] Optionally, a first active object is automatically determined from at least one virtual active object based on a part locking operation, and at least one object active part is determined from a plurality of object active parts included in the first active object as an interactive part during interaction based on the part locking operation.
[0116] Illustratively, after automatically determining the first active object with reference to the above method, multiple object active parts on the first active object are analyzed to lock at least one of the object active parts as an interactive part, thereby realizing a targeted interaction process between the main virtual object and the interactive part in the subsequent interaction process, such as targeted attack on the locked interactive part, or targeted treatment of the locked interactive part, etc.
[0117] Optionally, in the process of receiving a part locking operation, a first active object selected by the player is determined from at least one virtual active object, thereby determining at least one object active part from a plurality of object active parts included in the first active object as an interactive part during interaction based on the part locking operation.
[0118] Illustratively, after the player manually selects the first active object according to the above method, multiple object active parts on the first active object are analyzed to lock at least one of the object active parts as an interactive part, thereby realizing a targeted interaction process between the main virtual object and the interactive part in the subsequent interaction process.
[0119] Step 330 , in response to the part locking operation, based on the part distribution of the multiple object active parts included in the first active object, automatically lock the first active part among the multiple object active parts and display the first active part with a highlight display feature.
[0120] Schematically, a part-locking operation is used to determine at least one locked object active part from multiple object active parts. Therefore, in response to the part-locking operation, the object active parts included in the locked first active object are analyzed in detail to automatically determine the first active part that needs to be locked, wherein the first active part is at least one object active part on the first active object that establishes a locking association relationship with the master virtual object, and the locking association relationship is used to guide the interaction direction when the master virtual object and the first active object perform interaction, that is, to guide the master virtual object to perform an interaction process with the first active part in a targeted manner.
[0121] Optionally, the part distribution is used to describe the arrangement and function of multiple object active parts constituting the first active object on the first active object. The part distribution usually affects not only the game appearance and game performance of the first active object, but is also closely related to the gameplay, interactive experience, character design, etc.
[0122] Schematically, the part distribution includes the arrangement positions of the active parts of the multiple objects on the first active object, such as the virtual head is at the top of the first active object, the virtual torso is located at the center of the first active object, the virtual arms are distributed on the left and right sides of the virtual torso, and the virtual legs are distributed on the lower side of the virtual torso, etc.; and / or, the part distribution includes the area size distribution of the active parts of the multiple objects on the first active object, such as the area size of the virtual torso is larger, and the area size of the virtual head is smaller, etc.; and / or, the part distribution includes the attack strength of the active parts of the multiple objects, such as the attack strength of the virtual wings is larger, which is easy to cause greater virtual attack damage to the main virtual object, and the attack strength of the virtual head is smaller, which is not easy to cause virtual attack damage to the main virtual object, etc.
[0123] In some embodiments, in response to the part locking operation, the object active part located at the center of the first active object is used as the first active part based on the part distribution, and the first active part is displayed with a highlight feature.
[0124] Illustratively, in response to the part locking operation, it is determined that the object active part located at the center of the first active object is a virtual torso part, and the virtual torso part is used as the first active part, and the first active part is displayed with a highlight display feature.
[0125] In some embodiments, in response to the part locking operation, the active part of the object with the largest area size in the first active object is taken as the first active part based on the part distribution, and the first active part is displayed with a highlight feature.
[0126] Illustratively, in response to a part locking operation, it is determined that the object active parts with the largest area size in the first active object are the virtual left wing and the virtual right wing, then at least one object active part in the virtual left wing and / or the virtual right wing is used as the first active part, and the first active part is displayed with a highlighted display feature, etc.
[0127] In some embodiments, the highlight feature is used to distinguish and characterize the first active part and other active parts on the first active object; corresponding to the highlight feature, other active parts on the first active object other than the first active part are displayed with the default display feature. That is, the first active part is displayed with the highlight feature on the first active object, and other active parts are displayed with the default display feature.
[0128] Illustratively, the highlight display features include at least one of a variety of highlight display effects such as locking origin effect, color highlight effect, part border highlight effect, part transparency effect, part flashing effect, animation effect, light and shadow effect, etc.; the highlight display features may also include at least one of other features that can distinguish the active parts of different objects, such as size magnification effect and part shadow effect, which are not limited here.
[0129] For example: taking the highlight feature as the locking origin special effect as an example, based on the part locking operation, the locking origin (such as a white circular point, a yellow star-shaped point), etc. is displayed on the locked part of the first object; taking the highlight feature as the color highlight special effect as an example, the default display feature is the skin color of the first active object itself, such as dark gray; the highlight feature is a pre-set orange-yellow color, if the first active part is determined to be a virtual torso part in response to the part locking operation, the first active part is displayed in orange-yellow on the first active object, and other active parts of the first active object are displayed in dark gray, etc.
[0130] The first active part is an interactive target part when the main control virtual object interacts with the first active object.
[0131] Schematically, the interactive target part represents the active part of the object targeted by the main virtual object during interaction, and the first active part serves as the target interactive part. When the main virtual object is controlled to perform the interactive process, the main virtual object is controlled to perform the interactive process specifically with the first active part of the first active object.
[0132] For example: if the first active part is the virtual torso of the first active object and the player controls the main virtual object to perform the interaction process through virtual attack, the main virtual object is controlled to launch a virtual attack on the virtual torso of the first active object in a targeted manner; or, if the first active part is the virtual left arm of the first active object and the player controls the main virtual object to perform the interaction process through virtual treatment, the main virtual object is controlled to provide treatment effect to the virtual left arm of the first active object in a targeted manner, etc.
[0133] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.
[0134] To sum up, with the help of the part locking operation, not only can the first active object be quickly determined from at least one virtual active object, but the first active part of the first active object can also be quickly locked based on the part distribution, so that the player can efficiently control the interaction process between the main virtual object and the first active part based on the highlighted display features, thereby improving the interaction efficiency and interaction accuracy, helping to improve the interaction targeting of the main virtual object to the first active part, avoiding problems such as invalid interaction or erroneous interaction, and reducing the player's operation complexity, thereby improving the efficiency of human-computer interaction and avoiding the problem of invalid data processing, thereby improving data processing efficiency and processing accuracy.
[0135] In an optional embodiment, in the process of locking the object active part of the first active object based on the part locking operation, the default object active part can be used as the first active part, or the first active part can be selected based on the distance between the object active part and the master virtual object. Figure 4 As shown above Figure 3 The illustrated embodiment may also be implemented as steps 410 to 432 as follows; wherein step 330 may also be implemented as step 431 or step 432 as follows.
[0136] Step 410: display at least one virtual active object in the virtual scene.
[0137] Optionally, a game application is installed on the terminal, and a virtual scene is displayed during the running of the game application. The virtual scene includes at least one virtual active object such as virtual active objects controlled by other players and non-player characters.
[0138] Among them, the virtual scene also includes a main control virtual object, which is an object controlled by the current terminal. If the current terminal is logged in with a first account, the player selects and controls the main control virtual object through the first account to participate in a virtual game. The virtual game includes both a stand-alone game game in which the main control virtual object and non-player characters participate, and an online game game in which the main control virtual object and enemy virtual activity objects and / or teammate virtual activity objects participate, which is not limited here.
[0139] Optionally, when the virtual scene is displayed from the first-person perspective of the master virtual object, the displayed virtual scene includes at least one virtual active object; when the virtual scene is displayed from the third-person perspective, the displayed virtual scene includes at least one virtual active object and the master virtual object, etc.
[0140] Illustratively, at least one virtual active object may be all virtual active objects participating in the virtual game, or some virtual active objects participating in the virtual game and located within the field of view of the master virtual object, or some virtual active objects participating in the virtual game and located within a preset interaction range corresponding to the master virtual object. The preset interaction range is used to describe a preset range in the virtual scene that can interact with the master virtual object, etc., and is not limited here.
[0141] like Figure 5 As shown, it is an interface diagram showing a virtual scene from a third-person perspective as an example, which includes a main virtual object 510 and two virtual active objects, namely a virtual monster 521 and a virtual monster 522; in addition, a plurality of functional controls are also displayed on the terminal screen, such as a plurality of attack controls located in the lower right corner area, a plurality of viewing controls located in the upper right corner (such as viewing a virtual store, etc.), a map viewing control located in the upper left corner, etc., which are not elaborated here.
[0142] Step 420, receiving a part locking operation.
[0143] The part locking operation is used to lock the interaction part when the first active object among the at least one virtual active object interacts with the master virtual object.
[0144] Optionally, the part locking operation includes at least one of multiple operation forms such as a click operation (such as a single-click operation, a double-click operation, etc.), a long press operation, a sliding operation, a drag operation, and a voice trigger operation.
[0145] In an optional embodiment, a control trigger operation for a part locking control is received as the part locking operation.
[0146] In schematic form, take the implementation of the part locking operation through the part locking control as an example; the click operation for the part locking control operation is regarded as the part locking operation, such as Figure 5As shown, a part locking control 530 is displayed. If a click operation on the part locking control 530 is received, it is deemed that a part locking operation is received; or, a long press operation on the part locking control operation is regarded as a part locking operation, such as Figure 5 As shown, if a long press operation on the part locking control 530 is received (such as the pressing time of the part locking control 530 reaches a preset time of 2 seconds), it is regarded as receiving the part locking operation.
[0147] In some embodiments, the part locking control has different control display styles based on the locking association relationship between the master virtual object and the object's active part.
[0148] Wherein, when the active part of the object is not locked by the master virtual object, the part locking control is displayed in the first control display style.
[0149] Optionally, when there is no locked active part of the object, the part locking control is displayed in the first control display style, that is, when the main virtual object has no locking association relationship with any active part of the object, the part locking control of the first control display style is displayed.
[0150] The first control display style indicates that the active part of the object has not been locked. Figure 5 Taking the control display style of the part locking control 530 shown as an example, if the main virtual object has not yet been locked with any object active part, the part locking control is displayed as follows: Figure 6 The first control display style 610 is shown. Illustratively, the first control display style is a default common control effect, in which there is no information such as the part identification of the active part of the locked object.
[0151] In some embodiments, when the master virtual object locks the active part of the object, the part locking control is displayed in the second control display style, and the first control display style is different from the second control display style.
[0152] Optionally, when there is a locked active part of the object, the part lock control is displayed in the second control display style, that is, when there is a locking association relationship between the main virtual object and at least one active part of the object, the part lock control of the second control display style is displayed, and the first control display style is different from the second control display style.
[0153] The second control display style represents the active part of the locked object. Figure 5 Taking the control display style of the part locking control 530 shown in the figure as an example, if the main control virtual object has established a locking association relationship with the object active part, the part locking control is presented as follows: Figure 6The second control display style 620 is shown. Schematically, the second control display style 620 is a highlighted control effect different from the default normal control effect (eg, the normal control effect is gray, the highlighted control effect is yellow, Figure 6 (in black).
[0154] Wherein, when the master virtual object locks the first active part, the second control display style includes the first part identifier corresponding to the first active part. Figure 6 As shown, the second control display style 620 includes the part identification of the locked object's active part (eg, if the locked object's active part is a virtual torso part, the second control display style 620 includes the torso identification corresponding to the virtual torso part), etc.
[0155] In some embodiments, the first moving object is a virtual moving object automatically determined from at least one virtual moving object based on a part locking operation.
[0156] Illustratively, after receiving a part locking operation, the virtual active object closest to the main control virtual object among at least one virtual active object is taken as the first active object; or, after receiving a part locking operation, the virtual active object with the least virtual health among at least one virtual active object is taken as the first active object, etc.
[0157] In some embodiments, the first active object is a virtual active object selected by the player when receiving the position lock operation.
[0158] Illustratively, the player drags the part lock control to a virtual active object among at least one virtual active object to implement the part lock operation of selecting the first active object, such as dragging the part lock control to virtual active object B among at least one virtual active object, thereby using virtual active object B as the first active object selected by the player.
[0159] Step 431, in response to a part locking operation, taking a default object active part among a plurality of object active parts included in a first active object as a first active part, automatically locking the first active part, and displaying the first active part with a highlighting feature.
[0160] Illustratively, the part locking operation is an operation of determining a first moving part from a plurality of moving parts of an object and specifically displaying the first moving part when a first moving object is determined (automatically or manually).
[0161] In some embodiments, the multiple object active parts include at least one of a virtual torso part, a virtual head part, a virtual tail part, a virtual left arm part, a virtual right arm part, a virtual left leg part, a virtual right leg part, a virtual left wing part, and a virtual right wing part.
[0162] Schematically, the virtual torso is the main part of the virtual moving object, usually located at the center of the virtual moving object; the virtual head is usually located above the virtual torso, and can show the image and appearance of the virtual moving object; the virtual tail is the object moving part possessed by some virtual moving objects, such as the virtual tail of a virtual monster, the virtual fish tail of a virtual fish, etc.; the virtual left arm and the virtual right arm are usually symmetrically distributed, and are usually used to support the virtual moving object to perform virtual actions; the virtual left leg and the virtual right leg are usually also symmetrically distributed, and are used to support the virtual moving object to move in the virtual scene; the virtual left wing and the virtual right wing are usually the object moving parts possessed by some virtual moving objects, such as virtual flying monsters, virtual birds, etc., and are usually also symmetrically distributed, and are used to support the virtual moving objects with flying ability to fly, move, and attack in the virtual scene, etc., which are not limited here.
[0163] In some embodiments, after the first moving object is determined, the part distribution of multiple object moving parts of the first moving object is analyzed, and the default object moving part is used as the first moving part.
[0164] The default object active part is the object active part that is locked by default after the first active object is selected.
[0165] Optionally, the default object activity part is an object activity part pre-selected based on the part distribution of the object activity part.
[0166] Illustratively, the object active part at the center position is selected by default as the default object active part, such as the virtual torso is selected by default as the default object active part; or, the object active part with the largest area size is selected by default as the default object active part, such as at least one of the virtual left wing and the virtual right wing is selected by default as the default object active part, etc.
[0167] Optionally, the default object active part is an object active part selected in real time based on part distribution under the constraint of a default selection rule.
[0168] Indicatively, the default selection rule is a preset rule for selecting the active part of the default object in real time, such as selecting the active part of the object at the center, or selecting the active part of the object with the largest display size, etc. For example: during the game, when a part locking operation is received, the active part of the object at the center is selected in real time as the default active part of the object based on the default selection rule, such as selecting the virtual torso as the default active part of the object in real time; or selecting the active part of the object with the largest display size as the default active part of the object in real time, such as selecting the virtual left wing with the largest current display size as the default active part of the object in real time, etc.
[0169] In some embodiments, the default object activity parts of different virtual activity objects may be the same or different.
[0170] Illustratively, different virtual active objects may have different object functions (such as at least one of a plurality of functions such as a flying function, a healing function, and an attack function), and may also include different object active parts. The effects of the same object active parts on different virtual active objects may also be different. The default object active part may be an object active part predetermined based on the intensity of the effects of multiple object active parts on the virtual active object.
[0171] For example: taking the virtual active object as a virtual flying monster as an example, the virtual flying monster has a virtual head part, a virtual left wing part, a virtual right wing part, a virtual torso part, etc., wherein the virtual left wing part and the virtual right wing part not only have flying ability, but also have strong attack ability, such as pre-determining the default object active part of the virtual flying monster to be at least one of the virtual left wing part and the virtual right wing part, so that the process of the main control virtual object locking the first active part has a stronger effect; or, taking the virtual active object as a virtual land monster as an example, the virtual land monster has a virtual head part, a virtual torso part, a virtual left arm part, a virtual right arm part, etc., wherein the virtual torso part has strong defense ability, such as pre-determining the default object active part of the virtual land monster to be the virtual torso part, so that the process of the main control virtual object locking the first active part has a stronger effect, such as concentrating the attack intensity on the virtual torso part to launch a virtual attack, so that the virtual land monster can be eliminated as soon as possible.
[0172] It is worth noting that the default object activity parts of the above different virtual activity objects are only illustrative examples, and different virtual land monsters, different virtual flying monsters, etc. may also have different or the same default object activity parts, which is not limited here.
[0173] In some embodiments, after the default object active part is used as the first active part, when the first active object is displayed, the first active part on the first active object is displayed with a highlighted display feature, and other active parts on the first active object are displayed with a default display feature, thereby forming a differentiated presentation effect between the object active parts, emphasizing the feature that the first active part is locked by the main virtual object.
[0174] Illustratively, the part locking operation is used to automatically determine the first active object and to use the default object active part as the first active part as an example; in response to the part locking operation, the virtual active object closest to the main control virtual object is used as the first active object, and the default object active part (such as the virtual torso part) pre-set on the first active object is used as the first active part, thereby displaying the first active part with a highlighted display feature.
[0175] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.
[0176] Step 432, in response to the part locking operation, at least one object active part of the multiple object active parts included in the first active object that is closest to the master virtual object is used as the first active part, the first active part is automatically locked, and the first active part is displayed with a highlighted display feature.
[0177] Illustratively, when the first active object and the master virtual object are active in the virtual scene, the action posture, relative position, etc. of the master virtual object and the first active object may change; considering that the purpose of the part locking operation is usually to lock the object's active part as quickly as possible to enhance the interaction effect, the relative position relationship between the master virtual object and multiple object active parts can be analyzed based on the part locking operation, so as to lock the master virtual object to an object active part that is more suitable for its interaction.
[0178] Optionally, after determining the first active object based on the part locking operation, compare the distances corresponding to multiple object active parts of the master virtual object and the first active object, such as taking the object center (such as the geometric center, etc.) of the master virtual object as the analysis basis, and respectively compare the distances corresponding to the virtual head part, virtual torso part, virtual left wing part and other object active parts of the master virtual object and the first active object, and take the object active part with the smallest distance as the first active part, and highlight the first active part, such as taking the virtual left wing part with the smallest distance as the first active part (such as the virtual left wing is about to attack the master virtual object), etc.
[0179] Illustratively, the part locking operation is used to automatically determine the first active object and automatically determine the object's active part based on distance as an example; in response to the part locking operation, the virtual active object closest to the master virtual object is taken as the first active object, and the object's active part on the first active object closest to the master virtual object is taken as the first active part, thereby displaying the first active part with a highlighted display feature.
[0180] In an optional embodiment, the first active part is displayed on the first active object with a highlight display effect, and other active parts are displayed on the first active object with a default display effect.
[0181] Optionally, the highlight feature is used to distinguish and characterize the first active part from other active parts on the first active object; corresponding to the highlight feature, other active parts on the first active object other than the first active part are displayed with the default display feature. That is, the first active part is displayed with the highlight feature on the first active object, and other active parts are displayed with the default display feature.
[0182] Illustratively, the highlight display feature includes at least one of a variety of highlight display effects such as color highlight effects, part border highlight effects, part transparency effects, part flashing effects, animation effects, light and shadow effects, and the like.
[0183] like Figure 7 , which is a schematic diagram of an interface for displaying a first active part with a highlighted display feature; when a part locking operation is received, the first active object is determined to be a virtual monster 720 based on the main virtual object 710, and multiple object active parts on the virtual monster 720 are analyzed. If it is determined that the locked first active part is a virtual body part 721, the virtual body part 721 is displayed on the virtual monster 720 with a highlighted display feature (such as Figure 7 The black locked origin in the figure, the highlighted display feature can also be other forms such as a black filled area, which are not limited here), and other active parts 722 (i.e. Figure 7 (such as the virtual left wing, virtual right wing and other non-locked origin parts).
[0184] In an optional embodiment, the first moving part is displayed on the first moving object with a size enlargement effect, and the other moving parts are displayed on the first moving object with a default size effect.
[0185] Optionally, the highlighted display feature may also include at least one of other features that can distinguish the active parts of different objects, such as size magnification effects and part shadow effects. The size magnification effect is used to magnify the size of the first active part, such as taking the geometric center of the first active part as the center point, and magnifying and displaying the first active part at a preset ratio (such as 1.5 times, 2 times, etc.); the default size effect is different from the size magnification effect, such as the default size effect indicates that the active part of the object remains unchanged, such as still displaying other active parts other than the first active part at the original ratio.
[0186] It is worth noting that the above highlighted features are only illustrative examples, and other features that can distinguish the first active part from other active parts can also be presented as highlighted features, which are not limited here.
[0187] In some embodiments, the site lock operation is implemented as a single-click operation on the site lock control.
[0188] Illustratively, after a single-click operation is performed on the part locking control, the default object active part on the nearest first active object is automatically locked, such as automatically locking the virtual torso part of the nearest virtual monster A, and highlighting the virtual torso part of the virtual monster A.
[0189] In some embodiments, the part lock operation is implemented as a long press operation on the part lock control.
[0190] The long press operation is an operation for pressing the part lock control for a preset time, such as pressing the part lock control for 2 seconds. Instructively, after the long press operation is performed on the part lock control, the default object active part on the first active object closest to the user is automatically locked, such as automatically locking the virtual torso part of the virtual monster A closest to the user, and highlighting the virtual torso part of the virtual monster A.
[0191] In some embodiments, when the first active part is displayed with a highlight feature, a part lock control of the second control display style is displayed.
[0192] Optionally, if the first active part is locked by the main virtual object, the part locking control switches from the first control display style to the second control display style; the second control display style can not only represent the locking situation alone (such as highlighting), but can also be used to represent the locking situation and the locked first active part at the same time (such as highlighting the part identification of the first active part, etc.).
[0193] like Figure 7 As shown, when the virtual body part 721 of the virtual monster 720 is locked, a body locking control 730 of the second control display style is displayed, wherein the body part identification corresponding to the virtual body part 721 is highlighted to indicate that the virtual body part of the virtual monster 720 is currently locked based on the body locking control 730 .
[0194] The first active part is an interactive target part when the main control virtual object interacts with the first active object.
[0195] Schematically, the interactive target part represents the active part of the object targeted by the main virtual object during interaction, and the first active part serves as the target interactive part. When the main virtual object is controlled to perform the interactive process, the main virtual object is controlled to perform the interactive process specifically with the first active part of the first active object.
[0196] For example: if the first active part is the virtual torso of the first active object and the player controls the main virtual object to perform the interaction process through virtual attack, the main virtual object is controlled to launch a virtual attack on the virtual torso of the first active object in a targeted manner; or, if the first active part is the virtual left arm of the first active object and the player controls the main virtual object to perform the interaction process through virtual treatment, the main virtual object is controlled to provide treatment effect to the virtual left arm of the first active object in a targeted manner, etc.
[0197] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.
[0198] To sum up, with the help of the part locking operation, not only can the first active object be quickly determined from at least one virtual active object, but the first active part of the first active object can also be quickly locked based on the part distribution, so that the player can efficiently control the interaction process between the main virtual object and the first active part based on the highlighted display features, thereby improving the interaction efficiency and interaction accuracy, helping to improve the interaction targeting of the main virtual object to the first active part, avoiding problems such as invalid interaction or erroneous interaction, and reducing the player's operation complexity, thereby improving the efficiency of human-computer interaction and avoiding the problem of invalid data processing, thereby improving data processing efficiency and processing accuracy.
[0199] In the embodiment of the present application, the content of automatically determining and locking the first active part is introduced. After determining the first active object, the default object active part or the object active part closest to the master virtual object is used as the first active part, so that the master virtual object can establish a targeted locking association relationship with the first active part, improve the efficiency of determining the first active part, avoid the tediousness of the player manually selecting the locked first active part, and provide a higher game locking target in a complex game environment, so that the master virtual object and the first active part can perform a more efficient interaction process and avoid invalid data processing resources.
[0200] In an optional embodiment, after the first active part is displayed with a highlight feature, if there are multiple virtual active objects within the preset interactive range of the master virtual object and the first part locking operation is received, a third active part is displayed with a highlight feature on the second active object. Figure 8 As shown above Figure 3 The illustrated step 330 may then be implemented as the following step 810 .
[0201] Step 810: When there are multiple virtual active objects within the preset interactive range corresponding to the master virtual object, in response to receiving a first part locking operation, display a third active part on the second active object with a highlight feature.
[0202] In an illustrative manner, the preset interaction range is a range predetermined based on the object position of the master virtual object, and the preset interaction range is used to characterize the effective range for performing interaction between the master virtual object and the virtual active object. For example, taking the object position of the master virtual object as the center, a circular area with a preset radius is set as the preset interaction range; or taking the object orientation of the master virtual object as the reference, a fan-shaped area with a preset radius is set as the preset interaction range, etc.
[0203] Optionally, if there are multiple virtual active objects within the preset interaction range, it means that the multiple virtual active objects can perform an effective interaction process with the master virtual object.
[0204] The first part locking operation is used to switch the locked virtual active object.
[0205] Optionally, the first part locking operation is subordinate to the part locking operation and may be regarded as an implementation of the part locking operation.
[0206] Schematically, the above-mentioned part locking operation for locking the active part of the object includes multiple operation forms such as click operation (such as single-click operation, double-click operation, etc.) and long press operation, that is: through the click operation, the first active part can be determined and the first active part can be highlighted on the first active object; through the long press operation, the first active part can also be determined and the first active part can be highlighted on the first active object.
[0207] In the case where the first active part is locked based on the above-mentioned part locking operation, different subsequent functions can be realized based on different operation forms. For example, the first part locking operation is a click operation, and if a click operation is received after the first active part is displayed with a highlight feature, it is regarded as switching the locked virtual active object, that is, the first active part of the first active object is no longer locked, but the object active parts on other virtual active objects other than the first active object are locked.
[0208] In some embodiments, in response to receiving the first part locking operation, a second moving object other than the first moving object is automatically determined from a plurality of virtual moving objects, and a third moving part is automatically determined from the second moving object.
[0209] Optionally, the first part locking operation is a click operation on the part locking control, and the first part locking operation is used not only to determine the second active object, but also to determine the third active part.
[0210] The multiple virtual active objects include a second active object and a first active object.
[0211] Optionally, the second active object is determined based on the relative distances between the plurality of virtual active objects and the master virtual object. In an exemplary embodiment, in response to receiving the first part locking operation, the relative distances between the other virtual active objects other than the first active object and the master virtual object within the preset interaction range are determined, and the virtual active object with the smallest relative distance is selected from the other virtual active objects within the preset interaction range as the second active object to determine the second active object.
[0212] For example, if the relative distance between the originally locked first active object and the main control virtual object is the smallest, and if the locked virtual active object needs to be switched based on the first part locking operation, a second active object with a slightly smaller relative distance is searched from other virtual active objects within the preset interactive range, thereby automatically determining the second active object.
[0213] That is, a first relative distance between the first active object and the master virtual object is smaller than a second relative distance between the second active object and the master virtual object.
[0214] like Fig. 9 As shown, it is a schematic diagram of the interface for switching and locking the third active part of the second active object other than the first active object. The virtual torso part of the first active object 910 that is closest to the main virtual object is originally locked; if the first part locking operation is received (such as a single-click operation on the part locking control), the object active part of the second active object 920 that is next closest to the virtual active object is switched to be locked. For example, if the virtual torso part 921 of the second active object 920 is locked, the virtual torso part 921 is the third active part that is switched and locked, and the third active part is displayed with a highlight feature (such as displaying a highlight point on the virtual torso part 921 as the locking origin); in addition, the torso part identifier corresponding to the virtual torso part 921 can also be displayed in the part locking control 922.
[0215] The third active part is the target part for interaction when the main control virtual object interacts with the second active object.
[0216] Illustratively, after re-determining the second active object that needs to be locked based on the first part locking operation, multiple object active parts of the second active object are analyzed, and a third active part that needs to be bound is determined from the multiple object active parts of the second active object, so as to control the main virtual object to use the third active part as the interaction target part and perform an efficient interaction process.
[0217] In some embodiments, referring to the above method of analyzing multiple object activity parts of the first moving object to determine the first activity part, based on the part distribution of multiple object activity parts included in the second moving object, the third activity part is determined from the second moving object.
[0218] Optionally, in response to the first part locking operation, based on the part distribution of the second moving object, the object moving part located at the center of the second moving object is used as the third moving part.
[0219] Optionally, in response to the first part locking operation, based on the part distribution of the second moving object, the object moving part with the largest area size in the second moving object is taken as the third moving part.
[0220] Optionally, in response to the first part locking operation, a default object active part among the plurality of object active parts included in the second active object is used as the third active part.
[0221] Optionally, in response to the first part locking operation, at least one object active part of the plurality of object active parts included in the second active object that is closest to the master virtual object is used as the third active part.
[0222] Optionally, the third moving part and the first moving part may be the same object moving part on different virtual moving objects, for example, the first moving part is the virtual torso part on the first moving object, and the third moving part is the virtual torso part on the second moving object; or, the third moving part and the first moving part may be different object moving parts on different virtual moving objects, for example, the first moving part is the virtual torso part on the first moving object, and the third moving part is the virtual head part on the second moving object, etc., which is not limited here.
[0223] In some embodiments, in response to receiving the first part locking operation, a third active part is automatically determined from the second active object indicated by the first part locking operation.
[0224] Optionally, the first part locking operation is a trigger operation performed on the second active object, such as the first part locking operation is a click operation performed on the second active object, and the second active object outside the first active object is manually selected from within a preset interactive range through the first part locking operation, and the third active part is automatically determined from multiple object active parts of the second active object based on the first part locking operation.
[0225] Illustratively, after the second moving object is determined based on the first part locking operation, the third moving part is determined from the second moving object based on the part distribution of multiple object moving parts included in the second moving object with reference to the above analysis method, which is not elaborated here.
[0226] In an optional embodiment, in response to receiving the first part locking operation, the first active part is displayed on the first active object with a default display feature, and the third active part is displayed on the second active object with a highlight display feature.
[0227] In an illustrative manner, the first part locking operation is used to switch the object active part of the locked virtual active object. Therefore, after receiving the first part locking operation, the locking association relationship between the master virtual object and the first active part on the first active object will be cancelled. The locking association relationship represents the relationship between the master virtual object locking the object active part, and is also used to guide the interaction direction when the master virtual object and the first active object perform interaction. In terms of interface performance, based on the unbinding association relationship between the first active part and the master virtual object, the display of the first active part with the highlighted display feature is cancelled, and the display of the first active part with the default display feature is restored.
[0228] In addition, after the third active part on the second active object is determined based on the first part locking operation, a locking association relationship is established between the main control virtual object and the second active object, and the third active part is displayed with a highlighted feature in the interface performance, that is, the third active part is displayed with a highlighted feature on the second active object.
[0229] That is, the third active part with the highlighted feature is a feature displayed after the locking association relationship between the master virtual object and the third active part is established.
[0230] Optionally, the third active part with a highlighted display feature is a feature displayed after the locking association relationship between the master virtual object and the first active part is released. Schematically, when the locking association relationship between the master virtual object and the first active part has not been released, the first active part is still displayed on the first active object with a highlighted display feature on the interface; after the locking association relationship between the master virtual object and the first active part is released and the locking association relationship between the master virtual object and the third active part is established, the third active part is displayed on the second active object with a highlighted display feature.
[0231] In an optional embodiment, when there are n virtual active objects within a preset interactive range corresponding to the master virtual object, in response to receiving the (n+1)th first part locking operation, the highlight display feature is canceled, where n is a positive integer.
[0232] The first part locking operation is used to switch the locked virtual active object.
[0233] Illustratively, if there are n virtual active objects within a preset interactive range, and the n virtual active objects include the above-mentioned first active object, when the n+1th first part locking operation is received, it means that the object active part of the virtual active object bound n+1 times has been switched. At this time, all the virtual active objects have been locked by the master virtual object. Therefore, it can be set that when the n+1th first part locking operation is received, the highlight feature is canceled, that is, any object active part is not displayed with the highlight feature, thereby releasing the locking association relationship between the master virtual object and the object active parts of all virtual active objects within the preset interactive range.
[0234] For example: when there is one virtual active object within the preset interactive range, the first active part is displayed with a highlighted display feature based on the first part locking operation (such as the first part locking operation is the first part locking operation). If the second first part locking operation is received, it means that it is necessary to switch to other virtual active objects within the preset interactive range. Since there are no other virtual active objects, it is deemed that the locking association relationship between the main virtual object and the first active part of the virtual active object is automatically cancelled, thereby canceling the display of the highlighted display feature.
[0235] For example: when there are two virtual active objects within the preset interactive range, after the first active part is displayed with a highlighted display feature based on the first part locking operation (such as the first part locking operation is the first part locking operation), if the second first part locking operation is received, it means that it is necessary to switch to other virtual active objects within the preset interactive range. Since there is another virtual active object, the other virtual active object is taken as the second active object, and the third active part bound to the second active object is switched; if the third first part locking operation is received afterwards, it means that it is necessary to switch to other virtual active objects within the preset interactive range. Since the current other virtual active object is the first active object that was locked before, if repeated binding is not desired, it is deemed to automatically cancel the locking association relationship between the main virtual object and the object active part of the virtual active object, thereby canceling the display of the highlighted display feature.
[0236] That is: if it is determined that the part locking operation of the first active part is also the first part locking operation, then when there are n virtual active objects within the preset interaction range, in response to receiving a total of n+1 first part locking operations, the highlight display feature is canceled, which is not limited here.
[0237] In an optional embodiment, in response to receiving the second part locking operation, at least one other active part other than the first active part is displayed on the first active object with a highlight feature.
[0238] Illustratively, the second part locking operation is another part locking operation among the above-mentioned part locking operations that is different from the first part locking operation, and the second part locking operation is used to automatically switch and lock other active parts on the first active object.
[0239] For example: the first part locking operation is a single-click operation, and the second part locking operation is a double-click operation. Taking the part locking operation performed on the part locking control as an example, if a double-click operation on the part locking control is received, it is deemed to have received the second part locking operation. Therefore, at least one other active part can be determined from the first active part of the first active object and displayed with a highlighted feature.
[0240] Optionally, based on the second part locking operation, an other active part is randomly selected from other active parts of the first active object and displayed with a highlighted feature; or, based on the second part locking operation, the object active part with the least virtual blood volume is selected from other active parts of the first active object and displayed with a highlighted feature; or, based on the second part locking operation, the object active part closest to the main control virtual object is selected from other active parts of the first active object and displayed with a highlighted feature, etc.
[0241] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.
[0242] To sum up, with the help of the part locking operation, not only can the first active object be quickly determined from at least one virtual active object, but the first active part of the first active object can also be quickly locked based on the part distribution, so that the player can efficiently control the interaction process between the main virtual object and the first active part based on the highlighted display features, thereby improving the interaction efficiency and interaction accuracy, helping to improve the interaction targeting of the main virtual object to the first active part, avoiding problems such as invalid interaction or erroneous interaction, and reducing the player's operation complexity, thereby improving the efficiency of human-computer interaction and avoiding the problem of invalid data processing, thereby improving data processing efficiency and processing accuracy.
[0243] In the embodiment of the present application, it is introduced that the virtual active object can be switched through the first part locking operation and the new third active part can be re-locked. Switching the locked virtual active object can provide players with higher game flexibility. The third active part, as the object active part re-determined based on the second active object, not only adapts to the currently flexibly selected second active object, but also can better provide appropriate part selection and locking purposes based on the second active object itself, further improving the richness and fun of the game play and improving the efficiency of human-computer interaction.
[0244] In an optional embodiment, when a part locking operation is received, if a part changing operation is received, a second active part among multiple object active parts is locked based on the part changing operation and the second active part is displayed with a highlighted feature, and the second active part is the interaction target part when the main virtual object interacts with the first active object after the change.
[0245] Optionally, taking the implementation of the part change operation through the part identification as an example, when the part lock operation is received, in addition to displaying the first active part with a highlight feature, multiple part identifications may also be displayed so that the player can select other active parts of the first active object to implement the relevant content of the part change operation. Fig.10 As shown above Figure 3 The illustrated step 330 may then be implemented as the following steps 1010 to 1020 .
[0246] Step 1010: When a part locking operation is received, multiple part identifiers are displayed.
[0247] Optionally, in response to the part locking operation, in addition to automatically determining the first active part to display the first active part with a highlight feature on the first active object, a plurality of part identifiers are also displayed.
[0248] The plurality of part identifiers correspond one-to-one to the plurality of object activity parts on the first activity object.
[0249] Illustratively, the first moving object is locked based on the part locking operation, so multiple object moving parts on the first moving object are selected as objects to display part identifiers corresponding to the multiple object moving parts.
[0250] In some embodiments, the multiple object active parts include at least one of a virtual torso part, a virtual head part, a virtual tail part, a virtual left arm part, a virtual right arm part, a virtual left leg part, a virtual right leg part, a virtual left wing part, and a virtual right wing part.
[0251] Optionally, the virtual torso part is represented by a torso part identification, the virtual head part is represented by a head part identification, the virtual tail part is represented by a tail part identification, the virtual left arm part is represented by a left arm part identification, the virtual right arm part is represented by a right arm part identification, the virtual left leg part is represented by a left leg part identification, the virtual right leg part is represented by a right leg part identification, the virtual left wing part is represented by a left wing part identification, the virtual right wing part is represented by a right wing part identification, and so on.
[0252] Optionally, different part identifications are distinguished by text content; or, different part identifications are distinguished by part images of active parts of the object; or, different part identifications are distinguished by preset serial numbers, etc., which are not limited here.
[0253] In some embodiments, when the site locking operation is the third site locking operation, a plurality of site identifications are displayed.
[0254] Illustratively, the third part locking operation is a form of operation among the part locking operations, such as the third part locking operation is a long press operation; when the received part locking operation is an operation form other than the long press operation (such as a single-click operation, a double-click operation, etc.), the first active part is displayed with a highlighted feature, but multiple part identifications are not displayed; when the received part locking operation is a long press operation, not only the first active part is displayed with a highlighted feature, but multiple part identifications are also displayed.
[0255] This is just an illustrative example and is not limited to this embodiment of the present application.
[0256] In an optional embodiment, when a site locking operation is received, an identification wheel is displayed.
[0257] The logo wheel includes a plurality of part logos, and is used to display the plurality of part logos in a circular wheel style.
[0258] Optionally, the regional distribution of the plurality of part identifiers on the identifier wheel is determined based on the part distribution of the plurality of object activity parts relative to the virtual activity object.
[0259] Schematically, the area distribution is used to characterize the position distribution of multiple part identifiers relative to the identifier wheel; the part distribution is used to characterize the position distribution of multiple object activity parts relative to the first activity object.
[0260] like Fig.11 As shown, the part identifications corresponding to the active parts of multiple objects are presented in the identification wheel as an example for explanation; when the identification wheel is displayed, with reference to the part distribution of the active parts of the multiple objects relative to the virtual active object, the torso part identification 1110 corresponding to the virtual torso part is displayed in the middle of the identification wheel, the head part identification 1120 corresponding to the virtual head part is displayed at the top, the tail part identification 1130 corresponding to the virtual tail part is displayed at the bottom of the identification wheel, the part identifications corresponding to the virtual left arm part (virtual left upper arm and virtual left lower arm) and the virtual left wing part are displayed on the left, and the part identifications corresponding to the virtual right arm part (virtual right upper arm and virtual right lower arm) and the virtual right wing part are displayed on the right, etc.
[0261] Determining the regional distribution of multiple part identifiers and presenting multiple part identifiers with the help of part distribution helps players quickly become familiar with and use the identifier wheel based on the first active object itself, improves the efficiency and accuracy of locating the active part of the object, and improves the efficiency of human-computer interaction.
[0262] In some embodiments, when the part locking operation is the third part locking operation, an identification wheel is displayed based on the part distribution of multiple object active parts included in the first active object; and the first active part is determined based on the regional distribution of the part identifications in the identification wheel.
[0263] The regional distribution of the multiple part identifiers on the identifier wheel is determined based on the part distribution of the multiple object activity parts relative to the virtual activity object. Schematically, when the part locking operation is a long press operation on the part locking control, taking the long press operation with a preset duration as an example, during the long press process, an identifier wheel including multiple part identifiers is displayed, wherein the center of the identifier wheel overlaps with the center of the part locking control, and is used to display the torso part identifier corresponding to the virtual torso part; other object interaction parts such as Fig.11 Shown are divided on both sides.
[0264] In an optional embodiment, in response to receiving a second part locking operation, based on the part distribution of multiple object active parts included in the first active object, the first active part among the multiple object active parts is automatically locked and displayed with a first highlight feature.
[0265] Illustratively, the second part locking operation is another form of part locking operation different from the first part locking operation, such as the second part locking operation is a long press operation.
[0266] If a second part locking operation is received, an identification wheel is displayed based on the part distribution of multiple object active parts included in the first active object, and the area distribution of the part identification on the identification wheel matches the partial distribution of the object active parts, thereby automatically locking the first active part from the multiple object active parts.
[0267] For example: when a long press operation is received, the identification wheel is displayed with the part lock control as the center, the virtual torso part indicated by the center of the part lock control is locked by default, and the virtual torso part is displayed with the first highlight feature, that is, the virtual torso part is used as the first active part.
[0268] In an optional embodiment, in response to the end moment of the second part locking operation, the first active part is indicated and displayed with the second highlight feature; or, in response to the end moment of the second part locking operation, the fourth active part is indicated and displayed with the second highlight feature.
[0269] Illustratively, if at the end of the long press operation, the control still remains in the center of the part lock control, it is deemed that the virtual torso part continues to be locked, and the virtual torso part is displayed with the second highlight feature, and the first highlight feature and the second highlight feature may be the same or different; if at the end of the long press, the control moves to other positions of the identification wheel, it is deemed that the fourth active part is locked (such as moving to the head part identification corresponding to the virtual head part), and the fourth active part is displayed with the second highlight feature, and the first highlight feature and the second highlight feature may be the same or different.
[0270] like Fig.12 As shown, it is a schematic diagram of an interface for displaying a first active part with a highlight feature and displaying multiple part identifiers. Optionally, taking the case where the part locking operation is implemented as a long press operation and multiple part identifiers are presented through an identifier wheel, the first active part corresponding to the first active object 1210 is automatically locked based on the long press operation on the part locking control, and the first active part is a virtual torso part 1211 displayed with a highlight feature (black area); in addition, based on the long press operation, an identifier wheel 1220 including multiple part identifiers is also displayed, and based on the virtual torso part 1211 being locked, a torso part identifier 1221 corresponding to the virtual torso part 1211 is specially displayed in the identifier wheel 1220 (as shown in a gray area in the figure, and can also be distinguished in other forms such as a black area), etc., which are not limited here.
[0271] also, Fig.12 It can also be regarded as a selected preview effect, that is, during the long press process of the part locking operation being a long press operation, the virtual torso part 1211 is used as the default selected active part, and a black filled area is displayed on the virtual torso part 1211 (such as regarded as the first highlight display feature); when the finger is still at the torso part mark 1221 corresponding to the virtual torso part 1211 after the long press reaches the preset length, the locking origin is displayed on the virtual torso part 1211 to indicate automatic locking (such as regarded as the second highlight display feature), which is not limited here.
[0272] In an optional embodiment, when a position locking operation is received, the display identification list is expanded.
[0273] The identification list includes multiple part identifications.
[0274] Optionally, multiple part identifiers may be displayed in a vertical or horizontal arrangement through an identifier list. For example, based on a part locking operation performed on a part locking control, an identifier list is displayed around the part locking control, wherein multiple object active parts are analyzed from top to bottom and from left to right, and part identifiers corresponding to the multiple object active parts are displayed; or, based on multiple object active parts, multiple part identifiers are displayed in a random arrangement, etc. The display arrangement is not limited here.
[0275] In an optional embodiment, when a part locking operation is received, multiple part identifiers are displayed based on the interactive states of multiple active parts of the object.
[0276] The interactive state is used to indicate the state of the object's active part establishing a locked association relationship with the master virtual object. Schematically, each object's active part corresponds to an interactive state, and a part identifier of a corresponding style is displayed based on the interactive state to distinguish the relationship between different object active parts and the master virtual object.
[0277] Among them, the part identification corresponding to the active part of the object in the first interactive state is displayed in a first style, and the part identification corresponding to the active part of the object in the second interactive state is displayed in a second style. The first interactive state is used to characterize that the master virtual object can establish a locked association relationship with the active part of the object, and the second interactive state is used to characterize that the master virtual object cannot establish a locked association relationship with the active part of the object. The first style and the second style are different.
[0278] Optionally, the different styles include at least one of the following forms: (1) the logo colors indicated by the styles are different, such as the first style is white and the second style is gray; (2) the logo shapes indicated by the styles are different, such as the first style is round and the second style is star-shaped, etc.
[0279] Schematically, if the active part of the object corresponds to the first interactive state, it means that the main virtual object can establish a locking association relationship with the active part of the object, and therefore a part mark of the first style is displayed to prompt the player that the main virtual object can control the main virtual object to lock the active part of the object; for example, the part mark of the active part of the object in the first interactive state is white (first style).
[0280] If the active part of the object corresponds to the second interactive state, it means that the main virtual object cannot establish a locking association relationship with the active part of the object. Therefore, the second style of part identification is displayed to prompt the player that the main virtual object cannot control the main virtual object to lock the active part of the object to avoid invalid operations by the player. For example, the part identification of the active part of the object in the second interactive state is gray (second style).
[0281] Optionally, the interactive states corresponding to the active parts of the object are preconfigured.
[0282] For example, the first active object is a virtual monster A, and the virtual monster A includes a virtual head part, a virtual tail part, a virtual torso part, a virtual left arm part, a virtual right arm part, a virtual left leg part, and a virtual right leg part. If the virtual head part, the virtual torso part, the virtual left arm part, and the virtual right arm part of the virtual monster A are pre-configured to correspond to the first interactive state, a first-style head part mark, a first-style left arm part mark, a first-style virtual torso part mark, and a first-style right arm part mark are displayed; in addition, the virtual tail part, the virtual left leg part, and the virtual right leg part correspond to the second interactive state, so a second-style tail part mark, a second-style left leg part mark, and a second-style right leg part mark are displayed.
[0283] Optionally, the interactive state is determined in real time during the virtual game process based on the part attributes of the object activity part on the first active object.
[0284] Part attributes are used to characterize the activity state of the active parts of the object, and the part attributes include at least one of the part's virtual health, the part's virtual spell value, the part's attack speed, and the part's attack strength; the part's virtual health is used to describe the remaining health value of the object's active part to continue to remain in the active state, the part's virtual spell value is used to describe the remaining spell value of the object's active part to continue to remain in the active state, the part's attack speed is used to describe the speed of the object's active part in the attack state, and the part's attack strength is used to describe the strength of the object's active part in the attack state, etc.
[0285] In an exemplary manner, the interactive state of the active part of the object whose part attributes meet the preset attribute requirements is determined as the first interactive state, and the interactive state of the active part of the object whose part attributes do not meet the preset attribute requirements is determined as the second interactive state. The preset attribute requirements include at least one of a numerical requirement (such as the virtual health volume of the part is less than a preset value) and a percentage requirement.
[0286] For example, the first moving object is a virtual monster A, which includes a virtual head part, a virtual tail part, a virtual torso part, a virtual left arm part, a virtual right arm part, a virtual left leg part and a virtual right leg part. After receiving the part locking operation, the virtual torso part is automatically locked. If multiple part identifiers need to be displayed, the virtual health volume of the virtual head part is 53, the virtual health volume of the virtual tail part is 69, the virtual health volume of the virtual torso part is 32, the virtual left arm part is 41, the virtual right arm part is 49, the virtual left leg part is 65, and the virtual right leg part is 65. If the preset attribute requirement is that the part virtual health volume is less than 50, the active parts of the object that meet the preset attribute requirements include the virtual torso part, the virtual left arm part and the virtual right arm part, then the left arm part identifier of the first style, the virtual torso part of the first style, and the right arm part identifier of the first style are displayed; in addition, the head part identifier of the second style, the tail part identifier of the second style, the left leg part identifier of the second style, and the right leg part identifier of the second style are displayed.
[0287] In some embodiments, when the master virtual object locks the second active part, the first part identifier corresponding to the second active part is displayed in a third style, and the third style is different from the first style and the second style.
[0288] Illustratively, if the master virtual object locks the second active part, in order to distinguish the first part mark corresponding to the second active part from the multiple part marks, the first part style is displayed in a third style different from the first style and the second style. Similarly, if the master virtual object locks the first active part, the second part mark corresponding to the first active part is displayed in a third style, etc., which will not be elaborated here. That is, the part mark corresponding to the locked object active part is represented by the third style.
[0289] For example: the third style is "highlighted", the first style is "white", and the second style is "gray"; when displaying the part identifiers corresponding to multiple object active parts, the part identifier of the object active part in the first interactive state is represented in white; the part identifier of the object active part in the second interactive state is represented in gray; the part identifier of the object active part to be locked is represented as "highlighted", wherein the "highlighted" part identifier is the part identifier of the object active part selected and locked among the object active parts in the second interactive state.
[0290] like Fig.11As shown, taking the display of multiple part identifications through an identification wheel as an example, the optional part 1141 in the identification wheel is represented by white, indicating that the part identification corresponding to the active part of the object in the first interactive state is white; the unlockable part 1142 is represented by gray (i.e., grayed out), indicating that the part identification corresponding to the active part of the object in the second interactive state is gray; the part identification 1110 corresponding to the active part of the object that is selected to be locked is represented by a highlighted and enlarged style (such as dark gray, etc.), so as to distinguish the part identifications of different interactive states by style.
[0291] Step 1020, in response to receiving a selection operation for a first part identifier among the multiple part identifiers as a part change operation, locking a second active part among the multiple object active parts, and displaying the second active part with a highlight feature on the first active object.
[0292] Among them, the second active part corresponds to the first part identification.
[0293] Illustratively, the second active part is the object active part selected and locked among the multiple object active parts of the first active object except the first active part; then the first part identifier is the part identifier corresponding to the object active part selected and locked among the multiple object active parts of the first active object except the first active part.
[0294] Optionally, the selection operation includes at least one of a drag operation, a click operation, a long press operation, and a voice trigger operation. Schematically, taking the case where the part locking operation is a long press operation and the selection operation is a drag operation as an example, multiple part identifiers are displayed through an identifier wheel based on the long press operation. If a drag operation is performed after the long press operation to select a first part identifier corresponding to a second active part other than the currently locked first active part, if the finger is dragged to the first part identifier and then released, it is deemed that the drag operation is completed, and the first active object is deemed to be selected and locked, that is, a locking association relationship between the main control virtual object and the first active object is deemed to be established, so the second active part is displayed on the first active object with a highlighted display feature.
[0295] In some embodiments, in response to receiving a selection operation on a first part mark among the plurality of part marks, the first part mark in a third style is displayed.
[0296] Schematically, the third style is used to represent that a locking association relationship is established between the second active part corresponding to the first part identifier and the main control virtual object. If the first part identifier is selected, the first part identifier of the third style is displayed to prompt the player to successfully lock the second active part.
[0297] like Fig.11As shown, if the torso part mark 1150 corresponding to the virtual torso part is selected based on the selection operation, the torso part mark 1150 of the third style is displayed (such as in a gray highlight style), thereby distinguishing it from the part marks of the first style and the second style mentioned above.
[0298] Or Fig.13 As shown, taking the selection operation as a drag operation as an example, if the drag operation is received and ends at the first part identifier 1310, it is regarded as a selection operation performed on the first part identifier 1310, so the highlighted first part identifier 1310 is displayed (such as displayed in black) and the area where the first part identifier is located has a magnification effect, etc.
[0299] In an optional embodiment, in response to receiving a first selection operation for a first part identifier among multiple part identifiers as a part change operation, the first active part is unlocked and the second active part is locked; the first active part is displayed on the first active object with a default display feature, and the second active part is displayed with a highlighted display feature.
[0300] The first selection operation is used to switch the locked first movable part to the second movable part.
[0301] Schematically, the first selection operation is at least one operation form of the selection operation, such as the first selection operation includes at least one of a drag operation, a long press operation, and a click operation; taking the first selection operation as a drag operation as an example, if the first part identifier receives a drag operation (such as an operation of dragging from the center of the identifier wheel to the position of the first part identifier), it is deemed to have received the first selection operation, and therefore is deemed to cancel the locking association relationship between the main control virtual object and the first active part, and establish a locking association relationship between the main control virtual object and the second active part, that is, the main control virtual object is controlled to no longer lock the first active part, but to lock the second active part instead, so the first active part is displayed with the default display feature, and the second active part is displayed with the highlighted display feature, such as: displaying a virtual torso part (first active part) in gray (default skin color) and a virtual right wing part (second active part) in orange (highlight feature), etc.
[0302] In an optional embodiment, in response to receiving a second selection operation for a first part identifier among multiple part identifiers as a part change operation, the second active part is additionally locked; and the first active part and the second active part are displayed on the first active object with a highlight feature.
[0303] The second selection operation is used to additionally lock the second movable part while locking the first movable part.
[0304] Schematically, the second selection operation is at least one other operation form of the selection operation different from the first selection operation, such as the second selection operation includes at least one of a click operation, a long press operation, and a drag operation; taking the second selection operation as a click operation as an example, if the first part identifier receives a click operation (such as receiving an operation of other fingers clicking on the first part identifier in the process of receiving the long press operation to display the identifier wheel), it is deemed to have received the second selection operation, and therefore it is deemed to establish a locking association relationship between the main control virtual object and the second active part while maintaining the locking association relationship between the main control virtual object and the first active part, that is, the main control virtual object is controlled to lock the second active part while locking the first active part, so that the first active part and the second active part are displayed with a highlighted display feature, such as: displaying a virtual torso part (first active part) and a virtual right wing part (second active part) in orange (highlighted display feature), etc.
[0305] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.
[0306] In an optional embodiment, in response to receiving a selection operation on a first part identifier among the multiple part identifiers, and the first part identifier is displayed in a first style, the second active part is displayed on the first active object with a highlight feature.
[0307] Schematically, multiple part identifiers present corresponding display styles based on the interactive status of the active parts of the corresponding objects. For example, the first part identifier that receives a selection operation is displayed in the first style, indicating that the second active part can establish a locked association relationship with the main virtual object. Therefore, a locked association relationship is established between the main virtual object and the second active part based on the selection operation, and the second active part is displayed on the first active object with a highlighted display feature.
[0308] In an optional embodiment, in response to receiving a selection operation for a first part identifier among multiple part identifiers, and the first part identifier is displayed in a second style, the first active part is maintained to be displayed with a highlight feature, and switching prompt information is displayed.
[0309] The switching prompt information is used to prompt that the master virtual object cannot lock the second active part.
[0310] Schematically, multiple part identifiers present corresponding display styles based on the interactive status of the corresponding object active parts. For example, the first part identifier that receives the selection operation is displayed in the second style, which means that the second active part cannot establish a locking association relationship with the main virtual object. Therefore, based on the selection operation, a locking association relationship cannot be established between the main virtual object and the second active part, and the current selection operation is deemed invalid. The first active part is displayed with a highlighted feature, and a switching prompt message is displayed to prompt the player that the main virtual object cannot lock the second active part, so that the player can perform selection operations on other part identifiers corresponding to the object active parts that can be effectively locked.
[0311] like Fig.14 As shown, it is a schematic diagram of the identification wheel representing the parts that cannot be locked. Among them, the object active parts 1410 and the object active parts 1420 presented in gray cannot be locked, that is, the master virtual object cannot establish a locking association relationship with them. Optionally, the text content 1430 of "this part cannot be locked" can also be used as the switching prompt information, that is, when the second active part corresponding to the first part identifier cannot be locked, "this part cannot be locked" is displayed in the terminal interface as the switching prompt information. Optionally, for the object active part that has been locked, the part identifier corresponding to the object active part is represented as a locked state (such as a black style); for the object active part that is currently being selected for locking, the part identifier corresponding to the object active part is represented as a selected preview state (such as a highlight and enlarged style), etc. That is: taking the selection operation as a long press operation as an example, when an object active part is selected but the hand has not been released to lock the object active part, the object active part is highlighted on the virtual active object; if the hand is released to formally lock the object active part, a locking origin will be displayed at the object active part of the virtual active object as a highlight display special effect.
[0312] In an optional embodiment, in response to receiving a selection operation for a first part identifier among the multiple part identifiers, the part locking control is displayed in a second control display style.
[0313] The second control display style represents the active part of the locked object. Optionally, the second control display style includes a part identifier corresponding to the active part of the locked object.
[0314] like Fig.15As shown, it is a schematic diagram of the interface for switching and locking the virtual head part based on the part identification. In the process of the main control virtual object interacting with the virtual active object 1510, based on the part locking operation, the identification wheel 1520 is displayed. If a selection operation for the head part identification 1521 corresponding to the virtual head part is received, the head part identification 1521 is used as the first part identification, and the virtual head part is displayed on the virtual active object 1510 with a highlight display feature (such as the blackened part in the figure, or the highlight display feature such as the locking origin).
[0315] like Fig.16 As shown, it is a schematic diagram of the interface for displaying the part locking control in the second control display style. Optionally, if a selection operation is received for a first part identifier among multiple part identifiers, and the second active part selected and locked by the selection operation can be locked, the part locking control 1610 is displayed in the second control display style, including the part identifier corresponding to the second active part, such as a locked virtual torso part, and the torso part identifier 1611 corresponding to the virtual torso part is displayed. Optionally, the virtual torso part can also be displayed with a highlight feature (such as a highlight feature is a color effect, Fig.16 If the second active part is a virtual head part, the part identifier in the part lock control 1610 displayed in the second control display style is the head part identifier, which is not limited here.
[0316] In an optional embodiment, in response to receiving a symmetrical part switching operation for the first active part, when there is a fifth active part having a part symmetrical relationship with the first active part, the fifth active part is displayed with a highlighted display feature.
[0317] Among them, the part symmetry relationship includes at least one of the following: the symmetry relationship between the virtual head part and the virtual tail part, the symmetry relationship between the virtual left arm part and the virtual right arm part, the symmetry relationship between the virtual left leg part and the virtual right leg part, and the symmetry relationship between the virtual left wing part and the virtual right wing part.
[0318] Indicatively, Fig.11As shown, taking the identification wheel displaying multiple part identifications as an example, the distribution of the multiple part identifications on the identification wheel presents a symmetrical distribution state, such as taking the torso part identification 1110 corresponding to the virtual torso part as the center, the top is the head part identification 1120 corresponding to the virtual head part, the bottom is the tail part identification 1130 corresponding to the virtual tail part, the left side from top to bottom are the virtual left upper arm part, the virtual left wing and the virtual left lower arm part, and the right side from top to bottom are the virtual right upper arm part, the virtual right wing and the virtual right lower arm part; among which, there is a part symmetry relationship between the virtual head part and the virtual tail part, a part symmetry relationship between the virtual left upper arm part and the virtual right upper arm part, a part symmetry relationship between the virtual left wing part and the virtual right wing part, a part symmetry relationship between the virtual left lower arm part and the virtual right lower arm part, and so on.
[0319] Optionally, the symmetrical part switching operation includes at least one of a plurality of operation forms such as a click operation, a sliding operation, and a voice trigger operation. Taking the symmetrical part switching operation as a double-click operation as an example, if the first active part is the virtual head part, after the virtual head part receives a double-click operation (such as double-clicking the virtual head, etc.), based on the existence of a virtual tail part (the fifth active part) with a part symmetrical relationship with the virtual head part, the virtual tail part is displayed with a highlighted display feature, and the display of the virtual head part with a highlighted display feature is canceled, etc.
[0320] With the help of symmetrical part switching operation, the symmetry of the object activity parts of the virtual activity object can be fully utilized, the target interaction parts that need to be interacted with can be switched more efficiently, the operation process can be simplified, and the efficiency of human-computer interaction can be improved.
[0321] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.
[0322] To sum up, with the help of the part locking operation, not only can the first active object be quickly determined from at least one virtual active object, but the first active part of the first active object can also be quickly locked based on the part distribution, so that the player can efficiently control the interaction process between the main virtual object and the first active part based on the highlighted display features, thereby improving the interaction efficiency and interaction accuracy, helping to improve the interaction targeting of the main virtual object to the first active part, avoiding problems such as invalid interaction or erroneous interaction, and reducing the player's operation complexity, thereby improving the efficiency of human-computer interaction and avoiding the problem of invalid data processing, thereby improving data processing efficiency and processing accuracy.
[0323] In the embodiment of the present application, the content of switching and locking different object active parts on the same virtual active object based on multiple displayed part identifiers is introduced. By flexibly selecting the first part identifier to switch and bind the second active part, it helps to improve the intuitiveness and coordination of the operation, facilitate players to better understand the logic and mechanism of the game world, improve the game immersion and the player's experience, and simplify the complexity of the operation; in addition, if multiple part identifiers are determined based on the distribution of the object's active parts, it is also convenient for the player's operation experience and increases the possibility of blind operation by the player; in addition, with the help of part identifiers to represent the object's active parts, it is convenient to technically add or modify the object's active parts, avoid the complexity of the overall reconstruction of the virtual active object, simplify the game development time and maintenance cost, and after selection, only the selected second active part needs to be re-rendered in a targeted manner, effectively reducing memory usage and improving the overall performance of the game.
[0324] In an optional embodiment, after the first active part is displayed with a highlight feature, a lock cancel operation may be received to cancel the lock association relationship between the current master virtual object and the first active part. Fig.17 As shown above Figure 3 The illustrated step 330 may then be implemented as the following step 1710 .
[0325] Step 1710: In response to receiving a lock cancel operation, display the first active part with a default display feature.
[0326] Optionally, the lock cancellation operation includes at least one of multiple operation forms such as a long press operation, a click operation, a drag operation, and a voice trigger operation.
[0327] The lock cancel operation is used to cancel the lock association relationship between the master virtual object and the active part of the object. In an exemplary manner, if the lock cancel operation is received after the first active part is displayed with a highlight feature, it is deemed to cancel the lock association relationship between the master virtual object and the active part of the object, that is, the master virtual object is controlled to no longer lock the active part of the object for a targeted interaction process.
[0328] In an optional embodiment, when the identification wheel is displayed based on the part locking operation, in response to receiving a sliding operation to a lock canceling area on the identification wheel as a lock canceling operation, the first active part is displayed with a default display feature.
[0329] In an illustrative manner, if the lock cancel operation is implemented through the identification wheel, the lock cancel operation is an operation implemented after the lock cancel area corresponding to the identification wheel is triggered, and the lock cancel area is an area on the identification wheel used to cancel the active part of the locked object. Therefore, if the lock cancel operation is received for the lock cancel area corresponding to the identification wheel, the lock association relationship between the master virtual object and the locked active part of the object (such as the first active part) is canceled, so that the first active part is no longer displayed with the highlighted display feature, and the first active part is restored to be displayed with the default display feature.
[0330] Illustratively, the lock cancellation area on the logo wheel is located in the entire area or a portion of the outermost area of the logo wheel.
[0331] like Fig.18 As shown, it is a schematic diagram of receiving a lock cancellation operation. Taking the lock cancellation operation implemented based on the identification wheel and the lock cancellation operation as a sliding operation as an example, in the case where the identification wheel is displayed based on the part lock operation, if an operation of sliding to the lock cancellation area 1810 and releasing is received, it is deemed that the lock cancellation operation has been received.
[0332] Illustratively, after dragging to the cancel area 1810, a first special effect state is used to prompt that the lock cancel state is about to be entered, such as a red luminous special effect is used to prompt that the lock cancel state is about to be entered, and the red luminous special effect is displayed in the lock cancel area and / or around the logo wheel, which is not limited here.
[0333] Optionally, based on the lock cancel operation, the first active part is no longer displayed with a highlighted display feature, but is displayed with a default display feature.
[0334] In an optional embodiment, in response to receiving a lock invalidation operation, the first active part is displayed with a highlighted feature, and the lock invalidation operation is an operation that cannot effectively establish a lock association relationship between the master virtual object and the active part of the object.
[0335] In some embodiments, when the identification wheel is displayed based on the part locking operation, in response to receiving a sliding operation to a locking invalidation area on the identification wheel as the locking invalidation operation, the first active part is kept displayed with a highlighting feature.
[0336] The invalid locking area is an area on the identification wheel where the active part of the object cannot be effectively locked. Schematically, the invalid locking area on the identification wheel is located in a preset area on the outermost side of the identification wheel.
[0337] like Fig.19In the case where the wheel of identification is displayed based on the part locking operation, if an operation of sliding to the locking invalidation area 1920 outside the part identification and locking cancellation area 1910 and releasing is received, it is considered that the locking invalidation operation has been received.
[0338] Illustratively, after sliding to the locked invalid area 192010, a second special effect style is used to prompt that the current selection is in an invalid state, such as a gray luminous special effect is used to prompt that the current selection is in an invalid state. The gray luminous special effect is displayed around the logo wheel or other preset areas, which are not limited here.
[0339] That is: Fig. 20 As shown, if an operation of sliding to the lock invalid area and releasing is received based on the display of the identification wheel 2010, the process of switching the active part of the selected object is canceled; if an operation of sliding to the lock cancellation area and releasing is received, the part locking process is canceled. In addition, when the identification wheel (or part wheel) is displayed, the skill button area can be displayed in a weakened manner; in addition, if the head part identification corresponding to the virtual head part in the identification wheel 2010 is selected, the virtual head part is displayed on the virtual active object with a highlighted display feature, etc.
[0340] Optionally, based on the invalid locking operation, the first active part and / or other locked active parts of the object continue to be displayed with a highlighted display feature, which is not limited here.
[0341] In an optional embodiment, when there are multiple virtual active objects within the preset interaction range corresponding to the master virtual object, in response to receiving a lock cancellation operation, the first active part is displayed with a default display feature, and the third active part of the second active object is displayed with a highlight display feature.
[0342] Illustratively, when there are other virtual active objects besides the first active object within the preset interactive range, the lock cancellation operation is regarded as canceling the lock association relationship between the first active part of the current first active object, and the third active part on the second active object is automatically determined, thereby restoring the display of the first active part with the default display feature; in addition, the third active part of the second active object is displayed with a highlighted display feature, etc.
[0343] In an optional embodiment, when there are multiple virtual active objects within the preset interaction range corresponding to the master virtual object, in response to receiving a lock cancellation operation, the object activity parts corresponding to the multiple virtual active objects are displayed with default display features.
[0344] Illustratively, even if there are other virtual active objects besides the first active object within the preset interactive range, the lock cancellation operation is regarded as canceling the locked association relationship between the master virtual object and the object active parts of all virtual active objects, that is, restoring the display of the first active part with the default display characteristics, and continuing to display the object active parts of other virtual active objects with the default display characteristics, etc.
[0345] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.
[0346] To sum up, with the help of the part locking operation, not only can the first active object be quickly determined from at least one virtual active object, but the first active part of the first active object can also be quickly locked based on the part distribution, so that the player can efficiently control the interaction process between the main virtual object and the first active part based on the highlighted display features, thereby improving the interaction efficiency and interaction accuracy, helping to improve the interaction targeting of the main virtual object to the first active part, avoiding problems such as invalid interaction or erroneous interaction, and reducing the player's operation complexity, thereby improving the efficiency of human-computer interaction and avoiding the problem of invalid data processing, thereby improving data processing efficiency and processing accuracy.
[0347] In the embodiment of the present application, the content of canceling the locking process of the part based on the lock cancel operation is introduced. The lock cancel operation can improve the operation efficiency of the cancel process, enhance the interactive function experience of the player, allow the player to execute the lock cancel process according to the battle situation or environmental changes, help the player make more strategic choices in the ever-changing battle, strengthen tactical adjustments, and help improve the flexibility of multi-target management and switching.
[0348] In an optional embodiment, after the first active part is displayed with a highlight feature, if an interactive operation is received based on the first active part, the control virtual object is controlled to interact with the first active part; if the locked active part of the object is switched, the control virtual object is controlled to interact with the switched and locked active part of the object. Fig.21 As shown, taking the case where the first active part is locked with the main virtual object and receives the interactive operation as an example, the above Figure 3 The illustrated step 330 may then be implemented as the following steps 2110 to 2120 .
[0349] Step 2110, receiving an interactive operation for controlling the master virtual object to perform an interactive operation in the virtual game.
[0350] Among them, the interactive operation includes at least one of an attack operation, a defense operation, a treatment operation, and a movement accompanying operation.
[0351] Illustratively, if a locking association relationship is established between the control main virtual object and the first active part, the player can control the control main virtual object and the first active part to perform a more targeted interaction process.
[0352] For example: when the interactive operation is an attack operation, the player can control the main virtual object to attack the locked enemy virtual active object or the object active part of the non-player character; when the interactive operation is a defense operation, the player can control the main virtual object to defend against the virtual attack launched by the locked enemy virtual active object or the non-player character through the object active part; when the interactive operation is a treatment operation, the player can control the main virtual object to perform targeted treatment on the locked teammate virtual active object or the object active part of the non-player character to restore virtual health, virtual mana, etc.; when the interactive operation is a moving accompanying operation, the player can control the main virtual object to continuously accompany the locked teammate virtual active object or the object active part of the non-player character to move in the virtual scene, perform skills, etc. The form of the interactive operation is not limited here.
[0353] The interactive operation is used to adjust the part attribute of the first active part, and the part attribute is used to describe the attribute information of the active part of the object, and the part attribute includes at least one of the multiple attributes such as part health and part mana. For example, when the interactive operation is an attack operation, the attack operation on the first active part is used to reduce the part health of the first active part; or when the interactive operation is a treatment operation, the treatment operation on the first active part is used to increase the part mana of the first active part, etc., which is not limited here.
[0354] Step 2120, in response to the interactive operation, controlling the master virtual object to interact with the first active part according to the locked association relationship.
[0355] The locking association relationship is used to represent the situation where the master virtual object locks the first active part.
[0356] Illustratively, if an interactive operation is received, when the first active part is displayed with a highlighted feature, the main control virtual object is specifically controlled to perform an interactive process corresponding to the interactive operation with the first active part. For example, the main control virtual object is specifically controlled to launch a virtual attack on the first active part; or the main control virtual object is specifically controlled to treat the first active part, etc.
[0357] Optionally, in response to the interactive operation being an attack operation, the master virtual object is controlled to attack the first movable part of the first movable object.
[0358] Illustratively, if the attack operation is to perform a big move A, then while the first moving part is displayed with a highlighted feature, the master virtual object is controlled to attack the first moving part of the first moving object.
[0359] Illustratively, if the attack operation is to perform a big move A, the display of the first active part with a highlighted feature is canceled, and the master virtual object is controlled to attack the first active part of the first active object based on the locked association relationship, etc.
[0360] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.
[0361] To sum up, with the help of the part locking operation, not only can the first active object be quickly determined from at least one virtual active object, but the first active part of the first active object can also be quickly locked based on the part distribution, so that the player can efficiently control the interaction process between the main virtual object and the first active part based on the highlighted display features, thereby improving the interaction efficiency and interaction accuracy, helping to improve the interaction targeting of the main virtual object to the first active part, avoiding problems such as invalid interaction or erroneous interaction, and reducing the player's operation complexity, thereby improving the efficiency of human-computer interaction and avoiding the problem of invalid data processing, thereby improving data processing efficiency and processing accuracy.
[0362] In the embodiment of the present application, the content of the interactive process based on the targeted interactive operation and the locked object active part is introduced. In the case of the targeted locking of the object active part based on the above process, when the player controls the main virtual object to perform the interactive process, the main virtual object can be controlled to perform a targeted and targeted interactive effect with the locked object active part (such as the first active part), thereby enhancing the immersion and sense of substitution of the game, optimizing the game rhythm and the game fluency, and enriching the game experience. It not only helps the main virtual object to carry out targeted attacks, treatments and other interactive processes on the locked object active part by itself, but also helps to cooperate with the teammate virtual active object to achieve a more diverse game interactive experience, and enhance the challenge and content richness of the game.
[0363] In an optional embodiment, the object interaction method in the above-mentioned virtual scene can also be called "a function that can switch and lock between multiple targets and can switch and lock specific parts of the target". Compared with the method that can only lock the virtual active object but cannot effectively and finely lock the active part of the object, the embodiment of the present application provides more part identifications of the active parts of the object for locking selection, which are subdivided into virtual left wing part, virtual right wing part, virtual arm part, virtual leg part, etc., and also takes into account the design of a position layout that is easy to remember due to the possible large number of virtual parts.
[0364] Indicatively, Fig. 22 The following is an operation logic flow chart, taking the position locking operation including the two operation forms of click operation and long press operation as an example for explanation.
[0365] 1. The purpose of switching multiple virtual activity objects can be achieved through click operations.
[0366] In the case where the active part of the object is not locked, if the click operation 2210 is performed on the part locking control, the nearest target, such as the first active part of the first active object, is locked (e.g., when locking or switching the lock based on the click operation, the virtual torso is locked by default); when there are multiple lockable virtual active objects nearby, a list of locked objects that can be switched in sequence is formed from near to far, and the list ends with the unlocking, forming a complete click closed loop. Fig. 22 As shown in the first row, if the click operation 2210 is received again when the nearest target is locked, the next closest target is switched and locked until it is unlocked. For example, if the click operation 2210 is received again after the next closest target is locked, and there are no other virtual active objects within the preset interactive range of the main virtual object, the process of unlocking the active part of the object is canceled based on the click operation 2210, that is, the default returns to the initial state (unlocked) where the active part of the virtual active object is not locked.
[0367] Schematically, taking a single-click operation as a part-locking operation as an example, when a single-click operation is received and there is a lockable virtual active object, the virtual active object is locked and the virtual torso part is locked by default; in addition, the part-locking control is switched from an unlocked state to a selected state, and the virtual torso part locked by default is displayed. The locking process includes the following situations:
[0368] Case 1: When there is only one virtual active object in the preset interactive range, the virtual body part of the virtual active object is locked based on a single-click operation, and the virtual active object is unlocked when clicked again.
[0369] Case 2: When there are multiple virtual active objects in the preset interactive range, the virtual active objects are locked in sequence from near to far based on the click operation, and finally the unlock operation is used as the last step of a single switching cycle. The click operation is received again from the unlocked state to repeat this logic.
[0370] For example: If there are two virtual monsters in the preset interactive range, namely virtual monster A and virtual monster B, with clicking the part lock button as the judgment time, virtual monster A is at a closer distance and virtual monster B is at a farther distance. Clicking the part lock button for the first time will lock virtual monster A; clicking the part lock button for the second time will lock virtual monster B; clicking the part lock button for the third time will cancel the lock, that is, no virtual monster will be locked. At this time, the part lock button is in an untriggered state. The above is a complete closed loop, and if you continue to click on this basis, the cycle will repeat.
[0371] Case 3: If there is no lockable virtual active object in the preset interaction range, there will be no feedback when clicking the part lock control.
[0372] 2. It can be used to switch the position of a single locked virtual active object.
[0373] Regardless of whether the active part of the object is locked or not, you can press and hold the part lock control to call out the identification wheel (or part wheel). Fig. 22 Long press, drag to).
[0374] like Fig. 22 As shown, the long press operation can be received without locking the active part of the object, or can be received while locking the active part of the virtual active object, such as: receiving the long press operation while locking the nearest target (such as locking the virtual torso part of the nearest virtual active object); or receiving the long press operation while locking the second nearest target (such as locking the virtual torso part of the second nearest virtual active object), etc.
[0375] During the long press operation, if you drag to a lockable active part of an object without releasing your hand, the active part of the object will be locked; when you drag to an unlockable active part of an object, it will be prompted that the active part of the object cannot be locked; when you drag outside the wheel circle (close circle), the display icon wheel will be closed and no changes will be made; when you drag to the lock cancellation area (close button), the locking of the active part of the object will be canceled, etc.
[0376] like Fig.23 As shown, the virtual left wing part 2310 of the virtual monster is locked as an example for explanation. Optionally, if the active part of the object is not locked, it is displayed as interface 2301; if the left wing part mark corresponding to the virtual left wing part 2310 is selected based on the part locking operation (such as selecting the part mark based on the mark wheel to lock the active part of the object), interface 2302 is displayed, and during the locking process, the virtual left wing part 2310 displays a black dot (it can also be implemented as a white dot, a yellow dot, etc., which is not limited here); after the virtual left wing part 2310 is locked, as shown in interface 2303, the virtual left wing part 2310 is displayed with a highlighted display feature, and a focus visual symbol (icon) can also be displayed to prompt the player that the virtual left wing part 2310 is currently locked.
[0377] Indicatively, when there is a lockable object, long press to lock the default locked virtual body part of the nearest virtual active object within the determination range. At the same time, the identification wheel will be expanded, which is a fixed part distribution wheel, including lockable parts and unlockable parts, as well as the unlocked area, or no operation can be performed. When an object active part is selected, the corresponding part of the virtual active object will have a highlighted feature.
[0378] If the logo wheel is expanded, the torso part logo in the logo wheel is located at the center of the part lock control, ensuring that after the logo wheel is expanded, no other decision will be made if no drag operation is performed. Optionally, after the logo wheel is expanded, the button near the logo wheel is semi-transparent to highlight the currently operated control and avoid information interference.
[0379] Optionally, a schematic implementation of the interface interaction effect is described as follows.
[0380] (1) Figure 5 As shown, based on the click operation performed on the part locking control 530 as the part locking operation, the default virtual body part on the nearest first active object is automatically locked, and the following is displayed: Figure 7 The interface shown in FIG. 1 shows a virtual torso part 721 displayed with a highlighted feature, and a part locking control 730 displayed in a second control display style; if the part locking control 730 is clicked again when there are no other virtual active objects within the preset interactive range, the part locking process is canceled and the display is restored. Figure 5 The interface shown; if there are other virtual active objects within the preset interactive range, clicking the part lock control 730 again will lock the default virtual torso part on the second active object closest to the first active object.
[0381] (2) Figure 5 As shown, based on the long press operation on the part locking control 530 as the part locking operation, the default virtual body part on the nearest first active object is automatically locked, and the following is displayed: Fig.12 The interface shown, in which the virtual torso part 1211 is displayed with a highlighted feature, and the part locking control is expanded and displayed as an identification wheel 1220; the torso part identification 1221 corresponding to the virtual torso part locked by default in the current identification wheel 1220 is specially indicated, and if a selection operation is received for the first part identification corresponding to the second active part, the second active part is displayed with a highlighted feature, etc.
[0382] (3) Figure 7 As shown, after locking the default virtual body part 721 on the first active object, a long press operation on the part locking control 730 may be received to display the following Fig.12 The interface shown in the figure can select the first part identification corresponding to the second active part through the identification wheel 1220, and display the second active part with a highlighted feature, so as to achieve the purpose of switching the active part of the object based on a virtual active object.
[0383] (4) Fig.12As shown, after selecting the first part identifier corresponding to the second active part through the identifier wheel 1220 and displaying the second active part with a highlighted feature, if there are other virtual active objects within the preset interactive range and the part lock control is clicked again, the default virtual torso part on the second active object closest to the first active object can be switched and locked.
[0384] That is, the above-mentioned click operation and long press operation can be used separately or cross-used, and the embodiment of the present application does not limit this.
[0385] It is worth noting that the embodiments of the present application are merely illustrative examples and are not limited here.
[0386] To sum up, with the help of the part locking operation, not only can the first active object be quickly determined from at least one virtual active object, but the first active part of the first active object can also be quickly locked based on the part distribution, so that the player can efficiently control the interaction process between the main virtual object and the first active part based on the highlighted display features, thereby improving the interaction efficiency and interaction accuracy, helping to improve the interaction targeting of the main virtual object to the first active part, avoiding problems such as invalid interaction or erroneous interaction, and reducing the player's operation complexity, thereby improving the efficiency of human-computer interaction and avoiding the problem of invalid data processing, thereby improving data processing efficiency and processing accuracy.
[0387] In the embodiments of the present application, considering that if applied to a variety of virtual game processes, there will be different hit feedbacks on the active parts of specific objects and it is hoped to achieve a variety of interactive effects, taking the interactive operation as an attack operation as an example, by locking the active parts of the main virtual object and the virtual active object, the player can implement targeted part attacks according to the characteristics of different virtual active objects, and it is also convenient for the player to control the main virtual object and cooperate with the virtual active objects of teammates to jointly carry out a concentrated attack on the active parts of a certain object, thereby ensuring communication demands while improving the efficiency of human-computer interaction.
[0388] Fig.24 is a structural block diagram of an object interaction device in a virtual scene provided by an exemplary embodiment of the present application, such as Fig.24 As shown, the device includes the following parts:
[0389] A display module 2410, configured to display at least one virtual active object in the virtual scene, wherein the virtual scene also includes a master virtual object;
[0390] A receiving module 2420 is used to receive a part locking operation, where the part locking operation is used to lock an interaction part when a first active object among the at least one virtual active object interacts with the master virtual object;
[0391] The display module 2410 is also used to respond to the part locking operation, based on the part distribution of multiple object active parts included in the first active object, automatically lock the first active part among the multiple object active parts and display the first active part with a highlighted display feature, wherein the first active part is the interaction target part when the main control virtual object interacts with the first active object.
[0392] In an optional embodiment, the display module 2410 is also used to respond to the part locking operation, use a default object active part among the multiple object active parts included in the first active object as the first active part, automatically lock the first active part, and display the first active part with the highlight display feature; the default object active part is the object active part that is locked by default after the first active object is selected.
[0393] In an optional embodiment, the display module 2410 is also used to respond to the part locking operation, take at least one object active part among the multiple object active parts included in the first active object that is closest to the main control virtual object as the first active part, automatically lock the first active part, and display the first active part with the highlight display feature.
[0394] In an optional embodiment, the display module 2410 is also used to display the first active part on the first active object with the highlight display effect, and to display other active parts on the first active object with a default display effect; or, to display the first active part on the first active object with a size magnification effect, and to display the other active parts on the first active object with a default size effect.
[0395] In an optional embodiment, the display module 2410 is also used to respond to receiving a part change operation, lock a second active part among the multiple object active parts based on the part change operation, and display the second active part with a highlighted feature, wherein the second active part is the interactive target part when the main control virtual object interacts with the first active object after the change.
[0396] In an optional embodiment, the display module 2410 is also used to display multiple part identifications when the part locking operation is received, and the multiple part identifications correspond one-to-one to the multiple object active parts on the first active object; in response to receiving a selection operation for a first part identification among the multiple part identifications as the part change operation, lock the second active part among the multiple object active parts, and display the second active part on the first active object with the highlight display feature, the second active part corresponding to the first part identification.
[0397] In an optional embodiment, the display module 2410 is also used to, in response to receiving a first selection operation for the first part identifier among the multiple part identifiers as the part change operation, cancel the lock on the first active part and lock the second active part; display the first active part with a default display feature on the first active object, and display the second active part with the highlight feature, the first selection operation being used to switch the locked first active part to the second active part; or, in response to receiving a second selection operation for the first part identifier among the multiple part identifiers as the part change operation, additionally lock the second active part; display the first active part and the second active part with the highlight feature on the first active object, the second selection operation being used to additionally lock the second active part while locking the first active part.
[0398] In an optional embodiment, the display module 2410 is also used to display an identification wheel when the part locking operation is received, the identification wheel including the multiple part identifications, and the regional distribution of the multiple part identifications on the identification wheel is determined based on the part distribution of the multiple object active parts relative to the virtual active object; or, when the part locking operation is received, expand and display an identification list, the identification list including the multiple part identifications.
[0399] In an optional embodiment, the display module 2410 is also used to display the multiple part identifications when the part locking operation is received, and the interactive state is used to indicate the state in which the active part of the object establishes a locking association relationship with the master virtual object, and the locking association relationship is used to characterize the situation in which the master virtual object locks the active part of the object; wherein, the part identification corresponding to the active part of the object in the first interactive state is displayed in a first style, and the part identification corresponding to the active part of the object in the second interactive state is displayed in a second style, the first interactive state is used to characterize that the master virtual object can establish the locking association relationship with the active part of the object, and the second interactive state is used to characterize that the master virtual object cannot establish the locking association relationship with the active part of the object, and the first style and the second style are different.
[0400] In an optional embodiment, the display module 2410 is further used to display the first part identifier corresponding to the second active part in a third style when the master virtual object locks the second active part, and the third style is different from the first style and the second style.
[0401] In an optional embodiment, the display module 2410 is also used to display a third active part on the second active object with the highlighted display feature in response to receiving a first part locking operation when there are multiple virtual active objects within a preset interaction range corresponding to the master virtual object; the first part locking operation is used to switch the locked virtual active object, the third active part is the interaction target part when the master virtual object interacts with the second active object, the multiple virtual active objects include the second active object and the first active object, and a first relative distance between the first active object and the master virtual object is less than a second relative distance between the second active object and the master virtual object.
[0402] In an optional embodiment, the display module 2410 is also used to display the first active part with the default display feature on the first active object in response to receiving the first part locking operation, and to display the third active part with the highlight display feature on the second active object.
[0403] In an optional embodiment, the display module 2410 is also used to cancel the display of the highlight feature in response to receiving the n+1th first part locking operation when there are n virtual active objects within the preset interaction range corresponding to the main virtual object, and the first part locking operation is used to switch the locked virtual active object, where n is a positive integer.
[0404] In an optional embodiment, the display module 2410 is also used to display the first active part with default display characteristics in response to receiving a lock cancellation operation, and the lock cancellation operation is used to cancel the locking association relationship between the master virtual object and the object active part.
[0405] In an optional embodiment, the display module 2410 is also used to display the first active part with the default display feature in response to receiving a sliding operation to a lock cancellation area on the identification wheel as the lock cancellation operation when displaying the identification wheel based on the part locking operation; the lock cancellation area is an area on the identification wheel used to cancel the lock of the active part of the object.
[0406] In an optional embodiment, the display module 2410 is also used to receive a control trigger operation for a part locking control as the part locking operation; wherein, when the master virtual object does not lock the active part of the object, the part locking control is displayed in a first control display style.
[0407] In an optional embodiment, the display module 2410 is also used to display the part locking control in a second control display style when the master virtual object locks the active part of the object, and the first control display style and the second control display style are different; wherein, when the master virtual object locks the first active part, the second control display style includes a second part identifier corresponding to the first active part.
[0408] In an optional embodiment, the display module 2410 is also used to, in response to receiving a second part locking operation, automatically lock a first active part among the multiple object active parts and display the first active part with a first highlight feature based on the part distribution of the multiple object active parts included in the first active object; indicate the first active part in response to the end moment of the second part locking operation, and display the first active part with a second highlight feature; or, indicate a fourth active part in response to the end moment of the second part locking operation, and display the fourth active part with a second highlight feature.
[0409] In an optional embodiment, the multiple active parts of the object include at least one of a virtual torso part, a virtual head part, a virtual tail part, a virtual left arm part, a virtual right arm part, a virtual left leg part, a virtual right leg part, a virtual left wing part, and a virtual right wing part.
[0410] In an optional embodiment, the display module 2410 is also used to respond to receiving a symmetrical part switching operation for the first active part, and when there is a fifth active part with a part symmetrical relationship with the first active part, display the fifth active part with the highlighted display feature; the part symmetrical relationship includes at least one of the following: the symmetrical relationship between the virtual head part and the virtual tail part, the symmetrical relationship between the virtual left arm part and the virtual right arm part, the symmetrical relationship between the virtual left leg part and the virtual right leg part, and the symmetrical relationship between the virtual left wing part and the virtual right wing part.
[0411] In an optional embodiment, the receiving module 2420 is also used to receive interactive operations for controlling the master virtual object to perform interactions in the virtual game, wherein the interactive operations include at least one of attack operations, defense operations, treatment operations, and movement accompanying operations, and the interactive operations are used to adjust the part attributes of the first active part; in response to the interactive operations, the master virtual object is controlled to perform interactions with the first active part according to a locking association relationship, and the locking association relationship is used to characterize the situation in which the master virtual object locks the first active part.
[0412] In an optional embodiment, the receiving module 2420 is further used to control the master virtual object to attack the first active part of the first active object in response to the interactive operation being the attack operation, while displaying the first active part with the highlight feature.
[0413] To sum up, with the help of the part locking operation, not only can the first active object be quickly determined from at least one virtual active object, but the first active part of the first active object can also be quickly locked based on the part distribution, so that the player can efficiently control the interaction process between the main virtual object and the first active part based on the highlighted display features, thereby improving the interaction efficiency and interaction accuracy, helping to improve the interaction targeting of the main virtual object to the first active part, avoiding problems such as invalid interaction or erroneous interaction, and reducing the player's operation complexity, thereby improving the efficiency of human-computer interaction and avoiding the problem of invalid data processing, thereby improving data processing efficiency and processing accuracy.
[0414] It should be noted that the object interaction device in the virtual scene provided in the above embodiment is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the object interaction device in the virtual scene provided in the above embodiment and the object interaction method embodiment in the virtual scene belong to the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0415] Fig.25 The block diagram of the structure of an electronic device 2500 provided by an exemplary embodiment of the present application is shown. The electronic device 2500 may be a portable mobile terminal, such as a smart phone, a vehicle-mounted terminal, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer or a desktop computer. The electronic device 2500 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.
[0416] Typically, the electronic device 2500 includes a processor 2501 and a memory 2502 .
[0417] The processor 2501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2501 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 2501 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2501 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2501 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0418] The memory 2502 may include one or more computer-readable storage media, which may be non-transitory. The memory 2502 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 2502 is used to store at least one instruction, which is used to be executed by the processor 2501 to implement the object interaction method in the virtual scene provided by the method embodiment of the present application.
[0419] In some embodiments, the electronic device 2500 further includes one or more sensors, including but not limited to: a proximity sensor, a gyroscope sensor, and a pressure sensor.
[0420] The proximity sensor, also called a distance sensor, is usually disposed on the front panel of the electronic device 2500. The proximity sensor is used to collect the distance between the user and the front of the electronic device 2500.
[0421] The gyroscope sensor can detect the body direction and rotation angle of the electronic device 2500, and the gyroscope sensor can cooperate with the acceleration sensor to collect the user's 3D actions on the electronic device 2500. The processor 2501 can implement the following functions based on the data collected by the gyroscope sensor: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0422] The pressure sensor can be set on the side frame of the electronic device 2500 and / or the lower layer of the display screen. When the pressure sensor is set on the side frame of the electronic device 2500, it can detect the user's holding signal of the electronic device 2500, and the processor 2501 performs left and right hand recognition or quick operation according to the holding signal collected by the pressure sensor. When the pressure sensor is set in the lower layer of the display screen, the processor 2501 controls the operability controls on the UI interface according to the user's pressure operation on the display screen. The operability controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0423] In some embodiments, the electronic device 2500 also includes other components, which can be understood by those skilled in the art. Fig.25 The structure shown in the figure does not constitute a limitation on the electronic device 2500, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0424] The embodiment of the present application also provides a computer device, which can be implemented as a terminal or a server. The computer device includes a processor and a memory, in which at least one instruction, at least one program, code set or instruction set is stored, 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 object interaction method in the virtual scene provided by the above-mentioned method embodiments.
[0425] 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 object interaction method in the virtual scene provided by the above-mentioned method embodiments.
[0426] 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 object interaction method in the virtual scene described in any of the above embodiments.
[0427] Optionally, the computer readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid state drive (SSD), or an optical disk. Among them, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.
[0428] Those skilled in the art can understand that all or part of the steps of implementing the above embodiments can be completed by hardware, or by a program to instruct the relevant hardware to complete, and the program can be stored in a computer-readable storage medium, and the above-mentioned storage medium can be a read-only memory, a disk or an optical disk, etc. The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims
1. A method for object interaction in a virtual scene, characterized in that: The method comprises: Display at least one virtual active object in the virtual scene, wherein the virtual scene also includes a master virtual object; receiving a part locking operation, wherein the part locking operation is used to lock an interaction part when a first active object among the at least one virtual active object interacts with the master virtual object; In response to the part locking operation, based on the part distribution of multiple object active parts included in the first active object, the first active part among the multiple object active parts is automatically locked and the first active part is displayed with a highlighted feature, and the first active part is the interaction target part when the main control virtual object interacts with the first active object.
2. The method according to claim 1, characterized in that In response to the part locking operation, based on the part distribution of the multiple object active parts included in the first active object, automatically locking a first active part among the multiple object active parts and displaying the first active part with a highlight display feature, comprises: In response to the part locking operation, taking a default object active part among the plurality of object active parts included in the first active object as the first active part, automatically locking the first active part and displaying the first active part with the highlight display feature; The default object active part is the object active part that is locked by default after the first active object is selected.
3. The method according to claim 1, characterized in that: In response to the part locking operation, based on the part distribution of the multiple object active parts included in the first active object, automatically locking a first active part among the multiple object active parts and displaying the first active part with a highlight display feature, comprises: In response to the part locking operation, at least one object active part of the multiple object active parts included in the first active object that is closest to the master virtual object is used as the first active part, and the first active part is automatically locked and displayed with the highlight display feature.
4. The method according to any one of claims 1 to 3, characterized in that: The displaying of the first active part with a highlighted feature comprises: Displaying the first moving part on the first moving object with the highlighted display effect, and displaying other moving parts on the first moving object with the default display effect; or, The first moving part is displayed on the first moving object with a size enlargement effect, and the other moving parts are displayed on the first moving object with a default size effect.
5. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: In response to receiving a part change operation, a second active part among the multiple object active parts is locked based on the part change operation and the second active part is displayed with a highlighted feature, wherein the second active part is the interaction target part when the master virtual object interacts with the first active object after the change.
6. The method according to claim 5, characterized in that In response to receiving the part change operation, locking a second active part among the plurality of active parts of the object based on the part change operation and displaying the second active part with a highlight display feature, comprises: In case of receiving the part locking operation, displaying a plurality of part identifiers, wherein the plurality of part identifiers correspond one-to-one to the plurality of object active parts on the first active object; In response to receiving a selection operation for a first part identifier among the multiple part identifiers as the part change operation, the second active part among the multiple object active parts is locked, and the second active part is displayed on the first active object with the highlight feature, and the second active part corresponds to the first part identifier.
7. The method according to claim 6, characterized in that In response to receiving a selection operation for a first part identifier among the multiple part identifiers as the part change operation, locking the second active part among the multiple object active parts, and displaying the second active part on the first active object with the highlight display feature, comprises: In response to receiving a first selection operation for the first part identifier among the multiple part identifiers as the part change operation, unlocking the first active part and locking the second active part; displaying the first active part with a default display feature on the first active object, and displaying the second active part with the highlighted display feature, the first selection operation is used to switch the locked first active part to the second active part; or In response to receiving a second selection operation for the first part identifier among the multiple part identifiers as the part change operation, the second active part is additionally locked; the first active part and the second active part are displayed on the first active object with the highlight feature, and the second selection operation is used to additionally lock the second active part while locking the first active part.
8. The method according to claim 6, characterized in that When the part locking operation is received, multiple part identifications are displayed, including: In case of receiving the part locking operation, displaying an identification wheel, wherein the identification wheel includes the plurality of part identifications, and the regional distribution of the plurality of part identifications on the identification wheel is determined based on the distribution of the plurality of object activity parts relative to the virtual activity object; or When the part locking operation is received, an identification list is expanded and displayed, wherein the identification list includes the plurality of part identifications.
9. The method according to claim 6, characterized in that When the part locking operation is received, multiple part identifications are displayed, including: In the case of receiving the part locking operation, displaying the multiple part identifiers based on the interactive states of the multiple object active parts, the interactive states being used to indicate the state in which the object active parts establish a locking association relationship with the master virtual object, and the locking association relationship being used to indicate the state in which the master virtual object locks the object active parts; Among them, the part identification corresponding to the active part of the object in the first interactive state is displayed in a first style, and the part identification corresponding to the active part of the object in the second interactive state is displayed in a second style. The first interactive state is used to represent that the master virtual object can establish the locking association relationship with the active part of the object, and the second interactive state is used to represent that the master virtual object cannot establish the locking association relationship with the active part of the object. The first style and the second style are different.
10. The method according to claim 9, characterized in that The method further comprises: When the master virtual object is locked to a second active part, a first part identifier corresponding to the second active part is displayed in a third style, and the third style is different from the first style and the second style.
11. The method according to any one of claims 1 to 3, characterized in that: After displaying the first active part with a highlight feature, the method further includes: In a case where there are multiple virtual active objects within the preset interactive range corresponding to the master virtual object, in response to receiving the first part locking operation, displaying a third active part on the second active object with the highlight display feature; The first part locking operation is used to switch the locked virtual active object, the third active part is the interaction target part when the master virtual object interacts with the second active object, the multiple virtual active objects include the second active object and the first active object, and a first relative distance between the first active object and the master virtual object is smaller than a second relative distance between the second active object and the master virtual object.
12. The method according to claim 11, characterized in that In response to receiving the first part locking operation, displaying the third active part on the second active object with the highlight display feature comprises: In response to receiving the first part locking operation, the first active part is displayed on the first active object with the default display feature, and the third active part is displayed on the second active object with the highlight display feature.
13. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: When there are n virtual active objects within the preset interactive range corresponding to the master virtual object, in response to receiving the n+1th first part locking operation, the highlight display feature is canceled, and the first part locking operation is used to switch the locked virtual active object, and n is a positive integer.
14. The method according to any one of claims 1 to 3, characterized in that: After displaying the first active part with a highlight feature, the method further includes: In response to receiving a lock cancel operation, the first active part is displayed with a default display feature, and the lock cancel operation is used to cancel the lock association relationship between the master virtual object and the object active part.
15. The method according to claim 14, characterized in that In response to receiving the lock cancel operation, displaying the first active part with a default display feature comprises: In the case of displaying the identification wheel based on the part locking operation, in response to receiving a sliding operation to a lock cancellation area on the identification wheel as the lock cancellation operation, the first active part is displayed with the default display feature; the lock cancellation area is an area on the identification wheel used to cancel the locking of the active part of the object.
16. The method according to any one of claims 1 to 3, characterized in that: The receiving part locking operation includes: receiving a control triggering operation for a part locking control as the part locking operation; Wherein, when the master virtual object does not lock the active part of the object, the part locking control is displayed in a first control display style.
17. The method according to claim 16, characterized in that After the receiving part locking operation, the method further comprises: In the case where the master virtual object locks the active part of the object, displaying the part locking control in a second control display style, wherein the first control display style is different from the second control display style; Wherein, when the master virtual object locks the first active part, the second control display style includes a second part identifier corresponding to the first active part.
18. The method according to any one of claims 1 to 3, characterized in that: In response to the part locking operation, based on the part distribution of the multiple object active parts included in the first active object, automatically locking a first active part among the multiple object active parts and displaying the first active part with a highlight display feature, comprises: In response to receiving a second part locking operation, based on the part distribution of the plurality of object active parts included in the first active object, automatically locking a first active part among the plurality of object active parts and displaying the first active part with a first highlighting feature; In response to the end time of the second part locking operation, the first active part is indicated and the first active part is displayed with a second highlight feature; or, in response to the end time of the second part locking operation, the fourth active part is indicated and the fourth active part is displayed with a second highlight feature.
19. The method according to any one of claims 1 to 3, characterized in that: The multiple active parts of the object include at least one of a virtual torso part, a virtual head part, a virtual tail part, a virtual left arm part, a virtual right arm part, a virtual left leg part, a virtual right leg part, a virtual left wing part, and a virtual right wing part.
20. The method according to claim 19, characterized in that After displaying the first active part with a highlight feature, the method further includes: In response to receiving a symmetrical part switching operation for the first movable part, if there is a fifth movable part having a part symmetrical relationship with the first movable part, displaying the fifth movable part with the highlight display feature; The part symmetry relationship includes at least one of the following: the symmetry relationship between the virtual head part and the virtual tail part, the symmetry relationship between the virtual left arm part and the virtual right arm part, the symmetry relationship between the virtual left leg part and the virtual right leg part, and the symmetry relationship between the virtual left wing part and the virtual right wing part.
21. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: receiving an interactive operation for controlling the master virtual object to perform an interactive operation in the virtual game, wherein the interactive operation includes at least one of an attack operation, a defense operation, a treatment operation, and a movement accompanying operation, and the interactive operation is used to adjust a part attribute of the first active part; In response to the interactive operation, the master virtual object is controlled to interact with the first active part according to a locking association relationship, where the locking association relationship is used to represent a situation in which the master virtual object locks the first active part.
22. An object interaction device in a virtual scene, characterized in that: The device comprises: A display module, used to display at least one virtual active object in the virtual scene, wherein the virtual scene also includes a master virtual object; A receiving module, used for receiving a part locking operation, wherein the part locking operation is used for locking an interaction part when a first active object among the at least one virtual active object interacts with the master virtual object; The display module is also used to respond to the part locking operation, based on the part distribution of multiple object active parts included in the first active object, automatically lock the first active part among the multiple object active parts and display the first active part with a highlighted display feature, wherein the first active part is the interaction target part when the main control virtual object interacts with the first active object.
23. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the object interaction method in a virtual scene as described in any one of claims 1 to 21.
24. A computer-readable storage medium, characterized in that: The storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the object interaction method in a virtual scene as described in any one of claims 1 to 21.
25. A computer program product, characterized in that It comprises computer instructions, which, when executed by a processor, implement the object interaction method in a virtual scene as described in any one of claims 1 to 21.
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Object interaction method and apparatus in virtual scene, and device, medium and product
WO2026081725A1