Control method and device of virtual carrier, storage medium and electronic equipment

By providing passengers with exclusive protective shields and navigation controls within the virtual vehicle's user interface, the problem of limited passenger control methods is solved, enabling more efficient teamwork and tactical flexibility, and enhancing the gaming experience.

CN119633361BActive Publication Date: 2025-11-21TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510126305.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-01-26
Publication Date
2025-11-21
Estimated Expiration
2045-01-26

AI Technical Summary

Technical Problem

In virtual vehicles, the limited control methods for passengers lead to low team collaboration efficiency, a lack of tactical interaction, and negatively impact overall combat efficiency and coordination.

Method used

By displaying target controls and interactive operations in the user interface, passengers are allowed to control the protective shield and navigation functions, sharing the operational load with the driver and enhancing tactical interaction and cooperation.

Benefits of technology

It enriches the game's interactive features, enhances the depth of tactical strategies, strengthens teamwork and tactical flexibility, and improves the player experience and immersion.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application discloses a virtual vehicle control method and device, a storage medium and an electronic device. The method comprises the following steps: displaying a target vehicle in a user interface; in response to a second virtual character riding the target vehicle driven by a first virtual character, obtaining a target interaction operation in the user interface, wherein the target interaction operation is used to control a target virtual function, and the target virtual function represents a virtual function that the second virtual character is allowed to use and the first virtual character cannot use; and in response to the second virtual character executing the target interaction operation, displaying a target animation effect in the user interface, wherein the target animation effect represents an animation effect corresponding to the target virtual function. The application solves the technical problem in the related art that the use effect of the virtual vehicle is poor and the efficiency of team cooperation is low due to the single control mode of the rider in the virtual vehicle.
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Description

TECHNICAL FIELD

[0001] The present application relates to the computer field, in particular, to a virtual vehicle control method and device, storage medium and electronic equipment. BACKGROUND

[0002] In the application program based on a three-dimensional virtual world, such as a first-person shooting game, a user can control a first virtual character in the virtual world to drive a virtual vehicle, for example, drive a car, a motorcycle, a ship, etc. In the related art, the first virtual character (driver) can drive the virtual vehicle to carry other virtual characters (riders) to move. However, in the process after the riders join the virtual vehicle, the riders can usually only perform shooting operations, and lack other tactical interactions. The operation content of the riders is relatively single, and cannot play a role in tactical decision-making. At the same time, the driver not only needs to focus on the control of the virtual vehicle, but also needs to handle the battle response and route decision, and bears a large operation load. This arrangement makes the riders and the driver lack balance in operation content, leading to monotonous team cooperation.

[0003] This design has deficiencies in team cooperation, affects the overall battle efficiency and cooperation coordination of the team, limits the role of the riders in the battle scene, and restricts the flexibility of team strategy execution.

[0004] Therefore, the control mode of the riders in the virtual vehicle in the related art is single, which leads to poor use effect of the virtual vehicle and low efficiency of implementing team cooperation.

[0005] In view of the above problems, no effective solution has been proposed so far. SUMMARY

[0006] Embodiments of the present application provide a virtual vehicle control method and device, storage medium and electronic equipment to at least solve the technical problem that the use effect of the virtual vehicle is poor and the efficiency of implementing team cooperation is low due to the single control mode of the riders in the virtual vehicle in the related art.

[0007] According to an aspect of the embodiments of the present application, a control method of a virtual vehicle is provided, including: displaying a target vehicle in a user interface, wherein the target vehicle represents a virtual vehicle driven by a first virtual character to carry a second virtual character to move; in response to the second virtual character getting on the target vehicle driven by the first virtual character, displaying a target control in the user interface, and obtaining a target interaction operation in the user interface, wherein the target interaction operation control is used to control a target virtual function, and the target virtual function represents a virtual function allowed to be used by the second virtual character and prohibited to be used by the first virtual character; in response to the second virtual character performing a target interaction operation on the target control, displaying a target animation effect in the user interface in response to the second virtual character performing the target interaction operation, wherein the target animation effect represents an animation effect corresponding to the target virtual function and specified by the target interaction operation.

[0008] According to another aspect of the embodiments of the present application, a control device of a virtual vehicle is also provided, including: a first display module configured to display a target vehicle in a user interface, wherein the target vehicle represents a virtual vehicle driven by a first virtual character to carry a second virtual character to move; an obtaining module configured to, in response to the second virtual character getting on the target vehicle driven by the first virtual character, display a target control in the user interface, and obtain a target interaction operation in the user interface, wherein the target interaction operation control is used to control a target virtual function, and the target virtual function represents a virtual function allowed to be used by the second virtual character and prohibited to be used by the first virtual character; and a second display module configured to, in response to the second virtual character performing a target interaction operation on the target control, display a target animation effect in the user interface in response to the second virtual character performing the target interaction operation, wherein the target animation effect represents an animation effect corresponding to the target virtual function and specified by the target interaction operation.

[0009] In one example embodiment, the apparatus is configured to display, in the user interface, a target control in response to the second virtual character riding on the target vehicle driven by the first virtual character, by at least one of: displaying, in the user interface, a protection function control in response to the second virtual character riding on the target vehicle driven by the first virtual character, wherein the target control comprises the protection function control, and the protection function control is configured to control a protection shield function of the target vehicle, and the target virtual function comprises the protection shield function, and the protection shield function is configured to block virtual damage caused by a virtual attack operation launched towards the target vehicle; and displaying, in the user interface, a navigation function control in response to the second virtual character riding on the target vehicle driven by the first virtual character, wherein the target control comprises the navigation function control, and the navigation function control is configured to control a navigation function of the target vehicle, and the target virtual function comprises the navigation function, and the navigation function is configured to suggest a moving direction of the target vehicle to the first virtual character.

[0010] In one example embodiment, the apparatus is configured to display, in the user interface, a target animation effect in response to the second virtual character performing a target interaction operation on the target control, by at least one of: displaying, in the user interface, a virtual protection shield in response to the second virtual character performing the protection function interaction operation on the protection function control, wherein the virtual protection shield is configured to be rotatable around the virtual vehicle, and a rotation angle of the virtual protection shield is specified by the protection function interaction operation; and displaying, in the user interface, a virtual navigation direction indicator in response to the second virtual character performing the navigation function interaction operation on the navigation function control, wherein the virtual navigation direction indicator is configured to be rotatable around the virtual vehicle, and a rotation angle of the virtual navigation direction indicator is specified by the navigation function interaction operation.

[0011] In one exemplary embodiment, the apparatus is configured to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control by: displaying, in the user interface, a first virtual shield based on a first operation direction specified by a first shield operation performed by the second virtual character on the shield function control in a case that the shield function control is displayed in the user interface, wherein a shield direction of the first virtual shield is determined by the first operation direction; and displaying, in the user interface, a second virtual shield based on a second operation direction specified by a second shield operation performed by the second virtual character on the shield function control in a case that the first virtual shield is displayed in the user interface, wherein a shield direction of the second virtual shield is determined by the second operation direction, and the first operation direction is different from the second operation direction.

[0012] In one exemplary embodiment, the apparatus is configured to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control by: displaying, in the user interface, a first virtual shield based on a first press position of the shield press operation on the shield function control by the first press operation performed by the second virtual character on the shield function control in a case that the shield function control is displayed in the user interface, wherein the first operation direction is related to the first press position; and displaying, in the user interface, a second virtual shield based on a first rotation angle on the shield function control associated with the shield rotation operation first drag movement operation performed by the second virtual character on the shield function control in a case that the first virtual shield is displayed in the user interface, wherein the second operation direction is related to the first rotation angle and the first operation direction.

[0013] In one exemplary embodiment, the apparatus is configured to display a target animation effect in the user interface in response to the second virtual role performing the target interaction operation on the target control by: displaying, in the user interface, a first virtual navigation direction identifier based on a third operation direction specified by a first navigation operation performed by the second virtual role on the navigation function control in a case that the navigation function control is displayed in the user interface, wherein a navigation direction of the first virtual navigation direction identifier is determined by the third operation direction; and displaying, in the user interface, a second virtual navigation direction identifier based on a fourth operation direction specified by a second navigation operation performed by the second virtual role on the navigation function control in a case that the first virtual navigation direction identifier is displayed in the user interface, wherein a navigation direction of the second virtual navigation direction identifier is determined by the fourth operation direction, and the third operation direction is different from the fourth operation direction.

[0014] In one exemplary embodiment, the apparatus is configured to display a target animation effect in the user interface in response to the second virtual role performing the target interaction operation on the target control by: displaying, in the user interface, the first virtual navigation direction identifier based on a second pressing position on the navigation function control by a navigation pressing operation second pressing operation performed by the second virtual role on the navigation function control, wherein the third operation direction is related to the second pressing position; and displaying, in the user interface, the second virtual navigation direction identifier based on a second rotation angle on the navigation function control by a navigation rotating operation second dragging movement operation performed by the second virtual role on the navigation function control in a case that the first virtual navigation direction identifier is displayed in the user interface, wherein the fourth operation direction is related to the second rotation angle and the third operation direction.

[0015] In an example embodiment, the apparatus is configured to display the target control in the user interface and obtain the target interaction operation in the user interface in response to the second virtual character riding on the target vehicle driven by the first virtual character, by: displaying the target control in a plurality of the user interfaces corresponding to a plurality of the second virtual characters respectively and obtaining the target interaction operation in the plurality of the user interfaces corresponding to the plurality of the second virtual characters respectively in response to the plurality of the second virtual characters all riding on the target vehicle driven by the first virtual character, wherein the target virtual function is configured to be shared by the plurality of the second virtual characters; and displaying the target animation effect in the user interface in response to the second virtual character performing the target interaction operation on the target control, by: displaying the target animation effect in the user interface at a trigger time of the target interaction operation in response to the plurality of the second virtual characters performing the target interaction operation on the target control respectively.

[0016] In an example embodiment, the apparatus is configured to display the target animation effect in the user interface at a trigger time of the target interaction operation in response to the plurality of the second virtual characters performing the target interaction operation on the target control respectively, by: displaying the target animation effect corresponding to a first interaction operation in the user interface at a first trigger time in response to a first order virtual character performing the first interaction operation on the target control, wherein the first order virtual character corresponds to the first trigger time; and displaying the target animation effect corresponding to a second interaction operation in the user interface at a second trigger time in response to a second order virtual character performing the second interaction operation on the target control, wherein the second trigger time is later than the first trigger time and the second order virtual character corresponds to the second trigger time.

[0017] In an example embodiment, the apparatus is configured to display the target animation effect corresponding to the second interaction operation in the user interface at the second trigger time in response to the second order virtual character performing the second interaction operation on the target control, by: canceling displaying the target animation effect corresponding to the first interaction operation at the second trigger time in response to the second order virtual character performing the second interaction operation on the target control; and displaying the target animation effect corresponding to the second interaction operation in the user interface.

[0018] In an example embodiment, the apparatus is further configured to: in response to the plurality of second virtual characters all riding on the target vehicle driven by the first virtual character, display the target control in a plurality of user interfaces corresponding to the plurality of second virtual characters after the plurality of user interfaces corresponding to the plurality of second virtual characters acquire the target interaction operation; in response to the plurality of second virtual characters simultaneously performing the target interaction operation corresponding to the target control in the plurality of user interfaces corresponding to the plurality of second virtual characters, display the target animation effect in the user interface based on a first triggered target interaction operation; display a first prompt message on a user interface of an untriggered virtual character, wherein the first prompt message indicates that the target interaction operation cannot be performed and the target control is disabled, and the untriggered virtual character represents a second virtual character corresponding to an untriggered target interaction operation; and in response to the target animation effect satisfying a preset condition, display a second prompt message on the user interface of the untriggered virtual character, wherein the second prompt message indicates that the target interaction operation is allowed to be performed and the target control is restored to normal.

[0019] In an example embodiment, the apparatus is further configured to: in response to the plurality of second virtual characters all riding on the target vehicle driven by the first virtual character, acquire the target interaction operation in a plurality of user interfaces corresponding to the plurality of second virtual characters; in response to the plurality of second virtual characters simultaneously performing the target interaction operation corresponding to the target control in the plurality of user interfaces corresponding to the plurality of second virtual characters, display the target animation effect in the user interface based on a first triggered target interaction operation; display a first form of target control on a user interface of an untriggered virtual character, wherein the first form of target control indicates that the target interaction operation cannot be performed, and the untriggered virtual character represents a second virtual character corresponding to an untriggered target interaction operation; and in response to the target animation effect satisfying a preset condition, display a second form of target control on the user interface of the untriggered virtual character, wherein the second form of target control indicates that the target interaction operation is allowed to be performed.

[0020] In an example embodiment, the apparatus is configured to obtain a target interaction operation in the user interface in response to the second virtual character riding on the target vehicle driven by the first virtual character in at least one of the following manners: in response to the second virtual character riding on the target vehicle driven by the first virtual character, displaying a target control in a user interface corresponding to the second virtual character in a case that the first virtual character and the second virtual character correspond to different user interfaces, and obtaining the target interaction operation for the target control; in response to the second virtual character riding on the target vehicle driven by the first virtual character, displaying a target control in a user interface corresponding to the first virtual character in a case that the first virtual character and the second virtual character correspond to the same user interface, and obtaining the target interaction operation for the target control; in response to the second virtual character riding on the target vehicle driven by the first virtual character, displaying a target control in a first form in a user interface corresponding to the first virtual character and displaying a target control in a second form in a user interface corresponding to the second virtual character in a case that the first virtual character and the second virtual character correspond to different user interfaces, and obtaining the target interaction operation for the target control in the second form, wherein the target control in the first form is configured to indicate that the target interaction operation is not allowed to be performed, and the target control in the second form is configured to indicate that the target interaction operation is allowed to be performed.

[0021] In an example embodiment, the apparatus is configured to obtain a target interaction operation in the user interface in response to the second virtual character riding on the target vehicle driven by the first virtual character in at least one of the following manners: in response to the second virtual character riding on the target vehicle driven by the first virtual character, obtaining the target interaction operation triggered by a keyboard and mouse device in the user interface; in response to the second virtual character riding on the target vehicle driven by the first virtual character, obtaining the target interaction operation triggered by a touch operation performed on a target control in the user interface; in response to the second virtual character riding on the target vehicle driven by the first virtual character, obtaining the target interaction operation triggered by a handle device in the user interface.

[0022] In an example embodiment, the apparatus is configured to display a target animation effect in the user interface in response to the second virtual character performing the target interaction operation in the following manner: in response to the second virtual character performing the target interaction operation, displaying the target animation effect in the user interface, wherein the target animation effect is specified by a function orientation of the target interaction operation.

[0023] In an example embodiment, the apparatus is configured to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control, in response to the second virtual character performing the target interaction operation, by: displaying the target animation effect in the user interface in response to the second virtual character performing the target interaction operation on the target control, in response to the second virtual character performing the target interaction operation; and updating a display effect of the target control in the user interface in response to the target interaction operation, wherein the display effect of the target control is configured to prompt a state of the target virtual function.

[0024] In an example embodiment, the apparatus is configured to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control, in response to the second virtual character performing the target interaction operation, by: displaying the target animation effect in the user interface in response to the second virtual character performing the target interaction operation on the target control, in response to the second virtual character performing the target interaction operation; and displaying a state indication control in the user interface in response to the target interaction operation, wherein the state indication control is configured to display a state of the target virtual function, and the user interface comprises a user interface corresponding to the first virtual character.

[0025] According to still another aspect of the embodiments of the present application, a computer readable storage medium is provided, which stores a computer program. The computer program is configured to perform the above-mentioned method for controlling a virtual vehicle when being executed.

[0026] According to still another aspect of the embodiments of the present application, a computer program product or a computer program is provided, which comprises computer instructions 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 performs the above-mentioned method for controlling a virtual vehicle.

[0027] According to still another aspect of the embodiments of the present application, an electronic device is provided, which comprises a memory and a processor. The memory stores a computer program, and the processor is configured to perform the above-mentioned method for controlling a virtual vehicle by using the computer program.

[0028] In the embodiment of the present application, the target vehicle controlled by the first virtual character to carry the second virtual character is displayed on the user interface, and the target virtual function available only for the second virtual character is triggered through the target interaction operation when the second virtual character gets on the target vehicle. The target animation effect corresponding to the target virtual function is displayed on the user interface in response to the target interaction operation, so as to enrich the game operation interaction and visual feedback, improve the tactical strategy depth of the game and the player experience, enhance the team cooperation and tactical flexibility, and make the game process more immersive and strategic. The technical effects are in sharp contrast with the traditional single operation mode, and thus the technical problems in the related art, i.e., the single control mode of the occupant in the virtual vehicle, the poor use effect of the virtual vehicle, and the low efficiency of team cooperation are solved. BRIEF DESCRIPTION OF DRAWINGS

[0029] The accompanying drawings, which are included to provide a further understanding of the present application, form a part of the present application and illustrate the illustrative embodiments of the present application and together with the description serve to explain the present application. In the drawings:

[0030] Figure 1 is a schematic diagram of an application environment of an optional virtual vehicle control method according to an embodiment of the present application;

[0031] Figure 2 is a flowchart of an optional virtual vehicle control method according to an embodiment of the present application;

[0032] Figure 3 is a schematic diagram of an optional virtual vehicle control method according to an embodiment of the present application;

[0033] Figure 4 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0034] Figure 5 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0035] Figure 6 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0036] Figure 7 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0037] Figure 8 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0038] Figure 9is a schematic diagram of yet another optional control method of a virtual vehicle according to an embodiment of the application;

[0039] Figure 10 is a schematic diagram of yet another optional control method of a virtual vehicle according to an embodiment of the application;

[0040] Figure 11 is a schematic diagram of yet another optional control method of a virtual vehicle according to an embodiment of the application;

[0041] Figure 12 is a schematic diagram of yet another optional control method of a virtual vehicle according to an embodiment of the application;

[0042] Figure 13 is a schematic diagram of yet another optional control method of a virtual vehicle according to an embodiment of the application;

[0043] Figure 14 is a schematic diagram of yet another optional control method of a virtual vehicle according to an embodiment of the application;

[0044] Figure 15 is a schematic diagram of yet another optional control method of a virtual vehicle according to an embodiment of the application;

[0045] Figure 16 is a schematic diagram of yet another optional control method of a virtual vehicle according to an embodiment of the application;

[0046] Figure 17 is a schematic diagram of yet another optional control method of a virtual vehicle according to an embodiment of the application;

[0047] Figure 18 is a schematic diagram of yet another optional control method of a virtual vehicle according to an embodiment of the application;

[0048] Figure 19 is a schematic diagram of yet another optional control method of a virtual vehicle according to an embodiment of the application;

[0049] Figure 20 is a schematic diagram of yet another optional control method of a virtual vehicle according to an embodiment of the application;

[0050] Figure 21 is a schematic diagram of yet another optional control method of a virtual vehicle according to an embodiment of the application;

[0051] Figure 22 is a schematic diagram of yet another optional control method of a virtual vehicle according to an embodiment of the application;

[0052] Figure 23 is a schematic diagram of yet another optional control method of a virtual vehicle according to an embodiment of the application;

[0053] Figure 24 is a structural schematic diagram of an optional virtual carrier control device according to an embodiment of the application;

[0054] Figure 25 is a structural schematic diagram of an optional virtual carrier control product according to an embodiment of the application;

[0055] Figure 26 is a structural schematic diagram of an optional electronic device according to an embodiment of the application. DETAILED DESCRIPTION

[0056] In order to enable persons skilled in the art to better understand the scheme of the present application, the technical scheme in the embodiments of the present application will be described clearly and completely below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by persons skilled in the art without creative labor should fall within the scope of protection of the present application.

[0057] It should be noted that the terms "first", "second", and the like in the specification and claims of the present application and the above-described drawings are used to distinguish similar objects, and do not necessarily have to describe a specific order or sequence. It should be understood that the data thus used can be interchanged under appropriate circumstances, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "include" and "have" and any variations thereof are intended to cover non-exclusive inclusion, for example, a process, method, system, product or device that includes a series of steps or units does not have to be limited to only those steps or units clearly listed, but can include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0058] In order to more clearly understand the technical scheme provided by the embodiments of the present application, the key terms related to the embodiments of the present application are introduced here:

[0059] Virtual world: a virtual world displayed (or provided) by an application when running on a terminal. The virtual world can be a simulation environment of the real world, or a semi-simulation semi-fictional environment, or a purely fictional environment. The virtual world can be any one of a two-dimensional virtual world, a 2.5-dimensional virtual world and a three-dimensional virtual world, which is not limited by the embodiments of the present application. The following embodiments take the virtual world as a three-dimensional virtual world as an example.

[0060] Virtual character: refers to a movable object in the virtual world. The movable object can be a virtual person, a virtual animal, an animation character, etc., such as a person, an animal, a plant, an oil drum, a wall, a stone, etc. displayed in a three-dimensional virtual world. Alternatively, the virtual character is a three-dimensional model created based on animation skeleton technology. Each virtual character has its own shape and volume in the three-dimensional virtual world, occupying a part of the space in the three-dimensional virtual world. Illustratively, the virtual character has a life value, and when the life value of the virtual character is zero, the virtual character can no longer continue to move in the virtual world. Illustratively, the life value is a standard for judging whether the virtual character can move in the virtual world, and the life value can also be referred to as a signal value, a red bar, etc. The target virtual function can include, but is not limited to, an airborne virtual prop, which is a virtual prop in a binding relationship with a virtual vehicle. Illustratively, the virtual character uses the airborne virtual prop on the virtual vehicle. The airborne virtual prop includes at least one of a virtual weapon, a functional prop, and a virtual equipment.

[0061] Virtual component: a consumable component used in an airborne virtual prop. The number of virtual components decreases as the number of uses of the airborne virtual prop increases. Illustratively, in this application, the virtual component refers to the energy of the virtual shield. The energy of the virtual shield includes electrical energy, energy, fuel, etc. Illustratively, when the virtual shield is subjected to a virtual attack, the energy of the virtual shield is reduced.

[0062] First-person shooting game (FPS): refers to a shooting game in which a user can play in a first-person perspective. The picture of the virtual world in the game is a picture of observing the virtual world from the perspective of the virtual character. In the game, at least two virtual characters engage in a single round of battle mode in the virtual world. The virtual characters survive in the virtual world by avoiding attacks launched by other virtual characters and dangers existing in the virtual world (such as a toxic gas ring, a swamp, etc.). When the life value of a virtual character in the virtual world is zero, the life of the virtual character in the virtual world ends, and the virtual character that survives in the virtual world is the winning side. Alternatively, the battle starts at the time when the first client joins the battle and ends at the time when the last client exits the battle. Each client can control one or more virtual characters in the virtual world. Alternatively, the competition mode of the battle can include a single-player battle mode, a two-player team battle mode, or a multi-player group battle mode. The embodiments of the present application do not limit the battle mode.

[0063] UI(User Interface) control, any visual control or element that can be seen on the user interface of an application, such as a picture, an input box, a text box, a button, a label, and the like. Some of the UI controls respond to user operations, such as the user triggering a target virtual function corresponding to a target control to control the virtual shield to unfold. Exemplarily, the UI control also includes a control that cannot be seen on the user interface of an application but can respond to user operations. For example, there is a position on the user interface, when the user clicks on the position, the navigation function can be controlled to display a navigation mark. The UI control involved in the embodiments of the present application includes but is not limited to: a shield control, a driving control, a navigation control, and a margin prompt control.

[0064] The method provided in the present application can be applied to an application supporting a virtual world. Exemplarily, the application supporting a virtual world is an application in which a user can control a virtual character to move in a virtual world. Exemplarily, the method provided in the present application can be applied to any one of a virtual reality application, an augmented reality (AR) program, a three-dimensional map program, a simulation program, a virtual reality game, an augmented reality game, a first-person shooting game (FPS), a third-person shooting game (TPS), and a multiplayer online battle arena game (MOBA). The following embodiments are exemplarily described by taking the application in a game. A virtual world-based game is often composed of one or more maps of a game world, the virtual world in the game simulates a scene in a real world, and a user can control a virtual character in the game to walk, run, jump, shoot, fight, drive, attack other virtual characters with a virtual weapon, and attack other virtual characters with a virtual weapon, etc. in the virtual world, which has strong interactivity, and multiple users can form a team online to play a competitive game. In some embodiments, the above-mentioned application can be a shooting game, a racing game, a role-playing game, an adventure game, a sandbox game, a tactical competitive game, a simulation program, and the like. The client can support at least one of a Windows operating system, an Apple operating system, an Android operating system, an IOS operating system, and a LINUX operating system, and clients of different operating systems can interconnect. In some embodiments, the above-mentioned client is a program suitable for a mobile terminal with a touch screen. In some embodiments, the above-mentioned client is an application developed based on a three-dimensional engine, such as a Unity engine.

[0065] Tactical Defense Function: Passengers control a rotating shield centered on the vehicle, creating a protective zone at a specified angle to deflect enemy attacks from a specific direction. This shield can be freely adjusted within a 360-degree range, dynamically responding to threats from multiple directions and enhancing the strategic depth of team defense.

[0066] Tactical navigation function: Passengers can use the navigation knob in the vehicle to suggest the direction of travel in real time, providing tactical driving route planning support for the driver's reference, so as to optimize route selection and improve tactical flexibility and coordination efficiency.

[0067] The present application will be described below with reference to embodiments:

[0068] According to one aspect of the embodiments of this application, a control method for a virtual vehicle is provided. Optionally, in this embodiment, the control method for the virtual vehicle can be applied to, for example... Figure 1 The hardware environment shown consists of server 101 and terminal device 103. For example... Figure 1 As shown, server 101 is connected to terminal device 103 via a network and can be used to provide services to terminal device or application 107 installed on terminal device. The application can be video application, instant messaging application, browser application, educational application, game application, etc. Database 105 can be set up on the server or independently of the server to provide data storage services for server 101, such as a game data storage server. The network mentioned above can include, but is not limited to, wired networks and wireless networks. The wired network includes local area networks, metropolitan area networks, and wide area networks. The wireless network includes Bluetooth, WIFI, and other networks that enable wireless communication. Terminal device 103 can be a terminal configured with an application, and can include, but is not limited to, at least one of the following: mobile phones (such as Android phones, iOS phones, etc.), laptops, tablets, handheld computers, MID (Mobile Internet Devices), PADs, desktop computers, smart TVs, smart voice interaction devices, smart home appliances, vehicle terminals, aircraft, virtual reality (VR) terminals, augmented reality (AR) terminals, mixed reality (MR) terminals, and other computer devices. The server mentioned above can be a single server, a server cluster composed of multiple servers, or a cloud server.

[0069] Combination Figure 1As shown, the control method of the virtual vehicle can be executed by an electronic device, which can be a terminal device or a server. The control method of the virtual vehicle can be implemented by the terminal device or the server respectively, or by the terminal device and the server jointly.

[0070] The terminal device 103 is installed and runs an application program supporting a virtual world. The application program can be any one of a virtual reality application program, a three-dimensional map program, a simulation program, an FPS game, a MOBA game, and a multiplayer gun battle survival game. The terminal device 103 is a terminal used by a first user, and the first user uses the terminal device 103 to control a master virtual character located in the virtual world to perform activities, which include but are not limited to at least one of adjusting a body posture, crawling, walking, running, riding, jumping, driving, shooting, throwing, attacking other virtual characters with a virtual weapon, and attacking other virtual characters with a virtual weapon in a charged state. Illustratively, the master virtual character is a first virtual character, such as a simulation character object or an animation character object.

[0071] The terminal device 103 is connected to the server 101 through a wireless network or a wired network.

[0072] The server 101 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center. The server 101 is configured to provide background services for the application program supporting the virtual world. Alternatively, the server 101 undertakes main computing work, and the terminal device 103 undertakes secondary computing work; or the server 101 undertakes secondary computing work, and the terminal device 103 undertakes main computing work; or the server 101 and the terminal device 103 adopt a distributed computing architecture to perform collaborative computing.

[0073] Alternatively, the first virtual character and the second virtual character are in the same virtual world. Alternatively, the first virtual character and the second virtual character can belong to the same team, the same organization, have a friendship relationship, or have temporary communication authority.

[0074] Alternatively, the application programs installed on different terminal devices 103 are the same, or the application programs installed on the two terminals are the same type of application programs of different control system platforms. The terminal device 103 can be referred to as one of multiple terminals, and the embodiment is only exemplified by the terminal device 103. The terminal device 103 can be of the same or different types, including at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiments are exemplified by a terminal including a smartphone.

[0075] The skilled person can know that the number of terminals can be more or less. For example, the terminals can be only one, or tens or hundreds, or more. The number of terminals and the type of equipment are not limited in the embodiments of the application.

[0076] The above is only an example, and the embodiments are not specifically limited.

[0077] Optionally, as an optional implementation, as shown in Figure 2 The control method of the virtual vehicle includes:

[0078] S202, displaying a target vehicle in a user interface, wherein the target vehicle represents a virtual vehicle driven by a first virtual character to carry a second virtual character to move;

[0079] Optionally, in the embodiments of the application, the target vehicle can include but is not limited to a virtual vehicle with a transportation function in a game scene. In many games, vehicles are important tools for players to quickly move and transfer positions in the game world. For example, in some large-scale multiplayer online shooting games or racing games, there are various types of vehicles. Commonly used are cars, which have different speeds and stabilities and can provide different moving experiences for players, and can travel on different terrains such as roads, deserts, etc.; there are also motorcycles, which have high maneuverability and speed and are suitable for use in narrow terrains or scenes requiring rapid switching; airplanes can realize long-distance rapid transfer and high-altitude combat or reconnaissance; and ships can sail in water areas to help players cross rivers, lakes or oceans and other water barriers. These vehicles are controlled by the first virtual character in the game to control the steering wheel, joystick, throttle, etc. to drive, and the main purpose is to carry the second virtual character to move from one place to another, whether it is to quickly rush to the front line in a battle scene, escape from a dangerous area, or go to a new place in an exploration scene, which plays a key role and greatly enriches the gameplay and strategy of the game, and changes the action mode and rhythm of the players in the game world.

[0080] It should be noted that in the game world, the types of target vehicles are diverse. In terms of land vehicles, there can be various types of cars, such as off-road vehicles, which have powerful four-wheel drive systems and high chassis designs that allow them to easily handle rough mountain roads and muddy trails, making them suitable for use in outdoor adventure scenarios; there are also sports cars, which have extreme speed and cool appearance, and can exhibit excellent performance on city tracks or flat highway sections, and can be used for fast pursuit or escape scenarios. In terms of water areas, in addition to common small boats, there are large cruise ships, which can be equipped with luxurious facilities inside, allowing players to relax during navigation, and also serving as a mobile base; submarines can be used for underwater exploration or secret operations, and can dive in deep sea areas to avoid enemy detection. In terms of air vehicles, in addition to ordinary planes, there are helicopters, which have the ability to take off and land vertically, and can land and take off in narrow spaces, making them suitable for tasks in complex terrains such as mountains and city high-rises; in addition, there are hot air balloons, which are slow but provide a leisurely aerial sightseeing experience and play a unique role in some leisure exploration games. The present application does not limit this.

[0081] Optionally, in the embodiments of the present application, the first virtual role described above can include but is not limited to a role image that undertakes the main responsibility of driving vehicles in the game. For example, in a simulation game, it can be a role that has undergone professional driving training and has the skill to skillfully operate various vehicles, and is responsible for transporting teammates to designated combat areas in battle scenarios; in a racing game, it can be a professional racing driver image who drives a sports car on the track with excellent driving skills and leads teammates to shuttle in different race segments. The second virtual role described above can include but is not limited to a role that moves in the game by means of a vehicle driven by the first virtual role, and can exert unique functions through specific controls. In a team adventure game, it can be a role responsible for reconnaissance and auxiliary combat, which can provide intelligence or defense support for the team when riding a vehicle; in a science fiction themed game, it can be a role with special technological capabilities that can activate energy shields or navigation assistance functions through exclusive controls when riding a vehicle.

[0082] S204, in response to the second virtual role riding the target vehicle driven by the first virtual role, obtaining a target interaction operation in the user interface, wherein the target interaction operation is used to control a target virtual function, and the target virtual function represents a virtual function that the second virtual role is allowed to use and the first virtual role cannot use;

[0083] Optionally, in the embodiments of the present application, the target interaction operation described above can include but is not limited to being triggered by a keyboard and mouse device connected to the terminal, being triggered by a touch operation on the touch screen for a target control, being triggered by a joystick operation, etc., and can include but is not limited to one or more combinations of the above, and the present embodiment does not make specific limitations.

[0084] For example, the keyboard and mouse device connected by the terminal can trigger the target interactive operation independently by the keyboard, independently by the mouse, or jointly by the keyboard and mouse. For example, the target virtual function can be triggered by the keyboard, and the release range or angle of the target virtual function can be triggered by the mouse.

[0085] For example, the target control triggered by the touch operation on the touch screen can be an interactive element in the game interface, which provides an operation entrance for the second virtual character to realize a specific virtual function. Figure 3 Figure 1 is a schematic diagram of a virtual vehicle control method according to an embodiment of the present application. Figure 3 As shown in some action games, it can be a virtual button or knob on the screen, such as a sliding bar 302 for operating a defense shield, which can adjust the shield angle by dragging; in strategy games, it can be a specific sliding bar 304, which can activate the map marking function by clicking and adjust the marking direction by dragging to guide the driver's direction of travel.

[0086] It should be noted that the target control has various forms, which can be a touch sliding bar on the edge of the screen, and the player adjusts the function parameters by sliding; it can also be a rotatable icon suspended in the interface, which sets the function direction by rotating the angle; it can also be a virtual button activated by voice command, and the player can trigger the corresponding function by speaking a specific vocabulary, which provides the player with a convenient and diversified operation mode.

[0087] Optionally, in the embodiment of the present application, the target control can be set to hide the target control in the user interface corresponding to the first virtual character and display the target control in the user interface corresponding to the second virtual character when the functions of the first virtual character and the second virtual character are exchanged.

[0088] It should be noted that the exchange of functions of the first virtual character and the second virtual character can be understood as the exchange of seats of the first virtual character and the second virtual character, the first virtual character initiates a function exchange application to the second virtual character, the second virtual character initiates a function exchange application to the first virtual character, the virtual life value of the first virtual character or the second virtual character reaches a preset life value condition, and part of the role parameters of the first virtual character or the second virtual character reaches a preset parameter condition, wherein the role parameters can be understood as driving endurance value to indicate the time length of the virtual character allowing to drive the virtual vehicle, virtual shield energy to indicate the time length of maintaining the target virtual function, etc.

[0089] Optionally, in the embodiment of the present application, the target control can be set to display the target control on the same user interface of the first virtual character and the second virtual character, at this time, the screen displayed by the same user interface is a screen commonly used by the first virtual character and the second virtual character, and the first virtual character and the second virtual character can be simultaneously informed that the target virtual function is triggered by the second virtual character. For example, when the second virtual character triggers the target control, the trigger state of the target control and the function parameters and function direction of the target virtual function can be displayed in the user interface.

[0090] It should be noted that the target control can only be triggered by the second virtual character and cannot be triggered by the first virtual character.

[0091] Optionally, in the embodiment of the present application, the target control can be set to display the target control on the same user interface of the first virtual character and the second virtual character, at this time, the same user interface is commonly displayed on the terminal screen corresponding to the first virtual character and the terminal screen corresponding to the second virtual character, in the terminal screen corresponding to the first virtual character, the target control is displayed in a first form, informing the first virtual character that the target virtual function cannot be used at present, and in the terminal screen corresponding to the second virtual character, the target control is displayed in a second form, informing the second virtual character that the target virtual function is allowed to be used at present.

[0092] Optionally, in the embodiment of the present application, the target virtual function can include but is not limited to a function specially designed for the second virtual character riding a vehicle, which is different from the driver operation and can play an important tactical or auxiliary role in the game process. Figure 4 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, as shown in Figure 4 For example, in a battle game, there is a shield defense function centered on a rotatable vehicle, which generates a shield 402 to resist enemy attacks and protect the vehicle; Figure 5 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, as shown in Figure 5 There is also a real-time navigation suggestion function, which can plan a more optimal route for the driver according to the terrain and battle situation, generate a navigation marker 502, and improve the team mobility.

[0093] It should be noted that the target virtual function in some theme games can include but is not limited to a magic shield function that can resist magic attacks, and an element amplification function that can enhance the elemental power around the vehicle, such as a fire element that can increase the speed and attack power of the vehicle, a water element that can be used for fire extinguishing or repairing vehicle damage, etc.

[0094] S206, in response to the second virtual role performing the target interaction operation, displaying a target animation effect in the user interface, wherein the target animation effect represents an animation effect corresponding to the target virtual function and specified by the target interaction operation.

[0095] Optionally, in the embodiments of the present application, the target interaction operation can include but is not limited to clicking, dragging, sliding and other operation behaviors of the second virtual role on the target control. Figure 6 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, as shown in Figure 6 When the shield control is operated, the angle can be adjusted accurately by dragging the direction indicator 602; when the navigation function is used, the direction of travel can be marked by clicking on a specific position on the map, or the angle of the recommended route can be changed by rotating the knob 604.

[0096] Optionally, in the embodiments of the present application, the target animation effect can include but is not limited to dynamic visual feedback related to the target virtual function presented on the user interface after the second virtual role performs the target interaction operation. Figure 7 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, as shown in Figure 7 When the shield function is activated, the shield can expand, rotate and flash with light, showing the defense state and angle change of the shield 702; when the navigation function is used, there can be an arrow 704 indicating the direction of the route with dynamic light and shadow effects, guiding the driver's attention to the recommended route, making the operation feedback more intuitive and vivid.

[0097] It should be noted that the target animation effect has its own characteristics in terms of presentation. When the defense function is activated, there can be a shield effect of flashing light, and the color and brightness of the light can change according to the defense strength; when the navigation function is used, there can be a dynamic light track extending from the vehicle to the destination, and the thickness and color of the light can change according to the quality of the route; when the attack assistance function is triggered, there can be a light effect of charging the virtual weapon and a prompt light and shadow of the attack range, so that the player can intuitively feel the function and effect. The present application does not limit this.

[0098] It should be noted that the target virtual function has a variety of application scenarios in different types of games.

[0099] In a shooting game, the target virtual function can include but is not limited to a defense function, which can play a key role when the vehicle encounters enemy attacks. When the vehicle is driving on the virtual battlefield, the second virtual character operates the defense function, and the shield is deployed and rotated to the appropriate angle to resist virtual bullets from all directions, effectively protecting the vehicle and the passengers inside, and providing protection for the team to continue the battle plan. The target virtual function can include but is not limited to a navigation function that can help the driver plan the best route in complex terrain such as mountains, jungles or urban ruins. For example, when performing a certain task, the second virtual character uses the navigation function to guide the first virtual character to drive the vehicle to avoid the enemy's defense area, choose a hidden and fast path to quickly reach the target location, and achieve a surprise attack effect.

[0100] In a science fiction adventure game, the target virtual function can include but is not limited to an energy absorption and conversion function. When the vehicle is close to a specific energy source or is attacked by enemy energy in battle, the second virtual character starts the function to absorb and convert external energy into power enhancement or shield strengthening energy of the vehicle through a series of operations. There is also a space jump guide function. When facing dangerous areas in interstellar travel or needing to quickly reach a distant galaxy, the second virtual character calculates and sets the space jump coordinates by operating the target control, displays a complex star chart animation effect and jump path guide on the user interface, helps the driver successfully perform space jump, opens a new adventure chapter, and greatly expands the exploration range and gameplay depth of the game.

[0101] In the team mode of a racing game, the target virtual function can include but is not limited to an environmental interference prompt function. The second virtual character can mark the positions of obstacles, oil stains or other drivers' interference behaviors on the track by observing the surrounding environment and the opponent's dynamic, and presenting the animation effect of flashing icons or warning lines on the user interface to the driver, so that the driver can make a strategy in advance to avoid collision or slow down, and maintain the speed and advantage in the race. At the same time, there is a teammate vehicle performance enhancement assistance function. In critical moments, the second virtual character operates the function to temporarily enhance the speed, handling or tire grip performance parameters of the teammate vehicle, and displays the enhanced state around the teammate vehicle through special light and shadow animation effects, helping the team achieve better results in the race and increasing the strategic and interesting of team cooperation.

[0102] In an exemplary embodiment, Figure 8 is a schematic diagram of another optional control method of a virtual vehicle according to an embodiment of the present application, as Figure 8 shown, taking a game application scenario as an example:

[0103] S1: After the game starts, the player enters a game scene. At this time, the target vehicle is presented on the user interface, which is controlled by the first virtual character.

[0104] S2: When the second virtual character gets on the vehicle driven by the first virtual character, the target control appears on the user interface of the second virtual character. One of the target controls is an energy shield adjustment panel, which can adjust the strength and coverage of the shield through a sliding bar. The other is a map navigation system, which can mark the route to different resource points.

[0105] S3: When the vehicle is facing a virtual attack, the second virtual character operates the control 802 corresponding to the energy shield adjustment panel, drags the shield strength slider to the right to 80% position, and sets the coverage of the shield to ensure that the key parts of the vehicle are protected. At this time, the target animation effect is displayed on the user interface, and a layer of blue energy light appears on the surface of the shield, and the brightness and thickness of the light increase with the increase of the shield strength, clearly showing the strengthening state of the shield.

[0106] S4: When the team needs to move to a new settlement, the navigation path identifier can be specified through the control 804 corresponding to the map navigation system, which has an arrow indicating the direction, and there is also a light and shadow special effect around the arrow, guiding the first virtual character to drive the vehicle along the planned route.

[0107] In another exemplary embodiment, Figure 9 is another optional control method of a virtual vehicle according to an embodiment of the application, as shown in Figure 9 , taking the application scenario of a shooting game as an example:

[0108] S1: The player enters a game scene, and the target vehicle is driven by the first virtual character.

[0109] S2: When the second virtual character gets on the vehicle, the target control appears on the user interface, one of which is the electronic jamming device start and frequency adjustment button 902, which is used to interfere with the communication and radar system of the enemy, and the other is the surrounding environment scanning radar button 904, which can detect the distribution of the surrounding enemies and obstacles.

[0110] S3: During the movement, it is found that there is an enemy area in front, and the second virtual character presses the electronic jamming device start button and rotates the frequency adjustment knob to a certain frequency to maximize the interference with the enemy signal. At this time, the target animation effect is displayed on the user interface, and the electromagnetic interference wave is emitted from the top of the vehicle in the form of wavy lines, which spreads outward, accompanied by a slight current sound effect, indicating that the jamming device has been successfully started.

[0111] S4: When approaching the enemy position, detailed information about the surroundings is needed. The second virtual character activates the surrounding environment scanning radar, and the radar starts scanning the surrounding area. The scanning results are displayed on the user interface as different colored dashed icons, with red representing enemies and yellow representing teammates. At the same time, the radar scanning range and direction are presented with dynamic fan-shaped light and shadow effects, which expand and rotate as the scanning progresses, providing the first virtual character with clear information about the surrounding environment.

[0112] Through the above process, the diversified target controls and corresponding operation processes greatly enrich the participation and role of the second virtual character in the game. It is no longer a passive passenger, but can flexibly use the target virtual function according to different battle scenes and needs, effectively assisting the team to cope with various complex situations. Secondly, the target animation effect provides intuitive operation feedback for the player, enabling the player to clearly understand whether the operation is effective and the current state of the function. For example, the light changes of the shield and the dynamic effects of the path indication enable the player to quickly make judgments and further decisions in the intense battle. Finally, this design enhances the tactical strategy depth of the game, and the player needs to reasonably select and use the target virtual function according to the actual situation, closely cooperate with the first virtual character, thereby improving the importance and interest of team cooperation, making the entire game process more challenging and immersive, and bringing players a more rich and unique gaming experience.

[0113] In the embodiments of the present application, a target vehicle controlled by the first virtual character to carry the second virtual character is displayed on the user interface. When the second virtual character is riding the target vehicle, target controls for controlling target virtual functions available only to the second virtual character are displayed on the interface. In response to the target interaction operation of the second virtual character on the target controls, a target animation effect corresponding to the target virtual function and the function orientation specified by the operation is displayed on the user interface. Thus, the technical effects of enriching game operation interactivity and visual feedback, improving the tactical strategy depth of the game and the player experience, enhancing team cooperation and tactical flexibility, and making the game process more immersive and strategic are achieved. This is in sharp contrast to the traditional single operation mode, thereby solving the technical problems of poor use effect of virtual vehicles and low efficiency of team cooperation due to the single control mode of the passengers in the virtual vehicles in the related art.

[0114] As an optional solution, Figure 10 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, as Figure 10 shown, in response to the second virtual character riding the target vehicle driven by the first virtual character, the target interaction operation is obtained in the user interface, including at least one of the following:

[0115] S204-1, in response to the second virtual character riding the target vehicle driven by the first virtual character, obtaining a protection function interactive operation in the user interface, wherein the protection function interactive operation is used to control a protection shield function of the target vehicle, the target virtual function includes the protection shield function, and the protection shield function is used to block virtual damage caused by a virtual attack operation launched on the target vehicle;

[0116] S204-2, in response to the second virtual character riding the target vehicle driven by the first virtual character, obtaining a navigation function interactive operation in the user interface, wherein the navigation function interactive operation is used to control a navigation function of the target vehicle, the target virtual function includes the navigation function, and the navigation function is used to suggest a moving direction of the target vehicle to the first virtual character.

[0117] It should be noted that it can also include but is not limited to:

[0118] S204-3, in response to the second virtual character riding the target vehicle driven by the first virtual character, obtaining a protection function interactive operation and a navigation function interactive operation in the user interface.

[0119] Optionally, in the embodiments of the present application, the protection function interactive operation described above can include but is not limited to performing an interactive operation on a protection function control, which can include but is not limited to an interactive component in the game interface for the second virtual character riding the vehicle to activate and adjust the protection shield of the vehicle. For example, in some science fiction or fantasy games, it may be a virtual control panel with an energy bar and an angle adjustment slider. The energy bar is used to intuitively display the remaining energy of the protection shield, and the angle adjustment slider can allow the second virtual character to accurately adjust the angle of the protection shield according to the attack direction of the enemy. In the battle scene, when facing attacks from different directions, the second virtual character can rotate the protection shield to the best defense position by dragging the slider to effectively block the enemy's attack.

[0120] Optionally, in the embodiments of the present application, the navigation function interactive operation described above can include but is not limited to performing an interactive operation on a navigation function control, which can include but is not limited to an operation tool that allows the second virtual character to plan and indicate a travel route for the vehicle in the game interface. For example, in an adventure or strategy game, it may be a scalable map interface with a marking tool and a path planning line. The second virtual character can click on a specific location on the map, such as a resource point, a safe area or a task target point, and then plan the approximate path from the current position to the target point by drawing lines. These paths will be displayed on the map as lines of different colors or brightness, so that the driver can clearly identify them.

[0121] Exemplarily, taking a game application scenario as an example, including but not limited to the following flow:

[0122] S1: After the game starts, the second virtual character gets on the vehicle driven by the first virtual character. At this time, the protection function control and the navigation function control appear on the user interface. The protection function control is a circular energy shield control panel, Figure 11 is a schematic diagram of another optional control method of a virtual vehicle according to an embodiment of the present application, as Figure 11 shown, there is an energy display disc 1102 in the center, and 360-degree angle adjustment buttons 1104 are distributed around it, each button representing a 10-degree adjustment range.

[0123] S2: During the movement, an attack is encountered. The second virtual character checks the energy display disc of the protection function control and finds that the shield energy is 80%. According to the direction of the virtual attack source, the angle adjustment button is clicked to adjust the angle of the protection shield to the optimal defense position, such as adjusting the angle to 30 degrees with the attack source direction, so as to minimize the impact of the virtual attack on the vehicle. At this time, a layer of blue energy ripple animation effect appears on the surface of the protection shield, indicating that the angle of the protection shield has been successfully adjusted and is in a defense state.

[0124] S3: When the vehicle needs to go to a new area for exploration, the second virtual character marks a path that bypasses these dangerous areas through the navigation function control. Different colored lines are used to mark the path, such as green lines to represent the main safe path and yellow lines to mark the standby path in case of unexpected situations on the main path. At the same time, some navigation points can be set on the path to ensure that the vehicle can accurately follow the planned route. These navigation points are displayed as flashing bright spots on the map and the user interface of the driver, accompanied by brief text prompts informing the driver of the distance and estimated flight time.

[0125] Through the embodiments of the present application, the operation function and role of the second virtual character in the game process are greatly enriched. The second virtual character is no longer a simple passenger, but can actively participate in the defense and navigation decision of the vehicle. The existence of the protection function control makes the vehicle more flexible in the face of attacks, improving the survival ability of the vehicle. The navigation function control enables the team to plan the route more efficiently, avoid danger and find resources, enhancing the strategy and interest of the game. At the same time, various animation effects and intuitive operation interfaces provide clear operation feedback for players, enabling players to better immerse themselves in the game world and improving the overall experience of the game.

[0126] As an optional solution, as Figure 10 shown, in response to the second virtual character performing a target interactive operation, a target animation effect is displayed in the user interface, including:

[0127] S206-1, in response to the second virtual character performing a shield function interactive operation, displaying a virtual shield in the user interface, wherein the virtual shield is configured to allow rotation around the virtual vehicle, and the rotation angle of the virtual shield is specified by the shield function interactive operation;

[0128] S206-2, in response to the second virtual character performing a navigation function interactive operation, displaying a virtual navigation direction sign in the user interface, wherein the virtual navigation direction sign is configured to allow rotation around the virtual vehicle, and the rotation angle of the virtual navigation direction sign is specified by the navigation function interactive operation.

[0129] Optionally, in the embodiments of the present application, the shield function interactive operation described above can include but is not limited to a series of actions performed by the player on the shield function control, aiming to change the state and angle of the virtual shield. In action games, it may be a continuous click on a certain button to enhance the strength of the shield, or a long press and drag the icon on the screen to rotate the shield. In role-playing games, it may be to achieve different shield strategies by combining keys, such as one-key to start the all-around shield mode, or to operate according to a specific order to concentrate the shield on a certain part of the vehicle. The virtual shield described above can include but is not limited to an energy or entity barrier presented in a visual form in the game for protecting the virtual vehicle from attacks. In fantasy games, it may be a translucent shield emitting mysterious light, with unique texture and color, such as a light blue magic shield, which may have runes flashing on it, showing its powerful defense capability. In modern war games, it may be a metal shield with spark and bullet mark effects appearing as it is attacked, and its shape may vary according to the type of vehicle, such as a flat rectangular shield for a car vehicle, and a streamlined round or oval shield for an aircraft vehicle.

[0130] Optionally, in the embodiments of the present application, the navigation function interaction operation can include but is not limited to the route planning, direction adjustment and other behaviors of the player using the navigation function control. In a strategy game, the player can determine the travel route by clicking different areas on the map, and then fine-tune the direction by dragging the arrow or rotating the compass. In a survival game, the player may need to constantly adjust the navigation operation according to the resource distribution and dangerous areas, such as approaching water sources, switching different information display by sliding the map layer on the screen to assist navigation operation. The virtual navigation direction identifier can include but is not limited to the visual elements in the form of arrows, lines or special icons in the game interface, which are used to indicate the direction of the virtual vehicle. In a sailing game, it can be an arrow with a wind vane, and the size and color of the arrow will change according to the wind direction, water flow and distance to the destination, such as red indicating against the wind or dangerous direction, and green indicating with the wind or safe direction. In a flight game, it can be a line with dynamic light and shadow effect, extending from the vehicle to the destination, and the thickness and brightness of the line represent the priority and reliability of the route, and will be rotated and adjusted in real time with the movement of the vehicle and the change of the direction.

[0131] It should be noted that in different types of game scenes, the form and operation mode of the protection function control are extremely diverse. In a science fiction game, it can be a holographic control panel floating in the corner of the screen, which adjusts the parameters of the protective shield by gesture sliding. For example, sliding up can increase the energy intensity of the protective shield, and sliding left and right can accurately control the rotation angle, and clicking on a specific area can switch the defense mode of the protective shield, such as switching from overall defense to concentrated defense of key parts. The appearance and characteristics of the virtual protective shield are also unique. In a fantasy adventure game, it can be a crystal shield emitting mysterious light, and the runes on the shield will flash when attacked, and the color of the light will change from soft blue to dazzling gold according to the protection level. Its shape is not fixed, which can be circular, oval or even irregular polygon, to fit different game styles and vehicle shapes.

[0132] In terms of navigation function control, in a simulation management game, it can be an interface similar to a map album after unfolding, and the player sets the destination by clicking on the landmark building on the map, then views the surrounding environment by using the zoom function, and adjusts the angle of the virtual navigation direction identifier by rotating the virtual compass. The color of the compass needle will change according to the difficulty of the route, such as green indicating smooth and red indicating obstacles.

[0133] The presentation form of the virtual navigation direction mark is also rich. In a racing game, it can be a light strip that is attached to the track, and the brightness and flicker frequency of the light strip represent the degree of deviation from the optimal route. The player adjusts the angle of the special button on the steering wheel to always point to the best driving path. The present application does not limit this.

[0134] Exemplarily, taking a shooting game as an example, the following processes are included but not limited to:

[0135] S1: After the game starts, the player enters a fierce battle scene, and the second virtual character gets on the vehicle driven by the first virtual character. At this time, the protection function control and the navigation function control are clearly displayed on the user interface. The protection function control is a circular operation disc located at the lower left corner of the screen, and the operation disc has an energy display bar and an angle adjustment scale. The energy display bar is full and has 100 points. The angle adjustment scale can be accurately adjusted to 10 degrees. The navigation function control is a scalable map in the upper right corner of the screen, and the map is marked with information such as terrain, teammate position, and enemy suspected area.

[0136] S2: During the driving process, heavy fire attack from the enemy is encountered. Figure 12 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, as shown in Figure 12 The second virtual character checks the energy display bar 1202 of the protection function control and finds that the energy has 70 points. According to the direction of the enemy attack, the rotation angle of the virtual protection shield is adjusted to 30 degrees with the enemy fire line by dragging the pointer on the operation disc, so as to minimize the damage. At this time, a semi-transparent blue energy protection shield appears around the vehicle, and there is a dynamic effect of energy flowing on the protection shield, which shows that it has been successfully activated and is in a defense state. With the continuous attack of the enemy, after each attack is resisted, the energy display bar will decrease by 5-10 points according to the attack intensity.

[0137] S3: When the team needs to go to a strategic point on the map for support. The second virtual character opens the map of the navigation function control and studies the surrounding terrain and enemy distribution. It is found that a main road is blocked by enemy fire, and a mountain road is relatively safe although it is rugged. Therefore, the mountain road is marked as the route of travel on the map, and the angle of the virtual navigation direction mark is adjusted to point to the entrance of the road by rotating the navigation arrow on the map. At this time, a green virtual line appears on the map or around the vehicle as a route guide, and the navigation arrow flashes with yellow light, reminding the driver to pay attention to the direction.

[0138] S4: When approaching the strategic point, the second virtual character encounters an air attack threat from the enemy again. The second virtual character checks the defense function control again and finds that the energy is only 30 points. The second virtual character decides to adjust the defense shield angle to all-around defense and concentrates the remaining energy on the top of the vehicle. The color of the defense shield changes to red, indicating that it is in a high-load defense state. The second virtual character quickly re-plans the navigation route and uses buildings on the map as cover to draw a zigzag evasive route, and the navigation direction mark is also quickly rotated and adjusted.

[0139] Through the embodiments of the present application, the role of the second virtual character in the battle is greatly enhanced. The cooperation of the defense function control and the virtual defense shield enables the vehicle to respond flexibly when under attack, improves the survival ability, and the player can develop defense strategies according to different attack situations, increasing the strategic and interesting nature of the battle. The navigation function control and the virtual navigation direction mark enable the team to plan the marching route more efficiently, cope with complex battlefield environment, and improve the efficiency of team cooperation and the tactical depth of the game. At the same time, intuitive operation and clear visual feedback enable the player to better immerse in the game, improving the overall experience and competitiveness of the game.

[0140] As an optional solution, as shown in Figure 10 In response to the second virtual character performing a target interaction operation, a target animation effect is displayed in the user interface, including:

[0141] S206-1-1, in response to the second virtual character performing a first defense operation, a first virtual defense shield is displayed in the user interface based on a first operation direction specified by the first defense operation, wherein the defense direction of the first virtual defense shield is determined by the first operation direction;

[0142] S206-1-2, in response to the second virtual character performing a second defense operation, a second virtual defense shield is displayed in the user interface based on a second operation direction specified by the second defense operation, wherein the defense direction of the second virtual defense shield is determined by the second operation direction, and the first operation direction is different from the second operation direction.

[0143] Optionally, in the embodiments of the present application, the first protection operation can include, but is not limited to, the initial operation of the second virtual character in the game on the protection function control, aiming to generate and determine the direction of the first virtual protection shield. In action-adventure games, it can be to slide a specific icon on the screen to a specified position, and the direction information of this position will be converted into the protection direction of the first virtual protection shield. Or in some role-playing games, a specific vocabulary is spoken through voice instructions to trigger the protection function, and the direction data of the head query device is combined to determine the protection direction, such as the player shouting "defend in front", and the protection shield will be generated in the direction in front of the player's head. The first operation direction can include, but is not limited to, the vector information generated by the first protection operation for determining the protection angle and orientation of the first virtual protection shield. In flight shooting games, it can be determined according to the trajectory direction of the player's finger sliding on the screen. For example, the player slides from the lower left corner of the screen to the upper right corner, and the first operation direction is the diagonal direction, and the first virtual protection shield will be expanded and adjusted in this direction to protect the vehicle from attacks from this direction.

[0144] The first virtual protection shield can include, but is not limited to, a visual energy or entity barrier generated in the game according to the first protection operation and the first operation direction for protecting the virtual vehicle. In fantasy games, it can be a translucent circular shield with magic runes, and the flashing frequency and brightness of the runes will change with the energy state and attack situation of the shield. The color of the shield can also change according to its protection strength, such as blue for normal defense, orange for certain pressure, and red for imminent failure. Its size and shape can vary according to the type of vehicle and the setting of the game scene, such as for small aircraft vehicles, the shield can be a small circular shape close to the fuselage; for large land vehicles, the shield can be a larger rectangular or elliptical shape covering the key parts of the vehicle.

[0145] Optionally, in the embodiments of the present application, the second protection operation can include, but is not limited to, the re-operation of the protection function control by the second virtual character in the case that the first virtual protection shield has been displayed. The purpose is to generate a new second virtual protection shield with a different protection direction. In a strategy war game, it can be that after clicking the switch protection mode button on the operation interface, the new protection direction is specified by dragging the mouse. Or in some simulation driving games, by pressing a specific shortcut key combination, and then using the joystick to determine the new direction. The second operation direction can include, but is not limited to, the vector information for setting the protection angle and direction of the second virtual protection shield determined by the second protection operation. In a racing game, if the vehicle encounters attack threats from the side and the rear, the player can first operate the protection function control to generate a first virtual protection shield facing the rear, and then draw a straight line from the center of the vehicle to the side attack source on the touch screen. The direction of this straight line is the second operation direction, and accordingly a second virtual protection shield facing the side attack source is generated, thereby realizing effective defense against attacks from multiple directions.

[0146] The second virtual protection shield can include, but is not limited to, a visual energy or entity barrier generated in the game according to the second protection operation and the second operation direction, and having a different protection direction from the first virtual protection shield, for protecting the virtual vehicle. In a modern war game, it can be different in appearance from the first virtual protection shield, such as color, texture or dynamic effect, to facilitate the player to distinguish. For example, the first virtual protection shield is a gray metal shield with electric spark special effects, and the second virtual protection shield can be a blue transparent energy shield with energy flowing light band special effects. Its protection capability and range can also be set differently according to game balance and scene requirements, such as in some cases, the energy consumption speed of the second virtual protection shield is faster, but the protection strength is higher in a short time, which is suitable for dealing with sudden high-intensity attacks.

[0147] It should be noted that for the first protection operation and the second protection operation, in an action adventure game, different key combinations can be used. For example, pressing the "A" key and dragging the mouse to the left is the first protection operation, and pressing the "B" key and dragging the mouse to the right is the second protection operation, and the protection directions generated by each operation are completely different, providing players with multiple choices to deal with complex attack environments.

[0148] In terms of virtual protection shields, the first virtual protection shield can be a crystal shield emitting blue light with flowing runes to display its energy state, and the second virtual protection shield can be a golden shield with wing patterns, and the wings will fan with the change of the protection state, not only visually more attractive, but also intuitively allowing players to distinguish different protection states and directions. The present application does not limit this.

[0149] As an optional solution, in response to the second virtual character performing the target interaction operation, a target animation effect is displayed in the user interface, including:

[0150] In response to the second virtual character performing the first pressing operation, a first virtual shield is displayed in the user interface based on a first pressing position of the first pressing operation, wherein the first operation direction is related to the first pressing position;

[0151] In response to the second virtual character performing the first dragging movement operation, a second virtual shield is displayed in the user interface based on a first rotation angle associated with the first dragging movement operation, wherein the second operation direction is related to the first rotation angle and the first operation direction.

[0152] Optionally, in the embodiments of the present application, the first pressing operation can include but is not limited to a clicking or pressing action of the second virtual character on the shield function control through a finger or other specified input device. In action games, it can be a quick click on a corner of the shield function control to activate a shield in a specific direction. For example, clicking the lower left corner three times will generate a shield in the corresponding direction. In role-playing games, it can be a long press on a certain specific icon to trigger the shield function, and the initial strength of the shield is determined according to the length of the pressing time. The first pressing position can include but is not limited to the specific coordinates or area of the player's first pressing operation on the shield function control. In a simulation driving game, if the shield function control is a circular operation disc, then pressing the center position can represent all-directional protection, and pressing the edge position can correspond to protection in different directions according to the angle scale of the edge, such as pressing at a 30-degree position to generate a shield in the 30-degree direction. The operation is intuitive and easy for players to master.

[0153] The first virtual shield can include but is not limited to a visual energy or physical barrier generated in the game according to the first pressing operation and the first pressing position to protect the virtual vehicle. In a fantasy game, it can be a translucent shield with magic runes, and the style and color of the runes will change according to the protection direction and strength. For example, a shield facing east may have a pattern similar to the sunrise, and as it is attacked, the runes will flash or change color, such as from blue to red indicating increasing protection pressure.

[0154] Optionally, in the embodiments of the present application, the first dragging movement operation can include, but is not limited to, a twisting, rotating or other operation action of the second virtual character on the protection function control. In a strategy game, the direction of the protection shield can be adjusted by rotating a knob with a direction marker. In some racing games, the angle and direction of the protection shield can be changed by rotating a finger on a touch screen around a center point. The first rotation angle can include, but is not limited to, the angle value generated by the protection rotation operation, which is used to determine the direction change of the second virtual protection shield relative to the first virtual protection shield. In a flight shooting game, if the first virtual protection shield is forward, the player rotates the pointer on the protection function control by 45 degrees through the rotation operation, and then the second virtual protection shield is rotated by 45 degrees in the corresponding direction based on the first virtual protection shield, thereby achieving more accurate defense against attacks of different angles and adding more flexibility to the battle strategy of the game.

[0155] It should be noted that the first rotation angle can be understood as the angle between the first connecting line between the pressing position before movement and the normal line of the protection function control and the second connecting line between the pressing position after movement and the normal line of the protection function control after holding the protection function control and moving.

[0156] The second virtual protection shield can include, but is not limited to, a visual energy or entity barrier for protecting the virtual vehicle, which has a different direction from the first virtual protection shield and is generated in the game according to the first dragging movement operation, the first rotation angle and the first operation direction. In a modern war game, it can have subtle differences in appearance from the first virtual protection shield, such as color depth, glossiness, etc., so that the player can quickly distinguish them. At the same time, the energy consumption and defense strength can also be different according to the rotation angle and game settings, for example, the greater the rotation angle, the faster the energy consumption, but the defense strength can be improved in a short time to cope with complex and variable battle situations.

[0157] For example, taking a shooting game as an example, the following process can be included, but is not limited to:

[0158] S1: After the game starts, the player enters a tense and exciting battle map, and the second virtual character boards the vehicle driven by the first virtual character. At this time, the protection function control is clearly displayed in the lower right corner of the user interface, which is a circular touch panel divided into 36 small areas, each area corresponding to a different protection direction angle, and a center rotatable disc is provided for subsequent operation.

[0159] S2: Figure 13 is a schematic diagram of another kind of virtual vehicle control method according to the embodiments of the present application, as Figure 13As shown, when encountering an enemy attack from the left 45-degree direction, the second virtual character finds the small area corresponding to the left 45-degree direction on the protection function control and performs a quick pressing operation 1302. This small area is located at the upper left corner edge of the circular panel. Based on this operation, a first virtual protection shield 1304 appears in the left 45-degree direction of the vehicle, which is blue and semi-transparent, and the energy display bar is initially full (100 points). The dynamic energy flow light effect on the protection shield shows that it is in an activated state.

[0160] S3: As the battle continues, the enemy changes the attack strategy and attacks from the first virtual protection shield at an angle of 30 degrees. At this time, the second virtual character, in the case where the first virtual protection shield has been displayed, performs a first dragging movement operation 1306 on the rotatable disc at the center of the protection function control, as shown. Figure 13 Through the first dragging movement operation, the disc is rotated clockwise by 30 degrees by the finger. Based on this first rotation angle, a second virtual protection shield 1308 appears in the first virtual protection shield at an angle of 30 degrees. The second virtual protection shield is green and semi-transparent, and the energy display bar is initially 80 points. Its protection strength is 20% higher than that of the first virtual protection shield in a short time to cope with the new attack direction, but the energy consumption speed is 30% faster than that of the first virtual protection shield.

[0161] S4: During the battle, if it is found that the first virtual protection shield is under relatively intensive attack, its defense capability needs to be enhanced. The second virtual character again finds the initial pressing area corresponding to the first virtual protection shield on the protection function control and performs a long pressing operation. Every second of long pressing operation increases the upper limit of the energy of the first virtual protection shield by 10 points, and the maximum increase is 150 points. At the same time, its defense strength is increased by 30% in the next 10 seconds, but the energy consumption speed is increased by 50% during this period.

[0162] Through the embodiments of the present application, a variety of protection operation modes are provided for players. The second virtual character can quickly respond to changes in the attack direction of the enemy, accurately adjust the position and direction of the virtual protection shield through the first pressing operation and the first dragging movement operation, and greatly improve the survival ability of the vehicle in the battle. The energy and strength settings of different virtual protection shields increase the strategy and interest of the game, and players need to reasonably allocate resources and operate the protection shield according to the actual battle situation. At the same time, the intuitive operation interface and clear visual feedback enable players to better immerse themselves in the battle atmosphere of the game, improve the overall experience and competitiveness of the game, and make the battle process of the game more intense, stimulating and challenging.

[0163] As an optional solution, in response to the second virtual character performing the target interaction operation, a target animation effect is displayed in the user interface, as shown in Figure 10 ​

[0164] S206-2-1, in response to the second virtual character performing the first navigation operation, displaying a first virtual navigation direction mark in the user interface based on a third operation direction specified by the first navigation operation, wherein a navigation direction of the first virtual navigation direction mark is determined by the third operation direction;

[0165] S206-2-2, in response to the second virtual character performing the second navigation operation, displaying a second virtual navigation direction mark in the user interface based on a fourth operation direction specified by the second navigation operation, wherein a navigation direction of the second virtual navigation direction mark is determined by the fourth operation direction, and the third operation direction is different from the fourth operation direction.

[0166] Optionally, in the embodiments of the present application, the first navigation operation described above can include but is not limited to an initial operation behavior of the second virtual character on a navigation function control, the purpose of which is to determine and display the navigation direction of the first virtual navigation direction mark. In a role-playing game, it can be clicking on the icon of the destination on the map, and then the system automatically calculates a path according to the position clicked by the player and the current vehicle position, and displays it as the first virtual navigation direction mark. In a strategy game, it can be dragging an icon representing the vehicle to the target area, and the trajectory direction generated at the same time is the third operation direction, and the first virtual navigation direction mark appears accordingly. The third operation direction described above can include but is not limited to the vector information generated by the first navigation operation for determining the pointing direction of the first virtual navigation direction mark. In a sailing game, if the player draws a straight line from the current port position to the target island on the navigation map, the direction of this straight line is the third operation direction, and the first virtual navigation direction mark will be displayed as a line with an arrow on the user interface, with the arrow pointing to the target island, and the color and thickness of the line can be different according to the distance and route difficulty.

[0167] The first virtual navigation direction mark described above can include but is not limited to a visual element generated in the game according to the first navigation operation and the third operation direction, for indicating the direction of the vehicle. In a flight game, it can be an arrow with dynamic light and shadow effects, and the size of the arrow will change with the distance to the target, the closer the larger. Its color can also be different according to the flight environment, such as blue in sunny weather and yellow in bad weather, so that the player can intuitively understand the navigation information.

[0168] Optionally, in the embodiments of the present application, the second navigation operation can include, but is not limited to, a re-operation of the navigation function control by the second virtual character to generate a second virtual navigation direction sign with a different navigation direction, in the case that the first virtual navigation direction sign is already displayed. In a racing game, it can be that a sudden situation, such as an obstacle or interference from an opponent, is found on the road ahead during the race, and the player selects a new target point by clicking a backup route button on the map, and the direction information generated in this process is the fourth operation direction. The fourth operation direction can include, but is not limited to, vector information for setting the direction of the second virtual navigation direction sign, which is determined by the second navigation operation. In a war game, if the vehicle needs to change the marching route to avoid an enemy ambush area during the execution of a task, the player re-plans the path on the map of the navigation function control, and draws a polyline from the current position to a new safe area, and the direction change of the polyline is the fourth operation direction, and the second virtual navigation direction sign is adjusted according to the direction to guide the vehicle to the new destination.

[0169] The second virtual navigation direction sign can include, but is not limited to, a visual element for indicating the direction of the vehicle in the game, which is generated according to the second navigation operation and the fourth operation direction and has a different navigation direction from the first virtual navigation direction sign. In a science fiction game, it can be different in appearance from the first virtual navigation direction sign, such as the first virtual navigation direction sign being a normal arrow, and the second virtual navigation direction sign being an arrow with a special symbol or a flashing effect to highlight the new navigation direction and facilitate the player to quickly identify and distinguish in a complex game scene.

[0170] It should be noted that for the first navigation operation and the second navigation operation, in an action adventure game, different key combinations can be used. For example, pressing the "W" key and clicking a point on the map with the right mouse button is the first navigation operation to set the initial direction, and pressing the "E" key and clicking another point is the second navigation operation to change the navigation direction. This enables the player to quickly respond to various unexpected situations and re-plan the route in the game.

[0171] The virtual navigation direction sign has different characteristics in terms of its presentation form. In a fantasy game, the first virtual navigation direction sign can be a magic arrow with a blue light that changes in brightness according to the distance to the target. The second virtual navigation direction sign can be a compass needle with a gold symbol that flashes at different frequencies according to the correctness of the direction to provide more intuitive navigation information for the player. The present application does not limit this.

[0172] As an optional solution, in response to the second virtual character performing the target interaction operation, the target animation effect is displayed in the user interface, including: in response to the second virtual character performing a second pressing operation, a first virtual navigation direction mark is displayed in the user interface based on a second pressing position of the second pressing operation, wherein a third operation direction is related to the second pressing position; in response to the second virtual character performing a second dragging movement operation, a second virtual navigation direction mark is displayed in the user interface based on a second rotation angle associated with the second dragging movement operation, wherein a fourth operation direction is related to the second rotation angle and the third operation direction.

[0173] Optionally, in the embodiments of the present application, the second pressing operation can include but is not limited to a clicking, pressing action of the second virtual character on the navigation function control through a finger or a specified input device. In an action adventure game, it may be a quick click on a certain specific icon on the navigation function control to activate the navigation function, and the initial direction is determined according to the click position. For example, clicking the icon in the upper left corner may represent navigation in the northeast direction, and clicking the icon in the lower right corner may represent navigation in the southwest direction. In a role-playing game, it may be a long press on a certain area to call up a detailed navigation menu for further operation. The second pressing position can include but is not limited to the specific coordinates or area on the navigation function control where the player performs the second pressing operation. In a racing game, if the navigation function control is a circular operation disc, then pressing the center position may represent a straight forward direction, and pressing the edge position may correspond to navigation in different directions according to the angle scale of the edge, such as pressing at a 60-degree position, which generates a first virtual navigation direction mark in the 60-degree direction. The operation is simple and intuitive, and is convenient for players to quickly get started.

[0174] The first virtual navigation direction mark can include but is not limited to a visual element generated in the game according to the second pressing operation and the second pressing position to indicate the direction of the vehicle. In a flight game, it may be an arrow with dynamic light and shadow effects. The color of the arrow will vary depending on the safety of the flight environment and the route. For example, in a safe airspace, the arrow is green, and in a dangerous area, the arrow turns red, and the size of the arrow changes with the distance to the target, becoming larger as the distance decreases, providing clear navigation information for the player.

[0175] Optionally, in this embodiment, the second drag-and-drop operation may include, but is not limited to, twisting, rotating, or other actions performed by the second virtual character on the navigation control. In strategy games, this might involve rotating a knob with a directional marker to adjust the navigation direction. In some science fiction games, it might involve sliding a finger around a center point on a touchscreen to change the navigation direction and angle. The second rotation angle may include, but is not limited to, the angle value generated by the second drag-and-drop operation, used to determine the directional change of the second virtual navigation direction marker relative to the first virtual navigation direction marker. In war games, if the first virtual navigation direction marker is facing forward, and the player rotates the knob on the navigation control by 45 degrees, then the second virtual navigation direction marker will rotate 45 degrees in the corresponding direction based on the first virtual navigation direction marker, thereby achieving more precise navigation to different angles and directions, increasing the game's strategy and flexibility.

[0176] It should be noted that the second rotation angle mentioned above can be understood as the angle between the third line connecting the pressing position before moving and the normal of the navigation function control, and the fourth line connecting the pressing position after moving and the normal of the navigation function control.

[0177] The aforementioned second virtual navigation direction indicator may include, but is not limited to, a visual element generated in the game based on a second drag-and-drop operation, a second rotation angle, and a third operation direction. This element, with a different orientation from the first virtual navigation direction indicator, is used to indicate the vehicle's direction of travel. In modern warfare games, it may have subtle differences in appearance from the first virtual navigation direction indicator, such as different color shades or gloss levels, to allow players to quickly distinguish them. Furthermore, its dynamic effects may also differ; for example, the first virtual navigation direction indicator may be a smooth arrow, while the second virtual navigation direction indicator may have a flickering light and shadow effect to highlight its new navigation direction and better guide players in complex game scenarios.

[0178] For example, taking a shooting game as an example, the process includes, but is not limited to, the following:

[0179] S1: At the start of the game, the player-controlled second virtual character boards an armed vehicle driven by the first virtual character. At this time, a circular navigation control is clearly visible in the upper right corner of the game interface. This control is divided into 12 sector areas, each representing a 30-degree directional range, with a pointer at the center that can rotate 360 ​​degrees.

[0180] S2: During the game, the team receives a mission to resupply at point A on the map. The second virtual character performs a second press operation on the navigation controls. Upon observation, point A on the map is roughly located northeast of the current vehicle.Figure 14 is a schematic diagram of still another optional control method of a virtual vehicle according to an embodiment of the present application, as Figure 14 As shown, the second virtual character clicks on the sector corresponding to the northeast direction (i.e., 45-75 degrees) on the navigation function control. Based on this operation, in the user interface, a blue line appears extending from the vehicle position to point A, with a flashing blue arrow at the end of the line, which is the first virtual navigation direction marker, whose navigation direction (the third operation direction) is determined by the second pressing position clicked, guiding the vehicle to move towards point A.

[0181] S3: While the vehicle is on the way to point A, the road ahead suddenly encounters enemy blockades. In the case where the first virtual navigation direction marker has been displayed, the second virtual character needs to re-plan the route. Thus, a second dragging movement operation is performed on the navigation function control. By dragging the pointer at the center of the circle on the screen, the navigation direction originally pointing to the northeast direction is adjusted to the southeast direction by rotating the pointer clockwise by 90 degrees. Based on this second rotation angle, in the user interface, a brand-new green line appears, with a flashing green arrow at the end of the line, which is the second virtual navigation direction marker. Its navigation direction (the fourth operation direction) is determined by the second rotation angle and the third operation direction, and the vehicle will move along the standby route in the southeast direction to avoid enemy fire.

[0182] S4: If during the movement along the new route, it is found that there are also a small number of enemies blocking the standby route. The second virtual character operates the navigation function control again. First, a second pressing operation is performed, clicking on the sector slightly deviating from the southeast direction (such as 135-165 degrees) on the navigation function control to re-determine the third operation direction. Then, a second dragging movement operation is performed, rotating the pointer counterclockwise by 30 degrees to adjust the second rotation angle. Based on this series of operations, a new yellow line and yellow arrow appear in the user interface, forming a new second virtual navigation direction marker, and the first virtual character can control the vehicle to change the route flexibly according to the new navigation direction, skillfully bypassing the enemies.

[0183] Through the embodiments of the present application, the strategy and flexibility of the game are greatly improved. In the intense shooting game battle scene, the player can quickly and accurately adjust the moving direction of the vehicle according to the real-time changing battlefield situation. The combination of the second pressing operation and the second dragging movement operation gives the player a rich choice of operations, enhancing the player's sense of control over the game. At the same time, the virtual navigation direction markers of different colors and forms provide clear and intuitive visual guidance for the player, enabling the player to make decisions quickly. This design not only improves the player's game experience, but also increases the competitiveness and interest of the game, enabling the player to be more deeply immersed in the tense and exciting battle atmosphere in the game.

[0184] As an optional solution, in response to the second virtual character riding the target vehicle driven by the first virtual character, the target interaction operation is acquired in the user interface, including: in response to the second virtual character riding the target vehicle driven by the first virtual character, the target interaction operation is acquired in the user interface, including: in response to a plurality of second virtual characters riding the target vehicle driven by the first virtual character, the target interaction operation is acquired in a plurality of user interfaces corresponding to the plurality of second virtual characters respectively, wherein the target virtual function is set to allow a plurality of second virtual characters to share.

[0185] In response to the second virtual character performing the target interaction operation, the target animation effect is displayed in the user interface, including: in response to a plurality of second virtual characters performing the target interaction operation respectively, the target animation effect is displayed in the user interface at the trigger time of the target interaction operation respectively.

[0186] Optionally, in the embodiments of the present application, the above-mentioned plurality of second virtual characters refer to a plurality of character images riding the same target vehicle in the same game scene. Specifically, they can be characters with different tasks. Taking a team cooperation shooting game as an example, there can be characters specializing in medical rescue, who carry various medical equipment with them. Once a teammate is injured in intense firefights, they can immediately start rescue on the vehicle to stabilize the teammate's condition. There are also characters skilled in electronic warfare, who use advanced electronic equipment carried by the vehicle to invade enemy electronic systems, interfere with enemy communication and radar, and create tactical advantages for the team. In strategy games, the second virtual characters have more detailed division of labor. Some are responsible for resource collection and quickly collect resources after the vehicle arrives at the resource point; some focus on defense construction and quickly build defense facilities at key locations using materials transported by the vehicle to consolidate the team's stronghold.

[0187] Among them, the above-mentioned plurality of user interfaces are essentially display areas of game screens seen by different players on their respective game devices. In a multiplayer online game environment, each player's device screen presents an independent user interface, showing the perspective of the character they control. Just like in a large multiplayer online role-playing game, player A's second virtual character is in a bustling city, and his interface displays the bustling street scene of the city, various buildings, and operation buttons for skill release and item management. Player B's character is exploring a deep forest, and his interface presents a dense forest, a winding path, and operation areas related to exploration. Due to the difference in the location and perspective of the character, the content of the two interfaces is completely different.

[0188] In addition, the target virtual function is set to allow multiple second virtual characters to share, indicating a specially designed function in the game that can be used by multiple second virtual characters on the carrier vehicle. In a science fiction adventure game, the target vehicle is often equipped with an energy shield function, and multiple second virtual characters can work together to adjust the shield strength and allocate energy reasonably according to the attack strength of the enemy; some are responsible for changing the shield direction to accurately resist attacks from different directions. In competitive games, the acceleration function of the vehicle can also be activated by multiple second virtual characters. When the game enters the white-hot stage, players press the specific button at the same time, and the vehicle releases powerful power like an arrow released from a bow, helping the team to seize the opportunity in the game.

[0189] In addition, the trigger time of the target interactive operation refers to the exact time when the second virtual character operates the target control. In an action game, the player controls the second virtual character to ride the vehicle and face the dense attack of the enemy props. When the attack props are about to hit, click the defense button. The time of this click action is the trigger time of the target interactive operation. In a strategy game, the player closely follows the enemy's dynamics and finds that the enemy's army is approaching and has obvious attack intentions. Immediately operate the target control to issue a retreat order. At this time, the time of issuing the order is the trigger time. The system will display the corresponding target animation effect in the user interface according to the time point.

[0190] It should be noted that for the case where the target virtual function allows multiple second virtual characters to share, in a role-playing game, the target vehicle is a flying magic carpet, and multiple second virtual characters ride on it. The target virtual function may be group invisibility, and when multiple characters simultaneously operate the target control to activate the function, the magic carpet and all riders enter the invisible state. In a music rhythm game, the target vehicle is a moving platform on the stage, and multiple second virtual characters correspond to different instrument players. The target virtual function can be all-speed performance, and multiple characters simultaneously operate to achieve performance rhythm acceleration at critical moments to create a climax.

[0191] As an optional solution, in response to multiple second virtual characters respectively performing target interactive operations, target animation effects are displayed in the user interface at trigger times of the target interactive operations, including: in response to a first order virtual character performing a first interactive operation, displaying a target animation effect corresponding to the first interactive operation in the user interface at a first trigger time, wherein the first order virtual character corresponds to the first trigger time; in response to a second order virtual character performing a second interactive operation, displaying a target animation effect corresponding to the second interactive operation in the user interface at a second trigger time, wherein the second trigger time is later than the first trigger time, and the second order virtual character corresponds to the second trigger time.

[0192] Optionally, in the embodiments of the present application, the first-order virtual character can include but is not limited to a character image that has priority in operation in a game or a specific virtual scene. For example, in some team games, the virtual character that first operates the target control triggers a series of specific effects and feedbacks. This setting helps to clarify the operation sequence, avoid operation conflicts, and ensure the orderly progress of the game or virtual scene. In a game scene simulating a war, after the first-order virtual character operates the "attack initiation control", a series of target animation effects such as attack animation effects and virtual weapon preparation effects are triggered according to predetermined rules and logic, and these effects are displayed on the user interface at the corresponding first trigger time, giving the player clear visual feedback and operation guidance, enhancing the strategy and playability of the game.

[0193] The first interaction operation can include but is not limited to clicking, sliding, long pressing, double-clicking, and other operation methods on the target control. Taking a common mobile game as an example, the player's operations such as clicking the skill button in the game interface, dragging the prop icon to a specified position, and long pressing the screen to implement character power accumulation all belong to the category of first interaction operations. Different interaction operations usually correspond to different functions and effects. For example, in a racing game, the first interaction operation of clicking the acceleration button can make the racing car instantly increase speed, and display the animation effect of increasing speed and the special effect of engine roaring on the user interface; while the interaction operation of sliding the screen to adjust the view angle will change the player's field of view, and accordingly display the animation process of view angle switching on the interface, including scene translation, rotation, and other dynamic effects. The display time of these effects is the first trigger time, which is closely related to the first interaction operation, providing intuitive operation feedback for the player and improving the smoothness and immersion of the game experience.

[0194] In addition, the first trigger time can include but is not limited to the precise time point or time interval set by the system for displaying the target animation effect corresponding to the interaction operation performed by the virtual character. In action games, when the player controls the character to perform an attack operation, the first trigger time can be the instant after pressing the attack button, at which time the system will immediately play the animation effect of the attack action on the user interface, such as the smooth display of the character's sword swinging or fist punching. This instant is the first trigger time. In some strategy games, after the player issues a building construction instruction (first interaction operation), the first trigger time can be a short delay, during which the system will display the animation process of building materials gradually accumulating and building frames gradually being built to simulate the real construction process. The accurate setting of the first trigger time is crucial for the rhythm of the game and the timeliness of the operation feedback, which allows the player to clearly feel the direct consequences of their operations and enhances the interactivity and realism of the game.

[0195] Optionally, in the embodiments of the present application, the second-order virtual character can include but is not limited to a character that is arranged after the first-order virtual character in the operation sequence of the game or virtual scene. For example, in a multiplayer online battle arena game, the character that performs the target interaction operation first is considered as the first-order virtual character, and the character that performs the target interaction operation after the first-order virtual character performs the target interaction operation is considered as the second-order virtual character. For some target virtual functions, the second-order virtual character can continue to operate the target control only after the first-order virtual character completes the target interaction operation. This sequence setting increases the difficulty and challenge of the game and makes the cooperation between players more critical and crucial.

[0196] The second interaction operation can include but is not limited to an operation behavior that is similar to the first interaction operation but has differences in operation timing, operation method, or operation object. In a game scene, the first interaction operation can be that a player clicks a target control with the left mouse button to select a virtual weapon, and the second interaction operation can be that the player clicks the same target control with the right mouse button to switch the shooting mode of the virtual weapon. For example, in some simulation construction games, the first interaction operation is to click a building blueprint to place it, and the second interaction operation can be to long-press the blueprint to rotate or adjust the angle. Different interaction operations will trigger different effects and corresponding animation displays. In this case, the second interaction operation will display the corresponding target animation effect at the second trigger time, such as special effect animation when the shooting mode of the virtual weapon is switched, dynamic light effect when the building blueprint is rotated, and the like. These animation effects and operation feedbacks provide players with diversified operation experience and rich game functions.

[0197] The second trigger time can include but is not limited to a time point or time interval set by the system according to the game rules and logic for displaying the corresponding target animation effect after the second-order virtual character performs the second interaction operation, and the time is later than the first trigger time.

[0198] It should be noted that in different types of game scenes, the definition of the first-order virtual character and the second-order virtual character can have multiple cases. In a role-playing game, it can be distinguished according to the level or plot of the character. For example, a high-level magician as the first-order virtual character performs a click operation on a magic release control, which can trigger a dazzling magic special effect animation in the battle interface instantly, and a low-level warrior as the second-order virtual character performs a drag operation on a defense control at an appropriate time after the magician skill is released, and then displays a defense animation effect of a shield unfolding at a later second trigger time.

[0199] Exemplarily, Figure 15is a schematic diagram of still another optional control method of a virtual vehicle according to an embodiment of the present application, as shown in Figure 15 Taking a shooting game as an example, the method includes but is not limited to the following processes, and the target virtual functions include shooting with a virtual weapon, zooming in / out of a scope, firing a virtual weapon of an anti-vehicle, and first aid:

[0200] S1: In a round of the game, a first-order virtual character performs a click operation 1502 (a first interaction operation) on a shooting control, and a first trigger time set by the system is within 0.1 seconds after the click operation. The corresponding target animation effect is that the virtual weapon of the virtual vehicle fires a virtual bullet, produces a flash effect, and displays an animation of a bullet trajectory on the screen, accompanied by a gun sound effect, so that the player can instantly feel the feedback of the shooting operation, enhance the reality and timeliness of the operation, and enable the player to quickly determine whether the attack is effective.

[0201] S2: Subsequently, a second-order virtual character performs a sliding operation 1504 (a second interaction operation) on a zoom control, and a second trigger time is about 2 seconds after the first-order virtual character shoots. The target animation effect at this time is that the field of view changes, and a dynamic effect of zooming in or out of the lens is clearly presented, and a prompt information of a current zooming multiple is displayed at the edge of the screen. Through the clear animation and prompt information, the player is helped to better master the operation details and improve the shooting accuracy.

[0202] S3: In a subsequent process, if an enemy vehicle appears, the first-order virtual character can switch to an anti-vehicle virtual weapon, and performs a long press operation 1506 (a new first interaction operation) on a firing control, and a first trigger time is after 0.5 seconds of long pressing. The target animation effect is that the anti-vehicle virtual weapon is fired, accompanied by a strong recoil animation flying to the target, and there is a light and shadow effect on the flight path to enhance the visual effect. When facing different enemies and scenes, the player can use the unique operation of different characters and the corresponding animation feedback to quickly respond to threats and enrich the game battle strategy.

[0203] S4: Subsequently, the second-order virtual character performs a click operation 1508 (a new second interaction operation) on a first aid control, and a second trigger time is about 3 seconds after the anti-vehicle virtual weapon is fired. The target animation effect at this time is that the health status of a teammate is clearly displayed in the form of a dynamic number and a blood bar on the screen, and if a teammate is injured, there is a flashing warning light effect, so as to perform a treatment operation at a suitable time, promote team cooperation, and maintain the team's battle capability.

[0204] Through the embodiments of the present application, different target virtual functions of the target vehicle are determined, and operations are performed according to different operation sequences, trigger times and target animation effects, so that the strategy of the game, the accuracy of operation feedback and the closeness of team cooperation in the game can be improved, and a richer and more immersive shooting game experience can be brought to the players.

[0205] As an optional solution, in response to the second-order virtual character performing the second interaction operation, the target animation effect corresponding to the second interaction operation is displayed at the second trigger time in the user interface, including: in response to the second-order virtual character performing the second interaction operation, the target animation effect corresponding to the first interaction operation is canceled at the second trigger time; and the target animation effect corresponding to the second interaction operation is displayed in the user interface.

[0206] Optionally, in the embodiments of the present application, the target animation effect corresponding to the first interaction operation can include but is not limited to a visual effect generated in the game due to the first-order virtual character performing the first interaction operation. The target animation effect corresponding to the second interaction operation can include but is not limited to a visual effect generated in the game due to the second-order virtual character performing the second interaction operation.

[0207] Exemplarily, Figure 16 is a schematic diagram of another optional control method of a virtual vehicle according to the embodiments of the present application, as Figure 16 shown, taking a shooting game application scenario as an example, including but not limited to the following processes:

[0208] S1: The game starts, and the first-order virtual character and the second-order virtual character board the vehicle together. In the lower right corner of the game interface, there is a target control area composed of multiple circular icons, and each icon corresponds to a different function.

[0209] S2: The first-order virtual character discovers that a group of enemies are gathered in front, so at 15:30, the "shield" icon (first interaction operation) in the target control is clicked. The game system immediately records the first trigger time 15:30, and displays the target animation effect corresponding to the first interaction operation in the user interface. At 15:30:05, the virtual shield is displayed.

[0210] S3: However, the second virtual character in the second order discovers that the enemy in front has been basically eliminated, and a batch of enemies comes from the rear. At this time, the second virtual character in the second order long-presses the "shield" icon in the target control (the second interaction operation) at 15:30:10. The game system records the second triggering time 15:30:10, first cancels the display of the target animation effect of the virtual shield corresponding to the first interaction operation at the time point 15:30:10, and then displays the target animation effect of the virtual shield corresponding to the second interaction operation in the user interface.

[0211] Through the embodiments of the present application, the close cooperation and continuity of operations between characters are realized. The second virtual character in the second order can timely respond according to the action of the first virtual character in the first order and the battlefield situation, cancel or change the previous target animation effect by executing the second interaction operation, and display a new target animation effect. This design increases the strategy and interest of the game. Players need to reasonably arrange the operation order and timing of the two characters according to different situations, different interaction operations and target animation effects, which not only enriches the visual experience of the game, but also makes the players more deeply immersed in the battle atmosphere of the game. At the same time, the accurate triggering time record and operation response ensure the smoothness and real-time performance of the game, and improve the game experience and competitiveness of the players.

[0212] As an optional solution, in response to the multiple second virtual characters all riding the target vehicle driven by the first virtual character, after obtaining the target interaction operation in the multiple user interfaces corresponding to the multiple second virtual characters, the above method further includes: in response to the multiple second virtual characters simultaneously executing the target interaction operation, displaying the target animation effect in the user interface based on the first triggered target interaction operation; displaying a first prompt message on the user interface of the untriggered virtual character, wherein the first prompt message is used to indicate that the target interaction operation cannot be executed, and the untriggered virtual character represents the second virtual character corresponding to the untriggered target interaction operation; in response to the display of the target animation effect satisfying a preset condition, displaying a second prompt message on the user interface of the untriggered virtual character, wherein the second prompt message is used to indicate that the target interaction operation is allowed to be executed.

[0213] Optionally, in the embodiments of the present application, the first triggered target interaction can include but is not limited to the first completed operation recorded by the game system when multiple second virtual characters operate the target control at the same time. The first prompt message can include but is not limited to the prompt information displayed on the user interface of the untriggered virtual character when the target control is disabled for certain reasons in the game. For example, on the user interface of the character, the words "disabled, please try again later" can be displayed in a prominent red font, or the player can be informed in the form of voice broadcast that "currently unavailable" to let the player know that the operation is limited.

[0214] The untriggered virtual character can include but is not limited to a character whose operation instruction is not successfully recognized or responded by the game system when multiple second virtual characters operate the target control at the same time. The preset condition can include but is not limited to a series of rules set by the game developer in advance to determine whether the target animation effect meets a certain state. For example, in the game, when the skill duration of the target animation effect reaches a certain length, such as 10 seconds of invisibility skill duration; or the skill range covers a certain area, such as the successful coverage of the entire team area by the healing skill; or the damage caused by the skill to the enemy reaches a certain value, such as the electromagnetic interference skill making the enemy virtual weapon system paralyzed by 50% function, meeting one of these conditions, that is, the display of the target animation effect meets the preset condition.

[0215] In addition, the second prompt message can include but is not limited to the notification information displayed on the user interface of the untriggered virtual character when the target control recovers from the disabled state to normal in the game. For example, the target control recovers to normal operation, and the user interface of the character whose operation is not responded can display "the target control has recovered to normal and can continue to operate" in a green flashing font, or inform the player through a pop-up window that "it is normal" so that the player can resume the operation of the target control in time.

[0216] Exemplarily, taking a shooting game application scenario as an example, the following process can be included but is not limited to:

[0217] S1: The game starts, and five second virtual characters and a first virtual character board the virtual vehicle. On the operation interface of the virtual vehicle, the target control is presented as a row of icons of different colors and shapes distributed on the left side of the screen.

[0218] S2: When the team encounters an enemy fleet attack, multiple second virtual characters simultaneously take actions on the target control. Second virtual character A clicks the "emergency treatment" icon at 15:20:05 to try to restore the life value of the injured teammate; second virtual character B long-presses the "electromagnetic interference launch" icon at almost the same time, expecting to interfere with the enemy virtual vehicle's electronic system; second virtual character C clicks the "ammunition full supply" icon; and second virtual character D clicks the "battlefield scan start" icon. The operation of second virtual character A is first recognized by the system and becomes the first triggered target interaction operation. The game system immediately displays the target animation effect corresponding to the operation in the user interface, and the life value bar of the teammate starts to rise.

[0219] S3: At this time, the operation instructions of second virtual characters B, C, and D are not received by the system, and they become untriggered virtual characters. The game system quickly displays a first prompt message on the user interfaces of the four untriggered virtual characters. "Vehicle communication is occupied, current operation is not available, please wait for recovery" is displayed in red bold font, accompanied by a short alarm sound, so that the player is clearly aware of the abnormal operation situation.

[0220] S4: As the healing skill triggered by second virtual character A continues to take effect, at 15:30, the preset condition is met, for example, the life value of the teammates is restored to 70% or above. The game system immediately displays a second prompt message on the user interfaces of the four untriggered virtual characters. "Vehicle communication has returned to normal, please continue the battle operation" is displayed in green flashing font, accompanied by a prompt sound, informing the player that the target control can be operated again.

[0221] Through the embodiments of the present application, the interactivity and strategy of team cooperation are greatly enhanced. Multiple second virtual characters can simultaneously operate the target control, the first triggered target interaction operation determines the display of the target animation effect, increasing the urgency and uncertainty of the operation, prompting the player to react quickly in critical moments. When the target control fails and recovers, the first prompt message and the second prompt message timely inform the player, ensuring the player's clear understanding of the game state. This not only improves the interest and tension of the game, but also cultivates the team cooperation ability of the players. Different target interaction operations and corresponding animation effects enrich the visual experience of the game, allowing the player to be more deeply immersed in the intense battle atmosphere. At the same time, the accurate trigger time judgment and system response mechanism ensure the smoothness and real-time performance of the game, further improving the game experience and competitiveness of the players.

[0222] As an optional solution, in response to multiple second virtual characters all riding the target vehicle driven by the first virtual character, after obtaining the target interaction operation in the multiple user interfaces corresponding to the multiple second virtual characters, the method further includes:

[0223] In response to the plurality of second virtual characters simultaneously performing the target interaction operation respectively, display a target animation effect in the user interface based on a first triggered target interaction operation;

[0224] Display a first form of the target control on the user interface of the untriggered virtual character, wherein the first form of the target control is used to indicate that the target interaction operation cannot be performed, and the untriggered virtual character represents the untriggered second virtual character corresponding to the target interaction operation;

[0225] In response to the display of the target animation effect satisfying a preset condition, display a second form of the target control on the user interface of the untriggered virtual character, wherein the second form of the target control is used to indicate that the target interaction operation is allowed to be performed.

[0226] Optionally, in the embodiments of the present application, the plurality of second virtual characters can include, but are not limited to, a plurality of characters controlled by players who simultaneously get on the same team-mate driving vehicle and perform specific operations in the game scene, including but not limited to when a vehicle carries a plurality of players, the characters controlled by these players riding the vehicle are the plurality of second virtual characters, and they can perform different or same target interaction operations on the vehicle, such as some players adjusting the angle of the defense shield, and some players marking the route suggestion. In the actual game process, these second virtual characters assist the driver through their respective operations, and improve the team's response ability in the battle, and their operation timing and operation content will affect the tactical execution effect of the whole team.

[0227] Optionally, in the embodiments of the present application, the first triggered target interaction operation can include, but is not limited to, when a plurality of second virtual characters perform the target interaction operation, the first interaction action that completes the operation instruction input and is recognized by the system, including but not limited to when a plurality of passengers want to operate, the first one dragging the navigation knob to mark the direction of travel or the first one dragging the shield adjustment knob to change the defense angle. For example, in the game, there are three passengers on the vehicle, and all three players want to adjust the shield angle for defense at the tense moment when encountering enemy attacks, but one of them reacts faster and first drags the shield adjustment knob. This operation is the first triggered target interaction operation. The system will display a target animation effect based on this first triggered operation, such as a dynamic display animation when the shield quickly rotates to the specified angle, which allows players to more intuitively see the immediate feedback of the operation, and also helps team members understand the current defense state change.

[0228] Optionally, in the embodiments of the present application, the target animation effect can include but is not limited to the dynamic visual effect presented by the system on the user interface in order to show the execution process or result of the target interactive operation in the game, including but not limited to the shield rotation animation and route marker dynamic generation animation displayed on the user interface when the passenger operates the defense shield or navigation function. Taking the shield rotation animation as an example, when the passenger operates the shield adjustment knob, the system will display the process of the shield rotating from the current angle to the newly set angle in a smooth animation, which not only allows the player to see the real-time change of the operation, but also enhances the immersion of the game. For example, the route marker dynamic generation animation, when the passenger marks the travel direction on the map through the navigation knob, a route with dynamic effect extends from the vehicle position to the marker point, allowing the player to clearly see the planning process of the recommended route. These animation effects are based on the first triggered target interactive operation and can help the player better understand the operation feedback in the game.

[0229] Optionally, in the embodiments of the present application, the untriggered virtual character can include but is not limited to those characters controlled by players who have not executed or triggered the specific target interactive operation among the plurality of second virtual characters, including but not limited to a vehicle with multiple passengers, some players have not performed operations such as adjusting the shield angle or marking the travel route, and the characters corresponding to these players are untriggered virtual characters. Assuming that there are four passengers in a vehicle, two players have operated the navigation knob to mark the route, and the other two players have not performed any target interactive operation, then the characters controlled by these two unoperated players are untriggered virtual characters. In the game, the user interface of these untriggered virtual characters will display target controls in different states according to the game logic to prompt the player's current operation authority and state.

[0230] Optionally, in the embodiments of the present application, the first form of target control can include but is not limited to a specific graphic, icon or interface element combination displayed on the user interface of the untriggered virtual character to intuitively inform the player that the target interactive operation cannot be executed at present, including but not limited to the shield adjustment knob and navigation knob displayed in a dull, blurred or with a prohibited mark on the user interface when the player who rides the vehicle has not met the operation condition. For example, at the beginning of the game, the vehicle has just started, and the system may set that the shield angle cannot be adjusted before the vehicle reaches a certain speed. At this time, on the interface of the player who has not triggered the operation, the shield adjustment knob will be displayed in gray and with reduced transparency, so that the player can understand at a glance that the operation cannot be performed at present. The design of this first form of target control can clearly guide the player's operation, avoid invalid operations at inappropriate times, and ensure the logic and smoothness of the game operation.

[0231] Optionally, in the embodiments of the present application, the target control in the second form can include, but is not limited to, a graphic, an icon or a combination of interface elements displayed on the user interface without triggering the virtual role, which is used to indicate that the player is now allowed to perform the target interactive operation when a certain condition is met. For example, when the target animation effect is displayed and the preset condition is met, the shield adjustment knob and the navigation knob originally displayed in the inoperable state (first form) become normal and operable, such as brightening the color, removing the prohibition mark, etc. For example, in the game, when the vehicle successfully avoids an attack wave of the enemy, the system sets this as a preset condition. At this time, the originally dull shield adjustment knob on the player interface that has not been operated before will brighten instantly and can be normally dragged and operated, which means that the player can now perform the target interactive operation of adjusting the shield angle. The target control in the second form can timely inform the player of the change of operation permission and encourage the player to actively participate in the tactical cooperation of the game.

[0232] Optionally, in the embodiments of the present application, the preset condition can include, but is not limited to, a series of rules and standards set by the game system in advance for judging whether to change the form of the target control, whether to allow the execution of the target interactive operation, etc., including but not limited to the conditions that the target animation effect is completely played, the vehicle drives to a specific area, the team eliminates a certain number of enemies, etc. For example, the system sets that when the player successfully operates the shield to resist three attacks of the enemy and the corresponding shield rotation animation is completely displayed, it is considered that the preset condition is met. At this time, the target control on the user interface without triggering the virtual role changes from the first form to the second form, allowing the player to operate. For another example, when the vehicle enters a safe area, it can also be set as a preset condition, which enables the player who has not operated on the vehicle to perform the target interactive operation. The setting of such a preset condition increases the strategy and interest of the game operation, and makes the player need to grasp the operation opportunity according to the changes of the game progress.

[0233] As an optional solution, in response to the second virtual role riding the target vehicle driven by the first virtual role, the target interactive operation is acquired in the user interface, including at least one of the following:

[0234] In response to the second virtual role riding the target vehicle driven by the first virtual role, the target control is displayed in the user interface corresponding to the second virtual role in the case that the first virtual role and the second virtual role correspond to different user interfaces, and the target interactive operation for the target control is acquired;

[0235] In response to the second virtual role riding the target vehicle driven by the first virtual role, the target control is displayed in the same user interface in the case that the first virtual role and the second virtual role correspond to the same user interface, and the target interactive operation for the target control is acquired;

[0236] In response to the second virtual character riding the target vehicle driven by the first virtual character, in the case that the first virtual character and the second virtual character correspond to different user interfaces respectively, displaying the target control in the first form in the user interface corresponding to the first virtual character, and displaying the target control in the second form in the user interface corresponding to the second virtual character, obtaining a target interaction operation for the target control in the second form, wherein the target control in the first form is used to indicate that the target interaction operation cannot be executed, and the target control in the second form is used to indicate that the target interaction operation is allowed to be executed.

[0237] Optionally, in the embodiments of the present application, the different user interfaces can include but are not limited to interfaces provided for different player characters in a game, which have differentiated display contents and operation areas, including but not limited to interfaces with different display information and operation permissions seen by the first virtual character (driver) and the second virtual character (rider). In an actual game scenario, when player A drives the vehicle and player B rides, the user interface of player A can focus more on the control information of the vehicle, such as speed, fuel, etc., and simultaneously display the driving route planning on the map and the approximate position of the surrounding enemies, to facilitate its focus on driving and response to unexpected combat situations. The user interface of player B focuses on the display of operation controls related to defense and navigation, such as shield adjustment knobs and navigation knobs, to realize the function of assisting in combat. The two interfaces differ in layout, display content and operable area, and such differences help different characters to perform their respective functions and improve team cooperation efficiency. For example, when encountering enemy attacks, the driver focuses on driving the vehicle to avoid attacks, and the rider operates the defense shield through the controls on his interface to resist enemy attacks, without interfering with each other but closely cooperating.

[0238] Optionally, in the embodiments of the present application, the same user interface can include but is not limited to interfaces provided for different player characters in a game, which have unified display and operation areas, including but not limited to the same interface layout seen by the first virtual character and the second virtual character in some special game modes or specific scenarios. For example, in some special play methods of cooperative puzzle games, the tasks of the vehicle driver and the rider are closely related, and a same user interface can be used to promote cooperation between the two parties. On this interface, the basic state information of the vehicle, such as speed, driving direction, etc., is displayed to facilitate the driver to control, and operation controls related to defense and navigation, such as shield adjustment buttons and route marking options, are also displayed for the rider to use. Such design enables the two parties to more intuitively understand each other's operation intention and make timely cooperation. For example, when facing the dual difficulties of road obstacles and enemy ambush ahead, the driver can see the rider's suggestion of a route to avoid the enemy, and at the same time the rider can see the driving operation adjustment made by the driver to avoid obstacles, and then more accurately adjust the angle of the defense shield to jointly cope with the crisis.

[0239] Optionally, in the embodiments of the present application, the target control described above can include but is not limited to various graphical elements in the game user interface for triggering target interaction operations, including but not limited to shield adjustment knobs, navigation knobs, etc. These controls are the key entry for players to interact with the game and implement specific tactical functions. Taking the shield adjustment knob as an example, it usually appears in the user interface in the form of a circular or similar circular icon, and the player changes the shield angle centered on the vehicle by dragging the knob. In intense battles, when the enemy launches attacks from different directions, the occupant can quickly operate the shield adjustment knob to rotate the shield to the appropriate angle to resist the enemy's attack. The navigation knob is used for the player to mark the route suggestion, which may be presented in the form of an arrow or an icon with direction indication, and the player selects and marks the suggested travel direction on the map by operating it to help the driver plan a more reasonable route. The design and layout of these target controls directly affect the player's operation experience and the execution effect of the game tactics.

[0240] As an optional solution, in response to the second virtual character riding the target vehicle driven by the first virtual character, the target interaction operation is acquired in the user interface, including at least one of the following: in response to the second virtual character riding the target vehicle driven by the first virtual character, the target interaction operation triggered by the keyboard and mouse device is acquired in the user interface; in response to the second virtual character riding the target vehicle driven by the first virtual character, the target interaction operation triggered by the touch operation performed on the target control is acquired in the user interface; in response to the second virtual character riding the target vehicle driven by the first virtual character, the target interaction operation triggered by the handle device is acquired in the user interface.

[0241] Optionally, in the embodiments of the present application, the keyboard and mouse device can include, but is not limited to, a combination of keyboard and mouse used by the player to interact with the game, including but not limited to the standard computer keyboard and mouse used by the player in the PC game scene. During the game, the player can realize various functions through the cooperation of keyboard and mouse. For example, when riding a vehicle driven by a teammate, the player can use the precise movement of the mouse to control the game perspective, so as to better observe the surrounding environment. For the "defense" function in target interaction operation, the player can activate the shield adjustment interface by pressing the pre-set key on the keyboard, and then cooperate with the click and drag operation of the mouse to accurately adjust the angle of the shield, so that it can resist the attack from different directions of the enemy. In terms of "guiding" function, the player can use the mouse to click and drag on the map interface to mark the recommended route, and also can quickly switch the zoom ratio of the map through the keyboard shortcut to plan the route more carefully. The operation mode of the keyboard and mouse device has high precision and flexibility, which is suitable for players who are used to playing games on PC devices, and can make them more efficiently execute target interaction operations in the game and improve the effect of team cooperation.

[0242] Optionally, in the embodiments of the present application, the touch operation can include, but is not limited to, various operations realized by the player touching the screen with fingers on the touch screen device, including but not limited to the operation mode of the player in the mobile phone game scene. When the player rides the target vehicle as the second virtual character, the touch operation becomes an important way to obtain the target interaction operation. For example, when performing the "defense" function, the player can directly find the shield adjustment area on the mobile phone screen with fingers, and rotate the shield by sliding the fingers to adjust the defense angle. When performing "guiding" operation, the player can mark the direction of travel by clicking and dragging with fingers on the map interface on the screen. Moreover, the touch operation also supports some shortcut gestures, such as zooming in and out of the map with two fingers, which facilitates the player to quickly view the global or local map information and better plan the route. The advantage of touch operation is that it is direct and convenient, which conforms to the operation habit of mobile phone users, and can make the player easily realize various target interaction operations on the mobile device, enhance the portability and operability of the game, and enable the player to smoothly participate in team cooperation in the game in different scenes.

[0243] Optionally, in the embodiments of the present application, the handle device can include, but is not limited to, an external or built-in game handle for game control, including but not limited to professional game handles used in host platforms (such as Xbox, PlayStation), and Bluetooth handles partially adapted to mobile phones or PCs. Taking the case of playing games on a host platform, when the player gets on the vehicle driven by a teammate, various keys and joysticks on the handle become tools for realizing target interaction operations. For example, the rotation of the game view can be controlled by the direction joystick on the handle, which is convenient for observing the surrounding situation. For the "defense" function, the player can press a specific key on the handle to start the shield adjustment mode, and then adjust the shield angle through the joystick or trigger key. In the "direction finding" operation, the player can use the direction keys on the handle to move the cursor in the map interface, select and mark the direction of travel. The handle device takes into account ergonomics, and is not easy to fatigue after long-time operation. Moreover, the key layout is carefully designed, and the player can quickly and accurately perform various operations through muscle memory, providing a game experience different from that of keyboard and mouse and touch operation, meeting the diversified needs of different players for game operation methods, and helping to improve the comfort and fluency of the player in executing target interaction operations in the game.

[0244] As an optional solution, in response to the second virtual character executing the target interaction operation, displaying a target animation effect in the user interface includes: in response to the second virtual character executing the target interaction operation, displaying a target animation effect with a function orientation specified by the target interaction operation in the user interface.

[0245] It should be noted that in the game scene, after the second virtual character executes the target interaction operation, the function orientation of the target animation effect will present diversified situations due to various factors, which are not limited by the present application.

[0246] From the perspective of game type, different game types will make the function orientation of the target animation effect have different settings. In a shooting game, if the second virtual character operates a defense shield, the function orientation can be specified according to the attack direction of the enemy. When the enemy attacks from the left side, the function orientation of the rotating animation of the shield is towards the left side to resist the attack. In a racing game, when the player operates the vehicle to drift and other interactions, the function orientation of the target animation effect may be related to the direction of the curve. The vehicle drift animation will tilt towards the inside of the curve to show the drift effect. In a strategy game, when the character executes the interaction operation of building a building, the function orientation of the target animation effect can be the layout direction of the building planning, such as building a city wall from left to right.

[0247] From the perspective of game props, the use of different props can cause the target animation effect function to be oriented in different directions. For example, in a fantasy adventure game, if the second virtual character uses a magic wand to release an attack spell, depending on the type of wand, the function orientation is different. The attack animation of an ice-type wand may be a straight line from the front end of the wand, with a function orientation of the front; while the animation of a wind-type wand may be a fan shape spreading around, with a function orientation of a fan-shaped area centered on the character. In a science fiction game, when using an energy shield prop, if it is a full-range shield, the animation function orientation is 360 degrees around the character; if it is a directional shield, the function orientation is the direction specified by the player, such as the front or the back.

[0248] From the perspective of player operation, different player operation methods can affect the orientation of the target animation effect function. In action games, the player controls the second virtual character to attack with a melee weapon, if the player swings the weapon quickly to the left, the attack animation function orientation is to the left; if the player makes a forceful and then upward chopping operation, the animation function orientation is obliquely upward. In a simulation management game, the player operates the character to plant crops, if the player clicks on the field to plant from bottom to top, the planting animation function orientation is to display the growth of crops from bottom to top; if the player chooses to plant from the corners to the surrounding, the animation function orientation is to expand from the corners to the surrounding.

[0249] As an optional solution, in response to the second virtual character performing a target interactive operation, a target animation effect is displayed in a user interface, including: in response to the second virtual character performing a target interactive operation, a target animation effect is displayed in a user interface; in response to the target interactive operation, the display effect of the target control in the user interface is updated, wherein the display effect of the target control is used to prompt the state of the target virtual function.

[0250] Optionally, in the embodiments of the present application, the display effect described above can include but is not limited to changes in appearance, color, shape or dynamic performance of the target control, so as to convey the real-time state of the target virtual function. For example, when the target virtual function is "shield energy", the target control may be displayed as a circular energy bar, and as the shield energy is consumed, the energy bar gradually decreases from full to empty, and the color changes from green to yellow and then to red, directly prompting that the shield is about to be depleted. For another example, the target virtual function is "virtual weapon charging", the target control may be in the form of a progress bar, constantly filling the color to show the charging progress, and when the charging is completed, the progress bar turns gold and flashes, informing the player that the virtual weapon is ready for use.

[0251] Exemplarily, taking a shooting game application scenario as an example, including but not limited to the following processes:

[0252] S1: At the beginning of the game, the second virtual character is in the game scene, and in the lower right corner of the game interface, the target control is presented as a group of square icons.

[0253] S2: In the process of firing at the enemy, it is found that the enemy's firepower is fierce, so the virtual shield is started. Figure 17 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the application, as Figure 17 shown, the second virtual character clicks the "shield" icon 1702 in the target control (target interaction operation). At this time, the game system responds immediately and displays a target animation effect in the user interface. At the same time, the display effect of the target control is updated in the user interface, the "shield" icon changes from an unusable state to an available state, and the distribution position of the matrix diagram in the icon can be used to indicate the defense direction of the shield, and the color of the shield can be used to indicate the carrying capacity of the shield. In addition, the carrying capacity of the shield can also be indicated in the user interface through icon 1704, which can also be displayed in the user interface of the first virtual character.

[0254] The embodiments of the present application greatly improve the operation experience of the player and the immersion of the game. The player's interaction operation on the target control can immediately feedback clear animation effects, allowing the player to directly see the skill and action display process, enhancing the interest of the game. At the same time, the update of the display effect of the target control, the real-time prompt of the state of the target virtual function, allows the player to grasp the key information of the game at any time, such as the number of ammunition, the skill cooling time, etc., so as to make more reasonable battle decisions. This not only improves the strategy of the game, but also ensures the smoothness and real-time of the game, promotes the player to better integrate into the fierce battle scene, and improves the competitiveness and overall entertainment value of the game.

[0255] As an optional solution, in response to the second virtual character performing the target interaction operation, displaying a target animation effect in the user interface, comprising: in response to the second virtual character performing the target interaction operation, displaying a target animation effect in the user interface; in response to the target interaction operation, displaying a state indication control in the user interface, wherein the state indication control is used to display the state of the target virtual function, and the user interface includes the user interface corresponding to the first virtual character.

[0256] Optionally, in the embodiments of the present application, the above-mentioned state indication control can include but is not limited to a visual component specially used to display the real-time state of the target virtual function in the game interface. For example, in a shooting game, Figure 18 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the application, as Figure 18As shown, when the target virtual function is "virtual weapon overheating state", the state indication control can be an icon 1804 located in the corner of the screen, and the icon inside can represent the overheating degree of the virtual weapon in different colors and patterns. When the virtual weapon is working normally, the icon is displayed in blue and smooth; as the virtual weapon continues to shoot, the color of the icon gradually changes to yellow, and a dynamic pattern similar to rising heat appears inside, prompting that the virtual weapon is about to overheat; when the virtual weapon is overheated, the icon turns red and flashes, reminding the player to pause shooting and wait for cooling.

[0257] It should be noted that the above target control can be set to be displayed only on the user interface corresponding to the second virtual role, and the state indication control is set to be displayed on the user interfaces corresponding to the first virtual role and the second virtual role.

[0258] Through the embodiments of the present application, the information sharing and game experience between players are greatly enhanced. The target animation effect generated by the interactive operation of the player on the target control enables the player to intuitively experience the display of skills and actions, increasing the interestingness and immersion of the game. The display of the state indication control can display the state of the target virtual function to the player in real time, including the teammates, so that the player can grasp the key information at any time. This helps the player to better develop tactical strategies, such as avoiding blind charges during skill cooling and reasonably planning shooting rhythm. At the same time, the synchronous display of the state indication control on the user interfaces corresponding to multiple roles promotes the cooperation and coordination between team members, improves the competitiveness and overall entertainment value of the game. Moreover, the real-time feedback mechanism ensures the smoothness and real-time performance of the game, enabling the player to be more deeply immersed in the battle scene.

[0259] The present application will be further explained and described in conjunction with specific examples as follows:

[0260] In game design, when a player enters a vehicle driven by a teammate as a passenger, the main operation is limited to shooting at enemies, lacking rich tactical choices. In this mode, the operation of the passenger is relatively single, and it is difficult to effectively participate in tactical decision-making; while the driver needs to bear the double pressure of vehicle control and route selection, leading to imbalance in operation intensity, affecting the smoothness of team cooperation and the efficiency of battle. To solve the above problems, the present application proposes an innovative passenger interaction system, which provides the passenger with two additional strategic operation functions, namely the "defense" function and the "route guidance" function. The "defense" function allows the passenger to control a rotatable shield centered on the vehicle, forming a protective barrier of a specific angle to resist enemy attacks from a specific direction. The shield can be adjusted within a 360-degree range, so that the passenger can flexibly adjust the defense angle according to the battle situation, thereby significantly improving the survival ability of the vehicle and ensuring the defensive advantage of the team in intense battles. The "route guidance" function allows the passenger to use a specific navigation control device to select and suggest the direction of travel in real time on the map, helping the driver optimize the route and improve the team's mobility and reaction speed. This system integrates route guidance and defense functions into the passenger's operation, enabling the passenger to take on more tactical responsibilities in the battle scene, rather than being limited to simple shooting tasks. This design not only balances the operation load of the passenger and the driver, but also enables team members to work more effectively, forming multi-level and deep interactive tactical strategies, improving overall operational efficiency and the immersion of the game experience

[0261] The implementation steps are as follows: when a player enters a vehicle driven by a teammate as a passenger, the system unlocks at least two operation functions such as "defense" and "route guidance" for the passenger. In the "defense" operation, the passenger obtains control authority over the vehicle's defense shield, which is centered on the vehicle and can rotate 360 degrees. A direction adjustment interface is provided on the user interface for the passenger to select a specific defense angle, and the shield will rotate and form an angle-adjustable protective barrier accordingly. The protective barrier has an upper limit of energy and can resist a certain amount of damage. The system determines whether the enemy attack is defended according to the direction of the barrier, thereby reducing the damage to the vehicle when attacked. During the battle, the passenger can adjust the angle of the protective barrier at any time according to the attack direction to meet the defense requirements of multiple angles and directions. In the "route guidance" operation, the passenger can activate the navigation control device to select and mark the direction of travel in real time on the map interface. The system displays the path options available for selection on the passenger's interface, and the passenger indicates the recommended travel route by clicking on a specific location on the map. This information is fed back to the driver's display interface in the form of a pointing marker, and the driver can decide whether to follow the passenger's indicated path after observing.

[0262] The system provides a shield adjustment knob on the passenger's interface. Passengers can precisely adjust the shield's angle by dragging the knob to ensure the protective barrier faces the current combat situation. The protective barrier has a preset energy limit to absorb and block a certain amount of bullets or other types of attack damage. Each time an attack is successfully blocked, the system automatically calculates the barrier's energy consumption. Once the shield's energy drops to zero, the barrier will become ineffective. During barrier activation, the system determines the attack direction based on the barrier's angle; only attacks within the barrier's protective angle will be successfully blocked, effectively reducing direct damage to the vehicle. Figure 19 A schematic diagram of another optional virtual vehicle control method according to an embodiment of this application is shown, as follows: Figure 19 The system interface demonstrates how passengers adjust the shield angle and the protective barrier to block attacks.

[0263] During combat, riders can monitor enemy attack movements in real time and quickly adjust the orientation of the protective barrier through the system interface to cover key defensive areas. The system allows riders to flexibly choose the barrier's rotation angle to counter attacks from multiple directions. The barrier adjustment process is smooth and lag-free, ensuring riders can react quickly and switch defensive directions in complex combat situations. The system determines whether the attack direction is within the protection range based on the barrier angle set by the rider. Figure 20 A schematic diagram of another optional virtual vehicle control method according to an embodiment of this application is shown, as follows: Figure 20 The demonstration showed how the rider adjusts the protective barrier according to the direction of the attack in the combat interface.

[0264] In the "direction" operation, passengers indicate their suggested direction of travel by dragging the navigation knob on the interface. This direction is displayed as an arrow on the driver's screen. This process provides passengers with immediate suggestions on the direction of travel, making navigation more intuitive and efficient. Figure 21 A schematic diagram of another optional virtual vehicle control method according to an embodiment of this application is shown, as follows: Figure 21 The image shows passengers selecting and marking their travel routes on the map interface.

[0265] During combat, passengers can adjust and update their direction of travel at any time using the navigation knob based on the current enemy situation and terrain conditions. The system will provide real-time feedback of the new direction to the driver. The passenger's suggestions are presented with clear directional markers, but the final route selection is determined by the driver. Figure 22 A schematic diagram of another optional virtual vehicle control method according to an embodiment of this application is shown, as follows: Figure 22 The illustration shows instances where passengers adjust their direction and update route suggestions.

[0266] The application proposes a strategic interaction mode when riding a teammate vehicle. The technical implementation is as follows:

[0267] Adjust the shield function. When the rider is on the vehicle, the vehicle will automatically activate the shield function. The system will provide a real-time shield direction adjustment control on the interface. The rider can accurately adjust the angle of the shield by dragging the direction indicator on the control. The system calculates and updates the current shield angle in real time to ensure that the shield is directed at the most effective area. The adjustment of the shield angle is reflected on the interface in real time to ensure that the rider can quickly respond to the situation.

[0268] Calculate the shield energy consumption. During the activation of the shield, the system calculates the consumption of shield energy in real time. Each time the shield successfully blocks an attack, the system automatically reduces the shield energy value according to the intensity and type of the attack. When the energy value drops to zero, the system will notify the rider and disable the shield to prevent further energy consumption. This process displays the current state of the shield to the rider through real-time feedback of the energy value.

[0269] Determine the match between attack direction and shield angle. The system detects the attack direction in real time and compares it with the angle of the shield. Only when the attack direction is within the protection angle of the shield can the attack be successfully blocked. At this time, the system calculates and displays the blocking effect, including the type of attack blocked and the damage reduction caused. This determination process ensures the effectiveness and accuracy of the shield.

[0270] Use the navigation function. When the rider is on the vehicle, the system provides a navigation knob on the interface to allow the player to use the "navigation" function. The rider can drag the knob to select and indicate the direction of travel in real time. The selected direction is displayed as an arrow marker on the driver's screen as a suggestion for the travel route. The system will feedback the direction set by the rider in real time and pass it to the driver.

[0271] Update the navigation direction. During the battle, the rider can update the navigation direction by adjusting the navigation knob according to the current situation and terrain. The system will feedback the new travel direction in real time according to the rider's operation and display it as an arrow on the driver's interface. When the navigation direction is updated, the driver can choose whether to adopt the suggestion to determine the travel route.

[0272] Figure 23 Another optional virtual vehicle control method according to an embodiment of the application is shown in the schematic diagram as follows: Figure 23 The system flow includes but is not limited to the following steps:

[0273] S1: Detect that the player is riding a vehicle:

[0274] In the game scene, when the player controls the character to get on the vehicle driven by the teammate, the system will respond immediately. For example, in a team competition game, player A drives the vehicle to a resource-rich area, and after player B successfully gets on the vehicle, the system detects this situation. At this time, the related function modules of the vehicle are activated, laying the foundation for subsequent operations.

[0275] S2: Activate shield barrier and navigation function:

[0276] Then, the vehicle automatically activates the shield barrier function and the navigation function. On the interface, player B can see that there are controls for adjusting the angle of the shield and navigation knobs. Player B can use the shield control to quickly adjust the direction of the shield to deal with attacks from different directions. At the same time, through the navigation knob, according to the map information and battlefield situation, reasonable route suggestions are provided for player A, such as guiding the vehicle to the area where the enemy's firepower is weak or to the favorable terrain for defense or attack, greatly improving the team's response ability and mobility in battle.

[0277] S3: Detect shield knob direction change input and navigation knob direction change input:

[0278] When the battle situation changes, player B will drag the shield knob and navigation knob according to the actual situation. For example, when the enemy attacks from the side, player B quickly drags the shield knob to change the protection direction of the shield to ensure that the vehicle is not attacked. At the same time, if obstacles appear on the road ahead or new strategic targets appear, player B will adjust the navigation knob to change the suggested direction of travel. The system will capture these operation inputs in real time and update the relevant information in time, so that the player's operation can quickly produce effects in the game, ensuring that the team can flexibly respond to various unexpected situations.

[0279] S4: Change the protection direction of the shield barrier and change the suggested direction in the driver's game interface:

[0280] The system quickly calculates and updates the angle of the shield according to player B's operation on the shield knob. On the screen, player B can see the real-time change of the shield angle, ensuring that it can accurately adjust the shield to the best defense position. For the navigation direction, the suggested route adjusted by player B will be displayed as a clear arrow marker on player A's screen. For example, player B finds a hidden path that can avoid the main firepower of the enemy, and through the operation of the navigation knob, an arrow pointing to the path appears on player A's screen. Player A can decide whether to adopt this route according to the actual situation, thereby realizing efficient cooperation and information sharing among team members.

[0281] S5: Shield is attacked by bullets and judge whether the shield energy is empty:

[0282] During the battle, if the vehicle is attacked by enemy bullets, the system will immediately compare the attack direction and the shield angle. If the attack direction is within the shield protection range, the shield will successfully block the attack. For example, in a fierce battle, the enemy's bullets come from the front, and player B has previously adjusted the shield to the appropriate angle. The system determines that the attack is blocked by the shield, and deducts the corresponding shield energy according to the power of the bullet. The system will continue to detect the shield energy, and when the energy decreases to zero, it will promptly notify player B that the shield is invalid. At this time, the player needs to be more cautious in dealing with enemy attacks or find opportunities to replenish shield energy to maintain the defensive ability of the vehicle.

[0283] S6: Block bullet damage and deduct shield energy:

[0284] After each successful shield attack, the system will deduct the shield energy according to the established rules. For example, a medium-intensity attack may deduct 20 points of shield energy (assuming the initial shield energy is 100 points). Player B can real-time understand the remaining shield energy through the energy display bar on the interface. As the battle continues, if the shield energy continues to decrease, player B needs to use the shield more reasonably to avoid the shield from being invalid at critical moments, and also needs to pay attention to whether there are resources or opportunities to replenish shield energy on the battlefield, such as obtaining shield energy supplies after occupying a certain area, to ensure the safety of the vehicle and the team.

[0285] It should be noted that when the occupant is riding the vehicle, the vehicle will automatically activate the protective barrier function and the navigation direction function, and the system will provide a real-time barrier direction adjustment control and direction indication control on the interface. The occupant can accurately adjust the angle of the protective barrier and the recommended travel direction by dragging the control.

[0286] The occupant can accurately adjust the angle of the protective barrier by dragging the direction indicator on the control.

[0287] The occupant can real-time select and indicate the travel direction by dragging the knob. The selected direction will be displayed in the form of an arrow marker on the driver's screen as a suggestion for the travel route.

[0288] The occupant can accurately adjust the angle of the protective barrier by dragging the direction indicator on the control.

[0289] The system detects the attack direction in real-time and compares it with the angle of the protective barrier. Only when the attack direction is within the protective angle range of the shield can the attack be successfully blocked.

[0290] The occupant can real-time adjust the recommended travel direction by dragging the knob.

[0291] The system calculates and updates the current shield angle in real time. The adjustment of the barrier angle is reflected on the interface in real time, ensuring that the passengers can quickly respond to the battle situation.

[0292] During the activation of the protective barrier, the system calculates the consumption of shield energy in real time. Each time the shield successfully repels an attack, the system automatically reduces the energy value of the shield according to the intensity and type of the attack. When the energy value drops to zero, the system will notify the passenger and disable the shield to prevent further energy consumption. This process displays the current state of the shield to the passenger through real-time feedback of the energy value.

[0293] The selected direction is displayed on the driver's screen as an arrow marked as a suggested route. The system provides real-time feedback on the direction set by the passenger and transmits it to the driver.

[0294] Each time the shield successfully repels an attack, the system automatically reduces the energy value of the shield according to the intensity and type of the attack. When the energy value drops to zero, the system will notify the passenger and disable the shield to prevent further energy consumption. This process displays the current state of the shield to the passenger through real-time feedback of the energy value.

[0295] The present application provides additional "defense" and "direction" tactical functions for players through an innovative passenger interaction system, achieving the following beneficial effects: 1. Improve team collaboration efficiency: The introduction of the defense function and the direction function allows passengers to take on more responsibilities in the battle, effectively sharing the pressure of the driver, promoting better cooperation between passengers and drivers, and enhancing the overall efficiency of team combat. 2. Balance the operation load: By integrating the "defense" and "direction" functions into the passenger's operation, the system not only makes the passenger's operation more diverse, but also balances the operation burden between the passenger and the driver, avoiding the imbalance of operation intensity in the original mode. 3. Improve tactical flexibility: The defense function allows passengers to adjust the shield angle in real time according to the battle situation to resist attacks from different directions, and the direction function helps the driver optimize the route. Through the cooperation of these functions, the team can more flexibly respond to complex battle environments and tactical needs. 4. Enhance the sense of immersion in the battle: By integrating more tactical operations into the game process, the participation of passengers is improved, thereby enhancing the player's immersion in the game, making the battle experience more diverse and profound.

[0296] In addition to the vehicle battle system mentioned in this case, the present application can also bring the above beneficial effects in other tactical interaction designs.

[0297] It can be understood that in the specific embodiments of the present application, data related to user information is involved, and when the above embodiments of the present application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data need to comply with relevant laws, regulations and standards of relevant countries and regions.

[0298] It should be noted that, for the foregoing method embodiments, the acts described can be performed in any order, and are not limited to the order described in the figures. Further, it should be noted that the embodiments described in the specification are preferred embodiments, and the acts and modules involved are not necessarily required by the present application.

[0299] According to another aspect of the embodiments of the present application, a control device of a virtual vehicle is also provided for implementing the control method of the virtual vehicle described above. As shown in the figure, the device comprises: Figure 24 The device comprises: a first display module 2402, configured to display a target vehicle in a user interface, wherein the target vehicle represents a virtual vehicle driven by a first virtual character to carry a second virtual character to move; an acquisition module 2404, configured to display a target control in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character, and acquire a target interactive operation in the user interface, wherein the target interactive operation control is used to control a target virtual function, and the target virtual function represents a virtual function allowed to be used by the second virtual character and prohibited to be used by the first virtual character; a second display module 2406, configured to display a target animation effect in the user interface in response to the second virtual character performing a target interactive operation on the target control, and display a target animation effect in the user interface in response to the second virtual character performing the target interactive operation, wherein the target animation effect represents an animation effect corresponding to the target virtual function and specified by the target interactive operation.

[0300] As an optional solution, the apparatus is configured to display a target control in the user interface, obtain a target interaction operation in the user interface in response to the second virtual character riding on the target vehicle driven by the first virtual character by at least one of the following: in response to the second virtual character riding on the target vehicle driven by the first virtual character, display a protection function control in the user interface, obtain a protection function interaction operation in the user interface in response to the second virtual character riding on the target vehicle driven by the first virtual character, wherein the target control comprises the protection function control, the protection function control is used to control a protection shield function of the target vehicle, the target virtual function comprises the protection shield function, and the protection shield function is used to block virtual damage caused by a virtual attack operation launched on the target vehicle; in response to the second virtual character riding on the target vehicle driven by the first virtual character, display a navigation function control in the user interface, obtain a navigation function interaction operation in the user interface, wherein the target control comprises the navigation function control, the navigation function control is used to control a navigation function of the target vehicle, the target virtual function comprises the navigation function, and the navigation function is used to suggest a moving direction of the target vehicle to the first virtual character.

[0301] As an optional solution, the apparatus is configured to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control and in response to the second virtual character performing the target interaction operation: in the case that the protection function control is displayed in the user interface, display a virtual protection shield in the user interface in response to the second virtual character performing the protection function interaction operation on the protection function control, wherein the virtual protection shield is configured to be allowed to rotate around the virtual vehicle, and a rotation angle of the virtual protection shield is specified by the protection function interaction operation; in the case that the navigation function control is displayed in the user interface, display a virtual navigation direction mark in the user interface in response to the second virtual character performing the navigation function interaction operation on the navigation function control, wherein the virtual navigation direction mark is configured to be allowed to rotate around the virtual vehicle, and a rotation angle of the virtual navigation direction mark is specified by the navigation function interaction operation.

[0302] As an optional solution, the device is configured to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in response to the second virtual character performing the target interaction operation, by: displaying a first virtual shield in the user interface based on a first operation direction specified by the first protection operation in response to the second virtual character performing a first protection operation on the protection function control while the protection function control is displayed in the user interface, wherein a protection direction of the first virtual shield is determined by the first operation direction; and displaying the second virtual shield in the user interface based on a second operation direction specified by the second protection operation in response to the second virtual character performing a second protection operation on the protection function control while the first virtual shield is displayed in the user interface, wherein a protection direction of the second virtual shield is determined by the second operation direction, and the first operation direction is different from the second operation direction.

[0303] As an optional solution, the device is configured to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in response to the second virtual character performing the target interaction operation, by: displaying a first virtual shield in the user interface based on a first operation direction specified by the first protection operation in response to the second virtual character performing a first protection operation on the protection function control while the protection function control is displayed in the user interface, wherein a protection direction of the first virtual shield is determined by the first operation direction; and displaying the second virtual shield in the user interface based on a second operation direction specified by the second protection operation in response to the second virtual character performing a second protection operation on the protection function control while the first virtual shield is displayed in the user interface, wherein a protection direction of the second virtual shield is determined by the second operation direction, and the first operation direction is different from the second operation direction.

[0304] As an optional solution, the device is configured to display a target animation effect in the user interface in response to the second virtual role performing the target interaction operation on the target control, by: displaying a first virtual navigation direction identifier in the user interface based on a third operation direction specified by the first navigation operation in response to the second virtual role performing a first navigation operation on the navigation function control while the navigation function control is displayed in the user interface, wherein a navigation direction of the first virtual navigation direction identifier is determined by the third operation direction; and displaying the second virtual navigation direction identifier in the user interface based on a fourth operation direction specified by the second navigation operation in response to the second virtual role performing a second navigation operation on the navigation function control while the first virtual navigation direction identifier is displayed in the user interface, wherein a navigation direction of the second virtual navigation direction identifier is determined by the fourth operation direction, and the third operation direction is different from the fourth operation direction.

[0305] As an optional solution, the device is configured to display a target animation effect in the user interface in response to the second virtual role performing the target interaction operation on the target control, by: displaying the first virtual navigation direction identifier in the user interface based on a second pressing position on the navigation function control by the second virtual role performing a navigation pressing operation second pressing operation on the navigation function control, wherein the third operation direction is related to the second pressing position; and displaying the second virtual navigation direction identifier in the user interface based on a second rotation angle on the navigation function control by the second virtual role performing a navigation rotating operation second dragging movement operation on the navigation function control while the first virtual navigation direction identifier is displayed in the user interface, wherein the fourth operation direction is related to the second rotation angle and the third operation direction.

[0306] As an optional solution, the device is configured to display the target control in the user interface and acquire the target interaction operation in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character, display the target control in a plurality of user interfaces corresponding to a plurality of second virtual characters respectively and acquire the target interaction operation in the plurality of user interfaces corresponding to the plurality of second virtual characters respectively in response to the plurality of second virtual characters all riding the target vehicle driven by the first virtual character, wherein the target virtual function is set to be shared by the plurality of second virtual characters; and display the target animation effect in the user interface in response to the second virtual character performing the target interaction operation on the target control and display the target animation effect in the user interface at a trigger time of the target interaction operation in response to the plurality of second virtual characters performing the target interaction operation on the target control respectively and performing the target interaction operation respectively.

[0307] As an optional solution, the device is configured to display the target animation effect in the user interface at a trigger time of the target interaction operation in response to the plurality of second virtual characters performing the target interaction operation on the target control respectively and performing the target interaction operation respectively, display the target animation effect corresponding to the first interaction operation in the user interface at a first trigger time in response to a first-order virtual character performing a first interaction operation on the target control, wherein the first-order virtual character corresponds to the first trigger time, and display the target animation effect corresponding to the second interaction operation in the user interface at a second trigger time in response to a second-order virtual character performing a second interaction operation on the target control, wherein the second trigger time is later than the first trigger time and the second-order virtual character corresponds to the second trigger time.

[0308] As an optional solution, the device is configured to display the target animation effect corresponding to the second interaction operation in the user interface at a second trigger time in response to a second-order virtual character performing a second interaction operation on the target control, cancel displaying the target animation effect corresponding to the first interaction operation at the second trigger time in response to the second-order virtual character performing the second interaction operation on the target control, and display the target animation effect corresponding to the second interaction operation in the user interface.

[0309] As an optional solution, the device is further configured to: in response to the multiple second virtual roles all riding the target vehicle driven by the first virtual role, display the target control in the multiple user interfaces corresponding to the multiple second virtual roles after the multiple user interfaces corresponding to the multiple second virtual roles acquire the target interaction operation; in response to the multiple second virtual roles simultaneously performing the target interaction operation corresponding to the target control in the multiple user interfaces, display the target animation effect in the user interface based on the first triggered target interaction operation; display a first prompt message on the user interface of an untriggered virtual role, where the first prompt message indicates that the target interaction operation cannot be performed and the target control is disabled, and the untriggered virtual role represents the second virtual role corresponding to the untriggered target interaction operation; and in response to the display of the target animation effect satisfying a preset condition, display a second prompt message on the user interface of the untriggered virtual role, where the second prompt message indicates that the target interaction operation is allowed to be performed and the target control is restored to normal.

[0310] As an optional solution, the device is further configured to: in response to the multiple second virtual roles all riding the target vehicle driven by the first virtual role, acquire the target interaction operation in the multiple user interfaces corresponding to the multiple second virtual roles; in response to the multiple second virtual roles simultaneously performing the target interaction operation corresponding to the target control in the multiple user interfaces, display the target animation effect in the user interface based on the first triggered target interaction operation; display a first form of the target control on the user interface of an untriggered virtual role, where the first form of the target control indicates that the target interaction operation cannot be performed, and the untriggered virtual role represents the second virtual role corresponding to the untriggered target interaction operation; and in response to the display of the target animation effect satisfying a preset condition, display a second form of the target control on the user interface of the untriggered virtual role, where the second form of the target control indicates that the target interaction operation is allowed to be performed.

[0311] As an optional solution, the device is configured to acquire a target interaction operation in the user interface in response to the second virtual character riding on the target vehicle driven by the first virtual character in at least one of the following manners: in response to the second virtual character riding on the target vehicle driven by the first virtual character, displaying a target control in a user interface corresponding to the second virtual character in a case where the first virtual character and the second virtual character correspond to different user interfaces, and acquiring the target interaction operation for the target control; in response to the second virtual character riding on the target vehicle driven by the first virtual character, displaying a target control in a same user interface in a case where the first virtual character and the second virtual character correspond to the same user interface, and acquiring the target interaction operation for the target control; in response to the second virtual character riding on the target vehicle driven by the first virtual character, displaying a target control in a first form in a user interface corresponding to the first virtual character and displaying a target control in a second form in a user interface corresponding to the second virtual character in a case where the first virtual character and the second virtual character correspond to different user interfaces, and acquiring the target interaction operation for the target control in the second form, wherein the target control in the first form is used to indicate that the target interaction operation cannot be performed, and the target control in the second form is used to indicate that the target interaction operation is allowed to be performed.

[0312] As an optional solution, the device is configured to acquire a target interaction operation in the user interface in response to the second virtual character riding on the target vehicle driven by the first virtual character in at least one of the following manners: in response to the second virtual character riding on the target vehicle driven by the first virtual character, acquiring the target interaction operation triggered by a keyboard and mouse device in the user interface; in response to the second virtual character riding on the target vehicle driven by the first virtual character, acquiring the target interaction operation triggered by a touch operation performed on a target control in the user interface; in response to the second virtual character riding on the target vehicle driven by the first virtual character, acquiring the target interaction operation triggered by a handle device in the user interface.

[0313] As an optional solution, the device is configured to display a target animation effect in the user interface in response to the second virtual character performing the target interaction operation in the following manner: in response to the second virtual character performing the target interaction operation, displaying the target animation effect in the user interface, wherein the target animation effect is specified by a function orientation of the target interaction operation.

[0314] As an optional solution, the apparatus is configured to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in response to the second virtual character performing the target interaction operation, by: displaying the target animation effect in the user interface in response to the second virtual character performing the target interaction operation on the target control in response to the second virtual character performing the target interaction operation; and updating a display effect of the target control in the user interface in response to the target interaction operation, wherein the display effect of the target control is configured to prompt a state of the target virtual function.

[0315] As an optional solution, the apparatus is configured to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in response to the second virtual character performing the target interaction operation, by: displaying the target animation effect in the user interface in response to the second virtual character performing the target interaction operation on the target control in response to the second virtual character performing the target interaction operation; and displaying a state indication control in the user interface in response to the target interaction operation, wherein the state indication control is configured to display a state of the target virtual function, and the user interface comprises a user interface corresponding to the first virtual character.

[0316] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program with a predetermined function, and works together with other related parts to achieve a predetermined target, and can be implemented entirely or partially by using software, hardware (such as a processing circuit or a memory) or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of an overall module or unit that includes the functions of the module or unit.

[0317] Regarding the apparatus in the above embodiments, the specific manner in which each module performs operations has been described in detail in the embodiments related to the method, and will not be described in detail here.

[0318] According to an aspect of the present application, a computer program product is provided, which includes a computer program.

[0319] The above sequence numbers of the embodiments of the present application are only for description, and do not represent the advantages or disadvantages of the embodiments.

[0320] Figure 25 A computer system structure block diagram of an electronic device for implementing the embodiments of the present application is schematically shown.

[0321] It should be noted that,Figure 25 The computer system 2500 of the electronic device shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments of this application.

[0322] like Figure 25 As shown, the computer system 2500 includes a central processing unit (CPU) 2501, which can perform various appropriate actions and processes based on programs stored in read-only memory (ROM) 2502 or programs loaded from storage section 2508 into random access memory (RAM). The RAM 2503 also stores various programs and data required for system operation. The CPU 2501, ROM 2502, and RAM 2503 are interconnected via a bus 2504. An input / output interface 2505 (I / O interface) is also connected to the bus 2504.

[0323] The following components are connected to the input / output interface 2505: an input section 2506 including a keyboard, mouse, etc.; an output section 2507 including a cathode ray tube (CRT), liquid crystal display (LCD), etc., and speakers, etc.; a storage section 2508 including a hard disk, etc.; and a communication section 2509 including a network interface card such as a local area network card, modem, etc. The communication section 2509 performs communication processing via a network such as the Internet. A drive 2510 is also connected to the input / output interface 2505 as needed. Removable media 2511, such as a disk, optical disk, magneto-optical disk, semiconductor memory, etc., are installed on the drive 2510 as needed so that computer programs read from them can be installed into the storage section 2508 as needed.

[0324] Specifically, according to embodiments of this application, the processes described in the various method flowcharts can be implemented as computer software programs. For example, embodiments of this application include a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication section 2509, and / or installed from removable medium 2511. When the computer program is executed by central processing unit 2501, it performs various functions defined in the system of this application.

[0325] In such an embodiment, the computer program can be downloaded and installed from a network via communication section 2509, and / or installed from removable media 2511. When the computer program is executed by central processing unit 2501, it performs various functions provided in the embodiments of this application.

[0326] According to another aspect of the embodiments of this application, an electronic device for implementing the above-described control method for a virtual vehicle is also provided. This electronic device may be... Figure 1 The terminal device or server shown. This embodiment uses this electronic device as an example for illustration. Figure 26 As shown, the electronic device includes a memory 2602 and a processor 2604. The memory 2602 stores a computer program, and the processor 2604 is configured to execute the steps of any of the above method embodiments through the computer program.

[0327] Optionally, in this embodiment, the aforementioned electronic device may be located in at least one of a plurality of network devices in a computer network.

[0328] Optionally, in this embodiment, the processor may be configured to execute the methods in the embodiments of this application via a computer program.

[0329] Alternatively, as those skilled in the art will understand, Figure 26 The structure shown is for illustrative purposes only. Figure 26 This does not limit the structure of the aforementioned electronic devices. For example, the electronic device may also include components that are more... Figure 26 The more or fewer components shown (such as network interfaces, etc.), or having the same Figure 26 The different configurations shown.

[0330] The memory 2602 can be used to store software programs and modules, such as the program instructions / modules corresponding to the virtual vehicle control method and device in this embodiment. The processor 2604 executes various functional applications and data processing by running the software programs and modules stored in the memory 2602, thereby realizing the aforementioned virtual vehicle control method. The memory 2602 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 2602 may further include memory remotely located relative to the processor 2604, and these remote memories can be connected to the terminal via a network. Examples of such networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof. Specifically, the memory 2602 may be used, but is not limited to, to store information such as instructions corresponding to the aforementioned target interactive operations. As an example, such as... Figure 26As shown, the memory 2602 can include, but is not limited to, the first display module 2402, the acquisition module 2404 and the second display module 2406 in the control device of the virtual carrier, and can further include, but is not limited to, other module units in the control device of the virtual carrier. In the present example, other module units are not described in detail.

[0331] Optionally, the transmission device 2606 is configured to receive or send data via a network. The network can include a wired network and a wireless network. In an example, the transmission device 2606 includes a network adapter (NIC) which can be connected to other network devices and routers through a network cable to communicate with the Internet or a local area network. In an example, the transmission device 2606 is a radio frequency (RF) module which is configured to communicate with the Internet in a wireless manner.

[0332] In addition, the electronic device further includes a display 2608 configured to display the user interface, and a connection bus 2610 configured to connect various module components in the electronic device.

[0333] In other embodiments, the terminal device or the server can be a node in a distributed system, and the distributed system can be a blockchain system. The blockchain system can be a distributed system formed by the plurality of nodes connected through network communication. The nodes can form a peer-to-peer network, and any computing device such as a server, a terminal or other electronic device can become a node in the blockchain system by joining the peer-to-peer network.

[0334] According to an aspect of the present application, a computer readable storage medium is provided. The processor of the electronic device reads the computer instructions from the computer readable storage medium. The processor executes the computer instructions to enable the electronic device to perform the virtual carrier control method provided in the various optional implementations of the virtual carrier control aspect.

[0335] Optionally, in the present embodiment, the computer readable storage medium can be configured to store the computer instructions for executing the method in the embodiments of the present application.

[0336] Optionally, in the embodiment, all or part of the steps in the various methods of the above-mentioned embodiments can be understood by those skilled in the art as being completed by the program instructing the hardware related to the terminal device, and the program can be stored in a computer readable storage medium, which can include a flash disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0337] The serial numbers of the embodiments of the present application are only for description, and do not represent the advantages or disadvantages of the embodiments.

[0338] The integrated units in the above-mentioned embodiments, if realized in the form of software function units and sold or used as independent products, can be stored in the above-mentioned computer readable storage medium. Based on such understanding, the technical solutions of the present application essentially or the parts that make contributions to the prior art or the whole or part of the technical solutions can be embodied in the form of software products, which are stored in the storage medium and include a plurality of instructions for causing one or more electronic devices to execute all or part of the steps of the methods described in the embodiments of the present application.

[0339] In the above-mentioned embodiments of the present application, the description of each embodiment has its own focus, and the parts not described in detail in a certain embodiment can be referred to the related description of other embodiments.

[0340] In the several embodiments provided by the present application, it should be understood that the disclosed application programs can be implemented in other ways. Of course, the above-mentioned device embodiments are only schematic, and the division of units is only a logical function division, and there can be another division way in actual implementation, for example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the displayed or discussed mutual coupling or direct coupling or communication connection between units can be indirect coupling or communication connection through some interface, unit or module, and can be electrical or other forms.

[0341] The units described as separate components can or can not be physically separate, and the components displayed as units can or can not be physical units, i.e. they can be located in one place, or can be distributed on a plurality of network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the embodiment.

[0342] In addition, each of the functional units in the various embodiments of the present application can be integrated in one processing unit, or each of the units can exist physically, or two or more units can be integrated in one unit. The integrated unit can be implemented in the form of hardware or in the form of a software functional unit.

[0343] The above only describes the preferred embodiments of the present application. It should be noted that, for those skilled in the art, without departing from the principles of the present application, a number of improvements and refinements can be made, which should also be considered as the protection scope of the present application.

Claims

1. A method for controlling a virtual vehicle, characterized in that, include: The target vehicle is displayed in the user interface, wherein the target vehicle represents a virtual vehicle driven by a first virtual character to carry a second virtual character for movement; In response to the second virtual character riding in the target vehicle driven by the first virtual character, a target interaction operation is obtained in the user interface, wherein the target interaction operation is used to control a target virtual function, the target virtual function representing a virtual function that the second virtual character is allowed to use but the first virtual character is not allowed to use; In response to the second virtual character performing the target interaction operation, a target animation effect is displayed in the user interface, including at least one of the following: In response to the second virtual character performing a protection function interaction operation, a virtual protective shield is displayed in the user interface, the virtual protective shield being configured to allow rotation around the virtual vehicle, the rotation angle of the virtual protective shield being specified by the protection function interaction operation, the protection function interaction operation being used to control the protective shield function of the target vehicle, the target virtual function including the protective shield function, the protective shield function being used to block virtual damage caused by virtual attack operations launched against the target vehicle; In response to the second virtual character performing a navigation function interaction operation, a virtual navigation direction indicator is displayed in the user interface, the virtual navigation direction indicator being configured to allow rotation around the virtual vehicle, the rotation angle of the virtual navigation direction indicator being specified by the navigation function interaction operation, the navigation function interaction operation being used to control the navigation function of the target vehicle, the target virtual function including the navigation function, the navigation function being used to suggest the movement direction of the target vehicle to the first virtual character.

2. The method according to claim 1, characterized in that, The step of displaying a target animation effect in the user interface in response to the second virtual character performing the target interactive operation includes: In response to the second virtual character performing a first protection operation, a first virtual protective shield is displayed in the user interface based on a first operation direction specified by the first protection operation, wherein the protection direction of the first virtual protective shield is determined by the first operation direction; In response to the second virtual character performing a second protection operation, a second virtual protective shield is displayed in the user interface based on a second operation direction specified by the second protection operation, wherein the protection direction of the second virtual protective shield is determined by the second operation direction, and the first operation direction is different from the second operation direction.

3. The method according to claim 2, characterized in that, The step of displaying a target animation effect in the user interface in response to the second virtual character performing the target interactive operation includes: In response to the second virtual character performing a first press operation, the first virtual protective shield is displayed in the user interface based on the first press position of the first press operation, wherein the first operation direction is related to the first press position; In response to the second virtual character performing a first drag-and-move operation, the second virtual protective shield is displayed in the user interface based on a first rotation angle associated with the first drag-and-move operation, wherein the second operation direction is related to the first rotation angle and the first operation direction.

4. The method according to claim 1, characterized in that, The step of displaying a target animation effect in the user interface in response to the second virtual character performing the target interactive operation includes: In response to the second virtual character performing a first navigation operation, a first virtual navigation direction identifier is displayed in the user interface based on a third operation direction specified by the first navigation operation, wherein the navigation direction of the first virtual navigation direction identifier is determined by the third operation direction; In response to the second virtual character performing a second navigation operation, a second virtual navigation direction identifier is displayed in the user interface based on a fourth operation direction specified by the second navigation operation, wherein the navigation direction of the second virtual navigation direction identifier is determined by the fourth operation direction, and the third operation direction is different from the fourth operation direction.

5. The method according to claim 4, characterized in that, The step of displaying a target animation effect in the user interface in response to the second virtual character performing the target interactive operation includes: In response to the second virtual character performing a second press operation, the first virtual navigation direction indicator is displayed in the user interface based on the second press position of the second press operation, wherein the third operation direction is related to the second press position; In response to the second virtual character performing a second drag-and-move operation, a second virtual navigation direction indicator is displayed in the user interface based on a second rotation angle associated with the second drag-and-move operation, wherein the fourth operation direction is related to the second rotation angle and the third operation direction.

6. The method according to claim 1, characterized in that, The step of obtaining a target interaction operation in the user interface in response to a second virtual character riding in the target vehicle driven by the first virtual character includes: obtaining the target interaction operation in the multiple user interfaces corresponding to the multiple second virtual characters in response to multiple second virtual characters riding in the target vehicle driven by the first virtual character, wherein the target virtual function is set to allow multiple second virtual characters to share it; The step of displaying a target animation effect in the user interface in response to the second virtual character performing the target interactive operation includes: in response to multiple second virtual characters performing the target interactive operation respectively, displaying the target animation effect in the user interface at the trigger time of the target interactive operation respectively.

7. The method according to claim 6, characterized in that, The step of responding to multiple second virtual characters respectively executing the target interactive operation, and displaying the target animation effect in the user interface at the trigger time of the target interactive operation, includes: In response to a first interactive operation performed by a first-priority virtual character, the target animation effect corresponding to the first interactive operation is displayed in the user interface at a first trigger time, wherein the first-priority virtual character corresponds to the first trigger time; In response to a second interactive operation performed by a second-priority virtual character, the target animation effect corresponding to the second interactive operation is displayed in the user interface at a second trigger time, wherein the second trigger time is later than the first trigger time, and the second-priority virtual character corresponds to the second trigger time.

8. The method according to claim 7, characterized in that, The step of responding to a second interactive operation performed by a second-priority virtual character, and displaying the target animation effect corresponding to the second interactive operation at a second trigger time in the user interface, includes: In response to the second interactive operation performed by the second-priority virtual character, the target animation effect corresponding to the first interactive operation is canceled at the second trigger time; The target animation effect corresponding to the second interactive operation is displayed in the user interface.

9. The method according to claim 6, characterized in that, After responding to the fact that multiple second virtual characters are riding in the target vehicle driven by the first virtual character, and after obtaining the target interaction operation in the multiple user interfaces corresponding to the multiple second virtual characters respectively, the method further includes: In response to multiple second virtual characters simultaneously executing the target interaction operation, the target animation effect is displayed in the user interface based on the first triggered target interaction operation; A first prompt message is displayed on the user interface where the virtual character has not been triggered, wherein the first prompt message is used to indicate that the target interaction operation cannot be performed, and the untriggered virtual character refers to the second virtual character corresponding to the untriggered target interaction operation; In response to the display of the target animation effect meeting preset conditions, a second prompt message is displayed on the user interface of the virtual character that has not been triggered, wherein the second prompt message is used to indicate that the target interactive operation is allowed to be performed.

10. The method according to claim 6, characterized in that, After responding to the fact that multiple second virtual characters are riding in the target vehicle driven by the first virtual character, and after obtaining the target interaction operation in the multiple user interfaces corresponding to the multiple second virtual characters respectively, the method further includes: In response to multiple second virtual characters simultaneously executing the target interaction operation, the target animation effect is displayed in the user interface based on the first triggered target interaction operation; A first-form target control is displayed on the user interface where the virtual character has not been triggered, wherein the first-form target control is used to indicate that the target interaction operation cannot be performed, and the untriggered virtual character represents the second virtual character corresponding to the untriggered target interaction operation; In response to the display of the target animation effect meeting preset conditions, a second form of the target control is displayed on the user interface of the virtual character that has not been triggered, wherein the second form of the target control is used to indicate that the target interactive operation is allowed to be performed.

11. The method according to claim 1, characterized in that, The response to the second virtual character riding in the target vehicle driven by the first virtual character, obtaining a target interaction operation in the user interface, includes at least one of the following: In response to the second virtual character riding in the target vehicle driven by the first virtual character, when the first virtual character and the second virtual character correspond to different user interfaces, a target control is displayed in the user interface corresponding to the second virtual character, and the target interaction operation for the target control is obtained; In response to the second virtual character riding in the target vehicle driven by the first virtual character, if the first virtual character and the second virtual character correspond to the same user interface, a target control is displayed in the same user interface, and the target interaction operation for the target control is obtained; In response to the second virtual character riding in the target vehicle driven by the first virtual character, and when the first virtual character and the second virtual character correspond to different user interfaces, a first-form target control is displayed in the user interface corresponding to the first virtual character, and a second-form target control is displayed in the user interface corresponding to the second virtual character. The target interaction operation for the second-form target control is obtained, wherein the first-form target control is used to indicate that the target interaction operation cannot be performed, and the second-form target control is used to indicate that the target interaction operation is allowed to be performed.

12. The method according to claim 1, characterized in that, The response to the second virtual character riding in the target vehicle driven by the first virtual character, obtaining a target interaction operation in the user interface, includes at least one of the following: In response to the second virtual character riding in the target vehicle driven by the first virtual character, the target interaction operation triggered by the keyboard and mouse device is obtained in the user interface; In response to the second virtual character riding in the target vehicle driven by the first virtual character, the target interaction operation triggered by a touch operation performed on the target control is obtained in the user interface; In response to the second virtual character riding in the target vehicle driven by the first virtual character, the target interaction operation triggered by the controller device is obtained in the user interface.

13. The method according to claim 1, characterized in that, The step of displaying a target animation effect in the user interface in response to the second virtual character performing the target interactive operation includes: In response to the second virtual character performing the target interaction operation, the target animation effect, whose function orientation is specified by the target interaction operation, is displayed in the user interface.

14. The method according to claim 1, characterized in that, The step of displaying a target animation effect in the user interface in response to the second virtual character performing the target interactive operation includes: In response to the second virtual character performing the target interactive operation, the target animation effect is displayed in the user interface; In response to the target interaction operation, the display effect of the target control is updated in the user interface, wherein the display effect of the target control is used to indicate the status of the target virtual function.

15. The method according to claim 1, characterized in that, The step of displaying a target animation effect in the user interface in response to the second virtual character performing the target interactive operation includes: In response to the second virtual character performing the target interactive operation, the target animation effect is displayed in the user interface; In response to the target interactive operation, a status indicator control is displayed in the user interface, wherein the status indicator control is used to display the status of the target virtual function, and the user interface includes the user interface corresponding to the first virtual character.

16. A control device for a virtual vehicle, characterized in that, include: A first display module is used to display a target vehicle in a user interface, wherein the target vehicle represents a virtual vehicle driven by a first virtual character to carry a second virtual character for movement; The acquisition module is configured to acquire a target interaction operation in the user interface in response to the second virtual character riding in the target vehicle driven by the first virtual character, wherein the target interaction operation is used to control a target virtual function, the target virtual function representing a virtual function that the second virtual character is allowed to use but the first virtual character is not allowed to use; A second display module is configured to display target animation effects in the user interface in response to the second virtual character performing the target interaction operation, including at least one of the following: In response to the second virtual character performing a protection function interaction operation, displaying a virtual protective shield in the user interface, the virtual protective shield being configured to allow rotation around the virtual vehicle, the rotation angle of the virtual protective shield being specified by the protection function interaction operation, the protection function interaction operation being used to control the shield function of the target vehicle, the target virtual function including the shield function, the shield function being used to block virtual damage caused by virtual attack operations launched against the target vehicle; In response to the second virtual character performing a navigation function interaction operation, displaying a virtual navigation direction indicator in the user interface, the virtual navigation direction indicator being configured to allow rotation around the virtual vehicle, the rotation angle of the virtual navigation direction indicator being specified by the navigation function interaction operation, the navigation function interaction operation being used to control the navigation function of the target vehicle, the target virtual function including the navigation function, the navigation function being used to suggest the movement direction of the target vehicle to the first virtual character.

17. The apparatus according to claim 16, characterized in that, The device is configured to display a target animation effect in the user interface in response to the second virtual character performing the target interaction operation: In response to the second virtual character performing a first protection operation, a first virtual protective shield is displayed in the user interface based on a first operation direction specified by the first protection operation, wherein the protection direction of the first virtual protective shield is determined by the first operation direction; In response to the second virtual character performing a second protection operation, a second virtual protective shield is displayed in the user interface based on a second operation direction specified by the second protection operation, wherein the protection direction of the second virtual protective shield is determined by the second operation direction, and the first operation direction is different from the second operation direction.

18. The apparatus according to claim 17, characterized in that, The device is configured to display a target animation effect in the user interface in response to the second virtual character performing the target interaction operation: In response to the second virtual character performing a first press operation, the first virtual protective shield is displayed in the user interface based on the first press position of the first press operation, wherein the first operation direction is related to the first press position; In response to the second virtual character performing a first drag-and-move operation, the second virtual protective shield is displayed in the user interface based on a first rotation angle associated with the first drag-and-move operation, wherein the second operation direction is related to the first rotation angle and the first operation direction.

19. The apparatus according to claim 16, characterized in that, The device is configured to display a target animation effect in the user interface in response to the second virtual character performing the target interaction operation: In response to the second virtual character performing a first navigation operation, a first virtual navigation direction identifier is displayed in the user interface based on a third operation direction specified by the first navigation operation, wherein the navigation direction of the first virtual navigation direction identifier is determined by the third operation direction; In response to the second virtual character performing a second navigation operation, a second virtual navigation direction identifier is displayed in the user interface based on a fourth operation direction specified by the second navigation operation, wherein the navigation direction of the second virtual navigation direction identifier is determined by the fourth operation direction, and the third operation direction is different from the fourth operation direction.

20. The apparatus according to claim 19, characterized in that, The device is configured to display a target animation effect in the user interface in response to the second virtual character performing the target interaction operation: In response to the second virtual character performing a second press operation, the first virtual navigation direction indicator is displayed in the user interface based on the second press position of the second press operation, wherein the third operation direction is related to the second press position; In response to the second virtual character performing a second drag-and-move operation, a second virtual navigation direction indicator is displayed in the user interface based on a second rotation angle associated with the second drag-and-move operation, wherein the fourth operation direction is related to the second rotation angle and the third operation direction.

21. The apparatus according to claim 16, characterized in that, The device is configured to, in response to a second virtual character riding in the target vehicle driven by the first virtual character, acquire a target interaction operation in the user interface in the following manner: in response to multiple second virtual characters riding in the target vehicle driven by the first virtual character, acquire the target interaction operation in multiple user interfaces corresponding to the multiple second virtual characters respectively, wherein the target virtual function is configured to allow multiple second virtual characters to share it; The device is configured to display a target animation effect in the user interface in response to the second virtual character performing the target interaction operation in the following manner: in response to multiple second virtual characters performing the target interaction operation respectively, the target animation effect is displayed in the user interface at the trigger time of the target interaction operation respectively.

22. The apparatus according to claim 21, characterized in that, The device is configured to respond to the execution of the target interactive operation by a plurality of second virtual characters in the following manner: the target animation effect is displayed in the user interface at the trigger time of the target interactive operation respectively. In response to a first interactive operation performed by a first-priority virtual character, the target animation effect corresponding to the first interactive operation is displayed in the user interface at a first trigger time, wherein the first-priority virtual character corresponds to the first trigger time; In response to a second interactive operation performed by a second-priority virtual character, the target animation effect corresponding to the second interactive operation is displayed in the user interface at a second trigger time, wherein the second trigger time is later than the first trigger time, and the second-priority virtual character corresponds to the second trigger time.

23. The apparatus according to claim 22, characterized in that, The device is configured to respond to a second interactive operation performed by a second-priority virtual character in the following manner: at a second trigger time in the user interface, the target animation effect corresponding to the second interactive operation is displayed: In response to the second interactive operation performed by the second-priority virtual character, the target animation effect corresponding to the first interactive operation is canceled at the second trigger time; The target animation effect corresponding to the second interactive operation is displayed in the user interface.

24. The apparatus according to claim 21, characterized in that, In response to multiple second virtual characters all riding in the target vehicle driven by the first virtual character, after obtaining the target interaction operation in the multiple user interfaces corresponding to the multiple second virtual characters respectively, the device is further configured to: In response to multiple second virtual characters simultaneously executing the target interaction operation, the target animation effect is displayed in the user interface based on the first triggered target interaction operation; A first prompt message is displayed on the user interface where the virtual character has not been triggered, wherein the first prompt message is used to indicate that the target interaction operation cannot be performed, and the untriggered virtual character refers to the second virtual character corresponding to the untriggered target interaction operation; In response to the display of the target animation effect meeting preset conditions, a second prompt message is displayed on the user interface of the virtual character that has not been triggered, wherein the second prompt message is used to indicate that the target interactive operation is allowed to be performed.

25. The apparatus according to claim 21, characterized in that, In response to multiple second virtual characters all riding in the target vehicle driven by the first virtual character, after obtaining the target interaction operation in the multiple user interfaces corresponding to the multiple second virtual characters respectively, the device is further configured to: In response to multiple second virtual characters simultaneously executing the target interaction operation, the target animation effect is displayed in the user interface based on the first triggered target interaction operation; A first-form target control is displayed on the user interface where the virtual character has not been triggered, wherein the first-form target control is used to indicate that the target interaction operation cannot be performed, and the untriggered virtual character represents the second virtual character corresponding to the untriggered target interaction operation; In response to the display of the target animation effect meeting preset conditions, a second form of the target control is displayed on the user interface of the virtual character that has not been triggered, wherein the second form of the target control is used to indicate that the target interactive operation is allowed to be performed.

26. The apparatus according to claim 16, characterized in that, The device is configured to acquire a target interaction operation in the user interface in response to the second virtual character riding in the target vehicle driven by the first virtual character, including at least one of the following: In response to the second virtual character riding in the target vehicle driven by the first virtual character, when the first virtual character and the second virtual character correspond to different user interfaces, a target control is displayed in the user interface corresponding to the second virtual character, and the target interaction operation for the target control is obtained; In response to the second virtual character riding in the target vehicle driven by the first virtual character, if the first virtual character and the second virtual character correspond to the same user interface, a target control is displayed in the same user interface, and the target interaction operation for the target control is obtained; In response to the second virtual character riding in the target vehicle driven by the first virtual character, and when the first virtual character and the second virtual character correspond to different user interfaces, a first-form target control is displayed in the user interface corresponding to the first virtual character, and a second-form target control is displayed in the user interface corresponding to the second virtual character. The target interaction operation for the second-form target control is obtained, wherein the first-form target control is used to indicate that the target interaction operation cannot be performed, and the second-form target control is used to indicate that the target interaction operation is allowed to be performed.

27. The apparatus according to claim 16, characterized in that, The device is configured to acquire a target interaction operation in the user interface in response to the second virtual character riding in the target vehicle driven by the first virtual character, including at least one of the following: In response to the second virtual character riding in the target vehicle driven by the first virtual character, the target interaction operation triggered by the keyboard and mouse device is obtained in the user interface; In response to the second virtual character riding in the target vehicle driven by the first virtual character, the target interaction operation triggered by a touch operation performed on the target control is obtained in the user interface; In response to the second virtual character riding in the target vehicle driven by the first virtual character, the target interaction operation triggered by the controller device is obtained in the user interface.

28. The apparatus according to claim 16, characterized in that, The device is configured to display a target animation effect in the user interface in response to the second virtual character performing the target interaction operation: In response to the second virtual character performing the target interaction operation, the target animation effect, whose function orientation is specified by the target interaction operation, is displayed in the user interface.

29. The apparatus according to claim 16, characterized in that, The device is configured to display a target animation effect in the user interface in response to the second virtual character performing the target interaction operation: In response to the second virtual character performing the target interactive operation, the target animation effect is displayed in the user interface; In response to the target interaction operation, the display effect of the target control is updated in the user interface, wherein the display effect of the target control is used to indicate the status of the target virtual function.

30. The apparatus according to claim 16, characterized in that, The device is configured to display a target animation effect in the user interface in response to the second virtual character performing the target interaction operation: In response to the second virtual character performing the target interactive operation, the target animation effect is displayed in the user interface; In response to the target interactive operation, a status indicator control is displayed in the user interface, wherein the status indicator control is used to display the status of the target virtual function, and the user interface includes the user interface corresponding to the first virtual character.

31. A computer-readable storage medium, characterized in that, The computer-readable storage medium includes a stored program, wherein the program, when executed by a processor, performs the method described in any one of claims 1 to 15.

32. A computer program product, comprising a computer program, characterized in that, When executed by a processor, the computer program performs the steps of the method described in any one of claims 1 to 15.

33. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to execute the method described in any one of claims 1 to 15 through the computer program.

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