Virtual object interaction method and device, electronic equipment, computer readable storage medium and computer program product

By responding to user operations in a virtual scene, controlling the acquisition of the first virtual object and causing the virtual props carried by the second virtual object to disappear, the problem that the user cannot intuitively obtain the virtual props is solved, and the game experience is improved.

CN119633385APending Publication Date: 2025-03-18SAROS NETWORK TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202411677140.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-20
Publication Date
2025-03-18

AI Technical Summary

Technical Problem

In the prior art, users cannot intuitively understand the virtual props owned by virtual objects that are not controlled by users, resulting in a decline in user gaming experience.

Method used

By displaying the first virtual object and the second virtual object in the virtual scene, in response to the user's operation instructions on the first virtual object, the first virtual object is controlled to acquire the virtual props and make the virtual props carried by the second virtual object disappear. Operation instructions may include releasing the shooting skills or performing attacks.

Benefits of technology

It realizes that the user can intuitively know whether the second virtual object carries virtual props, and provides a variety of interactive methods to obtain virtual props, improving the user's gaming experience.

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Abstract

The invention provides a virtual object interaction method and device, electronic equipment, a computer readable storage medium and a computer program product. The method comprises the steps that a first virtual object and a second virtual object are displayed in a virtual scene, the second virtual object carries a virtual item, and in response to an operation instruction for the first virtual object, the first virtual object is controlled to obtain the virtual item by executing operation indicated by the operation instruction, the operation instruction comprises at least one of a first skill release instruction used for indicating to release the object shooting skill and an attack instruction used for indicating to attack. According to the method, rich interaction modes are provided, and the game experience of the user can be improved.
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Description

Technical Field

[0001] The present application relates to the field of Internet technology, and in particular to a virtual object interaction method, device, electronic device, computer-readable storage medium and computer program product. Background Art

[0002] In the related art, a virtual object controlled by a user can interact with a virtual object not controlled by a user in the game, so that the virtual object not controlled by the player can give a virtual item to the virtual object controlled by the user. For example, the virtual object controlled by the user can talk to the virtual object not controlled by the user, and the virtual object not controlled by the user can give a virtual item to the virtual object controlled by the user. However, the virtual item given by the virtual object not controlled by the user to the virtual object controlled by the user is not displayed on the virtual object not controlled by the user, so that the user cannot intuitively know the virtual item owned by the virtual object not controlled by the user, which in turn reduces the user's gaming experience. Summary of the invention

[0003] The embodiments of the present application provide a virtual object interaction method, device, electronic device, computer-readable storage medium and computer program product, which provide rich interaction methods and can improve the user's gaming experience.

[0004] The technical solution of the embodiment of the present application is implemented as follows:

[0005] The present application provides a virtual object interaction method, the method comprising:

[0006] Displaying a first virtual object and a second virtual object in a virtual scene, wherein the second virtual object carries a virtual prop;

[0007] In response to an operation instruction for the first virtual object, controlling the first virtual object to obtain the virtual prop by executing the operation indicated by the operation instruction, and controlling the virtual prop carried by the second virtual object to disappear;

[0008] The operation instruction includes at least one of the following: a first skill release instruction for instructing the release of a photographing skill, and an attack instruction for instructing an attack.

[0009] The present application provides a virtual object interaction device, the device comprising:

[0010] A display module, configured to display a first virtual object and a second virtual object in a virtual scene, wherein the second virtual object carries a virtual prop;

[0011] a response module, configured to respond to an operation instruction for the first virtual object, control the first virtual object to obtain the virtual prop by executing the operation indicated by the operation instruction, and control the virtual prop carried by the second virtual object to disappear;

[0012] The operation instruction includes at least one of the following: a first skill release instruction for instructing the release of a photographing skill, and an attack instruction for instructing an attack.

[0013] In the above scheme, the response module is also used to control the first virtual object to release the photography skill to the virtual prop carried by the second virtual object in response to the first skill release instruction for the first virtual object, when the operation instruction includes the first skill release instruction and the first skill release instruction is used to instruct the release of the photography skill; wherein the photography skill is used to capture the virtual prop carried by the second virtual object; and in response to the successful release of the photography skill, control the virtual prop to belong to the first virtual object.

[0014] In the above scheme, the response module is also used to display a first prompt information in response to a first skill release instruction for the first virtual object, and the first prompt information is used to prompt the hit area of ​​the photography skill; in response to the presence of the second virtual object in the hit area indicated by the first prompt information, the first virtual object is controlled to release the photography skill to the virtual props carried by the second virtual object.

[0015] In the above scheme, the response module is also used to, after displaying the first prompt information, control the first virtual object to continuously release the photography skill in response to the absence of the second virtual object in the hit area indicated by the first prompt information; and control the first virtual object to cancel the release of the photography skill in response to the duration of releasing the photography skill reaching a first duration.

[0016] In the above scheme, the response module is also used to, after displaying the first prompt information, in response to an adjustment instruction for the viewing angle of the first virtual object, adjust the viewing angle of the first virtual object so that the second virtual object exists in the hit area indicated by the first prompt information.

[0017] In the above scheme, the response module is also used to, after displaying the first prompt information, in response to the existence of the second virtual object in the hit area indicated by the first prompt information, display the first prompt information using the first display style; in response to the absence of the second virtual object in the hit area indicated by the first prompt information, display the first prompt information using a second display style different from the first display style.

[0018] In the above scheme, the response module is also used to display a second prompt message in response to the first virtual object releasing the photography skill to the virtual prop carried by the second virtual object, and the second prompt message is used to prompt the duration of the photography skill acting on the virtual prop; in response to the duration of the action represented by the second prompt message reaching the second duration, it is determined that the photography skill has been released successfully.

[0019] In the above scheme, the response module is also used to control the first virtual object to perform a first action corresponding to the photography skill, and the first action is used to represent that the first virtual object releases the photography skill to the virtual prop; during the execution of the first action, the first skill special effect associated with the photography skill is displayed.

[0020] In the above scheme, the response module is also used to control the first virtual object to perform a second action corresponding to the photography skill in response to the successful release of the photography skill, and the second action is used to represent that the first virtual object captures the virtual prop; during the execution of the second action, the attribution special effect is displayed, and the attribution special effect is used to indicate that the virtual prop moves from the second virtual object to the first virtual object.

[0021] In the above scheme, the response module is also used to respond to the first virtual object releasing the photography skill to the virtual props carried by the second virtual object, display the object information of the second virtual object, and display the second skill special effect, wherein the second skill special effect is used to indicate that the photography skill acts on the second virtual object.

[0022] In the above scheme, in the case where the operation instruction includes an attack instruction for instructing an attack, the attack instruction includes a first attack instruction and a second attack instruction; the response module is further used to respond to the first attack instruction for the first virtual object, the first attack instruction is used to attack the second virtual object, and control the first virtual object to obtain the virtual prop by attacking the second virtual object; respond to the second attack instruction for the second virtual object, the second attack instruction is used to attack the virtual prop, and control the first virtual object to obtain the virtual prop by attacking the virtual prop.

[0023] In the above scheme, the response module is also used to control the first virtual object to use the first attack prop to attack the virtual prop, so that the first attribute value of the virtual prop decreases; in response to the first attribute value decreasing to the first attribute threshold, control the virtual prop to belong to the first virtual object.

[0024] In the above scheme, the response module is also used to control the first virtual object to use the second attack prop to attack the second virtual object, so that the second attribute value of the second virtual object decreases; in response to the second attribute value decreasing to the second attribute threshold, the virtual prop is controlled to belong to the first virtual object, and the second virtual object is controlled to disappear in the virtual scene.

[0025] In the above solution, the response module is further used to generate a drop corresponding to the second virtual object in response to the second attribute value decreasing to the second attribute threshold, and control the drop to belong to the first virtual object.

[0026] In the above scheme, the response module is also used to keep the second virtual object carrying the virtual prop and control the second virtual object to move away from the first virtual object in response to the first virtual object failing to obtain the virtual prop by executing the operation indicated by the operation instruction; or, in response to the virtual prop carried by the second virtual object disappearing, control the second virtual object to move away from the first virtual object.

[0027] In the above scheme, the response module is also used to control the second virtual object to run away from the first virtual object; in response to the running distance of the second virtual object being greater than the first distance, the second virtual object is controlled to perform a digging operation on the virtual ground, and along with the execution of the digging operation, the second virtual object is controlled to gradually enter below the virtual ground until the second virtual object disappears in the virtual scene.

[0028] In the above solution, the response module is further used to control the second virtual object to summon a virtual vehicle, and control the second virtual object to ride the virtual vehicle away from the first virtual object.

[0029] In the above scheme, the response module is also used to control the second virtual object to be in a pause state relative to the first virtual object before the second virtual object moves away from the first virtual object; in response to the second virtual object being in the pause state for a third time period, control the second virtual object to move away from the first virtual object.

[0030] In the above scheme, the response module is also used to respond to an operation instruction for the first virtual object, control the first virtual object to obtain the virtual prop by executing the operation indicated by the operation instruction, and in response to the distance between the first virtual object and the second virtual object being greater than the second distance, control the second virtual object to move within the patrol range; in response to the duration of the second virtual object facing the first direction reaching a fourth duration, control the second virtual object to face a second direction different from the first direction.

[0031] In the above scheme, the response module is also used to respond to an operation instruction for the first virtual object, control the first virtual object to obtain the virtual prop by executing the operation indicated by the operation instruction, and in response to the distance between the first virtual object and the second virtual object being less than the second distance, and the distance between the first virtual object and the second virtual object being greater than the third distance, control the second virtual object to turn toward the first virtual object; wherein the second distance is greater than the third distance; in response to the first virtual object being within the field of view of the second virtual object, control the second virtual object to be in an alert state; and in response to the first virtual object not being within the field of view of the second virtual object, keep the original state of the second virtual object unchanged.

[0032] In the above scheme, the response module is also used to execute at least one of the following while the second virtual object is in the alert state: in response to the first virtual object moving within the alert range, controlling the second virtual object to move away from the first virtual object, the alert range being a range determined based on the second distance and the third distance; in response to the first virtual object releasing a skill, controlling the second virtual object to move away from the first virtual object; in response to the first virtual object attacking the second virtual object, controlling the second virtual object to move away from the first virtual object.

[0033] In the above scheme, the response module is also used to control the second virtual object to move away from the first virtual object in response to the first virtual object using the third attack prop to attack the second virtual object and the distance between the falling position of the third attack prop and the position of the second virtual object is less than a fourth distance when the second virtual object is in the original state.

[0034] In the above scheme, the response module is also used to display a third prompt message in response to the first virtual object being in the field of view of the second virtual object, and the third prompt message is used to prompt that the second virtual object is in an alert state; when the second virtual object is in the alert state, in response to the first virtual object being in a static state and the duration of the static state reaching a fifth duration, the second virtual object is controlled to switch from the alert state to the original state, and the third prompt message is cancelled.

[0035] In the above scheme, the response module is also used to respond to an operation instruction for the first virtual object, control the first virtual object to obtain the virtual prop by executing the operation indicated by the operation instruction, and in response to the distance between the first virtual object and the second virtual object being less than the fifth distance, control the second virtual object to attack the first virtual object.

[0036] In the above scheme, the response module is also used to respond to a second skill release instruction for the second virtual object, where the second skill release instruction is used to obtain information within the field of view of the second virtual object, and control the first virtual object to release the information acquisition skill to the second virtual object; in response to the successful release of the information acquisition skill, the field of view of the second virtual object and the result of information acquisition for the field of view are displayed.

[0037] An embodiment of the present application provides an electronic device, the electronic device comprising:

[0038] A memory for storing computer executable instructions or computer programs;

[0039] The processor is used to implement the virtual object interaction method provided in the embodiment of the present application when executing the computer executable instructions or computer program stored in the memory.

[0040] An embodiment of the present application provides a computer-readable storage medium storing a computer program or computer-executable instructions for implementing the virtual object interaction method provided in the embodiment of the present application when executed by a processor.

[0041] An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions. When the computer program or computer executable instructions are executed by a processor, the virtual object interaction method provided in the embodiment of the present application is implemented.

[0042] The embodiments of the present application have the following beneficial effects:

[0043] In the virtual object interaction method provided in an embodiment of the present application, a first virtual object and a second virtual object are displayed in a virtual scene, the second virtual object carries virtual props, and in response to an operation instruction for the first virtual object, the first virtual object is controlled to obtain the virtual props by executing the operation indicated by the operation instruction, and the virtual props carried by the second virtual object are controlled to disappear, wherein the operation instruction includes at least one of the following: a first skill release instruction for instructing the release of a shooting skill, and an attack instruction for instructing an attack.

[0044] In the present application, the first virtual object can obtain virtual props by releasing photography skills and / or attacking. That is, the first virtual object and the second virtual object can interact with each other in one of a plurality of interactive modes. When the first virtual object does not obtain virtual props, the second virtual object can be displayed as carrying virtual props. When the first virtual object obtains virtual props, the virtual props carried by the second virtual object can be controlled to disappear. That is to say, the user can intuitively know whether the second virtual object carries virtual props, and when the second virtual object carries virtual props, one or more interactive modes can be used to obtain virtual props. Compared with the related art, richer interactive modes are provided, which can improve the user's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0045] Figure 1 is a schematic diagram of the structure of a virtual object interaction system provided in an embodiment of the present application;

[0046] Figure 2 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application;

[0047] Figure 3 This is a flow diagram of a virtual object interaction method provided in an embodiment of the present application. Figure 1 ;

[0048] Figure 4 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 1 ;

[0049] Figure 5 This is a flow diagram of a virtual object interaction method provided in an embodiment of the present application. Figure 2 ;

[0050] Figure 6 This is a flow diagram of a virtual object interaction method provided in an embodiment of the present application. Figure 3 ;

[0051] Figure 7 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 ;

[0052] Figure 8 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 3 ;

[0053] Fig. 9 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 4 ;

[0054] Fig.10 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 5 ;

[0055] Fig.11 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 6 ;

[0056] Fig.12 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 7 ;

[0057] Fig.13 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 8 ;

[0058] Fig.14 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 9 ;

[0059] Fig.15 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 ;

[0060] Fig.16 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 one;

[0061] Fig.17 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 two;

[0062] Fig.18 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 three;

[0063] Fig.19 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 Four;

[0064] Fig. 20 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 five;

[0065] Fig.21 This is a flow diagram of a virtual object interaction method provided in an embodiment of the present application. Figure 4 ;

[0066] Fig. 22 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 six;

[0067] Fig.23 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 seven;

[0068] Fig.24 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 eight;

[0069] Fig.25 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 Nine;

[0070] Fig.26 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 ten;

[0071] Fig. 27 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 eleven;

[0072] Fig.28 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 twelve;

[0073] Fig.29 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 Thirteen;

[0074] Fig.30 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 fourteen;

[0075] Fig.31 This is a flow diagram of a virtual object interaction method provided in an embodiment of the present application. Figure 5 . DETAILED DESCRIPTION

[0076] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.

[0077] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0078] In the following description, the terms "first\second\third" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\third" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0079] 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 goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a 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 part of an overall module or unit that includes the function of the module or unit.

[0080] Unless otherwise defined, all technical and scientific terms used in the embodiments of the present application have the same meanings as those commonly understood by those skilled in the art. The terms used in the embodiments of the present application are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.

[0081] The relevant data collection and processing in the embodiments of this application should be strictly in accordance with the requirements of relevant laws and regulations when applied in examples, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of authorization of laws and regulations and the personal information subject.

[0082] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.

[0083] 1) In response, it is used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed are executed.

[0084] 2) Human-computer interaction interface, which is an interface for providing human-computer interaction functions, and can also be an interface for displaying virtual scenes. For example, graphical user interface (GUI) display, such as augmented reality (AR) interface, virtual reality (VR) interface, voice user interface (VUI), interactive projection interface (using projection technology to display information on a plane), eye movement detection interface (an interface controlled by detecting the user's line of sight), holographic interface (a three-dimensional hologram formed by projecting images through holographic projection technology, and stereoscopic images can be seen without wearing special glasses), multimodal interface (an interactive interface that combines multiple interaction methods, such as touch, vision, hearing, etc.), brain-machine interface (Brain-Machine Interface, BMI) interface, etc.

[0085] 3) Virtual scene is a virtual scene displayed (or provided) when the application is running on the terminal. The virtual scene can be a simulation of the real world, a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene.

[0086] For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user may control the virtual object to perform activities in the virtual scene, and the activities include but are not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. The virtual scene may be displayed from a first-person perspective (for example, the user plays the virtual object in the game from his own perspective), or from a third-person perspective (for example, the user chases the virtual object in the game to play the game), or from a bird's-eye view perspective, and the above perspectives may be switched arbitrarily.

[0087] 4) Virtual objects, images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, stones, etc. displayed in a virtual scene. The virtual object can be a virtual image in the virtual scene that is used to represent the user. The virtual scene can include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene. In the present application, the virtual objects can be a first virtual object, a second virtual object, and a third virtual object, wherein the first virtual object and the third virtual object are virtual objects controlled by different users, and the second virtual object is a virtual object (Non-Player Character, NPC) controlled by a non-player.

[0088] 5) Client, also known as the user end, refers to the program corresponding to the server that provides local services to users. Except for some applications that can only run locally, it is generally installed on an ordinary client and needs to cooperate with the server to run. That is, there must be corresponding servers and service programs in the network to provide corresponding services. In this way, specific communication connections need to be established between the client and server to ensure the normal operation of the application, such as the game client.

[0089] During the research, the inventor discovered that the related technology has the following technical problems:

[0090] Technical Issue 1. In the related art, virtual objects that can be controlled by users can interact with virtual objects that are not controlled by users in the game, so that virtual objects that are not controlled by users can give virtual props to virtual objects controlled by users. However, the virtual props that non-user-controlled virtual objects give to virtual objects controlled by users are not displayed on the virtual objects controlled by users, resulting in that users cannot intuitively know the virtual props owned by virtual objects that are not controlled by users, thereby reducing the user's gaming experience.

[0091] The embodiments of the present application provide a virtual object interaction method, a virtual object interaction device, an electronic device, a computer-readable storage medium, and a computer program product, which provide rich interaction methods and can improve the user's gaming experience.

[0092] See also Figure 1 , Figure 1 is a schematic diagram of the structure of the virtual object interaction system provided in an embodiment of the present application, Figure 1 The illustrated virtual object interaction system 100 is used to implement an interactive application supporting a virtual object. Terminals 400 - 1 and 400 - 2 are both connected to a server 200 via a network 300 . The network 300 may be a wide area network or a local area network, or a combination of the two.

[0093] During the game, for the case where the game is a stand-alone offline game, taking terminal 400-1 as an example, terminal 400-1 can send a game download request to server 200, server 200 can send the resources corresponding to the game to terminal 400-1, and terminal 400-1 can install and start the game. Furthermore, a virtual scene can be displayed in the graphical interface 410-1 of terminal 400-1, and a first virtual object and a second virtual object can be displayed in the virtual scene, and the second virtual object carries a virtual prop.

[0094] When the user wants to control the first virtual object to interact with the second virtual object in the virtual scene, in response to the operation instruction for the first virtual object, the first virtual object is controlled to obtain the virtual props by performing the operation indicated by the operation instruction, and the virtual props carried by the second virtual object are controlled to disappear. The operation instruction includes at least one of the following: a first skill release instruction for instructing the release of a shooting skill, and an attack instruction for instructing an attack.

[0095] In the case where the game is a multiplayer online game, when the user wants to play the game, the terminal 400-1 can send a game login request to the server 200 in response to the game instruction triggered on the graphical interface 410-1. After verifying that the account and password in the game login request are correct, the server 200 can return a successful login message to the terminal 400-1, so that the virtual scene can be displayed on the terminal 400-1, and the first virtual object and the second virtual object can be displayed in the virtual scene, and the second virtual object carries virtual props.

[0096] Similarly, for terminal 400-2, in response to the game instruction triggered on the graphical interface 410-2, a game login request can be sent to the server 200. After verifying that the account and password in the game login request are correct, the server 200 can return the login success information to the terminal 400-2, so that the virtual scene can be displayed on the terminal 400-2, and the first virtual object and the second virtual object can be displayed in the virtual scene, and the second virtual object carries virtual props.

[0097] For terminal 400-1, when the user wants to control the first virtual object to interact with the second virtual object in the virtual scene, in response to the operation instruction for the first virtual object, the first virtual object is controlled to obtain the virtual props by executing the operation indicated by the operation instruction, and the virtual props carried by the second virtual object are controlled to disappear. The operation instruction includes at least one of the following: a first skill release instruction for instructing the release of a shooting skill, and an attack instruction for instructing an attack.

[0098] After controlling the virtual props carried by the second virtual object to disappear, the virtual props carried by the second virtual object disappear in the virtual scene displayed by the graphical interface 410-2 of terminal 400-2. That is to say, the users corresponding to terminal 400-1 and terminal 400-2 can both see the virtual props carried by the second virtual object online, and then see the virtual props carried by the second virtual object disappear.

[0099] In the present application, the first virtual object can obtain virtual props by releasing photography skills and / or attacking. That is, the first virtual object and the second virtual object can interact with each other in one of a plurality of interactive modes. When the first virtual object does not obtain virtual props, the second virtual object can be displayed as carrying virtual props. When the first virtual object obtains virtual props, the virtual props carried by the second virtual object can be controlled to disappear. That is to say, the user can intuitively know whether the second virtual object carries virtual props, and when the second virtual object carries virtual props, one or more interactive modes can be used to obtain virtual props. Compared with the related art, richer interactive modes are provided, which can improve the user's gaming experience.

[0100] The electronic device provided in the embodiment of the present application is described below. The electronic device that implements the virtual object interaction method of the embodiment of the present application can be a terminal, a server, or a combination of the two. The terminal can be implemented as various types of terminals such as a laptop, a tablet computer, a desktop computer, a set-top box, a smart phone, a smart speaker, a smart watch, a smart TV, and a car terminal.

[0101] The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms. The terminal and the server can be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.

[0102] See also Figure 2 , Figure 2 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application, Figure 2 The electronic device shown includes: at least one processor 410, a memory 450, at least one network interface 420 and a user interface 430. The various components in the electronic device are coupled together via a bus system 440. It is understood that the bus system 440 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 440 is not shown in FIG. Figure 2 Various buses are labeled as bus system 440 .

[0103] The processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0104] The user interface 430 includes one or more output devices 431 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0105] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices that are physically remote from the processor 410.

[0106] The memory 450 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.

[0107] In some embodiments, memory 450 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.

[0108] Operating system 451, including system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0109] A network communication module 452, used to reach other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 include: Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB), etc.;

[0110] a presentation module 453 for enabling presentation of information via one or more output devices 431 (e.g., display screen, speaker, etc.) associated with the user interface 430 (e.g., a user interface for operating peripherals and displaying content and information);

[0111] The input processing module 454 is used to detect one or more user inputs or interactions from one of the one or more input devices 432 and translate the detected inputs or interactions.

[0112] In some embodiments, the virtual object interaction device provided in the embodiments of the present application can be implemented in a software manner. Figure 2 The interactive device 455 of the virtual object stored in the memory 450 is shown, which can be software in the form of a program and a plug-in, etc., including the following software modules: a display module 4551 and a response module 4552. These modules are logical, so they can be arbitrarily combined or further split according to the functions implemented. The functions of each module will be explained below.

[0113] In other embodiments, the virtual object interaction device provided in the embodiments of the present application can be implemented in hardware. As an example, the virtual object interaction device provided in the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the virtual object interaction method provided in the embodiments of the present application. For example, the processor in the form of a hardware decoding processor can adopt one or more application specific integrated circuits (Application Specific Integrated Circuit, ASIC), digital signal processors (Digital Signal Processor, DSP), programmable logic devices (Programmable Logic Device, PLD), complex programmable logic devices (Complex Programmable Logic Device, CPLD), field programmable gate arrays (Field-Programmable Gate Array, FPGA) or other electronic components.

[0114] In some embodiments, the terminal or server can implement the interactive method of the virtual object provided by the embodiment of the present application by running various computer executable instructions or computer programs. For example, the computer executable instructions can be commands, machine instructions or software instructions at the microprogram level. The computer program can be a native program or software module in the operating system; it can be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a game application; it can also be a small program that can be embedded in any APP, that is, a program that can be run only by downloading it to a browser environment. In short, the above-mentioned computer executable instructions can be instructions in any form, and the above-mentioned computer program can be an application, module or plug-in in any form.

[0115] The following is an explanation of the virtual object interaction method provided in the embodiment of the present application. As mentioned above, the electronic device that implements the virtual object interaction method in the embodiment of the present application may be a terminal, a server, or a combination of the two. Figure 3 , Figure 3 This is a flow diagram of a virtual object interaction method provided in an embodiment of the present application. Figure 1 , the following combination Figure 3 The steps shown take the electronic device being a terminal as an example to illustrate the virtual object interaction method provided in the embodiment of the present application.

[0116] In step 101, a first virtual object and a second virtual object are displayed in a virtual scene.

[0117] In actual applications, the terminal is installed with a game application, which can be any of an open world game, a multiplayer online role-playing game, a first-person shooter game, a third-person shooter game, a multiplayer online tactical competitive game, a virtual reality application, a three-dimensional map program, or a multiplayer gunfight survival game.

[0118] In the case where the game is a stand-alone offline game, in response to a trigger operation on the game application, a virtual scene and a first virtual object can be displayed. The second virtual object can be located at a random position or a preset position in the virtual scene, and the user can control the first virtual object to move in the virtual scene, and in response to a movement instruction for the first virtual object, control the first virtual object to move to a position corresponding to the second virtual object, so that the first virtual object and the second virtual object can be displayed in the virtual scene.

[0119] The second virtual object carries virtual props, which can be used to enhance the user's gaming experience, provide convenience for the user, mark the game progress, etc. The virtual props can be one or more of virtual attack props, virtual equipment, virtual consumables, virtual gold coins, virtual decorations, and virtual tools.

[0120] Among them, virtual attack props can be used to attack virtual objects (including the first virtual object and the second virtual object), and virtual equipment is used to adjust the attribute values ​​of virtual objects. The attribute values ​​may include health points, magic points, attack power, defense power, movement speed, physical strength, luck value, etc.

[0121] The magic value is the virtual resource consumed by the virtual object to release skills. The attack power is used to represent the ability of the virtual object to attack other virtual objects and cause damage to other virtual objects. The defense power is the ability of the virtual object to defend against attacks from other objects. The movement speed is the speed at which the virtual object moves in the virtual scene.

[0122] The physical strength value can affect at least one of the moving speed, attack power and defense power of the virtual object. The higher the physical strength value, the higher the moving speed, attack power and defense power, and the lower the physical strength value, the lower the moving speed, attack power and defense power, that is, the physical strength value is positively correlated with at least one of the moving speed, attack power and defense power.

[0123] In the case where the position of the second virtual object is a random position, the luck value can affect the probability of the first virtual object moving to the position of the second virtual object. The higher the luck value, the higher the probability of the first virtual object moving to the position of the second virtual object. The lower the luck value, the lower the probability of the first virtual object moving to the position of the second virtual object. In other words, the luck value is positively correlated with the probability of the first virtual object moving to the position of the second virtual object.

[0124] Virtual consumables are items that disappear after being used by virtual objects. Virtual consumables may be items used to increase the attribute values ​​of virtual objects (including the first virtual object and the second virtual object), such as virtual food, virtual potions, etc. Virtual consumables may also be items used to provide skills for virtual objects, such as virtual scrolls used to release shooting skills.

[0125] Virtual coins are used to purchase one or more of virtual attack props, virtual equipment, virtual consumables, virtual decorations, and virtual tools. Virtual decorations are used to change the appearance of virtual objects or change the display effect of virtual scenes.

[0126] Virtual tools can be virtual vehicles, virtual gems, virtual keys, etc. Virtual vehicles are used to increase the movement speed of virtual objects, virtual gems can increase the attribute values ​​of virtual objects and can also be used to exchange virtual gold coins, and virtual keys are used to open other virtual scenes or virtual items.

[0127] For example, see Figure 4 , Figure 4 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 1 , a first virtual object 402 and a second virtual object 403 are displayed in a virtual scene 401, wherein the second virtual object 403 carries a virtual prop 404. Specifically, the second virtual object 403 is a bear, and a virtual gem is carried at the tail of the bear, and the virtual gem is the virtual prop 404. In this way, the user can more intuitively know the virtual prop carried by the second virtual object, so as to perform corresponding operations on the virtual prop, which can improve the user's gaming experience.

[0128] In the case where the game is a multiplayer online game, in response to a trigger operation on the game application, a virtual scene and a first virtual object can be displayed, and in response to a movement instruction for the first virtual object, the first virtual object can be controlled to move to a position corresponding to the second virtual object.

[0129] Similarly, for the third virtual object controlled by other users, the third virtual object can be controlled to move to the position corresponding to the second virtual object, so that the first virtual object, the second virtual object and the third virtual object can be displayed in the virtual scene.

[0130] The user can control the first virtual object and the third virtual object controlled by other users to compete for the second virtual object carrying virtual props. The user can also control the first virtual object and the third virtual object controlled by other users to cooperate to obtain the virtual props carried by the second virtual object. The specific settings can be made according to actual usage needs.

[0131] In step 102, in response to an operation instruction for the first virtual object, the first virtual object is controlled to obtain a virtual prop by executing the operation indicated by the operation instruction, and the virtual prop carried by the second virtual object is controlled to disappear.

[0132] In the present application, the operation instruction may include at least one of the following: a first skill release instruction for instructing the release of a photographing skill, and an attack instruction for instructing to attack. That is, the operation instruction has the following three situations. In the first situation, the operation instruction includes the first skill release instruction for instructing the release of a photographing skill. In the second situation, the operation instruction includes the attack instruction for instructing to attack. In the third situation, the operation instruction includes the first skill release instruction for instructing the release of a photographing skill and the attack instruction for instructing to attack.

[0133] In response to an operation instruction for the first virtual object, the operation instruction may be any one of the first case to the third case, and the first virtual object may be controlled to obtain a virtual prop by executing the operation indicated by the operation instruction.

[0134] That is to say, the user can control the first virtual object to obtain the virtual props carried by the second virtual object through photography skills or attacks, that is, the user can use a variety of interaction methods to enable the first virtual object to obtain virtual props according to actual usage needs. Compared with related technologies, this application provides rich interaction methods.

[0135] After the first virtual object acquires the virtual props, the virtual props carried by the second virtual object can be controlled to disappear. If the first virtual object does not acquire the virtual props, the second virtual object can be displayed as carrying the virtual props. If the first virtual object acquires the virtual props, the virtual props carried by the second virtual object can be controlled to disappear. In other words, the user can intuitively know whether the second virtual object carries the virtual props, thereby improving the user's gaming experience.

[0136] The following is for the first case - the third case Figure 3 For the first case, that is, for the case where the operation instruction includes a first skill release instruction for instructing to release the shooting skill, see Figure 5 , Figure 5 This is a flow diagram of a virtual object interaction method provided in an embodiment of the present application. Figure 2 , the following combination Figure 5 The steps shown are used to explain the step 102 of "in response to the operation instruction for the first virtual object, controlling the first virtual object to obtain the virtual props by executing the operation indicated by the operation instruction".

[0137] In step 1021, when the operation instruction includes a first skill release instruction and the first skill release instruction is used to instruct the release of a photography skill, in response to the first skill release instruction for the first virtual object, the first virtual object is controlled to release the photography skill to the virtual prop carried by the second virtual object.

[0138] For the first case, the operation instruction includes a first skill release instruction, and the first skill release instruction is used as a release instruction to indicate the release of a photography skill, wherein the photography skill is used to capture a virtual prop carried by the second virtual object.

[0139] In some embodiments, step 1021 can be implemented in the following manner: Figure 6 , Figure 6 This is a flow diagram of a virtual object interaction method provided in an embodiment of the present application. Figure 3 , the following combination Figure 6 The steps shown are Figure 5 The step 1021 shown is for explanation of “in response to a first skill release instruction for the first virtual object, controlling the first virtual object to release a shooting skill to a virtual item carried by the second virtual object”.

[0140] In step 10211, in response to a first skill release instruction for a first virtual object, a first prompt message is displayed.

[0141] In some embodiments, step 10211 can be implemented in the following manner: in response to a first skill release instruction for a first virtual object, a first prompt information can be displayed, wherein the first prompt information is used to prompt a hit area of ​​the photography skill.

[0142] In some embodiments, the first prompt information may include one or more of first text prompt information, first graphic prompt information, first color prompt information, first audio prompt information, and first tactile feedback prompt information, which can be set according to actual usage requirements.

[0143] In step 10212, in response to the presence of the second virtual object in the hit area indicated by the first prompt information, the first virtual object is controlled to release a shooting skill toward the virtual prop carried by the second virtual object.

[0144] In some embodiments, in response to the presence of the second virtual object in the hit area indicated by the first prompt information, the first prompt information is displayed in a first display style, and the first display style may be different for different first prompt information.

[0145] In the case where the first prompt information includes first text prompt information, when the first text prompt information represents that the photography skill can hit the second virtual object, it can be determined that the second virtual object exists in the hit area indicated by the first prompt information. In response to the presence of the second virtual object in the hit area indicated by the first prompt information, the first virtual object is controlled to release the photography skill to the virtual props carried by the second virtual object, wherein the first display style can be one or more of the text being a first font size, the text being a first color, and the text being displayed in the first area.

[0146] In the case where the first prompt information includes the first graphic prompt information, the first graphic may be a circle, a square, an arrow, etc., which is not specifically limited here. In response to the overlap between the first graphic and the second virtual object, it can be determined that the second virtual object exists in the hit area indicated by the first prompt information, and the graphic can be displayed in the first display style. In response to the presence of the second virtual object in the hit area indicated by the first prompt information, the first virtual object can release the shooting skill to the virtual props carried by the second virtual object. Among them, the first display style can be to bold the graphic, use the second color for the graphic, use the first size for the graphic, etc. The second color can be the same as or different from the first color.

[0147] For example, see Figure 7 , Figure 7 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 , undertake Figure 4 In response to the first skill release instruction for the first virtual object 402, a first prompt information 701 can be displayed in the virtual scene 401. The first prompt information 701 is a first graphic prompt information. The first graphic is concentric circles. The concentric circles overlap with the second virtual object 403, indicating that the second virtual object 403 exists in the hit area indicated by the first prompt information 701. In response to the presence of the second virtual object 403 in the hit area indicated by the first prompt information 701, the concentric circles can be displayed in a first display style, and the rings of the concentric circles are filled with dots (corresponding to the first display style), and the first virtual object 402 can be controlled to release the shooting skill to the virtual props 404 carried by the second virtual object 403.

[0148] In the case where the first prompt information is the first color prompt information, for example, the hit area can be marked in red (corresponding to the first display style). In response to the second virtual object being marked in red, it can be determined that the second virtual object exists in the hit area indicated by the first prompt information. In response to the second virtual object existing in the hit area indicated by the first prompt information, the first virtual object can be controlled to release the shooting skill to the virtual props carried by the second virtual object.

[0149] In the case where the first prompt information is audio prompt information, the first audio is used to characterize that the photography skill can hit the second virtual object. In response to playing the first audio, it can be determined that the second virtual object exists in the hit area indicated by the first prompt information. In response to the presence of the second virtual object in the hit area indicated by the first prompt information, the first virtual object can be controlled to release the photography skill to the virtual props carried by the second virtual object.

[0150] In the case where the first prompt information is tactile feedback prompt information, the electronic device vibrates in the first vibration mode to indicate that the photography skill can hit the second virtual object. In response to the electronic device vibrating in the first vibration mode, it is determined that the second virtual object exists in the hit area indicated by the first prompt information. In response to the presence of the second virtual object in the hit area indicated by the first prompt information, the first virtual object can be controlled to release the photography skill to the virtual props carried by the second virtual object.

[0151] The following describes controlling the first virtual object to release a photography skill to a virtual prop carried by a second virtual object. In some embodiments, in response to a first skill release instruction for the first virtual object, the first virtual object can be controlled to perform a first action corresponding to the photography skill. During the execution of the first action, a first skill special effect associated with the photography skill can be displayed.

[0152] The first action may be one or more of an action performed by the hands of the first virtual object, an action performed by the mouth of the first virtual object, and an action performed by the legs of the first virtual object. The first skill special effect may be an image special effect, an animation special effect, etc. corresponding to the photography skill. The specific setting may be based on actual usage requirements. In the case where the first virtual object releases the photography skill to the virtual prop carried by the second virtual object, the first action may be used to represent the first virtual object releasing the photography skill to the virtual prop.

[0153] For example, see Figure 8 , Figure 8 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 3 In response to the first skill release instruction of the first virtual object 801, the first virtual object 801 can be controlled to perform a first action corresponding to the photography skill, the first action includes a gesture action 802 of the first virtual object 801, and during the execution of the first action, the first skill special effect 803 associated with the photography skill can be displayed. In this way, the actions of the first virtual object can be enriched, the user can be conveniently informed of the skills released by the first virtual object, and the user's gaming experience can be improved.

[0154] In combination with the above steps 10211-10212, in response to a first skill release instruction for a first virtual object, a first prompt message can be displayed. When there is a second virtual object in the hit area indicated by the first prompt message, the first virtual object can be controlled to release the photography skill to the virtual props carried by the second virtual object. In this way, the user can conveniently know the object hit by the photography skill, thereby improving the hit rate of the skill and enhancing the user's gaming experience.

[0155] In some embodiments, in response to the absence of the second virtual object in the hit area indicated by the first prompt information, the first prompt information is displayed in a second display style different from the first display style. The second display style may also be different for different first prompt information. The following is an explanation in combination with different situations of the first prompt information.

[0156] In the case where the first prompt information includes text prompt information, when the first text prompt information indicates that the photography skill cannot hit the second virtual object, it can be determined that the second virtual object does not exist in the hit area indicated by the first prompt information. In response to the fact that the second virtual object does not exist in the hit area indicated by the first prompt information, the first virtual object cannot release the photography skill to the virtual props carried by the second virtual object. Among them, the first display style can be one or more of the text being the second font size, the text being the third color, and the text being displayed in the second area. The second font size is different from the first font size, the third color is different from the first color and the second color, and the second area is different from the first area.

[0157] In the case where the first prompt information includes graphic prompt information, in response to the fact that the graphic does not overlap with the second virtual object, it can be determined that the second virtual object does not exist in the hit area indicated by the first prompt information. In response to the fact that the second virtual object does not exist in the hit area indicated by the first prompt information, the graphic can be displayed in a second display style different from the first display style, and the first virtual object cannot release the shooting skill to the virtual props carried by the second virtual object. The second display style can be not bolding the graphic, the color of the graphic is the fourth color, the size of the graphic is the second size, etc. The fourth color is different from the second color.

[0158] For example, see Fig. 9 , Fig. 9 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 4 , undertake Figure 4In response to the first skill release instruction for the first virtual object 402, a first prompt information 901 can be displayed in the virtual scene 401. The first prompt information 901 is a graphic prompt information. The graphic is concentric circles. The concentric circles do not overlap with the second virtual object 403, indicating that the second virtual object 403 does not exist in the hit area indicated by the first prompt information 901, and the first virtual object 402 cannot release the shooting skill to the virtual props 404 carried by the second virtual object 403.

[0159] In the case where the first prompt information is the first color prompt information, for example, the missed area may be marked in green (corresponding to the second display style). In response to the second virtual object being marked in green, it may be determined that the second virtual object does not exist in the hit area indicated by the first prompt information. In response to the second virtual object not existing in the hit area indicated by the first prompt information, the first virtual object cannot release the shooting skill to the virtual prop carried by the second virtual object.

[0160] In the case where the first prompt information is an audio prompt information, the second audio is used to characterize that the photography skill cannot hit the second virtual object. In response to playing the second audio, it can be determined that the second virtual object does not exist in the hit area indicated by the first prompt information. In response to the fact that the second virtual object does not exist in the hit area indicated by the first prompt information, the first virtual object cannot release the photography skill to the virtual props carried by the second virtual object.

[0161] In the case where the first prompt information is tactile feedback prompt information, the electronic device vibrates in a second vibration mode to indicate that the photography skill cannot hit the second virtual object. In response to the electronic device vibrating in the second vibration mode, it is determined that the second virtual object does not exist in the hit area indicated by the first prompt information. In response to the fact that the second virtual object does not exist in the hit area indicated by the first prompt information, the first virtual object cannot release the photography skill to the virtual props carried by the second virtual object.

[0162] For different first prompt information, different methods can be used to distinguish the situation where the second virtual object exists in the hit area indicated by the first prompt information, and the situation where the second virtual object does not exist in the hit area indicated by the first prompt information. This can help users more clearly and intuitively know whether the skill can hit the second virtual object, thereby improving the hit rate of the skill and improving the user's gaming experience.

[0163] Regarding the situation where the second virtual object does not exist in the hit area indicated by the first prompt information, in some embodiments, in response to the fact that the second virtual object does not exist in the hit area indicated by the first prompt information, the first virtual object is controlled to continuously release the shooting skill.

[0164] In response to the duration of releasing the photography skill reaching a first duration, controlling the first virtual object to cancel releasing the photography skill. The first duration may be the duration of the photography skill, or may be a preset skill release duration.

[0165] In some embodiments, after controlling the first virtual object to cancel releasing the photography skill, the first virtual object can be controlled to return to an initial action, where the initial action can be pre-set, and the initial action can also be the action before the first virtual object releases the photography skill.

[0166] Combination Figure 4 and Fig. 9 For example, see Fig. 9 In response to the absence of the second virtual object 403 in the hit area indicated by the first prompt information 901, the first virtual object 402 is controlled to continuously release the shooting skill, that is, the first virtual object 402 keeps Fig. 9 In response to the duration of releasing the shooting skill reaching the first duration, controlling the first virtual object 402 to cancel the shooting skill, see Figure 4 , controlling the first virtual object 402 to return to Figure 4 In this way, it is convenient for the user to know that the first virtual object is learning the photography skill, which can improve the user's gaming experience.

[0167] In some embodiments, in response to an instruction to adjust the viewing angle of the first virtual object, in response to a situation in which the second virtual object does not exist in the hit area indicated by the first prompt information, the viewing angle of the first virtual object is adjusted so that the second virtual object exists in the hit area.

[0168] In some embodiments, the user can adjust the viewing angle of the first virtual object by adjusting the display direction of the electronic device. A viewing angle adjustment control for the first virtual object can be displayed in the display interface of the electronic device (that is, in the virtual scene), and in response to a trigger operation on the viewing angle adjustment control, an adjustment instruction for the viewing angle of the first virtual object can be obtained, and then in response to the adjustment instruction for the viewing angle of the first virtual object, the viewing angle of the first virtual object can be adjusted.

[0169] For example, see Fig.10 , Fig.10 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 5 , a viewing angle adjustment control can be displayed in the virtual scene 401. Fig.10Only the viewing angle adjustment control 1001 is shown, and the viewing angle adjustment control 1001 is used to move the viewing angle of the first virtual object 402 to the right. In response to the triggering operation on the viewing angle adjustment control 1001, an adjustment instruction for moving the viewing angle of the first virtual object 402 to the right can be obtained. In response to the adjustment instruction for moving the viewing angle of the first virtual object 402 to the right, the viewing angle of the first virtual object 402 can be moved to the right until the graphic corresponding to the first prompt information 901 overlaps with the second virtual object 403, so that the second virtual object 403 exists in the hit area indicated by the first prompt information 901, and then the second virtual object 403 can be seen. Figure 6 The description of step 10212 shown is not repeated here.

[0170] In some embodiments, after displaying the first prompt information, in response to a movement instruction for the first virtual object, the first virtual object is controlled to move in the virtual scene, wherein the movement instruction is triggered when there is no second virtual object in the hit area, and during the movement of the first virtual object, the hit area indicated by the first prompt information is changed synchronously.

[0171] In case that the second virtual object does not exist in the hit area indicated by the first prompt information, the first virtual object can be controlled to continuously release the shooting skill. In the case that the first virtual object continuously releases the shooting skill, the first virtual object is controlled to move in the virtual scene in response to the movement instruction for the first virtual object. During the movement of the first virtual object, the hit area indicated by the first prompt information is changed synchronously, so that when the duration of the shooting skill does not reach the first duration, the second virtual object exists in the hit area. In this way, the success rate of releasing the shooting skill can be improved, and the situation of the second virtual object moving can also be dealt with, thereby further improving the success rate of releasing the shooting skill.

[0172] In some embodiments, the photography skill has a first skill range. In response to the second virtual object being in the first skill range, the first virtual object can be controlled to release the photography skill for the second virtual object. In response to the second virtual object not being in the first skill range, the first virtual object cannot release the photography skill for the second virtual object. Therefore, the first virtual object can be controlled to move in the virtual scene until the second virtual object is in the first skill range, and then the first virtual object can be controlled to release the photography skill for the second virtual object. In this way, the hit rate of the photography skill can be improved, thereby improving the user experience.

[0173] In some embodiments, in order to further facilitate the user to know that the first virtual object releases the shooting skill to the virtual props carried by the second virtual object, in response to the first virtual object releasing the shooting skill to the virtual props carried by the second virtual object, the object information of the second virtual object is displayed, and the object information of the second virtual object may include the name, level, attribute value, etc. of the second virtual object. A second skill special effect may also be displayed, and the second skill special effect is used to indicate that the shooting skill acts on the second virtual object.

[0174] For example, see Fig.11 , Fig.11 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 6 In response to the first virtual object releasing the photography skill to the virtual prop carried by the second virtual object 403, the object information of the second virtual object 403 is displayed in the virtual scene 401, and the object information includes an attribute value 1103 and a level 1102, and the attribute value 1103 is used to represent the health value of the second virtual object 403. The level 1102 is "Lv.8", which means that the level of the second virtual object 403 is level 8, and the second skill special effect 1101 can also be displayed, and the second skill special effect 1101 is used to indicate that the photography skill acts on the second virtual object 403. In this way, the user can more intuitively know that the first virtual object releases the photography skill to the virtual prop carried by the second virtual object.

[0175] In step 1022, in response to the successful release of the object shooting skill, the virtual props are controlled to belong to the first virtual object.

[0176] In some embodiments, there are two situations in which the first virtual object releases the photography skill to the virtual props carried by the second virtual object: successful release of the photography skill and failed release of the photography skill. The situation in which the photography skill is successful is described below.

[0177] In some embodiments, in response to the first virtual object releasing the object-capturing skill to the virtual prop carried by the second virtual object, a second prompt message is displayed, the second prompt message being used to prompt the duration of the object-capturing skill acting on the virtual prop. In response to the duration of the action represented by the second prompt message reaching the second duration, it is determined that the object-capturing skill is released successfully.

[0178] The second prompt information may include one or more of second text prompt information, second graphic prompt information, second audio prompt information, and second tactile feedback prompt information, which may be set according to actual use requirements.

[0179] In the case where the second prompt information includes the second text prompt information, the second text prompt information may be a number corresponding to the action duration, the action duration starts with 0 and ends with the second duration. It may also be a number corresponding to the remaining action duration, the remaining action duration may start from the second duration and end with 0. The text prompt information may be displayed in an associated area of ​​the first prompt information, the associated area may be pre-set, or may be an area at a first distance from the first prompt information.

[0180] For example, see Fig.12 , Fig.12 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 7 , undertake Figure 7 , it can be displayed that the remaining time for the first virtual object 402 to release the shooting skill of the virtual prop 404 carried by the second virtual object 403 is 5, and in response to the remaining time being 0 (in Fig.12 (not shown), that is, in response to the effect duration represented by the second prompt information reaching the second duration, it is determined that the shooting skill is released successfully. In this way, the user can more intuitively know the effect duration of the shooting skill, which can improve the user's gaming experience.

[0181] In the case where the second prompt information includes the second graphic prompt information, the second graphic prompt information may be information representing the progress. Specifically, the second graphic prompt information may be a gradually displayed complete graphic, or a graphic that first displays a complete graphic and then gradually disappears, or a graphic that is gradually filled in. In this case, the second graphic prompt information may be displayed in the associated area of ​​the first prompt information.

[0182] For example, see Fig.13 , Fig.13 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 8 , undertake Figure 7 , a second graphic prompt information 1301 can be displayed, in which the first virtual object 402 releases the shooting skill to the virtual prop 404 carried by the second virtual object 403. The second graphic prompt information 1301 is a circle. The circle is not filled, indicating that the action duration is 0. The circle is filled, indicating that the action duration reaches the second duration. Fig.13 In the example, the circle is half filled, indicating that the action duration reaches half of the second duration. Fig.13 (not shown), that is, in response to the effect duration represented by the second prompt information reaching the second duration, it is determined that the shooting skill is released successfully. In this way, the user can more intuitively know the effect duration of the shooting skill, which can improve the user's gaming experience.

[0183] In some embodiments, the second graphic prompt information may be the first graphic prompt information. On the basis of the first graphic prompt information, information representing the progress may be added. For example, see Fig.14 , Fig.14 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 9 , undertake Figure 7 , concentric circles can be used to represent the duration of the action. In response to the dots filled in the concentric circles changing to vertical lines, it means that the object-capturing skill is acting on the virtual prop 404 of the second virtual object 403. In response to the dots filled in the concentric circles changing to vertical lines (in Fig.14 (not shown), that is, in response to the effect duration represented by the second prompt information reaching the second duration, it is determined that the shooting skill is released successfully. In this way, the user can more intuitively know the effect duration of the shooting skill, which can improve the user's gaming experience.

[0184] In the case where the second prompt information is the second audio prompt information, the rhythm corresponding to the second audio prompt information can be gradually increased, representing an increasingly longer duration of action, until the duration of action represented by the second prompt information reaches the second duration, and it is determined that the photography skill has been successfully released.

[0185] In the case where the second prompt information is the second tactile feedback prompt information, the vibration frequency corresponding to the second tactile feedback prompt information can be gradually increased, representing an increasingly longer action duration, until the action duration represented by the second prompt information reaches the second duration, determining that the photography skill has been successfully released.

[0186] In response to the successful release of the object capture skill, the first virtual object is controlled to perform a second action corresponding to the object capture skill, and the second action is used to represent that the first virtual object captures the virtual prop. The second action is different from the first action, see Fig.15 , Fig.15 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 , undertake Figure 7 In response to the successful release of the photography skill, the first virtual object 402 can be controlled to perform a second action corresponding to the photography skill, and the second action includes gesture 1501.

[0187] Below Figure 4 In the step 1022 shown in FIG. 1 , “controlling the virtual prop to belong to the first virtual object” is used to illustrate that in some embodiments, during the execution of the second action, a belonging effect is displayed, and the belonging effect is used to indicate that the virtual prop moves from the second virtual object to the first virtual object. For example, the belonging effect may be that the virtual prop carried by the second virtual object may fall and then roll to the first virtual object. For another example, the virtual prop may fly from the second virtual object to the first virtual object.

[0188] In order to further facilitate the user to know that the virtual props belong to the first virtual object, the virtual props can be displayed in the display area corresponding to the first virtual object, wherein the display area corresponding to the first virtual object can be the area displaying the first virtual object, or can be the area at the second distance from the first virtual object. The number of virtual props and the acquisition effect of the virtual props can also be displayed in the display area corresponding to the first virtual object.

[0189] For example, see Fig.16 , Fig.16 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 1. Undertake Figure 7 In response to the successful release of the shooting skill, the virtual prop 1601 can be displayed in the display area corresponding to the first virtual object 402, the number of virtual props 1601 is 1, and the acquisition special effect 1602 for acquiring the virtual prop 1601 can be displayed, and the virtual prop carried by the second virtual object 403 (that is, the virtual prop corresponding to the virtual prop 1601, that is, Figure 7 In this way, the user can intuitively know that the first virtual object obtains the virtual props carried by the second virtual object, which can improve the user's gaming experience.

[0190] The following is an explanation of the situation where the photography skill fails to be released. When the photography skill acts on a virtual prop carried by a second virtual object, the first prompt information continues to indicate that there is a second virtual object in the hit area. If the first prompt information changes from indicating that there is a second virtual object in the hit area to indicating that there is no second virtual object in the hit area, it can be determined that the photography skill has failed to be released.

[0191] If the second virtual object does not carry virtual props, in response to the first skill release instruction for the first virtual object, the first virtual object is controlled to release the photography skill to the second virtual object. Since the second virtual object does not carry virtual props, it can be determined that the photography skill release has failed.

[0192] In response to a first skill release instruction for a first virtual object, if the magic value of the first virtual object for releasing the photography skill is insufficient, it is determined that the photography skill release has failed, and a fourth prompt message for prompting replenishment of the magic value may be displayed.

[0193] In response to a first skill release instruction for a first virtual object, if the photography skill corresponding to the first virtual object does not support capturing virtual props of a second virtual object, it is determined that the photography skill release has failed, and a fifth prompt message for prompting an improvement in the photography skill level may be displayed.

[0194] In the case where the virtual props belong to the first virtual object, the first virtual object can be displayed carrying the virtual props, and the virtual props can also be displayed in the virtual prop storage area corresponding to the first virtual object, which can be set according to actual usage requirements. In the first case, the user's gaming experience can be improved by obtaining virtual props through the shooting skill.

[0195] In the first case, when the virtual props belong to the first virtual object, that is, when the photography skill is released successfully, in response to the disappearance of the virtual props carried by the second virtual object, the second virtual object is controlled to move away from the first virtual object. In response to the first virtual object not obtaining the virtual props through the photography skill, that is, when the photography skill fails to be released, the second virtual object can be kept carrying the virtual props and controlled to move away from the first virtual object. In this way, whether the photography skill is released successfully or failed, the second virtual object moves away from the first virtual object, which enhances the fun of the interaction between the first virtual object and the second virtual object, thereby improving the user's gaming experience.

[0196] For the second case, that is, the case where the operation instruction includes an attack instruction for instructing an attack, the attack instruction includes a first attack instruction and a second attack instruction, wherein the first attack instruction is used to instruct an attack on the second virtual object, and the second attack instruction is used to instruct an attack on a virtual prop.

[0197] Wherein, both the second virtual object and the virtual prop have attribute values, the attribute value of the second virtual object is the second attribute value, the attribute value of the virtual prop is the first attribute value, the second attribute value is greater than the first attribute value, and the first attribute value and the second attribute value can refer to the description of the attribute value. For example, the first attribute value is the first life value, the second attribute value is the second life value, and the second life value is greater than the first life value, that is, the life value of the second virtual object is greater than the life value of the virtual prop.

[0198] The following describes three ways of obtaining virtual props corresponding to the second situation. In the first way of obtaining virtual props, in response to a first attack instruction for a first virtual object, the first attack instruction is used to attack a second virtual object, and the first virtual object is controlled to obtain the virtual props by attacking the second virtual object.

[0199] In some embodiments, the first attack instruction may be to control the first virtual object to use the second attack prop to attack the second virtual object, so that the second attribute value of the second virtual object is reduced, wherein the second attack prop may include one or more of a second melee attack prop with an attack distance less than the sixth distance, and a second long-range attack prop with an attack distance greater than or equal to the sixth distance.

[0200] Among them, the second melee attack prop with an attack distance less than the sixth distance can be a sword, a dagger, a hammer, etc. The second long-range attack prop with an attack distance greater than or equal to the sixth distance can be a slingshot, a bow and arrow, a flying knife, etc., which can be set according to actual use requirements.

[0201] In some embodiments, the first virtual object has a corresponding object virtual vehicle, and the first virtual object can ride the object virtual vehicle to attack the second virtual object. For example, the object virtual vehicle can be a skateboard, and the first virtual object can attack the second virtual object in the air of the virtual scene by using the skateboard.

[0202] In some embodiments, the first virtual object has a first attack force when using the second attack prop to attack the second virtual object, and the first attack force is used to represent the ability of the first virtual object to use the second attack prop to attack the second virtual object and cause damage to the second virtual object.

[0203] In response to the first virtual object using the second attack prop to attack the second virtual object, the second attribute value of the second virtual object is reduced by a first value, and the first value is less than, equal to or greater than the first attack power. In response to the second attribute value not being reduced to the second attribute threshold, the first virtual object continues to be controlled to use the second attack prop to attack the second virtual object until the second attribute value is reduced to the second attribute threshold.

[0204] In order to further improve the user's gaming experience, when the first virtual object uses the second attack prop to attack the second virtual object, the first attack special effect can be displayed, so that the user can more intuitively know that the first virtual object uses the second attack prop to attack the second virtual object. In some embodiments, it can also be displayed that the first virtual object uses the second attack prop to attack the second virtual object, causing the second attribute value of the second virtual object to decrease, so that the user can more intuitively know the second attribute value of the second virtual object to decrease, thereby improving the user's gaming experience.

[0205] For example, see Fig.17 , Fig.17 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 Second, take over Figure 4 In the virtual scene 401, the first virtual object 402 can be controlled to attack the second virtual object 403 through the second attack prop 1701, and the first attack special effect 1702 can be displayed in the virtual scene.

[0206] In order to facilitate the user to intuitively know the reduced second attribute value of the second virtual object, a progress bar corresponding to the second attribute value of the second virtual object may be displayed in the virtual scene, for example, see Fig.17, a progress bar 1703 corresponding to the life value (i.e., the second attribute value) of the second virtual object 403 is shown in the virtual scene. In some embodiments, the number corresponding to the reduced second attribute value of the second virtual object can also be displayed, in this way, the user can more intuitively know the reduced second attribute value of the second virtual object, thereby improving the user's gaming experience.

[0207] In response to the second attribute value decreasing to the second attribute threshold, the virtual prop is controlled to belong to the first virtual object, and the second virtual object is controlled to disappear in the virtual scene. The second attribute threshold can be set according to actual usage requirements. In some embodiments, in response to the second attribute value decreasing to the second attribute threshold, the virtual prop carried by the second virtual object can be displayed to fall, and the second virtual object can be displayed in the virtual scene as being knocked down.

[0208] For example, see Fig.17 In response to the progress bar 1703 corresponding to the life value (ie, the second attribute value) of the second virtual object 403 decreasing to 0 (the second attribute threshold), see Fig.18 , Fig.18 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 3. Undertake Fig.17 In response to the second attribute value decreasing to the second attribute threshold, the virtual prop 404 carried by the second virtual object 403 can be displayed in the virtual scene 401 as falling, that is, the virtual prop 404 is not carried by the second virtual object 403, and the second virtual object 403 is displayed in the virtual scene 404 as being knocked down.

[0209] Furthermore, in response to a pickup instruction for the first virtual object for the virtual prop, the virtual prop can be controlled to belong to the first virtual object, and in response to the second virtual object being knocked down for a sixth time period, the second virtual object can be controlled to disappear in the virtual scene.

[0210] In some embodiments, a virtual prop carried by a second virtual object may be displayed falling in a virtual scene. In response to the second virtual object being knocked down for a sixth duration, the second virtual object may be controlled to disappear in the virtual scene, the virtual prop may be controlled to belong to the first virtual object, and a sixth prompt message indicating that the virtual prop belongs to the first virtual object may be displayed.

[0211] For example, see Fig.19 , Fig.19 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 Fourth, undertake Fig.17In response to the progress bar 1703 corresponding to the life value (i.e., the second attribute value) of the second virtual object 403 decreasing to 0 (the second attribute threshold), the virtual prop 404 carried by the second virtual object 403 may be displayed in the virtual scene 401 falling down, and the second virtual object 403 may be displayed in the virtual scene 401 being knocked down, and the first virtual object 402 may be displayed by Fig.17 The second attack item 1701 in hand changes to Fig.19 The user carries the second attack prop 1701. In this way, the user experience can be improved.

[0212] exist Fig.19 In the example, while displaying that the second virtual object 403 is knocked down, a countdown 1901 may be displayed. The countdown 1901 starts from the sixth duration. When the countdown reaches 0, the countdown 1901 disappears. In response to the disappearance of the countdown 1901, that is, in response to the duration of the second virtual object 403 being knocked down reaching the sixth duration, see Fig. 20 , Fig. 20 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 Fifth, the second virtual object 403 can be controlled to disappear in the virtual scene 401, the virtual prop 404 can be controlled to belong to the first virtual object 402, and the sixth prompt information 2001 that the virtual prop 404 belongs to the first virtual object 402 is displayed, and the sixth prompt information 2001 is virtual prop × 1, that is, the first virtual object 402 obtains a virtual prop (i.e., virtual prop 404). In this way, the first virtual object can attack the second virtual object to obtain the virtual prop, thereby improving the user's gaming experience.

[0213] In some embodiments, in response to the second attribute value decreasing to the second attribute threshold, the virtual prop carried by the second virtual object may be displayed to fall, and the second virtual object may be controlled to move away from the first virtual object until the second virtual object disappears from the virtual scene. In this way, the first virtual object may attack the second virtual object to obtain the virtual prop, thereby improving the user's gaming experience.

[0214] For the first method of obtaining virtual props, in response to the second attribute value decreasing to the second attribute threshold, a drop corresponding to the second virtual object is generated, and the drop is controlled to belong to the first virtual object. Among them, the second attribute value can be associated with the drop, that is, the lower the second attribute value, the higher the level of the drop. The drop can be a part of the second virtual object. For example, when the second virtual object is an animal, the drop of the second virtual object can be meat. The drop can also be other virtual props that are not displayed on the second virtual object. It is only used here to distinguish it from virtual props.

[0215] In some embodiments, in response to a pickup instruction for a dropped object for a first virtual object, the dropped object can be controlled to belong to the first virtual object, and in response to the second virtual object being knocked down for a sixth time period, the second virtual object can be controlled to disappear in the virtual scene.

[0216] In some embodiments, the virtual props carried by the second virtual object can be displayed in the virtual scene falling, and in response to the second virtual object being knocked down for a sixth duration, the second virtual object can be controlled to disappear in the virtual scene, and the dropped objects can be controlled to belong to the first virtual object, and the seventh prompt information that the virtual props belong to the first virtual object can be displayed. In this way, when attacking the second virtual object, the first virtual object can obtain not only virtual props but also dropped objects, which can stimulate the user's interest in playing and improve the user's playing experience.

[0217] The second way of acquiring virtual props is to respond to a second attack instruction for the second virtual object, the second attack instruction is used to attack the virtual props, and control the first virtual object to acquire the virtual props by attacking the virtual props.

[0218] In some embodiments, the first virtual object is controlled to use the first attack prop to attack the virtual prop, so that the first attribute value of the virtual prop is reduced. The first attack prop can be one or more of a first melee attack prop with an attack distance less than the seventh distance, a first long-range attack prop with an attack distance greater than or equal to the seventh distance, and the sixth distance can be the same as or different from the seventh distance. In other words, the first attack prop can be the same as or different from the second attack prop. Please refer to the description of the second attack prop for details, which will not be repeated here.

[0219] In some embodiments, the first virtual object has a second attack force when using the first attack prop to attack the virtual prop, and the second attack force is the ability of the first virtual object to use the second attack prop to attack the virtual prop and cause damage to the virtual prop.

[0220] In response to the first virtual object using the first attack prop to attack the virtual prop, the first attribute value of the virtual prop is reduced by a second value, the second value is less than, equal to, or greater than the second attack power, and in response to the first attribute value not being reduced to the first attribute threshold, the first virtual object is continuously controlled to use the first attack prop to attack the virtual prop until the first attribute value is reduced to the first attribute threshold. The first attribute threshold is lower than the second attribute threshold.

[0221] In order to further improve the user's gaming experience, when the first virtual object uses the first attack prop to attack the virtual prop, the second attack special effect can be displayed, so that the user can more intuitively know that the first virtual object uses the first attack prop to attack the virtual prop. In some embodiments, it can also be displayed that the first virtual object uses the first attack prop to attack the virtual prop, so that the first attribute value of the virtual prop is reduced, and the user can more intuitively know the first attribute value of the virtual prop is reduced, thereby improving the user's gaming experience.

[0222] In response to the first attribute value decreasing to the first attribute threshold, the virtual prop is controlled to belong to the first virtual object, and the second virtual object is controlled to move away from the first virtual object. The first attribute threshold can be set according to actual usage requirements.

[0223] For example, in response to the first attribute value of the virtual prop decreasing to 0 (first attribute threshold), the virtual prop carried by the second virtual object can be displayed as dropped, and the virtual prop can be controlled to belong to the first virtual object. For another example, in response to the first attribute value of the virtual prop decreasing to 3 (first attribute threshold), the virtual prop can be controlled to belong to the first virtual object. In this way, it is possible to obtain the virtual prop by attacking the virtual prop with the first virtual object, thereby improving the user's gaming experience.

[0224] For the third method of obtaining virtual props, the first virtual object can be controlled to use the second attack prop to attack the second virtual object. If the second attribute value has not dropped to the second attribute threshold, the first virtual object can be controlled to use the first attack prop to attack the virtual prop. If the first attribute value has not dropped to the first attribute threshold, the above steps can be repeated until the second attribute value drops to the second attribute threshold, or until the first attribute value drops to the first attribute threshold, the virtual prop can be controlled to belong to the first virtual object.

[0225] In some embodiments, the lower the second attribute value of the second virtual object, the easier it is for the first virtual object to obtain virtual props. For example, when the second attribute value decreases, the first attribute value can be reduced proportionally, so that the first virtual object can more easily obtain virtual props.

[0226] In some embodiments, the first virtual object can be controlled to use the first attack prop to attack the virtual prop. If the first attribute value has not dropped to the first attribute threshold, the first virtual object can be controlled to use the first attack prop to attack the virtual prop. If the second attribute value has not dropped to the second attribute threshold, the above steps can be repeated until the second attribute value drops to the second attribute threshold, or until the first attribute value drops to the first attribute threshold, the virtual prop can be controlled to belong to the first virtual object.

[0227] In some embodiments, the virtual props can be used as the weakness of the second virtual object. The lower the first attribute value of the virtual props, the lower the second attribute value of the second virtual object can be in proportion, so that the first virtual object can more easily obtain the virtual props. In this way, users can use different attack methods to obtain virtual props according to actual usage needs, which is equivalent to providing users with a variety of attack methods, thereby increasing the fun of the first virtual object obtaining virtual props and improving the user's gaming experience.

[0228] For the third case, that is, for the case where the operation instruction includes a first skill release instruction for instructing to release the shooting skill and an attack instruction for instructing to attack. In some embodiments, the first virtual object can be controlled to release the shooting skill to the virtual prop carried by the second virtual object in response to the first skill release instruction for the first virtual object.

[0229] In response to the failure of releasing the shooting skill, the first virtual object can be controlled to use the second attack prop to attack the second virtual object, and / or the first virtual object can be controlled to use the first attack prop to attack the virtual prop. For details, please refer to the description of the third method of obtaining virtual props.

[0230] If the second attribute value does not drop to the second attribute threshold, and the first attribute value does not drop to the first attribute threshold, then "in response to the first skill release instruction for the first virtual object, control the first virtual object to release the photography skill to the virtual props carried by the second virtual object" can be executed again. In response to the successful release of the photography skill, the virtual props can be controlled to belong to the first virtual object.

[0231] In response to the failure of releasing the shooting skill, the first virtual object can be controlled to use the second attack prop to attack the second virtual object again, and / or the first virtual object can be controlled to use the first attack prop to attack the virtual prop. If the second attribute value decreases to the second attribute threshold, or the first attribute value decreases to the first attribute threshold, the virtual prop can be controlled to belong to the first virtual object.

[0232] That is to say, the user can first control the first virtual object to release the photography skill, and then control the first virtual object to attack the second virtual object or virtual props, and repeat the above steps until the virtual props belong to the first virtual object. Of course, the user can also first control the first virtual object to attack the second virtual object or virtual props, and then control the first virtual object to release the photography skill. The above content can be replaced by equivalent means, which will not be elaborated here.

[0233] In the present application, the first virtual object can obtain virtual props by releasing shooting skills and / or attacking. That is, the first virtual object and the second virtual object can interact with each other in a variety of interactive ways. When the first virtual object does not obtain virtual props, the second virtual object can be displayed as carrying virtual props. When the first virtual object obtains virtual props, the virtual props carried by the second virtual object can be controlled to disappear. That is, the user can intuitively know whether the second virtual object carries virtual props, and when the second virtual object carries virtual props, one or more interactive ways can be used to obtain virtual props. Compared with related technologies, it provides rich interactive ways and can improve the user's gaming experience. Able to solve the above technical problems 1

[0234] For the first to third situations mentioned above, the user can control the first virtual object to obtain virtual props by releasing shooting skills, attacking the second virtual object, or attacking virtual props in one or more interactive methods, which provides rich interactive methods and can improve the user's gaming experience.

[0235] In some embodiments, when the second attribute value of the second virtual object is greater than the third attribute threshold, or when the first attribute value of the virtual prop is greater than the fourth attribute threshold, the photography skill cannot be released successfully, wherein the third attribute threshold is greater than the second attribute threshold, and the fourth attribute threshold is greater than the first attribute threshold.

[0236] In the case where the photography skill cannot be released successfully, the user can first control the first virtual object to attack the second virtual object (or virtual prop) until the second attribute value reaches the third attribute threshold (fourth attribute threshold), and the eighth prompt information can be displayed. The eighth prompt information is used to provide information that the photography skill can be successfully released.

[0237] Based on the eighth prompt information, in response to the first skill release instruction for the first virtual object, the first virtual object is controlled to release the photography skill to the virtual prop carried by the second virtual object, and in response to the successful release of the photography skill, the virtual prop is controlled to belong to the first virtual object.

[0238] In some embodiments, the lower the second attribute value of the second virtual object is, the lower the level requirement for the photography skill of capturing virtual props is. Correspondingly, the lower the first attribute value of the virtual props is, the lower the level requirement for the photography skill of capturing virtual props is. When the fifth prompt information for prompting to improve the photography skill level is displayed, the first virtual object can attack the second virtual object (or virtual prop) first until the second attribute value reaches the third attribute threshold (fourth attribute threshold), so as to control the virtual prop to belong to the first virtual object through the photography skill. In other words, for different situations, the present application has a variety of situations in which releasing photography skills, attacking the second virtual object, and attacking virtual props are used in combination, which is equivalent to providing users with a rich interaction method, thereby improving the user's gaming experience.

[0239] The following describes how to control the second virtual object to move away from the first virtual object. Fig.21 , Fig.21 This is a flow diagram of a virtual object interaction method provided in an embodiment of the present application. Figure 4 , the following combination Fig.21 The steps shown illustrate a method of controlling the second virtual object to move away from the first virtual object.

[0240] In step 2101, the second virtual object is controlled to run away from the first virtual object.

[0241] In some embodiments, running means increasing the moving speed of the second virtual object. When the second virtual object does not need to move away from the first virtual object, the moving speed of the second virtual object is the first moving speed. When the second virtual object needs to move away from the first virtual object, the second virtual object can be controlled to run at the second moving speed so as to move away from the first virtual object, wherein the second moving speed is greater than the first moving speed.

[0242] In step 2102, in response to the second virtual object running a distance greater than the first distance, the second virtual object is controlled to perform a digging operation on the virtual ground, and along with the execution of the digging operation, the second virtual object is controlled to gradually enter below the virtual ground until the second virtual object disappears in the virtual scene.

[0243] With respect to step 2102, the second virtual object is a virtual object that can enter the virtual ground. In order to further improve the gaming experience of the user, the second virtual object can interact with virtual elements in the virtual scene, and the virtual elements can be the virtual ground.

[0244] In response to the second virtual object running a distance greater than the first distance, the second virtual object can be controlled to perform a digging operation on the virtual ground, and along with the execution of the digging operation, the second virtual object is controlled to gradually enter below the virtual ground until the second virtual object disappears in the virtual scene.

[0245] See also Fig. 22 , Fig. 22 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 Sixth, in response to the second virtual object running a distance greater than the first distance, the second virtual object may be controlled to perform a digging operation on the virtual ground, and in the virtual scene 2201, the second virtual object 2203 is controlled to gradually enter below the virtual ground 2202 along with the execution of the digging operation until the second virtual object 2203 disappears in the virtual scene 2201, wherein Fig. 22 In the example, half of the second virtual object 2203 enters below the virtual ground 2202. In this way, the vividness of the second virtual object moving away from the first virtual object can be improved, thereby improving the gaming experience of the user.

[0246] In some embodiments, the virtual element may be a tree hole. In response to the second virtual object running a distance greater than the first distance, the second virtual object may be controlled to gradually drill into the tree hole until the second virtual object disappears in the virtual scene. The virtual element may be set according to actual usage requirements, and the second virtual object may interact with the virtual element in the virtual scene until the second virtual object disappears in the virtual scene. In this way, the vividness of the second virtual object moving away from the first virtual object may be improved, thereby improving the user's gaming experience.

[0247] In some embodiments, controlling the second virtual object to move away from the first virtual object can also be achieved by controlling the second virtual object to summon a virtual vehicle, and controlling the second virtual object to ride the virtual vehicle away from the first virtual object, wherein the moving speed of the virtual vehicle is a third moving speed, and the third moving speed is greater than the first moving speed. The virtual vehicle can be a car, a motorcycle, a wing, etc. It can be set specifically according to actual usage requirements.

[0248] For example, see Fig.23 , Fig.23 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 Seventh, control the second virtual object 2302 to summon the virtual vehicle 2301, and control the second virtual object 2302 to ride the virtual vehicle 2301 away from the first virtual object. In this way, the vividness of the second virtual object moving away from the first virtual object can be improved, and the user's gaming experience can be improved.

[0249] In some embodiments, in order to facilitate the first virtual object to obtain virtual props, before controlling the second virtual object to move away from the first virtual object, the second virtual object can be controlled to be in a pause state relative to the first virtual object. In response to the duration of the second virtual object being in the pause state reaching a third duration, the second virtual object is controlled to move away from the first virtual object.

[0250] That is to say, before the second virtual object moves away from the first virtual object, the second virtual object will pause for a third period of time. The third period of time can be set according to actual usage needs, which is equivalent to providing the user with a pre-swing of the third period of time. When the second virtual object is in a paused state, the user can control the first virtual object to obtain virtual props by releasing one or more interactive methods such as shooting skills, attacking the second virtual object, and attacking virtual props, which provides rich interactive methods and can improve the user's gaming experience.

[0251] In order to further improve the user's gaming experience, the second virtual object can be controlled to perform different behaviors according to the distance between the first virtual object and the second virtual object. The following describes different situations corresponding to the distance between the first virtual object and the second virtual object.

[0252] The first distance case, Figure 3 Before step 102, in response to the distance between the first virtual object and the second virtual object being greater than the second distance, the second virtual object is controlled to move within the patrol range. That is, when the distance between the first virtual object and the second virtual object is greater than the second distance, the second virtual object will not react to the first virtual object.

[0253] The patrol range is the moving range of the second virtual object when it is in the patrol state. The patrol range can be set according to actual usage requirements. When the second virtual object moves within the patrol range, the distance between the first virtual object and the second virtual object will change. There is no correlation between the size of the patrol range and the size of the second distance.

[0254] When the second virtual object is in a patrol state, in response to the duration of the second virtual object facing the first direction reaching a fourth duration, the second virtual object is controlled to face a second direction different from the first direction, that is, when the second virtual object is in a patrol state, the second virtual object can change the second virtual object direction, and the duration of the second virtual object facing each direction can be the same or different, that is, the fourth duration can include multiple ones, which can be specifically set according to actual usage requirements. In this way, the liveliness of the second virtual object can be improved, thereby improving the user's gaming experience.

[0255] For example, see Fig.24 , Fig.24 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 8. When the second virtual object is in the patrol state, the second virtual object 2401 may face the right side (the first direction). Fig.25 , Fig.25 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 IX. Undertake Fig.24 In response to the duration that the second virtual object 2401 is directed toward the right side (the first direction) reaching a fourth duration, the second virtual object 2401 may be controlled to be directed toward the front (the second direction).

[0256] In some embodiments, in order to further improve the vividness of the second virtual object, when the second virtual object faces different directions, the posture of the second virtual object may be different, and the way in which the second virtual object carries the virtual props may be different.

[0257] For example, in Fig.24 In the example, the second virtual object 2401 may face the right side (first direction), and may carry the virtual prop 2402 through the tail of the second virtual object 2401. Fig.24 , the second virtual object 2401 is in a first posture.

[0258] See also Fig.26 , Fig.26 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 10. Undertake Fig.24 In response to the second virtual object 2401 facing the right side (first direction) for a fourth time period, the second virtual object 2401 may face the right front (second direction), and the second virtual object 2401 sits on the virtual ground and holds the virtual prop 2402 in the palm of the hand. In this way, the liveliness of the second virtual object can be further improved, thereby further improving the gaming experience of the user.

[0259] In some embodiments, the difficulty of the second virtual object obtaining the virtual props may be different according to different ways of carrying the virtual props by the second virtual object. Fig.24 In the example, the difficulty of carrying the virtual prop 2402 through the tail of the second virtual object 2401 is lower than that in the example Fig.26 The difficulty of the second virtual object 2401 holding the virtual prop 2402 through the palm.

[0260] against Fig.24 , you can use any of the following methods to obtain virtual props: releasing the object-capturing skill, attacking the second virtual object, or attacking the virtual props. Fig.26 , you can use the method of releasing the shooting skill, attacking the second virtual object, and attacking multiple virtual props in the virtual props. That is to say, according to the different ways of carrying virtual props for the second virtual object, you can use different interactive methods to obtain virtual props, which can stimulate the user's interest in playing, thereby further improving the user's gaming experience.

[0261] The second distance case, Figure 3Before step 102, in response to the distance between the first virtual object and the second virtual object being less than the second distance and the distance between the first virtual object and the second virtual object being greater than the third distance, the second virtual object is controlled to turn toward the first virtual object. The second distance is greater than the third distance.

[0262] In some embodiments, the escape range of the second virtual object is the range of a first circle with the position of the second virtual object as the center point of the circle and the third distance as the radius; the warning range of the second virtual object is the range of a second circle with the position of the second virtual object as the center point of the circle and the second distance as the radius minus the range of the first circle.

[0263] In some embodiments, the second virtual object has a field of view, the field of view of the second virtual object changes according to the orientation of the second virtual object, and there is an overlapping area between the field of view, the warning range, and the escape range.

[0264] For example, see Fig. 27 , Fig. 27 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 11. In order to facilitate the user to know the distance corresponding to the second virtual object, the warning range 2702 of the second virtual object can be shown in the virtual scene 2701. The warning range 2702 is a concentric circle composed of a second circle with a radius of the second distance and a first circle with a radius of the third distance. The warning range 2702 is the range corresponding to the outer ring of the concentric circles, that is, the range of the second circle minus the range of the first circle is the warning range 2702.

[0265] exist Fig. 27 The escape range 2703 is also shown in FIG. 2 , and the escape range 2703 is the range of the first circle. Fig. 27 The field of view 2704 of the second virtual object is also shown. In this way, the user can intuitively know the field of view, escape range and warning range of the second virtual object, so that the user can operate the first virtual object to obtain virtual props based on the field of view, escape range and warning range, which can improve the user's gaming experience.

[0266] In some embodiments, in response to the distance between the first virtual object and the second virtual object being less than the second distance, and the distance between the first virtual object and the second virtual object being greater than the third distance, that is, when the first virtual object is within the warning range, if the first virtual object is not within the virtual range of the second virtual object, the second virtual object can be controlled to turn toward the first virtual object.

[0267] In response to the first virtual object being within the field of view of the second virtual object, the second virtual object is controlled to be in an alert state. During the process of the second virtual object being in the alert state, if at least one (or more) of the following situations occurs, the second virtual object is controlled to move away from the first virtual object.

[0268] In the first case, in response to the first virtual object moving within the warning range, the second virtual object is controlled to move away from the first virtual object, and the warning range is a range determined based on the second distance and the third distance. That is, the warning range of the second virtual object is the range of the second circle corresponding to the position of the second virtual object and the second distance as the radius minus the range of the first circle.

[0269] In the second situation, in response to the first virtual object releasing a skill, the second virtual object is controlled to move away from the first virtual object, wherein the skill may be a photography skill, an information acquisition skill, an attack skill, etc., which may be set according to actual usage requirements and is not specifically limited here.

[0270] In the third scenario, in response to the first virtual object attacking the second virtual object, the second virtual object is controlled to move away from the first virtual object. In response to the first virtual object attacking the virtual prop carried by the second virtual object, the second virtual object is controlled to move away from the first virtual object.

[0271] When the second virtual object is in an alert state, when one or more of the first to third situations described above occur, the second virtual object can be controlled to move away from the first virtual object. The manner in which the second virtual object moves away from the first virtual object can be found in the above description and will not be elaborated on here. In this way, the diversity of the gameplay modes when the first virtual object and the second virtual object interact can be increased, thereby improving the user's gaming experience.

[0272] In some embodiments, in response to the first virtual object not being in the field of view of the second virtual object, the original state of the second virtual object is maintained unchanged. The original state may be a patrol state, or the original state may be a state of continuously controlling the second virtual object to rotate toward the direction of the first virtual object. This is all reasonable.

[0273] In some embodiments, in response to the first virtual object being within the field of view of the second virtual object, a third prompt message is displayed, and the third prompt message is used to prompt that the second virtual object is in an alert state. The third prompt message may include one or more of a third text prompt message, a third graphic prompt message, a second color prompt message, a third audio prompt message, and a third tactile feedback prompt message, which can be set according to actual usage requirements.

[0274] In the case where the third prompt information includes the third text prompt information, the third text prompt information may be “The second virtual object has discovered you”. In the case where the third prompt information includes the third graphic prompt information, the graphic may be a question mark, an exclamation mark, etc. For example, see Fig.28 , Fig.28 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 Twelve, in response to the first virtual object 2802 being in the field of view of the second virtual object 2803, a third prompt message 2804 is displayed in the virtual scene 2801, and the third prompt message 2804 is a question mark. In this way, the user can more intuitively know the state of the second virtual object.

[0275] In some embodiments, the question mark or exclamation mark can be gradually filled or gradually unfilled. When the question mark or exclamation mark is gradually filled, it indicates that the alert level of the second virtual object is increased. If the question mark or exclamation mark is filled, the second virtual object is in an alert state. When the question mark or exclamation mark is gradually unfilled, it indicates that the alert level of the second virtual object is reduced. If the question mark or exclamation mark is not filled, the second virtual object is kept in its original state. In this way, the third prompt information can be dynamically displayed, which can further facilitate the user to more intuitively know the state of the second virtual object.

[0276] When the third prompt information includes the second color prompt information, a color representation different from the first color prompt information may be used to indicate that the second virtual object is in an alert state, so that the user can intuitively know the state of the second virtual object.

[0277] In the case where the third prompt information includes third audio prompt information, the electronic device may play the third audio, and the third audio is used to prompt that the second virtual object is in an alert state, so that the user can know the state of the second virtual object.

[0278] When the third prompt information includes third tactile feedback prompt information, the electronic device may vibrate in a third vibration manner, and the third vibration manner is used to prompt that the second virtual object is in an alert state, so that the user can know the state of the second virtual object.

[0279] In some embodiments, when the third prompt information is displayed, that is, when the second virtual object is in an alert state, in response to the first virtual object being in a stationary state and the duration of being in the stationary state reaching a fifth duration, the second virtual object is controlled to switch from the alert state to the original state, and the third prompt information is displayed. The original state may be a state in which the first virtual object has not entered the alert range, that is, it is in a patrol state. In this way, the state of the second virtual object can be further intuitively known.

[0280] In the third distance situation, in response to the distance between the first virtual object and the second virtual object being less than the third distance, the second virtual object is controlled to move away from the first virtual object. For details, please refer to the description on controlling the second virtual object to move away from the first virtual object, which will not be elaborated here.

[0281] In the fourth distance situation, in response to the distance between the first virtual object and the second virtual object being less than the fifth distance, the second virtual object is controlled to attack the first virtual object. Among them, the fifth distance can be less than the second distance and greater than the third distance. The fifth distance can also be less than the third distance. It can be set specifically according to actual usage requirements. When the first virtual object is in the combat range, the second virtual object is controlled to attack the first virtual object, and the combat range is the range corresponding to the third circle with the second virtual object as the center point of the third circle and the fifth distance as the radius. The combat range can also be the range corresponding to the third circle minus the first circle.

[0282] In some embodiments, the second virtual object can attack the first virtual object based on the virtual props, and the attack power is the third attack power. When the virtual props belong to the first virtual object, that is, when the second virtual object does not carry the virtual props, the attack power of the second virtual object attacking the first virtual object is the fourth attack power, and the fourth attack power is less than the third attack power. In other words, the attack power of the second virtual object when carrying the virtual props is greater than the attack power of the second virtual object when not carrying the virtual props. In this way, a variety of game strategies can be provided to users, thereby improving the user's game experience.

[0283] In some embodiments, when the second virtual object is in the original state, that is, the second virtual object is in the patrol state, or the second virtual object is continuously controlled to rotate in the direction of the first virtual object, the user can control the first virtual object to attack the second virtual object with a second long-range attack prop with an attack distance greater than or equal to the sixth distance, and in response to the second attribute value of the second virtual object reaching the second attribute threshold, control the second virtual object to move away from the first virtual object. The sixth distance can be greater than the second distance, or greater than the second distance and less than the third distance.

[0284] In some embodiments, the user can control the first virtual object to attack the virtual prop with a first long-range attack prop whose attack distance is greater than or equal to the seventh distance. In response to the first attribute value of the virtual prop not reaching the first attribute threshold, the second virtual object is controlled to move away from the first virtual object. The seventh distance can be greater than the second distance, or greater than the second distance and less than the third distance.

[0285] In some embodiments, the user can control the first virtual object to attack the second virtual object with a second long-range attack prop whose attack distance is greater than or equal to the sixth distance, or the user can control the first virtual object to attack the virtual prop with a first long-range attack prop whose attack distance is greater than or equal to the seventh distance, and in response to the first virtual object using a third attack prop (i.e., the second long-range attack prop or the first long-range attack prop) to attack the second virtual object, and the distance between the drop position of the third attack prop and the position of the second virtual object is less than the fourth distance, the second virtual object is controlled to move away from the first virtual object. In this way, the second virtual object can be triggered to move away from the first virtual object, thereby improving the user's gaming experience.

[0286] In some embodiments, in response to a second skill release instruction for a second virtual object, the second skill release instruction is used to obtain information within the field of view of the second virtual object, control the first virtual object to release the information acquisition skill to the second virtual object, and in response to the successful release of the information acquisition skill, display the field of view of the second virtual object and the results of information acquisition for the field of view.

[0287] In some embodiments, in response to a second skill release instruction for a second virtual object, a ninth prompt message may be displayed, the ninth prompt message being used to indicate a hit area of ​​the information acquisition skill, and in response to the presence of a second virtual object in the hit area indicated by the ninth prompt message, the first virtual object is controlled to release the information acquisition skill to the second virtual object. Specifically, the content corresponding to the first prompt message may be replaced equivalently, which will not be elaborated here. In this way, the hit rate of the information acquisition skill can be improved, thereby improving the user's gaming experience.

[0288] In some embodiments, in response to the absence of the second virtual object in the hit area indicated by the ninth prompt information, the first virtual object is controlled to continuously release the information acquisition skill. In response to the duration of releasing the information acquisition skill reaching the seventh duration, the first virtual object is controlled to cancel the release of the information acquisition skill. Specifically, the corresponding content of releasing the photography skill can be replaced by equivalent content, which will not be elaborated here. In this way, the information acquisition skill can be automatically canceled, thereby improving the user's gaming experience.

[0289] In some embodiments, in response to the adjustment instruction for the viewing angle of the first virtual object, in response to the situation where the second virtual object does not exist in the hit area indicated by the ninth prompt information, the viewing angle of the first virtual object is adjusted so that the second virtual object exists in the hit area indicated by the ninth prompt information. Specifically, the content corresponding to the first prompt information can be replaced by equivalent, which will not be described in detail here. In this way, the hit rate of information acquisition skills can be improved, thereby improving the user's gaming experience.

[0290] In some embodiments, in response to the presence of a second virtual object in the hit area indicated by the ninth prompt information, the ninth prompt information is displayed in a third display style. In response to the absence of a second virtual object in the hit area indicated by the ninth prompt information, the ninth prompt information is displayed in a fourth display style that is different from the third display style. Specifically, the content corresponding to the first display style and the second display style can be replaced equivalently, which will not be described in detail here. In this way, it is convenient for the user to intuitively know whether the second virtual object exists in the hit area indicated by the ninth prompt information, thereby improving the user's gaming experience.

[0291] In some embodiments, the first virtual object is controlled to perform a third action corresponding to the information acquisition skill, and the third action is used to represent that the first virtual object releases the information acquisition skill to the second virtual object. During the execution of the third action, the third skill effect associated with the information acquisition skill is displayed. The first action may be the same as or different from the third action.

[0292] For example, see Fig.29 , Fig.29 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 Thirteen, in response to the second skill release instruction for the second virtual object 2904, the ninth prompt information 2903 may be displayed, and in response to the presence of the second virtual object 2904 in the hit area indicated by the ninth prompt information 2903, the first virtual object 2901 may be controlled to perform a third action corresponding to the information acquisition skill, wherein the third action is Fig.15 During the execution of the third action, the third skill special effect 2902 associated with the information acquisition skill is displayed. In this way, the user's visual experience can be improved, thereby improving the user's gaming experience.

[0293] In some embodiments, in response to the first virtual object releasing the information acquisition skill to the second virtual object, a tenth prompt message is displayed, and the tenth prompt message is used to prompt the duration of the information acquisition skill on the second virtual object. In response to the duration of the effect represented by the tenth prompt message reaching the eighth duration, it is determined that the information acquisition skill has been released successfully.

[0294] In response to the successful release of the information acquisition skill, the field of view of the second virtual object and the result of information acquisition for the field of view can be displayed. Fig.30 , Fig.30 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 14. Undertake Fig.29In response to the successful release of the information acquisition skill of the first virtual object 3001, the field of view 3003 of the second virtual object 3002 and the result 3004 of obtaining information for the field of view can be displayed, wherein the result 3004 of obtaining information for the field of view is "no valuable information was obtained from the target".

[0295] That is to say, the result of acquiring information for the visual field can be characterized as not acquiring information from the visual field, and the result of acquiring information for the visual field can also be guaranteed to be acquiring information from the visual field.

[0296] In some embodiments, in the case of obtaining information from the field of view, the obtained information may be position information of other second virtual objects, so that the user can control the first virtual object to move to the position corresponding to the other second virtual object, thereby obtaining other virtual props carried by the other second virtual objects, wherein the other second virtual objects and other virtual props are only used to distinguish from the second virtual objects and virtual props, and have substantially the same meaning.

[0297] In some embodiments, the acquired information may also be other information in the virtual scene, and the other information is used to advance the game progress, improve the attribute value of the first virtual object, improve the level of the first virtual object, etc., which can be set according to actual use needs and is not specifically limited here. In this way, by releasing the information acquisition skill through the first virtual object, the information acquisition result of the field of view content corresponding to the second virtual object can be obtained, which is equivalent to adding a way for the first virtual object to interact with the second virtual object, thereby improving the user experience.

[0298] The information acquisition skill can be combined with any of the following interaction methods: photographing, attacking a second virtual object, and attacking a virtual prop. The order of the combined interaction methods can be any order. In other words, the embodiment of the present application provides a rich interaction method that can improve the user's gaming experience.

[0299] In some embodiments, in response to the display duration of the field of view of the second virtual object reaching the ninth duration, the field of view of the second virtual object is canceled, and the second virtual object is controlled to move away from the first virtual object. In this way, the liveliness of the second virtual object can be improved, thereby improving the user's gaming experience.

[0300] In some embodiments, the information acquisition skill has a second skill range. In response to the second virtual object being in the second skill range, the first virtual object can be controlled to release the information acquisition skill for the second virtual object. In response to the second virtual object not being in the first skill range, the first virtual object cannot release the information acquisition skill for the second virtual object. Therefore, the first virtual object can be controlled to move in the virtual scene until the second virtual object is in the first skill range, and then the first virtual object can be controlled to release the information acquisition skill for the second virtual object. In this way, the hit rate of the information acquisition skill can be improved, thereby improving the user experience.

[0301] The appearance frequency of the second virtual object is explained below. In some embodiments, in response to the second virtual object moving away from the first virtual object and disappearing from the virtual scene, in response to the disappearance duration of the second virtual object reaching tenth duration, the second virtual object can be controlled to appear at a preset position or a random position in the virtual scene carrying a virtual prop.

[0302] If the virtual props belong to the second virtual object, in response to the disappearance of the second virtual object reaching the tenth duration, the second virtual object can be controlled to appear at a preset position or a random position in the virtual scene without the virtual props. In other words, the virtual props can be limited or unlimited, and can be set according to actual usage requirements. Accordingly, the first virtual object can obtain a limited number of virtual props and can also continuously obtain virtual props. This can improve the user experience.

[0303] In some embodiments, in response to the second attribute value of the second virtual object being less than the second attribute threshold, that is, the first virtual object knocks down the second virtual object, and in response to the duration of the second virtual object being knocked down reaching the eleventh duration, the second virtual object can be controlled to appear at a preset position or a random position in the virtual scene, and the second virtual object may carry virtual props or not. In some embodiments, the second virtual object can be a time-limited activity in the game, and in response to the end of the display activity, the second virtual object is no longer controlled to appear in the virtual scene. In the above manner, a variety of gameplay is provided to users, which can improve the user experience.

[0304] In some embodiments, the second virtual object has a corresponding virtual element in the virtual scene. The virtual element may be a house, furniture, etc. of the second virtual object. In response to the second virtual object disappearing from the virtual scene, the virtual element corresponding to the second virtual object does not disappear from the virtual scene, which can facilitate the user to know whether the second virtual object has appeared, thereby further improving the user's gaming experience.

[0305] The following is an example of the interaction method of virtual objects provided in the embodiment of the present application. The second virtual object can be a non-player-controlled virtual object displayed in an open world game and carrying virtual props, wherein the virtual props are the rewards obtained by the first virtual object. In the case of controlling the first virtual object to attack the second virtual object, the dropped objects are also the rewards obtained by the first virtual object.

[0306] See also Fig.31 , Fig.31 This is a flow diagram of a virtual object interaction method provided in an embodiment of the present application. Figure 5 , the following combination Fig.31 The steps shown are used to illustrate the virtual object interaction method provided in the embodiment of the present application.

[0307] In step 3101, a first virtual object and a second virtual object are displayed in a virtual scene.

[0308] For step 3101, the second virtual object may be a virtual animal. Specifically, the second virtual object may be a virtual bear (Pearl Bear). The virtual bear may carry virtual props. The virtual props may be virtual gems. The virtual bear may carry virtual gems through its tail or through its palms. All of these are reasonable.

[0309] Since the embodiments of the present application provide multiple ways to realize the interaction between the first virtual object and the second virtual object, the user can choose according to the actual usage requirements. The interaction method may include releasing one or more of the photography skill, attacking the second virtual object, attacking the virtual props, and releasing the information acquisition skill. When the photography skill is used for interaction, step 3102 can be executed; when the virtual props are used for interaction, step 3103 can be executed; when the attacking the second virtual object is used for interaction, step 3104 can be executed; when the information acquisition skill is used for interaction, step 3105 can be executed.

[0310] For various situations in which the interaction methods include releasing shooting skills, attacking a second virtual object, attacking virtual props, and releasing information acquisition skills, the arrangement order of each interaction method can be any order, that is, the execution order between the response steps can be any order. In other words, the present application provides a variety of interaction methods, and the interaction methods can be used in combination, thereby further enriching the diversity of interaction methods and improving the user's gaming experience.

[0311] In step 3102, in response to a first skill release instruction for the first virtual object, the first virtual object is controlled to release a shooting skill to a virtual prop carried by the second virtual object.

[0312] For step 3102, which is equivalent to the user controlling the first virtual object to steal the virtual props of the second virtual object, in some embodiments, step 3107 can be executed when the first virtual object is in the warning range and in the field of view of the second virtual object, or when the second virtual object is in the escape range.

[0313] When the first virtual object is in the warning range and in the field of view of the second virtual object, in response to the second virtual object being in the first skill range, the first virtual object is controlled to release the shooting skill to the virtual props carried by the second virtual object. The first skill range can be smaller than the warning range and larger than the escape range, which can be set according to actual usage requirements.

[0314] If the object capture skill is released successfully, step 3106 may be executed, and if the object capture skill is released unsuccessfully, step 3107 may be executed. If the object capture skill is released unsuccessfully, one or more of steps 3103, 3104, and 3105 may also be executed. Fig.31 not shown).

[0315] In step 3103, the first virtual object is controlled to use the first attacking prop to attack the virtual prop, so that the first attribute value of the virtual prop decreases.

[0316] For step 3103, if the first attribute value of the virtual item has not decreased to the first attribute threshold, one or more of steps 3102, 3104, and 3105 may be performed ( Fig.31 (not shown), step 3107 may be further executed. When the first attribute value of the virtual item decreases to the first attribute threshold, step 3106 may be executed.

[0317] For step 3103, the user can control the first virtual object to use the first long-range attack prop to attack the virtual prop, and by accumulating power for the virtual prop, if the virtual prop is destroyed, step 3106 can be executed, and if the virtual prop is not destroyed, step 3107 can be executed.

[0318] The user can also use the first short-range attack prop on the first virtual object. The first virtual object attacks the virtual prop from behind the second virtual object, that is, at a position opposite to the field of view of the second virtual object. If the virtual prop is destroyed, step 3106 can be executed. If the virtual prop is not destroyed, step 3107 can be executed.

[0319] In step 3104, the first virtual object is controlled to use the second attack prop to attack the second virtual object, so that the second attribute value of the second virtual object is reduced.

[0320] For step 3104, if the second attribute value of the virtual item has not decreased to the second attribute threshold, one or more of steps 3102, 3103, and 3105 may be performed ( Fig.31 (not shown), step 3107 may also be performed. When the second attribute value of the virtual item decreases to the second attribute threshold, step 3106 may be performed.

[0321] With respect to step 3104, the second attack prop may be an object virtual vehicle of the first virtual object, for example, the object virtual vehicle is a skateboard.

[0322] In step 3105, in response to a second skill release instruction for the second virtual object, the first virtual object is controlled to release the information acquisition skill to the second virtual object, and in response to the successful release of the information acquisition skill, the field of view of the second virtual object and the result of information acquisition for the field of view are displayed.

[0323] For step 3105, the second skill release instruction is used to obtain information within the field of view of the second virtual object. After executing step 3105, one or more of steps 3102, 3103 and 3104 may be executed.

[0324] In step 3106, the virtual prop is controlled to belong to the first virtual object, and the virtual prop carried by the second virtual object is controlled to disappear. For step 3106, when the virtual prop is controlled to belong to the first virtual object by the object shooting skill, only the virtual prop carried by the second virtual object is controlled to disappear, and then step 3107 can be executed. When the virtual prop is controlled to belong to the first virtual object by attacking the virtual prop, when the virtual prop carried by the second virtual object is controlled to disappear, step 3107 can be executed. When the virtual prop is controlled to belong to the first virtual object by attacking the second virtual object, the second virtual object can be controlled to disappear from the virtual scene.

[0325] In step 3107 , the second virtual object is controlled to move away from the first virtual object.

[0326] With respect to step 3107, in some embodiments, the second virtual object may be controlled to summon a virtual vehicle, and the second virtual object may be controlled to ride the virtual vehicle away from the first virtual object. In some embodiments, the second virtual object may be controlled to run away from the first virtual object, and in response to the second virtual object running a distance greater than the first distance, the second virtual object may be controlled to perform a hole digging operation on the virtual ground, and the second virtual object may be controlled to gradually enter below the virtual ground as the hole digging operation is performed, until the second virtual object disappears in the virtual scene.

[0327] With respect to the above steps 3103 and 3104, the virtual prop is the weakness of the second virtual object, the first attribute value is less than the second attribute value, and the virtual prop will break after the health value of the virtual prop returns to zero to generate prop drops. The prop drops can be virtual props, and can also be a part of the virtual prop, that is, virtual sub-props. When the number of virtual sub-props obtained by the first virtual object reaches the quantity threshold, the virtual prop can be generated. For example, the second virtual object and the virtual prop have independent health values, the health value of the second virtual object is higher than the health value of the virtual prop, the virtual gem will fall when the health value of the virtual object is 0, and the second virtual object will die and drop beast meat and virtual gems when the health value of the second virtual object is 0.

[0328] In some embodiments, for step 3103 and step 3104, the user can select a long-range attack prop or a short-range attack prop according to actual usage requirements. For details, please refer to the description of the first attack prop and the second attack prop, which will not be repeated here. For executing step 3102 and executing step 3107, for releasing the shooting skill, after entering the first skill range (i.e., the shooting range), the first virtual object can release the shooting skill to obtain virtual props, and the virtual props carried by the second virtual object disappear. When the virtual props belong to the first virtual object, the second virtual object moves away from the first virtual object.

[0329] In the present application, the second virtual object can be in different forms according to the distance between the first virtual object and the second virtual object, which is described in detail below. The second virtual object has a warning range, an escape range, and an attack range. When the first virtual object enters the warning range and the second virtual object's frontal field of view faces the first virtual object, it will be alarmed by the first virtual object's movement, attack, and use of skills (skills include photography skills and information acquisition skills) and then escape (that is, away from the first virtual object). Once the first virtual object enters the escape range of the second virtual object or is hit by any attack, the second virtual object will escape (that is, away from the first virtual object).

[0330] The behavior of the second virtual object is described in detail below. When the first virtual object does not enter the warning range, the second virtual object will move and change direction. When the first virtual object enters the warning range but the second virtual object does not find the player, the first virtual object attacks and hits the second virtual object, and the long-range bullet (i.e., long-range attack prop) hits the vicinity of the second virtual object (corresponding to the distance between the drop position of the third attack prop and the position of the second virtual object is less than the fourth distance), the second virtual object will run away (i.e., away from the first virtual object).

[0331] Before the second virtual object escapes (that is, moves away from the first virtual object), there will be a certain length of pre-swing to give the first virtual object the final output window (for example, the duration corresponding to the pre-swing can be 5s), that is, the second virtual object is in a pause state. When the second virtual object is in a pause state, the user can control the first virtual object to release one or more of the following skills: photographing objects, attacking the second virtual object, attacking virtual props, and releasing information acquisition skills (i.e., clairvoyance).

[0332] When the first virtual object enters the alert range and the second virtual object discovers the player, if the first virtual object is stationary and the duration of the stationary state reaches the fifth duration, that is, the duration of the second virtual object's continuous alert state reaches the fifth duration, the second virtual object will continue to turn around and patrol (that is, be in a patrol state), and then turn to the first virtual object after a period of time to play the alert action. The second virtual object in alert will display a question mark above its head.

[0333] Several mechanisms involved in the embodiments of the present application are described below. The first mechanism, the escape mechanism, can maintain the first behavior tree in the alert state. When the first virtual object enters the alert range and the second virtual object's frontal field of view is facing the first virtual object, an alert detection node can be added. When the first virtual object moves, attacks, and uses skills (skills include photography skills and information acquisition skills), the second virtual object moves away from the first virtual object.

[0334] The second mechanism is the combat mechanism, where the combat range is the range corresponding to the third circle with the second virtual object as the center point of the third circle and the fifth distance as the radius. The second behavior tree in the combat state can be maintained, and a combat detection node can be added. When the first virtual object is in the combat range, the second virtual object can be controlled to attack the first virtual object.

[0335] The third mechanism is the virtual item weakness mechanism, which uses the part (corresponding to the virtual item carried by the second virtual object) to destroy the function. The virtual item is a capsule body, and the first attribute value can be set separately to respond to the attack of the attack item. The second virtual object does not carry any virtual item.

[0336] Through the virtual object interaction method provided in the embodiment of the present application, the first virtual object and the second virtual object can have multiple interaction modes, and the multiple interaction modes can be combined with each other, which can enrich the diversity of the interaction modes.

[0337] The following is a description of an exemplary structure of a virtual object interaction device 455 provided in an embodiment of the present application implemented as a software module. In some embodiments, Figure 2 As shown, the software modules stored in the virtual object interaction device 455 of the memory 450 may include:

[0338] A display module 4551 is used to display a first virtual object and a second virtual object in a virtual scene, wherein the second virtual object carries a virtual prop;

[0339] a response module 4552, configured to respond to an operation instruction for the first virtual object, control the first virtual object to obtain the virtual prop by executing the operation indicated by the operation instruction, and control the virtual prop carried by the second virtual object to disappear;

[0340] The operation instruction includes at least one of the following: a first skill release instruction for instructing the release of a photographing skill, and an attack instruction for instructing an attack.

[0341] In some embodiments, the response module 4552 is also used to control the first virtual object to release the photography skill to the virtual prop carried by the second virtual object in response to the first skill release instruction for the first virtual object, when the operation instruction includes the first skill release instruction and the first skill release instruction is used to instruct the release of the photography skill; wherein the photography skill is used to capture the virtual prop carried by the second virtual object; and in response to the successful release of the photography skill, control the virtual prop to belong to the first virtual object.

[0342] In some embodiments, the response module 4552 is also used to display a first prompt message in response to a first skill release instruction for the first virtual object, wherein the first prompt message is used to prompt a hit area of ​​the photography skill; in response to the presence of the second virtual object in the hit area indicated by the first prompt message, the first virtual object is controlled to release the photography skill to the virtual prop carried by the second virtual object.

[0343] In some embodiments, the response module 4552 is also used to, after displaying the first prompt information, control the first virtual object to continuously release the photography skill in response to the absence of the second virtual object in the hit area indicated by the first prompt information; and control the first virtual object to cancel the release of the photography skill in response to the duration of releasing the photography skill reaching a first duration.

[0344] In some embodiments, the response module 4552 is also used to, after displaying the first prompt information, adjust the viewing angle of the first virtual object in response to an adjustment instruction for the viewing angle of the first virtual object in response to a situation where the second virtual object does not exist in the hit area indicated by the first prompt information, so that the second virtual object exists in the hit area.

[0345] In some embodiments, the response module 4552 is also used to, after displaying the first prompt information, display the first prompt information in a first display style in response to the presence of the second virtual object in the hit area indicated by the first prompt information; and display the first prompt information in a second display style that is different from the first display style in response to the absence of the second virtual object in the hit area indicated by the first prompt information.

[0346] In some embodiments, the response module 4552 is also used to display a second prompt message in response to the first virtual object releasing the photography skill to the virtual prop carried by the second virtual object, wherein the second prompt message is used to prompt the duration of the effect of the photography skill on the virtual prop; in response to the duration of the effect represented by the second prompt message reaching a second duration, it is determined that the photography skill has been released successfully.

[0347] In some embodiments, the response module 4552 is further used to control the first virtual object to perform a first action corresponding to the photography skill, the first action being used to represent that the first virtual object releases the photography skill to the virtual item; during the execution of the first action, a first skill effect associated with the photography skill is displayed. In some embodiments, the response module 4552 is further used to control the first virtual object to perform a second action corresponding to the photography skill in response to the successful release of the photography skill, the second action being used to represent that the first virtual object captures the virtual item; during the execution of the second action, an attribution effect is displayed, the attribution effect being used to indicate that the virtual item moves from the second virtual object to the first virtual object.

[0348] In some embodiments, the response module 4552 is also used to display the object information of the second virtual object and display the second skill special effect in response to the first virtual object releasing the photography skill to the virtual prop carried by the second virtual object, wherein the second skill special effect is used to indicate that the photography skill acts on the second virtual object.

[0349] In some embodiments, in the case where the operation instruction includes an attack instruction for instructing an attack, the attack instruction includes a first attack instruction and a second attack instruction; the response module 4552 is also used to respond to the first attack instruction for the first virtual object, the first attack instruction is used to attack the second virtual object, and control the first virtual object to obtain the virtual prop by attacking the second virtual object; respond to the second attack instruction for the second virtual object, the second attack instruction is used to attack the virtual prop, and control the first virtual object to obtain the virtual prop by attacking the virtual prop.

[0350] In some embodiments, the response module 4552 is further used to control the first virtual object to use a first attack prop to attack the virtual prop, so that the first attribute value of the virtual prop decreases; in response to the first attribute value decreasing to a first attribute threshold, control the virtual prop to belong to the first virtual object.

[0351] In some embodiments, the response module 4552 is also used to control the first virtual object to use a second attack prop to attack the second virtual object, so that the second attribute value of the second virtual object decreases; in response to the second attribute value decreasing to a second attribute threshold, the virtual prop is controlled to belong to the first virtual object, and the second virtual object is controlled to disappear in the virtual scene.

[0352] In some embodiments, the response module 4552 is further used to generate a drop corresponding to the second virtual object in response to the second attribute value decreasing to the second attribute threshold, and control the drop to belong to the first virtual object.

[0353] In some embodiments, the response module 4552 is further used to, in response to the first virtual object failing to acquire the virtual prop by executing the operation indicated by the operation instruction, keep the second virtual object carrying the virtual prop and control the second virtual object to move away from the first virtual object; or, in response to the virtual prop carried by the second virtual object disappearing, control the second virtual object to move away from the first virtual object.

[0354] In some embodiments, the response module 4552 is further used to control the second virtual object to run away from the first virtual object; in response to the second virtual object running a distance greater than the first distance, control the second virtual object to perform a hole digging operation on the virtual ground, and control the second virtual object to gradually enter below the virtual ground along with the execution of the hole digging operation until the second virtual object disappears in the virtual scene. In some embodiments, the response module 4552 is further used to control the second virtual object to summon a virtual vehicle, and control the second virtual object to ride the virtual vehicle away from the first virtual object.

[0355] In some embodiments, the response module 4552 is further used to control the second virtual object to be in a pause state relative to the first virtual object before the second virtual object moves away from the first virtual object; in response to the second virtual object being in the pause state for a third time period, control the second virtual object to move away from the first virtual object.

[0356] In some embodiments, the response module 4552 is also used to respond to an operation instruction for the first virtual object, control the first virtual object to obtain the virtual prop by executing the operation indicated by the operation instruction, and in response to the distance between the first virtual object and the second virtual object being greater than a second distance, control the second virtual object to move within a patrol range; in response to the duration of the second virtual object facing the first direction reaching a fourth duration, control the second virtual object to face a second direction different from the first direction.

[0357] In some embodiments, the response module 4552 is also used to respond to an operation instruction for the first virtual object, control the first virtual object to obtain the virtual prop by executing the operation indicated by the operation instruction before, in response to the distance between the first virtual object and the second virtual object being less than a second distance, and the distance between the first virtual object and the second virtual object being greater than a third distance, control the second virtual object to turn toward the first virtual object; wherein the second distance is greater than the third distance; in response to the first virtual object being within the field of view of the second virtual object, control the second virtual object to be in an alert state; in response to the first virtual object not being within the field of view of the second virtual object, keep the original state of the second virtual object unchanged.

[0358] In some embodiments, the response module 4552 is further used to perform at least one of the following while the second virtual object is in the alert state: in response to the first virtual object moving within the alert range, controlling the second virtual object to move away from the first virtual object, wherein the alert range is a range determined based on the second distance and the third distance; in response to the first virtual object releasing a skill, controlling the second virtual object to move away from the first virtual object; in response to the first virtual object attacking the second virtual object, controlling the second virtual object to move away from the first virtual object.

[0359] In some embodiments, the response module 4552 is further used to control the second virtual object to move away from the first virtual object in response to the first virtual object using a third attack prop to attack the second virtual object and the distance between the falling position of the third attack prop and the position of the second virtual object is less than a fourth distance when the second virtual object is in the original state.

[0360] In some embodiments, the response module 4552 is further used to display a third prompt message in response to the first virtual object being within the field of view of the second virtual object, wherein the third prompt message is used to prompt that the second virtual object is in an alert state; while the second virtual object is in the alert state, in response to the first virtual object being in a stationary state and the duration of the stationary state reaching a fifth duration, the second virtual object is controlled to switch from the alert state to the original state, and the third prompt message is cancelled.

[0361] In some embodiments, the response module 4552 is also used to respond to an operation instruction for the first virtual object, control the first virtual object to obtain the virtual prop by executing the operation indicated by the operation instruction, and in response to the distance between the first virtual object and the second virtual object being less than a fifth distance, control the second virtual object to attack the first virtual object.

[0362] In some embodiments, the response module 4552 is also used to respond to a second skill release instruction for the second virtual object, where the second skill release instruction is used to obtain information within the field of view of the second virtual object, and control the first virtual object to release the information acquisition skill to the second virtual object; in response to the successful release of the information acquisition skill, the field of view of the second virtual object and the result of information acquisition for the field of view are displayed.

[0363] The embodiment of the present application provides a computer program product, which includes a computer program or a computer executable instruction, and the computer program or the computer executable instruction is stored in a computer-readable storage medium. The processor of the electronic device reads the computer executable instruction from the computer-readable storage medium, and the processor executes the computer executable instruction, so that the electronic device executes the virtual object interaction method described in the embodiment of the present application.

[0364] The present application embodiment provides a computer-readable storage medium in which computer executable instructions or computer programs are stored. When the computer executable instructions or computer programs are executed by a processor, the processor will execute the virtual object interaction method provided by the present application embodiment, for example, Figure 3 The interactive method of the virtual object is shown.

[0365] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or may be various devices including one or any combination of the above memories.

[0366] In some embodiments, computer executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.

[0367] As an example, computer-executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file storing other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files storing one or more modules, subroutines, or code portions).

[0368] As an example, computer executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed at multiple sites and interconnected by a communication network.

[0369] In the present application, the first virtual object can obtain virtual props by releasing shooting skills and / or attacking. That is, the first virtual object and the second virtual object can interact with each other in a variety of interactive ways. When the first virtual object does not obtain virtual props, the second virtual object can be displayed as carrying virtual props. When the first virtual object obtains virtual props, the virtual props carried by the second virtual object can be controlled to disappear. That is, the user can intuitively know whether the second virtual object carries virtual props, and when the second virtual object carries virtual props, one or more interactive ways can be used to obtain virtual props. Compared with related technologies, it provides rich interactive ways and can improve the user's gaming experience. Able to solve the above technical problems 1

[0370] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims

1. A virtual object interaction method, characterized in that: The method comprises: Displaying a first virtual object and a second virtual object in a virtual scene, wherein the second virtual object carries a virtual prop; In response to an operation instruction for the first virtual object, controlling the first virtual object to obtain the virtual prop by executing the operation indicated by the operation instruction, and controlling the virtual prop carried by the second virtual object to disappear; The operation instruction includes at least one of the following: a first skill release instruction for instructing the release of a photographing skill, and an attack instruction for instructing an attack.

2. The method according to claim 1, characterized in that In response to the operation instruction for the first virtual object, controlling the first virtual object to obtain the virtual prop by executing the operation indicated by the operation instruction includes: In a case where the operation instruction includes the first skill release instruction and the first skill release instruction is used to instruct the release of a photographing skill, in response to the first skill release instruction directed to the first virtual object, controlling the first virtual object to release the photographing skill to a virtual item carried by the second virtual object; The photography skill is used to capture the virtual props carried by the second virtual object; In response to the successful release of the object shooting skill, the virtual prop is controlled to belong to the first virtual object.

3. The method according to claim 2, characterized in that In response to the first skill release instruction for the first virtual object, controlling the first virtual object to release the object capturing skill to the virtual prop carried by the second virtual object includes: In response to a first skill release instruction for the first virtual object, displaying first prompt information, wherein the first prompt information is used to prompt a hit area of ​​the photography skill; In response to the presence of the second virtual object in the hit area indicated by the first prompt information, the first virtual object is controlled to release a shooting skill toward the virtual prop carried by the second virtual object.

4. The method according to claim 3, characterized in that After displaying the first prompt information, the method further includes: In response to the absence of the second virtual object in the hit area indicated by the first prompt information, controlling the first virtual object to continuously release the object capturing skill; In response to the duration of releasing the photography skill reaching a first duration, controlling the first virtual object to cancel the release of the photography skill.

5. The method according to claim 3, characterized in that: After displaying the first prompt information, the method further includes: In the case where the second virtual object does not exist in the hit area indicated by the first prompt information, in response to an instruction to adjust the viewing angle of the first virtual object, the viewing angle of the first virtual object is adjusted so that the second virtual object exists in the hit area.

6. The method according to claim 3, characterized in that: After displaying the first prompt information, the method further includes: In response to the presence of the second virtual object in the hit area indicated by the first prompt information, displaying the first prompt information in a first display style; In response to the absence of the second virtual object in the hit area indicated by the first prompt information, the first prompt information is displayed in a second display style different from the first display style.

7. The method according to claim 2, characterized in that The method further comprises: In response to the first virtual object releasing the object-capturing skill to the virtual item carried by the second virtual object, displaying second prompt information, wherein the second prompt information is used to prompt the duration of the object-capturing skill acting on the virtual item; In response to the action duration represented by the second prompt information reaching a second duration, it is determined that the photography skill is released successfully.

8. The method according to claim 2, characterized in that: The controlling the first virtual object to release the object shooting skill to the virtual prop carried by the second virtual object includes: Controlling the first virtual object to perform a first action corresponding to the photography skill, where the first action is used to represent that the first virtual object releases the photography skill to the virtual prop; During the execution of the first action, the first skill special effect associated with the photography skill is displayed.

9. The method according to claim 2, characterized in that: The method further comprises: In response to the successful release of the photography skill, controlling the first virtual object to perform a second action corresponding to the photography skill, wherein the second action is used to represent that the first virtual object captures the virtual prop; The controlling the virtual prop to belong to the first virtual object includes: During the execution of the second action, an attribution special effect is displayed, where the attribution special effect is used to indicate that the virtual prop moves from the second virtual object to the first virtual object.

10. The method according to claim 2, characterized in that The method further comprises: In response to the first virtual object releasing the photography skill to the virtual prop carried by the second virtual object, the object information of the second virtual object is displayed, and the second skill special effect is displayed, wherein the second skill special effect is used to indicate that the photography skill acts on the second virtual object.

11. The method according to claim 1, characterized in that: In the case where the operation instruction includes an attack instruction for instructing to attack, the attack instruction includes a first attack instruction and a second attack instruction; In response to the operation instruction for the first virtual object, controlling the first virtual object to obtain the virtual prop by performing the operation indicated by the operation instruction includes at least one of the following: In response to the first attack instruction for the first virtual object, the first attack instruction is used to attack the second virtual object, and the first virtual object is controlled to obtain the virtual prop by attacking the second virtual object; In response to the second attack instruction for the second virtual object, the second attack instruction is used to attack the virtual prop, and the first virtual object is controlled to obtain the virtual prop by attacking the virtual prop.

12. The method according to claim 11, characterized in that The controlling the first virtual object to acquire the virtual prop by attacking the virtual prop includes: Controlling the first virtual object to use a first attacking prop to attack the virtual prop, so that a first attribute value of the virtual prop decreases; In response to the first attribute value decreasing to a first attribute threshold, the virtual prop is controlled to belong to the first virtual object.

13. The method according to claim 11, characterized in that The controlling the first virtual object to acquire the virtual prop by attacking the second virtual object comprises: Controlling the first virtual object to use a second attacking item to attack the second virtual object, so that the second attribute value of the second virtual object decreases; In response to the second attribute value decreasing to a second attribute threshold, the virtual prop is controlled to belong to the first virtual object, and the second virtual object is controlled to disappear in the virtual scene.

14. The method according to claim 13, characterized in that The method further comprises: In response to the second attribute value decreasing to the second attribute threshold, a dropped object corresponding to the second virtual object is generated, and the dropped object is controlled to belong to the first virtual object.

15. The method according to claim 1, characterized in that The method further comprises: In response to the first virtual object failing to acquire the virtual prop by executing the operation indicated by the operation instruction, keeping the second virtual object carrying the virtual prop and controlling the second virtual object to move away from the first virtual object; or In response to the virtual prop carried by the second virtual object disappearing, the second virtual object is controlled to move away from the first virtual object.

16. The method according to claim 15, characterized in that The controlling the second virtual object to move away from the first virtual object comprises: controlling the second virtual object to run away from the first virtual object; In response to the second virtual object running a distance greater than the first distance, the second virtual object is controlled to perform a digging operation on the virtual ground, and along with the execution of the digging operation, the second virtual object is controlled to gradually enter below the virtual ground until the second virtual object disappears in the virtual scene.

17. The method according to claim 15, characterized in that The controlling the second virtual object to move away from the first virtual object comprises: The second virtual object is controlled to summon a virtual vehicle, and the second virtual object is controlled to ride the virtual vehicle away from the first virtual object.

18. The method according to claim 15, characterized in that Before controlling the second virtual object to move away from the first virtual object, the method further includes: controlling the second virtual object to be in a pause state with respect to the first virtual object; The controlling the second virtual object to move away from the first virtual object comprises: In response to the time duration during which the second virtual object is in the pause state reaching a third time duration, the second virtual object is controlled to move away from the first virtual object.

19. The method according to claim 1, characterized in that Before, in response to the operation instruction for the first virtual object, controlling the first virtual object to obtain the virtual prop by executing the operation indicated by the operation instruction, the method further includes: In response to the distance between the first virtual object and the second virtual object being greater than a second distance, controlling the second virtual object to move within a patrol range; In response to the duration that the second virtual object faces the first direction reaching a fourth duration, the second virtual object is controlled to face a second direction different from the first direction.

20. The method according to claim 1, characterized in that Before, in response to the operation instruction for the first virtual object, controlling the first virtual object to obtain the virtual prop by executing the operation indicated by the operation instruction, the method further includes: In response to the distance between the first virtual object and the second virtual object being less than a second distance, and the distance between the first virtual object and the second virtual object being greater than a third distance, controlling the second virtual object to turn toward the first virtual object; Wherein, the second distance is greater than the third distance; In response to the first virtual object being in the field of view of the second virtual object, controlling the second virtual object to be in an alert state; In response to the first virtual object not being within the field of view of the second virtual object, maintaining the original state of the second virtual object unchanged.

21. The method according to claim 20, characterized in that While the second virtual object is in the alert state, the method further includes at least one of the following: In response to the first virtual object moving within a warning range, controlling the second virtual object to move away from the first virtual object, the warning range being a range determined based on the second distance and the third distance; In response to the first virtual object releasing a skill, controlling the second virtual object to move away from the first virtual object; In response to the first virtual object attacking the second virtual object, the second virtual object is controlled to move away from the first virtual object.

22. The method according to claim 20, characterized in that The method further comprises: When the second virtual object is in the original state, in response to the first virtual object using the third attack prop to attack the second virtual object and the distance between the falling position of the third attack prop and the position of the second virtual object is less than a fourth distance, the second virtual object is controlled to move away from the first virtual object.

23. The method according to claim 20, characterized in that The method further comprises: In response to the first virtual object being in the field of view of the second virtual object, displaying third prompt information, wherein the third prompt information is used to prompt that the second virtual object is in an alert state; While the second virtual object is in the alert state, in response to the first virtual object being in a stationary state and the duration of being in the stationary state reaching a fifth duration, the second virtual object is controlled to switch from the alert state to the original state, and the third prompt information is canceled.

24. The method according to claim 1, characterized in that Before, in response to the operation instruction for the first virtual object, controlling the first virtual object to obtain the virtual prop by executing the operation indicated by the operation instruction, the method further includes: In response to the distance between the first virtual object and the second virtual object being less than a fifth distance, the second virtual object is controlled to attack the first virtual object.

25. The method according to claim 1, characterized in that The method further comprises: In response to a second skill release instruction for the second virtual object, the second skill release instruction is used to obtain information within the field of view of the second virtual object, and control the first virtual object to release the information acquisition skill to the second virtual object; In response to the successful release of the information acquisition skill, the field of view of the second virtual object and the result of information acquisition for the field of view are displayed.

26. A virtual object interaction device, characterized in that: The device comprises: A display module, configured to display a first virtual object and a second virtual object in a virtual scene, wherein the second virtual object carries a virtual prop; a response module, configured to respond to an operation instruction for the first virtual object, control the first virtual object to obtain the virtual prop by executing the operation indicated by the operation instruction, and control the virtual prop carried by the second virtual object to disappear; The operation instruction includes at least one of the following: a first skill release instruction for instructing the release of a photographing skill, and an attack instruction for instructing an attack.

27. An electronic device, characterized in that: include: Memory for storing computer executable instructions or computer programs; A processor is used to implement the virtual object interaction method described in any one of claims 1 to 25 when executing the computer executable instructions or computer programs stored in the memory.

28. A computer-readable storage medium, characterized in that: Computer executable instructions or computer programs are stored, which are used to cause a processor to execute and implement the virtual object interaction method described in any one of claims 1 to 25.

29. A computer program product comprising computer executable instructions or a computer program, characterized in that: When the computer executable instructions or computer programs are executed by a processor, the virtual object interaction method described in any one of claims 1 to 25 is implemented.

Citation Information

Cited By

  • Virtual object interaction method and apparatus, electronic device, computer-readable storage medium, and computer program product

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