Virtual object control method and device, equipment, storage medium and program product

By displaying the bunker logo of the virtual bunker in a virtual scene and controlling the virtual object to move to the corresponding position in response to the player's selection operation, the problem of cumbersome virtual object control in the prior art is solved, and the human-computer interaction efficiency and operation accuracy are improved.

CN119925929APending Publication Date: 2025-05-06SHENZHEN TENCENT NETWORK INFORMATION TECH CO LTD
View PDF 0 Cites 1 Cited by

Patent Information

Application Number
CN202510235168.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-02-27
Publication Date
2025-05-06

AI Technical Summary

Technical Problem

In the prior art, the control of virtual objects in virtual scenes requires tedious manual operations, resulting in low human-computer interaction efficiency and affecting the user experience.

Method used

By displaying the bunker identity of the virtual bunker in the virtual scene and in response to the player's selection operation, the virtual object is controlled to move to the corresponding virtual bunker location, simplifying the operation process.

Benefits of technology

It improves human-computer interaction efficiency, simplifies the selection process of virtual bunkers, and enhances the accuracy and user experience of operations.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119925929A_ABST
    Figure CN119925929A_ABST
Patent Text Reader

Abstract

The invention provides a virtual object control method and device, equipment, a storage medium and a program product. The method comprises the steps that a virtual scene is displayed, and the virtual scene comprises a first virtual object and at least one virtual blindage; in response to the blindage detection operation, blindage identifiers of at least one virtual blindage are displayed in the virtual scene, and the blindage identifiers are in one-to-one correspondence with the virtual blindages; the first virtual object is controlled to move to a first position in response to a selection operation for at least one blindage identifier, and the distance between the first position and the virtual blindage corresponding to the selected blindage identifier is smaller than a first distance threshold value.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present application relates to computer human-computer interaction technology, and in particular to a control method, device, equipment, storage medium and program product of a virtual object. Background Art

[0002] Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information, especially the display technology of virtual scenes. It can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application needs, and has various typical application scenarios. For example, in virtual scenes such as games, it can simulate the real battle process between virtual objects.

[0003] In a virtual scene, players can control virtual objects to fight against other virtual objects. During the confrontation, they can use virtual cover to avoid attacks from other virtual objects.

[0004] In the related art, the player controls the virtual object to move to the location of the virtual cover, and then controls the virtual object to crouch and hide in the virtual scene to avoid attacks from other virtual objects. Since this interactive operation requires cumbersome manual control operations, the human-computer interaction efficiency is poor, which in turn affects the user experience. Summary of the invention

[0005] The embodiments of the present application provide a method, device, equipment, storage medium and program product for controlling a virtual object, which can improve the efficiency of human-computer interaction.

[0006] The technical solution of the embodiment of the present application is implemented as follows:

[0007] The present application provides a method for controlling a virtual object, including:

[0008] Displaying a virtual scene, wherein the virtual scene includes a first virtual object and at least one virtual cover;

[0009] In response to the cover detection operation, displaying a cover mark of at least one of the virtual covers in the virtual scene, wherein the cover mark corresponds to the virtual cover in a one-to-one manner;

[0010] In response to a selection operation on at least one of the cover identifiers, the first virtual object is controlled to move to a first position, wherein a distance between the first position and a virtual cover corresponding to the selected cover identifier is less than a first distance threshold.

[0011] The present application provides a control device for a virtual object, including:

[0012] A display module, configured to display a virtual scene, wherein the virtual scene includes a first virtual object and at least one virtual cover;

[0013] A cover detection module, configured to display a cover identifier of at least one of the virtual covers in the virtual scene in response to a cover detection operation, wherein the cover identifier corresponds to the virtual cover in a one-to-one manner;

[0014] The control module is configured to control the first virtual object to move to a first position in response to a selection operation on at least one of the cover identifiers, wherein a distance between the first position and a virtual cover corresponding to the selected cover identifier is less than a first distance threshold.

[0015] An embodiment of the present application provides an electronic device for controlling a virtual object, the electronic device comprising:

[0016] Memory for storing computer programs or computer executable instructions;

[0017] The processor is used to implement the virtual object control method provided in the embodiment of the present application when executing the computer program or computer executable instructions stored in the memory.

[0018] An embodiment of the present application provides a computer-readable storage medium storing a computer program or computer-executable instructions, which, when executed by a processor, can implement a method for controlling a virtual object provided in an embodiment of the present application.

[0019] An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions, which, when executed by a processor, can implement the virtual object control method provided in the embodiment of the present application.

[0020] The embodiments of the present application have the following beneficial effects:

[0021] In response to the cover detection operation, a cover identifier of at least one virtual cover is displayed in the virtual scene, and the display of the cover identifier is triggered by manual operation, so that the virtual cover in the virtual scene can be viewed according to actual needs, thereby improving the effectiveness of the virtual cover display; in response to the selection operation for at least one cover identifier, the first virtual object is controlled to move to the first position, so that the desired virtual cover can be accurately selected through manual operation. Compared with the cumbersome manual control operation in the related art, the embodiment of the present application can simplify the operation, improve the efficiency of human-computer interaction, and improve the accuracy of selecting the virtual cover. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] Figure 1A is a schematic diagram of an application mode of a virtual object control method provided in an embodiment of the present application;

[0023] Figure 1B It is a schematic diagram of an application mode of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0024] Figure 2 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application;

[0025] Figure 3 is a flowchart of a method for controlling a virtual object provided in an embodiment of the present application;

[0026] Figure 4 is a schematic diagram of an arrangement and display of shelter marks provided in an embodiment of the present application;

[0027] Figure 5 is a schematic diagram of a personal computer quickly entering and exiting a virtual bunker provided by an embodiment of the present application;

[0028] Figure 6 is a schematic diagram of selecting and confirming a virtual bunker on a personal computer provided in an embodiment of the present application;

[0029] Figure 7 is a schematic diagram of a rotation viewing angle provided in an embodiment of the present application;

[0030] Figure 8 is a schematic diagram of a mobile operation on a personal computer provided in an embodiment of the present application;

[0031] Fig. 9 is a schematic diagram of switching between shelters of a personal computer provided in an embodiment of the present application;

[0032] Fig.10 It is a schematic diagram of switching within a bunker selected by a personal computer provided in an embodiment of the present application;

[0033] Fig.11 This is a schematic diagram of a mobile game terminal quickly entering and exiting a virtual bunker provided by an embodiment of the present application;

[0034] Fig.12 is a schematic diagram of selecting and confirming a virtual bunker on a mobile game terminal provided in an embodiment of the present application;

[0035] Fig.13 It is a schematic diagram of switching between bunkers on a mobile game terminal provided in an embodiment of the present application;

[0036] Fig.14 It is a schematic diagram of switching within a bunker selected by a mobile game terminal provided in an embodiment of the present application;

[0037] Fig.15 It is a technical side process diagram provided by an embodiment of the present application.

[0038] It should be pointed out that the above-mentioned "first" and "second" are only used to distinguish different solutions, and do not represent the degree of superiority or inferiority of the solutions or the priority in the implementation process. DETAILED DESCRIPTION

[0039] 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.

[0040] In the following description, the terms "first\second" 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" 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.

[0041] 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.

[0042] 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.

[0043] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as those commonly understood by those skilled in the art to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.

[0044] 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.

[0045] 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.

[0046] 1) In response to: 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 may be executed.

[0047] 2) Client: An application running in a terminal to provide various services, such as a video player client, a game client, etc.

[0048] 3) Virtual scene: A virtual game scene displayed (or provided) when the game program is running on the terminal. The virtual scene can be a simulation environment of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc. The land may include environmental elements such as deserts and cities, and users can control virtual objects to move in the virtual scene.

[0049] 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 characters and animals displayed in a virtual scene. The virtual object can be a virtual character in a virtual scene that represents a user. A 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.

[0050] 5) Virtual objects: various items that can be interacted with in virtual scenes. Refers to entities that players can obtain, use, collect, attack, and protect in the game, such as virtual props, virtual levels, virtual defense towers, virtual equipment, etc., which are usually closely related to the player's game progress and character development.

[0051] 6) Virtual cover: In a virtual scene, virtual cover refers to a virtual object that a player controls to avoid enemy attacks or hide himself. Virtual cover is an important mechanism in tactical games (such as shooting games and strategy games), which can provide protection for players to reduce damage or create favorable combat conditions.

[0052] 7) Scene data: represents various characteristics of virtual objects in the virtual scene during the interaction process, for example, it may include the position of the virtual object in the virtual scene. Of course, different types of characteristics may be included according to the type of virtual scene; for example, in a virtual scene of a game, scene data may include the waiting time required for various functions configured in the virtual scene (depending on the number of times the same function can be used within a specific time), and may also represent the attribute values ​​of various states of the game character, such as health value (also called red volume) and magic value (also called blue volume).

[0053] The embodiments of the present application provide a control method, device, electronic device, computer-readable storage medium, and computer program product for a virtual object, which can improve the efficiency of human-computer interaction. In order to facilitate easier understanding of the control method for a virtual object provided in the embodiments of the present application, an exemplary implementation scenario of the control method for a virtual object provided in the embodiments of the present application is first described. The virtual scene in the control method for a virtual object provided in the embodiments of the present application can be completely based on terminal output, or based on the coordinated output of a terminal and a server.

[0054] In some embodiments, the virtual scene can be an environment for game characters to interact. For example, it can be an environment for game characters to fight in the virtual scene. By controlling the actions of the game characters, both parties can interact in the virtual scene, allowing users to relieve life stress during the game.

[0055] In one implementation scenario, see Figure 1A , Figure 1A It is a schematic diagram of the application mode of the virtual object control method provided in the embodiment of the present application, which is suitable for some application modes that completely rely on the graphics processing hardware computing power of the terminal 400 to complete the relevant data calculation of the virtual scene 100, such as stand-alone / offline mode games, and the output of the virtual scene is completed through various types of terminals 400 such as smart phones, tablet computers and virtual reality / augmented reality devices.

[0056] As an example, types of graphics processing hardware include a central processing unit (CPU) and a graphics processing unit (GPU).

[0057] When forming a visual perception of the virtual scene 100, the terminal 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs video frames that can form a visual perception of the virtual scene through the graphics output hardware, for example, presenting two-dimensional video frames on the display screen of a smartphone, or projecting video frames to achieve a three-dimensional display effect on the lenses of augmented reality / virtual reality glasses; in addition, in order to enrich the perception effect, the terminal 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.

[0058] As an example, a client 410 (e.g., a stand-alone game application) is running on the terminal 400. During the operation of the client 410, a virtual scene including virtual objects is output. The virtual scene may be an environment for game characters to interact, such as a plain, a street, a valley for game characters to fight, or a room for game characters to build, etc.; taking the third-person perspective display of the virtual scene 100 as an example, a first virtual object 110 and a virtual cover 120 are displayed in the virtual scene 100. The first virtual object 110 may be a game character controlled by a user (or player), that is, the first virtual object 110 is controlled by a real user and will operate in the virtual scene in response to the real user's operation on buttons (including joystick buttons, attack buttons, defense buttons, etc.). For example, when the real user moves the joystick button to the left, the virtual object will move to the left in the virtual scene, and can also remain still, jump, and use various functions (such as skills and props). The first virtual object 110 can dodge through the virtual cover 120.

[0059] For example, a first virtual object 110 and a virtual cover 120 controlled by a player are displayed in a virtual scene 100. In response to a cover detection operation, a cover identifier 130 of the virtual cover 120 is displayed in the virtual scene 100, wherein the cover identifier corresponds to the virtual cover one-to-one. In response to a selection operation on the cover identifier 130, the first virtual object 110 is controlled to move to a first position, wherein the distance between the first position and the virtual cover corresponding to the selected cover identifier is less than a first distance threshold. The display of the cover identifier is triggered by manual operation, so that the virtual cover in the virtual scene can be viewed according to actual needs, thereby improving the effectiveness of the virtual cover display. The desired virtual cover can be accurately selected through manual operation. Compared with the cumbersome manual control operation in the related art, the embodiment of the present application can simplify the operation, improve the efficiency of human-computer interaction, and improve the accuracy of selecting the virtual cover.

[0060] In another implementation scenario, see Figure 1B , Figure 1BIt is a schematic diagram of an application mode of the interactive processing method of the virtual scene provided in an embodiment of the present application, which is applied to the terminal 400 and the server 200, and is suitable for an application mode that relies on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene at the terminal 400.

[0061] Taking the visual perception of the virtual scene 100 as an example, the server 200 calculates the virtual scene related display data (such as scene data) and sends it to the terminal 400 through the network 300. The terminal 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the display data, and relies on the graphics output hardware to output the virtual scene to form a visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame with a three-dimensional display effect can be projected on the lenses of augmented reality / virtual reality glasses. For the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0062] As an example, a client 410 (e.g., an online version of a game application) is running on the terminal 400, which interacts with other users in a game by connecting to a server 200 (e.g., a game server). The terminal 400 outputs a virtual scene 100 of the client 410. Taking the third-person perspective display of the virtual scene 100 as an example, a first virtual object 110 and a virtual cover 120 are displayed in the virtual scene 100. The first virtual object 110 may be a game character controlled by a user (or player), that is, the first virtual object 110 is controlled by a real user and will operate in the virtual scene in response to the real user's operation of buttons (including joystick buttons, attack buttons, defense buttons, etc.). For example, when the real user moves the joystick button to the left, the virtual object will move to the left in the virtual scene, and can also remain still, jump, and use various functions (such as skills and props). The first virtual object 110 can dodge through the virtual cover 120.

[0063] For example, the terminal 400 outputs the virtual scene 100 sent by the server 200, and displays the first virtual object 110 and the virtual cover 120 controlled by the player in the virtual scene 100. In response to the cover detection operation, the cover identifier 130 of the virtual cover 120 is displayed in the virtual scene 100, wherein the cover identifier corresponds to the virtual cover one-to-one, and in response to the selection operation on the cover identifier 130, the first virtual object 110 is controlled to move to a first position, wherein the distance between the first position and the virtual cover corresponding to the selected cover identifier is less than a first distance threshold, and the display of the cover identifier is triggered by manual operation, so as to view the virtual cover in the virtual scene according to actual needs, thereby improving the effectiveness of the virtual cover display; the desired virtual cover is accurately selected through manual operation. Compared with the cumbersome manual control operation in the related art, the embodiment of the present application can simplify the operation, improve the efficiency of human-computer interaction, and improve the accuracy of selecting the virtual cover.

[0064] In some embodiments, the terminal 400 can implement the interactive processing method of the virtual scene provided in the embodiments of the present application by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP, APPlication), that is, a program that needs to be installed in the operating system to run, such as a fighting game APP (that is, the above-mentioned client 410) and a collection game APP; it can also be a small program that can be embedded in any APP, that is, a program that only needs to be downloaded to a browser environment to run. The above-mentioned computer program can be an application, module or plug-in in any form.

[0065] Taking a computer program as an application program as an example, in actual implementation, the terminal 400 installs and runs an application program that supports a virtual scene. The application program can be any one of a first-person shooter game (FPS), a third-person shooter game, a virtual reality application program, a three-dimensional map program, a large world exploration, or a multiplayer gunfight survival game. The user uses the terminal 400 to operate a virtual object in the virtual scene to perform an activity, and the activity includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and building a virtual building. Schematically, the virtual object can be a virtual character, such as a simulated character or an anime character.

[0066] In some embodiments, Figure 1BThe server 200 in the example may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The terminal 400 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, etc., but is not limited thereto. The terminal 400 and the server 200 may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.

[0067] The structure of the electronic device provided by the embodiment of the present application is described below. Figure 2 , Figure 2 Schematic diagram of the structure of the electronic device 500 provided in the embodiment of the present application. Take the electronic device 500 as an example, Figure 2 The electronic device 500 shown includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 540 is not described in detail. Figure 2 Various buses are labeled as bus system 540 .

[0068] The processor 510 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.

[0069] The memory 550 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. Among them, the non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 550 described in the embodiment of the present application is intended to include any suitable type of memory. The memory 550 optionally includes one or more storage devices that are physically far away from the processor 510.

[0070] In some embodiments, the memory 550 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.

[0071] Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0072] A network communication module 552, used to reach other electronic devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 include: Bluetooth, Wireless Compatibility Authentication (WiFi), and Universal Serial Bus (USB), etc.;

[0073] In some embodiments, the control device of the virtual object provided in the embodiments of the present application can be implemented in software. The control device of the virtual object provided in the embodiments of the present application can be provided as various software embodiments, including various forms including applications, software, software modules, scripts or codes.

[0074] Figure 2 A control device 555 of a virtual object stored in a memory 550 is shown, which may be software in the form of a program and a plug-in, and includes a series of modules, including a display module 5551, a cover detection module 5552, and a control module 5553. These modules are logical, and therefore may be arbitrarily combined or further split according to the functions implemented. The functions of each module will be described below.

[0075] As mentioned above, the control method of the virtual object provided in the embodiment of the present application can be implemented by various types of electronic devices, such as a terminal, a server, or a combination of the two. Therefore, the execution subject of each step will not be repeated below. Figure 3 , Figure 3 is a flow chart of a method for controlling a virtual object provided in an embodiment of the present application, combined with Figure 3 The steps shown are explained.

[0076] It should be noted that Figure 3 The method shown can be executed by various forms of computer programs running on the terminal 400, and is not limited to the above-mentioned client 410, but can also be the above-mentioned operating system, software module and script, so the client should not be regarded as a limitation on the embodiments of the present application.

[0077] In step 101 , a virtual scene is displayed, wherein the virtual scene includes a first virtual object and at least one virtual cover.

[0078] Among them, a first virtual object can be displayed in the virtual scene, and the first virtual object can be a game character controlled by a user (or player); a virtual shelter can be displayed in the virtual scene, and the virtual shelter is a virtual object that can be used in the virtual scene to avoid enemy attacks or hide oneself. The virtual shelter has a protective function, which can block enemy bullets, shells and other attacks, and reduce the damage to the player; the virtual shelter also has a concealment function, which can help the player hide the controlled virtual object to avoid being discovered by the enemy, especially in stealth games; the virtual shelter also has a tactical function, which can provide a tactical advantage for the player, for example, in a shooting game, the player can shoot from behind the virtual shelter, and then quickly hide back in the virtual shelter. The virtual shelter can be a static shelter, such as a fixed virtual object such as a wall, a rock, a vehicle, etc.; the virtual shelter can also be a dynamic shelter, such as a movable box, a destructible wall and other movable or destructible virtual objects. The virtual cover can be a full-height cover, that is, a cover that completely blocks the body of the virtual object, such as a wall; the virtual cover can also be a half-height cover, that is, a cover that partially blocks the body of the virtual object, and the player needs to squat or lie down to be completely hidden, such as a low wall or railing.

[0079] In step 102, in response to a cover detection operation, a cover identifier of at least one virtual cover is displayed in a virtual scene, wherein the cover identifier corresponds to the virtual cover in a one-to-one manner.

[0080] In this way, the virtual cover in the virtual scene is detected through the cover detection operation, and the cover mark of at least one virtual cover is displayed in the virtual scene, so that the display of the cover mark is triggered by manual operation, so that the virtual cover in the virtual scene can be viewed according to actual needs, thereby improving the effectiveness of the virtual cover display.

[0081] In some embodiments, step 102 may be implemented in the following manner: in response to a trigger operation on a first functional control integrated with a cover detection function, a cover mark of at least one virtual cover is displayed in a virtual scene. The embodiment of the present application is not limited to the operation form of the trigger operation, for example, it may be a contact operation such as clicking, double-clicking, sliding, etc.; it may also be a non-contact operation such as somatosensory detection, eye movement detection, voice triggering, etc.

[0082] For example, if the first functional control is a physical key included in the electronic device for implementing the control method of the virtual object, then in response to the trigger operation on the physical key, the cover mark of at least one virtual cover is displayed in the virtual scene. As an example, the first functional control is a designated key (such as the C key) on the keyboard, and in response to the long press operation on the C key, the virtual cover in the virtual scene is detected in real time, and the cover mark of at least one virtual cover is displayed in the virtual scene, so that the player can select a suitable virtual cover to hide according to the cover mark.

[0083] For example, if the first functional control is a virtual control displayed in a virtual scene, then in response to a trigger operation on the virtual control, a cover mark of at least one virtual cover is displayed in the virtual scene. Fig.12 As shown, in response to pressing the cover button 1201 (i.e., the first functional control), the virtual cover in the virtual scene is detected in real time, and a cover mark 1203 is displayed on the virtual cover 1202, so that the player can select a suitable virtual cover for hiding according to the cover mark.

[0084] In this way, by triggering the first functional control integrated with the cover detection function, the detection function of the virtual cover is quickly triggered through a simple control trigger, so that the virtual cover in the virtual scene can be quickly viewed according to actual needs, thereby improving the effectiveness of the virtual cover display.

[0085] In some embodiments, step 102 can be implemented in the following ways: in response to a movement control operation on the first virtual object, controlling the first virtual object to move toward any virtual cover; in response to the positional relationship between the first virtual object and any virtual cover satisfying a set positional relationship during the movement of the first virtual object, displaying a cover identifier of at least one virtual cover in the virtual scene.

[0086] In this way, by controlling the first virtual object to move to the vicinity of the desired virtual cover, the detection function of the virtual cover is automatically triggered during the movement, so that the virtual cover in the virtual scene can be viewed according to the flexible movement operation, thereby improving the flexibility of virtual cover display.

[0087] In some embodiments, displaying a cover mark of at least one virtual cover in a virtual scene may be achieved in the following manner: displaying a cover mark of at least one virtual cover within a field of view of a first virtual object in the virtual scene.

[0088] Among them, the embodiments of the present application are not limited to the virtual scene under the first-person perspective. The virtual scene can be a scene under the third-person perspective or a scene under the global perspective.

[0089] In an embodiment of the present application, the cover mark of the virtual cover is displayed only within the field of view of the first virtual object in the virtual scene. In this way, the selection range of the virtual cover can be narrowed so that the player can quickly select a suitable virtual cover, thereby improving the accuracy of the virtual cover.

[0090] In some embodiments, after displaying a cover mark of at least one virtual cover within the field of view of the first virtual object in the virtual scene, in response to a field of view adjustment operation, displaying a cover mark of at least one virtual cover within the adjusted field of view.

[0091] Among them, the embodiments of the present application are not limited to the operation form of the field of view adjustment operation, for example, it can be a contact operation such as clicking, sliding, etc.; it can also be a non-contact operation such as body sensing detection, eye movement detection, voice triggering, etc.

[0092] Take the adjustment of the field of view by sliding the mouse as an example. Figure 7 As shown, a cover mark 702 is displayed on the virtual cover 701; when the mouse is slid to the left, the perspective of the virtual object is controlled to rotate to the left, and a cover mark 703 of the virtual cover 701 is displayed within the field of view of the virtual object; when the mouse is slid to the right, the perspective of the virtual object is controlled to rotate to the right, and a cover mark 704 of the virtual cover 701 is displayed within the field of view of the virtual object.

[0093] In an embodiment of the present application, the field of view of the first virtual object is adjusted through a field of view adjustment operation, and the cover mark of the virtual cover is dynamically displayed within the adjusted field of view, so that the player can quickly select a suitable virtual cover from the field of view, thereby improving the efficiency of virtual cover selection.

[0094] In some embodiments, in response to a field of view adjustment operation, a cover identification of at least one virtual cover is displayed within the adjusted field of view, which can be achieved in the following manner: in response to a move operation on a second functional control integrated with a field of view adjustment function, a moving direction of the move operation is detected; the field of view is adjusted based on the moving direction, and a cover identification of at least one virtual cover is displayed within the adjusted field of view.

[0095] For example, if the second functional control is a physical device included in the electronic device that implements the control method of the virtual object, the moving direction of the moving operation is detected in response to the moving operation on the physical device; the field of view is adjusted based on the moving direction, and the cover mark of at least one virtual cover is displayed in the adjusted field of view. As an example, the second functional control is a mouse, and the field of view is adjusted in response to the moving operation on the mouse, and the cover mark of at least one virtual cover is displayed in the adjusted field of view, so that the player can select a suitable virtual cover to hide according to the cover mark.

[0096] For example, if the second functional control is a cover control displayed in a virtual scene, the cover control in the virtual scene is switched from a button mode to a joystick mode; in response to a move operation on the cover control in the joystick mode, the moving direction of the move operation is detected; the field of view is adjusted based on the moving direction, and a cover mark of at least one virtual cover is displayed in the adjusted field of view. As an example, if the second functional control is a cover button in a virtual scene, the cover control in the virtual scene is switched from a button mode to a joystick mode, in response to a move operation on the cover control in the joystick mode, the field of view is adjusted, and a cover mark of at least one virtual cover is displayed in the adjusted field of view, so that the player can select a suitable virtual cover to hide according to the cover mark.

[0097] In this way, the field of view of the first virtual object is manually adjusted through the field of view adjustment operation based on the function control, and the cover mark of the virtual cover is dynamically displayed in the adjusted field of view, so that the player can quickly select a suitable virtual cover from the field of view, thereby improving the efficiency of virtual cover selection.

[0098] In some embodiments, when there are multiple virtual shelters, displaying the shelter identification of the at least one virtual shelter in the virtual scene can be achieved by arranging and displaying the shelter identifications of the multiple virtual shelters in descending order of priority.

[0099] The priority of the virtual shelter may be preset or calculated according to a real-time virtual scene.

[0100] like Figure 4 As shown, when the priority of virtual shelter 1 is higher than that of virtual shelter 2, shelter mark 401 of virtual shelter 1 and shelter mark 402 of virtual shelter 2 are arranged and displayed in the virtual scene, wherein shelter mark 401 is arranged before shelter mark 402.

[0101] In this way, the bunker identifiers of virtual bunkers with higher priorities are arranged in front, and the bunker identifiers of virtual bunkers with lower priorities are arranged in the back, so as to highlight the priority of the virtual bunkers through the arrangement order, so that the player can intuitively understand the priority of the virtual bunkers quickly according to the arrangement order, and thus quickly select the appropriate virtual bunker, thereby improving the efficiency of virtual bunker selection.

[0102] In some embodiments, displaying a cover mark of at least one virtual cover in a virtual scene can be achieved in the following manner: performing the following processing for each virtual cover in the at least one virtual cover: displaying the cover mark of the virtual cover at a position corresponding to the virtual cover according to the display effect corresponding to the priority of the virtual cover. The embodiments of the present application are not limited to the form of the display effect, for example, the display effect can include at least one of the following: color, size, shape, special effect.

[0103] The embodiment of the present application is not limited to the position corresponding to the virtual shelter. The position corresponding to the virtual shelter may be the surface of the virtual shelter, the inside of the virtual shelter, or the outside of the virtual shelter.

[0104] Taking the use of color as an example to identify the priority of virtual shelters, green indicates the highest weight (priority), that is, the most recommended shelter; yellow indicates a medium weight, that is, an optional shelter; and red indicates the lowest weight, that is, a non-recommended shelter.

[0105] In this way, the priority of the virtual cover is highlighted through the display effect, so that the player can intuitively and quickly understand the priority of the virtual cover according to the display effect, and thus quickly select a suitable virtual cover, thereby improving the efficiency of virtual cover selection.

[0106] In some embodiments, before displaying the cover identification of at least one virtual cover in a virtual scene, a neural network model is called to perform priority prediction on at least one virtual cover based on the account characteristics of the account controlling the first virtual object and the cover characteristics of at least one virtual cover to obtain the priority of each virtual cover, wherein the neural network model is trained through account feature samples, cover characteristics of virtual cover samples, and priority annotation of virtual cover samples.

[0107] For example, the account characteristics of the account controlling the first virtual object can characterize the current capabilities and preferences of the virtual object controlled by the player. The priority of each virtual bunker can be predicted through the neural network model to avoid manual calculation of the priority of the virtual bunker, saving time wasted by manual labor, thereby assisting the player to quickly select a suitable virtual bunker and improving the efficiency of human-computer interaction. In addition, the priority of the virtual bunker can be accurately predicted through artificial intelligence technology to avoid the priority of the virtual bunker being unchanged, improve the timeliness of the priority of the virtual bunker, and further improve the timeliness of selecting the virtual bunker.

[0108] It should be noted that before applying the neural network model, it is necessary to train the initial neural network model, and then put the trained neural network model into use. Among them, the neural network model is trained through account feature samples, cover features of virtual cover samples, and priority annotations of virtual cover samples. For example, based on the account feature samples and cover features of virtual cover samples, the initial neural network model is called for prediction processing to obtain the priority of each virtual cover sample. After determining the value of the loss function of the neural network model through the priority of each virtual cover sample and the priority annotation of the virtual cover sample, it can be determined whether the value of the loss function exceeds the preset threshold. When the value of the loss function exceeds the preset threshold, the error signal of the neural network model is determined based on the loss function, the error information is back-propagated in the neural network model, and the model parameters of each layer are updated during the propagation process. Among them, the embodiments of the present application are not limited to the form of the loss function, for example, it can be a cross entropy loss function, an L2 loss function, etc.

[0109] Here, back propagation is explained. The training sample data is input into the input layer of the neural network model, passes through the hidden layer, and finally reaches the output layer and outputs the result. This is the forward propagation process of the neural network model. Since there is an error between the output result of the neural network model and the actual result, the error between the output result and the actual value is calculated, and the error is backpropagated from the output layer to the hidden layer until it propagates to the input layer. In the process of back propagation, the value of the model parameter is adjusted according to the error, that is, the loss function is constructed according to the error between the output result and the actual value, and the partial derivatives of the loss function with respect to the model parameters are calculated layer by layer to generate the gradient of the loss function with respect to the model parameters of each layer. Since the direction of the gradient indicates the direction of error expansion, the gradient of the model parameters is negated and summed with the original parameters of each layer model. The summed result is used as the updated model parameters of each layer, thereby reducing the error caused by the model parameters; the above process is continuously iterated until convergence.

[0110] In some embodiments, before displaying the cover mark of at least one virtual cover in the virtual scene, the following processing is performed for each virtual cover in the at least one virtual cover: based on the second position of the second virtual object in the virtual scene and the third position of the virtual cover in the virtual scene, the first weight of the virtual cover is determined, wherein the second virtual object is a virtual object in an adversarial relationship with the first virtual object; based on the occlusion area of ​​the virtual cover, the second weight of the virtual cover is determined, and based on the defense value of the virtual cover, the third weight of the virtual cover is determined; the first weight, the second weight and the third weight are integrated to obtain the total weight of the virtual cover; based on the total weight of at least one virtual cover, the priority of each virtual cover is determined. The total weight is positively correlated with the priority, that is, the larger the total weight, the higher the priority.

[0111] The first weight represents the degree to which the virtual cover blocks the first other virtual object, the second weight represents the blocking ability of the virtual cover, and the third weight represents the effectiveness of the virtual cover. The embodiment of the present application is not limited to the method of fusing the first weight, the second weight and the third weight. For example, the first weight, the second weight and the third weight can be weighted and summed.

[0112] In this way, the priority of each virtual cover is calculated in real time through the real-time situation of the virtual scene and the virtual cover and the weight calculation rules, so as to assist the player to quickly select the appropriate virtual cover, avoid the priority of the virtual cover to remain unchanged, improve the timeliness of the priority of the virtual cover, and further improve the timeliness of the selection of the virtual cover.

[0113] In some embodiments, based on the second position of the second virtual object in the virtual scene and the third position of the virtual cover in the virtual scene, determining the first weight of the virtual cover can be achieved in the following manner: generating multiple rays with the second position as an endpoint in the viewing angle range of the second virtual object; based on the third position, determining the angle formed by each ray and the surface of the virtual cover; and generating the first weight of the virtual cover based on the angles corresponding to the multiple rays. The multiple rays can be evenly distributed within the viewing angle range.

[0114] For example, the angle between each ray and the surface of the virtual shelter is calculated. The more shelters that can block the enemy's sight, the first weight w = ∑(1-cosθ i ) is higher, where θ i is the angle between each ray and the surface of the virtual cover.

[0115] For example, the occlusion area of ​​the virtual shelter is positively correlated with the second weight of the virtual shelter. The larger the occlusion area, the higher the second weight w2 = S / S max The higher the value, the higher the occlusion area of ​​the virtual shelter. max It is the maximum occlusion area of ​​the virtual cover in the virtual scene.

[0116] For example, the defense value of the virtual bunker is positively correlated with the third weight of the virtual bunker. The greater the defense value, the higher the third weight.

[0117] In some embodiments, in response to satisfying a cover detection condition, a cover identification of at least one virtual cover is displayed in a virtual scene; wherein the cover detection condition includes one of the following: the number of times the second virtual object attacks the first virtual object is greater than a first number threshold, and the second virtual object is a virtual object that is in an adversarial relationship with the first virtual object; the difference between the state value of the first virtual object and the state value of the second virtual object is less than a set threshold; the number of times the first virtual object hides through any virtual cover is greater than a second number threshold; a hiding instruction from a third virtual object is received, and the third virtual object is a virtual object that is in a collaborative relationship with the first virtual object.

[0118] Taking the cover detection condition that the number of times the second virtual object attacks the first virtual object is greater than the first number threshold as an example, when the number of times the second virtual object attacks the first virtual object is greater than the first number threshold, it means that the first virtual object is at a disadvantage at this time, and it is necessary to trigger the detection of virtual cover so that the player can quickly view the virtual cover in the virtual scene, and thus quickly select a suitable virtual cover for effective avoidance.

[0119] Taking the case where the difference between the state value of the first virtual object and the state value of the second virtual object is less than the set threshold as an example, when the difference between the state value of the first virtual object and the state value of the second virtual object is less than the set threshold, it means that the ability of the first virtual object is obviously lower than that of the enemy, and it is necessary to trigger the detection of virtual cover, so that the player can quickly view the virtual cover in the virtual scene, and quickly select the appropriate virtual cover for effective avoidance. Among them, the embodiment of the present application is not limited to the form of state value, such as blood volume, but can also be life value, mana value, attack value, etc.

[0120] Taking the cover detection condition that the number of times the first virtual object hides through any virtual cover is greater than the second number threshold as an example, when the number of times the first virtual object hides through any virtual cover is greater than the second number threshold, it means that the first virtual object has not found an effective virtual cover, and the cover detection is automatically triggered so that the player can select an effective cover for hiding. The virtual cover detection needs to be triggered so that the player can quickly view the virtual cover in the virtual scene, and thus quickly select a suitable virtual cover for effective hiding.

[0121] Taking the cover detection condition of receiving a hiding instruction from a third virtual object as an example, when a hiding instruction from a third virtual object is received, the cover detection is automatically triggered so that the player can promptly select an effective cover for hiding according to the hiding instruction from his teammates. The virtual cover detection needs to be triggered so that the player can quickly view the virtual cover in the virtual scene, and thus quickly select a suitable virtual cover for effective hiding.

[0122] In this way, by automatically triggering the virtual cover detection, the virtual cover in the virtual scene is detected in real time, and the cover mark is displayed, so that the virtual cover in the virtual scene can be viewed in time, thereby improving the real-time performance of the virtual cover display.

[0123] In some embodiments, before displaying a cover mark of at least one virtual cover in the virtual scene, in the virtual scene, a virtual object whose distance from the first virtual object is less than a third distance threshold is detected; and a cover screening is performed on the virtual object to obtain at least one virtual cover.

[0124] For example, ray detection is performed based on the ray casting technology of the game engine, that is, rays are emitted from the position of the first virtual object to the surroundings to form a fan-shaped area or a spherical area to detect collision objects, and the collision objects are virtual objects whose distance from the first virtual object is less than the third distance threshold. Then, through data screening, at least one virtual cover is screened out from the virtual objects for the player to select.

[0125] In some embodiments, performing shelter screening on virtual objects to obtain at least one virtual shelter can be achieved in the following manner: screening out a first candidate shelter from multiple virtual objects, wherein the first candidate shelter is a virtual object with a shelter label; screening out a second candidate shelter from multiple first candidate shelters based on an occlusion area of ​​the first candidate shelter and an angle between a target direction and a line of sight of the first virtual object, wherein the target direction is a direction from the first virtual object to the second candidate shelter; and screening out at least one virtual shelter from multiple second candidate shelters based on a distance between the second candidate shelter and the first virtual object.

[0126] For example, screening out a second candidate bunker from multiple first candidate bunkers can be achieved in the following manner: when the occlusion area of ​​the first candidate bunker is greater than a set area threshold, and the angle between the target direction and the line of sight of the first virtual object is greater than a set angle threshold, the first candidate bunker is determined as the second candidate bunker.

[0127] For example, selecting at least one virtual shelter from a plurality of second candidate shelters may be achieved in the following manner: when the distance between the second candidate shelter and the first virtual object is less than a set distance threshold, determining the second candidate shelter as the virtual shelter.

[0128] For example, selecting at least one virtual shelter from multiple second candidate shelters may be achieved by sorting the multiple second candidate shelters in ascending order based on the distance between the second candidate shelters and the first virtual object, and determining some of the second candidate shelters in the front as virtual shelters.

[0129] In step 103, in response to a selection operation on at least one cover mark, a first virtual object is controlled to move to a first position.

[0130] Among them, the distance between the first position and the virtual shelter corresponding to the selected shelter mark is less than the first distance threshold. Among them, the embodiment of the present application is not limited to the operation form of the selection operation, for example, it can be a contact operation such as clicking, double-clicking, sliding, etc.; it can also be a non-contact operation such as somatosensory detection, eye movement detection, and voice triggering. Taking the selection operation as a click operation as an example, the embodiment of the present application can select the shelter mark by clicking the operation to manually select the desired virtual shelter; taking the selection operation as a voice trigger operation as an example, the embodiment of the present application can select the first shelter mark by voice "select the first shelter mark", thereby manually selecting the virtual shelter corresponding to the first shelter mark.

[0131] In some embodiments, step 103 can be implemented in the following manner: in response to an adjustment operation on the field of view of the first virtual object, displaying a cover identifier of at least one virtual cover within the adjusted field of view; in response to a cover identifier being displayed within the adjusted field of view, determining a cover identifier as a selected cover identifier, and controlling the first virtual object to move to the first position.

[0132] In this way, the cover mark is manually selected through the adjustment operation of the field of view, and the cover mark of the virtual cover is displayed only in the adjusted field of view. In response to a cover mark being displayed in the adjusted field of view, a cover mark is determined as the selected cover mark. In this way, the selection range of the virtual cover can be narrowed down, so that the player can quickly select a suitable virtual cover, thereby improving the accuracy of the virtual cover.

[0133] In some embodiments, in response to a cover marker being displayed within the adjusted field of view, determining a cover marker as a selected cover marker can be achieved in the following manner: in response to a cover marker being displayed within the adjusted field of view and the duration for which the field of view of the first virtual object is kept unchanged is greater than a duration threshold, determining a cover marker as a selected cover marker.

[0134] In order to avoid misselection of virtual cover, on the basis of the condition that a cover mark is displayed within the adjusted field of view, a condition is added that the duration for which the field of view of the first virtual object is kept unchanged is greater than a duration threshold. The duration threshold is used to clarify the player's selection operation, thereby greatly reducing the possibility of misselection of virtual cover and improving the accuracy of the selection operation.

[0135] In some embodiments, the cover detection operation is achieved by pressing a function control and maintaining the pressing state; in response to a cover mark being displayed within the adjusted field of view, a cover mark is determined as a selected cover mark, including: in response to a cover mark being displayed within the adjusted field of view and releasing the function key in the pressed state, a cover mark is determined as a selected cover mark.

[0136] In order to avoid accidental selection of virtual cover, on the basis of the condition of displaying a cover logo within the adjusted field of view, the condition of releasing the function key while being pressed is added, so that the player's selection operation is clarified by the operation of releasing the key, which greatly reduces the possibility of accidental selection of virtual cover and improves the accuracy of the selection operation.

[0137] In some embodiments, controlling the first virtual object to move to the first position can be achieved in the following manner: when the selected virtual cover is a hollow cover, controlling the first virtual object to move to the first position inside the hollow cover; when the selected virtual cover is a solid cover, controlling the first virtual object to move to the first position outside the hollow cover.

[0138] It should be noted that the virtual shelter may be hollow, such as a virtual house, cave, etc.; the virtual shelter may be solid, such as a wall, rock, etc. In this regard, after the virtual shelter is selected by the player's selection operation, it can be determined whether the selected virtual shelter is a hollow shelter. If the selected virtual shelter is a hollow shelter, the player can hide inside the selected virtual shelter to better hide himself. For example, if the selected virtual shelter is a virtual house, the player can control the virtual object to hide inside the house, which can hide himself well and not be discovered by the enemy. If the selected virtual shelter is a solid shelter, the player can only control the virtual object to hide outside the selected virtual shelter, so as to block the enemy's sight through the selected virtual shelter and prevent him from discovering himself. For example, if the selected virtual shelter is a rock, the player can control the virtual object to hide behind the rock to hide himself as much as possible and not be discovered by the enemy.

[0139] In this way, the embodiment of the present application provides more diverse hiding methods, and by judging whether the selected virtual cover is a hollow cover, a suitable hiding method is determined for more effective hiding, thereby improving the effectiveness of hiding the virtual object.

[0140] In some embodiments, after controlling the first virtual object to move to the first position, when the height of the selected virtual cover is higher than the height of the first virtual object, the first virtual object is controlled to stand at the first position; when the height of the selected virtual cover is lower than the height of the first virtual object, the first virtual object is controlled to crouch or lie down at the first position.

[0141] It should be noted that different virtual shelters may have different heights. For example, the virtual shelter may be a full-height shelter, that is, the height of the virtual shelter is higher than the height of the first virtual object, and the virtual shelter is a shelter that completely blocks the body of the virtual object, such as a wall. The virtual shelter may also be a half-height shelter, that is, the height of the virtual shelter is lower than the height of the first virtual object, and the virtual shelter is a shelter that partially blocks the body of the virtual object, and the player needs to squat or lie down to completely hide, such as a low wall or a railing. In this regard, after the virtual cover is selected through the player's selection operation, the height of the selected virtual cover can be compared with the height of the first virtual object. If the height of the selected virtual cover is higher than the height of the first virtual object, the first virtual object can be hidden by standing in the first position and not be discovered by the enemy. For example, if the selected virtual cover is a wall, the player can control the virtual object to stand behind the wall to hide itself well and not be discovered by the enemy. If the height of the selected virtual cover is lower than the height of the first virtual object, the first virtual object can hide itself well by crouching or lying down in the first position and not be discovered by the enemy. For example, if the selected virtual cover is a low wall, the player can control the virtual object to crouch behind a rock to completely hide itself and not be discovered by the enemy.

[0142] In this way, the embodiment of the present application provides more diverse hiding methods, and by comparing the height of the selected virtual cover with the height of the first virtual object, a suitable hiding method is determined for more effective hiding, thereby improving the effectiveness of hiding the virtual object.

[0143] In some embodiments, in response to a cover entry operation, the first virtual object is controlled to move to a fourth position, wherein the distance between the fourth position and the candidate cover is less than a first distance threshold, and the type of the candidate cover includes at least one of the following: a virtual cover with the smallest distance from the first virtual object, a virtual cover with the largest occlusion area, a virtual cover that has been selected more than a third number threshold, and a virtual cover with the highest defense value.

[0144] The embodiments of the present application are not limited to the operation form of the cover entry operation, for example, it can be a contact operation such as clicking, double-clicking, sliding, etc.; it can also be a non-contact operation such as somatosensory detection, eye movement detection, voice triggering, etc. Taking the cover entry operation as a click operation as an example, the embodiments of the present application can determine the need to quickly enter the cover to achieve hiding by clicking the cover entry control operation; taking the cover entry operation as a voice trigger operation as an example, the embodiments of the present application can determine that the first virtual object needs to quickly enter the cover through the voice "quickly enter the cover", thereby manually triggering the first virtual object to quickly enter the virtual cover.

[0145] As an example, Figure 5As shown, in response to the C key on the keyboard being pressed (i.e., the cover entry operation), the virtual object 501 (i.e., the virtual character controlled by the player) is controlled to quickly approach the virtual cover 502 to enter the virtual cover 502 for hiding. After the virtual object 501 enters the virtual cover 502 for hiding.

[0146] Here, after determining that the first virtual object needs to enter the bunker, a virtual bunker (i.e., a candidate bunker) can be automatically determined from at least one virtual bunker, and the first virtual object can be controlled to enter the candidate bunker (i.e., the first virtual object is controlled to move to the fourth position). When the candidate bunker is the virtual bunker with the smallest distance from the first virtual object, the first virtual object can be controlled to quickly enter the virtual bunker for hiding, thereby increasing the hiding speed; when the candidate bunker is the virtual bunker with the largest shielding area, since the shielding effect of the virtual bunker with the largest shielding area is the best, the first virtual object can be controlled to enter the virtual bunker to achieve the most effective hiding; when the candidate bunker is a virtual bunker that is selected more than the third number threshold, it means that the candidate bunker may be a virtual bunker that is more in line with the player's preference, and controlling the first virtual object to enter the candidate bunker can largely meet the player's needs; when the candidate bunker is the virtual bunker with the highest defense value, after the first virtual object can be controlled to enter the virtual bunker, it is effectively guaranteed that the first virtual object will not be attacked.

[0147] In this way, the embodiment of the present application can trigger the first virtual object to quickly enter the virtual bunker through the bunker entry operation without selecting the virtual bunker, thereby increasing the speed of entering the bunker. In the game, the bunker entry operation realizes the bunker fast entry mode, and the selection operation realizes the bunker precise selection mode. Combining the bunker fast entry mode and the bunker precise selection mode, the first virtual object can meet the needs of rapid response in high-intensity combat and adapt to the requirements of tactical planning in complex scenarios.

[0148] In some embodiments, after step 103, in response to the cover exit operation, the first virtual object is controlled to move to a fifth position, and the distance between the fifth position and the selected virtual cover is greater than or equal to the first distance threshold.

[0149] Among them, controlling the first virtual object to move to the fifth position may be controlling the first virtual object to move to the position before the first position, that is, controlling the first virtual object to retreat to the original position (that is, the position before entering the cover). For example, in response to a selection operation for at least one cover identifier, the first virtual object is controlled to move from the sixth position (that is, the current position of the first virtual object) to the first position, and then in response to a cover exit operation, the first virtual object is controlled to move from the first position to the sixth position; controlling the first virtual object to move to the fifth position may be controlling the first virtual object to move to any position whose distance from the selected virtual cover is greater than or equal to the first distance threshold. The embodiments of the present application are not limited to the fifth position.

[0150] The embodiments of the present application are not limited to the operation form of the cover exit operation, for example, it can be a contact operation such as clicking, double-clicking, sliding, etc.; it can also be a non-contact operation such as somatosensory detection, eye movement detection, voice triggering, etc. Taking the cover exit operation as a click operation as an example, the embodiments of the present application can determine that the cover needs to be quickly exited by clicking the cover exit control; taking the cover exit operation as a voice trigger operation as an example, the embodiments of the present application can determine that the first virtual object needs to quickly exit the cover by voice "quickly exit the cover", thereby manually triggering the first virtual object to quickly exit the virtual cover.

[0151] like Figure 5 As shown, in response to the C key on the keyboard being pressed, the virtual object 501 (i.e., the virtual character controlled by the player) is controlled to quickly approach the virtual cover 502 to enter the virtual cover 502 for hiding. After the virtual object 501 enters the virtual cover 502 for hiding, in response to the C key on the keyboard being pressed (i.e., the cover exit operation), the virtual object 501 is controlled to quickly leave the virtual cover 502 to exit the virtual cover 502.

[0152] In this way, the embodiment of the present application can trigger the first virtual object to quickly exit the virtual cover through the cover exit operation, thereby increasing the speed of exiting the cover. In the game, the cover quick exit mode is realized through the cover exit operation, and the cover precise selection mode is realized through the selection operation. Combining the cover exit entry mode and the cover precise selection mode, the first virtual object can not only meet the needs of rapid response in high-intensity combat, but also adapt to the requirements of tactical planning in complex scenarios.

[0153] In some embodiments, after step 103, in response to the cover switching operation, the first virtual object is controlled to move from the first position to a sixth position, and the distance between the sixth position and the virtual cover selected by the cover switching operation is less than the first distance threshold.

[0154] The embodiments of the present application are not limited to the operation form of the cover switching operation, for example, it can be a contact operation such as clicking, double-clicking, sliding, etc.; it can also be a non-contact operation such as somatosensory detection, eye movement detection, voice triggering, etc. Taking the cover switching operation as a click operation as an example, the embodiments of the present application can determine the virtual cover that needs to be switched by clicking the virtual cover; taking the cover switching operation as a voice trigger operation as an example, the embodiments of the present application can determine the cover that the first virtual object needs to switch by voice "switch from the first cover to the second cover", thereby manually triggering the first virtual object to switch from the first cover to the second cover.

[0155] like Fig. 9 As shown, in the cover state (i.e., having entered the virtual cover), the C key on the keyboard is held down, and the mouse is slid to rotate the viewing angle of the virtual object, displaying the cover mark 902 of the virtual cover 901. After the C key is released (i.e., the cover switching operation), the virtual object 903 quickly enters the selected virtual cover 901 (i.e., the virtual cover selected by the cover switching operation).

[0156] In this way, the embodiment of the present application achieves smooth switching between covers through cover switching operations, supports direct switching from one virtual cover to another virtual cover without repeated exit and entry operations, greatly optimizes the player experience, and improves the smoothness of operation.

[0157] In some embodiments, after step 103, in response to the position adjustment operation, the first virtual object is controlled to move from the first position to a seventh position selected by the position adjustment operation, and the distance between the seventh position and the selected virtual cover is less than the first distance threshold.

[0158] The embodiments of the present application are not limited to the operation form of the position adjustment operation, for example, it can be a contact operation such as clicking, double-clicking, sliding, etc.; it can also be a non-contact operation such as somatosensory detection, eye movement detection, voice triggering, etc. Taking the position adjustment operation as a click operation as an example, the embodiments of the present application can determine the corner that needs to be switched to in the virtual cover by clicking the point in the virtual cover; taking the cover switching operation as a voice trigger operation as an example, the embodiments of the present application can determine the corner that the first virtual object needs to switch to in the virtual cover by voice "switch to the corner", thereby manually triggering the first virtual object to the corner in the virtual cover.

[0159] like Fig.10 As shown, in the cover state (i.e., having entered the virtual cover), the C key on the keyboard is pressed, and a cover mark 1002 is displayed at the corner of the virtual cover 1001. After the C key is released (i.e., a position adjustment operation), the virtual object 1003 quickly enters the corner of the virtual cover 1001 (i.e., the seventh position).

[0160] In this way, the embodiment of the present application achieves smooth position adjustment within the cover through the cover switching operation, supports direct switching from one position within the virtual cover to another position within the virtual cover without repeated exit and entry operations, greatly optimizes the player experience and improves the smoothness of operation.

[0161] The following is an explanation of an exemplary application of the embodiments of the present application in a practical application scenario.

[0162] The embodiments of the present application can be applied to various virtual scenes, such as virtual scenes of games, and can simulate the real interaction process between virtual objects. The following description will be made by taking a game as an example.

[0163] The embodiment of the present application provides a control method for a virtual object, proposes a mechanism for dynamically selecting and switching virtual cover, and implements real-time dynamic feedback of cover selection through an interactive method of pressing and holding to select and releasing to trigger, and combines dynamic user interface (UI, User Interface) prompts with smooth operation of cover corners, effectively solving the problems of poor operational predictability, inflexible switching, and cumbersome corner operations in related cover systems, improving the player's operational accuracy, decision-making efficiency, and immersion in tactical execution, enhancing the intuitiveness and flexibility of the cover system, supporting more complex tactical interactions and diversified combat strategies, and improving the operability and tactical depth of the combat system.

[0164] The following describes the control method of the virtual object provided in the embodiment of the present application from the product side.

[0165] 1. Operational Logic on the Product Side

[0166] The following explains the operation logic from the personal computer (PC) side and the mobile game side respectively.

[0167] 1) Operation logic on PC

[0168] a. Quickly enter and exit the virtual cover: In response to a designated key on the keyboard (such as the C key) being pressed, the virtual cover is automatically selected according to the closest distance logic, and the virtual cover is quickly entered (that is, the virtual object controlled by the player quickly approaches the virtual cover until the distance between the virtual cover and the virtual cover is less than the distance threshold) or exits the virtual cover (that is, the virtual object controlled by the player quickly leaves the virtual cover until the distance between the virtual cover and the virtual cover is greater than or equal to the distance threshold).

[0169] like Figure 5As shown, in response to the C key on the keyboard being pressed, the virtual object 501 (i.e., the virtual character controlled by the player) is controlled to quickly approach the virtual cover 502 to enter the virtual cover 502 for hiding. After the virtual object 501 enters the virtual cover 502 for hiding, in response to the C key on the keyboard being pressed, the virtual object 501 is controlled to quickly leave the virtual cover 502 to exit the virtual cover 502.

[0170] b. Select and confirm virtual cover: After holding down the designated key on the keyboard (such as the C key), the view angle of the virtual object can be rotated by moving the mouse to dynamically display the optional virtual cover around the virtual object and highlight the optional virtual cover. At the same time, the virtual cover to be entered can be selected while continuously moving. After the pointing key is released, the virtual object quickly enters the selected virtual cover.

[0171] like Figure 6 As shown, in response to the C key on the keyboard being pressed, a shelter mark 602 is displayed on the virtual shelter 601, and in response to the C key on the keyboard being released, the virtual shelter 601 indicated by the shelter mark 602 is triggered to be selected, and the virtual object 603 (i.e., the virtual character controlled by the player) is controlled to quickly approach the position shown by the shelter mark 602 to enter the virtual shelter 601 for hiding; after the shelter mark 602 is displayed on the virtual shelter 601, in response to the right button of the mouse being pressed, the shelter mark 602 is canceled. Among them, the shelter mark can be attached to the surface of the virtual shelter.

[0172] After the C key on the keyboard is pressed, the virtual object's viewing angle is rotated by sliding the mouse left and right to dynamically display the cover mark of the virtual cover. After the C key is released, the virtual object quickly enters the selected virtual cover and automatically crouches. Figure 7 As shown, after the C key on the keyboard is pressed, a cover mark 702 is displayed on the virtual cover 701; when the mouse is slid to the left, the perspective of the virtual object is controlled to rotate to the left, and a cover mark 703 of the virtual cover 701 is displayed within the field of view of the virtual object; when the mouse is slid to the right, the perspective of the virtual object is controlled to rotate to the right, and a cover mark 704 of the virtual cover 701 is displayed within the field of view of the virtual object.

[0173] After the C key on the keyboard is pressed, you can select the virtual shelter you want to enter while continuing to move. Figure 8 As shown, after the C key on the keyboard is pressed, the cover mark 802 is displayed on the virtual cover 801, and the cover mark of the virtual cover is dynamically displayed through movement operation (movement is achieved through the A key, S key, D key, and W key). During the movement of the virtual object, the cover mark 804 is displayed on the virtual cover 803.

[0174] c. Operation between covers: Press and hold the specified key, select other virtual covers based on the viewing angle, and then adjust the virtual object to the selected virtual cover for evasion.

[0175] like Fig. 9 As shown, in the cover state (i.e., having entered the virtual cover), the C key on the keyboard is held down, and the mouse is slid to rotate the viewing angle of the virtual object, displaying the cover mark 902 of the virtual cover 901. After the C key is released, the virtual object 903 quickly enters the selected virtual cover 901.

[0176] d. Operations within cover: 1. Adjustment within cover: Press and hold the specified key and use the direction keys to adjust the position of the virtual object within the current virtual cover; 2. Corner: Press and hold the specified key, select the corner based on the viewing angle, and adjust the virtual object to the selected corner to dodge.

[0177] like Fig.10 As shown, in the cover state (i.e., having entered the virtual cover), the C key on the keyboard is pressed, and a cover mark 1002 is displayed at the corner of the virtual cover 1001. After the C key is released, the virtual object 1003 quickly enters the corner of the virtual cover 1001.

[0178] 2) Operation logic of mobile games

[0179] a. Quickly enter and exit the virtual cover: In response to a virtual button (i.e., cover button) being clicked, the virtual cover is automatically selected according to the closest distance logic, and the virtual cover is quickly entered (i.e., the virtual object controlled by the player quickly approaches the virtual cover until the distance between the virtual cover and the virtual cover is less than the distance threshold) or exits the virtual cover (i.e., the virtual object controlled by the player quickly leaves the virtual cover until the distance between the virtual cover and the virtual cover is greater than or equal to the distance threshold).

[0180] like Fig.11 As shown, in response to the cover button 1101 being clicked, the virtual object 1102 (i.e., the virtual character controlled by the player) is controlled to quickly approach the virtual cover 1103 to enter the virtual cover 1103 to hide. After the virtual object 1102 enters the virtual cover 1103 to hide, in response to the cover button 1101 being clicked, the virtual object 1102 is controlled to quickly leave the virtual cover 1103 to exit the virtual cover 1103.

[0181] b. Select and confirm virtual cover: Press and hold the virtual button (cover button) to activate the dual joystick mode. The left joystick is used to control the movement of the virtual object, and the right joystick is used to adjust the viewing angle of the virtual object to dynamically display the optional virtual cover around the virtual object and highlight the optional virtual cover. After the virtual button is released, the virtual object quickly enters the selected virtual cover.

[0182] like Fig.12As shown, in response to the cover button 1201 being pressed, a cover mark 1203 is displayed on the virtual cover 1202. In response to the cover button 1201 being released, the virtual cover 1202 indicated by the cover mark 1203 is triggered to be selected, and the virtual object 1204 (i.e., the virtual character controlled by the player) is controlled to quickly approach the position shown by the cover mark 1203 to enter the virtual cover 1202 for hiding. After the cover mark 602 is displayed on the virtual cover 1202, the cover button 1201 is activated as a joystick, and the viewing angle of the virtual object is adjusted by long pressing and dragging.

[0183] Among them, the shelter logo can be attached to the surface of the virtual shelter.

[0184] Among them, after the cover button is pressed, the viewing angle of the virtual object is adjusted by long pressing and dragging to dynamically display the cover mark of the virtual cover, and any position in the virtual cover can also be selected.

[0185] Among them, after the cover button is pressed, the cover mark of the virtual cover is dynamically displayed through the movement operation (movement is achieved through the left joystick), and the cover mark is displayed on the virtual cover during the movement of the virtual object.

[0186] c. Operations between bunkers: After entering the virtual bunker, the bunker icon on the bunker button changes to a bunker switch icon. Press and hold the virtual button with the bunker switch icon to activate the virtual button with the bunker switch icon as the right joystick. After sliding the right joystick to select other virtual bunkers, adjust the virtual object to the selected virtual bunker for dodge.

[0187] like Fig.13 As shown, in the cover state (i.e., entering the virtual cover 1301), the cover icon on the cover button becomes a switch cover icon, the cover button 1302 with the switch cover icon is pressed, the virtual button with the switch cover icon is activated as the right joystick, and the left joystick 1303 is slid to the left to make the virtual object 1304 probe to the left, and the right joystick is slid to rotate the viewing angle of the virtual object to display the cover logo 1306 of the virtual cover 1305. After the cover button 1302 with the switch cover icon is released, the virtual object 1304 quickly enters the selected virtual cover 1305.

[0188] d. Operations within the cover: 1. Adjustment within the cover: Press and drag the cover button with the switch cover icon to adjust the position of the virtual object within the current virtual cover; 2. Corner: Press and drag the cover button with the switch cover icon to select a corner, then adjust the virtual object to the selected corner for dodge.

[0189] like Fig.14As shown, in the cover state (i.e., having entered the virtual cover), press and drag the cover button 1401 with the cover switching icon, and a cover mark 1403 is displayed at the corner of the virtual cover 1402. After releasing the cover button 1401 with the cover switching icon, the virtual object 1404 quickly enters the corner of the virtual cover 1402.

[0190] The following describes the control method of the virtual object provided in the embodiment of the present application from a technical perspective.

[0191] The control method of the virtual object provided in the embodiment of the present application includes a cover detection module, an interactive logic module, and a dynamic UI prompt module. The three modules are described below respectively.

[0192] 1) Cover detection module

[0193] See also Fig.15 ,The cover detection module is implemented through the following steps:

[0194] Step 1: Environmental perception.

[0195] Through real-time environmental perception, the environmental data around the virtual object is continuously scanned based on the position of the virtual object to detect collision objects.

[0196] For example, ray detection is performed based on the ray casting technology of the game engine, that is, rays are emitted from the position of the virtual object to all directions to form a fan-shaped area or a spherical area to detect collision objects.

[0197] Step 2: Data screening.

[0198] 1. Use cover classification technology to determine whether the collision object is a cover object.

[0199] Among them, the cover classification technology is to quickly screen out cover objects through object tags (Tags), layers (Layer), etc. Layers refer to the identification of objects in the virtual scene through layers when configuring objects. For example, when an object has a cover layer, it means that the object is a cover. There will also be subdivided object tags (high cover, medium cover, low cover), etc. under the cover layer, so as to judge whether different actions can be performed based on the cover through object tags, such as whether it can be climbed, whether it can be climbed, whether it can be destroyed, etc.

[0200] 2. Through the shelter screening logic, effective shelters are screened out from the shelter objects (i.e., virtual shelters with shelter logos are displayed).

[0201] The shelter screening logic is mainly based on the following parameters: 1) distance: the spatial distance between the shelter and the virtual object; 2) the line of sight angle between the shelter and the virtual object, that is, the angle between the direction from the virtual object to the shelter and the line of sight of the virtual object; 3) occlusion range, that is, the occlusion area that the physical shape of the shelter can provide.

[0202] It should be noted that the smaller the sight angle between the cover and the virtual object, the closer the cover is to the front of the virtual object, and the easier it is for the virtual object to quickly move behind the cover (for example, lateral evasion in a shooting game); if the sight angle between the cover and the virtual object is too large (for example, greater than 90 degrees), the cover may be located to the side or behind the virtual object, and the virtual object needs to turn around to use the cover to evade, so covers with too large angles are usually filtered by the system. The system usually sets an effective angle threshold (such as 0° to 60°) and only retains covers within this range. For example, when a virtual object automatically selects a cover, it gives priority to covers within ±45 degrees in front of the virtual object; close-range covers may be retained even if the angle is slightly larger (such as emergency evasion); covers within this range but with insufficient occlusion area (such as low walls) may also be eliminated.

[0203] It should be noted that the embodiment of the present application may use the physical boundary of the calculated shelter to determine the shielding area of ​​the shelter. The larger the shielding area, the better the shielding effect.

[0204] For example, the embodiment of the present application can first filter out available shelters (i.e., the second candidate shelters mentioned above) by sight angle and occlusion range. For example, from the shelter objects, filter out available shelters whose sight angle is less than a set angle threshold and whose occlusion area is greater than a set area threshold; then filter out effective shelters whose distance is less than a set distance threshold from the available shelters.

[0205] Step 3: Output the shelter data list.

[0206] The detected effective shelters are stored in a list, including shelter location, type, shielding area and other information, so as to calculate the priority of shelter search by weighting distance, ray angle and shielding area. The final output shelter data list is: the priority of effective shelter.

[0207] The embodiment of the present application calculates the recommended level (i.e., priority) for each virtual bunker (i.e., detected effective bunker) through real-time dynamic weight calculation, and then intuitively displays the advantages and disadvantages of the virtual bunker through visual color prompts (green, yellow, red). Players can make decisions quickly, thereby improving tactical efficiency and combat experience.

[0208] The dynamic weight is calculated as follows:

[0209] 1. Angle between virtual cover and enemy ray: Calculate the angle between virtual cover and enemy ray. The more cover that can block the enemy's line of sight, the higher the weight w1=∑(1-cosθ), where θ is the angle between virtual cover and enemy ray.

[0210] 2. Coverage: Weights are assigned based on the occlusion area of ​​the virtual cover. The larger the occlusion area, the higher the weight w2 = S / S. max The higher the value, the higher the occlusion area of ​​the virtual shelter. max It is the maximum occlusion area of ​​the virtual cover in the virtual scene.

[0211] 3. Dynamic environmental changes: 1) Explosion impact: Calculate the danger level of the explosion point near the virtual shelter. The higher the danger level, the lower the weight w3 of the virtual shelter. 2) Destructibility: Real-time detection of the possibility of the virtual shelter being destroyed. The higher the possibility, the lower the weight w3 of the virtual shelter. The formula for weight w3 is as follows:

[0212] w3=1-D / D max

[0213] Where D is the risk value of the virtual shelter being destroyed, D max is the maximum risk value. D is obtained by combining the explosion impact and destructiveness.

[0214] Combining the above weights, dynamically calculate the total weight w of each virtual shelter total =αw1+βw2+γw3, where parameters α, β, and γ are weight coefficients and can be set according to actual application scenarios. According to the total weight of each virtual shelter, the priority (recommended level) of the virtual shelter is determined, and the total weight and priority are in a positive relationship.

[0215] In the embodiment of the present application, the priority of the virtual shelter can be identified by color. For example, green indicates the highest weight (priority), that is, the best recommended shelter; yellow indicates a medium weight, that is, an optional shelter; and red indicates the lowest weight, that is, a non-recommended shelter.

[0216] A cover logo with a color prompt is displayed on the virtual cover. When the player's perspective or the mouse hovers over it, the color prompt highlights the specific weight value or recommendation level of the current virtual cover. For example, when there are enemies near the virtual cover, red indicates that the virtual cover is not recommended; when the virtual cover is of medium danger, yellow indicates that the virtual cover can be selected; when the virtual cover is in a safe position, green indicates that the virtual cover is recommended first.

[0217] 2) Interaction logic module

[0218] 1. Functional description

[0219] Dual-mode trigger: supports two interactive modes: "Quick Entry" and "Select Entry", which are suitable for simple operation and advanced operation requirements respectively.

[0220] Quick Enter Mode: When you click a button, the virtual object can directly enter the virtual cover according to the nearest cover logic.

[0221] Select-Enter Mode: While holding down a key, activates cover selection logic, allowing the player to precisely select virtual cover.

[0222] Action state transition: realize dynamic operations of position switching, corner switching and exiting the cover within the cover.

[0223] 2. Technical Implementation

[0224] Input detection: Detect key or touch operations through the game engine's input management system, distinguish between single clicks and long presses, and trigger different logic.

[0225] State machine control: Based on the finite state machine (FSM), the following main states are designed: 1. Idle: the default state, the virtual object is not close to the virtual cover; 2. In Cover: the virtual object is in the cover state; 3. Selecting Cover: when the button is pressed or touched, the cover selection logic is activated; 4. Switching Cover: the virtual object switches between covers or moves around corners.

[0226] Target selection logic: Calculate virtual cover through input (mouse / joystick), mainly including: 1. Cursor calculation: Determine the virtual cover that the virtual object is currently pointing to based on the input direction and viewing angle; Dynamic update: Refresh the current virtual cover in real time as the viewing angle or joystick moves.

[0227] 3) Dynamic UI prompt module

[0228] 1. Functional description

[0229] Cover location prompt: When a virtual object is close to a virtual cover, the virtual cover is marked with dynamic highlights or icons.

[0230] Path guidance: When the player selects the target cover, the movement path between the virtual object and the target cover can be displayed.

[0231] Real-time feedback: When the player drags the joystick or moves the mouse, the virtual cover prompts and path guidance are updated in real time.

[0232] 2. Technical Implementation

[0233] Dynamically generate cover icons: Generate cover icons at interactive virtual cover locations based on the output results of the cover detection module.

[0234] Marking distribution algorithm: According to the length and geometric shape of the virtual shelter, use equidistant distribution or key point distribution algorithm to generate multiple points. The embodiment of the present application can display shelter markings at points. Among them, the points are calculated in the following way: first, the virtual shelter (such as an arc wall) is approximated by polygons and converted into broken line segments; then, the total length of the broken line segments is calculated: the broken line segments are summed to obtain the total length; then, equidistant points are generated according to the total length: according to the preset spacing (such as one point every 1 meter), they are evenly distributed along the edge; finally, points that do not meet safety conditions (such as suspended points, points that penetrate the shelter) are eliminated to obtain multiple points of the virtual shelter.

[0235] Highlight status switching: When the virtual object approaches the virtual cover or the mouse / joystick selects the cover mark, when the player moves the perspective (mouse sliding on PC / right joystick sliding on mobile game), the system updates the cover mark in real time.

[0236] In summary, the virtual object control method provided in the embodiment of the present application has the following effects:

[0237] 1. Significantly improve the predictability of operations: First, through real-time cover detection and visual prompts: through real-time cover detection, real-time calculation and dynamic UI prompts, and visual prompts of cover information (position, coverage) are displayed to players intuitively to help players quickly understand the currently available covers; then, players select virtual covers in real time by pressing and holding designated buttons or touching the screen, and the selection of virtual covers is dynamically fed back according to the continuous state of the player's input. When releasing the hand, the action of entering the selected virtual cover is automatically triggered. Players can accurately select virtual covers, avoiding the blindness and randomness of the selection based on the system's default logic, improving the controllability and strategy of players' operations, and significantly enhancing the predictability of cover operations, avoiding misselection and operation delays;

[0238] 2. Increase switching flexibility: First, through the real-time dynamic selection mechanism, players can not only select the virtual cover that is currently closest, but also adjust the selection strategy based on tactical needs. Combining the fast entry mode with the precise selection mode, this solution can not only meet the needs of rapid response in high-intensity combat, but also adapt to the requirements of tactical planning in complex scenarios; then, realize polymorphic interaction methods: the PC side realizes the switching between fast entry and precise selection through single-button and mouse collaborative operation, simplifying the operation path, and the mobile game side introduces virtual buttons and dual joystick mechanisms, providing flexible displacement and cover selection functions, breaking through the limitations of touch screen operation;

[0239] 3. Optimize action fluency: First, realize smooth cover switching: support direct switching from one cover to the adjacent cover or corner cover without repeated exit and entry operations, greatly optimize the player experience and improve the smoothness of operation. The automatic follow-up and corner functions at the corners will effectively reduce the steps that players need to leave the cover and readjust, provide smooth corner transitions, and make the cover system operate more smoothly in battle; then, realize intelligent switching within the cover: allow quick adjustment of position within the cover, or dynamically select the switching point between covers, so that the use of cover in battle is more natural and efficient, and reduce cumbersome operation steps;

[0240] 4. Improved tactical depth: Players can move flexibly, adjust cover positions and make tactical choices quickly in cover mode. This high degree of freedom in cover operation brings more possibilities to combat strategies.

[0241] 5. Comprehensive optimization of player experience: Through dynamic UI prompts, players' immediate perception of operation results is enhanced, the sense of immersion is improved, and clear visual feedback is provided; simplifying learning costs: through clear operation logic and intuitive UI prompts, it can be quickly accepted by new players, while providing a higher operation limit for advanced players to simplify learning costs.

[0242] So far, the control method of the virtual object provided by the embodiment of the present application has been described in combination with the exemplary application and implementation of the electronic device provided by the embodiment of the present application. The following will continue to describe the various modules in the virtual object control device 555 provided by the embodiment of the present application that cooperate to implement the control scheme of the virtual object.

[0243] A display module 5551 is used to display a virtual scene, wherein the virtual scene includes a first virtual object and at least one virtual cover;

[0244] A cover detection module 5552, configured to display a cover identifier of at least one of the virtual covers in the virtual scene in response to a cover detection operation, wherein the cover identifier corresponds to the virtual cover in a one-to-one manner;

[0245] The control module 5553 is used to control the first virtual object to move to a first position in response to a selection operation on at least one of the cover identifiers, wherein the distance between the first position and the virtual cover corresponding to the selected cover identifier is less than a first distance threshold.

[0246] In some embodiments, the cover detection module 5552 is further configured to display a cover mark of at least one of the virtual covers in the virtual scene in response to a trigger operation on a first functional control integrated with a cover detection function.

[0247] In some embodiments, the cover detection module 5552 is also used to control the first virtual object to move toward any of the virtual covers in response to a movement control operation on the first virtual object; in response to the positional relationship between the first virtual object and any of the virtual covers satisfying a set positional relationship during the movement of the first virtual object, a cover identifier of at least one of the virtual covers is displayed in the virtual scene.

[0248] In some embodiments, the cover detection module 5552 is further configured to display a cover mark of at least one of the virtual covers within the field of view of the first virtual object in the virtual scene.

[0249] In some embodiments, after displaying the cover identification of at least one virtual cover within the field of view of the first virtual object in the virtual scene, the cover detection module 5552 is further used to display the cover identification of at least one virtual cover within the adjusted field of view in response to a field of view adjustment operation.

[0250] In some embodiments, the cover detection module 5552 is also used to detect the moving direction of the moving operation in response to the moving operation of the second function control integrated with the field of view adjustment function; adjust the field of view based on the moving direction, and display the cover mark of at least one of the virtual covers within the adjusted field of view.

[0251] In some embodiments, when there are multiple virtual shelters, the shelter detection module 5552 is further configured to arrange and display shelter identifiers of the multiple virtual shelters in descending order of priority of the multiple virtual shelters.

[0252] In some embodiments, the cover detection module 5552 is also used to perform the following processing for each virtual cover in at least one of the virtual covers: displaying the cover mark of the virtual cover at the position corresponding to the virtual cover according to the display effect corresponding to the priority of the virtual cover, and the display effect includes at least one of the following: color, size, shape, and special effects.

[0253] In some embodiments, before displaying the cover identification of at least one of the virtual cover in the virtual scene, the cover detection module 5552 is also used to call a neural network model to perform priority prediction on at least one of the virtual cover based on the account characteristics of the account controlling the first virtual object and the cover characteristics of at least one of the virtual cover, so as to obtain the priority of each of the virtual cover, wherein the neural network model is trained through account feature samples, cover characteristics of virtual cover samples and priority labeling of the virtual cover samples.

[0254] In some embodiments, before the cover identifier of at least one of the virtual covers is displayed in the virtual scene, the cover detection module 5552 is also used to perform the following processing for each virtual cover in at least one of the virtual covers: determining a first weight of the virtual cover based on a second position of a second virtual object in the virtual scene and a third position of the virtual cover in the virtual scene, wherein the second virtual object is a virtual object in an adversarial relationship with the first virtual object; determining a second weight of the virtual cover based on the occlusion area of ​​the virtual cover, and determining a third weight of the virtual cover based on the defense value of the virtual cover; fusing the first weight, the second weight and the third weight to obtain the total weight of the virtual cover; determining the priority of each virtual cover based on the total weight of at least one of the virtual covers.

[0255] In some embodiments, the cover detection module 5552 is also used to generate a plurality of rays with the second position as endpoints within the viewing angle of the second virtual object; based on the third position, determine the angle formed by each of the rays and the surface of the virtual cover; and generate a first weight of the virtual cover based on the angles corresponding to the plurality of rays.

[0256] In some embodiments, the control module 55532 is also used to respond to an adjustment operation on the field of view of the first virtual object, and display a cover identifier of at least one of the virtual covers within the adjusted field of view; in response to a cover identifier being displayed within the adjusted field of view, determine a cover identifier as the selected cover identifier, and control the first virtual object to move to a first position.

[0257] In some embodiments, the control module 55532 is further used to determine one of the cover markers as the selected cover marker in response to the fact that one of the cover markers is displayed within the adjusted field of view and the duration for which the field of view of the first virtual object is kept unchanged is greater than a duration threshold.

[0258] In some embodiments, the cover detection operation is achieved by pressing the function control and maintaining the pressing state; the control module 55532 is also used to determine a cover marker as the selected cover marker in response to a cover marker being displayed in the adjusted field of view and the function button being released in the pressed state.

[0259] In some embodiments, the cover detection module 5552 is also used to display a cover identification of at least one of the virtual covers in the virtual scene in response to satisfying a cover detection condition; wherein the cover detection condition includes one of the following: the number of times the second virtual object attacks the first virtual object is greater than a first number threshold, and the second virtual object is a virtual object that is in an adversarial relationship with the first virtual object; the difference between the state value of the first virtual object and the state value of the second virtual object is less than a set threshold; the number of times the first virtual object hides through any of the virtual covers is greater than a second number threshold; a hiding instruction from a third virtual object is received, and the third virtual object is a virtual object that is in a collaborative relationship with the first virtual object.

[0260] In some embodiments, the control module 55532 is also used to control the first virtual object to move to a fourth position in response to a cover entry operation, wherein the distance between the fourth position and the candidate cover is less than a first distance threshold, and the type of the candidate cover includes at least one of the following: the virtual cover with the smallest distance from the first virtual object, the virtual cover with the largest occlusion area, the virtual cover that has been selected more than a third number threshold, and the virtual cover with the highest defense value.

[0261] In some embodiments, after controlling the first virtual object to move to the first position in response to a selection operation for at least one of the cover identifiers, the control module 55532 is further used to control the first virtual object to move to a fifth position in response to a cover exit operation, and the distance between the fifth position and the selected virtual cover is greater than or equal to the first distance threshold; in response to a cover switching operation, controlling the first virtual object to move from the first position to a sixth position, and the distance between the sixth position and the virtual cover selected by the cover switching operation is less than the first distance threshold; in response to a position adjustment operation, controlling the first virtual object to move from the first position to the seventh position selected by the position adjustment operation, and the distance between the seventh position and the selected virtual cover is less than the first distance threshold.

[0262] In some embodiments, the control module 55532 is also used to control the first virtual object to move to a first position inside the hollow bunker when the selected virtual bunker is a hollow bunker; and to control the first virtual object to move to a first position outside the hollow bunker when the selected virtual bunker is a solid bunker.

[0263] In some embodiments, before displaying the cover identifier of at least one of the virtual covers in the virtual scene, the cover detection module 5552 is further used to detect, in the virtual scene, a virtual object whose distance from the first virtual object is less than a third distance threshold; and perform cover screening on the virtual objects to obtain at least one of the virtual covers.

[0264] In some embodiments, the cover detection module 5552 filters out a first candidate cover from the multiple virtual objects, wherein the first candidate cover is the virtual object with a cover label; based on the occlusion area of ​​the first candidate cover and the angle between the target direction and the line of sight of the first virtual object, a second candidate cover is filtered out from the multiple first candidate covers, wherein the target direction is the direction from the first virtual object to the second candidate cover; based on the distance between the second candidate cover and the first virtual object, at least one virtual cover is filtered out from the multiple second candidate covers.

[0265] 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 program or the computer executable instruction from the computer-readable storage medium, and the processor executes the computer program or the computer executable instruction, so that the electronic device executes the control method of the virtual object described in the embodiment of the present application.

[0266] The present application embodiment provides a computer-readable storage medium storing computer-executable instructions, wherein the 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 control method provided by the present application embodiment, for example, Figure 3 A method for controlling a virtual object is shown.

[0267] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or it may be various devices including one or any combination of the above memories.

[0268] 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.

[0269] 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).

[0270] 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.

[0271] It is understandable that in the embodiments of the present application, related data such as user information is involved. When the embodiments of the present application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of the relevant regions.

[0272] 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 method for controlling a virtual object, characterized in that: The method comprises: Displaying a virtual scene, wherein the virtual scene includes a first virtual object and at least one virtual cover; In response to the cover detection operation, displaying a cover mark of at least one of the virtual covers in the virtual scene, wherein the cover mark corresponds to the virtual cover in a one-to-one manner; In response to a selection operation on at least one of the cover identifiers, the first virtual object is controlled to move to a first position, wherein a distance between the first position and a virtual cover corresponding to the selected cover identifier is less than a first distance threshold.

2. The method according to claim 1, characterized in that In response to the cover detection operation, displaying a cover mark of at least one virtual cover in the virtual scene includes: In response to a trigger operation on a first functional control integrated with a cover detection function, a cover mark of at least one of the virtual covers is displayed in the virtual scene.

3. The method according to claim 1, characterized in that In response to the cover detection operation, displaying a cover mark of at least one virtual cover in the virtual scene includes: In response to a movement control operation on the first virtual object, controlling the first virtual object to move toward any of the virtual bunkers; In response to the positional relationship between the first virtual object and any of the virtual shelters satisfying a set positional relationship during the movement of the first virtual object, a shelter mark of at least one of the virtual shelters is displayed in the virtual scene.

4. The method according to any one of claims 1 to 3, characterized in that: The step of displaying a cover mark of at least one virtual cover in the virtual scene comprises: A cover mark of at least one of the virtual covers is displayed within the field of view of the first virtual object in the virtual scene.

5. The method according to claim 4, characterized in that After displaying a cover mark of at least one virtual cover within the field of view of the first virtual object in the virtual scene, the method further includes: In response to the field of view adjustment operation, a cover mark of at least one of the virtual covers is displayed within the adjusted field of view.

6. The method according to claim 5, characterized in that In response to the field of view adjustment operation, displaying a cover mark of at least one virtual cover in the adjusted field of view includes: In response to a movement operation on a second functional control integrated with a field of view adjustment function, detecting a movement direction of the movement operation; The field of view is adjusted based on the moving direction, and a cover mark of at least one of the virtual covers is displayed within the adjusted field of view.

7. The method according to any one of claims 1 to 6, characterized in that: When the number of at least one virtual shelter is plural, displaying a shelter mark of at least one virtual shelter in the virtual scene includes: The cover marks of the multiple virtual covers are arranged and displayed in descending order of priority of the multiple virtual covers.

8. The method according to any one of claims 1 to 6, characterized in that: The step of displaying a cover mark of at least one virtual cover in the virtual scene comprises: The following processing is performed for each virtual cover in at least one of the virtual covers: According to the display effect corresponding to the priority of the virtual shelter, the shelter mark of the virtual shelter is displayed at the position corresponding to the virtual shelter.

9. The method according to claim 7 or 8, characterized in that: Before displaying a cover mark of at least one virtual cover in the virtual scene, the method further includes: Based on the account characteristics of the account controlling the first virtual object and the cover characteristics of at least one of the virtual cover, a neural network model is called to predict the priority of at least one of the virtual cover to obtain the priority of each of the virtual cover, wherein the neural network model is trained through account feature samples, cover characteristics of virtual cover samples and priority labeling of the virtual cover samples.

10. The method according to claim 7 or 8, characterized in that: Before displaying a cover mark of at least one virtual cover in the virtual scene, the method further includes: The following processing is performed for each virtual cover in at least one of the virtual covers: Determining a first weight of the virtual cover based on a second virtual object at a second position of the virtual scene and a third position of the virtual cover in the virtual scene, wherein the second virtual object is a virtual object in an adversarial relationship with the first virtual object; Determining a second weight of the virtual bunker based on the shielding area of ​​the virtual bunker, and determining a third weight of the virtual bunker based on the defense value of the virtual bunker; fusing the first weight, the second weight, and the third weight to obtain a total weight of the virtual cover; Based on the total weight of at least one of the virtual bunkers, a priority of each of the virtual bunkers is determined.

11. The method according to claim 10, characterized in that The determining the first weight of the virtual cover based on the second position of the second virtual object in the virtual scene and the third position of the virtual cover in the virtual scene includes: In the viewing angle range of the second virtual object, generating a plurality of rays with the second position as an endpoint; Based on the third position, determining an angle formed by each of the rays and the surface of the virtual cover; A first weight of the virtual cover is generated based on the angles respectively corresponding to the plurality of rays.

12. The method according to any one of claims 1 to 11, characterized in that: In response to a selection operation on at least one of the cover marks, controlling the first virtual object to move to a first position comprises: In response to an adjustment operation on the field of view of the first virtual object, displaying a cover mark of at least one of the virtual covers within the adjusted field of view; In response to one of the cover marks being displayed within the adjusted field of view, one of the cover marks is determined as the selected cover mark, and the first virtual object is controlled to move to a first position.

13. The method according to claim 12, characterized in that In response to a shelter mark being displayed in the adjusted field of view, determining a shelter mark as the selected shelter mark includes: In response to one of the cover marks being displayed in the adjusted field of view and the duration for which the field of view of the first virtual object is kept unchanged being greater than a duration threshold, one of the cover marks is determined as the selected cover mark.

14. The method according to claim 12, characterized in that The cover detection operation is achieved by pressing the function control and keeping it pressed; In response to a shelter mark being displayed in the adjusted field of view, determining a shelter mark as the selected shelter mark includes: In response to one of the cover marks being displayed in the adjusted field of view and the function key being released in the pressed state, one of the cover marks is determined as the selected cover mark.

15. The method according to any one of claims 1 to 14, characterized in that: Before controlling the first virtual object to move to the first position in response to the selection operation on at least one of the cover marks, the method further includes: In response to satisfying a cover detection condition, displaying a cover mark of at least one of the virtual covers in the virtual scene; The cover detection condition includes one of the following: The number of times that the second virtual object attacks the first virtual object is greater than a first number threshold, and the second virtual object is a virtual object that is in a confrontational relationship with the first virtual object; A difference between the state value of the first virtual object and the state value of the second virtual object is less than a set threshold; The number of times the first virtual object hides through any of the virtual shelters is greater than a second number threshold; A hiding instruction of a third virtual object is received, where the third virtual object is a virtual object in a cooperative relationship with the first virtual object.

16. The method according to any one of claims 1 to 14, characterized in that: The method further comprises: In response to a cover entry operation, the first virtual object is controlled to move to a fourth position, wherein the distance between the fourth position and a candidate cover is less than a first distance threshold, and the types of the candidate cover include at least one of the following: the virtual cover with the smallest distance to the first virtual object, the virtual cover with the largest occlusion area, the virtual cover that has been selected more than a third number threshold, and the virtual cover with the highest defense value.

17. The method according to any one of claims 1 to 14, characterized in that: After controlling the first virtual object to move to the first position in response to the selection operation on at least one of the cover marks, the method further includes: In response to a cover exit operation, controlling the first virtual object to move to a fifth position, wherein a distance between the fifth position and the selected virtual cover is greater than or equal to the first distance threshold; In response to a cover switching operation, controlling the first virtual object to move from the first position to a sixth position, wherein a distance between the sixth position and the virtual cover selected by the cover switching operation is less than the first distance threshold; In response to a position adjustment operation, the first virtual object is controlled to move from the first position to a seventh position selected by the position adjustment operation, and a distance between the seventh position and the selected virtual cover is less than the first distance threshold.

18. The method according to any one of claims 1 to 14, characterized in that: The controlling the first virtual object to move to a first position includes: When the selected virtual bunker is a hollow bunker, controlling the first virtual object to move to a first position inside the hollow bunker; When the selected virtual shelter is a solid shelter, the first virtual object is controlled to move to a first position outside the hollow shelter.

19. The method according to any one of claims 1 to 14, characterized in that: Before displaying a cover mark of at least one virtual cover in the virtual scene, the method further includes: In the virtual scene, detecting a virtual object whose distance from the first virtual object is less than a third distance threshold; The virtual object is subjected to cover screening to obtain at least one virtual cover.

20. The method according to claim 19, characterized in that The step of screening the virtual object for a cover to obtain at least one virtual cover comprises: Filtering out a first candidate bunker from the plurality of virtual objects, wherein the first candidate bunker is the virtual object with a bunker label; Based on the occlusion area of ​​the first candidate bunker and the angle between the target direction and the line of sight of the first virtual object, a second candidate bunker is selected from the plurality of first candidate bunkers, wherein the target direction is the direction from the first virtual object to the second candidate bunker; At least one of the virtual bunkers is selected from a plurality of the second candidate bunkers based on the distance between the second candidate bunker and the first virtual object.

21. A control device for a virtual object, characterized in that: The device comprises: A display module, configured to display a virtual scene, wherein the virtual scene includes a first virtual object and at least one virtual cover; A cover detection module, configured to display a cover identifier of at least one of the virtual covers in the virtual scene in response to a cover detection operation, wherein the cover identifier corresponds to the virtual cover in a one-to-one manner; The control module is configured to control the first virtual object to move to a first position in response to a selection operation on at least one of the cover identifiers, wherein a distance between the first position and a virtual cover corresponding to the selected cover identifier is less than a first distance threshold.

22. An electronic device, characterized in that: The electronic device comprises: Memory for storing computer programs or computer executable instructions; A processor is used to implement the virtual object control method according to any one of claims 1 to 20 when executing the computer program or computer executable instructions stored in the memory.

23. A computer-readable storage medium, characterized in that: A computer program or a computer executable instruction is stored, and when the computer program or the computer executable instruction is executed by a processor, the control method of the virtual object according to any one of claims 1 to 20 is implemented.

24. A computer program product comprising a computer program or computer executable instructions, characterized in that When the computer program or computer executable instructions are executed by a processor, the method for controlling a virtual object according to any one of claims 1 to 20 is implemented.

Citation Information

Cited By

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

    WO2026179549A1