Interaction method and device in virtual scene, electronic equipment, computer readable storage medium and computer program product
By introducing virtual pets and interactive operations into the game, the problem of single behavior of non-player characters is solved, and resource utilization and game experience are improved.
Patent Information
- Application Number
- CN202510380869.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-27
- Publication Date
- 2025-05-13
AI Technical Summary
In the prior art, non-player characters behave in a single game, resulting in low utilization of electronic device resources and reducing the player's gaming experience.
By introducing virtual pets into virtual scenes and allowing player characters to interact with them, such as riding and throwing, control virtual pets to enter the trigger area of non-player characters, resulting in non-player characters outputting feedback information.
It enriches the behavior of non-player characters, improves resource utilization of electronic devices, and improves the player's gaming experience.
Smart Images

Figure CN119971497A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of Internet technology, and in particular to an interaction method, device, electronic device, computer-readable storage medium and computer program product in a virtual scene. Background Art
[0002] In the related art, there are player characters and non-player characters in the game, and the player can control the player characters to communicate with the non-player characters. When the non-player characters are pre-set with dialogue text, the dialogue text can be displayed. When the dialogue text is not pre-set, the non-player characters do not provide feedback to the dialogue of the player characters. It can be seen that in the related art, the behavior of the non-player characters is relatively simple, resulting in low resource utilization of electronic devices and reducing the player's gaming experience. Summary of the invention
[0003] The embodiments of the present application provide an interactive method, device, electronic device, computer-readable storage medium and computer program product in a virtual scene, which can enrich the behavior of non-player characters, improve the resource utilization of electronic devices, and thus improve the player's gaming experience.
[0004] The technical solution of the embodiment of the present application is implemented as follows:
[0005] The present application provides an interactive method in a virtual scene, the method comprising:
[0006] Displaying a player character in a virtual scene, wherein the player character has a first virtual pet;
[0007] In response to a control instruction for the player character, controlling the player character to perform a first interactive operation for the first virtual pet;
[0008] Based on the first interactive operation, in response to the first virtual pet entering a triggering area of a non-player character, the non-player character is controlled to output feedback information for the first virtual pet.
[0009] The present application provides an interactive device in a virtual scene, the device comprising:
[0010] A display module, used for displaying a player character in a virtual scene, wherein the player character has a first virtual pet;
[0011] A response module, configured to control the player character to perform a first interactive operation on the first virtual pet in response to a control instruction on the player character;
[0012] The response module is further configured to control the non-player character to output feedback information for the first virtual pet in response to the first virtual pet entering the triggering area of the non-player character based on the first interactive operation.
[0013] In the above scheme, the feedback information includes a second interactive operation, and the response module is also used to control the non-player character to perform the second interactive operation based on the first interactive operation in response to the first virtual pet being in the trigger area of the non-player character; wherein the second interactive operation is a feedback operation performed by the non-player character in response to the first virtual pet entering the trigger area.
[0014] In the above scheme, the second interactive operation includes an independent reaction action and a contact reaction action, and the response module is further used to perform at least one of the following: controlling the non-player character to perform the independent reaction action toward the first virtual pet; controlling the non-player character to perform the contact reaction action against the first virtual pet.
[0015] In the above scheme, the feedback information also includes the audio of the non-player character for the first virtual pet, and the response module is further used to play the audio of the non-player character for the first virtual pet during the process of the non-player character performing the second interactive operation; wherein the audio is adapted to the second interactive operation and is used to assist the second interactive operation in providing the first feedback to the first virtual pet.
[0016] In the above scheme, the feedback information also includes a dialogue text of the non-player character to the first virtual pet, and the response module is further used to display the dialogue text of the non-player character to the first virtual pet in the associated area of the non-player character during the process of the non-player character performing the second interactive operation; wherein the content of the dialogue text is adapted to the second interactive operation, and is used to assist the second interactive operation in providing the second feedback to the first virtual pet.
[0017] In the above scheme, the response module is also used to display a dialogue bubble in the associated area of the non-player character, and display the dialogue text of the non-player character to the first virtual pet in the dialogue bubble; wherein, when the dialogue text is a plurality of continuous dialogue sentences, each of the dialogue sentences corresponds to a dialogue bubble, and the plurality of dialogue bubbles are presented one by one in the associated area.
[0018] In the above scheme, the response module is further used to perform at least one of the following: based on the pet category to which the first virtual pet belongs, controlling the non-player character to perform the second interactive operation, different pet categories correspond to different second interactive operations; based on the pet level to which the first virtual pet belongs, controlling the non-player character to perform the second interactive operation, different pet levels correspond to different second interactive operations; based on the growth stage of the first virtual pet, controlling the non-player character to perform the second interactive operation, different growth stages correspond to different second interactive operations.
[0019] In the above solution, the response module is further used to control the non-player character to output feedback information for the first virtual pet, and then, in response to the first virtual pet being in the trigger area for a first time period, control the non-player character to follow the first virtual pet with its line of sight.
[0020] In the above solution, the response module is further used to unlock the target task in response to the non-player character following the first virtual pet by sight for a second time period, and control the non-player character to guide the player character to perform the target task.
[0021] In the above scheme, the response module is also used to control the non-player character to release a target skill in response to the duration that the non-player character follows the first virtual pet's line of sight reaching a third duration; wherein the target skill includes at least one of a trust skill and an attribute skill, the trust skill is used to increase the first virtual pet's trust in the player character, and the attribute skill is used to increase the attribute value of the player character.
[0022] In the above solution, the response module is further used to control the non-player character to stop the line of sight tracking and restore to an initialization state in response to the first virtual pet leaving the trigger area.
[0023] In the above scheme, the response module is also used to control the non-player character to stop outputting feedback information for the second virtual pet and output feedback information for the first virtual pet based on the first interactive operation if the first virtual pet enters the triggering area of the non-player character and the non-player character is outputting feedback information for the second virtual pet, and the priority of the first virtual pet is higher than that of the second virtual pet.
[0024] In the above scheme, the response module is also used to control the non-player character to continuously output feedback information for the first virtual pet if a third virtual pet enters the trigger area during the process of the non-player character outputting feedback information for the first virtual pet, and the third virtual pet has the same priority as the first virtual pet.
[0025] In the above solution, the response module is further used to control the non-player character to output feedback information for the first virtual pet, and then, in response to the fourth virtual pet entering the triggering area of the non-player character, control the non-player character to output feedback information for the fourth virtual pet.
[0026] In the above scheme, the first interactive operation includes the player character's riding operation on the first virtual pet; the response module is also used to respond to the control instruction for the player character, control the player character to perform the riding operation on the first virtual pet, and control the first virtual pet to move into the trigger area based on the riding operation.
[0027] In the above scheme, the response module is further used to control the virtual pet ridden by the player character to switch from the first virtual pet to the fifth virtual pet in response to a switching instruction for the first virtual pet during the process of the non-player character outputting feedback information for the first virtual pet; and in response to completion of the switching for the first virtual pet, control the non-player character to output feedback information for the fifth virtual pet.
[0028] In the above scheme, during the process of the player character performing the riding operation, the first virtual pet is in a first form; the response module is further used to control the non-player character to output feedback information for the first virtual pet, and in response to the feedback corresponding to the feedback information being negative feedback, control the form of the first virtual pet to switch from the first form to a second form, and the second form is used for the first virtual pet to perform combat operations against the non-player character.
[0029] In the above scheme, the first interactive operation includes a throwing operation; the response module is further used to respond to the control instruction for the player character, control the player character to perform a throwing operation on the virtual container including the first virtual pet; based on the throwing operation, in response to the virtual container being thrown into the trigger area, control the first virtual pet in the virtual container to appear in the trigger area, and control the non-player character to output feedback information for the first virtual pet
[0030] In the above scheme, the response module is also used to control the non-player character to output feedback information for the first virtual pet, and in response to the feedback information being directed to a target part of the first virtual pet and the feedback corresponding to the feedback information being positive feedback, display a visual effect at the target part of the first virtual pet.
[0031] In the above scheme, the response module is also used to control the non-player character to output feedback information for the first virtual pet, and in response to the feedback corresponding to the feedback information being negative feedback, control the first virtual pet to perform a third interactive operation on the non-player character, wherein the third interactive operation is used to reduce the probability of occurrence of the negative feedback.
[0032] In the above solution, the response module is further used to control the non-player character to output feedback information for the first virtual pet in response to the first virtual pet entering the triggering area of the non-player character and the non-player character sensing the first virtual pet.
[0033] In the above scheme, the response module is further used to control the non-player character to output feedback information for the first virtual pet, and in response to the feedback corresponding to the feedback information being positive feedback and the number of times the first virtual pet receives positive feedback reaching a target number, display prompt information, wherein the prompt information is used to prompt that the first virtual pet has invitation authority for the target game; based on the prompt information, in response to the control instruction for the first virtual pet, control the first virtual pet to perform an invitation operation for the non-player character, wherein the invitation operation is used to invite the non-player character to cooperate with the first virtual pet to play the target game.
[0034] An embodiment of the present application provides an electronic device, the electronic device comprising:
[0035] A memory for storing computer executable instructions or computer programs;
[0036] The processor is used to implement the interaction method in the virtual scene provided in the embodiment of the present application when executing the computer executable instructions or computer programs stored in the memory.
[0037] An embodiment of the present application provides a computer-readable storage medium storing a computer program or computer-executable instructions for implementing an interactive method in a virtual scene provided by an embodiment of the present application when executed by a processor.
[0038] An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions. When the computer program or computer executable instructions are executed by a processor, the interaction method in the virtual scene provided by the embodiment of the present application is implemented.
[0039] The embodiments of the present application have the following beneficial effects:
[0040] The interactive method in the virtual scene provided by the embodiment of the present application can display a player character in the virtual scene. The player character has a first virtual pet. In response to a control instruction for the player character, the player character is controlled to perform a first interactive operation for the first virtual pet, which can enhance the interactivity between the player character and the first virtual pet, and can enhance the diversity of displaying the first virtual pet in the virtual scene. Based on the first interactive operation, in response to the first virtual pet entering the triggering area of the non-player character, the non-player character is controlled to output feedback information for the first virtual pet. In this way, the non-player character can output feedback information for the first virtual pet, which can enrich the behavior of the non-player character, enhance the diversity of the behavior of the non-player character, and enhance the diversity of displaying the non-player character in the virtual scene.
[0041] It can be seen that through the interaction method in the virtual scene provided by the embodiment of the present application, the interactivity between the player character and the first virtual pet can be improved, the behavior of the non-player characters can be enriched, the diversity of displaying the first virtual pet and the non-player characters in the virtual scene can be improved, and the resource utilization of the electronic device can be improved. For the player, the player can obtain the feedback information of the non-player character on the first virtual pet, which can improve the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0042] Figure 1 is a schematic diagram of the structure of an interactive system in a virtual scene provided in an embodiment of the present application;
[0043] Figure 2 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application;
[0044] Figure 3 This is a flow diagram of the interactive method in a virtual scene provided by an embodiment of the present application. Figure 1 ;
[0045] Figure 4 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 1 ;
[0046] Figure 5 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 ;
[0047] Figure 6 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 3 ;
[0048] Figure 7 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 4 ;
[0049] Figure 8 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 5 ;
[0050] Fig. 9 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 6 ;
[0051] Fig.10 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 7 ;
[0052] Fig.11 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 8 ;
[0053] Fig.12 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 9 ;
[0054] Fig.13 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 ;
[0055] Fig.14 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 one;
[0056] Fig.15 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 two;
[0057] Fig.16 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 three;
[0058] Fig.17 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 Four;
[0059] Fig.18 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 five;
[0060] Fig.19 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 six;
[0061] Fig. 20 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 seven;
[0062] Fig.21 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 eight;
[0063] Fig. 22 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 Nine;
[0064] Fig.23 This is a flow diagram of the interactive method in a virtual scene provided by an embodiment of the present application. Figure 2 ;
[0065] Fig.24 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 ten;
[0066] Fig.25 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 eleven;
[0067] Fig.26 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 twelve;
[0068] Fig. 27 Schematic diagram of a behavior tree provided in an embodiment of the present application. DETAILED DESCRIPTION
[0069] 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.
[0070] 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.
[0071] In the following description, the terms "first\second\third" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\third" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0072] 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.
[0073] Unless otherwise defined, all technical and scientific terms used in the embodiments of the present application have the same meanings as those commonly understood by those skilled in the art. The terms used in the embodiments of the present application are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.
[0074] 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.
[0075] 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.
[0076] 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.
[0077] 2) Human-computer interaction interface, an interface for providing human-computer interaction functions / an interface for displaying virtual scenes, wherein at least one of a player character, a first virtual pet, and a non-player character may be displayed in the virtual scene. For example, the human-computer interaction interface may be displayed through a graphical user interface (GUI), such as an augmented reality (AR) interface, a virtual reality (VR) interface, a voice user interface (VUI), an interactive projection interface (using projection technology to display information on a plane), an eye movement detection interface (an interface controlled by detecting the user's line of sight), a holographic interface (a three-dimensional hologram formed by projecting an image through holographic projection technology, and a stereoscopic image can be seen without wearing special glasses), a multimodal interface (an interactive interface that combines multiple interaction methods, such as touch, vision, hearing, etc.), a brain-machine interface (BMI) interface, etc.
[0078] 3) Virtual scene is a virtual scene displayed (or provided) when the application is running on the terminal. The virtual scene can be a simulation of the real world, a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene.
[0079] For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user (i.e., the player) may control the virtual object to perform activities in the virtual scene, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. The virtual scene may be displayed from a first-person perspective (e.g., playing the virtual object in the game from the user's own perspective); it may also be displayed from a third-person perspective (e.g., the user chases the virtual object in the game to play the game); it may also be displayed from a bird's-eye view perspective, and the above perspectives may be switched arbitrarily.
[0080] 4) Virtual objects, images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, stones, etc. displayed in a virtual scene. The virtual object can be a virtual image in the virtual scene that represents the 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.
[0081] For example, the virtual object may be a player character controlled by operations on the client, an artificial intelligence (AI) trained to fight in a virtual scene, or a non-player character (NPC) set in an interactive virtual scene. The number of virtual objects participating in the interaction in the virtual scene may be preset or dynamically determined according to the number of clients participating in the interaction.
[0082] 5) Virtual pets refer to virtual creatures or virtual non-living things owned by virtual objects. Virtual pets are set up for virtual objects, which can improve the richness of the content displayed in virtual scenes. Among them, virtual objects can be one or more of player characters and non-player characters. The relationship between virtual pets and virtual objects is explained below. Virtual pets have dependence, interactivity, functionality and growth.
[0083] Dependence means that a virtual pet can be attached to a virtual object, that is, there is an association between the virtual pet and the virtual object, and the two are bound to each other. Interactivity means that players can control virtual objects to interact with virtual pets. For example, players can control virtual objects to feed, train or command virtual pets.
[0084] Functionality refers to the existence of corresponding functions of virtual pets, which may include assisting virtual objects to interact with other virtual objects in virtual scenes (i.e., fighting), assisting virtual objects to interact with other virtual pets in virtual scenes (i.e., fighting), assisting virtual objects to find items in virtual scenes, and assisting virtual objects to move in virtual scenes, that is, virtual pets can be used as virtual vehicles for virtual objects. Growth refers to the ability to improve the properties, skills, and levels of virtual pets through feeding, training, fighting, etc.
[0085] 6) Client, also known as the user end, refers to the program corresponding to the server that provides local services to users. Except for some applications that can only run locally, it is generally installed on an ordinary client and needs to cooperate with the server to run. That is, there must be corresponding servers and service programs in the network to provide corresponding services. In this way, specific communication connections need to be established between the client and server to ensure the normal operation of the application, such as the game client.
[0086] During the research, the inventor discovered that the related technology has the following technical problems:
[0087] Technical Issue 1. In the related art, there are player characters and non-player characters in the game. Players can control the player characters to communicate with the non-player characters. When the non-player characters are pre-set with dialogue text, the dialogue text can be displayed. When the dialogue text is not pre-set, the non-player characters do not respond to the dialogue of the player characters. It can be seen that in the related art, the behavior of the non-player characters is relatively simple, which reduces the player's gaming experience.
[0088] Technical Issue 2: In related technologies, the behaviors of non-player characters are fixed for different player characters. For example, in the cutscenes in the game, non-player characters can perform fixed behaviors for different player characters. It can be seen that the behaviors of non-player characters are relatively simple.
[0089] The embodiments of the present application provide an interaction method in a virtual scene, an interaction device in a virtual scene, an electronic device, a computer-readable storage medium, and a computer program product, which can enrich the behavior of non-player characters, thereby improving the player's gaming experience.
[0090] See also Figure 1 , Figure 1 is a schematic diagram of the structure of an interactive system in a virtual scene provided in an embodiment of the present application, Figure 1 The interactive system 100 in the virtual scene shown is used to implement and support an interactive application in a virtual scene. Figure 1 The terminal 400 - 1 and the terminal 400 - 2 shown can both be connected to the server 200 via the network 300 . The network 300 can be a wide area network or a local area network, or a combination of the two.
[0091] In some embodiments, the following steps can be performed for any one of the terminals 400-1 and 400-2. The following description is given in conjunction with the terminal 400-1, and the terminal 400-2 can replace the description equivalently. The terminal 400-1 is used to display a virtual scene on the graphical interface 410-1, and display a player character in the virtual scene. The player character has a first virtual pet, and the player character is the character controlled by the player using the terminal 400-1.
[0092] Terminal 400-1 controls the player character to perform a first interactive operation on the first virtual pet in response to a control instruction for the player character, and based on the first interactive operation, controls the non-player character to output feedback information on the first virtual pet in response to the first virtual pet entering the triggering area of the non-player character.
[0093] Among them, the virtual scene, the first virtual pet, the player character and the non-player character displayed on the graphical interface 410-1 of the terminal 400-1 can be displayed based on the data pre-stored in the terminal 400-1, and can also be displayed based on the data transmitted to the terminal 400-1 in real time from the server 200, and can be specifically set according to actual usage requirements.
[0094] In some embodiments, in the case where the game is an online game, a virtual scene can be displayed in the graphical interface 410-1 of terminal 400-1 and the graphical interface 410-2 of terminal 400-2. Terminal 400-1 controls the player character to perform a first interactive operation on the first virtual pet in response to a control instruction for the player character. Based on the first interactive operation, in response to the first virtual pet entering the trigger area of the non-player character, terminal 400-1 and terminal 400-2 control the non-player character to output feedback information for the first virtual pet.
[0095] Among them, terminal 400-1 can send a control request to server 200 in response to the control instruction for the player character, and server 200 can send data for controlling the player character to perform a first interactive operation on the first virtual pet to terminal 400-1 and terminal 400-2. The graphical interface 410-1 of terminal 400-1 and the graphical interface 410-2 of terminal 400-2 can both display the first virtual pet entering the trigger area of the non-player character.
[0096] The server 200 can send corresponding data to the terminal 400-1 and the terminal 400-2 in real time. In response to the first virtual pet entering the trigger area of the non-player character, the server 200 can send data for controlling the non-player character to output feedback information for the first virtual pet to the terminal 400-1 and the terminal 400-2. The graphical interface 410-1 of the terminal 400-1 and the graphical interface 410-2 of the terminal 400-2 can both display the feedback information output by the non-player character for the first virtual pet.
[0097] The interactive method in the virtual scene provided by the embodiment of the present application can display a player character in the virtual scene. The player character has a first virtual pet. In response to a control instruction for the player character, the player character is controlled to perform a first interactive operation for the first virtual pet, which can enhance the interactivity between the player character and the first virtual pet, and can enhance the diversity of displaying the first virtual pet in the virtual scene. Based on the first interactive operation, in response to the first virtual pet entering the triggering area of the non-player character, the non-player character is controlled to output feedback information for the first virtual pet. In this way, the non-player character can output feedback information for the first virtual pet, which can enrich the behavior of the non-player character, enhance the diversity of the behavior of the non-player character, and enhance the diversity of displaying the non-player character in the virtual scene.
[0098] It can be seen that through the interaction method in the virtual scene provided by the embodiment of the present application, the interactivity between the player character and the first virtual pet can be improved, the behavior of the non-player characters can be enriched, the diversity of displaying the first virtual pet and the non-player characters in the virtual scene can be improved, and the resource utilization of the electronic device can be improved. For the player, the player can obtain the feedback information of the non-player character on the first virtual pet, which can improve the player's gaming experience.
[0099] The electronic device provided in the embodiments of the present application is described below. The electronic device that implements the interactive method in the virtual scene of the embodiments of the present application may be a terminal, a server, or a combination of the two. In some embodiments, the terminal may be various types of terminals such as a laptop computer, a tablet computer, a desktop computer, a set-top box, a smart phone, a smart speaker, a smart watch, a smart TV, and a car terminal.
[0100] In some embodiments, the server 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, content delivery networks (CDN), and big data and artificial intelligence platforms. The terminal and the server may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.
[0101] See also Figure 2 , Figure 2 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application, Figure 2The electronic device shown includes: at least one processor 410, a memory 450, at least one network interface 420 and a user interface 430. The various components in the electronic device are coupled together via a bus system 440. It is understood that the bus system 440 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 440 is not shown in FIG. Figure 2 Various buses are labeled as bus system 440 .
[0102] The processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0103] The user interface 430 includes one or more output devices 431 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0104] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices that are physically remote from the processor 410.
[0105] The memory 450 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.
[0106] In some embodiments, memory 450 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.
[0107] Operating system 451, including system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;
[0108] A network communication module 452, used to reach other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 include: Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB), etc.;
[0109] a presentation module 453 for enabling presentation of information via one or more output devices 431 (e.g., display screen, speaker, etc.) associated with the user interface 430 (e.g., a user interface for operating peripherals and displaying content and information);
[0110] The input processing module 454 is used to detect one or more user inputs or interactions from one of the one or more input devices 432 and translate the detected inputs or interactions.
[0111] In some embodiments, the interactive device in the virtual scene provided in the embodiments of the present application can be implemented in a software manner. Figure 2 An interactive device 455 in a virtual scene stored in a memory 450 is shown, which may be software in the form of a program or a plug-in, including the following software modules: a display module 4551 and a response module 4552. These modules are logical, and thus may be arbitrarily combined or further split according to the functions implemented. The functions of each module will be described below.
[0112] In other embodiments, the interactive device in the virtual scene provided by the embodiments of the present application can be implemented in hardware. As an example, the interactive device in the virtual scene provided by the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the interactive method in the virtual scene provided by the embodiments of the present application. For example, the processor in the form of a hardware decoding processor can adopt one or more application specific integrated circuits (Application Specific Integrated Circuit, ASIC), digital signal processors (Digital Signal Processor, DSP), programmable logic devices (Programmable Logic Device, PLD), complex programmable logic devices (Complex Programmable Logic Device, CPLD), field programmable gate arrays (Field-Programmable Gate Array, FPGA) or other electronic components.
[0113] In some embodiments, the terminal or server can implement the interactive method in the virtual scene provided by the embodiment of the present application by running various computer executable instructions or computer programs. For example, computer executable instructions can be commands, machine instructions or software instructions at the microprogram level. The computer program can be a native program or software module in the operating system; it can be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a game application; it can also be a small program that can be embedded in any APP, that is, a program that can be run only by downloading it to a browser environment. In short, the above-mentioned computer executable instructions can be instructions in any form, and the above-mentioned computer program can be an application, module or plug-in in any form.
[0114] The following describes the interactive method in the virtual scene provided by the embodiment of the present application. As mentioned above, the electronic device that implements the method for using the virtual props in the embodiment of the present application can be a terminal, a server, or a combination of the two. Figure 3 , Figure 3 This is a flow diagram of the interactive method in a virtual scene provided by an embodiment of the present application. Figure 1 , the following combination Figure 3 The steps shown take the execution subject being a terminal as an example to illustrate the interaction method in the virtual scene provided by the embodiment of the present application.
[0115] In step 101, a player character is displayed in a virtual scene.
[0116] In actual application, the terminal is installed with a game application, which can be any one of an open world game, a multiplayer online role-playing game, a first-person shooter game, a third-person shooter game, a multiplayer online tactical competitive game, a virtual reality application, a three-dimensional map program, or a multiplayer gunfight survival game.
[0117] If the game is a stand-alone offline game, in response to a trigger operation on the game application, the display page of the game application can be displayed, and a virtual scene can be displayed on the display page of the game application. If the game is a multiplayer online game, in response to a trigger operation on the game application, the terminal can send a data acquisition request to the server, and the server can send data for displaying the display page of the game application to the terminal, so that the display page of the game application can be displayed on the terminal, and a virtual scene can be displayed on the display page.
[0118] In some embodiments, when a virtual scene is displayed, a player character in the virtual scene can be synchronously displayed, wherein the number of player characters can be one or more, and for each player character, the player character can have one or more virtual pets, that is, the number of virtual pets can be one or more, and the virtual pets include a first virtual pet, and the player is the user playing the game. In some embodiments, when a virtual scene is displayed, the player character can be displayed in response to a first display instruction, and in this way, the player character in the virtual scene can be displayed in different ways, thereby improving the player's gaming experience.
[0119] In some embodiments, when displaying a virtual scene, the player character and the first virtual pet of the player character can be synchronously displayed in the virtual scene. In some embodiments, when displaying a virtual scene, in response to a second display instruction, the player character and the first virtual pet of the player character can be displayed. In this way, the player character and the first virtual pet can be displayed according to the actual usage needs of the player, thereby improving the player's gaming experience.
[0120] In some embodiments, after the player character is displayed in the virtual scene, in response to the third display instruction, the first virtual pet of the player character can be displayed, wherein the first display instruction, the second display instruction, and the third display instruction can be triggered by corresponding controls, corresponding shortcut keys, corresponding voices, corresponding body movements, etc., which can be set according to actual usage and are not specifically limited here. In this way, at least one of the virtual object and the first virtual pet can be displayed according to the actual usage needs of the player, which can further improve the player's gaming experience.
[0121] In some embodiments, after the player character and the first virtual pet of the player character are displayed, in response to the movement of the player character, the first virtual pet follows the movement of the player character. The distance between the first virtual pet and the player character is less than the first distance, and the first virtual pet can be in any position relative to the player character. The first virtual pet can be attached to the player character, for example, if the player character is a virtual person, the first virtual pet can be on the shoulder of the player character. The first virtual character can serve as a virtual vehicle of the player character, that is, the player character can ride the first virtual pet.
[0122] For example, see Figure 4 , Figure 4 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 1, a virtual scene 401 can be displayed, in which a player character 402 and a first virtual pet 403 of the player character 402 are displayed, the first virtual pet 403 is located on the right side of the player character 402, and the distance between the first virtual pet 403 and the player character 402 is less than the first distance.
[0123] For example, participate Figure 5 , Figure 5 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 , a virtual scene 501 can be displayed, in which a player character 502 and a first virtual pet 503 of the player character 502 are displayed. The first virtual pet 503 serves as a virtual vehicle of the player character 502 , and the player character 502 rides the first virtual pet 503 .
[0124] pass Figure 3 In step 101 shown, the player character can be displayed in a virtual scene in a variety of ways, or the player character and the first virtual pet can be displayed in a variety of ways, which can increase the diversity of interaction methods. In addition, the player character and the first virtual pet can be displayed in a variety of ways, which can increase the diversity of content displayed in the virtual scene.
[0125] Continue to participate Figure 3 In step 102, in response to a control instruction for the player character, the player character is controlled to perform a first interactive operation for the first virtual pet.
[0126] In some embodiments, in the case where the player character is displayed in the virtual scene but the first virtual pet of the player character is not displayed, the first interactive operation includes a throwing operation. Figure 3 In step 102, in response to a control instruction for the player character, the player character is controlled to perform a throwing operation on a virtual container including the first virtual pet. In this way, the interactivity between the player character and the first virtual pet can be improved, and the diversity of displaying the first virtual pet in the virtual scene can be improved.
[0127] Among them, the control instructions can also be implemented through one or more of controls, clicks, inputting control text, recording voice control instructions, and shooting limb control actions, without specific limitation here. The virtual container can be any one of a virtual sphere, a virtual box, a virtual book, a virtual package, and a virtual capsule, and can be set according to actual usage requirements.
[0128] In some implementations, a throwing control is displayed in the virtual scene, and responding to a trigger operation on the throwing control is equivalent to responding to a control instruction for the player character, controlling the player character to perform a throwing operation on the virtual container including the first virtual pet. In other words, the control instruction can be triggered by the throwing control. In this way, the interactivity between the player character and the first virtual pet can be improved, and the diversity of displaying the first virtual pet in the virtual scene can be improved.
[0129] In some embodiments, when the player character holds a virtual container, the position of throwing the virtual container can be adjusted, and in response to a confirmation instruction for the first position, it is equivalent to responding to a control instruction for the player character, controlling the player character to perform a throwing operation for the virtual container including the first virtual pet. The control instruction can be triggered by an instruction to control the player character to hold the virtual container and a confirmation instruction. In this way, the interactivity between the player character and the first virtual pet can be improved, and the diversity of displaying the first virtual pet in the virtual scene can be improved.
[0130] In some embodiments, in response to a control instruction for a player character, the player character is controlled to perform a throwing operation for a virtual container including a first virtual pet, and in response to throwing the virtual container including the first virtual pet to a first position in a virtual scene, a third display instruction is triggered, and the third display instruction can display the first virtual pet of the player character. The first position can be random, can be specified by the player, or can be pre-set, and can be determined specifically according to actual usage. In this way, the interactivity between the player character and the first virtual pet can be improved, and the diversity of displaying the first virtual pet in the virtual scene can be improved.
[0131] In some embodiments, in the case where the player character and the first virtual pet of the player character are displayed in the virtual scene, the first interactive operation includes a riding operation of the player character on the first virtual pet, Figure 3 In step 102, in response to the control instruction for the player character, the player character is controlled to perform a riding operation on the first virtual pet, and the first virtual pet is controlled to move into the trigger area based on the riding operation. In this way, the interactivity between the player character and the first virtual pet can be improved, and the diversity of displaying the first virtual pet in the virtual scene can be improved.
[0132] In some embodiments, when the player character is not riding the first virtual pet, a riding control is displayed in the virtual scene. In response to a trigger operation on the riding control, the player character can be controlled to ride the first virtual pet. In response to a movement instruction for the player character riding the first virtual pet, the first virtual pet is controlled to drive the player character to move into the trigger area. In other words, the control instruction can be triggered by the riding control and the movement instruction, or when the player character rides the first virtual pet, the control instruction is the movement instruction. In this way, the interactivity between the player character and the first virtual pet can be improved, and the diversity of displaying the first virtual pet in the virtual scene can be improved.
[0133] In some embodiments, a mobile control is also displayed in the virtual scene. In response to a movement instruction triggered by the mobile control, the first virtual pet ridden by the player character can be controlled to move. The player character moves synchronously. In this case, the control instruction is triggered by both the riding control and the movement control, or when the player character rides the first virtual pet, the control instruction is only triggered by the movement control. The specific details can be determined according to actual conditions. In this way, the interactivity between the player character and the first virtual pet can be improved, and the diversity of displaying the first virtual pet in the virtual scene can be improved.
[0134] In some embodiments, in response to a trigger operation for a second position in the trigger area, the first virtual pet ridden by the player character can be controlled to automatically move from the current position to the second position in the trigger area, and the player character moves synchronously. The first position can be the same as or different from the second position, and the first position can belong to the trigger area or not. In this case, the control instruction is triggered by the riding control and the trigger operation for the second position, or when the player character rides the first virtual pet, the control instruction is only triggered by the trigger operation for the second position, which can be determined according to the actual situation. In this way, the interactivity between the player character and the first virtual pet can be improved, and the diversity of displaying the first virtual pet in the virtual scene can be improved.
[0135] In some embodiments, when the first virtual pet is displayed, in response to a control instruction for a player character, the player character is controlled to carry the first virtual pet to move in a virtual scene, or the player character is controlled to move in a virtual scene, the first virtual pet follows the character player to move in the virtual scene, the similarity between the moving route of the player character and the moving route of the first virtual pet is greater than a similarity threshold, the control instruction is a moving instruction for the player character, and the first interactive operation is an operation of carrying the first virtual pet to move. In this way, the interactivity between the player character and the first virtual pet can be improved, and the diversity of displaying the first virtual pet in the virtual scene can be improved.
[0136] In some embodiments, when the first virtual pet is displayed, in response to a control instruction for the player character, the player character can be controlled to lift the first virtual pet displayed in the virtual scene and throw the first virtual pet to a third position in the virtual scene, and the first interactive operation is the operation of lifting the first virtual object and throwing the first virtual object. In this way, the interactivity between the player character and the first virtual pet can be improved, and the diversity of displaying the first virtual pet in the virtual scene can be increased.
[0137] In some embodiments, when the first virtual pet is displayed, in response to a control instruction for the player character, the player character is controlled to use a virtual teleportation prop, and based on the virtual teleportation prop, the first virtual pet is teleported from its current position to a fourth position. The virtual teleportation prop is a teleportation prop that acts on the first virtual pet, and the fourth position may be the position indicated by the player.
[0138] Continue to see Figure 3 In step 103, based on the first interactive operation, in response to the first virtual pet entering the triggering area of the non-player character, the non-player character is controlled to output feedback information for the first virtual pet.
[0139] In some embodiments, the first interactive operation may be a continuously executed interactive operation. During the execution of the first interactive operation, if the first virtual pet does not enter the triggering area of the non-player character, the non-player character is not controlled to output feedback information for the first virtual pet.
[0140] If the first virtual pet does not enter the trigger area of the non-player character, the non-player character can be controlled to output feedback information for the first virtual pet, which is equivalent to controlling the non-player character to output feedback information for the first virtual pet in response to the first virtual pet entering the trigger area of the non-player character based on the first interactive operation.
[0141] The trigger area is a pre-set area including non-player characters, and may also be an area including non-player characters and whose area is automatically adjusted according to different situations. The feedback information may include one or more of a second interactive operation performed by the non-player character on the first virtual pet, a dialogue text displayed by the non-player character on the first virtual pet, a graphic displayed by the non-player character on the first virtual pet, and an audio of the non-player character on the first virtual pet.
[0142] In some embodiments, for each non-player character, the boundary of the triggering area of the non-player character can be displayed in the virtual scene, for example, Figure 6 , Figure 6 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 3In the virtual scene 601, the non-player character 602 and the boundary of the trigger area 603 of the non-player character 602 can be displayed, which can improve the diversity of the content displayed in the virtual scene and make it easier for the player to know the trigger area more intuitively.
[0143] The trigger area is described below. In some embodiments, the trigger area can be a circular area with the position of the non-player character as the midpoint and the preset second distance as the radius. In some embodiments, there are multiple pre-divided areas in the virtual scene, and the trigger area is the area corresponding to the position of the non-player character. For example, there are areas a and b in the virtual scene, and the position of the non-player character is in area a. Therefore, the trigger area can be determined to be area a.
[0144] The area can be a regular shape or an irregular shape. For example, the trigger area can be a sector shape, which is a figure surrounded by two sides of an angle with a vertex at the center of a circle and a section of an arc cut by these two sides, and the non-player character is located at the vertex. The specific setting can be based on actual usage requirements.
[0145] In some embodiments, there is a corresponding initial area for the trigger area, and the initial area is pre-set. According to different situations, the initial area can be conditioned to obtain the trigger area. The different situations can be one or more of different weather, different player characters, different virtual pets, different activities, different states of non-player characters, orientations of non-player characters, and different non-player characters in the virtual scene. In other words, the trigger area can be determined based on one or more of different weather, different player characters, different virtual pets, different activities, different states of non-player characters, and orientations of non-player characters in the virtual scene.
[0146] For different weather in the virtual scene, when the weather in the virtual scene is clear and the virtual visibility is greater than the preset visibility threshold, the trigger area may be greater than or equal to the initial area. The higher the virtual visibility, the larger the area of the trigger area. Correspondingly, when the virtual visibility is less than or equal to the preset visibility threshold, the trigger area may be smaller than the initial area. The lower the virtual visibility, the smaller the area of the trigger area. In other words, the weather affects the virtual visibility, and the virtual visibility is positively correlated with the area of the trigger area.
[0147] For different player characters, the player characters have one or more of levels, equipment, and skills. Of course, other information corresponding to the player characters can also be set according to actual usage needs. When the level is greater than the preset level threshold, the trigger area is greater than or equal to the initial area. The higher the level of the player character, the larger the area of the trigger area. When the level is less than or equal to the preset level threshold, the trigger area is equal to the initial area.
[0148] Equipment has a first rarity. When the first rarity is greater than the first rarity threshold, the trigger area is greater than or equal to the initial area. The higher the first rarity, the larger the area of the trigger area. When the first rarity is less than or equal to the first rarity threshold, the trigger area is equal to the initial area.
[0149] Skills have a certain number of skills. When the number of skills is greater than the skill number threshold, the trigger area is greater than or equal to the initial area. The larger the number of skills, the larger the area of the trigger area. When the number of skills is less than or equal to the skill number threshold, the trigger area is equal to the initial area.
[0150] For different virtual pets, there are pet categories, pet levels and generation stages for virtual pets, wherein different pet categories correspond to different virtual pets in at least one of the morphology, system and attributes. The morphology may include at least one of the virtual pet's body shape, appearance color, body movements and expressions. The system is pre-set for the virtual pet, and the system may include fire, water, electricity, etc. A virtual pet may have one or more systems. The attributes are used to measure the various abilities of the virtual pet. The attributes have attribute values, and the attribute values may include at least one of health value, attack value, defense value and speed. The relationship between the pet category and the area of the trigger area can be set according to actual use requirements. For example, the larger the number of systems, the larger the area of the trigger area. No specific limitation is made here.
[0151] The pet level may include one or more of the second rarity of the virtual pet, the level of the virtual pet at the current growth stage, and the level of the virtual pet's skills. The second rarity may be determined based on at least one of the appearance color of the virtual pet, the attribute value of the virtual pet, and the number of the virtual pet's series. The more the number of the virtual pet's attribute values, the higher the second rarity. For each virtual pet's attribute value, the higher the attribute value of the virtual pet, the higher the second rarity, that is, the second rarity is positively correlated with the attribute value of the virtual pet. The higher the number of the virtual pet's series, the higher the second rarity, that is, the second rarity is positively correlated with the number of the virtual pet's series.
[0152] The growth stage can be divided according to actual usage needs. The relationship between the pet level and the area of the trigger area, as well as the relationship between the growth stage and the area of the trigger area, can be set according to actual usage needs, and can also be replaced with equivalent instructions for the player character, which will not be repeated here.
[0153] The relationship between the area of the activity and the trigger area can be set according to actual use requirements, and the corresponding descriptions of the player characters can also be replaced by equivalents, which will not be repeated here. The state of the non-player character can be set according to actual use requirements. For example, the state of the non-player character can be divided into a feedback state and a non-feedback state. In the case of the feedback state, there is a trigger area, for example, the feedback state is that the non-player character is in an awake state. In the case of the non-feedback state, there is no trigger area, for example, the non-feedback state is that the player is in a sleeping state.
[0154] For another example, when a non-player character is in a tired state, a 50% probability of the trigger area existing can be set, and a 50% probability of the trigger area not existing can be set, thereby realizing the switching between the feedback state and the non-feedback state.
[0155] For another example, the state of the non-player character can be divided into a good mood state and a bad mood state. In the good mood state, the area of the trigger area is greater than or equal to the area of the initial area. In the bad mood state, the area of the trigger area is smaller than the area of the initial area.
[0156] In the interactive method in the virtual scene provided in the embodiment of the present application, the area of the trigger area can be fixed, and can also be automatically adjusted according to different situations. The trigger area is used to trigger feedback information, which can increase the diversity of the trigger feedback information, thereby improving the player's gaming experience.
[0157] In some embodiments, the non-player character may be located at the first point of the boundary of the trigger area, and the position of the non-player character in the trigger area is fixed (i.e., the first point is fixed). According to the real-time orientation of the non-player character, the position corresponding to the trigger area is changed synchronously. For example, when the trigger area is fan-shaped, the non-player character is located at the vertex of the fan (i.e., the first point), and the area corresponding to the fan directly in front of the non-player character is the trigger area. In response to the change in the orientation of the non-player character, the fan directly in front of the non-player character is moved synchronously, thereby achieving the change in the position of the trigger area.
[0158] In some embodiments, the non-player character may be located at a second point in the trigger area, the position of the non-player character in the trigger area is fixed (i.e., the second point is fixed), and the corresponding position of the trigger area is synchronously changed according to the real-time orientation of the non-player character. For example, in the case where the trigger area is fan-shaped, the non-player character is located at a first point of the fan, the fan is divided by a straight line perpendicular to the orientation of the non-player character, a first area of the fan divided corresponding to the first direction of the non-player character's orientation is larger than a second area of the fan divided corresponding to a second direction opposite to the first direction of the non-player character's orientation, and the fan is synchronously moved in response to the change in the orientation of the non-player character, thereby achieving the change in the position of the trigger area.
[0159] In some embodiments, the non-player characters are different, and one or more of the height, age, hearing, and vision of the non-player characters are different, wherein the height, age, hearing, and vision can be set according to actual usage requirements. The higher the height, the larger the area of the trigger area, that is, the height is positively correlated with the area of the trigger area. The older the age, the smaller the area of the trigger area, that is, the age is negatively correlated with the area of the trigger area. The better the hearing, the larger the area of the trigger area, that is, the hearing is positively correlated with the area of the trigger area. The better the vision, the larger the area of the trigger area, that is, the vision is positively correlated with the area of the trigger area. Through the above method, it is possible to determine different trigger areas in combination with different situations, thereby enriching the way of outputting feedback information.
[0160] In some embodiments, in response to the first virtual pet entering the triggering area of the non-player character and the non-player character sensing the first virtual pet, the non-player character is controlled to output feedback information for the first virtual pet. The manner in which the non-player character senses the first virtual pet is described below, wherein the non-player character senses the first virtual pet through one or more of the non-player character's field of view, the non-player character's hearing range, and the first virtual pet's target range, and may also sense the first virtual pet through virtual obstructions and the orientation of the non-player character, as described in detail below.
[0161] In some embodiments, in response to a first virtual pet entering a triggering area of a non-player character, and the first virtual pet being within the field of view of the non-player character, the non-player character may be controlled to output feedback information for the first virtual pet, wherein the field of view of the non-player character may be set according to actual usage requirements, and the area of the field of view of the non-player character may be greater than, less than or equal to the area of the triggering area, and may be specifically set according to actual usage requirements, and the graphics corresponding to the field of view may be regular graphics or irregular graphics.
[0162] In some embodiments, in response to the first virtual pet entering the trigger area of the non-player character and the first virtual pet not being within the field of view of the non-player character, the non-player character may be controlled not to output feedback information for the first virtual pet. In this way, it is possible to determine whether to output feedback information in combination with the trigger area of the non-player character and the field of view of the non-player character, thereby enriching the situations in which feedback information is output, which is equivalent to enriching the way in which the non-player character perceives the virtual pet, thereby improving the game experience of the player.
[0163] In some embodiments, in response to the first virtual pet entering the triggering area of the non-player character, the non-player character facing the first virtual pet, and there being no virtual obstruction between the non-player character and the first virtual pet, the non-player character can be controlled to output feedback information for the first virtual pet.
[0164] In some embodiments, in response to the first virtual pet entering the triggering area of the non-player character and the non-player character not facing the first virtual pet, the non-player character may be controlled not to output feedback information for the first virtual pet.
[0165] In some embodiments, in response to the first virtual pet entering the triggering area of the non-player character, the non-player character facing the first virtual pet, and the presence of a virtual occluder between the non-player character and the first virtual pet, the non-player character may be controlled not to output feedback information for the first virtual pet. In this way, it is possible to determine whether to output feedback information in combination with the triggering area of the non-player character, the virtual occluder, and the direction of the non-player character, thereby enriching the situations in which feedback information is output, which is equivalent to enriching the way in which the non-player character perceives the virtual pet, thereby improving the game experience of the player.
[0166] In some embodiments, in response to a first virtual pet entering a triggering area of a non-player character, pet audio of the first virtual pet being played, and the first virtual pet being within the hearing range of the non-player character, the non-player character may be controlled to output feedback information for the first virtual pet. The hearing range of the non-player character may be set according to actual use requirements, the area of the hearing range of the non-player character may be greater than, less than, or equal to the area of the triggering area, and may be set specifically according to actual use requirements, and the graphics corresponding to the hearing range may be regular graphics or irregular graphics.
[0167] Pet audio can be set according to actual usage needs. The pet audio can be one or more of walking audio, calling audio, and audio of virtual props worn by the pet. For example, in response to a first virtual pet entering a trigger area of a non-player character, the walking audio of the first virtual pet (equivalent to footsteps) is being played, and the first virtual pet is within the hearing range of the non-player character (equivalent to the non-player character being able to hear the footsteps), the non-player character can be controlled to output feedback information for the first virtual pet.
[0168] In some embodiments, in response to the first virtual pet entering the trigger area of the non-player character and the pet audio of the first virtual pet not being played, the non-player character can be controlled not to output feedback information for the first virtual pet. In this way, it can be determined whether to output feedback information in combination with the trigger area of the non-player character and the hearing range of the non-player character, thereby enriching the situations in which feedback information is output, which is equivalent to enriching the way in which the non-player character perceives the virtual pet, thereby improving the player's gaming experience.
[0169] In some embodiments, in response to the first virtual pet entering the triggering area of the non-player character, the pet audio of the first virtual pet is being played, and the first virtual pet is not within the hearing range of the non-player character, the non-player character can be controlled not to output feedback information for the first virtual pet.
[0170] In some embodiments, for different systems of the first virtual pet, the first virtual pet has corresponding system special effects, and for different systems of the first virtual pet, the first virtual pet can change the environment of the target range. For example, when the system of the first virtual pet is fire, the temperature of the target range can be increased, and accordingly, the humidity of the target range can be reduced. When the system of the first virtual pet is water, the humidity of the target range can be increased. When the system of the first virtual pet is electricity, lightning can be displayed in the target range. The specific settings can be made according to actual usage requirements.
[0171] In response to the first virtual pet entering the trigger area of the non-player character and the non-player character being within the target range, the non-player character can be controlled not to output feedback information for the first virtual pet. In this way, it is possible to determine whether to output feedback information in combination with the trigger area of the non-player character and the target range of the first virtual pet of different series, thereby enriching the situations in which feedback information is output, which is equivalent to enriching the way in which the non-player character perceives the virtual pet, thereby improving the game experience of the player.
[0172] The target range of the first virtual pet can be set according to actual use requirements. The first virtual pets in different series have different corresponding target ranges. For the same series, different first virtual pets have different corresponding target ranges.
[0173] The area of the target range of the first virtual pet can be greater than, less than or equal to the area of the trigger area, and can be set according to actual usage requirements. The graphic corresponding to the target range of the first virtual pet can be a regular graphic or an irregular graphic.
[0174] In some embodiments, in response to the first virtual pet and the non-player character being located in the union of the trigger area and the target range of the non-player character, which is equivalent to responding to the first virtual pet entering the trigger area of the non-player character and the non-player character being within the target range, the non-player character can be controlled not to output feedback information for the first virtual pet.
[0175] For example, if the first virtual pet is of the fire type, and the temperature of the target range of the first virtual pet increases, in response to the first virtual pet entering the trigger area of the non-player character, and the non-player character is within the target range (equivalent to when the first virtual pet approaches the non-player character), even if the first virtual pet is not within the field of view of the non-player character, the non-player character can be controlled not to output feedback information for the first virtual pet. In this way, it is possible to determine whether to output feedback information in combination with the trigger area of the non-player character and the target range of the first virtual pet of different types, thereby enriching the situations in which feedback information is output, which is equivalent to enriching the way in which the non-player character perceives the virtual pet, thereby improving the game experience of the player.
[0176] The feedback information is described below. In some embodiments, the feedback information includes a second interactive operation, which is a feedback operation to be performed by the non-player character in response to the first virtual pet entering the trigger area. The second interactive operation may include a positive interactive action, which may include one or more of stroking the virtual pet, hugging the virtual pet, smiling at the virtual pet, playing with the virtual pet, and praising the virtual pet. The second interactive operation may also include a negative interactive action, which may include one or more of avoiding the virtual pet, making a negative expression to the virtual pet, and making an action to resist the virtual pet.
[0177] In some embodiments, based on the first interactive operation, in response to the first virtual pet being in the trigger area of the non-player character, the non-player character is controlled to perform a second interactive operation on the first virtual pet. In this way, the non-player character can perform interactive operations on the virtual pet in the trigger area content, which can improve the diversity of non-player characters displayed in the virtual scene, and can enrich the behavior of the non-player characters, thereby improving the player's gaming experience.
[0178] In some embodiments, the second interactive operation may include one or more of an independent reaction action and a contact reaction action, and the non-player character may be controlled to perform an independent reaction action toward the first virtual pet, wherein the independent reaction action may be a positive interaction action or a negative interaction action, which may be set according to actual usage requirements. For example, the independent reaction action may be a thumbs up toward the virtual pet.
[0179] In some embodiments, the non-player character may be controlled to perform a contact reaction action on the first virtual pet, wherein the contact reaction action may be a positive interaction action or a negative interaction action, which may be set according to actual usage requirements. For example, the contact reaction action may be stroking the head of the virtual pet.
[0180] In some embodiments, the non-player character may be controlled to perform an independent reaction action toward the first virtual pet first, and then the non-player character may be controlled to perform a contact reaction action toward the first virtual pet. In some embodiments, the non-player character may be controlled to perform a contact reaction action toward the first virtual pet first, and then the non-player character may be controlled to perform an independent reaction action toward the first virtual pet, which may be specifically set according to actual usage requirements.
[0181] In the interaction method in the virtual scene provided by the embodiment of the present application, the non-player character can perform at least one of an independent reaction action and a contact reaction action, which can further improve the diversity of displaying the non-player characters in the virtual scene and can further enrich the behavior of the non-player characters, thereby further improving the player's gaming experience.
[0182] In some embodiments, there are multiple second interactive operations, and the second interactive operation can be determined based on at least one of the pet category of the virtual pet, the pet level of the virtual pet, and the growth stage of the virtual pet. In some embodiments, based on the pet category to which the first virtual pet belongs, the non-player character is controlled to perform the second interactive operation, and different pet categories correspond to different second interactive operations. Among them, different pet categories correspond to different virtual pets in terms of at least one of the form, system, and attribute. For details, please refer to the description of the pet category, which will not be repeated here.
[0183] For example, see Figure 7 , Figure 7 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 4 In the virtual scene 701, a non-player character 702 and a trigger area 703 of the non-player character 702 are displayed. In response to a first virtual pet 704 entering the trigger area 703 of the non-player character 702, the non-player character 702 is controlled to output a second interactive operation a (in Figure 7 not marked in the figure).
[0184] For example, see Figure 8 , Figure 8 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 5 In the virtual scene 701, a non-player character 702 and a trigger area 703 of the non-player character 702 are displayed. In response to the first virtual pet 801 entering the trigger area 703 of the non-player character 702, the non-player character 702 is controlled to output a second interactive operation b (in Figure 8 not marked in the figure).
[0185] Combination Figure 7 and Figure 8It can be seen that the pet category to which the first virtual pet 704 belongs is different from the pet category to which the first virtual pet 801 belongs. Therefore, the non-player character 702 can perform different second interactive operations for different virtual pets, that is, the second interactive operation a is different from the second interactive operation b. In this way, the non-player character can perform different second interactive operations for virtual pets belonging to different pet categories, which can improve the diversity of feedback information output by the non-player character, which is equivalent to enriching the behavior of the non-player character, thereby improving the player's gaming experience.
[0186] In some embodiments, based on the pet level of the first virtual pet, the non-player character is controlled to perform a second interactive operation. Different pet levels correspond to different second interactive operations. The pet level may include one or more of the second rarity of the virtual pet, the level of the virtual pet at the current growth stage, and the level of the virtual pet's skills. For details, please refer to the description of the pet level.
[0187] In some embodiments, based on the growth stage of the first virtual pet, the non-player character is controlled to perform the second interactive operation, and different growth stages correspond to different second interactive operations. Different first virtual pets may correspond to different generation stages, and the growth stage may be pre-set. The growth stage may be determined in combination with one or more of the level of the virtual pet, the number of skills learned, the time attributed to the player character, and the number of interactions with other virtual pets, and may be specifically set according to actual usage.
[0188] In some embodiments, based on any two of the pet category of the virtual pet, the pet level of the virtual pet, and the growth stage of the virtual pet, the non-player character is controlled to perform the second interactive operation. In some embodiments, based on the pet category of the virtual pet, the pet level of the virtual pet, and the growth stage of the virtual pet, the non-player character is controlled to perform the second interactive operation. Different pet categories correspond to different second interactive operations, different pet levels correspond to different second interactive operations, and different growth stages correspond to different second interactive operations.
[0189] In the interaction method in the virtual scene provided by the embodiment of the present application, the non-player character can be controlled to perform a second interactive operation based on at least one of the pet category of the virtual pet, the pet level of the virtual pet, and the growth stage of the virtual pet. When at least one of the pet category of the virtual pet, the pet level of the virtual pet, and the growth stage of the virtual pet is different, the second interactive operation is different. In this way, different second interactive operations can be performed in combination with at least one of the pet category of the virtual pet, the pet level of the virtual pet, and the growth stage of the virtual pet, which can improve the diversity of feedback information output by the non-player character, which is equivalent to enriching the behavior of the non-player character, thereby improving the player's gaming experience.
[0190] In some embodiments, the feedback information includes dialogue text of the non-player character to the first virtual pet. In response to the first virtual pet entering the trigger area of the non-player character, the dialogue text of the non-player character to the first virtual pet is displayed in the associated area of the non-player character. The dialogue text may include positive dialogue text and negative dialogue text. For example, the positive dialogue text may be "The virtual pet is so cute!", and the negative dialogue text may be "The virtual pet is so scary!". The specific settings may be based on actual usage requirements.
[0191] The associated area of the non-player character may be an area whose distance from the non-player character is less than the third distance. For example, the associated area of the non-player character may be an area above the head of the non-player character, and the distance between any point in the associated area and the midpoint of the top of the non-player character's head is less than the third distance.
[0192] In the case where the feedback information includes the second interactive operation and the dialogue text, the content of the dialogue text is adapted to the second interactive operation, and the dialogue text is used to assist the second interactive operation in providing the second feedback to the first virtual pet. That is, during the process of the non-player character performing the second interactive operation on the first virtual pet, the dialogue text of the non-player character on the first virtual pet can be displayed in the associated area of the non-player character.
[0193] For example, see Fig. 9 , Fig. 9 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 6 , a non-player character 902 is displayed in a virtual scene 901. When the non-player character 902 performs a second interactive operation, a dialogue text 904 of the non-player character 902 to the first virtual pet 903 is displayed in an associated area of the non-player character 902. The dialogue text 904 is "So cute!" The dialogue text 904 and Fig. 9In this way, the diversity of non-player characters displayed in the virtual scene can be further improved, and the behaviors of non-player characters can be further enriched, thereby further improving the game experience of players.
[0194] The adaptation of the dialogue text to the second interactive operation means that the emotion represented by the dialogue text is consistent with the emotion represented by the second interactive operation, or the meaning represented by the dialogue text is consistent with the meaning represented by the second interactive operation, which can be specifically set according to actual usage requirements.
[0195] In some embodiments, in the case where the feedback information includes dialogue text, in response to the first virtual pet entering the trigger area of the non-player character, a dialogue bubble can be displayed in the associated area of the non-player character, and the dialogue text of the non-player character to the first virtual pet can be displayed in the dialogue bubble. In this way, the diversity of dialogue text displayed in the virtual scene can be improved, thereby improving the player's gaming experience.
[0196] When the dialogue text is a dialogue sentence, the number of dialogue bubbles is 1. In response to the first virtual pet entering the trigger area of the non-player character, one dialogue bubble can be displayed in the associated area of the non-player character. The dialogue bubble can have a display time, which can be a preset time or the execution time of the first interactive operation. It can be set according to actual usage requirements.
[0197] When the dialogue text is multiple dialogue sentences, the number of dialogue bubbles can be one or more. When the number of dialogue bubbles is one, there is a display order for the dialogue sentences. The dialogue sentences can be displayed in the dialogue bubbles in sequence according to the display order of the dialogue sentences. One or more dialogue sentences can be displayed each time, and each displayed dialogue sentence has a corresponding fourth duration. In this way, the diversity of dialogue text displayed in the virtual scene can be improved, thereby improving the player's gaming experience.
[0198] For example, see Fig.10 , Fig.10 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 7 A non-player character 1001 is displayed in the virtual scene, a dialogue bubble 1003 is displayed in the associated area of the non-player character 1001, and a dialogue sentence 1 of the non-player character 1001 to the first virtual pet 1002 is displayed in the dialogue bubble 1003, and the dialogue sentence 1 is "What a cute rabbit" (participant Fig.10 right half).
[0199] In response to the duration of displaying dialogue text 1 reaching the fourth duration, dialogue sentence 1 displayed in dialogue bubble 1003 can be switched to dialogue sentence 2, where dialogue sentence 2 is "I want one too." In this way, dialogue sentences can be displayed in dialogue bubbles in sequence, which can improve the diversity of dialogue texts displayed in virtual scenes, thereby improving the player's gaming experience.
[0200] When there are multiple dialogue bubbles, there are one-to-one corresponding dialogue bubbles for each dialogue sentence, that is, when the dialogue text is multiple consecutive dialogue sentences, each dialogue sentence corresponds to a dialogue bubble, and multiple dialogue bubbles can be presented one by one in the associated area. In this way, the diversity of dialogue text displayed in the virtual scene can be improved, thereby improving the player's gaming experience.
[0201] In some embodiments, one or more of the style of the dialogue bubble, the display area of the dialogue bubble, the color of the dialogue bubble, the display area of the dialogue bubble, the font of the dialogue sentence in the dialogue bubble, and the color of the dialogue sentence in the dialogue bubble may be different for different dialogue sentences.
[0202] In some embodiments, there is a display order between multiple dialogue sentences. According to the display order, dialogue bubbles corresponding to dialogue sentences are displayed. In response to the display duration of the dialogue bubble displaying the dialogue sentence reaching a fifth duration, the dialogue bubble of the dialogue sentence is canceled. In response to the duration of canceling the dialogue bubble displaying the dialogue sentence reaching a sixth duration, the dialogue bubble corresponding to the next dialogue sentence of the dialogue sentence is displayed, until multiple dialogue sentences are displayed.
[0203] For example, see Fig.11 , Fig.11 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 8 A non-player character 1101 is displayed in the virtual scene, a dialogue bubble 1103 is displayed in the associated area of the non-player character 1101, a dialogue sentence 3 of the non-player character 1101 to the first virtual pet 1102 is displayed in the dialogue bubble 1103, and the dialogue sentence 3 is "So cute". In response to the display time of the dialogue bubble 1103 displaying the dialogue sentence 3 reaching 3s (the fifth time length), the display of the dialogue bubble 1103 and the dialogue sentence 3 are cancelled.
[0204] See also Fig.12 , Fig.12 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 9 , undertake Fig.11 , in response to cancel Fig.11The duration of displaying dialogue bubble 1103 and dialogue sentence 3 shown reaches 2s (sixth duration), dialogue sentence 4 of non-player character 1101 to first virtual pet 1102 is displayed in dialogue bubble 1201, dialogue sentence 4 is "Where did you get it from", in response to the display duration of dialogue bubble 1201 displaying dialogue sentence 4 reaching 3s (fifth duration), display of dialogue bubble 1201 and dialogue sentence 4 is cancelled.
[0205] Combination Fig.11 and Fig.12 It can be seen that when the dialogue text is a series of multiple dialogue sentences, each dialogue sentence corresponds to a dialogue bubble, and multiple dialogue bubbles are presented one by one in the associated area, which can improve the diversity of dialogue text displayed in the virtual scene, enhance the player's immersion in the game, and thus improve the player's gaming experience.
[0206] In some embodiments, the feedback information includes graphics displayed by the non-player character for the first virtual pet, and the graphics may include positive graphics and negative graphics. In response to the first virtual pet entering the trigger area of the non-player character, the graphics displayed for the first virtual pet are displayed in the associated area of the non-player character.
[0207] In some embodiments, in the case where the feedback information includes the second interactive operation and the graphic, the graphic is adapted to the second interactive operation, and the graphic is used to assist the second interactive operation in performing a third feedback on the first virtual pet. That is, during the process of the non-player character performing the second interactive operation on the first virtual pet, the graphic of the non-player character for the first virtual pet can be displayed in the associated area of the non-player character. In this way, the diversity of displaying the non-player character in the virtual scene can be further improved, and the behavior of the non-player character can be further enriched, thereby further improving the game experience of the player.
[0208] In some embodiments, in the case where the feedback information includes graphics and dialogue text, the graphics are adapted to the dialogue text, and the dialogue text and graphics can be displayed in the associated area of the non-player character. In this way, the diversity of displaying non-player characters in the virtual scene can be further improved, and the behavior of the non-player characters can be further enriched, thereby further improving the player's gaming experience.
[0209] In some embodiments, in the case where the feedback information includes graphics, dialogue text and the second interactive operation, the non-player character can display the graphics of the non-player character for the first virtual pet and the dialogue text of the non-player character for the first virtual pet in the associated area of the non-player character during the process of performing the second interactive operation for the first virtual pet. In this way, the diversity of the non-player characters displayed in the virtual scene can be further improved, and the behavior of the non-player characters can be further enriched, thereby further improving the player's gaming experience.
[0210] For example, see Fig.13 , Fig.13 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 , a non-player character 1302 is displayed in a virtual scene 1301, and during the process of the non-player character 1302 performing the second interactive operation, a dialogue text 1304 of the non-player character 1302 to the first virtual pet 1303 is displayed in the associated area of the non-player character 1302, and the dialogue text 1304 is "scare me", and a graphic 1305 of the non-player character 1302 to the first virtual pet 1303 is displayed, and the graphic 1305, the dialogue text 1304 and the second interactive operation are adapted. In this way, the diversity of displaying non-player characters in the virtual scene can be further improved, and the behavior of the non-player characters can be further enriched, thereby further improving the game experience of the player.
[0211] The adaptation of the graphics, the dialogue text and the second interactive operation means that the emotion represented by the graphics, the emotion represented by the dialogue text and the emotion represented by the second interactive operation are consistent, or the meaning represented by the graphics, the meaning represented by the dialogue text and the meaning represented by the second interactive operation are consistent. The specific settings can be made according to actual usage requirements.
[0212] In some embodiments, different virtual pets may correspond to different graphics, and the difference in graphics may be characterized by one or more of different colors, different styles, and different sizes of graphics. In this way, the diversity of non-player characters displayed in virtual scenes can be further improved.
[0213] In some embodiments, the feedback information includes audio of the non-player character for the first virtual pet, the audio may be audio corresponding to the dialogue text, and the audio may include positive audio and negative audio. In the absence of dialogue text, the audio may be used to represent emotions such as surprise, joy, and love. In response to the first virtual pet entering the triggering area of the non-player character, the audio of the non-player character for the first virtual pet may be played. In this way, the user can hear the audio of the non-player character for the first virtual pet, which can improve the player's auditory experience.
[0214] In some embodiments, in response to the first virtual pet entering the triggering area of the non-player character, in the process of the non-player character performing the second interactive operation, the audio of the non-player character for the first virtual pet is played, in which the audio is adapted to the second interactive operation and is used to assist the second interactive operation in providing the first feedback to the first virtual pet.
[0215] In some embodiments, the adaptation of the audio to the second interactive operation means that the emotion represented by the audio is consistent with the emotion represented by the second interactive operation, or the meaning represented by the audio is consistent with the meaning represented by the second interactive operation, which can be specifically set according to actual usage requirements.
[0216] In some embodiments, different virtual pets correspond to different audios, and the different audios may be one or more of different audio contents, different audio timbres, different audio durations, and different audio types. Different audio contents refer to different texts corresponding to the audios, or different melodies corresponding to the audios. Different audio types refer to audios corresponding to texts, audios corresponding to melodies, etc. The audio types may also refer to different audio styles, for example, the audio types may be soothing, or intense, and may be specifically set according to actual usage requirements.
[0217] In some embodiments, the feedback information may include audio, and the feedback information may also include one or more of the second interactive operation, graphics, and dialogue text. For details, please refer to the corresponding instructions, and add the playback audio based on the corresponding instructions, which will not be repeated here. In this way, not only can the diversity of non-player characters displayed in the virtual scene be improved, the behavior of non-player characters can be enriched, but also the player's auditory experience can be improved, thereby further improving the player's gaming experience.
[0218] In some embodiments, when the first interactive operation is a throwing operation for the virtual container, based on the throwing operation, in response to the virtual container being thrown into the trigger area, the first virtual pet in the virtual container is controlled to appear in the trigger area, and the non-player character is controlled to output feedback information for the first virtual pet. In this way, the non-player character can output feedback information for the first virtual pet, which can enrich the behavior of the non-player character, improve the diversity of the behavior of the non-player character, and improve the diversity of displaying the non-player character in the virtual scene.
[0219] In some embodiments, the control instruction may include a first position of the throwing operation, and if the first position does not belong to the triggering area of the non-player character, the first virtual pet may be controlled to appear at the first position. If the first position belongs to the triggering area of the non-player character, it means that the virtual container is thrown into the triggering area, and the first virtual pet in the virtual container may be controlled to appear in the triggering area, and the non-player character may be controlled to output feedback information for the first virtual pet.
[0220] For example, see Fig.14 , Fig.14 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 First, a player character 1402 and a non-player character 1405 are displayed in a virtual scene 1401. In response to a control instruction for the player character 1402, the player character 1402 is controlled to perform a throwing operation on a virtual container 1403 including a first virtual pet, and a corresponding trigger area 1404 exists for the non-player character 1405.
[0221] See also Fig.15 , Fig.15 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 II. See Fig.16 , Fig.16 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 3. Undertake Fig.14 In response to the virtual container 1403 being thrown into the trigger area 1404, control Fig.15 The virtual container 1403 shown in FIG. Fig.16 The first virtual pet 1601 shown appears in the trigger area 1404, controlling the non-player character 1405 to perform the second interactive operation, which is not the associated area of the player character 1405, and displays the dialogue text 1602 of the non-player character 1405 to the first virtual pet 1601, and the dialogue text 1602 is "Wow".
[0222] Combination Figure 14-16 It can be seen that the first interactive operation is a throwing operation of the player character 1402 on the virtual container 1403. In this way, the non-player character can output feedback information for the first virtual pet, which can enrich the behavior of the non-player character, improve the diversity of the behavior of the non-player character, and improve the diversity of displaying the non-player character in the virtual scene.
[0223] In some embodiments, when the first interactive operation is a riding operation of a player character on a first virtual pet, after the first virtual pet is controlled to move into a trigger area based on the riding operation, in response to the first virtual pet entering the trigger area of a non-player character, the non-player character is controlled to output feedback information for the first virtual pet.
[0224] For example, see Fig.17 , Fig.17 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 Fourth, a player character 1706 is displayed in the virtual scene 1701, and the player character 1706 rides on the first virtual object 1703. In response to the player character 1706 riding the first virtual object 1703 and entering the trigger area 1702 of the non-player character 1704, the non-player character 1704 is controlled to output feedback information for the first virtual pet 1703, and the feedback information includes the second interactive operation performed by the non-player character 1704, and a dialogue text 1705 displayed during the process of the non-player character 1704 performing the second interactive operation, and the dialogue text 1705 is “I’m so scared”.
[0225] By having the player character ride on the first virtual object, the first virtual object enters the trigger area of the non-player character, so that the non-player character can be controlled to output feedback information for the first virtual pet, the behavior of the non-player character can be enriched, the diversity of the behavior of the non-player character can be improved, and the diversity of displaying the non-player character in the virtual scene can be improved.
[0226] In the interaction method in the virtual scene provided by the embodiment of the present application, the first virtual object can be made to enter the trigger area of the non-player character by having the player character ride on the first virtual object, or by throwing a virtual container including the first virtual pet, so that the non-player character can be controlled to output feedback information for the first virtual pet. This can enrich the ways of triggering the non-player character to output feedback information, that is, can enrich the interactive ways of triggering the non-player character to output feedback information, and can enrich the behaviors of the non-player characters, improve the diversity of the behaviors of the non-player characters, and can improve the diversity of displaying the non-player characters in the virtual scene.
[0227] In some embodiments, the number of virtual pets entering the triggering area of the non-player character may be one or more. For the case where the number of virtual pets entering the triggering area of the non-player character is one, please refer to the above description, which will not be repeated here.
[0228] In the case where there are multiple virtual pets entering the trigger area of the non-player character, based on the first interactive operation, if a first virtual pet enters the trigger area of the non-player character and the non-player character is outputting feedback information for a second virtual pet, the priority relationship between the first virtual pet and the second virtual pet can be determined.
[0229] The second virtual pet can be the virtual pet of the player character or the virtual pet of other player characters. For the non-player character, the first virtual pet is a virtual pet that has newly entered the trigger area of the non-player character compared to the second virtual pet. That is to say, the time point when the second virtual pet enters the trigger area of the non-player character is earlier than the time point when the first virtual pet enters the trigger area of the non-player character.
[0230] In the case where the priority of the first virtual pet is less than or equal to the priority of the second virtual pet, the non-player character can be controlled to continuously output feedback information for the second virtual pet. In this way, if the priority of the virtual pet that newly enters the triggering area of the non-player character is less than or equal to the priority of the virtual pet that is already in the triggering area of the non-player character, feedback information for the virtual pet that is already in the triggering area of the non-player character can be continuously output, and the virtual pet that newly enters the triggering area of the non-player character will not interrupt the feedback information being output, thereby ensuring the integrity of the outputted feedback information, thereby improving the user's gaming experience.
[0231] In the case where the priority of the first virtual pet is higher than the priority of the second virtual pet, the non-player character may be controlled to stop outputting feedback information for the second virtual pet, and output feedback information for the first virtual pet. That is, based on the first interactive operation, if the first virtual pet enters the triggering area of the non-player character, the non-player character is outputting feedback information for the second virtual pet, and the priority of the first virtual pet is higher than that of the second virtual pet, the non-player character is controlled to stop outputting feedback information for the second virtual pet, and output feedback information for the first virtual pet.
[0232] In the case where the priority of the first virtual pet is higher than the priority of the second virtual pet, if the priority of the virtual pet that has newly entered the trigger area of the non-player character is greater than the priority of the virtual pet that has already been in the trigger area of the non-player character, the feedback information that is being output for the virtual pet that has already been in the trigger area of the non-player character can be interrupted, and the feedback information for the virtual pet that has newly entered the trigger area of the non-player character can be output. In this way, the feedback information for the virtual pet with a higher priority can be output preferentially, the behavior of the non-player character can be enriched, and for the player, the player with a virtual pet with a higher priority can more intuitively obtain the feedback information of the non-player character on the virtual pet, which can further improve the player's gaming experience.
[0233] For example, see Fig.18 , Fig.18 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10Fifth, a non-player character 1802 and a trigger area 1803 of the non-player character 1802 are displayed in the virtual scene 1801. In response to the second virtual pet 1804 entering the trigger area 1803 of the non-player character 1802, the non-player character 1802 is controlled to output a second interactive operation 1 for the second virtual pet 1804. In the process of the non-player character 1802 performing the second interactive operation 1 for the second virtual pet 1804, a dialogue text 1805 of the non-player character 1802 for the second virtual pet 1804 can be displayed.
[0234] Based on the first interactive operation, if the first virtual pet 1807 enters the trigger area 1803 of the non-player character 1802, the non-player character 1802 is outputting feedback information to the second virtual pet 1804 (corresponding to the second interactive action 1 and the dialogue text 1805), and the priority of the first virtual pet 1807 is higher than that of the second virtual pet 1804, then the non-player character 1802 is controlled to stop outputting feedback information to the second virtual pet 1804, and output feedback information to the first virtual pet 1807.
[0235] The feedback information for the first virtual pet 1807 includes controlling the non-player character 1802 to output the second interactive operation 2 for the first virtual pet 1807, and the dialogue text 1806 of the non-player character 1802 for the first virtual pet 1807 can be displayed during the process of the non-player character 1802 performing the second interactive operation 2 for the first virtual pet 1807. In this way, the feedback information for the virtual pet with a higher priority can be output preferentially, the behavior of the non-player character can be enriched, and for the player, the player with the virtual pet with a higher priority can more intuitively know the feedback information of the non-player character on the virtual pet, which can further improve the game experience of the player.
[0236] The priority of a virtual pet is described below. The priority of a virtual pet can be determined by at least one of the pet category, pet level, and generation stage. The larger the size of the virtual pet, the higher the priority of the virtual pet. The size of the virtual pet is positively correlated with the priority of the virtual pet. The more peculiar the appearance color of the virtual pet, the higher the priority of the virtual pet. Whether the appearance color is peculiar can be set according to actual usage requirements.
[0237] The greater the number of virtual pet categories, the higher the priority of the virtual pet, and the number of virtual pet categories is positively correlated with the priority of the virtual pet. The greater the number of attribute values of the virtual pet, the higher the priority of the virtual pet, and the number of attribute values of the virtual pet is positively correlated with the priority of the virtual pet. For the attribute value of each virtual pet, the higher the attribute value of the virtual pet, the higher the priority of the virtual pet, and the attribute value of the virtual pet is positively correlated with the priority of the virtual pet.
[0238] The higher the second rarity of the virtual pet, the higher the priority of the virtual pet, and the second rarity of the virtual pet is positively correlated with the priority of the virtual pet. The higher the level of the virtual pet, the higher the priority of the virtual pet, and the level of the virtual pet is positively correlated with the priority of the virtual pet. The level of the virtual pet may include one or more of the level of the virtual pet at the current growth stage and the level of the skill of the virtual pet. The higher the growth stage of the virtual pet, the higher the priority of the virtual pet, and the growth stage of the virtual pet is positively correlated with the priority of the virtual pet. The priority of the virtual pet can also be determined by the information of other virtual pets, which is not specifically limited here.
[0239] In some embodiments, during the process of the non-player character outputting feedback information for the first virtual pet, if a third virtual pet enters the trigger area and the third virtual pet has the same priority as the first virtual pet, the non-player character is controlled to continue outputting feedback information for the first virtual pet.
[0240] The third virtual pet may be a virtual pet of the player character or a virtual pet of another player character. Compared with the first virtual pet, the third virtual pet is a virtual pet that has newly entered the triggering area of the non-player character. The first virtual pet is a virtual pet that has already been in the triggering area of the non-player character.
[0241] If the priority of the virtual pet that has newly entered the triggering area of the non-player character is equal to the priority of the virtual pet that has already been in the triggering area of the non-player character, the feedback information being output for the virtual pet that has already been in the triggering area of the non-player character may not be interrupted, that is, the non-player character may be controlled to continuously output feedback information for the first virtual pet (the virtual pet that has already been in the triggering area of the non-player character). In this way, feedback information for virtual pets with higher priorities can be output preferentially, the behavior of non-player characters can be enriched, and for players, players with virtual pets with higher priorities can more intuitively learn the feedback information of non-player characters on virtual pets, which can further improve the game experience of players.
[0242] In some embodiments, during the process of the non-player character outputting feedback information for the first virtual pet, if a third virtual pet enters the trigger area and the priority of the third virtual pet is lower than that of the first virtual pet, the non-player character is controlled to continue to output feedback information for the first virtual pet.
[0243] If the priority of the virtual pet that has newly entered the triggering area of the non-player character is lower than the priority of the virtual pet that has already been in the triggering area of the non-player character, the feedback information being output for the virtual pet that has already been in the triggering area of the non-player character may not be interrupted, that is, the non-player character may be controlled to continuously output feedback information for the first virtual pet (the virtual pet that has already been in the triggering area of the non-player character). In this way, feedback information for virtual pets with higher priorities can be output preferentially, the behavior of non-player characters can be enriched, and for players, players with virtual pets with higher priorities can more intuitively learn the feedback information of non-player characters on virtual pets, which can further improve the game experience of players.
[0244] For example, see Fig.19 , Fig.19 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 Sixth, a non-player character 1902 and a trigger area 1903 of the non-player character 1902 are displayed in the virtual scene 1901. In response to the first virtual pet 1904 entering the trigger area 1903 of the non-player character 1902, the non-player character 1902 is controlled to output a second interactive operation 3 for the first virtual pet 1904. In the process of the non-player character 1902 performing the second interactive operation 3 for the first virtual pet 1904, a dialogue text 1905 of the non-player character 1902 for the first virtual pet 1904 can be displayed.
[0245] During the process of the non-player character 1902 outputting feedback information to the first virtual pet 1904 (corresponding to the second interactive operation 3 and the dialogue text 1905), if a third virtual pet 1906 enters the trigger area 1903 and the third virtual pet 1906 has the same priority as the first virtual pet 1904, the non-player character 1902 is controlled to continuously output feedback information to the first virtual pet 1904.
[0246] That is, the non-player character 1902 is controlled to continuously output the second interactive operation 3 for the first virtual pet 1904, and the dialogue text 1905 of the non-player character 1902 for the first virtual pet 1904 can be displayed during the process of the non-player character 1902 performing the second interactive operation 3 for the first virtual pet 1904. In this way, feedback information for virtual pets with higher priorities can be output preferentially, the behavior of the non-player characters can be enriched, and for players, players with virtual pets with higher priorities can more intuitively know the feedback information of the non-player characters on the virtual pets, which can further improve the game experience of the players.
[0247] In some embodiments, after the non-player character is controlled to output feedback information for the first virtual pet, in response to the fourth virtual pet entering the triggering area of the non-player character, the non-player character is controlled to output feedback information for the fourth virtual pet. The fourth virtual pet may be a virtual pet of the player character or a virtual pet of another player character.
[0248] In response to the fourth virtual pet entering the trigger area of the non-player character, and the non-player character has finished outputting feedback information for the first virtual pet, it is equivalent to the fourth virtual pet being a virtual pet that has newly entered the trigger area of the non-player character, and the non-player character has not output feedback information for other virtual pets, so there is no need to determine the priority of the fourth virtual pet, but to control the non-player character to output feedback information for the fourth virtual pet. In this way, the behavior of the non-player character can be enriched, the diversity of displaying the fourth virtual pet and the non-player character in the virtual scene can be improved, and for the player, the player can know the feedback information of the non-player character on the first virtual pet, which can improve the player's game experience.
[0249] In some embodiments, during the process of the non-player character outputting feedback information for the first virtual pet, in response to a switching instruction for the first virtual pet, the virtual pet ridden by the player character is controlled to switch from the first virtual pet to a fifth virtual pet, and in response to the completion of the switching for the first virtual pet, the non-player character is controlled to output feedback information for the fifth virtual pet.
[0250] In some embodiments, a switching control may be displayed in the virtual scene. In response to a triggering operation on the switching control, at least one virtual pet owned by the player character may be displayed. In response to a selection operation on a fifth virtual pet among the at least one virtual pet, a switching instruction for the first virtual pet may be triggered, and then the virtual pet ridden by the player character may be controlled to switch from the first virtual pet to the fifth virtual pet. In response to completion of the switching of the first virtual pet, the non-player character is controlled to output feedback information for the fifth virtual pet.
[0251] In some embodiments, identification information of at least one virtual pet owned by a player character is displayed in a virtual scene. One virtual pet corresponds to one piece of identification information. The identification information may be one or more of the virtual pet's avatar, the virtual pet's name, and the virtual pet's unique identifier, which may be set according to actual usage requirements.
[0252] In response to a trigger operation for the identification information of the fifth virtual pet, a switching instruction for the first virtual pet can be triggered, and then the virtual pet ridden by the player character can be controlled to switch from the first virtual pet to the fifth virtual pet. In response to the completion of the switch for the first virtual pet, the non-player character is controlled to output feedback information for the fifth virtual pet.
[0253] During the process of the non-player character outputting feedback information for the first virtual pet, the player character can switch the virtual pet in the trigger area of the non-player character. After the first virtual pet is switched to the fifth virtual pet, the fifth virtual pet is equivalent to the virtual pet that newly enters the trigger area of the non-player character, and the first virtual pet is equivalent to the virtual pet that leaves the trigger area of the non-player character. The non-player character can be controlled to output feedback information for the fifth virtual pet.
[0254] For example, see Fig. 20 , Fig. 20 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 7. A non-player character 2002 is displayed in the virtual scene 2001. In response to the player character 2003 riding the first virtual pet 2004 into the triggering area of the non-player character 2002, the non-player character 2002 is controlled to output a second interactive operation 4 for the first virtual pet 2004. In the process of the non-player character 2002 performing the second interactive operation 4 for the first virtual pet 2004, a dialogue text 2005 of the non-player character 2002 for the first virtual pet 2004 can be displayed.
[0255] During the process of the non-player character 2002 outputting feedback information for the first virtual pet 2004 (corresponding to the second interactive operation 4 and the dialogue text 2005), in response to the switching instruction for the first virtual pet 2004, the virtual pet ridden by the player character 2003 is switched from the first virtual pet 2004 to the fifth virtual pet 2006. In response to the completion of the switching for the first virtual pet 2005, that is, in response to the player character 2003 riding the fifth virtual pet 2006 being in the triggering area of the non-player character 2002, the non-player character 2002 is controlled to output feedback information for the fifth virtual pet 2006.
[0256] The feedback information for the fifth virtual pet 2006 is to control the non-player character 2002 to output the second interactive operation 5 for the fifth virtual pet 2006, and during the process of the non-player character 2002 executing the second interactive operation 5 for the fifth virtual pet 2006, the dialogue text 2007 of the non-player character 2002 for the fifth virtual pet 2006 can be displayed. In this way, the virtual pet ridden by the player character can be switched with one key, and the switched virtual pet is equivalent to the virtual pet newly entering the trigger area of the non-player character. The non-player character can output feedback information for the virtual pet newly entering the trigger area, which can enrich the behavior of the non-player character, and can improve the diversity of displaying the first virtual pet and the non-player character in the virtual scene, thereby improving the game experience of the player.
[0257] The interactive method in the virtual scene provided by the embodiment of the present application can display a player character in the virtual scene. The player character has a first virtual pet. In response to a control instruction for the player character, the player character is controlled to perform a first interactive operation for the first virtual pet, which can enhance the interactivity between the player character and the first virtual pet, and can enhance the diversity of displaying the first virtual pet in the virtual scene. Based on the first interactive operation, in response to the first virtual pet entering the triggering area of the non-player character, the non-player character is controlled to output feedback information for the first virtual pet. In this way, the non-player character can output feedback information for the first virtual pet, which can enrich the behavior of the non-player character, enhance the diversity of the behavior of the non-player character, and enhance the diversity of displaying the non-player character in the virtual scene.
[0258] It can be seen that the interaction method in the virtual scene provided by the embodiment of the present application can enhance the interactivity between the player character and the first virtual pet, enrich the behavior of the non-player characters, increase the diversity of displaying the first virtual pet and the non-player characters in the virtual scene, and improve the resource utilization of the electronic device. For the player, the player can obtain the feedback information of the non-player characters on the first virtual pet, which can enhance the player's gaming experience and solve the technical problem 1.
[0259] Furthermore, in the interaction method in the virtual scene provided by the embodiment of the present application, the corresponding second interactive operation can be determined according to at least one of the pet category, pet level and growth stage of the virtual pet, thereby improving the diversity of the second interactive operation. Moreover, in the case where multiple virtual pets enter the trigger area of the non-player character, the corresponding feedback information can be determined according to the priority of the virtual pet. The feedback information may include one or more of the second interactive operation, audio, text dialogue, and graphics, thereby greatly enriching the diversity of the feedback information, thereby further enriching the behavior of the non-player character, and can improve the diversity of displaying the first virtual pet and the non-player character in the virtual scene, thereby solving technical problem 2.
[0260] In some embodiments, after the non-player character is controlled to output feedback information for the first virtual pet, in response to the first virtual pet being in the trigger area for a first time period, the non-player character is controlled to follow the first virtual pet with a line of sight.
[0261] In some embodiments, in response to the first virtual pet being in the trigger area for a first time period, the non-player character is controlled to follow the first virtual pet through line of sight. During the line of sight following process, the first virtual pet can be controlled to move within the trigger area by moving controls, and the non-player character can follow the changes in the position of the first virtual pet and adjust the direction of the non-player character.
[0262] For example, see Fig.21 , Fig.21 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 8. A non-player character 2101 is displayed in the virtual scene. In response to the first virtual pet 2102 being in the trigger area for a first time period, the non-player character 2101 is controlled to follow the first virtual pet 2102. Fig.21 In the right half of the figure, the non-player character 2101 faces the first virtual pet 2102 located on the right, and the first virtual pet 2102 moves to Fig.21 When the non-player character 2101 moves to the left of the left half of the virtual pet 2102, the non-player character 2101 changes its direction, that is, the non-player character 2101 moves toward the first virtual pet 2102 located on the left.
[0263] In the embodiment of the present application, the non-player character can follow the first virtual pet through line of sight, which can further enrich the behavior of the non-player character and increase the player's sense of immersion in the game, thereby improving the player's gaming experience.
[0264] In some embodiments, in response to the duration of the non-player character's line of sight following the first virtual pet reaching a second duration, the target task is unlocked, and the non-player character is controlled to guide the player character to perform the target task.
[0265] In order to further improve the behavior of the non-player character and to further enrich the interaction between the non-player character and the player character, in response to the non-player character following the first virtual pet for a second time, the target task can be unlocked. In order to facilitate the user to know that the target task has been unlocked, a first prompt information can be displayed. The first prompt information is used to prompt that the target task has been unlocked. The first prompt information can also include information about the target task. The first prompt information can be displayed in a pop-up window or a floating layer.
[0266] The information of the target task may include one or more of the name of the target task, the completion conditions of the target task, the task location of the target task, the rewards that can be obtained for completing the target task, the triggering conditions of the target task, and the type of the target task. Of course, it can also be the information of any task in this field, and no specific limitation is made here.
[0267] After unlocking the target task, you can control the non-player character to guide the player character to perform the target task. The target task can be set according to actual usage needs. For example, the target task can be used to assist the player character in solving the difficulties encountered by the non-player character. In this way, the interaction between the player character and the non-player character can be enriched, and the player's experience during the game can be improved.
[0268] Among them, the non-player character guiding the player character to perform the target task can be that the non-player character informs the player character of the information of the target task, or the player character follows the non-player character to move to the task location in the virtual scene, or the non-player character gives the player character virtual props required for the target task, etc. The specific settings can be made according to actual usage requirements and are not specifically limited here.
[0269] In some embodiments, in response to the non-player character following the first virtual pet's line of sight for a third period of time, the non-player character is controlled to release a target skill, wherein the target skill includes at least one of a trust skill and an attribute skill, the trust skill is used to increase the first virtual pet's trust in the player character, and the attribute skill is used to increase the attribute value of the player character.
[0270] In some embodiments, in response to the non-player character following the first virtual pet's line of sight for a third time, the non-player character can be controlled to release a trust skill for the first virtual pet, thereby increasing the first virtual pet's trust in the player character. The first virtual pet's trust in the player character can assist the first virtual pet in improving the level, learning skills, and improving the growth stage, and can be specifically set according to actual usage requirements. In this way, the interaction between the non-player character, the first virtual pet, and the player character can be improved, and the player's gaming experience can be improved.
[0271] In some embodiments, in response to the non-player character following the first virtual pet's line of sight for a third time period, the non-player character may be controlled to release an attribute skill for the first virtual pet, thereby increasing the attribute value of the first virtual pet. In this way, the interaction between the non-player character, the first virtual pet, and the player character may be improved, and the player's gaming experience may be improved.
[0272] In some embodiments, in response to the non-player character following the first virtual pet's line of sight for a third time, the non-player character can be controlled to release an attribute skill for the first virtual pet, thereby increasing the attribute value of the first virtual pet, and the non-player character can be controlled to release a trust skill for the first virtual pet, thereby increasing the trust of the first virtual pet in the player character. In this way, the interaction between the non-player character, the first virtual pet and the player character can be improved, and the game experience of the player can be improved.
[0273] In some embodiments, in response to the non-player character following the first virtual pet's line of sight for a third time, the non-player character can be controlled to release an attribute skill for the player character, thereby increasing the attribute value of the player character. The attribute value of the player character can refer to the description of the attribute value of the virtual pet. The number of the attribute value of the player character can be the same as the number of the attribute value of the virtual pet, or it can be different, and can be set according to actual usage requirements. In this way, the interaction between the non-player character, the first virtual pet and the player character can be improved, and the player's gaming experience can be improved.
[0274] In some embodiments, in response to the non-player character following the first virtual pet's line of sight for a third time period, the non-player character first virtual pet can be controlled to release a trust skill, thereby increasing the trust of the first virtual pet in the player character, and the non-player character can be controlled to release an attribute skill for the player character, thereby increasing the attribute value of the player character. In this way, the interaction between the non-player character, the first virtual pet and the player character can be improved, and the player's gaming experience can be improved.
[0275] In some embodiments, in response to the non-player character following the first virtual pet's line of sight for a third time period, the non-player character can be controlled to release an attribute skill for the first virtual pet, thereby increasing the attribute value of the first virtual pet, and the non-player character can be controlled to release an attribute skill for the player character, thereby increasing the attribute value of the player character. In this way, the interaction between the non-player character, the first virtual pet, and the player character can be improved, and the game experience of the player can be improved.
[0276] In the interactive method in the virtual scene provided in the embodiment of the present application, the non-player character can guide the player character to perform the target task, and / or the non-player character can release the target skill, thereby further enriching the role of the non-player character in the game and further enriching the behavior of the non-player character, thereby improving the player's gaming experience.
[0277] In some embodiments, in response to the first virtual pet leaving the trigger area, the non-player character is controlled to stop line-of-sight tracking and return to an initialization state, wherein the initialization state may be a state pre-set for the non-player character. For a non-player character, there may be one or more initialization states. For different non-player characters, the initialization states corresponding to different non-player characters may be the same or different, and may be set specifically according to actual usage requirements.
[0278] The initialization state is the state of the non-player character when no feedback information for the virtual pet is outputted. The initialization state can be determined according to the weather of the virtual scene, the position of the non-player character in the virtual scene, the corresponding activity of the game, etc.
[0279] For example, the initialization state of the non-player character is standing at position a of the virtual scene, and in cold weather, the initialization state of the non-player character may be sitting at position b of the virtual scene. In this way, the initialization states of the non-player characters can be enriched, and the player's sense of immersion in the game process can be improved, thereby improving the player's game experience.
[0280] In some embodiments, there is a line of sight following area, and the area of the line of sight following area can be greater than, less than or equal to the area of the trigger area, that is, in the process of line of sight following, in response to the first virtual pet moving out of the line of sight following area, the non-player character stops line of sight following the first virtual pet, and returns to the initialization state, and in response to the first virtual pet moving in the line of sight following area, the non-player character continues to be controlled to line of sight following the first virtual pet. In this way, the behavior of the non-player character can be enriched, and the player's sense of immersion in the game process can be improved, thereby improving the player's gaming experience.
[0281] In some embodiments, during the process of controlling the non-player character to output feedback information for the first virtual pet, the first virtual pet can be controlled to move within a trigger area, and the non-player character can follow the first virtual pet with his / her line of sight during the process of outputting feedback information for the first virtual pet. In response to the first virtual pet leaving the trigger area, the non-player character is controlled to stop providing feedback information for the first virtual pet, stop following the first virtual pet with his / her line of sight, and return to an initialization state.
[0282] That is, in the process of controlling the non-player character to output feedback information for the first virtual pet, if the first virtual pet leaves the triggering area, the non-player character can be stopped from outputting feedback information for the first virtual pet. In this way, the behavior of the non-player character can be enriched, and the player's immersion in the game process can be improved, thereby improving the player's game experience.
[0283] In some embodiments, the feedback corresponding to the feedback information includes positive feedback and negative feedback. Accordingly, the feedback information corresponding to the positive feedback may include one or more of positive interactive actions, positive dialogue text, positive graphics, and positive audio; the feedback information corresponding to the negative feedback may include one or more of negative interactive actions, negative dialogue text, negative graphics, and negative audio. The specific settings can be made according to actual usage requirements.
[0284] In some embodiments, during the process of the player character performing a riding operation, that is, during the process of the player character riding the first virtual pet, the first virtual pet is in a first form; after controlling the non-player character to output feedback information for the first virtual pet, in response to the feedback corresponding to the feedback information being negative feedback, the form of the first virtual pet is controlled to switch from the first form to the second form, and the second form is used for the first virtual pet to perform combat operations against the non-player character.
[0285] That is to say, when the feedback corresponding to the feedback information is negative feedback, the first virtual pet can be controlled to perform combat operations against non-player characters. In some embodiments, when the form of the first virtual pet is switched from the first form to the second form, the player character can still ride the first virtual pet. In other words, when the player character rides the first virtual pet, the first virtual pet can be controlled to perform combat operations against non-player characters.
[0286] In some embodiments, when the form of the first virtual pet is switched from the first form to the second form, the player character can be controlled to no longer ride the first virtual pet, the virtual scene can be switched to a virtual scene corresponding to the combat operation, and the first virtual pet can be controlled to perform combat operations against non-player characters.
[0287] In some embodiments, the first virtual pet performs a combat operation against a non-player character. The first virtual pet may fight with a non-player character, or may fight with a virtual pet of a non-player character. The specific configuration may be based on actual usage.
[0288] In the interactive method in the virtual scene provided in the embodiment of the present application, the first virtual pet can be controlled to switch forms in combination with the feedback corresponding to the feedback information, thereby increasing the diversity of displaying the first virtual pet, and controlling the execution of combat operations against non-player characters, thereby enriching the interaction between the first virtual pet and the non-player characters and improving the player's gaming experience.
[0289] In some embodiments, in response to the feedback corresponding to the feedback information being negative feedback, the first virtual pet is controlled to perform a third interactive operation on the non-player character, the third interactive operation is used to reduce the probability of occurrence of negative feedback, and the third interactive operation may include one or more of interactive actions, dialogue text, graphics, and audio. For details, please refer to the description of the second interactive operation, and make equivalent replacements, which will not be repeated here. In this way, the behavior of the first virtual pet can be enriched, and the interaction between the first virtual pet and the non-player character can be enriched, thereby improving the player's gaming experience.
[0290] In some embodiments, a first occurrence probability of triggering feedback information can be set for each non-player character, a second occurrence probability for positive feedback can be set for positive feedback and a third occurrence probability for negative feedback can be set, and the first occurrence probability, the second occurrence probability and the third occurrence probability can be set according to actual usage requirements.
[0291] In some embodiments, the first occurrence probability, the second occurrence probability and the third occurrence probability are associated with the weather in the virtual scene, the status of the non-player character, the virtual pet, the player character or one or more thereof. For example, if the weather in the virtual scene is clear, the first occurrence probability and the second occurrence probability increase, and the third occurrence probability decreases.
[0292] For another example, the state of the non-player character can be divided into a good mood state and a bad mood state. In the case of a good mood state, the first and second occurrence probabilities increase, and the third occurrence probability decreases. In the case of a bad mood state, the first and second occurrence probabilities decrease, and the third occurrence probability increases. The specific settings can be made according to actual usage requirements and are not specifically limited here.
[0293] In the interaction method in the virtual scene provided by the embodiment of the present application, the probability of negative feedback can be reduced by having the first virtual pet perform a third interactive operation on a non-player character, thereby enriching the behavior of the first virtual pet and enriching the interaction between the first virtual pet and the non-player character, thereby improving the player's gaming experience.
[0294] In some embodiments, after the non-player character is controlled to output feedback information for the first virtual pet, in response to the feedback information being directed to a target part of the first virtual pet and the feedback corresponding to the feedback information being positive feedback, a visual effect is displayed at the target part of the first virtual pet.
[0295] Among them, visual effects can be used to improve the richness and diversity of the display content of the virtual scene, and can enhance the visual impact and interest. The visual effects can be one or more of light and shadow effects, particle effects, animation effects, interactive effects between virtual scenes, and sound effects. The light and shadow effects can include adding a halo effect to the preset range of the target part, converging light emitted from all directions of the virtual scene to the target part of the virtual pet, and adding one or more of light and shadow change effects within a preset range of the target part.
[0296] Particle effects can be particles displayed within a preset range of the target part. The particles can be stars, snowflakes, petals, etc., and the particles can move according to a preset motion trajectory. Particle effects can also be trajectories composed of particles. Animation effects can be animation effects that perform interactive operations on the target part. Interactive effects with virtual scenes can be changes in the environment or weather in the virtual scene when interactive operations are performed on the target part. Sound effects can be the representation of sound effects through visual effects. For example, the effect of sound waves propagating in the air can be added to virtual pets. It can be set according to actual usage needs and is not specifically limited here.
[0297] The target part can be any part of the virtual pet. For the same target part, different virtual pets have corresponding visual effects with different parts. For the same virtual pet, different parts have corresponding visual effects with different parts as target parts.
[0298] For example, see Fig. 22 , Fig. 22 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 10 Ninth, a non-player character 2203 and a first virtual pet 2202 are displayed in the virtual scene 2201. In response to the feedback information being directed to the head (target part) of the first virtual pet 2202, and the feedback corresponding to the feedback information being positive feedback, a visual effect 2204 is displayed at the head of the first virtual pet 2202. In this way, the visual effect can be displayed in combination with the feedback corresponding to the feedback information, which can improve the richness of the displayed content in the virtual scene and enhance the game experience of the player.
[0299] In some embodiments, after the non-player character is controlled to output feedback information for the first virtual pet, in response to the feedback corresponding to the feedback information being positive feedback and the number of times the first virtual pet receives positive feedback reaching a target number, prompt information is displayed, wherein the prompt information is used to prompt that the first virtual pet has invitation authority for the target game.
[0300] The prompt information can be displayed in the form of a pop-up window or a floating layer. The prompt information can also include one or more of the name of the target game, the gameplay of the target game, the number of times the target game is played, and the rewards that can be obtained from the target game. The specific settings can be made according to actual usage requirements.
[0301] Based on the prompt information, in response to the control instruction for the first virtual pet, the first virtual pet is controlled to perform an invitation operation for the non-player character, where the invitation operation is used to invite the non-player character to cooperate with the first virtual pet to play the target game.
[0302] An invite control and a cancel control may be displayed corresponding to the prompt information. In response to a trigger operation on the invite control, a control instruction for the first virtual pet may be triggered. In response to the control instruction for the first virtual pet, the first virtual pet may be controlled to perform an invite operation for a non-player character. The invite operation is used to invite the non-player character to cooperate with the first virtual pet to play a target game. In response to a trigger operation on the cancel control, the prompt information may be canceled.
[0303] In response to the non-player character's consent instruction for the invitation operation, a screen of the non-player character and the first virtual pet executing the target game can be displayed. In some embodiments, the non-player character can cooperate with the first virtual pet to automatically execute the target game. In some embodiments, the player can control the first virtual pet to execute the target game, and the non-player character can cooperate with the first virtual pet to execute the target game.
[0304] Among them, the non-player character collaborates with the first virtual pet to execute the target game, and the non-player character cooperates with the first virtual pet to execute the target game, and the non-player character provides virtual props to the first virtual pet. The virtual props can be used to increase the number of times the first virtual pet executes the target game, the duration of executing the target game, and reduce the difficulty of executing the target game. One or more of the following can be set according to actual usage requirements.
[0305] In the interaction method in the virtual scene provided in the embodiment of the present application, combined with the feedback corresponding to the feedback information, the first virtual object can be controlled to invite the non-player character to collaboratively execute the target game when the corresponding conditions are met, thereby further improving the interaction between the non-player character and the first virtual object, and further improving the player's gaming experience.
[0306] In order to facilitate understanding of the interactive method in the virtual scene provided in the embodiment of the present application, see Fig.23 , Fig.23 This is a flow diagram of the interactive method in a virtual scene provided by an embodiment of the present application. Figure 2 , the following combination Fig.23 The steps shown are used to illustrate the interaction method in the virtual scene provided in the embodiment of the present application.
[0307] In step 2301, the virtual pet enters the triggering area of the non-player character to determine whether feedback information is triggered.
[0308] With respect to step 2301, the virtual pet may enter the triggering area of the non-player character in the following manner: in some embodiments, the player character may throw a virtual container toward the non-player character, so that the virtual pet in the virtual container appears within 15 meters of the non-player character. The triggering area of the non-player character is a circle with the non-player character as the center and 15 meters as the radius, which is equivalent to the virtual pet in the virtual container appearing in the triggering area of the non-player character. In some embodiments, the player character may ride the virtual pet into the triggering area of the non-player character.
[0309] The non-player character is set with a reaction probability, which refers to the probability of whether the non-player character outputs feedback information for the virtual pet that enters the trigger area of the non-player character when the virtual pet enters the trigger area of the non-player character. The reaction probability can be set according to actual use requirements. For example, the reaction probability can be in the tens of thousands, thereby increasing the diversity of the reaction probability. In response to the virtual pet entering the trigger area of the non-player character, it can be determined whether to trigger feedback information in combination with the reaction probability. In the case of triggering feedback information, step 2302 can be executed. In the case of not triggering feedback information, step 2304 can be executed. In step 2304, stop, that is, the non-player character does not output feedback information.
[0310] In step 2302, a target configuration group is determined from a plurality of configuration groups.
[0311] With respect to step 2302, in order to realize "in response to the first virtual pet entering the triggering area of the non-player character, controlling the non-player character to output feedback information for the first virtual pet", a feedback information table for the non-player character can be maintained in advance. The feedback information table is a data structure (NPC_REACTION_CONF) of the feedback information. The feedback information table for the non-player character is explained in combination with Table 1 and Table 2.
[0312] Table 1 Feedback information of player characters Table 1
[0313] Virtual pet's name Name 1 Response Priority Priority 1 Reaction probability Reaction probability 1 Tags for non-player characters Non-Player Character 1
[0314] With respect to Table 1, the name of the virtual pet (petid) can be used to configure the name of the virtual pet in the basic information of the virtual pet. The name of the virtual pet can be repeated. For the name of a virtual pet, if two lines are configured repeatedly, different non-player characters can output different feedback information for the same virtual pet. The non-player characters can be distinguished by the non-player character labels.
[0315] The reaction priority is used to configure the virtual pet for which the feedback information output by the non-player character is directed when multiple virtual pets enter the trigger area of the non-player character. Each virtual pet has a corresponding priority, and the priority can be represented by a positive integer greater than or equal to 0.
[0316] During the process of the non-player character outputting feedback information for virtual pet a, in response to virtual pet b entering the trigger area of the non-player character, if the priorities of virtual pet a and virtual pet b are the same, or the priority of virtual pet a is greater than the priority of virtual pet b, the non-player character is controlled to continue outputting feedback information for virtual pet a. In other words, if the priorities of multiple virtual pets entering the trigger area of the non-player character are the same, the virtual pet (corresponding to virtual pet b) that newly enters the trigger area of the non-player character will not interrupt the feedback information being output by the non-player character for virtual pet a.
[0317] In the process of the non-player character outputting feedback information for virtual pet a, in response to virtual pet b entering the triggering area of the non-player character, if the priority of virtual pet a is lower than the priority of virtual pet b, the non-player character is stopped from outputting feedback information for virtual pet a, and the non-player character is controlled to output feedback information for virtual pet b. In other words, if the priorities of multiple virtual pets entering the triggering area of the non-player character are different, the non-player character is preferentially controlled to output feedback information for the virtual pet with the highest priority.
[0318] For example, if the non-player character is reacting to a spider with priority 1 (i.e., virtual pet a), and a Dragon Breath Pal with priority 2 (i.e., virtual pet b) enters the range X (i.e., the triggering area) of the non-player character, the non-player character immediately reacts to the Dragon Breath Pal (i.e., virtual pet b) (equivalent to outputting feedback information for the newly entered virtual pet b), interrupting the original reaction to the spider (equivalent to stopping outputting feedback information for virtual pet a).
[0319] In some embodiments, after the non-player character outputs feedback information for the virtual pet a, within a preset time period, in response to a virtual pet c that is the same as the virtual pet a entering the triggering area of the non-player character, the non-player character is not controlled to output feedback information for the virtual pet c.
[0320] For example, within 5 seconds (preset duration), another dragon breath pal (i.e., virtual pet c) appears again in the triggering area of the non-player character, then the non-player character will not output feedback information to the newly appeared virtual pet c. With respect to Table 1, name 1, priority 1, reaction probability 1, and non-player character 1 are only examples.
[0321] Table 2 Feedback information of player characters Table 2
[0322] Dialogue Text Dialogue text 1 Awesome dialogue text Dialogue Text 2 Colorful dialogue text Dialogue text 3 Different color dialogue text Dialogue Text 4 Interactions with non-player characters Interactive Action 1
[0323] Table 2 corresponds to a configuration group. Different configuration groups may include one or more of different dialogue texts, different dialogue texts of great talents, different colorful dialogue texts, different heterochromatic dialogue texts, and different interactive actions of non-player characters. The number of configuration groups can be set according to actual usage requirements. For example, the number of configuration groups can be 3.
[0324] For the dialogue text (dialog), when the feedback information is triggered successfully, if the second rarity of the virtual pet is not extraordinary talent, and the appearance color of the virtual pet is not dazzling or heterochromatic, the dialogue text in the feedback information can be determined to be dialogue text 1. For the dialogue text of extraordinary talent, extraordinary talent means that the second rarity of the virtual pet is not talented, which can be set according to actual usage needs. When the feedback information is triggered successfully and the second rarity of the virtual pet is not talented, the dialogue text in the feedback information can be determined to be the dialogue text of not talented (i.e., dialogue text 2).
[0325] For the colorful dialogue text and the heterochromatic dialogue text, both colorful and heterochromatic are the appearance colors of the virtual pet. When the feedback information is triggered successfully and the appearance color of the virtual pet is colorful, the dialogue text in the feedback information can be determined to be the colorful dialogue text (i.e., dialogue text 3). When the feedback information is triggered successfully and the appearance color of the virtual pet is heterochromatic, the dialogue text in the feedback information can be determined to be the heterochromatic dialogue text (i.e., dialogue text 4).
[0326] The interactive action of the non-player character corresponds to the second interactive operation. For Table 2, feedback information can be set. For details, please refer to the aforementioned description of the feedback information. Table 2 is only an example. Dialogue text 1, dialogue text 2, dialogue text 3, dialogue text 4, and interactive action 1 are only an example.
[0327] With respect to step 2302 , with respect to multiple configuration groups in the data structure, any one configuration group may be randomly selected as a target configuration group.
[0328] In step 2303, based on the virtual pet, corresponding feedback information is determined from the target configuration group, and the non-player character is controlled to output the feedback information for the virtual pet.
[0329] For step 2303, please refer to the description of Table 2, which will not be repeated here. In the process of controlling the non-player character to output feedback information for the virtual pet, the non-player character can be controlled to display the dialogue text in the dialogue bubble and perform interactive actions.
[0330] In some embodiments, in addition to feedback information, the non-player character can also follow the virtual pet by sight. After the feedback information is triggered, if the distance between the virtual pet and the non-player character is less than or equal to 25 meters, the non-player character can follow the virtual pet by sight. That is, when the virtual pet is located in the sight-following area, in response to the virtual pet moving in the sight-following area, the non-player character can follow the virtual pet by sight. The sight-following area is the area corresponding to the circle formed by the non-player character as the center and 25 meters as the radius.
[0331] If the distance between the virtual pet and the non-player character is greater than 25 meters, it means that the virtual pet has left the line of sight tracking area. Therefore, the non-player character can be controlled to stop line of sight tracking the virtual pet until the virtual pet enters the trigger area again. The non-virtual player can be controlled again to output feedback information for the virtual pet.
[0332] In combination with the above content, it can be known that each time the virtual pet enters the triggering area of the non-player character, the non-player character can randomly determine whether to trigger feedback information for the virtual pet according to the reaction probability. In the case of triggering feedback information, the non-player character will pass the corresponding dialogue text in the configuration into the pre-trained model according to the target configuration group and the status of the virtual pet (whether it is not talented, colorful, or different colors, etc.), and play it in the form of bubbling dialogue (i.e., dialogue bubbles). The triggered dialogue text will automatically continue to play according to the pre-set rules. For details, please refer to the description of the dialogue bubbles, which will not be repeated here.
[0333] For example, see Fig.24 , Fig.24 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 10. A non-player character 2401 is displayed in a virtual scene. In response to a virtual pet 2402 entering a triggering area of the non-player character 2401 , the non-player character 2401 may be controlled to output a dialogue text 2403 for the virtual pet 2402 .
[0334] Dialogue Text 2403( Fig.24(Specific content not shown) may first display "The rabbit is so gentle, I love it" (dialogue sentence), and then display "Your rabbit seems very strong, have you raised it for a long time?" (dialogue sentence). In this way, the dialogue sentences in the dialogue text can be displayed in sequence, thereby improving the richness of the displayed dialogue text and enhancing the player's gaming experience.
[0335] For example, see Fig.25 , Fig.25 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 Eleventh, a non-player character 2501 is displayed in the virtual scene. In response to a virtual pet 2502 entering a triggering area of the non-player character 2501 , the non-player character 2501 may be controlled to output a dialogue text 2503 for the virtual pet 2502 .
[0336] contrast Fig.24 and Fig.25 It can be seen that the appearance color of virtual pet 2502 is different from that of virtual pet 2402. Fig.24 and Fig.25 The filled mosaic is used to represent the appearance color, and the dialogue text 2503 ( Fig.25 The specific content is not shown) can be "Wow, a colorful bunny", and the dialogue text 2503 is different from the dialogue text 2403. In this way, the non-player object can output different dialogue texts for virtual pets with different appearance colors, which can enrich the dialogue text of the non-player object and improve the player's gaming experience.
[0337] In some embodiments, for non-player characters at different positions in the virtual scene, the manner of triggering the non-player characters to perform feedback information is different, that is, the first interactive operation is different, for example, see Fig.26 , Fig.26 This is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 2 Twelve, the non-player character at position 2601 can be set as a perception group (corresponding to perception), and the non-player character belonging to the perception group can perceive riding, that is, when the player character rides the virtual object into the trigger area of the non-player character, the non-player character is controlled to output feedback information for the first virtual pet.
[0338] The non-player character at position 2602 can be set as a behavioral stress group (corresponding to behavioral stress), and the non-player character belonging to the behavioral stress group can sense the throwing of the virtual container, that is, when the player character throws the virtual container and the virtual pet in the virtual container enters the triggering area of the non-player character, the non-player character is controlled to output feedback information for the first virtual pet. In this way, the behavior of the non-player character can be enriched, the scenarios for triggering feedback information can be enriched, and the game experience of the player can be improved.
[0339] In some embodiments, the interaction method in the virtual scene provided by the embodiments of the present application can be implemented by a behavior tree, see Fig. 27 , Fig. 27 2704, a distance node 2705, and a feedback node 2706. The root node 2701 is connected to the external decision node 2702 and the selection node 2703, respectively, and the selection node 2703 is connected to the priority node 2704, the distance node 2705, and the feedback node 2706, respectively.
[0340] The root node is the starting point of the behavior tree. The external decision (LuaActionExternalDecision) node can be used to execute feedback information. For example, dialogue text and interactive actions can be input for the external decision node. The parameter name of the dialogue text is the dialogue text of the non-player character (npc_dialoge), and the parameter name of the interactive action is the interactive action of the non-player (npc_animation). The type of the dialogue text is integer (int), and the type of the interactive action is string (string). The dialogue text and interactive action can be determined according to the feedback information table. For details, please refer to the description of Table 1 and Table 2, which will not be repeated here.
[0341] The selection node can be used to determine the end method of the feedback information. The priority node is used to determine the priority of the virtual pet and determine whether to interrupt the feedback information currently being output based on the priority of the virtual pet. When the player character changes the riding virtual pet, or throws a new virtual container to control the appearance of the virtual pet in the new virtual container, the priority of the new virtual pet (corresponding to the replaced virtual pet or the virtual pet in the new virtual container) will be compared with the priority of the old virtual pet. Among them, the new and the old are only used to distinguish the time point when the virtual pet appears in the trigger area.
[0342] If the priority of the new virtual pet is less than or equal to the priority of the old virtual pet, the feedback information being output will not be interrupted. If the priority of the new virtual pet is greater than the priority of the old virtual pet, the behavior tree will be restarted, and after the restart, the external decision node will be executed again based on the new virtual pet, that is, the non-player character will output feedback information for the new virtual pet.
[0343] The distance node is used to notify the output of feedback information when the distance is greater than the preset distance threshold, that is, when the virtual pet leaves the trigger area or the field of view following area. The feedback node is used to stop outputting feedback information after the feedback information is output.
[0344] In the interactive method in the virtual scene provided in the embodiment of the present application, when the non-player characters in the game see the virtual pet owned by the player character (corresponding to the virtual pet entering the starting area of the non-player character), they can have targeted dialogues and action reactions (corresponding to the non-player characters outputting feedback information) according to the morphological appearance, attributes, and individual differences of the virtual pet, so as to create a game world that praises the virtual pet that the player character has worked hard to capture and cultivate, so that the virtual player can obtain positive feedback and at the same time enhance the player's immersion in the game.
[0345] The following is a description of an exemplary structure of the interactive device 455 in the virtual scene provided by the present application as a software module. In some embodiments, Figure 2 As shown, the software modules stored in the interactive device 455 in the virtual scene of the memory 450 may include:
[0346] Display module 4551, used for displaying a player character in a virtual scene, wherein the player character has a first virtual pet;
[0347] A response module 4552, configured to control the player character to perform a first interactive operation on the first virtual pet in response to a control instruction on the player character;
[0348] The response module 4552 is further configured to control the non-player character to output feedback information for the first virtual pet in response to the first virtual pet entering the triggering area of the non-player character based on the first interactive operation.
[0349] In some embodiments, the feedback information includes a second interactive operation, and the response module 4552 is further used to control the non-player character to perform the second interactive operation based on the first interactive operation in response to the first virtual pet being in the trigger area of the non-player character; wherein the second interactive operation is a feedback operation performed by the non-player character in response to the first virtual pet entering the trigger area.
[0350] In some embodiments, the second interactive operation includes an independent reaction action and a contact reaction action, and the response module 4552 is further used to perform at least one of the following: controlling the non-player character to perform the independent reaction action toward the first virtual pet; controlling the non-player character to perform the contact reaction action toward the first virtual pet.
[0351] In some embodiments, the feedback information also includes audio of the non-player character for the first virtual pet, and the response module 4552 is further used to play the audio of the non-player character for the first virtual pet during the process of the non-player character performing the second interactive operation; wherein the audio is adapted to the second interactive operation to assist the second interactive operation in providing the first feedback to the first virtual pet.
[0352] In some embodiments, the feedback information also includes a dialogue text of the non-player character toward the first virtual pet. The response module 4552 is further used to display the dialogue text of the non-player character toward the first virtual pet in the associated area of the non-player character during the process of the non-player character performing the second interactive operation; wherein the content of the dialogue text is adapted to the second interactive operation, and is used to assist the second interactive operation in providing second feedback to the first virtual pet.
[0353] In some embodiments, the response module 4552 is further used to display a dialogue bubble in the associated area of the non-player character, and to display a dialogue text of the non-player character to the first virtual pet in the dialogue bubble; wherein, when the dialogue text is a plurality of consecutive dialogue sentences, each of the dialogue sentences corresponds to a dialogue bubble, and the plurality of dialogue bubbles are presented one by one in the associated area.
[0354] In some embodiments, the response module 4552 is further used to perform at least one of the following: based on the pet category to which the first virtual pet belongs, controlling the non-player character to perform the second interactive operation, different pet categories correspond to different second interactive operations; based on the pet level to which the first virtual pet belongs, controlling the non-player character to perform the second interactive operation, different pet levels correspond to different second interactive operations; based on the growth stage of the first virtual pet, controlling the non-player character to perform the second interactive operation, different growth stages correspond to different second interactive operations.
[0355] In some embodiments, the response module 4552 is further used to control the non-player character to output feedback information for the first virtual pet, and in response to the first virtual pet being in the trigger area for a first time period, control the non-player character to follow the first virtual pet with its line of sight.
[0356] In some embodiments, the response module 4552 is further used to unlock the target task in response to the non-player character following the first virtual pet by sight for a second time period, and control the non-player character to guide the player character to perform the target task.
[0357] In some embodiments, the response module 4552 is further used to control the non-player character to release a target skill in response to the non-player character following the first virtual pet's line of sight for a third time period, wherein the target skill includes at least one of a trust skill and an attribute skill, the trust skill is used to increase the first virtual pet's trust in the player character, and the attribute skill is used to increase the attribute value of the player character.
[0358] In some embodiments, the response module 4552 is further configured to control the non-player character to stop the line of sight tracking and restore to an initialization state in response to the first virtual pet leaving the trigger area.
[0359] In some embodiments, the response module 4552 is further used to control the non-player character to stop outputting feedback information for the second virtual pet and output feedback information for the first virtual pet based on the first interactive operation if the first virtual pet enters the trigger area of the non-player character and the non-player character is outputting feedback information for the second virtual pet, and the priority of the first virtual pet is higher than that of the second virtual pet.
[0360] In some embodiments, the response module 4552 is further used to control the non-player character to continuously output feedback information for the first virtual pet if a third virtual pet enters the trigger area and the third virtual pet has the same priority as the first virtual pet during the process of the non-player character outputting feedback information for the first virtual pet.
[0361] In some embodiments, the response module 4552 is further configured to control the non-player character to output feedback information for the first virtual pet, and then, in response to a fourth virtual pet entering the triggering area of the non-player character, control the non-player character to output feedback information for the fourth virtual pet.
[0362] In some embodiments, the first interactive operation includes a riding operation of the player character on the first virtual pet; the response module 4552 is further used to control the player character to perform a riding operation on the first virtual pet in response to a control instruction for the player character, and control the first virtual pet to move into the trigger area based on the riding operation.
[0363] In some embodiments, the response module 4552 is further used to control the virtual pet ridden by the player character to switch from the first virtual pet to a fifth virtual pet in response to a switching instruction for the first virtual pet during the process of the non-player character outputting feedback information for the first virtual pet; and in response to completion of the switching for the first virtual pet, control the non-player character to output feedback information for the fifth virtual pet.
[0364] In some embodiments, during the process of the player character performing the riding operation, the first virtual pet is in a first form; the response module 4552 is also used to control the non-player character to output feedback information for the first virtual pet, and in response to the feedback corresponding to the feedback information being negative feedback, control the form of the first virtual pet to switch from the first form to a second form, and the second form is used for the first virtual pet to perform combat operations against the non-player character.
[0365] In some embodiments, the first interactive operation includes a throwing operation; the response module 4552 is further used to respond to a control instruction for the player character, control the player character to perform a throwing operation on a virtual container including the first virtual pet; based on the throwing operation, in response to the virtual container being thrown into a trigger area, control the first virtual pet in the virtual container to appear in the trigger area, and control the non-player character to output feedback information for the first virtual pet.
[0366] In some embodiments, the response module 4552 is further used to control the non-player character to output feedback information for the first virtual pet, and in response to the feedback information being directed to a target part of the first virtual pet and the feedback corresponding to the feedback information being positive feedback, display a visual effect at the target part of the first virtual pet.
[0367] In some embodiments, the response module 4552 is further used to control the non-player character to output feedback information for the first virtual pet, and in response to the feedback corresponding to the feedback information being negative feedback, control the first virtual pet to perform a third interactive operation for the non-player character, wherein the third interactive operation is used to reduce the probability of occurrence of the negative feedback.
[0368] In some embodiments, the response module 4552 is further configured to control the non-player character to output feedback information for the first virtual pet in response to the first virtual pet entering into the triggering area of the non-player character and the non-player character sensing the first virtual pet.
[0369] In some embodiments, the response module 4552 is further used to control the non-player character to output feedback information for the first virtual pet, and in response to the feedback corresponding to the feedback information being positive feedback and the number of times the first virtual pet receives positive feedback reaching a target number, display prompt information, wherein the prompt information is used to prompt that the first virtual pet has invitation authority for a target game; based on the prompt information, in response to a control instruction for the first virtual pet, control the first virtual pet to perform an invitation operation for the non-player character, wherein the invitation operation is used to invite the non-player character to cooperate with the first virtual pet to execute the target game.
[0370] The embodiment of the present application provides a computer program product, which includes a computer program or a computer executable instruction, and the computer program or the computer executable instruction is stored in a computer-readable storage medium. The processor of the electronic device reads the computer executable instruction from the computer-readable storage medium, and the processor executes the computer executable instruction, so that the electronic device executes the interaction method in the virtual scene described in the embodiment of the present application.
[0371] The present application embodiment provides a computer-readable storage medium, in which computer executable instructions or computer programs are stored. When the computer executable instructions or computer programs are executed by a processor, the processor will execute the interactive method in the virtual scene provided by the present application embodiment, for example, Figure 3 The interactive method in the virtual scene is shown.
[0372] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or may be various devices including one or any combination of the above memories.
[0373] 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.
[0374] 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 that stores 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).
[0375] 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.
[0376] The interactive method in the virtual scene provided by the embodiment of the present application can display a player character in the virtual scene. The player character has a first virtual pet. In response to a control instruction for the player character, the player character is controlled to perform a first interactive operation for the first virtual pet, which can enhance the interactivity between the player character and the first virtual pet, and can enhance the diversity of displaying the first virtual pet in the virtual scene. Based on the first interactive operation, in response to the first virtual pet entering the triggering area of the non-player character, the non-player character is controlled to output feedback information for the first virtual pet. In this way, the non-player character can output feedback information for the first virtual pet, which can enrich the behavior of the non-player character, enhance the diversity of the behavior of the non-player character, and enhance the diversity of displaying the non-player character in the virtual scene.
[0377] It can be seen that the interaction method in the virtual scene provided by the embodiment of the present application can enhance the interactivity between the player character and the first virtual pet, enrich the behavior of the non-player characters, increase the diversity of displaying the first virtual pet and the non-player characters in the virtual scene, and improve the resource utilization of the electronic device. For the player, the player can obtain the feedback information of the non-player characters on the first virtual pet, which can enhance the player's gaming experience and solve the technical problem 1.
[0378] Furthermore, in the interaction method in the virtual scene provided by the embodiment of the present application, the corresponding second interactive operation can be determined according to at least one of the pet category, pet level and growth stage of the virtual pet, thereby improving the diversity of the second interactive operation. Moreover, in the case where multiple virtual pets enter the trigger area of the non-player character, the corresponding feedback information can be determined according to the priority of the virtual pet. The feedback information may include one or more of the second interactive operation, audio, text dialogue, and graphics, thereby greatly enriching the diversity of the feedback information, thereby further enriching the behavior of the non-player character, and can improve the diversity of displaying the first virtual pet and the non-player character in the virtual scene, thereby solving technical problem 2.
[0379] 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. An interactive method in a virtual scene, characterized in that: The method comprises: Displaying a player character in a virtual scene, wherein the player character has a first virtual pet; In response to a control instruction for the player character, controlling the player character to perform a first interactive operation for the first virtual pet; Based on the first interactive operation, in response to the first virtual pet entering a triggering area of a non-player character, the non-player character is controlled to output feedback information for the first virtual pet.
2. The method according to claim 1, characterized in that The feedback information includes a second interactive operation, and the controlling the non-player character to output feedback information for the first virtual pet in response to the first virtual pet entering a triggering area of the non-player character based on the first interactive operation includes: Based on the first interactive operation, in response to the first virtual pet being in a triggering area of a non-player character, controlling the non-player character to perform the second interactive operation; The second interactive operation is a feedback operation performed by the non-player character on the first virtual pet entering the trigger area.
3. The method according to claim 2, characterized in that The second interactive operation includes an independent reaction action and a contact reaction action, and the controlling the non-player character to perform the second interactive operation includes at least one of the following: Controlling the non-player character to perform the independent reaction action toward the first virtual pet; The non-player character is controlled to perform a contact reaction action on the first virtual pet.
4. The method according to claim 2, characterized in that: The feedback information also includes the audio of the non-player character for the first virtual pet, and the method further includes: During the process of the non-player character performing the second interactive operation, playing the audio of the non-player character targeting the first virtual pet; The audio is adapted to the second interactive operation and is used to assist the second interactive operation in providing a first feedback to the first virtual pet.
5. The method according to claim 2, characterized in that: The feedback information also includes a dialogue text of the non-player character to the first virtual pet, and the method further includes: During the process of the non-player character performing the second interactive operation, displaying a dialogue text of the non-player character with respect to the first virtual pet in the associated area of the non-player character; The content of the dialogue text is adapted to the second interactive operation, and is used to assist the second interactive operation in providing second feedback to the first virtual pet.
6. The method according to claim 5, characterized in that The step of displaying the dialogue text of the non-player character to the first virtual pet in the associated area of the non-player character comprises: Displaying a dialogue bubble in the associated area of the non-player character, and displaying a dialogue text of the non-player character to the first virtual pet in the dialogue bubble; Wherein, when the dialogue text is a plurality of continuous dialogue sentences, each of the dialogue sentences corresponds to a dialogue bubble, and the plurality of dialogue bubbles are presented one by one in the associated area.
7. The method according to claim 2, characterized in that The controlling the non-player character to perform the second interactive operation includes at least one of the following: Based on the pet category to which the first virtual pet belongs, controlling the non-player character to perform the second interactive operation, wherein different pet categories correspond to different second interactive operations; Based on the pet level to which the first virtual pet belongs, controlling the non-player character to perform the second interactive operation, wherein different pet levels correspond to different second interactive operations; Based on the growth stage of the first virtual pet, the non-player character is controlled to perform the second interactive operation, and different growth stages correspond to different second interactive operations.
8. The method according to any one of claims 1 to 7, characterized in that: After controlling the non-player character to output feedback information for the first virtual pet, the method further includes: In response to the first virtual pet being in the trigger area for a first time period, the non-player character is controlled to follow the first virtual pet through sight.
9. The method according to claim 8, characterized in that The method further comprises: In response to the duration that the non-player character follows the first virtual pet by line of sight reaching a second duration, a target task is unlocked, and the non-player character is controlled to guide the player character to perform the target task.
10. The method according to claim 8, characterized in that The method further comprises: In response to the duration that the non-player character follows the first virtual pet by line of sight reaching a third duration, controlling the non-player character to release a target skill; The target skill includes at least one of a trust skill and an attribute skill. The trust skill is used to increase the trust of the first virtual pet in the player character, and the attribute skill is used to increase the attribute value of the player character.
11. The method according to claim 8, characterized in that The method further comprises: In response to the first virtual pet leaving the trigger area, the non-player character is controlled to stop the line of sight tracking and return to an initialization state.
12. The method according to any one of claims 1 to 7, characterized in that: Based on the first interactive operation, in response to the first virtual pet entering a triggering area of a non-player character, controlling the non-player character to output feedback information for the first virtual pet includes: Based on the first interactive operation, if the first virtual pet enters the triggering area of the non-player character, the non-player character is outputting feedback information for the second virtual pet, and the priority of the first virtual pet is higher than that of the second virtual pet, the non-player character is controlled to stop outputting feedback information for the second virtual pet, and output feedback information for the first virtual pet.
13. The method according to any one of claims 1 to 7, characterized in that: The method further comprises: During the process of the non-player character outputting feedback information for the first virtual pet, if a third virtual pet enters the trigger area and the third virtual pet has the same priority as the first virtual pet, the non-player character is controlled to continuously output feedback information for the first virtual pet.
14. The method according to claim 13, characterized in that After controlling the non-player character to output feedback information for the first virtual pet, the method further includes: In response to the fourth virtual pet entering the triggering area of the non-player character, the non-player character is controlled to output feedback information for the fourth virtual pet.
15. The method according to any one of claims 1 to 7, characterized in that: The first interactive operation includes a riding operation of the player character on the first virtual pet; The step of controlling the player character to perform a first interactive operation on the first virtual pet in response to a control instruction on the player character includes: In response to a control instruction for the player character, the player character is controlled to perform a riding operation for the first virtual pet, and the first virtual pet is controlled to move into the trigger area based on the riding operation.
16. The method according to claim 15, characterized in that The method further comprises: In the process of the non-player character outputting feedback information for the first virtual pet, in response to a switching instruction for the first virtual pet, controlling the virtual pet ridden by the player character to switch from the first virtual pet to a fifth virtual pet; In response to the completion of the switching of the first virtual pet, the non-player character is controlled to output feedback information for the fifth virtual pet.
17. The method according to claim 15, characterized in that During the process of the player character performing the riding operation, the first virtual pet is in a first form; After controlling the non-player character to output feedback information for the first virtual pet, the method further includes: In response to the feedback corresponding to the feedback information being negative feedback, the form of the first virtual pet is controlled to switch from the first form to a second form, where the second form is used for the first virtual pet to perform a combat operation on the non-player character.
18. The method according to any one of claims 1 to 7, characterized in that: The first interactive operation includes a throwing operation; The step of controlling the player character to perform a first interactive operation on the first virtual pet in response to a control instruction on the player character includes: In response to a control instruction for the player character, controlling the player character to perform a throwing operation on a virtual container including the first virtual pet; Based on the first interactive operation, in response to the first virtual pet entering a triggering area of a non-player character, controlling the non-player character to output feedback information for the first virtual pet includes: Based on the throwing operation, in response to the virtual container being thrown into the trigger area, the first virtual pet in the virtual container is controlled to appear in the trigger area, and the non-player character is controlled to output feedback information for the first virtual pet.
19. The method according to any one of claims 1 to 7, characterized in that: After controlling the non-player character to output feedback information for the first virtual pet, the method further includes: In response to the feedback information being directed to a target part of the first virtual pet, and the feedback corresponding to the feedback information being positive feedback, a visual effect is displayed at the target part of the first virtual pet.
20. The method according to any one of claims 1 to 7, characterized in that: In response to the first virtual pet entering the triggering area of the non-player character, controlling the non-player character to output feedback information for the first virtual pet includes: In response to the first virtual pet entering into a triggering area of a non-player character and the non-player character sensing the first virtual pet, the non-player character is controlled to output feedback information for the first virtual pet.
21. The method according to any one of claims 1 to 7, characterized in that: After controlling the non-player character to output feedback information for the first virtual pet, the method further includes: In response to the feedback corresponding to the feedback information being positive feedback and the number of times the first virtual pet receives positive feedback reaching a target number, displaying prompt information, wherein the prompt information is used to prompt that the first virtual pet has invitation authority for a target game; Based on the prompt information, in response to a control instruction for the first virtual pet, the first virtual pet is controlled to perform an invitation operation for the non-player character, wherein the invitation operation is used to invite the non-player character to cooperate with the first virtual pet to execute the target game.
22. An interactive device in a virtual scene, characterized in that: The device comprises: A display module, used for displaying a player character in a virtual scene, wherein the player character has a first virtual pet; A response module, configured to control the player character to perform a first interactive operation on the first virtual pet in response to a control instruction on the player character; The response module is further configured to control the non-player character to output feedback information for the first virtual pet in response to the first virtual pet entering the triggering area of the non-player character based on the first interactive operation.
23. An electronic device, characterized in that: The electronic device comprises: A memory for storing computer executable instructions or computer programs; A processor, used to implement the interactive method in a virtual scene as described in any one of claims 1 to 21 when executing the computer executable instructions or computer programs stored in the memory.
24. A computer-readable storage medium storing computer-executable instructions or a computer program, characterized in that: When the computer executable instructions or computer program are executed by a processor, the interactive method in a virtual scene described in any one of claims 1 to 21 is implemented.
25. A computer program product comprising computer executable instructions or a computer program, characterized in that When the computer executable instructions or computer program are executed by a processor, the interactive method in a virtual scene described in any one of claims 1 to 21 is implemented.