Interaction method, device and equipment in virtual scene, computer readable storage medium and computer program product

By introducing collaborative action display of virtual pets and virtual clothing in virtual scenes, the problems of insufficient interaction and low resource utilization during player characters' installation are solved, and higher interaction and resource utilization are achieved, providing rich and dynamic virtual scene effects.

CN119971498APending Publication Date: 2025-05-13TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510381057.9
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

Technical Problem

In the prior art, the player character has insufficient interaction during dressing up, the resource utilization rate of electronic device hardware display is low, and personalized dressing experience and social interaction that cannot meet user needs.

Method used

By introducing collaborative action displays of virtual pets and virtual clothing in virtual scenes, the diversity of interactions and resource utilization rate can be improved. The specific implementation includes displaying the player character wearing virtual clothes and pet controls, controlling the virtual pet and the character to complete the action combination, and responding to control commands to conduct attack operations during battle.

Benefits of technology

It enhances the user's interaction and immersion in the dressing process, improves the utilization rate of hardware display resources of electronic devices, and provides richer and more dynamic virtual scene effects.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an interaction method and device in a virtual scene, equipment, a computer readable storage medium and a computer program product. The method comprises the steps of displaying a first player character in a virtual scene, wherein the first player character wears first virtual clothes; displaying at least one pet control, wherein each pet control corresponds to one virtual pet of the first player character; and based on a first pet control in the at least one pet control, controlling a first virtual pet corresponding to the first pet control to appear in the virtual scene, and when the first virtual pet and the first virtual costume have an association relationship, displaying the first virtual pet corresponding to the first pet control in the virtual scene. And displaying the process that the first virtual pet and the first player character cooperatively complete the first action combination. Through the application, the diversity of interaction in the virtual scene can be improved, and the utilization rate of resources is improved.
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Description

Technical Field

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

[0002] In the related art, when users dress up their player characters, they simply apply preset costumes or props to the character model, providing basic appearance selection and color adjustment functions, which can only obtain relatively simple visual effect changes, resulting in insufficient interactivity between users and the game during the dressing process and low utilization of the hardware display resources of electronic devices. Summary of the invention

[0003] The embodiments of the present application provide a method, apparatus, device, computer-readable storage medium, and computer program product for interaction in a virtual scene, which can improve the diversity of interaction in the virtual scene and improve the utilization rate of resources.

[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 first player character in a virtual scene, wherein the first player character is wearing a first virtual costume;

[0007] displaying at least one pet control, each of the pet controls corresponding to a virtual pet of the first player character;

[0008] Based on a first pet control among the at least one pet control, a first virtual pet corresponding to the first pet control is controlled to appear in the virtual scene, and when the first virtual pet is associated with the first virtual clothing, a process of the first virtual pet and the first player character collaboratively completing a first action combination is displayed.

[0009] The present application provides an interactive device in a virtual scene, the device comprising:

[0010] A first display module, configured to display a first player character in a virtual scene, wherein the first player character is wearing a first virtual costume;

[0011] The first display module is further used to display at least one pet control, each of the pet controls corresponding to a virtual pet of the first player character;

[0012] The action display module is used to control the first virtual pet corresponding to the first pet control to appear in the virtual scene based on the first pet control in the at least one pet control, and when the first virtual pet is associated with the first virtual clothing, display the process of the first virtual pet and the first player character jointly completing a first action combination.

[0013] In the above scheme, the interactive device in the virtual scene also includes: a display module, which is used to control the first virtual pet corresponding to the first pet control to appear in the virtual scene, and in the process of the first player character fighting with the second player character, in response to a first control instruction for the first virtual pet, control the first virtual pet to execute an attack operation on the second virtual pet of the second player character; if the attack operation causes the second virtual pet of the second player character to be defeated, display the process of the first virtual pet and the first player character jointly completing the second action combination.

[0014] In the above scheme, the interactive device in the virtual scene also includes: a second display module, which is used to display the attack special effect corresponding to the attack operation when the first virtual pet performs the attack operation if the first virtual pet has the first virtual prop during the battle between the first player character and the second player character; wherein the attack special effect is used to identify that the first virtual pet has the first virtual prop.

[0015] In the above scheme, the interactive device in the virtual scene also includes: a first interactive module, which is used to control the first virtual pet corresponding to the first pet control to appear in the virtual scene, and in response to a clothing switching instruction for the first player character, control the clothing of the first player character to switch from the first virtual clothing to the second virtual clothing, and the second virtual clothing has no association with the first virtual pet; when the first virtual pet has a first virtual prop, in response to a target interaction instruction of the first player character and the first virtual pet, control the first player character to perform a target interaction operation with the first virtual pet.

[0016] In the above scheme, the interactive device in the virtual scene also includes: a prompt module, which is used to display a first prompt message in response to the target interaction instruction when the first virtual pet does not have the first virtual prop; wherein the first prompt message is used to prompt the first virtual pet that the first virtual prop has not been obtained.

[0017] In the above scheme, the interactive device in the virtual scene also includes: a gift module, which is used to display at least one virtual prop of the first player character before controlling the first player character to perform the target interactive operation with the first virtual pet, and the at least one virtual prop includes the first virtual prop; display a gift control, and the gift control is used to give the virtual prop to the virtual pet of the first player character; based on the gift control, in response to a gift instruction to give the first virtual prop to the first virtual pet, control the first virtual pet to possess the first virtual prop.

[0018] In the above scheme, the gift module is also used to control the first virtual prop to be in a selected state and display the use control for the first virtual prop in response to the selection operation on the first virtual prop; display at least one pet of the first player character in response to the trigger operation on the use control, and the at least one pet includes the first virtual pet; and display the gift control for the first virtual pet in response to the selection operation on the first virtual pet.

[0019] In the above scheme, the interactive device in the virtual scene also includes: an upgrade module, which is used to display an upgrade control for the first virtual clothing and an upgrade condition for the first virtual clothing before displaying at least one virtual prop of the first player character; in response to a trigger operation on the upgrade control, when the upgrade condition is met, the first virtual clothing is upgraded; in response to the level of the first virtual clothing reaching the target level, the first player character is controlled to obtain the first virtual prop.

[0020] In the above scheme, the interactive device in the virtual scene also includes: an unlocking module, which is used to unlock the dressing props of the first player character in response to the level of the first virtual clothing not reaching the target level, so that the first player character can use the dressing props for dressing; wherein the category of the dressing props corresponds to the level of the first virtual clothing.

[0021] In the above scheme, the upgrade conditions include virtual resources that need to be consumed, and the upgrade module is also used to display at least one set of clothing owned by the first player character, and the at least one set of clothing includes the first virtual clothing; in response to a selection operation on the first virtual clothing, an upgrade interface of the first virtual clothing is displayed, and the upgrade interface includes the upgrade control and the virtual resources that need to be consumed to upgrade the first virtual clothing.

[0022] In the above scheme, the interactive device in the virtual scene also includes: a picking module, which is used to display the prop interface of the first virtual pet after controlling the first virtual pet to possess the first virtual prop, and the prop interface includes the first virtual prop; in response to the selection operation of the first virtual prop, display the detailed information of the first virtual pet obtaining the first virtual prop, and display the picking control corresponding to the first virtual prop; in response to the triggering operation of the picking control, control the first virtual prop to belong to the first player character again.

[0023] In the above scheme, the interactive device in the virtual scene also includes: a trigger module, which is used to display an interactive control in response to a touch operation on the first player character after the clothing of the first player character is switched from the first virtual clothing to the second virtual clothing; in response to a trigger operation on the interactive control, display at least one candidate virtual pet including the first virtual pet, and the candidate virtual pet has the first virtual prop; in response to a selection operation on the first virtual pet, trigger the target interactive instruction.

[0024] In the above solution, the touch operation includes a long press operation, and the trigger module is further used to display a virtual roulette wheel in response to the long press operation on the first player character, and the virtual roulette wheel includes the interactive control.

[0025] In the above scheme, the interactive device in the virtual scene also includes: a second trigger module, which is used to control the first player character to perform the target interaction operation with the first virtual pet in response to the target interaction instruction between the first player character and the first virtual pet after the first virtual pet corresponding to the first pet control appears in the virtual scene, when the first player character is wearing the first virtual clothing.

[0026] In the above scheme, the first player character has a second virtual prop associated with the first virtual clothing, and the interactive device in the virtual scene also includes: a special effect release module, used to display the skill control corresponding to the second virtual prop; based on the skill control, in response to the skill release instruction for the second virtual prop, control the first player character to use the second virtual prop to release the visual effect; wherein, when the virtual clothing associated with the second virtual prop is different, the corresponding visual effects are different.

[0027] In the above scheme, the interactive device in the virtual scene also includes: a moving module, for the skill control includes a virtual joystick, after the skill control corresponding to the second virtual prop is displayed, in response to a drag operation on the virtual joystick, controlling the first player character to hold the second virtual prop and move synchronously in the virtual scene; during the movement of the second virtual prop, in response to the drag operation being released, triggering the skill release instruction.

[0028] In the above scheme, the interactive device in the virtual scene also includes: a purchase module, which is used to display a clothing purchase interface, the clothing purchase interface includes at least one clothing option, and each clothing option corresponds to a clothing prop; in response to the clothing option corresponding to the first virtual clothing being selected, a preview interface of the first virtual clothing is displayed, the preview interface includes a magic mark of the first virtual clothing, and a first purchase control; wherein the magic mark is used to indicate that the first virtual clothing has virtual magic, and the virtual magic has at least one virtual ability, and the at least one virtual ability includes a target virtual ability; the target virtual ability is used to show the process of the first virtual pet and the first player character cooperating to complete the first action combination; based on the first purchase control, in response to the purchase operation for the first virtual clothing, the first player character is controlled to own the first virtual clothing.

[0029] In the above scheme, the clothing props are a prop combination, the prop combination includes multiple sub-clothing props, the multiple sub-clothing props include the first virtual clothing, and the preview interface also includes a viewing control for the first virtual clothing; the interactive device in the virtual scene also includes: a viewing module, which is used to display the viewing interface of the first virtual clothing in response to a trigger operation on the viewing control after displaying the preview interface of the first virtual clothing; in the first area of ​​the viewing interface, the multiple sub-clothing props are displayed; when the first virtual clothing among the multiple sub-clothing props is in a selected state, in the second area of ​​the viewing interface, the wearing effect of the first player character wearing the first virtual clothing is displayed.

[0030] In the above scheme, a second purchase control for the prop combination is also displayed in the second area, and the interactive device in the virtual scene also includes: a calculation module, which is used to display the wearing effect of the first player character wearing the first virtual clothing, and then, in response to the triggering operation of the second purchase control, display the calculation interface of the virtual resources required to purchase the prop combination; wherein the calculation interface includes: the size of the virtual resources corresponding to each of the sub-clothing props, the size of the virtual resources corresponding to the prop combination, and the discount information of the prop combination.

[0031] In the above scheme, the interactive device in the virtual scene also includes: a third display module, which is used to display at least one virtual card for the virtual magic in response to a trigger operation on the magic identifier after displaying the preview interface of the first virtual costume; wherein the virtual card is used to illustrate the virtual ability of the virtual magic, and different virtual cards correspond to different virtual abilities.

[0032] In the above scheme, the interactive device in the virtual scene also includes: a task execution module, which is used to display the virtual task corresponding to the first virtual clothing before displaying the first player character in the virtual scene; in response to the control operation on the first player character, control the first player character to execute the virtual task; in response to the completion of the execution of the virtual task, control the first player character to possess the first virtual clothing.

[0033] An embodiment of the present application provides an electronic device, including:

[0034] A memory for storing computer executable instructions or computer programs;

[0035] 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.

[0036] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions or a computer program for implementing an interactive method in a virtual scene provided by an embodiment of the present application when executed by a processor.

[0037] An embodiment of the present application provides a computer program product, including computer executable instructions or a computer program. When the computer executable instructions or the computer program are executed by a processor, the interaction method in the virtual scene provided by the embodiment of the present application is implemented.

[0038] The embodiments of the present application have the following beneficial effects:

[0039] This application triggers the pet control to allow the first virtual pet and the character wearing the first virtual costume to collaborate to complete an action combination, which not only increases the diversity of visual effects, but also enhances the interactivity between the user and the game, allowing the user to have a more interesting and immersive experience when dressing up the player character. At the same time, it also more effectively utilizes the hardware display resources of the electronic device, improves the utilization rate of the hardware display resources of the electronic device, and presents a richer and more dynamic virtual scene effect to the user. BRIEF DESCRIPTION OF THE DRAWINGS

[0040] Figure 1is a schematic diagram of the structure of an interactive system in a virtual scene provided in an embodiment of the present application;

[0041] Figure 2 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application;

[0042] Figure 3 It is a first flow chart of the interactive method in a virtual scene provided by an embodiment of the present application;

[0043] Figure 4 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 1 ;

[0044] Figure 5 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 2 ;

[0045] Figure 6 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 3 ;

[0046] Figure 7 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 4 ;

[0047] Figure 8 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 5 ;

[0048] Fig. 9 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 6 ;

[0049] Fig.10 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 7 ;

[0050] Fig.11 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 8 ;

[0051] Fig.12 is a second flow chart of the interactive method in a virtual scene provided in an embodiment of the present application;

[0052] Fig.13 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 9 ;

[0053] Fig.14A This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10 ;

[0054] Fig. 14B This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10 one;

[0055] Fig. 14C This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10 two;

[0056] Fig.15 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10 three;

[0057] Fig.16 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10 Four;

[0058] Fig.17 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10 five;

[0059] Fig.18 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10 six;

[0060] Fig.19 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10 seven;

[0061] Fig. 20 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10 eight;

[0062] Fig.21 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10 Nine;

[0063] Fig. 22 This is a third flow chart of the interactive method in a virtual scene provided in an embodiment of the present application. DETAILED DESCRIPTION

[0064] 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.

[0065] 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.

[0066] 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.

[0067] 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.

[0068] 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.

[0069] 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.

[0070] 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.

[0071] 1) In response, it is used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed are executed.

[0072] 2) 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 the terminal and needs to cooperate with the server to run, that is, it requires corresponding servers and service programs in the network to provide corresponding services. In this way, specific communication connections need to be established on the client and server sides to ensure the normal operation of the application, such as virtual scene clients (such as game clients) and video clients.

[0073] 3) Human-computer interaction interface, which is used to provide an interface for human-computer interaction functions / an interface for displaying interaction with target information in a virtual scene (ie, an information display page). The interface can also be used to display the first content option and search results.

[0074] For example, graphical user interface (GUI) display, such as augmented reality (AR) interface, virtual reality (VR) interface, voice user interface (VUI), interactive projection interface (using projection technology to display information on a plane), eye movement detection interface (interface controlled by detecting the user's line of sight), holographic interface (three-dimensional hologram formed by projecting images through holographic projection technology, and stereoscopic images can be seen without wearing special glasses), multimodal interface (interface that combines multiple interaction methods, such as touch, vision, hearing, etc.), brain-machine interface (Brain-Machine Interface, BMI) interface, etc.

[0075] 4) A virtual scene is a scene displayed (or provided) when an application is running on a terminal device. The virtual scene can be a simulation of the real world, a semi-simulated and semi-fictitious virtual environment, or a purely fictitious 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. The embodiment of the present application does not limit the dimension of the virtual scene. For example, a virtual scene can include the sky, land, ocean, etc. The land can include environmental elements such as deserts and cities, and players can control the player character to move in the virtual scene.

[0076] 5) Player-Controlled Character (PCC) refers to a character controlled by a player in a virtual scene. A player character can be a virtual image in a virtual scene used to represent the player, such as a virtual person, virtual animal, cartoon character, etc. The player character has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.

[0077] 6) 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.

[0078] 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.

[0079] 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.

[0080] During the research, the inventor discovered that the related technology has the following technical problems:

[0081] In the related art, when users dress up their characters, they simply apply the preset clothes or props to the character model, provide basic appearance selection and color adjustment functions, and can only obtain relatively simple visual effect changes. It is unable to satisfy the user's choice of a more immersive personalized dressing experience based on the character's personality, story background or theme situation, lacks deep integration with the game world view, resulting in insufficient interaction between the user and the game during the dressing process, and also lacks the fun of showing a unique style in social interaction. The player character dressing process lacks a dynamic feedback mechanism related to the character's story or scene, making it difficult to meet the user's needs to express personalized emotions in social interactions. The setting and use of the player character's virtual clothing are relatively simple, resulting in low utilization of hardware display resources.

[0082] Based on this, the embodiments of the present application provide an interaction method, apparatus, device, computer-readable storage medium and computer program product in a virtual scene, which can improve the diversity of interaction in the virtual scene and improve the utilization rate of display resources.

[0083] The following describes application scenarios of the interactive method in a virtual scene provided by an embodiment of the present application. The embodiment of the present application provides an interactive method, apparatus, device, computer-readable storage medium and computer program product in a virtual scene, which can be applied to various scenarios, as illustrated below.

[0084] In some embodiments, the above method can be applied to a social platform for virtual role-playing, that is, the interactive method in the virtual scene provided in the embodiment of the present application can be applied to a virtual character social scene. Users can create and customize their own character images, including selecting different virtual costumes. Users can also select and summon their own virtual pets, which can be associated with the costumes of the characters. When the user triggers the pet control, the virtual pet will appear in the virtual scene and work with the character to complete a series of action combinations, such as dancing, fighting or interactive games. These action combinations can be personalized according to the style of the costumes and pets, thereby enhancing the realism and fun of social interaction. For example, when a user wears a "magic academy robe" and summons a "magic elf", the two can work together to complete the action of casting magic, attracting the attention of other users and joining the interaction.

[0085] In some embodiments, the above method can be applied to a virtual education platform, that is, the interactive method in the virtual scene provided by the embodiment of the present application can be applied to a virtual education scene. In a virtual education game scene, in the learning interface of the educational game, students can play the role of explorers and wear specific virtual costumes, such as "archaeologist suits". Various virtual pets, such as "prehistoric creatures" or "mysterious elves", are provided in the game, and these pets are associated with costumes. When the student triggers the pet control, the virtual pet will appear in the virtual scene and work with the character to complete a series of educational tasks, such as solving puzzles, completing challenges, or conducting knowledge quizzes. This collaborative action can enhance the fun and interactivity of learning, and at the same time, through the association between pets and costumes, guide students to better understand and remember relevant knowledge. For example, when a student wears an "ocean explorer suit" and summons a "dolphin pet", the two can work together to complete underwater exploration tasks and learn marine life knowledge.

[0086] In some embodiments, the application scenario can be an interactive scenario of a virtual theme party, that is, the interactive method in the virtual scenario provided in the embodiment of the present application can be applied to a virtual party scenario. In a virtual theme party scenario, users can play the role of party host or participant, wearing virtual costumes that match the theme of the party. Users can choose to summon virtual pets related to the theme, such as "ghost pets" in the "Halloween Party" theme or "Christmas elf pets" in the "Christmas Party" theme. When the user triggers the pet control, the virtual pet will appear in the virtual scene and work with the character to complete a series of party actions, such as dancing, interactive games or party performances. This collaborative action can enhance the atmosphere and interactivity of the party, and at the same time, through the association of pets and costumes, further strengthen the expression of the party theme. For example, when a user wears "retro jazz style" costumes and summons a "jazz cat pet", the two can work together to complete a jazz dance performance and attract other party participants to join.

[0087] In some embodiments, the above method provided in the embodiment of the present application can be applied to the display platform of the virtual fashion show, that is, the interactive method in the virtual scene provided in the embodiment of the present application can be applied to the virtual fashion display scene. In the virtual fashion show scene, users can play the role of designers or models to show various virtual clothes. Each set of clothes is equipped with a corresponding virtual pet, which can form a unique theme style with the clothes. When the user triggers the pet control, the virtual pet will appear in the virtual scene and work with the model character to complete a series of fashion performance actions, such as catwalks, posing or interactive displays. This collaborative action not only increases the viewing value of the fashion show, but also further strengthens the expression of the fashion theme through the interaction between pets and clothes. For example, when the model wears "future technology style" clothes, the virtual pet summoned can be a "mechanical dog", and the two work together to complete the high-tech action combination, bringing a new visual experience to the audience.

[0088] It should be noted that, in addition to the above-mentioned application scenarios, the interaction method in the virtual scene provided by this application can also be widely used in many other scenarios to meet the diverse needs of different user groups, and this application does not impose any restrictions.

[0089] 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 support interactive applications in a virtual scene. The terminal 400 is connected to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two.

[0090] The terminal 400 is used to display a first player character in a virtual scene. The first player character wears a first virtual costume and displays at least one pet control. Each pet control corresponds to a virtual pet of the first player character.

[0091] The terminal 400 is further configured to send a first virtual pet display request to the server 200 through the network 300 in response to a user triggering operation on a first pet control in at least one pet control.

[0092] The server 200 is used to respond to the first virtual pet display request and control the first virtual pet corresponding to the first pet control to appear in the virtual scene.

[0093] The terminal 400 is further configured to display a process in which the first virtual pet and the first player character cooperate to complete a first action combination when there is an association relationship between the first virtual pet and the first virtual clothing.

[0094] In this application, by realizing the collaborative action display function of the player character wearing virtual clothing and the virtual pet in the virtual scene, the interactivity and correlation between the virtual character and the pet can be enhanced. When the player triggers the pet control, it can quickly respond and display the collaborative action of the pet and the character, which not only improves the player's visual experience and immersion, but also optimizes the interactive logic of the virtual scene, making the relationship between the virtual clothing and the pet more intuitive. At the same time, the display of collaborative actions can effectively utilize the rendering resources of the virtual scene, avoid unnecessary waste of resources, improve the operating efficiency and resource utilization of the system, and provide players with a smoother and richer gaming experience.

[0095] In some embodiments, the server 200 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 400 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a set-top box, an intelligent voice interaction device, a smart home appliance, a virtual reality device, a vehicle-mounted terminal, an aircraft, a portable music player, a personal digital assistant, a dedicated messaging device, a portable gaming device, an intelligent speaker, and a smart watch, but is not limited thereto. 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.

[0096] Next, an electronic device that implements the interactive method in a virtual scene provided by an embodiment of the present application is described. Figure 2 , Figure 2 It is a structural diagram of the electronic device provided in the embodiment of the present application. In actual applications, the electronic device can be implemented as various types of terminals such as laptops, tablet computers, desktop computers, smart phones, smart speakers, smart watches, smart TVs, and car terminals. It can also be implemented as a server, and can also be implemented as a device cluster consisting of a server and a terminal. Figure 2 The electronic device shown includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device are coupled together via a bus system 540. It is understood that the bus system 540 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 540 is not shown in FIG. Figure 2 Various buses are labeled as bus system 540 .

[0097] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0098] The user interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0099] The memory 550 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 550 may optionally include one or more storage devices that are physically remote from the processor 510.

[0100] The memory 550 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 550 described in the embodiments of the present application is intended to include any suitable type of memory.

[0101] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.

[0102] The operating system 551 includes 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., which are used to implement various basic businesses and process hardware-based tasks.

[0103] The network communication module 552 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 520. Exemplary network interfaces 520 include: Bluetooth, Wireless LAN (WiFi), and Universal Serial Bus (USB).

[0104] The presentation module 553 is used to enable presentation of information (eg, a user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 (eg, a display screen, a speaker, etc.) associated with the user interface 530 .

[0105] The input processing module 554 is used to detect one or more user inputs or interactions from one or more input devices 532, and translate the detected inputs or interactions.

[0106] 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 555 in a virtual scene stored in a memory 550 is shown, which may be software in the form of a program or a plug-in, including the following software modules: a first display module 5551, an action display module 5552, which are logical and can be arbitrarily combined or further split according to the functions implemented. The functions of each module will be described below.

[0107] In other embodiments, the device provided in the embodiments of the present application can be implemented in hardware. As an example, the interactive device in the virtual scene provided in the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the interactive method in the virtual scene provided in the embodiments of the present application. For example, the processor in the form of a hardware decoding processor can adopt one or more application specific integrated circuits (Application Specific Integrated Circuit, ASIC), DSP, programmable logic device (Programmable Logic Device, PLD), complex programmable logic device (Complex Programmable Logic Device, CPLD), field programmable gate array (Field-Programmable Gate Array, FPGA) or other electronic components.

[0108] 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 a computer program. For example, 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 local client, that is, a program that needs to be installed in the operating system to run, such as an instant messaging APP, a web browser APP; it can also be a small program, that is, a program that can be run only by downloading it to a browser environment; it can also be a small program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of client, module or plug-in.

[0109] Next, based on the electronic device and system provided in the embodiments of the present application, the interaction method in the virtual scene provided in the embodiments of the present application will be described.

[0110] See also Figure 3 , Figure 3 1 is a schematic diagram of the first flow chart of the interactive method in the virtual scene provided by the embodiment of the present application. In practical applications, the method can be implemented by the terminal or the server alone, or by the terminal and the server in collaboration. Figure 3 The steps shown illustrate the interaction method in the virtual scene provided in the embodiment of the present application.

[0111] In step 101, a first player character is displayed in a virtual scene.

[0112] In actual implementation, a client supporting virtual scenes is installed on the terminal device. For example, when the virtual scene is a game, the corresponding client can be a game application, such as a pet collection game application, a shooting game application, or a multiplayer online role-playing game application. When the user opens the client installed on the terminal device, for example, the user clicks on the icon corresponding to the multiplayer online role-playing game application presented in the user interface of the terminal device, and the terminal device runs the client, the first player character can be displayed in the virtual scene presented on the human-computer interaction interface of the client. In the human-computer interaction interface of the client, the virtual scene can be displayed from a first-person perspective, such as playing the player character in the game from the user's own perspective; it can also be displayed from a third-person perspective, such as the user chasing the player character in the game to play the game; it can also be displayed from a bird's-eye view perspective; wherein the above different perspectives can be switched arbitrarily.

[0113] Here, the first player character wears a first virtual costume, wherein the first player character refers to the character directly controlled by the current player (i.e., the account logged in in the client) in the game. This character is the player's avatar in the game, and the player controls the character's actions by operating the keyboard, mouse, handle or other input devices.

[0114] It should be noted that the first virtual costume is a special virtual costume, which not only provides changes in the character's appearance, but also has virtual magic. The virtual magic has at least one virtual ability, that is, it is accompanied by special effects. The special effects or virtual abilities can enhance the interaction between the player character and the pet. For example, three different interaction methods can be provided, including target interaction operation (casual interaction), the first action combination (the debut performance when the pet appears), and the second action combination (the ending performance when the battle between players ends). Each interaction method will be explained in detail later.

[0115] The first virtual clothing can be a suit, special decoration, etc. A suit refers to a complete set of clothing including a hat, top, bottom, shoes, etc.; special decoration refers to a special hat, a special top, a special bottom, a special staff, a special ornament, a special wing, etc., which can have unique visual effects and functions. In some embodiments, the first virtual clothing has a one-to-one correspondence with the first virtual pet. The first virtual clothing can be a special clothing designed based on the first virtual pet and has the same style, the same characteristics, or the same theme as the first virtual pet.

[0116] For example, a first player character is displayed in a virtual scene, and the character is wearing a first virtual costume called "Interstellar Explorer Suit". The overall style of this costume is futuristic sci-fi style, including a silver jumpsuit with luminous lines, a helmet with a transparent mask, a pair of boots with anti-gravity devices, and a multi-functional belt.

[0117] In actual applications, the first player character can obtain the first virtual clothing in different ways, which are described below.

[0118] In some embodiments, the first player character can obtain the first virtual clothing by performing a specific task. Different specific tasks can correspond to different first virtual clothing with virtual magic. Specifically, before displaying the first player character in the virtual scene, the virtual task corresponding to the first virtual clothing is displayed, and in response to the control operation on the first player character, the first player character is controlled to perform the virtual task. In response to the completion of the virtual task, the first player character is controlled to possess the first virtual clothing.

[0119] Here, in the virtual scene, virtual tasks refer to a series of goals or challenges that players need to complete in order to unlock new features, obtain rewards or advance the game process. Virtual tasks may include exploration tasks, combat tasks, collection tasks, construction tasks, story tasks, etc. Control operations may include moving, attacking, using skills, interacting with the environment, etc.

[0120] In the virtual scene of the game, when the player enters the game, the virtual tasks related to the first virtual costume will be shown to the player through interface prompts, task boards, dialogues with non-player characters or other guiding methods. The virtual tasks can be set to guide the player to become familiar with the game mechanism, explore the game world or promote the development of the plot. For example, the game may display a series of virtual tasks through a task board during the novice guidance stage, and the reward for one of the virtual tasks is the first virtual costume.

[0121] After the player selects and accepts a virtual task by operating the game interface, the player controls the first player character to perform the corresponding virtual task according to the player's operation. The task may include exploring a specific area, defeating a specific enemy, collecting specific items, or completing a series of plot events. For example, the task may require the player to go to a certain game scene and defeat a specific enemy, or collect a certain amount of game resources. The player gradually completes the task goal by controlling the character's movement, fighting, and interacting with non-player characters. When the player successfully completes the virtual task, the task completion status is automatically detected and the reward mechanism is triggered. At this time, the player's character will obtain the first virtual costume. Through interface prompts, animation effects, or direct updates to the character's appearance, the player can intuitively feel that he has obtained a new first virtual costume.

[0122] It should be noted that virtual tasks corresponding to the first virtual costume can be generated and displayed according to the current state of the first player character and the progress of the game. When the player receives and executes these tasks, the task progress needs to be updated by detecting the player's control operations, such as capturing the player's input instructions through an event detector, and triggering corresponding actions or events in the game according to these instructions. Once it is detected that the conditions for completing the task are met, an event is activated through a trigger, which is responsible for updating the state of the player character so that it obtains the first virtual costume.

[0123] As an example, in the virtual scene of the game, when the player is exploring an ancient ruin, a virtual task called "Trial of the Ruins Guardian" is prompted. The task requires the player to find three scattered mysterious rune stones in the ruins and place them on the altar in the center of the ruins. After the player accepts the task, he controls the first player character to search in every corner of the ruins, avoid traps and unlock the mechanism, and finally successfully collects all the rune stones and completes the altar ceremony. After the task is completed, the "Ruins Guardian Set" is automatically unlocked and equipped for the player character. This is a set of first virtual clothing decorated with ancient runes, including a rune robe, a pair of gloves and a belt.

[0124] In this way, by displaying the virtual tasks corresponding to the first virtual costume, the player can be clearly guided to perform specific operations and explorations, which helps to improve the player's participation and the fun of the game. When the player performs the virtual task through the control operation, it can respond and provide feedback in real time, which enhances the player's interactive experience and the smoothness of the operation. After the task is completed, the player's character automatically obtains the first virtual costume, which not only satisfies the player's sense of accomplishment, but also encourages them to continue to explore and participate in the game, improves the system's response speed and resource utilization efficiency, and at the same time enhances the game's playability and user stickiness through task guidance and reward mechanisms.

[0125] In some embodiments, the first player character can own the first virtual clothing by purchasing it. Specifically, a clothing purchase interface is displayed before the first player character is displayed in the virtual scene. In response to a clothing option corresponding to the first virtual clothing being selected, a preview interface of the first virtual clothing is displayed, the preview interface including a magic logo of the first virtual clothing and a first purchase control. Based on the first purchase control, in response to a purchase operation on the first virtual clothing, the first player character is controlled to own the first virtual clothing.

[0126] In some embodiments, the virtual task includes a prologue novice task, which is the initial guidance task after the player enters the game, and its purpose is to help the player become familiar with the basic operations, rules and gameplay of the game. When the user completes the prologue novice task, a compass entry control will be displayed in the main interface, and the compass entry control is used to enter the compass interface. In response to a trigger operation on the compass entry control, the compass interface is entered and displayed, wherein the compass interface includes a clothing purchase entry control, and in response to a trigger operation on the clothing purchase entry control, the clothing purchase interface is entered and displayed.

[0127] Here, the trigger operation refers to the process in which the user or system performs a preset action or function to activate the corresponding response or effect, that is, the operation that enables the functional space to implement the function. The trigger operation may include various interactive behaviors, such as single click, double click, long press, slide, drag, etc. The clothing purchase interface includes at least one (one or more) clothing options, each clothing option corresponds to a clothing prop, each clothing option corresponds to a theme concept, and similarly, clothing props correspond to a theme concept. Each clothing prop is designed around a specific theme concept. The theme provides a consistent design direction and story background for clothing props. The theme is consistent with the overall worldview of the game and reflects a certain sense of the times, so that the content of the prop combination is both story-telling and can attract the interest of players.

[0128] As an example, see Figure 4 , Figure 4 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 1When the user completes the novice task in the prologue, the compass entry control 402 will be displayed in the main interface 401. In response to the trigger operation on the compass entry control 402, the user enters the compass interface 403. The compass interface 403 includes an adventure manual control 404, a task control 405, a map control 406, an illustrated book control 407, an elf control 408, a backpack control 409, a store control 410, a clothing purchase entry control 411, an activity control 412, and an announcement control 413. Among them, the adventure manual control 404 is used to provide the main task and branch task information of the game to guide the player to explore the game; the task control 405 is used to display the task list of the current activity, including daily tasks, time-limited tasks, etc.; the map control 406 Used to display a map of the game world to help players navigate and locate; the atlas control 407 is used to display detailed information and collection progress of creatures, items, characters, etc. in the game; the elf control 408 is used to provide a management interface for virtual pets (elves), where players can view and train their own pets; the backpack control 409 is used for players to view and manage their own items, including equipment, consumables, materials, etc.; the store control 410 is used to quickly access the in-game store to purchase virtual items, etc.; the clothing purchase entry control 411 is used to enter and display the clothing purchase interface; the activity control 412 is used to display information about currently ongoing activities and upcoming activities; the announcement control 413 is used to provide game help and support, such as customer service contact information, etc.

[0129] After the user clicks the clothing purchase entry control 411, the clothing purchase interface 414 is entered and displayed. The clothing purchase interface 414 includes clothing options 415 and clothing options 416, wherein clothing option 415 is the clothing option corresponding to the first virtual clothing. At this time, after entering the clothing purchase interface 414, the clothing option 415 corresponding to the first virtual clothing is selected by default, and the preview interface 421 of the first virtual clothing is displayed, corresponding to the theme concept "Reunion Waltz". In the preview interface 421 of the first virtual clothing, virtual pet 417, first virtual clothing 418, and virtual pet 419 are also displayed. , and the first virtual clothing 420, the virtual pet 417, the first virtual clothing 418, the virtual pet 419, and the first virtual clothing 420 conform to the theme concept of "Reunion Waltz", the virtual pet 417 is associated with the first virtual clothing 418, the virtual pet 419 is associated with the first virtual clothing 420, and in the preview interface 421 of the first virtual clothing, there is also displayed a magic logo 422 of the first virtual clothing and a first purchase control 423. After the user clicks the first purchase control 423, the first player character is controlled to own the first virtual clothing 418 and the first virtual clothing 420.

[0130] It should be noted that a clothing option corresponds to at least one (one or more) first virtual clothing, and there is a one-to-one correspondence between the clothing option and the preview interface of the virtual clothing. For the triggering operation of the clothing purchase entry control, when the clothing purchase interface is displayed, the clothing option corresponding to the first virtual clothing is selected by default, and the preview interface of the first virtual clothing is displayed. Alternatively, the user clicks on the clothing option corresponding to the first virtual clothing in the clothing purchase interface, so that the clothing option corresponding to the first virtual clothing is selected and the preview interface of the first virtual clothing is displayed.

[0131] As an example, see Figure 5 , Figure 5 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 2 In the clothing purchase interface 501, there are clothing options 502 and 503, and a preview interface 504 of the virtual clothing corresponding to the clothing option 503 is displayed, corresponding to the theme concept "Snow Mountain Researcher". The user can click on the clothing option 502 corresponding to the first clothing, so that the clothing option 502 corresponding to the first virtual clothing is selected, and the preview interface 505 of the first virtual clothing is displayed. At this time, the corresponding theme concept is "Reunion Waltz".

[0132] Among them, the magic mark is used to indicate that the first virtual costume has virtual magic, the virtual magic has at least one virtual ability, the at least one virtual ability includes a target virtual ability, and the target virtual ability is used to control the first virtual pet to appear in the virtual scene and play a first animation when the first player character wears the first virtual costume, the first virtual pet is associated with the first virtual costume and is currently in combat mode. The first animation is used to show the process of the first virtual pet and the first player character working together to complete a first action combination; or, the target virtual ability is used to control the first virtual pet to appear in the virtual scene and play a first animation when the first virtual pet has a first virtual prop and is currently in combat mode. The first animation is used to show the process of the first virtual pet and the first player character working together to complete a first action combination.

[0133] In this way, by providing clothing options and corresponding preview functions in the clothing purchase interface, players can intuitively see the appearance and magic logo of the clothing before purchasing, which not only enhances the interactivity and transparency of the shopping experience, but also helps players make more satisfactory purchase decisions. The introduction of magic logos clearly conveys the virtual magic attached to the clothing and its abilities, increasing the attractiveness and value of the clothing. The purchase process is simplified through the first purchase control, allowing players to easily and quickly obtain the virtual clothing they want, which not only optimizes the user experience, but also increases the conversion rate and the frequency of in-game purchases.

[0134] In some embodiments, the first player character can select the first virtual clothing in the viewing interface, and the wearing effect of the first player character wearing the first virtual clothing is displayed in the viewing interface. Specifically, the clothing props are a prop combination, and the prop combination includes multiple sub-clothing props. The multiple sub-clothing props include the first virtual clothing. The preview interface also includes a viewing control for the first virtual clothing. Accordingly, after the preview interface of the first virtual clothing is displayed, the viewing interface of the first virtual clothing is displayed in response to a trigger operation on the viewing control. In the first area of ​​the viewing interface, multiple sub-clothing props are displayed. When the first virtual clothing among the multiple sub-clothing props is in a selected state, the wearing effect of the first player character wearing the first virtual clothing is displayed in the second area of ​​the viewing interface.

[0135] Here, the viewing interface of the first virtual costume also includes a magic logo. The prop combination includes at least one (or more) first virtual costumes, magic wands, theme package ornaments, theme business cards and other sub-costume props. The prop combination corresponds to the theme concept. The multiple sub-costume props included in the prop combination all conform to the theme concept and are designed based on the current theme concept. The first area is the part of the viewing interface used to display multiple sub-costume props, which are displayed in the form of a list or icons. The second area is the part of the viewing interface used to display the effect of the player character wearing the selected costume, displaying the character model or the virtual image of the character.

[0136] As an example, see Figure 6 , Figure 6 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 3 In the preview interface 601 of the first virtual costume, a viewing control 602 of "Go to view" is included. In response to the trigger operation of the viewing control 602, a viewing interface 603 of the first virtual costume is displayed. In the first area 604 of the viewing interface 603, multiple sub-costume props are displayed, and the sub-costume props include a first virtual costume 605, a first virtual costume 606, a first virtual costume 607, a staff 608, a theme bag ornament 609, and a theme business card 610. When the first virtual costume 606 is in a selected state, in the second area 611 of the viewing interface 603, the wearing effect of the first player character wearing the first virtual costume 606 is displayed. In addition, the viewing interface 603 includes a magic mark 612 and a second purchase control "Purchase prop combination" 613.

[0137] In this way, by integrating viewing controls in the preview interface and displaying sub-clothing props and their wearing effects in different areas in the viewing interface, players' understanding and selection experience of virtual clothing are not only improved, but also players can intuitively preview and evaluate the effects of different clothing combinations. This interactive method enhances players' purchasing confidence and allows players to have a clear understanding of the appearance and matching effects of clothing before purchasing, so as to make choices that are more in line with personal preferences. In addition, the detailed preview function increases the immersion and participation of the game. Players can personalize their characters more deeply and enjoy customized appearances, which helps to improve player satisfaction and loyalty, and may also increase the possibility of in-game purchases.

[0138] In some embodiments, the triggering operation of the second purchase control will display a calculation interface for the virtual resources required to purchase the prop combination. Specifically, a second purchase control for the prop combination is also displayed in the second area. After displaying the wearing effect of the first player character wearing the first virtual clothing, in response to the triggering operation of the second purchase control, the calculation interface for the virtual resources required to purchase the prop combination is displayed.

[0139] Here, the calculation interface includes: the size of the virtual resources corresponding to each sub-clothing prop, the size of the virtual resources corresponding to the prop combination, and the preferential information of the prop combination. When the player sees the effect of the first player character wearing the first virtual clothing in the second area of ​​the viewing interface, if he is interested in the clothing, he can purchase it through the second purchase control. Virtual resources exist in the form of points, etc., which are the basis for players to conduct in-game transactions. They can be used to purchase virtual props such as virtual clothing, virtual weapons, and equipment, unlock new game characters or skills, and obtain special abilities or privileges. Players can obtain virtual resources by completing game tasks, participating in activities, trading, or directly exchanging them in reality. Preferential information includes exemptions, combined sales discounts, etc.

[0140] As an example, take Figure 6 After the user triggers the second purchase control 613, see Figure 7 , Figure 7 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 4 , displaying a calculation interface 701 for virtual resources required to purchase a prop combination, wherein the calculation interface 701 for virtual resources includes the size 702 of virtual resources corresponding to each sub-clothing prop, the size 703 of virtual resources corresponding to the prop combination, combination sales discount 704, preferential information on exemptions 705, preferential information on exemptions 706, preferential information on exemptions 707, a confirmation control "Pay" 708 for confirming the purchase, and a return control "Think Again" 709 for returning to the previous interface without purchasing.

[0141] In this way, by integrating the second purchase control in the second area and displaying a detailed calculation interface after the triggering operation, including the virtual resource requirements of each sub-clothing prop, the total virtual resources of the entire prop combination, and the available discount information, it not only improves the transaction transparency and enables players to clearly understand their purchase decisions, but also helps to enhance players' willingness to buy. In addition, this instant feedback mechanism optimizes the user experience and reduces the time players need to spend in the decision-making process. At the same time, by highlighting the discount information, it can effectively promote in-game consumption, enhance the interactivity of the user interface, and make the resource management and transaction process more intuitive and user-friendly, thereby improving the overall appeal of the game and the participation of players.

[0142] In some embodiments, triggering the magic mark will display at least one virtual card. Specifically, after displaying the preview interface of the first virtual costume, at least one (one or more) virtual cards for virtual magic are displayed in response to the triggering operation on the magic mark. The virtual card is used to illustrate the virtual ability of the virtual magic, and different virtual cards correspond to different virtual abilities.

[0143] Here, the preview interface of the first virtual costume and the viewing interface of the first virtual costume both include magic icons, and each virtual card is used to explain a specific virtual magic ability. For example, one virtual card describes the effect of casual interaction, another card explains the effect of pet exchange performance, and another card explains the effect of victory settlement. Each card provides unique virtual magic ability information, and players can understand the specific effects of each virtual magic and how they affect the game experience by viewing these cards.

[0144] It should be noted that virtual capabilities include target interactive operations (casual interactions) performed by the first virtual pet associated with the first virtual costume or by a virtual pet wearing virtual props corresponding to the first virtual costume, the first action combination (the debut performance when the pet appears), and the second action combination (the ending performance when the battle between players ends). Specifically, target interactive operations refer to a series of non-combat interactive activities between the player character and his virtual pet in the game, including playing with the virtual pet, performing special actions or mini-games with the virtual pet, and simple interactions with the virtual pet by touching or clicking the screen. These interactive methods enrich the player's gaming experience, making the pet not only a partner in battle, but also a loyal companion of the player in the game; the first action combination refers to an animation played when the player character is in combat mode and controls the virtual pet to appear in the virtual scene. The animation is used to show the process of the virtual pet and the player character working together to complete the first action combination, that is, the special debut performance, including the virtual pet entering the battlefield in a unique animation or special effects manner, such as dazzling light and shadow effects, special action sequences or The interaction with the current battlefield environment not only provides players with visual enjoyment, but is also accompanied by specific sound effects or music, thereby enhancing the overall gaming experience and the drama of the battle; the second action combination refers to a special settlement performance triggered when the player character is in combat mode and the virtual pet inflicts the final blow on the opponent and wins, that is, showing the process of the virtual pet and the first player character working together to complete the second action combination, including a series of animation effects and visual performances, such as the virtual pet's celebration actions, special effects flashes, score settlement animations, etc. The victory settlement not only provides players with a visual feedback to confirm their success, but also includes some in-game rewards or achievements, such as additional scores, experience points, and possible honorary logos or titles, which help to enhance player engagement and the replay value of the game.

[0145] As an example, a user clicks Figure 4 Magic mark 422 or Figure 6 After the magic mark 612, see Figure 8 , Figure 8 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 5, a virtual card 801 is displayed in a corresponding interface floating window, and the virtual card 801 corresponds to the effect of the target interactive operation. The virtual card 801 includes an area 802 for displaying the animation effect corresponding to the virtual magic target interactive operation, an area 803 for explaining the virtual magic ability, and a next page switch control 804 for switching to the next virtual card, and a previous page switch control 805 for switching to the previous virtual card. When the user clicks the next page switch control 804, the virtual card 806 will be switched to. The virtual card 806 corresponds to the effect of the first action combination. Similarly, it includes an area 807 for displaying the animation effect corresponding to the first action combination of virtual magic, an area 808 for explaining the virtual magic ability, and a next page switch control 804 for switching to the next virtual card, and a previous page switch control 805 for switching to the previous virtual card. The virtual card 801 includes an area 808 for explaining the ability, a next page switch control 809 for switching the next virtual card, and a previous page switch control 810 for switching the previous virtual card. When the user clicks the next page switch control 809, the virtual card 811 is switched to. The virtual card 811 corresponds to the effect of the second action combination, and includes an area 812 for displaying the animation effect corresponding to the second action combination of virtual magic, an area 813 for explaining the virtual magic ability, and a next page switch control 814 for switching the next virtual card, and a previous page switch control 815 for switching the previous virtual card. When the user clicks the next page switch control 814, the virtual card 801 is switched to. It can be understood that when the user clicks the previous page switch control 815 in the virtual card 811, the virtual card 806 is switched to the virtual card 801 when the user clicks the previous page switch control 810 in the virtual card 806, and the virtual card 801 is switched to the virtual card 811 when the user clicks the previous page switch control 805 in the virtual card 801. In the embodiment of the present application, the order of displaying virtual cards is not limited.

[0146] In this way, by integrating the triggering operation of the magic logo in the preview interface and displaying at least one virtual card after the response to explain in detail the ability and effect of the virtual magic, the interactive experience of the players and the convenience of obtaining information are greatly improved. Players can intuitively understand the magic and its effects attached to different virtual costumes, so as to make purchase decisions that are more in line with personal preferences and game strategies. In addition, by providing detailed magic descriptions, the transparency of the game is increased, which helps players better understand the game mechanism and also adds the fun of exploration and discovery to the game.

[0147] In step 102, at least one pet control is displayed.

[0148] In step 103, based on a first pet control among at least one pet control, a first virtual pet corresponding to the first pet control is controlled to appear in a virtual scene, and when the first virtual pet is associated with a first virtual costume, a process of the first virtual pet and the first player character collaboratively completing a first action combination is displayed.

[0149] Here, each pet control corresponds to a virtual pet of the first player character. When there is no virtual pet in the scene, the first virtual pet can be summoned from scratch by triggering the first pet control in at least one (one or more) pet controls. When there are other virtual pets in the scene, the current virtual pet can be switched to the first virtual pet by triggering the first pet control in at least one pet control. Among them, the pet controls are interactive elements in the game interface for managing and operating virtual pets. They can be presented as buttons, icons, shortcut bars or menu options, etc., so that players can easily perform operations such as pet summoning, switching, and skill use.

[0150] Among them, the association relationship between the first virtual pet and the first virtual clothing means that the first virtual pet corresponds to the first virtual clothing and has a preset binding relationship. The first virtual clothing and the first virtual pet correspond to the same theme concept. The first action combination refers to a special interactive sequence, which can include the first virtual pet and the player character dancing a dance together, the first virtual pet and the player character performing a short situational drama, the first virtual pet and the player character playing a small game, the first virtual pet demonstrating combat skills or releasing magic, and other diverse activities.

[0151] Here, based on the first pet control in at least one pet control, there are multiple ways to control the first virtual pet corresponding to the first pet control to appear in the virtual scene. In some embodiments, in response to a trigger operation on the first pet control in at least one pet control, the first virtual pet corresponding to the first pet control is controlled to appear in the virtual scene. In other embodiments, in response to a trigger operation on the first pet control in at least one pet control, a determination control is displayed, and in response to a trigger operation on the determination control, the first virtual pet corresponding to the first pet control is controlled to appear in the virtual scene. In other embodiments, in response to a trigger operation on the first pet control in at least one pet control, the first player character is controlled to obtain a third virtual prop, and in response to the third virtual prop being thrown, the first virtual pet corresponding to the first pet control is controlled to appear in the virtual scene, and the third virtual prop is used to store the first virtual pet.

[0152] It should be noted that the methods of obtaining the first virtual pet include obtaining it as a reward by completing specific tasks or challenges, directly purchasing it in the game's virtual store, obtaining it by participating in in-game activities or holiday events, randomly drawing it in a gashapon machine or lottery system using in-game virtual resources (such as points), unlocking it through game progress or achievement systems, trading or exchanging it with other players in the game community, obtaining it by participating in in-game auctions, completing daily login or continuous login rewards in the game, earning it by watching in-game advertisements or completing advertising tasks, obtaining it by participating in in-game surveys or feedback, obtaining it through in-game social functions such as inviting friends to join the game, obtaining it as a gift from a partner in a cooperative promotion activity of the game, and distributing it to players as compensation after a game update or maintenance.

[0153] In some embodiments, in combat mode, a first animation is played when the first virtual pet appears to demonstrate a first action combination. Specifically, when the first virtual pet corresponding to the first pet control appears in the virtual scene, and when the first virtual pet is associated with the first virtual costume and is currently in combat mode, the first animation is played to demonstrate the process of the first virtual pet and the first player character working together to complete the first action combination.

[0154] It should be noted that a data structure needs to be defined to store relevant information of the first virtual pet, the first virtual clothing and the first action combination, including the association relationship between the first virtual pet and the first virtual clothing and the animation resource path corresponding to the first action combination. When the player summons the first virtual pet to enter combat mode and there is a preset association between the first virtual pet and the currently equipped first virtual clothing, this state is identified through conditional detection and an internal event is triggered. The corresponding animation sequence is loaded and played from the resource library. At the same time, interpolation or frame synchronization technology can be used to ensure that the animation corresponding to the first action combination is synchronized with the game action.

[0155] As an example, see Fig. 9 , Fig. 9 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 6, a first player character 901 is displayed in a virtual scene, the first player character is wearing a first virtual costume, a pet control 902, a pet control 903, and a pet control 904 are displayed, each pet control corresponds to a virtual pet of the first player character 901, wherein the virtual pet corresponding to the pet control 902 is the first virtual pet associated with the first virtual costume, when the pet control 902 is triggered, the pet control 902 is selected and enlarged, and controls the virtual pet 905 corresponding to the pet control 902 to appear in the virtual scene, and is in combat mode at this time, and a skill release control 906, a skill release control 907, an escape control 908, a capture control 909, a change control 910, and a skill control 911 are displayed in the interface, at this time, the skill control 911 is selected by default, the skill release control 906 and the skill release control 907 are used to command the virtual pet 905 to attack the virtual pet 912, the escape control 908 is used to exit the combat mode, the capture control 909 is used to capture the virtual pet 912, and the change control 910 is used to switch the virtual pet of the first player character in combat mode.

[0156] When the user clicks on the change control 910, a virtual pet list 913 is presented, wherein the virtual pet corresponding to the pet control 914 is the first virtual pet associated with the first virtual costume, and a trigger operation is performed on the pet control 914, and a first animation is played in the interface 915. The first animation is used to show the process of the first virtual pet and the first player character working together to complete the first action combination, and a prompt message 916 is displayed to prompt the first player character that the first virtual pet has summoned the first virtual pet.

[0157] In some embodiments, when the attack operation of the first virtual pet causes the second virtual pet to be defeated, the process of cooperating with the first player character to complete the second action combination is displayed. Specifically, after the first virtual pet corresponding to the first pet control appears in the virtual scene, during the battle between the first player character and the second player character, in response to the first control instruction for the first virtual pet, the first virtual pet is controlled to perform an attack operation on the second virtual pet of the second player character. If the attack operation causes the second virtual pet of the second player character to be defeated, the process of the first virtual pet cooperating with the first player character to complete the second action combination is displayed.

[0158] Here, the second action combination completed by the first virtual pet in collaboration with the first player character may be the same as or different from the first action combination. The player may trigger the skill control in the interface to display at least one (one or more) skill release controls that the first virtual pet can use to attack the second virtual pet, trigger a skill release control in the at least one skill release control to trigger a first control instruction for the first virtual pet, and control the first virtual pet to execute an attack operation on the second virtual pet of the second player character.

[0159] Among them, the second action combination can include a series of actions after victory, such as the first virtual pet showing its iconic victory pose, flying or jumping around the defeated opponent in a show-off manner, performing a settlement show with the first player character, interacting with the first player character, such as touching each other or simulating high-fives, and triggering special effects in the environment, such as raising dust, splashing water, or activating light and shadow effects on the battlefield.

[0160] It should be noted that during the battle, when it is detected that the player's control command for the first virtual pet performs an attack operation, such as clicking or pressing a button, the attack parameters including damage value and hit rate are calculated, and the life value of the pet of the second player character is updated. If the life value of the second virtual pet drops to zero or meets other failure conditions, it will be determined to be defeated. A preset animation sequence is activated to show the coordinated action (second action combination) of the first virtual pet and the first player character, such as a victory dance or a celebration action, and the user interface is updated to reflect the battle result.

[0161] As an example, see Fig.10 , Fig.10 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 7During the battle between the first player character 1001 and the second player character 1002, the player triggers the skill control 1003 in the interface 1009 to display the skill release control "needle storm" 1006 and the skill release control "thorn whirlwind" 1007 of the first virtual pet 1004 for attacking the second virtual pet 1005, and triggers the skill release control "needle storm" 1006 to trigger the first control instruction for the first virtual pet 1004, controlling the first virtual pet 1004 to execute the skill release instruction for the second virtual pet 1005. The second virtual pet 1005 of the second player character 1002 is attacked by the attack operation, and the second virtual pet 1005 of the second player character 1002 is defeated by the attack operation. A prompt message 1008 is displayed in the interface, and the prompt message is used to indicate that the first virtual pet defeats the second virtual pet. The process of the first virtual pet 1004 and the first player character 1001 cooperating to complete the second action combination is displayed in the interface 1011, and the battle prompt message 1010 is displayed, which is used to record and display the number of times the first player character wins the battle against the first virtual pet while wearing the first virtual costume.

[0162] In this way, by responding to the player's control instructions for the first virtual pet during the battle, and displaying the second action combination completed in collaboration after the pet successfully defeats the opponent's pet, not only the interactivity and strategy of the game are improved, allowing players to more actively participate in battles and pet training, but also enhancing the immersion and visual appeal of the game. At the same time, the animation after the victory also increases the sense of achievement and satisfaction, thereby increasing the player's participation, further encouraging players to explore and utilize the special abilities and combat styles of different pets, and increasing the depth and complexity of the game.

[0163] In some embodiments, during a battle between a first player character and a second player character, if a first virtual pet has a first virtual item, during an attack operation performed by the first virtual pet, an attack special effect corresponding to the attack operation is displayed, wherein the attack special effect is used to identify that the first virtual pet has the first virtual item.

[0164] Here, the first virtual prop is a special virtual prop. When the player wears the first virtual prop on the first virtual pet that is associated with the first virtual costume, even if the first player character is not wearing the first virtual costume, the first virtual pet can retain and display at least one virtual ability corresponding to the first virtual costume, including casual interaction, pet exchange performance, victory settlement, etc.

[0165] Among them, when the first player character fights against the second player character, if the first virtual pet of the first player character is equipped with a special virtual prop, namely, the first virtual prop, then when the first virtual pet performs an attack operation, it will be reflected through visual effects. Specifically, when the first virtual pet attacks the second virtual pet of the second player character, the game interface will display specific attack effects, including flashes, flames, freezing effects or other visual elements consistent with the characteristics of the first virtual prop, so as to clearly show the player that the pet has obtained enhanced attack power or special abilities because it is equipped with special props.

[0166] As an example, see Fig.11 , Fig.11 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 8 The first virtual pet 1103 has a first virtual prop. During the battle between the first player character 1101 and the second player character 1102, when the first virtual pet 1103 attacks the second virtual pet 1104 of the second player character 1102, an attack special effect 1105 corresponding to the attack operation is displayed.

[0167] In this way, when the first virtual pet is equipped with the first virtual prop and displays the corresponding attack special effects when performing an attack operation, it not only enriches the visual performance of the game and enhances the dynamics and attractiveness of the battle scene, but also intuitively conveys the special abilities of the pet and the effects of the virtual props through special effects, thereby enhancing the player's cognition of the abilities of his pet and the strategic nature of the battle. In addition, this instant visual feedback can enhance the player's sense of immersion, making them feel that their cultivation of the pet and investment in the virtual props have played a substantial role in the battle, increasing the interactivity of the game and the player's sense of accomplishment. At the same time, the design of special effects can also serve as an effective way of communication within the game, allowing other players to quickly identify pets equipped with special props, increasing the social elements and competitiveness of the game.

[0168] In some embodiments, see Fig.12 , Fig.12 This is a second flow diagram of the interactive method in a virtual scene provided by an embodiment of the present application. After the first virtual pet corresponding to the first pet control appears in the virtual scene, the player can switch the virtual clothing of the first player character, and when the first virtual pet is equipped with the first virtual prop, perform the target interactive operation with the first virtual pet. Specifically, it can be implemented through steps 104 to 105, which are described in detail below.

[0169] In step 104, in response to the costume switching instruction for the first player character, the costume of the first player character is controlled to switch from the first virtual costume to the second virtual costume.

[0170] Here, the second virtual costume has no association relationship with the first virtual pet, and includes virtual costumes that have an association relationship with other virtual pets of the first player character, and ordinary virtual costumes that do not have virtual magic.

[0171] For example, in the game, the player's first virtual pet is equipped with a first virtual item, a "magic badge", which enables the first virtual pet to have special abilities, that is, to retain and display at least one virtual ability corresponding to the first virtual costume. When the player wants to change the appearance of the character, he can choose to switch to a second virtual costume, which can be a "snow queen suit" designed specifically for another virtual pet, or just an ordinary virtual costume without virtual magic, such as some freely matched pieces, an "adventurer's cloak" and an "explorer's hat". These new costumes may not activate the special interaction effect with the first virtual pet, that is, to retain and display at least one virtual ability corresponding to the first virtual costume. However, the player can still perform specific interactive operations with the first virtual pet.

[0172] As an example, the second virtual clothing is a free-matching piece of clothing. Fig.13 , Fig.13 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 9 When the player controls the first virtual player to walk to the vicinity of the virtual wardrobe 1302 in the virtual scene through the virtual joystick 1301, the wardrobe entrance control "enter the wardrobe" 1303 is displayed, and the player triggers the wardrobe entrance control 1303 to display the wardrobe interface 1304. In the wardrobe interface 1304, there is a suit selection control 1305, which allows the player to browse and select different suits. The suit usually includes a complete clothing combination from head to toe, and the player can choose a complete theme appearance; a staff selection control 1306, through which the player can select the staff or other handheld items held by the character. These items may have different appearances and attributes, affecting the character's combat ability; a clothing parts selection control 1307, which is used to select clothing parts such as tops. Players can select tops individually and match them with other parts or suits to create a unique look; shoe and hat parts selection control 1308, players can select accessories such as shoes and hats through the shoe and hat parts selection control, and these parts can be selected independently of other clothing to increase the diversity of the character's appearance; hairstyle selection control 1309, allowing players to select the character's hairstyle, different hairstyles can change the character's overall image, providing personalized appearance options; makeup selection control 1310, players can select the character's facial makeup, such as eye shadow, lipstick, etc. through the makeup selection control; save matching control "Selected" 1313, used to save the player's selection when the player has completed the character's appearance matching.

[0173] When the player selects the shoe and hat parts selection control 1308, a plurality of headbands are displayed in the first area 1314 of the wardrobe interface 1304. When the user selects the headband 1311, the second area 1315 of the wardrobe interface 1304 displays the wearing effect of the first player character wearing the headband 1311. At this time, the headband 1311 and the skirt 1312 worn by the first player character do not belong to the same theme concept.

[0174] In step 105, when the first virtual pet has the first virtual prop, in response to the target interaction instruction between the first player character and the first virtual pet, the first player character is controlled to perform the target interaction operation with the first virtual pet.

[0175] Here, the target interactive operation refers to a series of preset interactions between the first virtual player and the first virtual pet through specific instructions. These interactive operations may include playing, training, performing skills, participating in mini-games or collaborating in battles with the first virtual pet, etc., aiming to enhance the connection between the first virtual player and the first virtual pet.

[0176] In some embodiments, based on a gift control, a first virtual item can be gifted to a first virtual pet so that the first virtual pet possesses the first virtual item. Specifically, before controlling the first player character to perform a target interaction operation with the first virtual pet, at least one virtual item of the first player character is displayed, and a gift control is displayed. Based on the gift control, in response to a gift instruction to gift the first virtual item to the first virtual pet, the first virtual pet is controlled to possess the first virtual item.

[0177] Wherein, the at least one virtual prop includes a first virtual prop, and the gift control is used to gift the virtual prop to the virtual pet of the first player character.

[0178] In some embodiments, displaying the gift control can be accomplished in the following manner: in response to a selection operation on a first virtual prop, controlling the first virtual prop to be in a selected state and displaying a use control for the first virtual prop; in response to a trigger operation on the use control, displaying at least one pet of the first player character; and in response to a selection operation on the first virtual pet, displaying a gift control for the first virtual pet.

[0179] Here, at least one pet includes a first virtual pet, and displaying at least one pet of the first player character includes displaying all virtual pets of the first player character, virtual pets belonging to a specific category are identified, or only virtual pets belonging to a specific category are displayed, or all virtual pets of the first player character are displayed, and when a user selects a virtual pet, prompt information is displayed, the prompt information is used to prompt the user whether the currently selected virtual pet belongs to a specific category, wherein the specific category means that pets belonging to this category have the authority to own the first virtual prop.

[0180] As an example, see Figure 4 When the user clicks the backpack control 409 in the compass interface 403, see Fig.14A , Fig.14A This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10 , enter the backpack interface 1401, display multiple virtual props 1402 of the first player character in the backpack interface 1401, the multiple virtual props 1402 of the first player character include a first virtual prop 1403, when the first virtual prop 1403 is in a selected state, display a use control 1404 for the first virtual prop 1403, and introduction information 1405 corresponding to the first virtual prop 1403, and perform a trigger operation on the use control 1404, see Fig. 14B , Fig. 14B This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10 First, display the virtual pet 1406 and the virtual pet 1407 of the first player character. Both the virtual pet 1406 and the virtual pet 1407 belong to a specific category of virtual pets and are first virtual pets. When the user selects the first virtual pet 1406, a gift control 1408 is displayed for confirming the gift, and a cancel control 1409 is displayed for canceling the gift.

[0181] As another example, following Fig.14A , when triggering operation using control 1404, see Fig. 14C , Fig. 14C This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10 Second, the virtual pet 1409 and the virtual pet 1410 of the first player character are displayed. The virtual pet 1409 belongs to a specific category of virtual pets and is the first virtual pet, while the virtual pet 1410 does not belong to the specific category of virtual pets and does not have the authority to own the first virtual prop. Therefore, an identification 1411 indicating that the virtual pet 1409 belongs to a specific category of virtual pets is displayed at the corresponding position of the virtual pet 1409, prompting the user to choose to give the first virtual prop to the virtual pet 1409 but not to the virtual pet 1410.

[0182] This allows players to have a clear and intuitive process to select and give virtual items to pets before performing interactive operations with virtual pets, thereby enhancing players' participation in in-game item management and pet training. By displaying virtual items and corresponding gifting controls, players can more easily understand how to operate and how their operations will affect the pet's abilities or appearance.

[0183] In some embodiments, before displaying at least one virtual prop of the first player character, an upgrade control for the first virtual clothing and an upgrade condition for the first virtual clothing are displayed, and in response to a trigger operation on the upgrade control, when the upgrade condition is met, the first virtual clothing is upgraded, and in response to the level of the first virtual clothing reaching the target level, the first player character is controlled to obtain the first virtual prop.

[0184] Here, the upgrade condition refers to the requirements that the player needs to meet in order to upgrade the first virtual clothing. The upgrade condition can include accumulating a certain amount of experience points, which can be obtained by participating in game activities or fighting; collecting specific materials or resources, which can be explored or traded in the game world; completing related tasks or achievements, and the player needs to achieve certain in-game goals; consuming a certain amount of virtual resources to pay for the upgrade; and requiring the player's character or virtual pet to reach a predetermined level so that the upgraded clothing matches the character's ability. The upgrade condition can be implemented in the form of text descriptions, icon representations, or progress bars, etc., to prompt the player to upgrade the experience points, materials, etc.

[0185] Among them, the target level refers to the specific level that the virtual clothing needs to reach in order to unlock or obtain the corresponding first virtual props or dressing props. The target level can be a preset level, for example, the highest level, or it can be dynamically adjusted according to the player's progress. The level of the first virtual clothing reaches the target level means that the level of the first virtual clothing after upgrading reaches the target level.

[0186] It should be noted that when the player interacts with the game, such as by completing tasks or fighting to gain enough experience or resources, the upgrade control can become interactive, and the player triggers the upgrade control to check whether all preset upgrade conditions are met. If the conditions are met, the upgrade logic will be executed, including updating the attributes of the clothing, changing its appearance, or unlocking new equipment items. As the clothing level increases, when the preset target level is reached, an event is triggered, so that the first player character automatically obtains the corresponding first virtual item.

[0187] In some embodiments, when the first virtual clothing is selected, an upgrade interface of the first virtual clothing is displayed. Specifically, the upgrade conditions include virtual resources that need to be consumed, and the upgrade controls for the first virtual clothing and the upgrade conditions of the first virtual clothing are displayed. This can be accomplished by: displaying at least one set of clothing owned by the first player character, the at least one set of clothing including the first virtual clothing, and in response to a selection operation for the first virtual clothing, displaying an upgrade interface of the first virtual clothing. The upgrade interface includes upgrade controls and virtual resources that need to be consumed to upgrade the first virtual clothing.

[0188] As an example, see Fig.15 , Fig.15 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10 3. When the user enters the wardrobe interface 1501, multiple sets of clothing 1502 owned by the first player character are displayed, including the first virtual clothing 1503. When the user selects the first virtual clothing, the corresponding first upgrade control 1504 and upgrade information 1505 are displayed, wherein the upgrade information 1505 includes virtual props and dressing props corresponding to each level. At this time, only the first virtual props of the fourth level (the highest level) have not been upgraded. When the user triggers the first upgrade control 1504, an upgrade interface 1506 of the first virtual clothing is displayed. The upgrade interface 1506 includes a second upgrade control 1507, virtual resources "20 points" 1508 required to upgrade the first virtual clothing, and a return control 1509 for exiting the upgrade interface 1506. After the user triggers the upgrade control 1507, the user's points 100 are greater than the 20 points required for the upgrade, and the upgrade conditions are met. The first virtual clothing is upgraded, and the level of the first virtual clothing after the upgrade reaches level four (corresponding to the target level), and the unlocking interface 1510 is displayed to prompt the first player character to obtain the first virtual prop "Magic Badge".

[0189] In this way, by providing clear upgrade controls and upgrade conditions in the game, players can clearly understand how to upgrade their first virtual clothing, which not only enhances the player's sense of participation and purpose, but also motivates players to actively participate in the game to meet the upgrade conditions. When the clothing is upgraded and reaches the target level, the mechanism for the player character to obtain the first virtual prop further increases the sense of reward and achievement of the game, while potentially providing players with new game strategies and customization options, which not only enhances the player's gaming experience, but also increases the player's loyalty and long-term engagement in the game. In addition, this upgrade system also provides an effective commercialization approach for the game, which can encourage players to make in-game purchases to quickly obtain the resources or props needed for upgrades.

[0190] In some embodiments, after the first virtual costume is upgraded, in response to the level of the first virtual costume not reaching the target level, the dress-up props of the first player character are unlocked so that the first player character can use the dress-up props for dressing up, wherein the category of the dress-up props corresponds to the level of the first virtual costume.

[0191] It should be noted that the level of the first virtual clothing includes multiple levels. Among the multiple levels of first virtual clothing, except for the first virtual clothing of the target level which corresponds to the first virtual props, the first virtual clothing of other levels all correspond to dressing props. The correspondence between the category of dressing props and the level of the first virtual clothing means that the category of dressing props corresponds to the level of the first virtual clothing after the upgrade.

[0192] Among them, dress-up props are special items provided to players in the game, which can be used to customize and decorate the appearance of the player's character, regardless of the character's level or equipment restrictions. When the player's first virtual clothing level does not reach a certain target level, these dress-up props can be unlocked, allowing players to use them to personalize their characters. The categories of dress-up props usually match the level of clothing, and different levels of dress-up props will provide different dress-up props, so that players can enjoy the fun of dressing up at any stage of the game, enhancing the personalized expression of the character and the visual appeal of the game.

[0193] For example, the first virtual clothing can correspond to four levels, from low to high, namely the first level, the second level, the third level, and the fourth level. The first level corresponds to the "hairstyle and color" dressing props, the second level corresponds to the "facial component" dressing props, the third level corresponds to the "bag pendant" dressing props, and the fourth level corresponds to the "magic badge" first virtual prop. When the level of the first virtual clothing reaches the first level, the "hairstyle and color" dressing props are unlocked, allowing the player to change the hairstyle and hair color of the first player character, such as unlocking the "flaxen gold wavy curls" to bring a new image to the character; when the level of the first virtual clothing reaches the second level, the "facial component" dressing props are unlocked. The "facial component" dressing props provide various facial decorations, such as eye masks or masks, which can be used to increase the character's personality and recognition; when the level of the first virtual clothing reaches the third level, the "bag pendant" dressing props are unlocked, allowing the player to add pendants to the backpack of the first player character, such as a cute "puppy pendant".

[0194] In this way, when the player's first virtual clothing level does not reach the target level, by unlocking the dressing props corresponding to the clothing level, the player can continue to personalize and customize the appearance of their character, maintaining the player's engagement and interest, and providing the player with an instant sense of accomplishment and satisfaction even if they fail to reach a specific level immediately.

[0195] In some embodiments, based on the detachment control, the first virtual prop owned by the first virtual pet is detached and reassigned to the first player character. Specifically, after the first virtual pet is controlled to possess the first virtual prop, the prop interface of the first virtual pet is displayed, and in response to the selection operation of the first virtual prop, the detailed information of the first virtual pet obtaining the first virtual prop is displayed, and the detachment control corresponding to the first virtual prop is displayed. In response to the triggering operation of the detachment control, the first virtual prop is controlled to be reassigned to the first player character.

[0196] Here, the prop interface includes a first virtual prop, and controlling the first virtual prop to belong to the first player character again means putting the first virtual prop into the virtual backpack of the first player character, and the compass interface can be entered according to the compass entry control of the main interface, and the backpack interface can be entered according to the trigger operation of the backpack control in the compass interface, and the first virtual prop taken off is displayed in the backpack interface. According to the selection operation of the first virtual prop, the first virtual prop is controlled to be in a selected state, and the use control for the first virtual prop is displayed. In response to the trigger operation of the use control, at least one pet of the first player character is displayed, and in response to the selection operation of the first virtual pet, a gift control for the first virtual pet is displayed. Based on the gift control, in response to the gift instruction to give the first virtual prop to the first virtual pet, the first virtual pet is controlled to own the first virtual prop.

[0197] Among them, the detailed information obtained for the first virtual item may include basic attributes, such as the name, type, level and rarity of the item, acquisition method, such as through which channels the first virtual item is obtained, such as completing tasks, participating in activities, purchasing, trading or drawing lots, etc., effect description, such as the attribute bonus, skill enhancement or other special effects provided by the first virtual item for the virtual pet, tradability, timeliness, story background, durability, usage conditions, acquisition time, etc.

[0198] As an example, see Figure 4 When the user triggers the wizard control 408 in the compass interface 403, see Fig.16 , Fig.16 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10Fourth, entering the wizard interface 1601, in response to a trigger operation on a pet control 1602, wherein the pet control 1602 corresponds to the first virtual pet, displaying detailed information 1603 of the first virtual pet, in response to a trigger operation on a query control 1604, displaying a prop interface 1605 of the first virtual pet, wherein the prop interface 1605 includes a first virtual prop 1606, in response to a selection operation on the first virtual prop 1606, displaying detailed information 1607 of the first virtual pet obtaining the first virtual prop 1606, and displaying a pick-up control 1608 corresponding to the first virtual prop 1606, in response to a trigger operation on the pick-up control 1608, controlling the first virtual prop 1606 to belong to the first player character again.

[0199] This improves the game's interactivity and the player's sense of control. Players can not only conveniently manage the virtual props of their virtual pets, but also quickly obtain detailed information about the virtual props, so as to make more personalized decisions. In addition, this design allows players to flexibly adjust resource allocation and optimize the gaming experience, while also adding depth and complexity to the game, which helps to improve player participation and satisfaction, and creates more personalization and customization space for the game.

[0200] In some embodiments, when the first player character's clothing is not the second virtual clothing, the first player character can perform a target interactive operation with a virtual pet having a first virtual prop. Specifically, after controlling the first player character's clothing to switch from the first virtual clothing to the second virtual clothing, in response to a touch operation on the first player character, an interactive control is displayed, in response to a trigger operation on the interactive control, at least one candidate virtual pet including the first virtual pet is displayed, the candidate virtual pet having the first virtual prop, and in response to a selection operation on the first virtual pet, a target interactive instruction is triggered.

[0201] Here, after the trigger operation is performed on the interactive space, a list containing at least one (one or more) candidate virtual pets and ordinary virtual pets will be displayed. The candidate virtual pets are virtual pets that the first player character can currently interact with, and they are all equipped with the first virtual props. The ordinary virtual pets refer to virtual pets that are not equipped with the first virtual props. The number of virtual pets displayed in the list can be a preset fixed number. For example, when the number of virtual pets that can be displayed in the list is less than the number of first virtual pets equipped with the first virtual props owned by the first player character, the first virtual pets for display can be screened out according to the level, skills, player preferences, combat performance, or specific attributes of the virtual pets; the virtual pets displayed in the list may also include all first virtual pets equipped with the first virtual props currently owned by the first virtual character.

[0202] Among them, the target interactive operation refers to the behavior of the first player character actively initiating casual interaction with the first virtual pet in the game, which may include playing with the first virtual pet, performing specific actions, participating in mini-games or demonstrating skills, etc., aiming to enhance the emotional connection between the player and the pet, while providing the player with a relaxing and entertaining gaming experience.

[0203] In some embodiments, long pressing the first player character will display a virtual roulette including interactive controls. Specifically, the touch operation includes a long pressing operation. In response to the touch operation on the first player character, the interactive controls are displayed. This can be achieved in the following way: in response to the long pressing operation on the first player character, the virtual roulette is displayed, wherein the virtual roulette includes interactive controls.

[0204] As an example, see Fig.17 , Fig.17 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10 Fifth, in response to a long press operation on the first player character 1701, a virtual roulette is displayed, and the virtual roulette includes an expression control 1702 for controlling the first player character to perform corresponding action expressions, such as bowing, greeting, etc., a clothing control 1703 for displaying at least one (one or more) clothing sets customized in advance by the first player character, and quickly changing, and an interactive control 1704, in response to a trigger operation on the interactive control 1704, a candidate virtual pet 1705, a candidate virtual pet 1706, and a candidate virtual pet 1707 are displayed, wherein the candidate virtual pet 1705 has a corresponding interactive identifier 1708, the candidate virtual pet 1706 has a corresponding interactive identifier 1709, and the candidate virtual pet 1707 has a corresponding interactive identifier 1710, and the interactive identifier is used to indicate that the current virtual pet is equipped with a first virtual prop. The candidate virtual pet 1705 is the first virtual pet, and in response to a selection operation on the first virtual pet, i.e., the candidate virtual pet 1705, the first player character 1701 is triggered to perform a target interactive operation with the first virtual pet.

[0205] In this way, by allowing the player to perform touch operations on the first player character after switching costumes to display a virtual roulette wheel containing interactive controls, an intuitive and user-friendly interface is provided, allowing the player to easily access and manage casual interactions with the first virtual pet. Not only is the interactive experience between the first player character and the first virtual pet enhanced, but by providing a list of candidate pets with the first virtual props, the player can more conveniently select the virtual pet for a specific interactive action, thereby enhancing the immersion and participation of the game. In addition, this touch interaction method also supports quick decision-making and operation, helps to maintain the smoothness of the game rhythm, and increases the accessibility of the game, which can adapt to the operating habits and preferences of different players.

[0206] In some embodiments, when the first virtual pet does not have the first virtual prop, in response to the target interaction instruction, first prompt information is displayed, wherein the first prompt information is used to prompt the first virtual pet that the first virtual pet has not obtained the first virtual prop.

[0207] Here, the first prompt information can be presented to the player in a variety of intuitive and easy-to-understand forms, for example, displayed in a prominent position in the game interface as a pop-up dialog box, using a floating text prompt in the center or corner of the screen, conveyed through the voice or text bubbles of the virtual character, or highlighting the status of missing props on the user interface. The first prompt information is intended to ensure that the player can notice the prompt immediately and take corresponding actions accordingly, such as obtaining or equipping the required virtual props.

[0208] It should be noted that the first virtual pet not obtaining the first virtual prop includes that the first player character possesses the first virtual prop but has not equipped it on the first virtual pet. At this time, the first prompt information is used to prompt the user to equip the first virtual pet with the first virtual prop, or to guide the user to enter the backpack interface to equip the first virtual pet with the first virtual prop.

[0209] The first virtual pet not obtaining the first virtual prop may also include the first player character not owning the first virtual prop. In this case, the first prompt information is used to prompt the user that the user does not own the first virtual prop, or to guide the user to enter the wardrobe interface, prompting the user to upgrade the first virtual clothing to the target level to obtain the first virtual prop.

[0210] As an example, see Fig.18 , Fig.18 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10 Sixth, in response to a long press operation on the first player character 1801, a virtual roulette is displayed; in response to a trigger operation on the interactive control 1802, candidate virtual pets 1803, candidate virtual pets 1804, and ordinary virtual pets 1805 are displayed, wherein candidate virtual pet 1803 has a corresponding interactive identifier 1806, and candidate virtual pet 1804 has a corresponding interactive identifier 1807, the interactive identifier is used to indicate that the current virtual pet is equipped with a first virtual prop, and the ordinary virtual pet 1805 does not have a corresponding interactive identifier, that is, it is not equipped with the first virtual prop; in response to a selection operation on the ordinary virtual pet 1805, a first prompt message 1808 is displayed in the form of a floating window, which is used to prompt that the current virtual pet has not obtained the first virtual prop.

[0211] In this way, when the first virtual pet is not equipped with the first virtual item, the first prompt information is displayed in response to the target interaction instruction, which can immediately inform the player that the pet is missing the key item, avoiding the player from making invalid interaction attempts without knowing it, and reducing possible confusion and frustration. At the same time, it can guide the player to understand how to obtain or equip the required virtual items, thereby promoting the player to participate more actively in the game content and increase the interactivity and participation of the game. In addition, clear prompt information can also stimulate the curiosity and desire to explore the player, encourage them to explore the game world, complete relevant tasks or challenges, to unlock and obtain virtual items, and then promote the game process, increase the fun and stickiness of the game.

[0212] In some embodiments, when the first player character wears the first virtual clothing, the target interaction operation can be performed with the first virtual pet. Specifically, after the first virtual pet corresponding to the first pet control appears in the virtual scene, when the first player character wears the first virtual clothing, in response to the target interaction instruction between the first player character and the first virtual pet, the first player character is controlled to perform the target interaction operation with the first virtual pet.

[0213] Here, the first virtual costume is associated with the first virtual pet, and responding to the target interaction instruction between the first player character and the first virtual pet includes responding to a touch operation on the first player character, displaying an interaction control, responding to a trigger operation on the interaction control, displaying at least one (one or more) candidate virtual pets including the first virtual pet, the candidate virtual pet having a first virtual prop, and triggering the target interaction instruction in response to a selection operation on the first virtual pet.

[0214] It should be noted that when the first player character wears the first virtual clothing, he can interact with the associated first virtual pet, wherein the first virtual pet can be equipped with the first virtual props or not.

[0215] As an example, see Fig.19 , Fig.19 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 107. The first player character 1901 wears a first virtual costume, and the first virtual costume is associated with the first virtual pet "Bumblebee". In response to a touch operation on the first player character 1901, a virtual roulette is displayed, and the virtual roulette includes an interactive control 1902. In response to a trigger operation on the interactive control 1902, candidate virtual pets "Bumblebee" 1903 and virtual pet "Bumblebee" 1904 are displayed, wherein the virtual pet "Bumblebee" 1903 has an interactive mark 1905, indicating that the virtual pet "Bumblebee" 1903 is equipped with a first virtual prop, and the virtual pet "Bumblebee" 1904 does not have an interactive mark, indicating that the virtual pet "Bumblebee" 1904 is not equipped with the first virtual prop. The virtual pet “Bumblebee” 1903 may be selected to control the first player character 1901 to perform a target interaction operation with the virtual pet “Bumblebee” 1903 , or the virtual pet “Bumblebee” 1904 may be selected to control the first player character 1901 to perform a target interaction operation with the virtual pet “Bumblebee” 1904 .

[0216] In this way, by allowing the first player character to interact with the first virtual pet while wearing the first virtual costume, the player's immersion and participation can be enhanced, and the player's dressing choice can be directly linked to the pet interaction, thereby providing a personalized and contextualized gaming experience. Not only does it enrich the interaction methods between the player and the pet, it may also unlock special interactive effects or animations, increasing the fun and visual appeal of the game. In addition, it may also encourage players to more actively explore and collect various virtual costumes and props to experience different interactive effects, thereby improving the playability of the game and the long-term participation of players.

[0217] In some embodiments, the first player character has a second virtual prop associated with the first virtual clothing, and a skill control corresponding to the second virtual prop is displayed. Based on the skill control, in response to a skill release instruction for the second virtual prop, the first player character is controlled to use the second virtual prop to release a visual effect, wherein when the virtual clothing associated with the second virtual prop is different, the corresponding visual effects are different.

[0218] Here, the second virtual prop associated with the first virtual clothing means that the second virtual prop is associated with the first virtual clothing, has the same theme concept, the second virtual prop and the first virtual clothing are designed around the same specific theme concept, and the second virtual prop and the first virtual clothing belong to the same prop combination.

[0219] Among them, the second virtual props can be a variety of equipment or items, such as a staff, a weapon or other special tools, which are associated with the first virtual costume worn by the first player character and can activate or enhance specific skills. When the player character is equipped with the second virtual prop, the corresponding skill control will be displayed on the interface, and the player can use the skill of the second virtual prop through the skill control, such as releasing visual effects, triggering special attacks, etc. Different second virtual props, even of the same type, may show unique visual effects because they are associated with different virtual costumes, thereby enriching the player's gaming experience and providing strategic choices, allowing players to customize their character appearance and abilities according to different combat situations or personal preferences.

[0220] Among them, the skill control is an interactive element in the game interface, which can be a button or icon, etc., which allows the player to activate or use the special skills or abilities associated with the second virtual prop. When the player is equipped with a specific virtual prop, such as a staff or other items, the skill control will appear on the interface. When the player clicks or triggers these controls, the character will perform the corresponding action, such as releasing magic, casting special effects, etc.

[0221] As an example, take the second virtual item as a staff as an example, see Fig. 20 , Fig. 20 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10 8. When the first player character 2004 is equipped with a staff corresponding to an ordinary virtual costume without virtual magic, Fig. 20 The game interface in Figure A shows a skill control 2001 corresponding to the staff, a jump control 2002 for controlling the first player character to jump, and a sprint control 2003 for controlling the player to sprint. When the player clicks the skill control 2001, the first player character 2004 uses the staff to release a projectile 2005.

[0222] When the first player character 2004 is equipped with a staff associated with the first virtual costume, Fig. 20 The game interface in Figure B shows a skill control 2006 corresponding to the second virtual item. When the player clicks the skill control 2006, the first player character 2004 uses a magic wand to release a flower-shaped projectile 2007 with colorful special effects.

[0223] In this way, by designing specific skill controls for the second virtual props associated with the first player character, and triggering unique visual effects according to the player's skill release instructions, not only the visual expression of the game and the interactive experience of the players are enriched, but also the difference in visual effects strengthens the connection between clothing and props, and enhances the depth of personalized customization. In addition, this design also adds a strategic level to the game. Different visual effects may mean different skill effects or attribute bonuses, thereby encouraging players to explore and try different combinations of clothing and props, which not only improves the replay value of the game, but also provides players with a way to show their personal style and achievements, and enhances interaction and competition within the community.

[0224] In some embodiments, based on a virtual joystick, the first player character is controlled to move in the scene while holding the second virtual prop, and a skill release instruction is triggered when the drag operation is released. Specifically, the skill control includes a virtual joystick. After the skill control corresponding to the second virtual prop is displayed, in response to the drag operation on the virtual joystick, the first player character is controlled to move synchronously in the virtual scene while holding the second virtual prop. During the movement of the second virtual prop, in response to the drag operation being released, the skill release instruction is triggered.

[0225] Among them, controlling the first player character to hold the second virtual prop and move synchronously in the virtual scene means controlling the direction of the first player character holding the second virtual prop in the virtual scene to be synchronized with the direction of dragging when the virtual joystick is dragged. When the skill control is designed as a virtual joystick, the player can achieve direction control and skill release of the second virtual prop through a simple one-button operation. An interactive joystick icon can be displayed on the game interface, and the player can control the direction of the second virtual prop in the player character's hand by touching and dragging the virtual joystick. For example, if the second virtual prop is a staff, the player can drag the joystick to make the player character point in different directions to simulate the swing or aiming of the staff. The player can perform corresponding skill actions by releasing the joystick, such as casting magic, throwing props, or activating special effects.

[0226] Here, when the player drags the virtual joystick on the screen, the first player character will hold the second virtual prop and move accordingly according to the direction and distance of the joystick, which can be used for aiming, positioning or navigating in the virtual environment. During the movement of the second virtual prop, if the player releases the dragging operation of the virtual joystick, the game will recognize this action as a trigger condition for the skill release instruction, thereby executing the corresponding skill or action. For example, if the second virtual prop is a magic wand, the player may need to drag the virtual joystick to aim at a target, and then release the joystick at the right time to cast magic.

[0227] As an example, take the second virtual item as a staff. Fig.21 This is a page diagram of the interaction of the virtual scene provided in the embodiment of the present application. Figure 10 Nine, in Fig.21 In Figure A, the virtual joystick 2101 is dragged to the left to control the first player character to move the staff to the left accordingly. The position of the skill release preview effect 2102 is displayed on the left side of the interface. Fig.21 In Figure B, the virtual joystick 2101 is dragged to the right to control the first player character to move the staff to the right accordingly, and the skill release preview special effect 2102 is displayed on the right side of the interface.

[0228] In this way, by introducing the virtual joystick as part of the skill control, an intuitive and flexible way is provided to control the first player character to use the second virtual prop, which enhances the player's immersion and participation. Players can precisely control the movement of props and the release of skills by directly operating the virtual joystick, so as to feel more realistically that they are in control of the game. In addition, the accuracy and responsiveness of the operation are also improved. Players can flexibly adjust the movement trajectory of props and the timing of skill release according to the needs of combat or interaction, which increases the strategy and depth of the game.

[0229] The application of the above-mentioned embodiments of the present application provides a rich and interactive virtual environment, where players can deeply participate in the dressing up, item management, and combat interaction of characters and pets, which not only enhances the player's immersion and personalized experience, but also improves the friendliness of the user interface through intuitive controls and feedback mechanisms. In addition, by closely integrating virtual costumes, virtual props, and virtual pet interactions, players are encouraged to explore and experiment with different combinations, which increases the playability and strategic depth of the game. At the same time, it promotes social interaction between players, thereby enhancing the vitality of the community, which helps to improve player satisfaction and loyalty, and brings long-term success and profit potential to the game.

[0230] The following is an explanation of an exemplary application of the embodiments of the present application in a practical application scenario.

[0231] In pet collection games, the relevant technologies are mainly focused on realizing basic appearance prop design and interactive functions, echoing the appearance or characteristics of the elves (virtual pets) through simple visual elements and providing basic appearance customization functions, such as players can adjust the color of clothing (virtual clothing) or choose different clothing parts (virtual clothing) for matching. In addition, it also includes basic responses to player operations, such as adjusting the display effect of clothing according to the player's behavior in the game, such as the character's movement speed or actions.

[0232] During the implementation process, the applicant found that the relevant technology for interaction in virtual scenes had the following problems:

[0233] In terms of the appearance prop design and interaction of pet collection games, although basic visual echoes and simple customization functions can be achieved, such as color adjustment or parts matching, and simple interactions to adjust clothing display effects according to player operations, the overall functions are relatively basic and lack depth and innovation. It fails to deeply combine the concept of elves with the protagonist's fashion and transform it into actual gameplay, and cannot provide players with a more immersive and diverse interactive experience. At the same time, it has not fully tapped the commercial potential, lacks a mechanism to motivate players to pursue long-term and differentiated expressions, and it is difficult to meet players' needs for personalization, deep interaction and unique gaming experience.

[0234] Based on this, the present application provides an interactive method in a virtual scene, which realizes the deep interaction and personalized expression between players and elves by designing an elf impression suit (first virtual costume) that deeply echoes the elf concept (theme concept), and introducing innovative mechanisms such as gorgeous magic (virtual magic), suit upgrades, and magic badges (first virtual props). Players can purchase suits in the form of theme packages (prop combinations), and after wearing the suits, they can interact with specific elves (first virtual pets) in gorgeous magic, including casual interactions (target interactive operations), pet exchange performances (first action combinations), and victory settlement performances (second action combinations), etc., which greatly enhances the fun and immersion of the game. In addition, the suit upgrade function allows players to gradually improve the quality (level) of the suit and eventually obtain a magic badge, which can be worn on a specific elf and can trigger gorgeous magic effects even without wearing a suit, further enhancing the player's freedom and long-term pursuit goals.

[0235] In this way, the Elf Impression Set deeply echoes the concept of elves, enhancing the visual beauty of the game, creating a warm atmosphere with elves, and allowing players to more naturally feel the close connection between the elves and the protagonist during the game, thereby enhancing the immersion of the game; through a variety of interactive methods, it greatly enriches the interactive experience between players and elves, allowing players to feel unique fun at every stage of the game, enhancing the personality and presence of the elves, and making the game process more magical and interesting; the set upgrade mechanism provides players with a continuous goal to pursue, and the differentiated expression and high degree of freedom greatly satisfy the players' pursuit of personalization and uniqueness, and prolong the players' interest in and investment time in the game; by combining appearance props with unique interactive functions, it avoids the balance problems that may be brought about by the traditional numerical payment model, and achieves a win-win situation of player experience and commercial value.

[0236] Next, the interaction method in the virtual scene provided by the embodiment of the present application will be described from the product side.

[0237] In actual implementation, the present application can be applied to scenarios of pet collection games. The following is an example of applying to third-party games, such as pet collection games. Specifically, players can obtain appearance props through the clothing purchase interface in the game, where the clothing purchase interface is the main paid purchase interface in the game. When the player completes the prologue novice task, the entry control of the clothing purchase interface can be found in the compass interface.

[0238] It should be noted that the clothing purchase interface is updated regularly, each issue lasts for one month, and each issue has a clear theme concept. The combination package is designed around this theme, and the elves and suits in it are closely related to the theme concept. In the combination package preview interface, players can view the contents of all combination packages and can see the actual effect of these contents on the model. Among them, the combination package is divided into "contract orange quality" and "handmade purple quality". The combination package of contract quality contains 3 elf impression suits of contract quality with gorgeous magic, a staff, a theme package pendant and a theme business card; while the combination package of handmade quality contains 4 elf impression suits of handmade quality without gorgeous magic, a theme package pendant and a theme business card. After the player obtains the suit, he can go to the "wardrobe" and enter the wardrobe interface through the wardrobe entrance to change clothes. The wardrobe interface provides the function of freely matching the image of the protagonist. Players can wear the suit directly here, or use loose parts to freely match. This highly free matching method not only meets the personalized needs of players, but also provides support for the long-term playability of the game. Players can adjust the appearance of the protagonist at any time according to their preferences and game scenes.

[0239] Here, when wearing a suit with gorgeous magic, players can have three kinds of gorgeous interactions with the elves: casual interaction, pet exchange performance, and victory settlement. During the adventure, long press the protagonist to call out the interactive roulette (virtual roulette), click the specific elf icon (interactive control) in the roulette to trigger casual interaction with the specific elf; when replacing a specific elf in the battle, the pet exchange performance special effect will be triggered; if a specific elf causes the final blow to the opponent's elf in the battle, the victory settlement special effect will also be triggered. These interactive methods greatly enhance the fun and immersion of the game.

[0240] In addition, players can also upgrade the suit in the "Magic Wardrobe" (wardrobe interface). Each upgrade will be rewarded with appearance props (dressing props). When the suit is upgraded to the top level, the player will receive a special reward, namely the magic badge. After the player selects the suit he wants to upgrade, click the "Upgrade" control at the bottom of the interface, which will open a detailed interface showing the current level of the suit and the upgradeable parts. Players can view the level of each part and the number of points required to upgrade to the next level. When players have enough points, they can click the "Upgrade" control to consume points (resources) and upgrade the level of the suit parts. As the level of the suit increases, the player will eventually be able to unlock the magic badge. After the upgrade is completed, the player can click the "Return" control to return to the wardrobe interface to view the upgraded suit effect, or continue to upgrade other suits.

[0241] Among them, the magic badge is a commemorative certificate for suit upgrades, and it has the gorgeous magic effects of the suit to which it belongs. Players can wear the magic badge on a specific elf in the backpack interface. Even if they are not wearing a suit with gorgeous magic, they can also interact gorgeously with specific elves when wearing freely matched appearance props. This not only provides players with more freedom, but also provides a strong driving force for suit upgrades, motivating players to continue to invest time and resources. Among them, the combination pack of contract quality will also give a staff (the second virtual prop) that conforms to the theme design. When the player uses the staff to release magic, it will release a throwing object with gorgeous special effects according to the magic that matches the theme. For example, when using the ball staff given in the ball combination pack to release star magic, it will release a throwing object in the shape of a blue-purple flower instead of the default golden star.

[0242] In some embodiments, after the player obtains a magic badge, he can wear it on a specific elf through the backpack interface. In other embodiments, the operation can be triggered through the elf control in the compass interface, the elf interface can be entered, a specific elf can be selected, and the magic badge can be worn or removed in the elf interface corresponding to the specific elf.

[0243] In this way, through the themed package and regularly updated clothing purchase interface, players can continue to experience freshness and rich game content, which not only satisfies their pursuit of diversity, but also enhances the game's appeal and long-term playability. The gorgeous magic interaction adds more fun and depth to the relationship between players and elves, making the game process more vivid and emotional. In addition, the setting of suit upgrades and magic badges not only provides players with clear growth goals, but also gives them more freedom and differentiated expression, further extending players' interest in the game and investment time, and improving the overall game experience.

[0244] Next, the interaction method in the virtual scene provided by the embodiment of the present application will be described from a technical perspective.

[0245] See also Fig. 22 , Fig. 22 3 is a schematic diagram of a third flow chart of an interactive method in a virtual scene provided in an embodiment of the present application. The method can be implemented by a terminal or a server alone, or by a terminal and a server in collaboration. Fig. 22 The steps shown illustrate the interaction method in the virtual scene provided in the embodiment of the present application.

[0246] In step 2201, determine whether the player is wearing a suit with gorgeous magic. If not, that is, the player is not wearing a suit with gorgeous magic, execute step 2202, determine whether the player has a shining badge. If not, that is, the player does not have a magic badge, execute step 2203 or step 2204. In step 2203, use scattered parts for matching. In step 2204, upgrade the suit with gorgeous magic. When the suit with gorgeous magic is upgraded to the highest level, execute step 2205 to obtain the magic badge. The magic badge has the gorgeous magic effect of the suit to which it belongs, and continue to execute step 2206.

[0247] In step 2206, the designated elf is controlled to wear a magic badge. Here, the player can wear the magic badge on a specific elf in the backpack interface. Even if the player is not wearing a suit with gorgeous magic, he can also interact gorgeously with the specific elf when wearing a freely matched appearance prop. After executing step 2202, if yes, that is, after the player has a magic badge, step 2206 can also be executed to control the designated elf to wear a magic badge. After executing step 2206, step 2207 is executed to detect that the designated elf is in the team and trigger gorgeous magic. Similarly, after executing step 2201, if yes, that is, the player is wearing a suit with gorgeous magic, step 2207 is executed to interact gorgeously with the specific elf in three forms, including a deeper interaction and play between the virtual character in the game and the specific elf in the team, when the specific elf is replaced, the elf will have a special debut performance, and in the battle with other virtual characters, if the specific elf gives the opponent a final blow, a special victory settlement performance will be triggered.

[0248] By applying the above embodiments of the present application, the fun and immersion of the game are greatly enhanced by providing a variety of suits and gorgeous magic interactions, and the players' needs for personalized and differentiated expression are met. The regularly updated interface and themed combination packages keep the game content fresh, and enhance the players' long-term participation and the attractiveness of the game. In addition, the setting of suit upgrades and magic badges provides players with clear growth goals and incentives, encouraging players to continue to invest time and resources, thereby extending the players' interest in the game and the time they invest, and enhancing the overall game experience. It not only enriches the commercialization path of the game, but also promotes the formation and development of the player community by enhancing the interaction between players and game content, bringing a wider social influence to the game.

[0249] The following is a description of an exemplary structure of the interactive device 555 in the virtual scene provided by the present application as a software module. In some embodiments, Figure 2 As shown, the software modules of the interactive device 555 in the virtual scene may include: a first display module 5551 and an action display module 5552.

[0250] A first display module 5551 is used to display a first player character in a virtual scene, wherein the first player character is wearing a first virtual costume;

[0251] The first display module 5551 is further used to display at least one pet control, each of which corresponds to a virtual pet of the first player character;

[0252] The action display module 5552 is used to control the first virtual pet corresponding to the first pet control to appear in the virtual scene based on the first pet control in the at least one pet control, and when the first virtual pet is associated with the first virtual costume, to display the process of the first virtual pet and the first player character jointly completing the first action combination.

[0253] In some embodiments, the interactive device in the virtual scene also includes: a display module, which is used to control the first virtual pet corresponding to the first pet control to appear in the virtual scene, and in the process of the first player character fighting against the second player character, in response to a first control instruction for the first virtual pet, control the first virtual pet to execute an attack operation on the second virtual pet of the second player character; if the attack operation causes the second virtual pet of the second player character to be defeated, display the process of the first virtual pet and the first player character jointly completing a second action combination.

[0254] In some embodiments, the interactive device in the virtual scene also includes: a second display module, which is used to display an attack special effect corresponding to the attack operation when the first virtual pet performs the attack operation if the first virtual pet has a first virtual prop during the battle between the first player character and the second player character; wherein the attack special effect is used to identify that the first virtual pet has the first virtual prop.

[0255] In some embodiments, the interactive device in the virtual scene also includes: a first interactive module, which is used to control the first virtual pet corresponding to the first pet control to appear in the virtual scene, and in response to a clothing switching instruction for the first player character, control the clothing of the first player character to switch from the first virtual clothing to the second virtual clothing, and the second virtual clothing has no association with the first virtual pet; when the first virtual pet has a first virtual prop, in response to a target interaction instruction between the first player character and the first virtual pet, control the first player character to perform a target interaction operation with the first virtual pet.

[0256] In some embodiments, the interactive device in the virtual scene also includes: a prompt module, which is used to display a first prompt message in response to the target interaction instruction when the first virtual pet does not have the first virtual prop; wherein the first prompt message is used to prompt the first virtual pet that the first virtual prop has not been obtained.

[0257] In some embodiments, the interactive device in the virtual scene also includes: a gift module, which is used to display at least one virtual prop of the first player character before controlling the first player character to perform the target interactive operation with the first virtual pet, and the at least one virtual prop includes the first virtual prop; display a gift control, and the gift control is used to give the virtual prop to the virtual pet of the first player character; based on the gift control, in response to a gift instruction to give the first virtual prop to the first virtual pet, control the first virtual pet to possess the first virtual prop.

[0258] In some embodiments, the gifting module is further used to, in response to a selection operation on the first virtual prop, control the first virtual prop to be in a selected state and display usage controls for the first virtual prop; in response to a trigger operation on the usage controls, display at least one pet of the first player character, the at least one pet including the first virtual pet; in response to a selection operation on the first virtual pet, display gifting controls for the first virtual pet.

[0259] In some embodiments, the interactive device in the virtual scene also includes: an upgrade module, which is used to display an upgrade control for the first virtual clothing and an upgrade condition for the first virtual clothing before displaying at least one virtual prop of the first player character; in response to a trigger operation on the upgrade control, when the upgrade condition is met, the first virtual clothing is upgraded; in response to the level of the first virtual clothing reaching the target level, the first player character is controlled to obtain the first virtual prop.

[0260] In some embodiments, the interactive device in the virtual scene also includes: an unlocking module, used to unlock the dressing props of the first player character in response to the level of the first virtual clothing not reaching the target level, so that the first player character can use the dressing props for dressing up; wherein the category of the dressing props corresponds to the level of the first virtual clothing.

[0261] In some embodiments, the upgrade conditions include virtual resources that need to be consumed, and the upgrade module is further used to display at least one set of clothing owned by the first player character, and the at least one set of clothing includes the first virtual clothing; in response to a selection operation on the first virtual clothing, an upgrade interface of the first virtual clothing is displayed, and the upgrade interface includes the upgrade controls and the virtual resources that need to be consumed to upgrade the first virtual clothing.

[0262] In some embodiments, the interactive device in the virtual scene also includes: a picking module, which is used to display the prop interface of the first virtual pet after controlling the first virtual pet to possess the first virtual prop, and the prop interface includes the first virtual prop; in response to a selection operation on the first virtual prop, display detailed information of the first virtual pet obtaining the first virtual prop, and display a picking control corresponding to the first virtual prop; in response to a trigger operation on the picking control, control the first virtual prop to belong to the first player character again.

[0263] In some embodiments, the interactive device in the virtual scene also includes: a trigger module for displaying an interactive control in response to a touch operation on the first player character after the clothing controlling the first player character is switched from the first virtual clothing to the second virtual clothing; displaying at least one candidate virtual pet including the first virtual pet in response to a trigger operation on the interactive control, wherein the candidate virtual pet has the first virtual prop; and triggering the target interactive instruction in response to a selection operation on the first virtual pet.

[0264] In some embodiments, the touch operation includes a long press operation, and the trigger module is further used to display a virtual roulette wheel in response to the long press operation on the first player character, wherein the virtual roulette wheel includes the interactive control.

[0265] In some embodiments, the interaction device in the virtual scene also includes: a second trigger module, which is used to control the first player character to perform a target interaction operation with the first virtual pet in response to a target interaction instruction between the first player character and the first virtual pet after the first virtual pet corresponding to the first pet control appears in the virtual scene and when the first player character is wearing the first virtual clothing.

[0266] In some embodiments, the first player character has a second virtual prop associated with the first virtual clothing, and the interactive device in the virtual scene also includes: a special effect release module, used to display a skill control corresponding to the second virtual prop; based on the skill control, in response to a skill release instruction for the second virtual prop, controlling the first player character to use the second virtual prop to release a visual effect; wherein, when the virtual clothing associated with the second virtual prop is different, the corresponding visual effects are different.

[0267] In some embodiments, the interactive device in the virtual scene also includes: a moving module, for the skill control includes a virtual joystick, after the skill control corresponding to the second virtual prop is displayed, in response to a drag operation on the virtual joystick, controlling the first player character to hold the second virtual prop and move synchronously in the virtual scene; during the movement of the second virtual prop, in response to the drag operation being released, triggering the skill release instruction.

[0268] In some embodiments, the interactive device in the virtual scene also includes: a purchase module, used to display a clothing purchase interface, the clothing purchase interface includes at least one clothing option, and each clothing option corresponds to a clothing prop; in response to the clothing option corresponding to the first virtual clothing being selected, a preview interface of the first virtual clothing is displayed, the preview interface includes a magic identifier of the first virtual clothing, and a first purchase control; wherein the magic identifier is used to indicate that the first virtual clothing has virtual magic, and the virtual magic has at least one virtual ability, and the at least one virtual ability includes a target virtual ability; the target virtual ability is used to show the process of the first virtual pet and the first player character working together to complete the first action combination; based on the first purchase control, in response to the purchase operation for the first virtual clothing, the first player character is controlled to own the first virtual clothing.

[0269] In some embodiments, the clothing props are a prop combination, the prop combination includes multiple sub-clothing props, the multiple sub-clothing props include the first virtual clothing, and the preview interface also includes a viewing control for the first virtual clothing; the interactive device in the virtual scene also includes: a viewing module, which is used to display the viewing interface of the first virtual clothing in response to a trigger operation on the viewing control after displaying the preview interface of the first virtual clothing; in a first area of ​​the viewing interface, the multiple sub-clothing props are displayed; when the first virtual clothing among the multiple sub-clothing props is in a selected state, in a second area of ​​the viewing interface, the wearing effect of the first player character wearing the first virtual clothing is displayed.

[0270] In some embodiments, a second purchase control for the prop combination is also displayed in the second area, and the interactive device in the virtual scene also includes: a calculation module, which is used to display the wearing effect of the first player character wearing the first virtual clothing, and then, in response to the triggering operation of the second purchase control, display a calculation interface for the virtual resources required to purchase the prop combination; wherein the calculation interface includes: the size of the virtual resources corresponding to each of the sub-clothing props, the size of the virtual resources corresponding to the prop combination, and the discount information of the prop combination.

[0271] In some embodiments, the interactive device in the virtual scene also includes: a third display module, which is used to display at least one virtual card for the virtual magic in response to a trigger operation on the magic identifier after displaying the preview interface of the first virtual costume; wherein the virtual card is used to illustrate the virtual ability of the virtual magic, and different virtual cards correspond to different virtual abilities.

[0272] In some embodiments, the interactive device in the virtual scene also includes: a task execution module, which is used to display the virtual task corresponding to the first virtual clothing before displaying the first player character in the virtual scene; in response to the control operation on the first player character, control the first player character to execute the virtual task; in response to the completion of the virtual task execution, control the first player character to possess the first virtual clothing.

[0273] 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.

[0274] 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 method shown in .

[0275] 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 various devices including one or any combination of the above memories. In some embodiments, the 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 being deployed as an independent program or being deployed as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0276] As an example, computer executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file storing other programs or data, for example, 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). As an example, computer executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed at multiple locations and interconnected by a communication network.

[0277] In summary, a rich and interactive virtual environment is provided through the embodiments of the present application, and players can deeply participate in the dressing, item management and combat interaction of characters and pets, which not only enhances the player's immersion and personalized experience, but also improves the friendliness of the user interface through intuitive controls and feedback mechanisms. In addition, by closely combining virtual costumes, virtual props and virtual pet interactions, players are encouraged to explore and experiment with different combinations, which increases the playability and strategic depth of the game. At the same time, social interaction between players is promoted, thereby enhancing the vitality of the community, thereby helping to improve the satisfaction and loyalty of players, and bringing long-term success and profit potential to the game. The above is only an embodiment of the present application and is not intended to limit the scope of protection of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are all included in the scope of protection of the present application.

Claims

1. An interactive method in a virtual scene, characterized in that: The method comprises: Displaying a first player character in a virtual scene, wherein the first player character is wearing a first virtual costume; displaying at least one pet control, each of the pet controls corresponding to a virtual pet of the first player character; Based on a first pet control among the at least one pet control, a first virtual pet corresponding to the first pet control is controlled to appear in the virtual scene, and when the first virtual pet is associated with the first virtual clothing, a process of the first virtual pet and the first player character collaboratively completing a first action combination is displayed.

2. The method according to claim 1, characterized in that After the first virtual pet corresponding to the first pet control is controlled to appear in the virtual scene, the method further includes: During the battle between the first player character and the second player character, in response to a first control instruction for the first virtual pet, controlling the first virtual pet to execute an attack operation on the second virtual pet of the second player character; If the attack operation causes the second virtual pet of the second player character to be defeated, the process of the first virtual pet and the first player character cooperating to complete the second action combination is displayed.

3. The method according to claim 2, characterized in that During the battle between the first player character and the second player character, the method further includes: If the first virtual pet has a first virtual prop, during the process of the first virtual pet performing the attack operation, displaying an attack special effect corresponding to the attack operation; The attack special effect is used to identify that the first virtual pet has the first virtual prop.

4. The method according to claim 1, characterized in that After the first virtual pet corresponding to the first pet control is controlled to appear in the virtual scene, the method further includes: In response to a costume switching instruction for the first player character, controlling the costume of the first player character to switch from the first virtual costume to a second virtual costume, wherein the second virtual costume has no association relationship with the first virtual pet; In the case where the first virtual pet has a first virtual prop, in response to a target interaction instruction between the first player character and the first virtual pet, the first player character is controlled to perform a target interaction operation with the first virtual pet.

5. The method according to claim 4, characterized in that The method further comprises: In a case where the first virtual pet does not have the first virtual prop, in response to the target interaction instruction, displaying first prompt information; The first prompt information is used to prompt that the first virtual pet has not obtained the first virtual prop.

6. The method according to claim 4, characterized in that Before controlling the first player character to perform a target interaction operation with the first virtual pet, the method further includes: displaying at least one virtual prop of the first player character, the at least one virtual prop including the first virtual prop; Displaying a gift control, wherein the gift control is used to give the virtual prop to the virtual pet of the first player character; Based on the gift control, in response to a gift instruction to gift the first virtual item to the first virtual pet, the first virtual pet is controlled to possess the first virtual item.

7. The method according to claim 6, characterized in that The display gift control includes: In response to a selection operation on the first virtual prop, controlling the first virtual prop to be in a selected state and displaying a use control for the first virtual prop; In response to a trigger operation on the use control, displaying at least one pet of the first player character, the at least one pet including the first virtual pet; In response to a selection operation on the first virtual pet, a gift control for the first virtual pet is displayed.

8. The method according to claim 6, characterized in that Before displaying at least one virtual prop of the first player character, the method further includes: displaying an upgrade control for the first virtual clothing and an upgrade condition for the first virtual clothing; In response to a trigger operation on the upgrade control, when the upgrade condition is met, the first virtual clothing is upgraded; In response to the level of the first virtual costume reaching a target level, the first player character is controlled to obtain the first virtual item.

9. The method according to claim 8, characterized in that After the first virtual clothing is upgraded, the method further includes: In response to the level of the first virtual costume not reaching the target level, unlocking the dress-up props of the first player character so that the first player character can use the dress-up props for dress-up; The category of the dressing props corresponds to the level of the first virtual clothing.

10. The method according to claim 8, characterized in that The upgrade condition includes virtual resources that need to be consumed, and the display of the upgrade control for the first virtual clothing, and the upgrade condition of the first virtual clothing include: Displaying at least one set of clothing owned by the first player character, the at least one set of clothing including the first virtual clothing; In response to the selection operation on the first virtual clothing, an upgrade interface of the first virtual clothing is displayed, wherein the upgrade interface includes the upgrade control and virtual resources consumed for upgrading the first virtual clothing.

11. The method according to claim 6, characterized in that After controlling the first virtual pet to possess the first virtual prop, the method further includes: Displaying a prop interface of the first virtual pet, wherein the prop interface includes the first virtual prop; In response to a selection operation on the first virtual prop, displaying detailed information of the first virtual pet acquiring the first virtual prop, and displaying a pick-up control corresponding to the first virtual prop; In response to a triggering operation on the extraction control, the first virtual prop is controlled to belong to the first player character again.

12. The method according to claim 4, characterized in that After the costume controlling the first player character is switched from the first virtual costume to the second virtual costume, the method further includes: In response to a touch operation on the first player character, displaying an interactive control; In response to a trigger operation on the interactive control, displaying at least one candidate virtual pet including the first virtual pet, the candidate virtual pet having the first virtual prop; In response to a selection operation on the first virtual pet, the target interaction instruction is triggered.

13. The method according to claim 12, characterized in that The touch operation includes a long press operation, and the displaying of interactive controls in response to the touch operation on the first player character includes: In response to a long-press operation on the first player character, a virtual roulette wheel is displayed, wherein the virtual roulette wheel includes the interactive control.

14. The method according to claim 1, characterized in that After the first virtual pet corresponding to the first pet control is controlled to appear in the virtual scene, the method further includes: When the first player character wears the first virtual clothing, in response to a target interaction instruction between the first player character and the first virtual pet, the first player character is controlled to perform a target interaction operation with the first virtual pet.

15. The method according to claim 1, characterized in that The first player character has a second virtual item associated with the first virtual clothing, and the method further includes: Displaying a skill control corresponding to the second virtual item; Based on the skill control, in response to a skill release instruction for the second virtual item, controlling the first player character to use the second virtual item to release a visual effect; When the virtual clothing associated with the second virtual prop is different, the corresponding visual effects are different.

16. The method according to claim 15, characterized in that The skill control includes a virtual joystick, and after displaying the skill control corresponding to the second virtual prop, the method further includes: In response to a dragging operation on the virtual joystick, controlling the first player character to hold the second virtual prop and move synchronously in the virtual scene; During the movement of the second virtual prop, in response to the dragging operation being released, the skill release instruction is triggered.

17. The method according to claim 1, characterized in that Before displaying the first player character in the virtual scene, the method further includes: Displaying a clothing purchase interface, wherein the clothing purchase interface includes at least one clothing option, and each clothing option corresponds to a clothing item; In response to a clothing option corresponding to the first virtual clothing being selected, displaying a preview interface of the first virtual clothing, the preview interface including a magic mark of the first virtual clothing and a first purchase control; The magic identifier is used to indicate that the first virtual costume has virtual magic, the virtual magic has at least one virtual ability, and the at least one virtual ability includes a target virtual ability; The target virtual ability is used to demonstrate the process of the first virtual pet and the first player character collaboratively completing the first action combination; Based on the first purchase control, in response to a purchase operation for the first virtual clothing, the first player character is controlled to possess the first virtual clothing.

18. The method according to claim 17, characterized in that The clothing prop is a prop combination, the prop combination includes a plurality of sub-clothing props, the plurality of sub-clothing props include the first virtual clothing, and the preview interface also includes a viewing control for the first virtual clothing; After displaying the preview interface of the first virtual clothing, the method further includes: In response to a trigger operation on the viewing control, displaying a viewing interface of the first virtual clothing; In the first area of ​​the viewing interface, displaying the plurality of sub-clothing props; When the first virtual clothing is in a selected state among the plurality of sub-clothing props, a wearing effect of the first player character wearing the first virtual clothing is displayed in the second area of ​​the viewing interface.

19. The method according to claim 18, characterized in that The second area further displays a second purchase control for the prop combination. After displaying the wearing effect of the first player character wearing the first virtual clothing, the method further includes: In response to a trigger operation on the second purchase control, a calculation interface for the virtual resources required to purchase the item combination is displayed; The calculation interface includes: the size of the virtual resource corresponding to each of the sub-clothing props, the size of the virtual resource corresponding to the prop combination, and the preferential information of the prop combination.

20. The method according to claim 17, characterized in that After displaying the preview interface of the first virtual clothing, the method further includes: In response to a trigger operation on the magic identifier, display at least one virtual card for the virtual magic; The virtual cards are used to illustrate the virtual abilities of the virtual magic, and different virtual cards correspond to different virtual abilities.

21. The method according to claim 1, characterized in that Before displaying the first player character in the virtual scene, the method further includes: displaying a virtual task corresponding to the first virtual costume; In response to a control operation on the first player character, controlling the first player character to perform the virtual task; In response to the completion of the virtual task, the first player character is controlled to possess the first virtual clothing.

22. An interactive device in a virtual scene, characterized in that: The device comprises: A first display module, configured to display a first player character in a virtual scene, wherein the first player character is wearing a first virtual costume; The first display module is further used to display at least one pet control, each of the pet controls corresponding to a virtual pet of the first player character; The action display module is used to control the first virtual pet corresponding to the first pet control to appear in the virtual scene based on the first pet control in the at least one pet control, and when the first virtual pet is associated with the first virtual clothing, display the process of the first virtual pet and the first player character jointly completing a first action combination.

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 programs are executed by a processor, the interaction 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 programs are executed by a processor, the interactive method in a virtual scene described in any one of claims 1 to 21 is implemented.