Virtual object shooting control method and device, electronic equipment and storage medium

By binding the shooting modes of different shooting controls in the virtual scene, the problem of switching single shooting modes of virtual shooting props is solved, and diversified shooting control and efficient human-computer interaction are achieved.

CN120285575APending Publication Date: 2025-07-11TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410030822.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-09
Publication Date
2025-07-11

AI Technical Summary

Technical Problem

In the prior art, the shooting mode switching of virtual shooting props requires a dedicated fire mode switching button, which cannot be effective at the same time, resulting in a single performance and interaction mode of virtual firearms and a low human-computer interaction efficiency.

Method used

By displaying multiple shooting controls in a virtual scene, each control is bound to a different shooting mode, and switching the shooting mode in response to player operations to achieve diversified shooting controls.

Benefits of technology

It improves the performance and interaction diversity of virtual shooting props, improves human-computer interaction efficiency, and players do not need to switch extra buttons, reducing the cost of understanding.

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Abstract

The invention provides a shooting control method and device for a virtual object, electronic equipment and a storage medium. The method comprises the steps that a virtual object holding a virtual shooting prop and a plurality of shooting controls are displayed in a virtual scene, different shooting controls are associated with different shooting modes of the virtual shooting prop respectively, and the shooting modes represent the shooting amount of the virtual shooting prop when the shooting controls are triggered once; the virtual shooting prop is controlled to shoot in a shooting mode associated with a first shooting control in response to a triggering operation for the first shooting control, and the multiple shooting controls comprise the first shooting control. By means of the method and device, the diversity of virtual shooting prop performance and interaction can be effectively improved, and then the man-machine interaction efficiency in a virtual scene is improved.
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Description

Technical Field

[0001] This application relates to the technical field of computer human-computer interaction, and in particular, to a shooting control method, device, electronic device, and storage medium for virtual objects. Background Art

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

[0003] Taking shooting games as an example, virtual shooting props (such as virtual guns) in shooting games may have multiple shooting modes (or firing modes). The related technology usually adopts a new single-button firing mode switching scheme. That is to say, the switching of the firing mode of a virtual gun requires a dedicated firing mode switching button and cannot take effect simultaneously, resulting in a relatively single performance and interaction method of the virtual gun, and thus a lower human-computer interaction efficiency. Summary of the Invention

[0004] Embodiments of this application provide a shooting control method, device, electronic device, computer-readable storage medium, and computer program product for virtual objects, which can effectively improve the diversity of the performance and interaction of virtual shooting props, and thus improve the human-computer interaction efficiency in virtual scenes.

[0005] The technical solution of the embodiments of this application is implemented as follows:

[0006] Embodiments of this application provide a shooting control method for virtual objects, including:

[0007] Displaying a virtual object holding a virtual shooting prop and a plurality of shooting controls in a virtual scene, where different shooting controls are respectively associated with different shooting modes of the virtual shooting prop, and the shooting mode represents the emission amount of the virtual shooting prop when the shooting control is triggered once;

[0008] In response to a trigger operation on a first shooting control, controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control, where the plurality of shooting controls includes the first shooting control.

[0009] Embodiments of this application provide a shooting control device for virtual objects, including:

[0010] A display module, configured to display a virtual object holding a virtual shooting prop and a plurality of shooting controls in a virtual scene, wherein different ones of the shooting controls are respectively associated with different shooting modes of the virtual shooting prop, and the shooting mode represents the emission amount of the virtual shooting prop when the shooting control is triggered once;

[0011] A control module, configured to control the virtual shooting prop to shoot in the shooting mode associated with the first shooting control in response to a trigger operation on the first shooting control, wherein the plurality of shooting controls includes the first shooting control.

[0012] An embodiment of the present application provides an electronic device, including:

[0013] A memory, configured to store executable instructions;

[0014] A processor, configured to implement the shooting control method of the virtual object provided by the embodiment of the present application when executing the executable instructions stored in the memory.

[0015] An embodiment of the present application provides a computer-readable storage medium, storing computer-executable instructions, which are configured to implement the shooting control method of the virtual object provided by the embodiment of the present application when being executed by a processor.

[0016] An embodiment of the present application provides a computer program product, including a computer program or computer-executable instructions, which are configured to implement the shooting control method of the virtual object provided by the embodiment of the present application when being executed by a processor.

[0017] The embodiment of the present application has the following beneficial effects:

[0018] By integrating different shooting modes of the virtual shooting prop into different shooting controls respectively, that is, different shooting modes of the virtual shooting prop are respectively assigned to different shooting controls displayed in the virtual scene. In this way, the problem that multiple shooting modes cannot exist simultaneously in the related art can be effectively solved, and since different shooting controls are bound to different shooting modes, it is also more convenient to switch shooting modes. That is to say, compared with the solution provided by the related art, the player does not need to press a key to switch, and on the basis of not increasing the player's understanding cost, the diversity of the performance and interaction of the virtual shooting prop is effectively improved, thereby also improving the human-computer interaction efficiency. Description of the Drawings

[0019] Figure 1 is a schematic architecture diagram of a shooting control system 100 of a virtual object provided by an embodiment of the present application;

[0020] Figure 2 is a schematic structural diagram of an electronic device 500 provided by an embodiment of the present application;

[0021] Figure 3 It is a schematic flowchart of a shooting control method for a virtual object provided by an embodiment of the present application;

[0022] Figure 4 It is a schematic flowchart of a shooting control method for a virtual object provided by an embodiment of the present application;

[0023] Figure 5 It is a schematic diagram comparing the fire mode switching buttons provided by an embodiment of the present application;

[0024] Figure 6 It is a schematic diagram of an application scenario of a shooting control method for a virtual object provided by the related art;

[0025] Figure 7 It is a schematic diagram comparing the functions of the left and right fire buttons provided by an embodiment of the present application;

[0026] Figure 8 It is a schematic diagram of an application scenario of a shooting control method for a virtual object provided by an embodiment of the present application;

[0027] Figure 9 It is a schematic diagram of an application scenario of a shooting control method for a virtual object provided by an embodiment of the present application;

[0028] Figure 10A and Figure 10B It is a schematic diagram of an application scenario of a shooting control method for a virtual object provided by an embodiment of the present application;

[0029] Figure 11A and Figure 11B It is a schematic flowchart of a shooting control method for a virtual object provided by an embodiment of the present application;

[0030] Figure 12 It is a schematic diagram of the principle of a shooting control method for a virtual object provided by an embodiment of the present application;

[0031] Figure 13 It is a schematic diagram of the principle of a shooting control method for a virtual object provided by an embodiment of the present application;

[0032] Figure 14 It is a schematic diagram of the principle of a shooting control method for a virtual object provided by an embodiment of the present application. Detailed implementation manners

[0033] In order to make the objectives, technical solutions, and advantages of the present application clearer, the present application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be construed as limiting the present application. All other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the scope of protection of the present application.

[0034] In the following description, "some embodiments" are involved, which describe a subset of all possible embodiments. However, it can be understood that "some embodiments" can be the same subset or different subsets of all possible embodiments, and can be combined with each other without conflict.

[0035] It can be understood that in the embodiments of the present application, relevant data such as user information (for example, data of a game character controlled by a user) is involved. When the embodiments of the present application are applied to specific products or technologies, user permission or consent needs to be obtained, and the collection, use, and processing of relevant data need to comply with relevant laws, regulations, and standards of relevant countries and regions.

[0036] In the following description, the terms "first / second / ..." only distinguish similar objects and do not represent a specific order for the objects. It can be understood that "first / second / ..." can be interchanged in a specific order or sequence when permitted, so that the embodiments of the present application described here can be implemented in an order other than that illustrated or described here.

[0037] In the embodiments of the present application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of an overall module or unit that includes the function of the module or unit.

[0038] Unless otherwise defined, all technical and scientific terms used in the embodiments of the present application have the same meaning as commonly understood by those skilled in the technical field to which the present application belongs. 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.

[0039] Before further elaborating on the embodiments of the present application, the nouns and terms involved in the embodiments of the present application are described. The nouns and terms involved in the embodiments of the present application are applicable to the following explanations.

[0040] 1) Responsive to: used to represent the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more executed operations can be real-time or have a set delay; without special instructions, there is no limitation on the execution order of the multiple executed operations.

[0041] 2) Virtual scene: A scene that is displayed (or provided) when an application runs on a terminal device. This scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, or a three-dimensional virtual scene. The embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene can include the sky, land, ocean, etc. The land can include environmental elements such as deserts and cities. Users can control virtual objects to move in this virtual scene.

[0042] 3) Virtual object: The images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, anime characters, etc., such as the characters and animals displayed in a virtual scene. A virtual object can be a virtual image used to represent a user in a virtual scene. There can be multiple virtual objects in a virtual scene. Each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene. A virtual object can also be a game character controlled by a user (or player).

[0043] 4) Cloud game: Also known as Gaming on Demand, that is, a game program is deployed in a server, and an instance of the game program (referred to as a game instance for short) is run. The game instance sends the game data output during the running process to the browser page of the user terminal. The page calls the media component of the browser to decode the game data and renders the real-time game screen during the game process according to the decoding result. When the page detects an operation performed by the user in the game screen, it reports it to the game instance running in the server. When receiving the game data of the response operation generated by the game instance, it repeats the decoding and rendering process, so as to present the change of the game screen according to the user's operation in the page.

[0044] That is to say, cloud game is an online game technology based on cloud computing technology. Cloud game technology enables thin client devices with relatively limited graphics processing and data operation capabilities to run high-quality games. In the cloud game scenario, the game does not run on the terminal device (such as the player's game terminal), but on the cloud server. The cloud server renders the game scene into an audio-video stream and transmits it to the user terminal through the network. In this way, the user terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain the player's input instructions and send them to the cloud server.

[0045] 5) Shooting mode: Also known as the firing mode, it is a general term for the shooting characteristics composed of the form, performance, shooting interval, damage, etc. of the virtual shooting prop (such as a virtual firearm) shooting (or firing). In the embodiments of the present application, the shooting mode is mainly used to characterize the firing amount of the virtual shooting prop when the shooting control is triggered once (for example, including full-auto shooting and semi-auto shooting, where semi-auto shooting can further include single-shot, two-shot, or three-shot, etc.) and the shooting speed of the virtual shooting prop (such as including high shooting speed and slow shooting speed, etc.).

[0046] The embodiments of the present application provide a shooting control method, device, electronic device, computer-readable storage medium, and computer program product for a virtual object, which can effectively improve the diversity of the performance and interaction of virtual shooting props, and further improve the human-computer interaction efficiency in the virtual scene. The electronic device provided by the embodiments of the present application will be described below. The electronic device provided by the embodiments of the present application can be implemented as a terminal device (corresponding to a stand-alone / offline game application), or can be jointly implemented by a server and a terminal device (corresponding to an online / online game application). The following takes the shooting control method for a virtual object provided by the embodiments of the present application jointly implemented by a server and a terminal device as an example for description.

[0047] Before introducing the architecture of the shooting control system for a virtual object provided by the embodiments of the present application, the game modes involved in the embodiments of the present application will be introduced first. For the solution jointly implemented by the terminal device and the server, there are mainly two game modes, namely the local game mode and the cloud game mode. Among them, the local game mode means that the terminal device and the server jointly run the game processing logic. For the operation instructions input by the player in the terminal device, part of them are processed by the terminal device running the game logic, and the other part is processed by the server running the game logic. Moreover, the game logic processing run by the server is often more complex and requires more computing power; the cloud game mode means that the game logic processing is completely run by the server (such as a cloud server), and the cloud server renders the game scene data into an audio-video stream, and then transmits it to the terminal device for display through the network. That is to say, the terminal device only needs to have the basic ability to play the media stream and the ability to obtain the player's operation instructions and send them to the server.

[0048] The architecture of the shooting control system for a virtual object provided by the embodiments of the present application will be described below.

[0049] Exemplarily, refer to Figure 1 , Figure 1 is a schematic diagram of the architecture of the shooting control system 100 for a virtual object provided by the embodiments of the present application. For the application to effectively improve the diversity of the performance and interaction of virtual shooting props, and further improve the human-computer interaction efficiency in the virtual scene, such as Figure 1As shown, the shooting control system 100 of the virtual object includes: a server 200, a network 300, and a terminal device 400. Among them, the network 300 can be a local area network or a wide area network, or a combination of the two. The terminal device 400 is a terminal device associated with a user (or player). A client 410 is running on the terminal device 400. The client 410 can be various types of clients, such as including shooting game (including first-person shooting games and third-person shooting games) clients, battle royale game clients, and browsers, etc.

[0050] In some embodiments, taking the client 410 as a shooting game client as an example, a virtual scene can be displayed in the human-computer interaction interface of the client 410. In the virtual scene, a virtual object (such as the game character A controlled by the player) holding a virtual shooting prop (such as a virtual firearm) and multiple shooting controls (such as 2 shooting controls, namely shooting control A located on the left side of the virtual scene and shooting control B located on the right side of the virtual scene) can be displayed. Among them, different shooting controls are respectively associated with different shooting modes of the virtual shooting prop. The shooting mode is used to represent the emission amount of the virtual shooting prop when the shooting control is triggered once. For example, the shooting control A located on the left side of the virtual scene is associated with the full-auto shooting mode, and the shooting control B located on the right side of the virtual scene is associated with the semi-auto shooting mode. Subsequently, the client 410 can control the virtual shooting prop to shoot in the shooting mode associated with the first shooting control in response to the user's triggering operation on the first shooting control among the multiple shooting controls. For example, when the shooting mode associated with the first shooting control is the full-auto shooting mode, the virtual shooting prop can be controlled to shoot in the full-auto shooting mode; when the shooting mode associated with the first shooting control is the semi-auto shooting mode, the virtual shooting prop can be controlled to shoot in the semi-auto shooting mode. In this way, the performance and interaction diversity of the virtual shooting prop are effectively improved, and thus the human-computer interaction efficiency in the virtual scene is improved.

[0051] It should be noted that the virtual scene in the shooting control method of the virtual object provided by the embodiments of the present application can be completely based on the output of the terminal device (corresponding to a stand-alone game application), or based on the collaborative output of the terminal device and the server (corresponding to an online game application). For example, when the client 410 is a stand-alone game application, it can completely rely on the graphics processing hardware computing power of the terminal device 400 to complete the relevant data calculation and output of the virtual scene. Among them, the types of graphics processing hardware include the central processing unit (CPU, Central Processing Unit) and the graphics processing unit (GPU, Graphics Processing Unit). For example, when forming the visual perception of the virtual scene, the terminal device 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing, and rendering of the display data, and outputs a video frame capable of forming a visual perception of the virtual scene through the graphics output hardware. For example, a two-dimensional video frame is presented on the display screen of a smart phone, or a video frame realizing a three-dimensional display effect is projected on the lens of an augmented reality / virtual reality glasses; in addition, in order to enrich the perception effect, the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception, and taste perception.

[0052] When the client 410 is an online game application, it can rely on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene on the terminal device 400. For example, taking the formation of the visual perception of the virtual scene as an example, the server 200 calculates the relevant display data (such as scene data) of the virtual scene and sends it to the terminal device 400 through the network 300. The terminal device 400 relies on the graphics computing hardware to complete the loading, parsing, and rendering of the calculation display data, and relies on the graphics output hardware to output the virtual scene to form a visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smart phone, or a video frame realizing a three-dimensional display effect is projected on the lens of an augmented reality / virtual reality glasses; for the perception of the form of the virtual scene, it can be understood that it can be output by the corresponding hardware of the terminal device 400. For example, a microphone is used to form auditory perception, and a vibrator is used to form tactile perception, and so on.

[0053] In some other embodiments, the embodiments of the present application can also be implemented by means of cloud technology. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or a local area network to realize the calculation, storage, processing, and sharing of data.

[0054] Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the cloud computing business model. It can form a resource pool, be used as needed, and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources.

[0055] Exemplarily, Figure 1 The server 200 in it can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also be 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 network (CDN, Content Delivery Network), and big data and artificial intelligence platforms. The terminal device 400 can be a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, a vehicle-mounted terminal, etc., but is not limited thereto. The terminal device 400 and the server 200 can be directly or indirectly connected through wired or wireless communication methods, and there is no limitation in the embodiments of the present application.

[0056] In some embodiments, the terminal device or the server can also implement the shooting control method of the virtual object provided by the embodiments of the present application by running various computer-executable instructions or computer programs. For example, the computer-executable instructions can be commands at the microprogram level, machine instructions, or software instructions. The computer program can be a native program or software module in the operating system; it can be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a shooting game APP; it can also be a small program that can be embedded in any APP, that is, a program that only needs to be downloaded to the browser environment to run. In short, the above computer-executable instructions can be instructions in any form, and the above computer programs can be application programs, modules, or plug-ins in any form.

[0057] Next, the structure of the electronic device provided by the embodiments of the present application will be further described. Taking the electronic device as the terminal device as an example, refer to Figure 2 , Figure 2 is a schematic structural diagram of the electronic device 500 provided by the embodiments of the present application, Figure 2The electronic device 500 shown includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 540 is not described in detail. Figure 2 Various buses are labeled as bus system 540 .

[0058] 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.

[0059] 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.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0064] A network communication module 552 for reaching other computing devices via one or more (wired or wireless) network interfaces 520. Exemplary network interfaces 520 include: Bluetooth, Wi-Fi (Wireless Fidelity), and USB (Universal Serial Bus), etc.;

[0065] A presentation module 553 for enabling the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 associated with the user interface 530 (e.g., a display screen, a speaker, etc.);

[0067] An input processing module 554 for detecting and translating one or more user inputs or interactions from one of one or more input devices 532.

[0068] In some embodiments, the device provided by the embodiments of the present application can be implemented in software. Figure 2 A shooting control device 555 for virtual objects stored in the memory 550 is shown, which can be software in the form of a program and a plug-in, etc., including the following software modules: a display module 5551, a control module 5552, a switching module 5553, a shielding module 5554, a playback module 5555, and an association module 5556. These modules are logical, so they can be combined arbitrarily or further split according to the functions implemented. It should be noted that Figure 2 For the convenience of expression, all the above modules are shown at once, but it should not be considered that the shooting control device 555 for virtual objects excludes embodiments that may only include the display module 5551 and the control module 5552. The functions of each module will be described below.

[0069] Next, the shooting control method for virtual objects provided by the embodiments of the present application will be specifically described in combination with the exemplary applications and implementations of the terminal device provided by the embodiments of the present application.

[0070] See Figure 3 , Figure 3 which is a schematic flowchart of the shooting control method for virtual objects provided by the embodiments of the present application, and will be described in combination with the steps shown in Figure 3 .

[0071] It should be noted that Figure 3The method shown can be executed by various forms of computer programs running on the terminal device, and is not limited to the client. For example, it can also be the operating system, software module, script, and applet mentioned above. Therefore, the example of the client in the following should not be regarded as a limitation on the embodiments of the present application. In addition, for the convenience of expression, the terminal device and the client running on the terminal device are not specifically distinguished in the following.

[0072] In step 101, a virtual object holding a virtual shooting prop and a plurality of shooting controls are displayed in a virtual scene.

[0073] Here, the virtual shooting props can have multiple shooting modes, wherein the shooting mode can represent the amount of fire of the virtual shooting props when the shooting control is triggered once. For example, the multiple shooting modes of the virtual shooting props can include a fully automatic shooting mode (i.e., as long as the player holds down the shooting control, the virtual shooting props will continuously fire virtual projectiles until the player lets go or the number of virtual projectiles the player has is zero), a semi-automatic shooting mode (for example, including single shot, two bursts, etc., wherein a single shot means that each time the player clicks the shooting control, the virtual shooting prop fires a virtual projectile; two bursts means that each time the player clicks the shooting control, the virtual shooting prop can continuously fire two virtual projectiles), etc., and different shooting controls (or firing controls) can be respectively associated with different shooting modes of the virtual shooting props. For example, taking multiple shooting controls as shooting control A and shooting control B as an example, shooting control A can be located on the left side of the virtual scene, shooting control B can be located on the right side of the virtual scene, and the shooting mode associated with shooting control A can be a fully automatic shooting mode (or fully automatic firing mode), and the shooting mode associated with shooting control B can be a semi-automatic shooting mode (or semi-automatic firing mode, for example, including single shot, two-shot burst, etc.).

[0074] In some embodiments, step 101 may be implemented in the following manner: displaying an entrance to a prop library in a virtual scene; displaying the prop library in response to a trigger operation on the entrance to the prop library, wherein the prop library may include multiple virtual shooting props (e.g., multiple virtual shooting props purchased by a player from a store), and at least some of the multiple virtual shooting props have multiple shooting modes, for example, corresponding prompt information may be displayed around each virtual shooting prop, the prompt information being used to characterize the number of shooting modes that the virtual shooting prop has; and displaying a virtual object holding the selected virtual shooting prop in the virtual scene in response to a selection operation on the multiple virtual shooting props, wherein the selected virtual shooting prop has multiple shooting modes.

[0075] For example, taking the virtual object as the game character A controlled by the current player, in the virtual scene, the game character A with empty hands and the entrance to the prop library can be displayed. When a click operation on the entrance to the prop library is received from the player, the prop library can be floatingly displayed in the virtual scene. Among them, the prop library can include multiple candidate virtual shooting props. For example, 4 virtual shooting props currently owned by the player can be displayed in the prop library, which are assumed to be virtual shooting prop 1, virtual shooting prop 2, virtual shooting prop 3, and virtual shooting prop 4 respectively. At the same time, corresponding prompt information can also be displayed near each virtual shooting prop to prompt the number of shooting modes of the virtual shooting prop. For example, it is assumed that virtual shooting prop 1 and virtual shooting prop 4 only have one shooting mode, while virtual shooting prop 2 and virtual shooting prop 3 have multiple shooting modes. At this time, the player can select a virtual shooting prop with multiple shooting modes in the prop library to equip the game character A. For example, it is assumed that when a click operation on the virtual shooting prop 2 displayed in the prop library is received from the player, virtual shooting prop 2 can be equipped on the game character A, that is, the game character A holding virtual shooting prop 2 is displayed in the virtual scene. That is to say, the player can subsequently control the game character A to shoot using virtual shooting prop 2.

[0076] In some embodiments, in the human-computer interaction interface of the client, the virtual scene can be displayed from the first-person perspective (for example, the current player's own perspective is used to play the virtual object in the game); it can also be displayed from the third-person perspective (for example, the player chases the virtual object in the game to play); it can also be displayed from an aerial perspective; among them, any switching can be performed between the above different perspectives.

[0077] As an example, the above virtual object can be a virtual object controlled by the current player in the game. Of course, the virtual scene can also include other virtual objects, such as virtual objects that can be controlled by other users or by a robot program. The virtual objects can be divided into any one of multiple teams, and the teams can be in a hostile relationship or a cooperative relationship. The teams in the virtual scene can include one or all of the above relationships.

[0078] Taking the display of the virtual scene from the first-person perspective as an example, the virtual scene displayed in the human-computer interaction interface can include: determining the field-of-view area of the virtual object according to the viewing position and field-of-view angle of the virtual object in the complete virtual scene, and presenting the partial virtual scene in the field-of-view area in the complete virtual scene. That is, the displayed virtual scene can be a partial virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the viewing perspective that can give the user the most impact, in this way, an immersive perception of the user being on the scene during the operation can be achieved.

[0079] Taking the display of a virtual scene from an aerial view as an example, the virtual scene displayed in the human-computer interaction interface may include: in response to a zoom operation on the panoramic virtual scene, presenting a partial virtual scene corresponding to the zoom operation in the human-computer interaction interface, that is, the displayed virtual scene may be a partial virtual scene relative to the panoramic virtual scene. In this way, the operability of the user during the operation can be improved, thereby improving the efficiency of human-computer interaction. In addition, switching between the above different perspectives can also be performed. For example, assuming that the virtual scene is currently displayed from the first-person perspective, when a perspective switching operation triggered by the player is received, the first-person perspective can be switched to the aerial view.

[0080] In step 102, in response to a trigger operation on the first shooting control, control the virtual shooting prop to shoot in the shooting mode associated with the first shooting control.

[0081] Here, the multiple shooting controls include the first shooting control, that is to say, the first shooting control can be any one of the multiple shooting controls.

[0082] In some embodiments, taking the multiple shooting controls as two shooting controls as an example, assume they are shooting control A and shooting control B respectively. Among them, shooting control A can be located on the left side of the virtual scene (i.e., the left side of the screen), shooting control B can be located on the right side of the virtual scene (i.e., the right side of the screen), and the shooting mode associated with shooting control A can be the full-auto shooting mode, and the shooting mode associated with shooting control B can be the semi-auto shooting mode. Taking the first shooting control as shooting control A as an example, when a trigger operation (such as a click operation or a press operation) of the player on shooting control A located on the left side of the screen is received, the virtual shooting prop can be controlled to shoot in the full-auto shooting mode, that is to say, when the player triggers shooting control A each time, the emission amount of the virtual shooting prop is greater than the emission amount threshold. For example, when the player holds down shooting control A without releasing it, the virtual shooting prop can be controlled to continuously emit virtual projectiles (such as virtual bullets) until the number of virtual projectiles owned by the player is zero.

[0083] In other embodiments, the shooting function and the aiming function of the virtual shooting prop in the embodiments of the present application can also be decoupled. Then, the above control of the virtual shooting prop to shoot in the shooting mode associated with the first shooting control can be achieved in the following way: display an aiming control corresponding to the virtual shooting prop in the virtual scene; in response to a trigger operation on the aiming control, control the virtual shooting prop to switch from the non-aiming state to the aiming state; in the case where the virtual shooting prop is in the aiming state, control the virtual shooting prop to shoot in the shooting mode associated with the first shooting control.

[0084] For example, taking a virtual shooting prop as a virtual firearm, by default, the virtual firearm is in a non-aiming state. In the virtual scene, an aiming control corresponding to the virtual firearm can also be displayed. When a click operation on the aiming control by the player is received, the virtual firearm can be controlled to switch from the non-aiming state to the aiming state. Subsequently, when the virtual firearm is in the aiming state, the virtual firearm can be controlled to shoot in the shooting mode associated with the first shooting control (such as the full-auto shooting mode). In this way, by decoupling and adapting the shooting function and the aiming function, the aiming requirements of the player in different shooting modes can be met, enhancing the player's gaming experience.

[0085] In some embodiments, an energy bar control corresponding to the virtual shooting prop can also be displayed in the virtual scene. Then, the following processing can also be performed: in response to the emission amount of the virtual shooting prop being greater than the emission amount threshold (such as 10, that is, the shooting mode associated with the first shooting control is the full-auto shooting mode) when the first shooting control is triggered once, when controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control, the length of the energy bar control is controlled to continuously increase with the increase of the shooting duration (i.e., energy storage for the virtual shooting prop), and the number of virtual projectiles (such as virtual bullets, virtual rockets, etc.) owned by the virtual object is controlled to continuously decrease with the increase of the shooting duration.

[0086] For example, taking a virtual shooting prop as a virtual firearm, an energy bar control corresponding to the virtual firearm can also be displayed below the virtual scene. When it is detected that the shooting mode associated with the shooting control currently triggered by the player is the full-auto shooting mode, while controlling the virtual firearm to shoot in the full-auto shooting mode, the length of the energy bar control can also be controlled to continuously increase with the increase of the shooting duration, that is, energy storage for the virtual firearm, and the number of virtual bullets owned by the virtual object (such as the game character A controlled by the player) is controlled to continuously decrease with the increase of the shooting duration. That is, in the full-auto shooting mode, energy can be stored for the virtual firearm, but the virtual bullets owned by the player will be continuously consumed.

[0087] In some other embodiments, the shooting mode may also characterize the shooting speed of the virtual shooting prop. Then, the following method can be used to achieve the above-mentioned situation where when the first shooting control is triggered once, the launch amount of the virtual shooting prop is greater than the launch amount threshold. When controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control, control the length of the energy bar control to continuously increase as the shooting duration increases, and control the number of virtual projectiles owned by the virtual object to continuously decrease as the shooting duration increases: When the launch amount of the virtual shooting prop is greater than the launch amount threshold when the first shooting control is triggered once, and the shooting speed of the virtual shooting prop is greater than the shooting speed threshold (that is, the shooting mode associated with the first shooting control is a high firing rate full-auto shooting mode), when controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control, control the length of the energy bar control to continuously increase as the shooting duration increases, and control the number of virtual projectiles owned by the virtual object to continuously decrease as the shooting duration increases.

[0088] For example, taking the virtual shooting prop as a virtual firearm, an energy bar control corresponding to the virtual firearm can also be displayed below the virtual scene. When it is detected that the shooting mode associated with the shooting control triggered by the player currently is a high firing rate full-auto shooting mode, while controlling the virtual firearm to shoot in the high firing rate full-auto shooting mode, the length of the energy bar control can also be controlled to continuously increase as the shooting duration increases, that is, energy can be stored for the virtual firearm, and the number of virtual bullets owned by the virtual object (such as the game character A controlled by the player) can be controlled to continuously decrease as the shooting duration increases. That is to say, in the high firing rate full-auto shooting mode, energy can be stored for the player's virtual firearm, but the virtual bullets owned by the player will be consumed.

[0089] In some embodiments, following the above example, the conventional function of the virtual shooting prop can be to cause attenuation of the state (such as health value, movement speed, etc.) of the virtual object (such as a virtual object in the enemy camp) hit by launching a virtual projectile. Then, the following processing can also be performed: When the length of the energy bar control is greater than or equal to the length threshold, switch the conventional function of the virtual shooting prop to a state enhancement function, where the state enhancement function is to enhance the state of the virtual object (such as a virtual object in the same camp) hit by launching a virtual projectile.

[0090] Exemplarily, taking a virtual shooting prop as a virtual firearm, the conventional function of the virtual firearm can be to cause attenuation of the health value of a virtual object being hit (such as a virtual object in an opposing camp) by firing virtual bullets. Then, when it is detected that the length of the energy bar control corresponding to the virtual firearm is greater than or equal to the length threshold, the conventional function of the virtual firearm can be switched to a status enhancement function. At this time, the virtual bullets fired by the virtual firearm can enhance the health value of the virtual object being hit (such as a virtual object in the same camp). That is to say, when the length of the energy bar control is greater than or equal to the length threshold, the function of the virtual firearm can be switched from causing harm to enemies to healing teammates.

[0091] It should be noted that when the function of the virtual shooting prop is the conventional function, it can only cause attenuation of the status of virtual objects in the opposing camp. That is to say, when the virtual projectile fired by the virtual shooting prop hits a virtual object in the same camp, it will not cause attenuation of the status of the virtual object. Similarly, when the function of the virtual shooting prop is switched to the status enhancement function, it can only enhance the status of virtual objects in the same camp, that is, when the virtual projectile fired by the virtual shooting prop hits a virtual object in the opposing camp, it will not enhance the status of the virtual object, but will cause greater attenuation of the status of the virtual object. The embodiments of the present application do not make specific limitations on this.

[0092] In some other embodiments, following the above example, the following processing can also be performed: in response to the length of the energy bar control being greater than or equal to the length threshold, perform at least one of the following processing: reduce the recoil of the virtual shooting prop; increase the damage value of the virtual projectile fired by the virtual shooting prop; increase the damage range of the virtual projectile fired by the virtual shooting prop; reduce the shooting interval of the virtual shooting prop.

[0093] Exemplarily, taking a virtual shooting prop as a virtual firearm, when it is detected that the length of the energy bar control corresponding to the virtual firearm is greater than or equal to the length threshold, the performance parameters of the virtual firearm can also be enhanced. For example, the recoil generated when the virtual firearm fires can be reduced, thereby improving the shooting accuracy; the damage value of the virtual bullets fired by the virtual firearm can also be increased. For example, the damage value can be increased from 80 to 100; or the damage range of the virtual bullets fired by the virtual firearm can be increased; of course, the shooting interval of the virtual firearm can also be reduced, that is, it can be controlled that the virtual firearm fires more virtual bullets per unit time to cause greater harm to the target.

[0094] In some embodiments, when an energy bar control corresponding to a virtual shooting prop is displayed in the virtual scene, the following processing may also be performed: in response to the launch amount of the virtual shooting prop being less than the launch amount threshold when the first shooting control is triggered once (i.e., the shooting mode associated with the first shooting control is the semi-automatic shooting mode), when controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control, control the length of the energy bar control to continuously decrease as the shooting duration increases (i.e., the energy of the virtual shooting prop will be consumed), and control the number of virtual projectiles owned by the virtual object to remain unchanged.

[0095] For example, taking the virtual shooting prop as a virtual firearm, an energy bar control corresponding to the virtual firearm may also be displayed below the virtual scene. When it is detected that the shooting mode associated with the shooting control currently triggered by the player is the semi-automatic shooting mode (such as the single-shot mode), while controlling the virtual firearm to shoot in the semi-automatic shooting mode, the length of the energy bar control can also be controlled to continuously decrease as the shooting duration increases. For example, each time the player controls the virtual object to shoot with the virtual firearm, a part of the length of the energy bar control will decrease, and the number of virtual bullets owned by the virtual object is controlled to remain unchanged. That is to say, in the semi-automatic shooting mode, the energy storage of the virtual firearm will be consumed, but the player's virtual bullets will not be consumed during the shooting process.

[0096] In some other embodiments, continuing with the above example, the shooting mode may also characterize the shooting speed of the virtual shooting prop. Then, the above-mentioned response that when the launch amount of the virtual shooting prop is less than the launch amount threshold when the first shooting control is triggered once, when controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control, controlling the length of the energy bar control to continuously decrease as the shooting duration increases, and controlling the number of virtual projectiles owned by the virtual object to remain unchanged can be achieved in the following manner: in response to the launch amount of the virtual shooting prop being less than the launch amount threshold when the first shooting control is triggered once, and the shooting speed of the virtual shooting prop being less than the shooting speed threshold (i.e., the shooting mode associated with the first shooting control is the slow semi-automatic shooting mode), when controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control, control the length of the energy bar control to continuously decrease as the shooting duration increases, and control the number of virtual projectiles owned by the virtual object to remain unchanged.

[0097] Exemplarily, taking a virtual shooting prop as a virtual firearm for example, an energy bar control corresponding to the virtual firearm can also be displayed below the virtual scene. When it is detected that the shooting mode associated with the shooting control currently triggered by the player is a slow-fire semi-automatic shooting mode, while controlling the virtual firearm to shoot in the slow-fire semi-automatic shooting mode, the length of the energy bar control can also be controlled to continuously decrease as the shooting duration increases. For example, each time the virtual firearm shoots, a corresponding part of the length of the energy bar control will decrease. At the same time, the number of virtual bullets owned by the virtual object can also be controlled to remain unchanged. That is to say, in the slow-fire semi-automatic shooting mode, the energy storage of the virtual firearm will be consumed, but the virtual bullets owned by the player will not be consumed during the shooting process. In this way, the player can select the corresponding shooting mode for shooting according to the actual situation, improving the player's gaming experience.

[0098] In some embodiments, after performing Figure 3 the step 102 shown, the following processing can also be performed: during the period when the first shooting control is triggered, the trigger operations for other shooting controls are blocked, where the other shooting controls are the shooting controls other than the first shooting control among the multiple shooting controls.

[0099] In other embodiments, continuing with the above example, the following processing can also be performed: in response to the release of the trigger operation for the first shooting control and the receipt of the trigger operation for the second shooting control, control the virtual shooting prop to switch to shooting in the shooting mode associated with the second shooting control, where the second shooting control is a shooting control different from the first shooting control among the multiple shooting controls.

[0100] Exemplarily, taking the multiple shooting controls as two shooting controls for example, assume they are shooting control A and shooting control B respectively. At the same time, assume that the shooting mode associated with shooting control A is a full-automatic shooting mode, and the shooting mode associated with shooting control B is a semi-automatic shooting mode. To ensure that only one shooting mode is effective at the same time, during the period when shooting control A (i.e., the first shooting control) is triggered (for example, during the period when the player presses shooting control A), the trigger operation for shooting control B (i.e., the second shooting control) can be ignored (i.e., the trigger operation for shooting control B is blocked). That is, when shooting control A is triggered and effective, the player's pressing of shooting control B will not cause a reaction, only recognition. Subsequently, when it is detected that the player releases shooting control A and presses shooting control B, the virtual shooting prop can be controlled to exit the full-automatic shooting mode associated with shooting control A and switch to shooting in the semi-automatic shooting mode associated with shooting control B.

[0101] In some embodiments, multiple shooting controls may have a priority order. Then, the above-mentioned step 102 may be implemented as follows: in response to receiving trigger operations for a first shooting control and a second shooting control simultaneously, and the priority of the first shooting control is higher than that of the second shooting control, control the virtual shooting prop to shoot in the shooting mode associated with the first shooting control, where the second shooting control is a shooting control different from the first shooting control among the multiple shooting controls.

[0102] Exemplarily, taking the multiple shooting controls as two shooting controls as an example, assume they are shooting control A and shooting control B respectively. Among them, the shooting mode associated with shooting control A may be a full-auto shooting mode, and the shooting mode associated with shooting control B may be a semi-auto shooting mode. Also assume that the priority of the full-auto shooting mode associated with shooting control A may be higher than the semi-auto shooting mode associated with shooting control B. Then, when receiving trigger operations from the player for shooting control A (i.e., the first shooting control) and shooting control B (i.e., the second shooting control) simultaneously, for example, assume it is detected that the player presses shooting control A and shooting control B at the same time, then the priorities of the shooting modes associated with shooting control A and shooting control B can be compared. When it is determined that the priority of the shooting mode associated with shooting control A is higher than the priority of the shooting mode associated with shooting control B, the virtual shooting prop can be controlled to shoot in the shooting mode associated with shooting control A (i.e., the full-auto shooting mode). In this way, by setting a priority order for multiple shooting controls, it can be ensured that only one shooting mode of the virtual shooting prop takes effect at the same moment, thus avoiding chaos.

[0103] In some embodiments, multiple shooting controls may have a priority order. Then refer to Figure 4 , Figure 4 which is a flowchart of the shooting control method for a virtual object provided by an embodiment of the present application. As shown in Figure 4 , after executing step 102 shown in Figure 3 , step 103 or step 104 shown in Figure 4 may also be executed, which will be described in combination with the steps shown in Figure 4 .

[0104] In step 103, in response to receiving a trigger operation for the second shooting control during the period when the first shooting control is triggered, and the priority of the first shooting control is higher than that of the second shooting control, control the virtual shooting prop to still shoot in the shooting mode associated with the first shooting control.

[0105] Here, the second shooting control is a shooting control different from the first shooting control among the multiple shooting controls.

[0106] In some embodiments, taking the case where there are two shooting controls as an example among multiple shooting controls, assume they are shooting control A and shooting control B respectively. Among them, shooting control A can be located on the left side of the virtual scene, and shooting control B can be located on the right side of the virtual scene. At the same time, assume that the shooting mode associated with shooting control A is the full-auto shooting mode, and the shooting mode associated with shooting control B is the semi-auto shooting mode. When a trigger operation by the player on shooting control A is received, for example, when it is detected that the player presses shooting control A, the virtual shooting prop (such as a virtual gun) can be controlled to shoot in the full-auto shooting mode. At the same time, assume that during the period when shooting control A is triggered, a trigger operation by the player on shooting control B is received, for example, it is detected that the player presses shooting control B during the period of pressing shooting control A. Then, the priority order of the shooting mode associated with shooting control A and the shooting mode associated with shooting control B can be compared. When the priority of the shooting mode associated with shooting control A is higher than the priority of the shooting mode associated with shooting control B, the virtual shooting prop can be controlled to still shoot in the shooting mode associated with shooting control A (i.e., the full-auto shooting mode), that is, if the priority of the shooting mode associated with the subsequently triggered shooting control is lower than the priority of the shooting mode associated with the currently triggered shooting control, the shooting mode will not be switched.

[0107] In step 104, in response to receiving a trigger operation on the second shooting control during the period when the first shooting control is triggered, and the priority of the second shooting control is higher than that of the first shooting control, control the virtual shooting prop to switch to shooting in the shooting mode associated with the second shooting control.

[0108] In some embodiments, taking two shooting controls as an example of multiple shooting controls, assuming they are shooting control A and shooting control B respectively. Among them, shooting control A can be located on the left side of the virtual scene, and shooting control B can be located on the right side of the virtual scene. At the same time, assume that the shooting mode associated with shooting control A is a high firing rate full-auto shooting mode, and the shooting mode associated with shooting control B is a slow firing rate semi-auto shooting mode. When a trigger operation of the player on shooting control A is received, for example, when it is detected that the player presses shooting control A, the virtual shooting prop (such as a virtual firearm) can be controlled to shoot in the high firing rate full-auto shooting mode. At the same time, assume that a trigger operation of the player on shooting control B is received during the period when shooting control A is triggered. For example, it is detected that the player presses shooting control B during the period of pressing shooting control A. Then, the priority order of the shooting mode associated with shooting control A and the shooting mode associated with shooting control B can be compared. When the priority of the shooting mode associated with shooting control A is lower than the priority of the shooting mode associated with shooting control B, the virtual shooting prop can be controlled to exit the high firing rate full-auto shooting mode associated with shooting control A and switch to shooting in the slow firing rate semi-auto shooting mode associated with shooting control B. That is to say, if the priority of the shooting mode associated with the subsequently triggered shooting control is higher than the priority of the shooting mode associated with the currently triggered shooting control, a shooting mode switch is required.

[0109] In some other embodiments, the above control of switching the virtual shooting prop to shoot in the shooting mode associated with the second shooting control can be achieved in the following way: when it is detected that the second shooting control is triggered, a transition animation is played; in response to the completion of the playback of the transition animation, the virtual shooting prop is controlled to exit the shooting mode associated with the first shooting control (such as the high firing rate full-auto shooting mode) and switch to shooting in the shooting mode associated with the second shooting control (such as the slow firing rate semi-auto shooting mode).

[0110] For example, taking shooting control A as the first shooting control and shooting control B as the second shooting control, assume that the priority of the shooting mode associated with shooting control A is lower than the priority of the shooting mode associated with shooting control B. Then, when it is detected that shooting control B is triggered, for example, during the period when the player presses shooting control A, it is detected that the player presses shooting control B, a pre-set transition animation can be played within the transition time. When it is detected that the transition animation playback is completed, the virtual shooting prop (such as a virtual firearm) can be controlled to exit the shooting mode associated with shooting control A and switch to shooting in the shooting mode associated with shooting control B. That is to say, the shooting mode switch is not completed instantaneously. Whether it is the requirement for the server to confirm the state of the virtual shooting prop or the performance requirement for the mode switch of the virtual shooting prop, time is required. Therefore, during the process of shooting mode switching, a sufficient transition time needs to be reserved.

[0111] In some embodiments, the following processing may also be performed: for different shooting modes of a virtual shooting prop, different animation layers are respectively associated in a state machine, where the different animation layers are used to respectively display the animations when the virtual shooting prop shoots in different shooting modes.

[0112] Exemplarily, taking a virtual firearm as an example of the virtual shooting prop, assuming that the virtual firearm has two different shooting modes, namely a full-auto shooting mode and a semi-auto shooting mode, for these two different shooting modes of the virtual firearm, different animation layers can be respectively associated in the state machine. For example, the full-auto shooting mode of the virtual firearm can be associated with animation layer 1 in the state machine, and the semi-auto shooting mode of the virtual firearm can be associated with animation layer 2 in the state machine. Among them, animation layer 1 is used to display the animation when the virtual firearm shoots in the full-auto shooting mode, and animation layer 2 is used to display the animation when the virtual firearm shoots in the semi-auto shooting mode. In this way, since the processing method of associating animation layers is used, there is no limitation on the framework for the mounted animation layers, and thus a richer shooting mode scheme can be realized.

[0113] The shooting control method for virtual objects provided by the embodiments of the present application integrates different shooting modes of the virtual shooting prop into different shooting controls respectively, that is, different shooting modes of the virtual shooting prop are respectively assigned to different shooting controls displayed in the virtual scene. In this way, the problem that multiple shooting modes cannot exist simultaneously in the related art can be effectively solved, and since different shooting controls are bound to different shooting modes, it is also relatively convenient to switch shooting modes. That is to say, compared with the solution provided by the related art, the player does not need to press a button to switch, and on the basis of not increasing the player's understanding cost, the diversity of the performance and interaction of the virtual shooting prop is effectively improved, thereby also improving the human-computer interaction efficiency.

[0114] Next, taking a shooting game as an example, the exemplary application of the embodiments of the present application in an actual application scenario will be described.

[0115] In some embodiments, refer to Figure 5 , Figure 5 is a schematic diagram comparing the fire mode switching buttons provided by the embodiments of the present application. As Figure 5 shown, the fire mode switching of traditional mobile shooting games can be simply referred to as a fire mode switching scheme based on adding a single button. Specifically, there is often only one fire mode switching for firing, and limited by the interaction framework, the difference between fire modes cannot be too large (such as full-auto / single-shot / three-round burst). In terms of the specific button design, the fire mode switching of the virtual weapon requires the use of a dedicated weapon fire mode switching button (such as Figure 6The shown switching button 601), and multiple firing modes cannot exist simultaneously. When applied to science fiction / fantasy shooting games, whether it is a single firing mode type, or the need for an additional button to switch firing modes, or the inability to have multiple firing modes coexist simultaneously, it is difficult to meet the requirements.

[0116] Continue to refer to Figure 5 , in contrast, in the technical solution provided by the embodiments of the present application, the weapon firing modes are integrated into the left and right firing buttons. The two firing buttons of the virtual weapon (i.e., the above-mentioned shooting controls) are respectively given different firing mechanisms. For example, the left firing button A is given a high firing rate full-automatic firing mode and can store energy for the weapon; while the right firing button B is given a slow firing rate semi-automatic firing mode and consumes the stored energy. In this way, by integrating the firing modes into the left and right firing buttons, the problem of not being able to have multiple firing modes simultaneously is effectively solved. At the same time, since the left and right firing buttons are bound to independent firing logics, there is no need to consider the adaptation with the aiming function, and the handling of switching between the left and right fires is also relatively convenient. There are no restrictions on the firing modes, and it can better meet the weapon design requirements of science fiction / fantasy shooting games.

[0117] In some other embodiments, refer to Figure 7 , Figure 7 is a schematic diagram comparing the functions of the left and right firing buttons provided by the embodiments of the present application. As Figure 7 shown, in traditional mobile shooting games, the left firing button only supports hip firing (i.e., the shooting method with a wider field of view) by default, and the right firing button supports aiming and shooting (i.e., the shooting method with a smaller field of view) by default. That is, when the player presses the right firing button, it is default to press the right firing + aiming buttons simultaneously. That is to say, the right firing button integrates the aiming function, thus realizing one-button aiming and firing. However, the left and right firing buttons are essentially both firing buttons, and their functions are the same, only the right firing button integrates the aiming function. In contrast, in the technical solution provided by the embodiments of the present application, the left firing button is bound to firing mode A, and the right firing button is bound to firing mode B. That is to say, the functions of the left and right firing buttons are not the same, and both can integrate the aiming function, but the player needs to manually click the aiming button to aim.

[0118] Next, the shooting control method of the virtual object provided by the embodiments of the present application will be specifically described.

[0119] In some embodiments, refer to Figure 8 , Figure 8 is a schematic diagram of the application scenario of the shooting control method of the virtual object provided by the embodiments of the present application. As Figure 8As shown, the player can click on the backpack interface during the game, select the virtual weapon currently equipped, for example, the virtual weapon in the backpack can be replaced by dragging or clicking the replacement button, so as to equip the game character controlled by the player with a virtual weapon having multiple firing modes, such as virtual weapon 801 and virtual weapon 802.

[0120] In some other embodiments, referring to Figure 9 , Figure 9 is a schematic diagram of an application scenario of the shooting control method for virtual objects provided by the embodiments of the present application. As Figure 9 shown, in the virtual scene 901, there is a virtual object 903 (such as the game character A controlled by the player) holding a virtual weapon 902. For example, the virtual object 903 holding the virtual weapon 902 can be displayed in the third-person perspective in the virtual scene 901. In addition, multiple firing keys can also be displayed in the virtual scene 901, such as the left firing key 904 and the right firing key 905. Among them, the left firing key 904 can be bound to firing mode A (such as high-rate full-auto firing and energy storage for the weapon), and the right firing key 905 can be bound to firing mode B (such as slow-rate semi-auto firing and energy consumption).

[0121] Continuing to refer to Figure 9 , when the player uses the left firing key 904 to shoot during the game, for example, receiving a click operation of the player on the left firing key 904 triggers firing mode A. Among them, firing mode A can be high-rate full-auto firing, that is, virtual bullets will be consumed during the firing process, and the length of the energy bar 906 will be increased, that is, energy can be stored for the virtual weapon 902. In addition, when the player uses the right firing key 905 to shoot during the game, for example, receiving a click operation of the player on the right firing key 905 triggers firing mode B. Among them, firing mode B can be slow-rate semi-auto firing. At this time, each time the virtual weapon 902 fires, the energy bar 906 will be consumed, that is, each time the virtual weapon 902 fires a shot, a part of the energy bar 906 will be reduced, but virtual bullets will not be consumed during the firing process.

[0122] In some other embodiments, in traditional mobile shooting games, the left firing key only supports hip firing (i.e., a shooting method with a wider field of view) by default, and the right firing key supports aiming and shooting (i.e., a firing method with a smaller field of view) by default, that is, when the right firing key is pressed, the right firing + aiming keys are pressed by default. Due to the need to balance the seamless switching between left and right firing, this set of interaction solutions provided by the related technologies cannot be designed to consider that pressing the left firing key is regarded as pressing the left firing + aiming keys at the same time, otherwise problems such as repeated aiming will occur during the key switching process.

[0123] In contrast, in the technical solution provided by the embodiments of the present application, since a transition time between two firing modes is left, and at the same time, the two are completely decoupled, there is no need to consider the seamless connection between the left and right firing keys during the firing process, and any firing key can be bound to the aiming key, making the architecture more flexible and the entry threshold for players lower.

[0124] Exemplarily, referring to Figure 10A , Figure 10A is a schematic diagram of an application scenario of the shooting control method for a virtual object provided by the embodiments of the present application. As Figure 10A shown, when a trigger operation on the left firing key 1001 is received from a player, the virtual object 1003 can be controlled to shoot using the virtual weapon 1004 in a hip-fire manner, where the firing mode of the virtual weapon 1004 can be firing mode A, such as high-rate-of-fire fully automatic firing. Subsequently, when a trigger operation on the aiming key 1002 is received from the player, the shooting mode of the virtual object 1003 can be switched from hip-fire to aiming, and at this time, the firing mode of the virtual weapon 1004 is still firing mode A, that is, when a trigger operation on the aiming key 1002 is received from the player, it is switched from firing mode A + hip-fire to firing mode A + aiming.

[0125] Exemplarily, referring to Figure 10B , Figure 10B is a schematic diagram of an application scenario of the shooting control method for a virtual object provided by the embodiments of the present application. As Figure 10B shown, when a trigger operation on the right firing key 1005 is received from a player, the virtual object 1003 can be controlled to shoot using the virtual weapon 1004 in a hip-fire manner, where the firing mode of the virtual weapon 1004 can be firing mode B, such as slow-rate-of-fire semi-automatic firing. Subsequently, when a trigger operation on the aiming key 1002 is received from the player, the shooting mode of the virtual object 1003 can be switched from hip-fire to aiming, and at this time, the firing mode of the virtual weapon 1004 is still firing mode B. That is to say, when a trigger operation on the aiming key 1002 is received from the player, it can be switched from firing mode B + hip-fire to firing mode B + aiming.

[0126] The technical solution provided by the embodiments of the present application mainly solves the following three problems:

[0127] A. Different firing logic processing for dual firing keys

[0128] B. Conflict handling during the switching process

[0129] C. Decoupling and adaptation of the firing and aiming functions

[0130] In some embodiments, for problem A, in the conventional solution of adding a new button to change the firing mode, whether it is the left firing button or the right firing button, they are only triggers for the firing action. Essentially, they are for the convenience of players' multi-finger operations. The duplicated firing buttons perform the same firing process.

[0131] In contrast, in the technical solution provided by the embodiments of the present application, because of the complete decoupling, the two firing buttons execute independent firing logics respectively. From the perspective of a single firing button process, it is simpler and there will not be excessive judgments. Pressing the corresponding button triggers the corresponding firing logic. The following will be described in combination with Figure 11A and Figure 11B for specific illustration.

[0132] Exemplarily, referring to Figure 11A , Figure 11A is a schematic flowchart of the shooting control method for a virtual object provided by the embodiments of the present application, and will be described in combination with the steps shown in Figure 11A .

[0133] In step 201A, a pressing operation on the left firing button is received.

[0134] In step 202A, control the virtual weapon to shoot in firing mode A.

[0135] Exemplarily, referring to Figure 11B , Figure 11B is a schematic flowchart of the shooting control method for a virtual object provided by the embodiments of the present application, and will be described in combination with the steps shown in Figure 11B .

[0136] In step 201B, a pressing operation on the right firing button is received.

[0137] In step 202B, control the virtual weapon to shoot in firing mode B.

[0138] In some embodiments, for the above-mentioned problem B, when looking at the logic of each firing button alone, it is relatively simple and only the specific performance of each firing mode needs to be well done. However, for the mode switching and button switching during the player's firing process, separate processing is required.

[0139] Exemplarily, in the conventional weapon firing mode switching solution, because the left firing button and the right firing button essentially execute the same firing process, when the player holds down both the left and right firing buttons simultaneously, firing will be triggered at the same time. No matter which hand releases, the firing state in the same firing mode will be maintained, and the feel is continuous. In the technical solution provided by the embodiments of the present application, since the dual firing buttons essentially have two sets of firing logics and do not support simultaneous firing, there are the following two processing methods:

[0140] 1) Only one firing key is allowed to be in the triggered state, ignoring the requirement of the other firing key.

[0141] Exemplarily, shielding conditions can be added. When the left firing key is triggered and takes effect, the right firing key will not respond when pressed, but only be monitored. If the player keeps pressing both the left and right firing keys simultaneously and triggers firing mode A bound to the left firing key, and at this time if it is detected that the player releases the left firing key while the right firing key remains held down, then firing mode A can be immediately exited and firing can resume in firing mode B bound to the right firing key.

[0142] 2) Set the priorities of the two firing keys.

[0143] Exemplarily, the priority order can be set for the left and right firing keys. For example, assume the priority of the right firing key is higher than that of the left firing key. Then when it is detected that the player presses both the left and right firing keys simultaneously, firing mode B bound to the right firing key with a higher priority is preferentially triggered. In addition, if the player presses the left firing key first and then the right firing key, the firing mode of the virtual weapon can be switched from firing mode A to firing mode B; if the player presses the right firing key first and then the left firing key, the firing mode remains unchanged, and the firing mode is only switched to firing mode B when it is detected that the player releases the right firing key.

[0144] It should be noted that in traditional mobile shooting games, the firing mode of the weapon is determined before firing and cannot be switched after firing. In the technical solution provided by the embodiments of this application, since the mode switching and key binding are combined, the firing mode can be directly switched according to the triggering situation of the firing keys. In addition, it should also be noted that the switching of the firing mode is not completed instantaneously. Whether it is the server's requirement for confirming the weapon state or the performance requirement for switching the dual-firing mode of the weapon, time is required. Therefore, during the process of switching the firing mode of the weapon, a sufficient transition time needs to be reserved.

[0145] In some other embodiments, for the above-mentioned problem C, aiming is one of the main demands of shooting players. Therefore, no matter which firing scheme is used, it is necessary to meet the player's aiming requirement. In the traditional firing mode switching scheme, the firing mode is judged first, then the key is judged, and finally the aiming is judged. In addition, in the case of not manually aiming by default, the left firing key defaults to hip-fire (i.e., not aiming), and the right firing key defaults to aiming and firing (i.e., integrating the aiming function). Additionally, when it is detected that aiming has been performed, the right firing key remains in the aiming state, so as to ensure that the player can fire and preferentially be in the aiming state in any situation.

[0146] In contrast, in the technical solution provided by the embodiments of the present application, the connection between the firing key and the aiming key will be clearer. For example, first decouple: that is, it is first necessary to ensure that the two firing modes themselves are not associated with the aiming state. By default, clicking the firing key will not enter the aiming state, and the firing button does not need to handle the aiming logic additionally. Then adapt: that is, ensure that all firing modes are independent of the aiming state. During the firing process, the player can click the aiming key manually to freely enter or exit the aiming state.

[0147] In some embodiments, referring to Figure 12 , Figure 12 is a schematic diagram of the principle of the shooting control method for virtual objects provided by the embodiments of the present application. As Figure 12 shown, the key mappings of firing mode A and firing mode B can be separated in the state machine. For example, in the default basic state machine, by associating different animation layers, two completely different firing schemes can be implemented. Since the method of associating animation layers is used, there are no frame limitations for the attached animation layers, so that a richer firing mode scheme can be achieved.

[0148] In other embodiments, referring to Figure 13 , Figure 13 is a schematic diagram of the principle of the shooting control method for virtual objects provided by the embodiments of the present application. As Figure 13 shown, when dealing with the relationship between the aiming key and different firing modes, in the weapon animation blueprint, the firing modes of the virtual weapon can be adapted to the aiming and switching state machine. Under normal circumstances, only the right firing key and the aiming key need to be decoupled, and both firing modes can aim freely.

[0149] In some embodiments, when dealing with the conflict relationship between the two firing modes, the priority scheme mentioned above can be adopted, that is, the priority of firing mode B is higher than that of firing mode A. When it is detected that the player presses the right firing key (the firing mode bound to the right firing key is firing mode B), after a transition time, the virtual weapon will be controlled to fire in firing mode B.

[0150] Exemplarily, referring to Figure 14 , Figure 14 is a schematic diagram of the principle of the shooting control method for virtual objects provided by the embodiments of the present application. As Figure 14As shown, when the virtual weapon is in firing mode A, during the timeline of firing mode A, there is a continuous detection of a prohibited relationship globally. For example, when it is detected that the player subsequently presses the right firing button, it enters the cache transition phase and plays the transition animation. If the right firing button is not lifted after the transition phase ends (i.e., the player still holds the right firing button), then it can enter the Early Exit phase to control the virtual weapon to exit firing mode A and switch to firing mode B bound to the right firing button for firing.

[0151] It should be noted that in the timeline of firing mode B, there is no need to add this global detection of the prohibited relationship during the firing process. Just follow the normal logic. After the player raises their hand and the firing mode B stops firing, then perform the detection. For example, it can be observed whether the left firing button is pressed or is in the continuous pressing phase. In this case, control the virtual weapon to fire in firing mode A according to the normal logic.

[0152] In summary, the technical solution provided by the embodiments of the present application has the following beneficial effects:

[0153] The technical solution provided by the embodiments of the present application solves the following three problems:

[0154] 1. In the traditional interaction framework, the difference degree of weapon firing modes is insufficient;

[0155] 2. A weapon cannot have two firing modes simultaneously;

[0156] 3. A new button must be added for switching the weapon firing mode

[0157] That is to say, in the technical solution provided by the embodiments of the present application, the player can freely use the required firing mode to fire by using the default dual firing buttons without button switching. On the basis of not increasing the player's understanding cost, it effectively improves the diversity of weapon performance and interaction, and effectively meets the needs of science fiction / fantasy shooting games.

[0158] Next, continue to describe the exemplary structure of the software module for the implementation of the shooting control device 555 of the virtual object provided by the embodiments of the present application. In some embodiments, as Figure 2 shown, the software module in the shooting control device 555 of the virtual object stored in the memory 550 may include: a display module 5551 and a control module 5552.

[0159] A display module 5551 for displaying a virtual object holding a virtual shooting prop and a plurality of shooting controls in a virtual scene, wherein different shooting controls are respectively associated with different shooting modes of the virtual shooting prop, and the shooting mode represents the emission amount of the virtual shooting prop when the shooting control is triggered once; a control module 5552 for controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control in response to a trigger operation on the first shooting control, wherein the plurality of shooting controls includes the first shooting control.

[0160] In some embodiments, the display module 5551 is further configured to display an energy bar control corresponding to the virtual shooting prop in the virtual scene; the control module 5552 is further configured to, in response to the emission amount of the virtual shooting prop being greater than an emission amount threshold when the first shooting control is triggered once, control the length of the energy bar control to continuously increase with the increase of the shooting duration and control the number of virtual projectiles owned by the virtual object to continuously decrease with the increase of the shooting duration when controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control.

[0161] In some embodiments, the shooting mode further represents the shooting speed of the virtual shooting prop; the control module 5552 is further configured to, in response to the emission amount of the virtual shooting prop being greater than an emission amount threshold and the shooting speed of the virtual shooting prop being greater than a shooting speed threshold when the first shooting control is triggered once, control the length of the energy bar control to continuously increase with the increase of the shooting duration and control the number of virtual projectiles owned by the virtual object to continuously decrease with the increase of the shooting duration when controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control.

[0162] In some embodiments, the normal function of the virtual shooting prop is to cause attenuation of the state of the virtual object being hit by firing virtual projectiles; the shooting control device 555 of the virtual object further includes a switching module 5553 for switching the normal function of the virtual shooting prop to a state enhancement function in response to the length of the energy bar control being greater than or equal to a length threshold, wherein the state enhancement function is to enhance the state of the virtual object being hit by firing virtual projectiles.

[0163] In some embodiments, the control module 5552 is further configured to, in response to the length of the energy bar control being greater than or equal to a length threshold, perform at least one of the following processes: reducing the recoil of the virtual shooting prop; increasing the damage value of the virtual projectiles fired by the virtual shooting prop; increasing the damage range of the virtual projectiles fired by the virtual shooting prop; reducing the shooting interval of the virtual shooting prop.

[0164] In some embodiments, the control module 5552 is further configured to, in response to the launch amount of the virtual shooting prop being less than the launch amount threshold when the first shooting control is triggered once, control the length of the energy bar control to continuously decrease as the shooting duration increases and control the number of virtual projectiles owned by the virtual object to remain unchanged when controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control.

[0165] In some embodiments, the shooting mode further characterizes the shooting speed of the virtual shooting prop; the control module 5552 is further configured to, in response to the launch amount of the virtual shooting prop being less than the launch amount threshold and the shooting speed of the virtual shooting prop being less than the shooting speed threshold when the first shooting control is triggered once, control the length of the energy bar control to continuously decrease as the shooting duration increases and control the number of virtual projectiles owned by the virtual object to remain unchanged when controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control.

[0166] In some embodiments, the shooting control device 555 of the virtual object further includes a shielding module 5554, configured to shield the triggering operations in response to other shooting controls during the period when the first shooting control is triggered, where the other shooting controls are the shooting controls other than the first shooting control among the multiple shooting controls.

[0167] In some embodiments, the control module 5552 is further configured to, in response to the triggering operation for the first shooting control being released and receiving the triggering operation for the second shooting control, control the virtual shooting prop to switch to shooting in the shooting mode associated with the second shooting control, where the second shooting control is a shooting control different from the first shooting control among the multiple shooting controls.

[0168] In some embodiments, the multiple shooting controls have a priority order; the control module 5552 is further configured to, in response to receiving the triggering operations for the first shooting control and the second shooting control simultaneously and the priority of the first shooting control being higher than that of the second shooting control, control the virtual shooting prop to shoot in the shooting mode associated with the first shooting control, where the second shooting control is a shooting control different from the first shooting control among the multiple shooting controls.

[0169] In some embodiments, the multiple shooting controls have a priority order; the control module 5552 is further configured to, in response to receiving the triggering operation for the second shooting control during the period when the first shooting control is triggered and the priority of the first shooting control being higher than that of the second shooting control, control the virtual shooting prop to still shoot in the shooting mode associated with the first shooting control, where the second shooting control is a shooting control different from the first shooting control among the multiple shooting controls.

[0170] In some embodiments, the control module 5552 is further configured to, in response to receiving a trigger operation for the second shooting control during the triggering of the first shooting control, and when the priority of the second shooting control is higher than that of the first shooting control, control the virtual shooting prop to switch to shooting in the shooting mode associated with the second shooting control.

[0171] In some embodiments, the shooting control device 555 of the virtual object further includes a playback module 5555, configured to play a transition animation when detecting that the second shooting control is triggered; the control module 5552 is further configured to, in response to the completion of the playback of the transition animation, control the virtual shooting prop to exit the shooting mode associated with the first shooting control and switch to shooting in the shooting mode associated with the second shooting control.

[0172] In some embodiments, the shooting control device 555 of the virtual object further includes an association module 5556, configured to respectively associate different animation layers in the state machine for different shooting modes of the virtual shooting prop, where the different animation layers are used to respectively display the animations when the virtual shooting prop shoots in different shooting modes.

[0173] In some embodiments, the display module 5551 is further configured to display a sighting control corresponding to the virtual shooting prop in the virtual scene; the control module 5552 is further configured to, in response to a trigger operation for the sighting control, control the virtual shooting prop to switch from a non-sighted state to a sighted state; the control module 5552 is further configured to, when the virtual shooting prop is in the sighted state, control the virtual shooting prop to shoot in the shooting mode associated with the first shooting control.

[0174] In some embodiments, the display module 5551 is further configured to display an entrance to the prop library in the virtual scene; in response to a trigger operation for the entrance to the prop library, display the prop library, where the prop library includes a plurality of virtual shooting props; in response to a selection operation for the plurality of virtual shooting props, display a virtual object holding the selected virtual shooting prop in the virtual scene, where the selected virtual shooting prop has multiple shooting modes.

[0175] It should be noted that the description of the device in the embodiments of the present application is similar to the description of the above method embodiments and has similar beneficial effects as the method embodiments, so details will not be repeated. For the technical details not described in the shooting control device of the virtual object provided in the embodiments of the present application, they can be understood according to Figure 3 、or Figure 4 the description of any of the accompanying drawings.

[0176] An embodiment of the present application provides a computer program product, which includes a computer program or computer-executable instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer-executable instructions from the computer-readable storage medium, and the processor executes the computer-executable instructions, so that the computer device executes the shooting control method of the virtual object in the above embodiment of the present application.

[0177] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions, where the computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, the processor will be caused to execute the shooting control method of the virtual object provided by the embodiment of the present application. For example, as Figure 3 or Figure 4 the shooting control method of the virtual object shown.

[0178] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disc, or CD-ROM; or it may be various devices including one or any combination of the above memories.

[0179] In some embodiments, the executable instructions may be in the form of a program, software, software module, script, or code, and may be 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.

[0180] As an example, the 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.

[0181] As described above, the above are only embodiments of the present application and are not used to limit the protection scope of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims

1. A shooting control method for virtual objects, characterized in that, The method includes: Displaying a virtual object holding a virtual shooting prop and a plurality of shooting controls in a virtual scene, wherein different ones of the shooting controls are respectively associated with different shooting modes of the virtual shooting prop, and the shooting mode represents the emission amount of the virtual shooting prop when the shooting control is triggered once; In response to a trigger operation on a first shooting control, controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control, wherein the plurality of shooting controls includes the first shooting control.

2. The method according to claim 1, wherein The method further includes: Displaying an energy bar control corresponding to the virtual shooting prop in the virtual scene; In response to the emission amount of the virtual shooting prop being greater than an emission amount threshold when the first shooting control is triggered once, when controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control, controlling the length of the energy bar control to continuously increase as the shooting duration increases, and controlling the number of virtual projectiles owned by the virtual object to continuously decrease as the shooting duration increases.

3. The method according to claim 2, wherein: The shooting mode further represents the shooting speed of the virtual shooting prop; The step of, in response to the emission amount of the virtual shooting prop being greater than an emission amount threshold when the first shooting control is triggered once, when controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control, controlling the length of the energy bar control to continuously increase as the shooting duration increases, and controlling the number of virtual projectiles owned by the virtual object to continuously decrease as the shooting duration increases, includes: In response to the emission amount of the virtual shooting prop being greater than an emission amount threshold when the first shooting control is triggered once, and the shooting speed of the virtual shooting prop being greater than a shooting speed threshold, when controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control, controlling the length of the energy bar control to continuously increase as the shooting duration increases, and controlling the number of virtual projectiles owned by the virtual object to continuously decrease as the shooting duration increases.

4. The method according to claim 2 or 3, wherein: The conventional function of the virtual shooting prop is to cause attenuation of the state of a virtual object being hit by emitting the virtual projectiles; The method further includes: In response to the length of the energy bar control being greater than or equal to a length threshold, switching the conventional function of the virtual shooting prop to a state enhancement function, wherein the state enhancement function is to enhance the state of a virtual object being hit by emitting the virtual projectiles.

5. The method according to claim 2 or 3, characterized in that, The method further includes: In response to the length of the energy bar control being greater than or equal to a length threshold, performing at least one of the following processes: Reducing the recoil of the virtual shooting prop; Increasing the damage value of the virtual projectiles emitted by the virtual shooting prop; Increasing the damage range of the virtual projectiles emitted by the virtual shooting prop; Reducing the shooting interval of the virtual shooting prop.

6. The method according to claim 2, wherein The method further includes: In response to the launch amount of the virtual shooting prop being less than the launch amount threshold when the first shooting control is triggered once, when controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control, control the length of the energy bar control to continuously decrease as the shooting duration increases, and control the number of virtual projectiles owned by the virtual object to remain unchanged.

7. The method according to claim 6, wherein the shooting mode also characterizes the shooting speed of the virtual shooting prop; the step of, in response to the launch amount of the virtual shooting prop being less than the launch amount threshold when the first shooting control is triggered once, when controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control, controlling the length of the energy bar control to continuously decrease as the shooting duration increases, and controlling the number of virtual projectiles owned by the virtual object to remain unchanged, includes: In response to the launch amount of the virtual shooting prop being less than the launch amount threshold when the first shooting control is triggered once, and the shooting speed of the virtual shooting prop being less than the shooting speed threshold, when controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control, control the length of the energy bar control to continuously decrease as the shooting duration increases, and control the number of virtual projectiles owned by the virtual object to remain unchanged.

8. The method according to claim 1, wherein The method further includes: During the period when the first shooting control is triggered, block the trigger operation response for other shooting controls, where the other shooting controls are the shooting controls other than the first shooting control among the multiple shooting controls.

9. The method according to claim 8, characterized in that, The method further includes: In response to the release of the trigger operation for the first shooting control and the reception of the trigger operation for the second shooting control, control the virtual shooting prop to switch to shooting in the shooting mode associated with the second shooting control, where the second shooting control is the shooting control different from the first shooting control among the multiple shooting controls.

10. The method according to claim 1, wherein the multiple shooting controls have a priority order; the step of, in response to the trigger operation for the first shooting control, controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control, includes: In response to receiving the trigger operations for the first shooting control and the second shooting control simultaneously, and the priority of the first shooting control being higher than that of the second shooting control, control the virtual shooting prop to shoot in the shooting mode associated with the first shooting control, where the second shooting control is the shooting control different from the first shooting control among the multiple shooting controls.

11. The method according to claim 1, wherein the multiple shooting controls have a priority order; The method further includes: In response to receiving a trigger operation for a second shooting control during the triggering of the first shooting control, and the priority of the first shooting control being higher than that of the second shooting control, controlling the virtual shooting prop to still shoot in the shooting mode associated with the first shooting control, where the second shooting control is a shooting control different from the first shooting control among the multiple shooting controls.

12. The method according to claim 11, wherein The method further includes: In response to receiving a trigger operation for a second shooting control during the triggering of the first shooting control, and the priority of the second shooting control being higher than that of the first shooting control, controlling the virtual shooting prop to switch to shooting in the shooting mode associated with the second shooting control.

13. The method according to claim 12, wherein The controlling the virtual shooting prop to switch to shooting in the shooting mode associated with the second shooting control includes: When detecting that the second shooting control is triggered, playing a transition animation; In response to the completion of the playback of the transition animation, controlling the virtual shooting prop to exit the shooting mode associated with the first shooting control and switch to shooting in the shooting mode associated with the second shooting control.

14. The method according to any one of claims 1 to 13, characterized in that The method further includes: For different shooting modes of the virtual shooting prop, respectively associating different animation layers in a state machine, where the different animation layers are used to respectively display the animations when the virtual shooting prop shoots in different shooting modes.

15. The method according to any one of claims 1 to 13, characterized in that The controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control includes: Displaying a sighting control corresponding to the virtual shooting prop in the virtual scene; In response to a trigger operation for the sighting control, controlling the virtual shooting prop to switch from a non-sighted state to a sighted state; When the virtual shooting prop is in the sighted state, controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control.

16. The method according to claim 1, wherein The displaying a virtual object holding the virtual shooting prop in the virtual scene includes: Displaying an entrance to a prop library in the virtual scene; In response to a trigger operation for the entrance to the prop library, displaying the prop library, where the prop library includes multiple virtual shooting props; In response to a selection operation for the multiple virtual shooting props, displaying a virtual object holding the selected virtual shooting prop in the virtual scene, where the selected virtual shooting prop has multiple shooting modes.

17. A shooting control device for a virtual object, characterized in that, The apparatus includes: A display module, configured to display a virtual object holding a virtual shooting prop and multiple shooting controls in a virtual scene, where different shooting controls are respectively associated with different shooting modes of the virtual shooting prop, and the shooting mode represents the emission amount of the virtual shooting prop when the shooting control is triggered once; A control module, configured to control the virtual shooting prop to shoot in the shooting mode associated with the first shooting control in response to a trigger operation for the first shooting control, where the multiple shooting controls include the first shooting control.

18. An electronic device, characterized in that, Includes: A memory, configured to store executable instructions; A processor, when executing the executable instructions stored in the memory, implements the shooting control method of the virtual object according to any one of claims 1 to 16.

19. A computer-readable storage medium storing computer-executable instructions, characterized in that, When the computer executable instructions are executed by the processor, the shooting control method of the virtual object according to any one of claims 1 to 16 is implemented.

20. A computer program product, comprising a computer program or computer-executable instructions, characterized in that, When the computer program or computer executable instructions are executed by the processor, the shooting control method of the virtual object according to any one of claims 1 to 16 is implemented.