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 and decoupling the fire and opening functions, the problem of single virtual shooting prop mode is solved, and diversified virtual shooting performance and efficient human-computer interaction are achieved.
Patent Information
- Application Number
- CN202510381826.5
- 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
In the prior art, switching of shooting modes of virtual shooting props requires special buttons, and multiple modes cannot exist at the same time, resulting in a single performance and interaction mode of virtual guns and low human-computer interaction efficiency.
By displaying multiple shooting controls in the virtual scene, each control is bound to a different shooting mode, and switching the shooting mode in response to player operations, decoupling the fire function and opening the mirror function, setting priority and transition animation processing mode switching.
It realizes the diversified performance and interaction of virtual shooting props, improves human-computer interaction efficiency, meets diversified game needs, and reduces player understanding and operation costs.
Smart Images

Figure CN120285576A_ABST
Abstract
Description
[0001] This application is a divisional application of a patent application with an application date of January 9, 2024, a Chinese patent application number of 202410030822.8, and an invention title of "Shooting Control Method, Device, Electronic Device, and Storage Medium for Virtual Objects". Technical Field
[0002] This application relates to the field of computer human-computer interaction technologies, and in particular, to a shooting control method, device, electronic device, and storage medium for virtual objects. Background Art
[0003] Display technologies based on graphics processing hardware have expanded the channels for perceiving the environment and obtaining information. In particular, virtual scene display technologies can achieve diverse interactions between virtual objects controlled by users (or players) or artificial intelligence according to actual application requirements, and have various typical application scenarios. For example, in virtual scenes such as games, they can simulate real battle processes between virtual objects.
[0004] Taking shooting games as an example, virtual shooting props (such as virtual guns) in shooting games may have multiple shooting modes (or firing modes). Related technologies usually rely on a new single-button firing mode switching scheme. That is to say, switching 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
[0005] 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.
[0006] The technical solutions of the embodiments of this application are implemented as follows:
[0007] Embodiments of this application provide a shooting control method for virtual objects, including:
[0008] 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 firing amount of the virtual shooting prop when the shooting control is triggered once;
[0009] 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.
[0010] An embodiment of the present application provides a shooting control device for a virtual object, including:
[0011] A display module for 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;
[0012] A control module 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, where the plurality of shooting controls includes the first shooting control.
[0013] An embodiment of the present application provides an electronic device, including:
[0014] A memory for storing executable instructions;
[0015] A processor for implementing the shooting control method for a virtual object provided by an embodiment of the present application when executing the executable instructions stored in the memory.
[0016] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for implementing the shooting control method for a virtual object provided by an embodiment of the present application when being executed by a processor.
[0017] An embodiment of the present application provides a computer program product including a computer program or computer-executable instructions for implementing the shooting control method for a virtual object provided by an embodiment of the present application when being executed by a processor.
[0018] The embodiment of the present application has the following beneficial effects:
[0019] By integrating different shooting modes of the virtual shooting prop into different shooting controls respectively, that is, different shooting controls displayed in the virtual scene are respectively given different shooting modes of the virtual shooting prop. In this way, the problem that multiple shooting modes cannot coexist 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, players do not need to press keys to switch, and on the basis of not increasing the understanding cost of players, 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
[0020] Figure 1 is a schematic architecture diagram of a shooting control system 100 for a virtual object provided by an embodiment of the present application;
[0021] Figure 2It is a schematic structural diagram of an electronic device 500 provided by an embodiment of the present application;
[0022] Figure 3 It is a schematic flowchart of a shooting control method for a virtual object provided by an embodiment of the present application;
[0023] Figure 4 It is a schematic flowchart of a shooting control method for a virtual object provided by an embodiment of the present application;
[0024] Figure 5 It is a schematic diagram for comparing the fire mode switching buttons provided by an embodiment of the present application;
[0025] 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;
[0026] Figure 7 It is a schematic diagram for comparing the functions of the left and right fire buttons provided by an embodiment of the present application;
[0027] 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;
[0028] 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;
[0029] 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;
[0030] 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;
[0031] 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;
[0032] 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;
[0033] 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
[0034] To make the objectives, technical solutions, and advantages of this application clearer, the following will further describe this application in detail with reference to the accompanying drawings. The described embodiments should not be construed as limitations on this application. All other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the scope of protection of this application.
[0035] In the following description, reference is made to "some embodiments", 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.
[0036] It can be understood that in the embodiments of this application, when it comes to relevant data such as user information (e.g., data of a game character controlled by the user), when the embodiments of this 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 the relevant laws, regulations, and standards of the relevant countries and regions.
[0037] In the following description, the terms "first / second / ..." are only used to 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 allowed, so that the embodiments of this application described here can be implemented in an order other than that illustrated or described here.
[0038] In the embodiments of this application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works together with other relevant parts to achieve a predetermined goal, and can be fully or partially implemented by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of an overall module or unit that includes the functions of that module or unit.
[0039] Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meaning as commonly understood by those skilled in the technical field to which this application belongs. The terms used in the embodiments of this application are only for the purpose of describing the embodiments of this application and are not intended to limit this application.
[0040] Before further elaborating on the embodiments of this application, the nouns and terms involved in the embodiments of this application are described, and the nouns and terms involved in the embodiments of this application are subject to the following explanations.
[0041] 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 of the executed operations can be real-time or can have a set delay; without special instructions, there is no restriction on the execution order of multiple executed operations.
[0042] 2) Virtual scene: A scene 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, and users can control virtual objects to move in this virtual scene.
[0043] 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 in a virtual scene used to represent a user. There can be multiple virtual objects in a virtual scene, and each virtual object has its own shape and volume in the virtual scene, occupying a part of the space in the virtual scene. A virtual object can also be a game character controlled by a user (or player).
[0044] 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 (abbreviated as a game instance) 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.
[0045] That is to say, cloud gaming is an online gaming technology based on cloud computing technology. Cloud gaming technology enables thin client devices with relatively limited graphics processing and data computing capabilities to run high-quality games. In the cloud gaming 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 commands and send them to the cloud server.
[0046] 5) Shooting mode: Also known as the firing mode, it is the general term for the shooting characteristics composed of the form, performance, shooting interval, damage, etc. of shooting with virtual shooting props (such as virtual firearms). In the embodiments of the present application, the shooting mode is mainly used to characterize the firing volume of virtual shooting props 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 virtual shooting props (such as high shooting speed and slow shooting speed, etc.).
[0047] The embodiments of the present 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 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 example of jointly implementing the shooting control method for virtual objects provided by the embodiments of the present application by a server and a terminal device for illustration.
[0048] Before introducing the architecture of the shooting control system for virtual objects provided in the embodiments of the present application, the game modes involved in the embodiments of the present application will be introduced first. For the solution implemented collaboratively 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 cooperate to run the game processing logic. Some of the operation instructions input by the player in the terminal device 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 through the network for display. That is to say, the terminal device only needs to have the basic ability to play streaming media and the ability to obtain the player's operation instructions and send them to the server.
[0049] Next, the architecture of the shooting control system for virtual objects provided in the embodiments of the present application will be described.
[0050] Exemplarily, referring to Figure 1 , Figure 1 is a schematic diagram of the architecture of the shooting control system 100 for virtual objects provided in the embodiments of the present application. For the application of effectively improving the performance of virtual shooting props and the diversity of interactions, and further improving the human-computer interaction efficiency in the virtual scene, such as Figure 1 shown, the shooting control system 100 for virtual objects 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 runs 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.
[0051] 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 on the left side of the virtual scene and shooting control B 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 characterize the emission amount of the virtual shooting prop when the shooting control is triggered once. For example, the shooting control A on the left side of the virtual scene is associated with the full-auto shooting mode, and the shooting control B on the right side of the virtual scene is associated with the semi-auto shooting mode. Subsequently, the client 410 can, in response to the user's triggering operation on the first shooting control among the multiple shooting controls, control the virtual shooting prop to shoot in the shooting mode associated with the first shooting control. 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 of the virtual shooting prop and the diversity of interaction are effectively improved, thereby improving the human-computer interaction efficiency in the virtual scene.
[0052] It should be noted that the virtual scene in the shooting control method of the virtual object provided in 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 a central processing unit (CPU, Central Processing Unit) and a 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 form one or more of auditory perception, tactile perception, motion perception, and taste perception by means of different hardware.
[0053] When the client 410 is an online game application, it can rely on the computing power of the server 200 to complete virtual scene calculation and output the virtual scene on the terminal device 400. For example, taking the formation of visual perception of the virtual scene as an example, the server 200 calculates the display data related to the virtual scene (such as scene data) 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 visual perception. For example, it can present two-dimensional video frames on the display screen of a smart phone, or project video frames with three-dimensional display effects on the lenses of augmented reality / virtual reality glasses; for the perception of the form of the virtual scene, it can be understood that it can be output with 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, etc.
[0054] 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 achieve data calculation, storage, processing, and sharing.
[0055] Cloud technology is the general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool, be used on demand, and be 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.
[0056] Exemplarily, Figure 1 The server 200 in 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 laptop computer, a desktop computer, a smart speaker, a smart watch, a vehicle 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, which are not limited in the embodiments of the present application.
[0057] In some embodiments, the terminal device or the server may also implement the shooting control method of the virtual object provided in the embodiments of the present application by running various computer-executable instructions or computer programs. For example, the computer-executable instructions may be commands at the microprogram level, machine instructions, or software instructions. The computer program may be a native program or a software module in the operating system; it may 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 may 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 may be instructions in any form, and the above computer programs may be application programs, modules, or plugins in any form.
[0058] Next, the structure of the electronic device provided in the embodiments of the present application will be further described. Taking the electronic device as a terminal device as an example, refer to Figure 2 , Figure 2 which is a schematic structural diagram of the electronic device 500 provided in the embodiments of the present application. Figure 2 The electronic device 500 shown includes: at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. Each component in the electronic device 500 is coupled together through a bus system 540. It can be understood that the bus system 540 is used to realize the 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 clear illustration, in Figure 2 all kinds of buses are labeled as the bus system 540.
[0059] The processor 510 may be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP, Digital Signal Processor), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor may be a microprocessor or any conventional processor, etc.
[0060] The user interface 530 includes one or more output devices 531 that enable the 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, a mouse, a microphone, a touch screen display, a camera, other input buttons, and controls.
[0061] The memory 550 can be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, and the like. The memory 550 optionally includes one or more storage devices that are physically remote from the processor 510.
[0062] The memory 550 includes volatile memory or non-volatile memory, and may also include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), and the volatile memory can be random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.
[0063] In some embodiments, the memory 550 is capable of storing data to support various operations. Examples of such data include programs, modules, and data structures, or subsets or supersets thereof, which are described below by way of example.
[0064] The operating system 551, including system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic services and handling hardware-based tasks;
[0065] The network communication module 552 is used to reach other computing devices via one or more (wired or wireless) network interfaces 520. Exemplary network interfaces 520 include: Bluetooth, Wireless Fidelity (WiFi), and Universal Serial Bus (USB), etc.;
[0066] The presentation module 553 is used to enable 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] The input processing module 554 is used to detect and translate 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 2The shooting control device 555 of the virtual object stored in the memory 550 is shown. It can be software in the form of programs and plugins, etc., and includes 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 arbitrarily combined 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 regarded as excluding the implementation that the shooting control device 555 of the virtual object 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 of the virtual object provided in the embodiments of the present application will be specifically described in combination with the exemplary applications and implementations of the terminal device provided in the embodiments of the present application.
[0070] Refer to Figure 3 , Figure 3 which is a schematic flowchart of the shooting control method of the virtual object provided in the embodiments of the present application, and will be described in combination with Figure 3 the steps shown.
[0071] It should be noted that, Figure 3 the 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 described above. Therefore, the example of the client in the following should not be regarded as a limitation to the embodiments of the present application. In addition, for the convenience of expression, the terminal device and the client running on the terminal device will not be 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 the 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 the player's click operation on the entrance to the prop library is received, 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, used 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 the player's click operation on the virtual shooting prop 2 displayed in the prop library is received, 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 use virtual shooting prop 2 to shoot.
[0076] In some embodiments, the virtual scene can be displayed in the first-person perspective in the human-computer interaction interface of the client (for example, the current player's own perspective is used to play the virtual object in the game); it can also be displayed in the third-person perspective (for example, the player chases the virtual object in the game to play the game); it can also be displayed in the bird's-eye large 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 in 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, it can achieve the immersive perception of the user being on the scene during the operation process.
[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 can also be performed between the above different perspectives. 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, assuming they are shooting control A and shooting control B respectively, where 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) on shooting control A located on the left side of the screen by the player is received, control the virtual shooting prop to shoot in the full-auto shooting mode, that is to say, when the player triggers shooting control A each time, the firing amount of the virtual shooting prop is greater than the firing amount threshold. For example, when the player holds down shooting control A without releasing it, control the virtual shooting prop to continuously fire 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, and 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] Exemplarily, taking a virtual shooting prop as a virtual firearm for example, 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 is received from the player, 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 fire 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, and the player's gaming experience is improved.
[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 launch amount of the virtual shooting prop being greater than the launch 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 fire in the shooting mode associated with the first shooting control, control the length of the energy bar control to continuously increase with the increase of the shooting duration (i.e., store energy for the virtual shooting prop), and control the number of virtual projectiles (such as virtual bullets, virtual rockets, etc.) owned by the virtual object to continuously decrease with the increase of the shooting duration.
[0086] 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 the full-auto shooting mode, while controlling the virtual firearm to fire 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, store energy for the virtual firearm, and control the number of virtual bullets owned by the virtual object (such as the game character A controlled by the player) 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 can 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 shooting speed 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 shooting speed full-auto shooting mode, while controlling the virtual firearm to shoot in the high shooting speed 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 shooting speed 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] For example, taking a virtual shooting prop as a virtual firearm, the conventional function of the virtual firearm can be to cause the health value of a hit virtual object (such as a virtual object in an opposing camp) to decay 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 hit virtual object (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 damage 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 the status of virtual objects in the opposing camp to decay. 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 the status of the virtual object to decay. 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 a greater decay 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, continuing with 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] For example, 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 damage to the target.
[0094] In some embodiments, when an energy bar control corresponding to a virtual shooting prop is displayed in a 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 may 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, the length of the energy bar control will decrease by a part, 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 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 can be achieved in the following way: 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, 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, the length of the energy bar control will correspondingly decrease by a part. 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 choose the corresponding shooting mode to shoot according to the actual situation, improving the player's gaming experience.
[0098] In some embodiments, after performing Figure 3 the steps shown in 102, 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 the shooting control different from the first shooting control among the multiple shooting controls.
[0100] Exemplarily, taking the multiple shooting controls as two shooting controls, 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 the full-automatic shooting mode, and the shooting mode associated with shooting control B is the 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, when the player presses shooting control B, there is no response, 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 two shooting controls as an example of multiple shooting controls, assuming 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, assuming it is detected that the player presses shooting control A and shooting control B at the same time, 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 is effective 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 schematic flowchart of the shooting control method for a virtual object provided by an embodiment of the present application. As shown in Figure 4 , after performing 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 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 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 firearm) can be controlled to shoot in the full-auto shooting mode. At the same time, assume that a trigger operation by 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 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, 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 a high - rate full - automatic shooting mode, and the shooting mode associated with shooting control B is a slow - rate semi - automatic 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 - rate full - automatic shooting mode. At the same time, assume that during the period when shooting control A is triggered, a trigger operation of 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 lower than the priority of the shooting mode associated with shooting control B, the virtual shooting prop can be controlled to exit the high - rate full - automatic shooting mode associated with shooting control A and switch to shooting in the slow - rate semi - automatic 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 - mentioned control of the virtual shooting prop to switch to 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 - rate full - automatic shooting mode) and switch to shooting in the shooting mode associated with the second shooting control (such as the slow - rate semi - automatic shooting mode).
[0110] For example, taking the first shooting control as shooting control A and the second shooting control as shooting control B as an example, 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, when 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 has finished playing, 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 server's requirement for confirming 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 switch, 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 the virtual shooting prop as a virtual firearm, 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, the attached animation layers have no frame limitations, so that a more diverse shooting mode scheme can be realized.
[0113] The shooting control method for virtual objects provided by the embodiments of the present application effectively solves the problem that multiple shooting modes cannot coexist in the related art 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. Moreover, 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, players do not need to press buttons to switch, which effectively improves the diversity of the performance and interaction of the virtual shooting prop without increasing the understanding cost of players, 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, referring 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 briefly 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 specific button design, the fire mode switching of virtual weapons 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 the firing mode, or the inability to have multiple firing modes coexist simultaneously, it is difficult to meet the requirements.
[0116] Continuing 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-auto firing mode and can store energy for the weapon; while the right firing button B is given a slow firing rate semi-auto 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 firing 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, referring 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 by default only supports hip firing (i.e., a shooting method with a wider field of view), and the right firing button by default aims and shoots (i.e., a shooting method with a smaller field of view). 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] The following specifically describes the shooting control method of the virtual object provided by the embodiments of the present application.
[0119] In some embodiments, referring 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 in the game and select the currently equipped virtual weapon. For example, the virtual weapon in the backpack can be replaced by dragging or clicking the replace button, thereby equipping the game character controlled by the player with virtual weapons with multiple firing modes, such as virtual weapon 801 and virtual weapon 802.
[0120] In other embodiments, see Figure 9 , Figure 9 is a schematic diagram of an application scenario of the shooting control method of a virtual object provided in an embodiment of the present application, such as Figure 9 As shown, a virtual object 903 (e.g., a game character A controlled by a player) holding a virtual weapon 902 is displayed in a virtual scene 901. For example, the virtual object 903 holding the virtual weapon 902 can be displayed in a third-person perspective in the virtual scene 901. In addition, multiple firing keys can also be displayed in the virtual scene 901, for example, including a left firing key 904 and a right firing key 905, wherein the left firing key 904 can be bound to a firing mode A (e.g., high-rate full-automatic firing and storing energy for the weapon), and the right firing key 905 can be bound to a firing mode B (e.g., slow-rate semi-automatic firing and consuming stored energy).
[0121] Continue to see Figure 9 , when the player uses the left fire button 904 to shoot in the game, for example, a click operation of the player on the left fire button 904 is received, and the firing mode A is triggered, wherein the firing mode A can be a high-rate full-automatic 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, it can store energy for the virtual weapon 902. In addition, when the player uses the right fire button 905 to shoot in the game, for example, a click operation of the player on the right fire button 905 is received, and the firing mode B is triggered, wherein the firing mode B can be a slow-rate semi-automatic firing, at which time the virtual weapon 902 will consume the energy bar 906 each time it fires, that is, each time the virtual weapon 902 fires a shot, a part of the energy bar 906 will be reduced, but no virtual bullets will be consumed during the firing process.
[0122] In other embodiments, in traditional mobile shooting games, the left fire key supports only hip shooting (i.e., a shooting method with a wider field of view) by default, and the right fire key supports aiming shooting (i.e., a shooting method with a smaller field of view) by default, that is, when the right fire key is pressed, the right fire + aiming key is pressed simultaneously by default. Since it is necessary to take into account the seamless switching of left and right fire, the interactive solution provided by the relevant technology cannot achieve that when the left fire key is pressed, it is regarded as pressing the left fire + aiming key simultaneously, otherwise it will cause problems such as repeated aiming 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 the 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. Any firing key can be bound to the aiming key, the architecture is more flexible, and the threshold for players to get started is lower.
[0124] Exemplarily, referring to Figure 10A , Figure 10A which 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 with a virtual weapon 1004 in a hip-fire manner. Among them, 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. 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 which 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 with a virtual weapon 1004 in a hip-fire manner. Among them, 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. 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 solutions provided by the embodiments of the present application mainly solve the following three problems:
[0127] A. Processing of different firing logics 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 both 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, due to 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 be no excessive judgments. Just press the corresponding button to trigger the corresponding firing logic. The following will be described in combination with Figure 11A and Figure 11B for specific illustration.
[0132] For example, 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, which 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] For example, 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, which 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 problem B, when looking at the logic of each firing button separately, it is relatively simple. 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] For example, in the conventional weapon firing mode switching solution, since the left firing button and the right firing button essentially execute the same firing process, when the player holds both the left and right firing buttons at the same time, firing will be triggered simultaneously. No matter which hand releases the button, 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 button is allowed to be in the triggered state, ignoring the requirement of the other firing button.
[0141] Exemplarily, shielding conditions can be added. When the left firing button is triggered and takes effect, pressing the right firing button has no reaction and only detection is performed. If the player keeps pressing both the left and right firing buttons simultaneously and triggers firing mode A bound to the left firing button, and at this time, if it is detected that the player releases the left firing button while the right firing button remains held down, then firing mode A can be immediately exited and firing can resume in firing mode B bound to the right firing button.
[0142] 2) Set the priorities of the two firing buttons.
[0143] Exemplarily, the priority order can be set for the left and right firing buttons. For example, assuming that the priority of the right firing button is higher than that of the left firing button, when it is detected that the player presses both the left and right firing buttons simultaneously, firing mode B bound to the right firing button with a higher priority is triggered first. In addition, if the player presses the left firing button first and then the right firing button, 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 button first and then the left firing button, the firing mode remains unchanged, and the firing mode is switched to firing mode B only when it is detected that the player releases the right firing button.
[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 in the embodiments of the present application, since the mode switch and button binding are combined, the firing mode can be directly switched according to the triggering situation of the firing button. In addition, it should also be noted that the switch of the firing mode is not completed instantaneously. Whether it is the requirement for the server to confirm the weapon state or the performance requirement for the dual firing mode switch of the weapon, time is required. Therefore, a sufficient transition time needs to be reserved during the switch of the weapon firing mode.
[0145] In some other embodiments, for the above-mentioned problem C, aiming is one of the main demands of shooting players, so any firing scheme needs to meet the aiming requirements of players. In the traditional firing mode switch scheme, the firing mode is judged first, then the button is judged, and finally the aiming is judged. In addition, in the case of default without manual aiming, the left firing button defaults to hip-fire (i.e., without aiming), and the right firing button defaults to aiming and firing (i.e., integrating the aiming function). In addition, when it is detected that aiming has been performed, the right firing button remains in the aiming state, so as to ensure that the player can fire and give priority to the aiming state in any situation.
[0146] In contrast, in the technical solution provided by the embodiments of the present application, the relationship between the firing button and the aiming button 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 button 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 button 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 of the virtual object 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 disassembled in the state machine. For example, in the default basic state machine, by associating different animation layers, two completely inconsistent firing schemes can be realized. Because the way of associating animation layers is used, there are no frame limitations for the attached animation layers here, so that a richer firing mode scheme can be realized.
[0148] In other embodiments, referring to Figure 13 , Figure 13 is a schematic diagram of the principle of the shooting control method of the virtual object provided by the embodiments of the present application. As Figure 13 shown, when dealing with the relationship between the aiming button and different firing modes, in the weapon animation blueprint, the firing modes of the virtual weapon and the aiming and shooting state machine can be adapted. Under normal circumstances, only the right firing button and the aiming button need to be decoupled, and both firing modes can freely aim.
[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 button (the firing mode bound to the right firing button is firing mode B), after a transition time, the virtual weapon will be controlled to fire in firing mode B.
[0150] For example, referring to Figure 14 , Figure 14 is a schematic diagram of the principle of the shooting control method of the virtual object 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 continuously a detection of the prohibition relationship globally. For example, when it is detected that the player subsequently presses the right firing button, it enters the cache transition stage and plays the transition animation. If the right firing button is not lifted after the transition stage ends (i.e., the player still holds the right firing button), then it can enter the Early Exit stage to control the virtual weapon to exit firing mode A and switch to firing in firing mode B bound to the right firing button.
[0151] It should be noted that in the timeline of firing mode B, there is no need to add the detection of the global prohibition relationship during the firing process. Just follow the normal logic. After the player raises their hand and the firing mode B stops firing, then conduct the detection. For example, it can be observed whether the left firing button is pressed or in the continuous pressing stage. In the case of yes, control the virtual weapon to fire in firing mode A according to the normal logic.
[0152] In summary, the technical solution provided by the embodiment of the present application has the following beneficial effects:
[0153] The technical solution provided by the embodiment of the present application solves the following three problems:
[0154] 1. Under 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 the switching of weapon firing modes
[0157] That is to say, in the technical solution provided by the embodiment 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 embodiment of the present application. In some embodiments, as Figure 2 shown, the software module stored in the shooting control device 555 of the virtual object in the memory 550 may include: a display module 5551 and a control module 5552.
[0159] A display module 5551, configured to display 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 launch amount of the virtual shooting prop when the shooting control is triggered once; a control module 5552, 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.
[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 launch amount of the virtual shooting prop being greater than a launch amount threshold when the first shooting control is triggered once, 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 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 launch amount of the virtual shooting prop being greater than a launch 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 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 controlling the virtual shooting prop to shoot in the shooting mode associated with the first shooting control.
[0162] In some embodiments, the conventional function of the virtual shooting prop is to cause attenuation of the state of the virtual object being hit by launching virtual projectiles; the shooting control device 555 of the virtual object further includes a switching module 5553, configured to switch the conventional 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 launching 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 launched by the virtual shooting prop; increasing the damage range of the virtual projectiles launched 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 trigger 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 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.
[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 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 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 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 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 the priority of the second shooting control being 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 here. 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 one of the 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 embodiments 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, 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 an 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, only the embodiments of the present application are used and are not intended to limit the protection scope of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are all included in the protection scope of the present application.
Claims
1. A shooting control method for a virtual object, characterized in that The method comprises: 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 plurality of shooting controls have a priority order; In response to receiving trigger operations for a first shooting control and a second shooting control at the same time, and the first shooting control has a higher priority than the second shooting control, controlling the virtual shooting prop to shoot in a shooting mode associated with the first shooting control, wherein the multiple shooting controls include the first shooting control, and the second shooting control is a shooting control among the multiple shooting controls that is different from the first shooting control.
2. The method according to claim 1, wherein The method further comprises: In response to a trigger operation on the first shooting control, controlling the virtual shooting prop to shoot in a shooting mode associated with the first shooting control; In response to receiving a trigger operation for the second shooting control while the first shooting control is triggered, and the first shooting control has a higher priority than the second shooting control, the virtual shooting prop is controlled to still shoot in the shooting mode associated with the first shooting control.
3. The method according to claim 1, wherein The method further comprises: In response to a trigger operation on the first shooting control, controlling the virtual shooting prop to shoot in a shooting mode associated with the first shooting control; In response to receiving a trigger operation for a second shooting control while the first shooting control is triggered, and the second shooting control has a higher priority than the first shooting control, the virtual shooting prop is controlled to switch to shooting in a shooting mode associated with the second shooting control.
4. The method according to claim 3, characterized in that The controlling the virtual shooting prop to switch to shooting in the shooting mode associated with the second shooting control comprises: When it is detected that the second shooting control is triggered, playing the transition animation; In response to the transition animation being played, the virtual shooting prop is controlled to exit the shooting mode associated with the first shooting control, and is switched to shooting in the shooting mode associated with the second shooting control.
5. The method according to claim 2 or 3, characterized in that, The method further comprises: Displaying an energy bar control corresponding to the virtual shooting prop in the virtual scene; In response to the first shooting control being triggered once and the emission amount of the virtual shooting prop being greater than the emission amount threshold, 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 increase continuously as the shooting duration increases, and the number of virtual projectiles possessed by the virtual object is controlled to decrease continuously as the shooting duration increases.
6. The method according to claim 5, characterized in that The shooting mode represents the shooting speed of the virtual shooting prop; When the launch amount of the virtual shooting prop is greater than the launch amount threshold in response to the first shooting control being 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, including: When the launch amount of the virtual shooting prop is greater than the launch amount threshold in response to the first shooting control being triggered once, and the shooting speed of the virtual shooting prop is greater than the 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.
7. The method according to claim 5 or 6, wherein: The normal function of the virtual shooting prop is to cause attenuation of the state of the virtual object hit by launching the virtual projectile; The method further includes: In response to the length of the energy bar control being greater than or equal to the length threshold, switching the normal function of the virtual shooting prop to a state enhancement function, wherein the state enhancement function is to enhance the state of the virtual object hit by launching the virtual projectile.
8. The method according to claim 5 or 6, characterized in that The method further includes: In response to the length of the energy bar control being greater than or equal to the 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 launched by the virtual shooting prop; Increasing the damage range of the virtual projectiles launched by the virtual shooting prop; Reducing the shooting interval of the virtual shooting prop.
9. The method according to claim 2 or 3, characterized in that, The method further includes: Displaying the energy bar control corresponding to the virtual shooting prop in the virtual scene; When the launch amount of the virtual shooting prop is less than the launch amount threshold in response to the first shooting control being 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.
10. The method according to claim 9, wherein: The shooting mode characterizes the shooting speed of the virtual shooting prop; When the launch amount of the virtual shooting prop is less than the launch amount threshold in response to the first shooting control being 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, including: 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, 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.
11. The method according to any one of claims 1 to 10, characterized in that, The method further includes: For different shooting modes of the 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.
12. The method according to any one of claims 1 to 10, 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 on 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.
13. The method according to any one of claims 1 to 10, characterized in that, The displaying a virtual object holding a 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 on the entrance to the prop library, displaying the prop library, where the prop library includes a plurality of virtual shooting props; In response to a selection operation on the plurality of 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.
14. 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 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 plurality of shooting controls have a priority order; A control module, configured to, in response to receiving trigger operations on a first shooting control and a 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 plurality of shooting controls include the first shooting control, and the second shooting control is a shooting control different from the first shooting control among the plurality of shooting controls.
15. An electronic device, characterized in that, including: A memory, configured to store executable instructions; A processor, configured to, when executing the executable instructions stored in the memory, implement the shooting control method of the virtual object according to any one of claims 1 to 13.
16. 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 13 is implemented.
17. 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 13 is implemented.